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/**
* @file llmultigesture.h
* @brief Gestures that are asset-based and can have multiple steps.
*
* $LicenseInfo:firstyear=2004&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2010, Linden Research, Inc.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation;
* version 2.1 of the License only.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
#ifndef LL_LLMULTIGESTURE_H
#define LL_LLMULTIGESTURE_H
#include <set>
#include <string>
#include <vector>
#include "lluuid.h"
#include "llframetimer.h"
class LLDataPacker;
class LLGestureStep;
class LLMultiGesture
{
public:
LLMultiGesture();
virtual ~LLMultiGesture();
// Maximum number of bytes this could hold once serialized.
S32 getMaxSerialSize() const;
bool serialize(LLDataPacker& dp) const;
bool deserialize(LLDataPacker& dp);
void dump();
void reset();
const std::string& getTrigger() const { return mTrigger; }
protected:
LLMultiGesture(const LLMultiGesture& gest);
const LLMultiGesture& operator=(const LLMultiGesture& rhs);
public:
KEY mKey { 0 };
MASK mMask { 0 };
// This name can be empty if the inventory item is not around and
// the gesture manager has not yet set the name
std::string mName;
// String, like "/foo" or "hello" that makes it play
std::string mTrigger;
// Replaces the trigger substring with this text
std::string mReplaceText;
std::vector<LLGestureStep*> mSteps;
// Is the gesture currently playing?
bool mPlaying { false };
// "instruction pointer" for steps
S32 mCurrentStep { 0 };
// We're waiting for triggered animations to stop playing
bool mWaitingAnimations { false };
// We're waiting for key release
bool mWaitingKeyRelease { false };
// We're waiting a fixed amount of time
bool mWaitingTimer { false };
// We're waiting for triggered animations to stop playing
bool mTriggeredByKey { false };
// Has the key been released?
bool mKeyReleased { false };
// Waiting after the last step played for all animations to complete
bool mWaitingAtEnd { false };
// Timer for waiting
LLFrameTimer mWaitTimer;
void (*mDoneCallback)(LLMultiGesture* gesture, void* data) { NULL };
void* mCallbackData { NULL };
// Animations that we requested to start
std::set<LLUUID> mRequestedAnimIDs;
// Once the animation starts playing (sim says to start playing)
// the ID is moved from mRequestedAnimIDs to here.
std::set<LLUUID> mPlayingAnimIDs;
};
// Order must match the library_list in floater_preview_gesture.xml!
enum EStepType
{
STEP_ANIMATION = 0,
STEP_SOUND = 1,
STEP_CHAT = 2,
STEP_WAIT = 3,
STEP_EOF = 4
};
class LLGestureStep
{
public:
LLGestureStep() {}
virtual ~LLGestureStep() {}
virtual EStepType getType() = 0;
// Return a user-readable label for this step
virtual std::vector<std::string> getLabel() const = 0;
virtual S32 getMaxSerialSize() const = 0;
virtual bool serialize(LLDataPacker& dp) const = 0;
virtual bool deserialize(LLDataPacker& dp) = 0;
virtual void dump() = 0;
};
// By default, animation steps start animations.
// If the least significant bit is 1, it will stop animations.
const U32 ANIM_FLAG_STOP = 0x01;
class LLGestureStepAnimation : public LLGestureStep
{
public:
LLGestureStepAnimation();
virtual ~LLGestureStepAnimation();
virtual EStepType getType() { return STEP_ANIMATION; }
virtual std::vector<std::string> getLabel() const;
virtual S32 getMaxSerialSize() const;
virtual bool serialize(LLDataPacker& dp) const;
virtual bool deserialize(LLDataPacker& dp);
virtual void dump();
public:
std::string mAnimName;
LLUUID mAnimAssetID;
U32 mFlags;
};
class LLGestureStepSound : public LLGestureStep
{
public:
LLGestureStepSound();
virtual ~LLGestureStepSound();
virtual EStepType getType() { return STEP_SOUND; }
virtual std::vector<std::string> getLabel() const;
virtual S32 getMaxSerialSize() const;
virtual bool serialize(LLDataPacker& dp) const;
virtual bool deserialize(LLDataPacker& dp);
virtual void dump();
public:
std::string mSoundName;
LLUUID mSoundAssetID;
U32 mFlags;
};
class LLGestureStepChat : public LLGestureStep
{
public:
LLGestureStepChat();
virtual ~LLGestureStepChat();
virtual EStepType getType() { return STEP_CHAT; }
virtual std::vector<std::string> getLabel() const;
virtual S32 getMaxSerialSize() const;
virtual bool serialize(LLDataPacker& dp) const;
virtual bool deserialize(LLDataPacker& dp);
virtual void dump();
public:
std::string mChatText;
U32 mFlags;
};
const U32 WAIT_FLAG_TIME = 0x01;
const U32 WAIT_FLAG_ALL_ANIM = 0x02;
const U32 WAIT_FLAG_KEY_RELEASE = 0x04;
class LLGestureStepWait : public LLGestureStep
{
public:
LLGestureStepWait();
virtual ~LLGestureStepWait();
virtual EStepType getType() { return STEP_WAIT; }
virtual std::vector<std::string> getLabel() const;
virtual S32 getMaxSerialSize() const;
virtual bool serialize(LLDataPacker& dp) const;
virtual bool deserialize(LLDataPacker& dp);
virtual void dump();
public:
F32 mWaitSeconds;
U32 mFlags;
};
#endif
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