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/**
* @file llfloaterbeacons.cpp
* @brief Front-end to LLPipeline controls for highlighting various kinds of objects.
* @author Coco
*
* $LicenseInfo:firstyear=2001&license=viewergpl$
*
* Copyright (c) 2001-2009, Linden Research, Inc.
*
* Second Life Viewer Source Code
* The source code in this file ("Source Code") is provided by Linden Lab
* to you under the terms of the GNU General Public License, version 2.0
* ("GPL"), unless you have obtained a separate licensing agreement
* ("Other License"), formally executed by you and Linden Lab. Terms of
* the GPL can be found in doc/GPL-license.txt in this distribution, or
* online at http://secondlifegrid.net/programs/open_source/licensing/gplv2
*
* There are special exceptions to the terms and conditions of the GPL as
* it is applied to this Source Code. View the full text of the exception
* in the file doc/FLOSS-exception.txt in this software distribution, or
* online at
* http://secondlifegrid.net/programs/open_source/licensing/flossexception
*
* By copying, modifying or distributing this software, you acknowledge
* that you have read and understood your obligations described above,
* and agree to abide by those obligations.
*
* ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO
* WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY,
* COMPLETENESS OR PERFORMANCE.
* $/LicenseInfo$
*/
#include "llviewerprecompiledheaders.h"
#include "llfloaterbeacons.h"
#include "llviewercontrol.h"
#include "lluictrlfactory.h"
#include "llcheckboxctrl.h"
#include "pipeline.h"
LLFloaterBeacons::LLFloaterBeacons(const LLSD& seed)
: LLFloater(seed)
{
// LLUICtrlFactory::getInstance()->buildFloater(this, "floater_beacons.xml");
// Initialize pipeline states from saved settings.
// OK to do at floater constructor time because beacons do not display unless the floater is open
// therefore it is OK to not initialize the pipeline state before needed.
// Note also that we should replace those pipeline statics with direct lookup of the saved settings
// eliminating the need to keep these states in sync.
LLPipeline::setRenderScriptedTouchBeacons(gSavedSettings.getBOOL("scripttouchbeacon"));
LLPipeline::setRenderScriptedBeacons( gSavedSettings.getBOOL("scriptsbeacon"));
LLPipeline::setRenderPhysicalBeacons( gSavedSettings.getBOOL("physicalbeacon"));
LLPipeline::setRenderSoundBeacons( gSavedSettings.getBOOL("soundsbeacon"));
LLPipeline::setRenderParticleBeacons( gSavedSettings.getBOOL("particlesbeacon"));
LLPipeline::setRenderHighlights( gSavedSettings.getBOOL("renderhighlights"));
LLPipeline::setRenderBeacons( gSavedSettings.getBOOL("renderbeacons"));
mCommitCallbackRegistrar.add("Beacons.UICheck", boost::bind(&LLFloaterBeacons::onClickUICheck, this,_1));
}
BOOL LLFloaterBeacons::postBuild()
{
return TRUE;
}
// Callback attached to each check box control to both affect their main purpose
// and to implement the couple screwy interdependency rules that some have.
void LLFloaterBeacons::onClickUICheck(LLUICtrl *ctrl)
{
LLCheckBoxCtrl *check = (LLCheckBoxCtrl *)ctrl;
std::string name = check->getName();
if( name == "touch_only")
{
LLPipeline::toggleRenderScriptedTouchBeacons(NULL);
// Don't allow both to be ON at the same time. Toggle the other one off if both now on.
if (
LLPipeline::getRenderScriptedTouchBeacons(NULL) &&
LLPipeline::getRenderScriptedBeacons(NULL) )
{
LLPipeline::setRenderScriptedBeacons(FALSE);
getChild<LLCheckBoxCtrl>("scripted")->setControlValue(LLSD(FALSE));
getChild<LLCheckBoxCtrl>("touch_only")->setControlValue(LLSD(TRUE)); // just to be sure it's in sync with llpipeline
}
}
else if(name == "scripted")
{
LLPipeline::toggleRenderScriptedBeacons(NULL);
// Don't allow both to be ON at the same time. Toggle the other one off if both now on.
if (
LLPipeline::getRenderScriptedTouchBeacons(NULL) &&
LLPipeline::getRenderScriptedBeacons(NULL) )
{
LLPipeline::setRenderScriptedTouchBeacons(FALSE);
getChild<LLCheckBoxCtrl>("touch_only")->setControlValue(LLSD(FALSE));
getChild<LLCheckBoxCtrl>("scripted")->setControlValue(LLSD(TRUE)); // just to be sure it's in sync with llpipeline
}
}
else if(name == "physical") LLPipeline::setRenderPhysicalBeacons(check->get());
else if(name == "sounds") LLPipeline::setRenderSoundBeacons(check->get());
else if(name == "particles") LLPipeline::setRenderParticleBeacons(check->get());
else if(name == "highlights")
{
LLPipeline::toggleRenderHighlights(NULL);
// Don't allow both to be OFF at the same time. Toggle the other one on if both now off.
if (
!LLPipeline::getRenderBeacons(NULL) &&
!LLPipeline::getRenderHighlights(NULL) )
{
LLPipeline::setRenderBeacons(TRUE);
getChild<LLCheckBoxCtrl>("beacons")->setControlValue(LLSD(TRUE));
getChild<LLCheckBoxCtrl>("highlights")->setControlValue(LLSD(FALSE)); // just to be sure it's in sync with llpipeline
}
}
else if(name == "beacons")
{
LLPipeline::toggleRenderBeacons(NULL);
// Don't allow both to be OFF at the same time. Toggle the other one on if both now off.
if (
!LLPipeline::getRenderBeacons(NULL) &&
!LLPipeline::getRenderHighlights(NULL) )
{
LLPipeline::setRenderHighlights(TRUE);
getChild<LLCheckBoxCtrl>("highlights")->setControlValue(LLSD(TRUE));
getChild<LLCheckBoxCtrl>("beacons")->setControlValue(LLSD(FALSE)); // just to be sure it's in sync with llpipeline
}
}
}
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