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/** 
 * @file llfloaterdaycycle.h
 * @brief LLFloaterDayCycle class definition
 *
 * $LicenseInfo:firstyear=2007&license=viewergpl$
 * 
 * Copyright (c) 2007-2009, 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.
 * $/LicenseInfo$
 */

#ifndef LL_LLFLOATERDAYCYCLE_H
#define LL_LLFLOATERDAYCYCLE_H

#include "llfloater.h"

#include <vector>
#include "llwlparamset.h"
#include "llwlanimator.h"

struct WLColorControl;
struct WLFloatControl;

/// convenience class for holding keys mapped to sliders
struct LLWLSkyKey
{
public:
	std::string presetName;
	F32 time;
};

/// Menu for all of windlight's functionality.
/// Menuing system for adjusting the atmospheric settings of the world.
class LLFloaterDayCycle : public LLFloater
{
public:

	LLFloaterDayCycle();
	virtual ~LLFloaterDayCycle();

	/// help button stuff
	static void onClickHelp(void* data);
	void initHelpBtn(const std::string& name, const std::string& xml_alert);

	/// initialize all
	void initCallbacks(void);

	/// one and one instance only
	static LLFloaterDayCycle* instance();

	/// on time slider moved
	static void onTimeSliderMoved(LLUICtrl* ctrl, void* userData);

	/// what happens when you move the key frame
	static void onKeyTimeMoved(LLUICtrl* ctrl, void* userData);

	/// what happens when you change the key frame's time
	static void onKeyTimeChanged(LLUICtrl* ctrl, void* userData);

	/// if you change the combo box, change the frame
	static void onKeyPresetChanged(LLUICtrl* ctrl, void* userData);
	
	/// run this when user says to run the sky animation
	static void onRunAnimSky(void* userData);

	/// run this when user says to stop the sky animation
	static void onStopAnimSky(void* userData);

	/// if you change the combo box, change the frame
	static void onTimeRateChanged(LLUICtrl* ctrl, void* userData);

	/// add a new key on slider
	static void onAddKey(void* userData);

	/// delete any and all reference to a preset
	void deletePreset(std::string& presetName);

	/// delete a key frame
	static void onDeleteKey(void* userData);

	/// button to load day
	static void onLoadDayCycle(void* userData);

	/// button to save day
	static void onSaveDayCycle(void* userData);

	/// toggle for Linden time
	static void onUseLindenTime(void* userData);


	//// menu management

	/// show off our menu
	static void show();

	/// return if the menu exists or not
	static bool isOpen();

	/// stuff to do on exit
	virtual void onClose(bool app_quitting);

	/// sync up sliders with day cycle structure
	static void syncMenu();

	// 	makes sure key slider has what's in day cycle
	static void syncSliderTrack();

	/// makes sure day cycle data structure has what's in menu
	static void syncTrack();

	/// add a slider to the track
	static void addSliderKey(F32 time, const std::string& presetName);

private:

	// one instance on the inside
	static LLFloaterDayCycle* sDayCycle;

	// map of sliders to parameters
	static std::map<std::string, LLWLSkyKey> sSliderToKey;

	static const F32 sHoursPerDay;
};


#endif