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/**
* @file llfloaterpreferenceviewadvanced.cpp
* @brief floater for adjusting camera position
*
* $LicenseInfo:firstyear=2018&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2018, 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
* $/LicenseInfo$
*/
#include "llviewerprecompiledheaders.h"
#include "llagentcamera.h"
#include "llfloaterpreferenceviewadvanced.h"
#include "llfloater.h"
#include "llfloaterreg.h"
#include "lluictrlfactory.h"
#include "llspinctrl.h"
#include "llviewercontrol.h"
LLFloaterPreferenceViewAdvanced::LLFloaterPreferenceViewAdvanced(const LLSD& key)
: LLFloater(key)
{
mCommitCallbackRegistrar.add("CommitSettings", boost::bind(&LLFloaterPreferenceViewAdvanced::onCommitSettings, this));
}
LLFloaterPreferenceViewAdvanced::~LLFloaterPreferenceViewAdvanced()
{}
void LLFloaterPreferenceViewAdvanced::updateCameraControl(const LLVector3& vector)
{
getChild<LLSpinCtrl>("camera_x")->setValue(vector[VX]);
getChild<LLSpinCtrl>("camera_y")->setValue(vector[VY]);
getChild<LLSpinCtrl>("camera_z")->setValue(vector[VZ]);
}
void LLFloaterPreferenceViewAdvanced::updateFocusControl(const LLVector3d& vector3d)
{
getChild<LLSpinCtrl>("focus_x")->setValue(vector3d[VX]);
getChild<LLSpinCtrl>("focus_y")->setValue(vector3d[VY]);
getChild<LLSpinCtrl>("focus_z")->setValue(vector3d[VZ]);
}
void LLFloaterPreferenceViewAdvanced::draw()
{
updateCameraControl(gAgentCamera.getCameraOffsetInitial());
updateFocusControl(gAgentCamera.getFocusOffsetInitial());
LLFloater::draw();
}
void LLFloaterPreferenceViewAdvanced::onCommitSettings()
{
LLVector3 vector;
LLVector3d vector3d;
vector.mV[VX] = (F32)getChild<LLUICtrl>("camera_x")->getValue().asReal();
vector.mV[VY] = (F32)getChild<LLUICtrl>("camera_y")->getValue().asReal();
vector.mV[VZ] = (F32)getChild<LLUICtrl>("camera_z")->getValue().asReal();
gSavedSettings.setVector3(gAgentCamera.getCameraOffsetCtrlName(), vector);
vector3d.mdV[VX] = (F32)getChild<LLUICtrl>("focus_x")->getValue().asReal();
vector3d.mdV[VY] = (F32)getChild<LLUICtrl>("focus_y")->getValue().asReal();
vector3d.mdV[VZ] = (F32)getChild<LLUICtrl>("focus_z")->getValue().asReal();
gSavedSettings.setVector3d(gAgentCamera.getFocusOffsetCtrlName(), vector3d);
}
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