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/**
* @file llfloaterwindlight.h
* @brief LLFloaterWater 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.
* $/LicenseInfo$
*/
/*
* Menu for adjusting the atmospheric settings of the world
*/
#ifndef LL_LLFLOATER_WATER_H
#define LL_LLFLOATER_WATER_H
#include "llfloater.h"
#include <vector>
#include "llwlparamset.h"
struct WaterVector2Control;
struct WaterVector3Control;
struct WaterColorControl;
struct WaterFloatControl;
struct WaterExpFloatControl;
/// Menuing system for all of windlight's functionality
class LLFloaterWater : public LLFloater
{
public:
LLFloaterWater(const LLSD& key);
virtual ~LLFloaterWater();
/*virtual*/ BOOL postBuild();
/// initialize all
void initCallbacks(void);
bool newPromptCallback(const LLSD& notification, const LLSD& response);
/// general purpose callbacks for dealing with color controllers
void onColorControlRMoved(LLUICtrl* ctrl, WaterColorControl* colorControl);
void onColorControlGMoved(LLUICtrl* ctrl, WaterColorControl* colorControl);
void onColorControlBMoved(LLUICtrl* ctrl, WaterColorControl* colorControl);
void onColorControlAMoved(LLUICtrl* ctrl, WaterColorControl* colorControl);
void onColorControlIMoved(LLUICtrl* ctrl, WaterColorControl* colorControl);
void onVector3ControlXMoved(LLUICtrl* ctrl, WaterVector3Control* vectorControl);
void onVector3ControlYMoved(LLUICtrl* ctrl, WaterVector3Control* vectorControl);
void onVector3ControlZMoved(LLUICtrl* ctrl, WaterVector3Control* vectorControl);
void onVector2ControlXMoved(LLUICtrl* ctrl, WaterVector2Control* vectorControl);
void onVector2ControlYMoved(LLUICtrl* ctrl, WaterVector2Control* vectorControl);
void onFloatControlMoved(LLUICtrl* ctrl, WaterFloatControl* floatControl);
void onExpFloatControlMoved(LLUICtrl* ctrl, WaterExpFloatControl* expFloatControl);
void onWaterFogColorMoved(LLUICtrl* ctrl, WaterColorControl* colorControl);
/// handle if they choose a new normal map
void onNormalMapPicked(LLUICtrl* ctrl);
/// when user hits the load preset button
void onNewPreset();
/// when user hits the save preset button
void onSavePreset();
/// prompts a user when overwriting a preset
bool saveAlertCallback(const LLSD& notification, const LLSD& response);
/// when user hits the save preset button
void onDeletePreset();
/// prompts a user when overwriting a preset
bool deleteAlertCallback(const LLSD& notification, const LLSD& response);
/// what to do when you change the preset name
void onChangePresetName(LLUICtrl* ctrl);
/// sync up sliders with parameters
void syncMenu();
private:
static std::set<std::string> sDefaultPresets;
};
#endif
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