1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
|
/**
* @file llfloaterwindlight.h
* @brief LLFloaterWater class definition
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* 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
* $/LicenseInfo$
*/
/*
* 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
|