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
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
|
/**
* @file llgesturemgr.h
* @brief Manager for playing gestures on the viewer
*
* Copyright (c) 2004-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#ifndef LL_LLGESTUREMGR_H
#define LL_LLGESTUREMGR_H
#include <map>
#include <string>
#include <vector>
#include "llassetstorage.h" // LLAssetType
#include "llviewerinventory.h"
class LLMultiGesture;
class LLGestureStep;
class LLUUID;
class LLVFS;
class LLGestureManagerObserver
{
public:
virtual ~LLGestureManagerObserver() { };
virtual void changed() = 0;
};
class LLGestureManager
{
public:
LLGestureManager();
~LLGestureManager();
void init();
// Call once per frame to manage gestures
void update();
// Loads a gesture out of inventory into the in-memory active form
// Note that the inventory item must exist, so we can look up the
// asset id.
void activateGesture(const LLUUID& item_id);
// Activate a list of gestures
void activateGestures(LLViewerInventoryItem::item_array_t& items);
// If you change a gesture, you need to build a new multigesture
// and call this method.
void replaceGesture(const LLUUID& item_id, LLMultiGesture* new_gesture, const LLUUID& asset_id);
// Load gesture into in-memory active form.
// Can be called even if the inventory item isn't loaded yet.
// inform_server TRUE will send message upstream to update database
// user_gesture_active table, which isn't necessary on login.
// deactivate_similar will cause other gestures with the same trigger phrase
// or keybinding to be deactivated.
void activateGestureWithAsset(const LLUUID& item_id, const LLUUID& asset_id, BOOL inform_server, BOOL deactivate_similar);
// Takes gesture out of active list and deletes it.
void deactivateGesture(const LLUUID& item_id);
// Deactivates all gestures that match either this trigger phrase,
// or this hot key.
void deactivateSimilarGestures(LLMultiGesture* gesture, const LLUUID& in_item_id);
BOOL isGestureActive(const LLUUID& item_id);
BOOL isGesturePlaying(const LLUUID& item_id);
// Force a gesture to be played, for example, if it is being
// previewed.
void playGesture(LLMultiGesture* gesture);
void playGesture(const LLUUID& item_id);
// Stop all requested or playing anims for this gesture
// Also remove from playing list
void stopGesture(LLMultiGesture* gesture);
void stopGesture(const LLUUID& item_id);
// Trigger the first gesture that matches this key.
// Returns TRUE if it finds a gesture bound to that key.
BOOL triggerGesture(KEY key, MASK mask);
// Trigger all gestures referenced as substrings in this string
BOOL triggerAndReviseString(const std::string &str, std::string *revised_string = NULL);
// Does some gesture have this key bound?
BOOL isKeyBound(KEY key, MASK mask);
S32 getPlayingCount() const;
void addObserver(LLGestureManagerObserver* observer);
void removeObserver(LLGestureManagerObserver* observer);
void notifyObservers();
BOOL matchPrefix(const std::string& in_str, std::string* out_str);
// Copy item ids into the vector
void getItemIDs(std::vector<LLUUID>* ids);
protected:
// Handle the processing of a single gesture
void stepGesture(LLMultiGesture* gesture);
// Do a single step in a gesture
void runStep(LLMultiGesture* gesture, LLGestureStep* step);
// Used by loadGesture
static void onLoadComplete(LLVFS *vfs,
const LLUUID& asset_uuid,
LLAssetType::EType type,
void* user_data, S32 status, LLExtStat ext_status);
public:
BOOL mValid;
std::vector<LLMultiGesture*> mPlaying;
// Maps inventory item_id to gesture
typedef std::map<LLUUID, LLMultiGesture*> item_map_t;
// Active gestures.
// NOTE: The gesture pointer CAN BE NULL. This means that
// there is a gesture with that item_id, but the asset data
// is still on its way down from the server.
item_map_t mActive;
S32 mLoadingCount;
std::string mDeactivateSimilarNames;
std::vector<LLGestureManagerObserver*> mObservers;
};
extern LLGestureManager gGestureManager;
#endif
|