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/**
* @file llgesturemgr.h
* @brief Manager for playing gestures on the viewer
*
* $LicenseInfo:firstyear=2004&license=viewergpl$
*
* Copyright (c) 2004-2009, 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_LLGESTUREMGR_H
#define LL_LLGESTUREMGR_H
#include <map>
#include <string>
#include <vector>
#include "llassetstorage.h" // LLAssetType
#include "llinventoryobserver.h"
#include "llsingleton.h"
#include "llviewerinventory.h"
class LLMultiGesture;
class LLGestureStep;
class LLUUID;
class LLVFS;
class LLGestureManagerObserver
{
public:
virtual ~LLGestureManagerObserver() { };
virtual void changed() = 0;
};
class LLGestureManager : public LLSingleton<LLGestureManager>, public LLInventoryFetchObserver
{
public:
typedef boost::function<void (LLMultiGesture* loaded_gesture)> gesture_loaded_callback_t;
// Maps inventory item_id to gesture
typedef std::map<LLUUID, LLMultiGesture*> item_map_t;
typedef std::map<LLUUID, gesture_loaded_callback_t> callback_map_t;
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);
void replaceGesture(const LLUUID& item_id, 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);
BOOL isGesturePlaying(LLMultiGesture* gesture);
const item_map_t& getActiveGestures() const { return mActive; }
// 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);
/**
* Add cb into callbackMap.
* Note:
* Manager will call cb after gesture will be loaded and will remove cb automatically.
*/
void setGestureLoadedCallback(LLUUID inv_item_id, gesture_loaded_callback_t cb)
{
mCallbackMap[inv_item_id] = cb;
}
// 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();
// Overriding so we can update active gesture names and notify observers
void changed(U32 mask);
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);
// LLInventoryCompletionObserver trigger
void done();
// Used by loadGesture
static void onLoadComplete(LLVFS *vfs,
const LLUUID& asset_uuid,
LLAssetType::EType type,
void* user_data, S32 status, LLExtStat ext_status);
private:
// 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;
callback_map_t mCallbackMap;
std::vector<LLMultiGesture*> mPlaying;
BOOL mValid;
};
#endif
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