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/**
* @file llgesturemgr.h
* @brief Manager for playing gestures on the viewer
*
* $LicenseInfo:firstyear=2004&license=viewerlgpl$
* 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
* $/LicenseInfo$
*/
#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 LLGestureListener;
class LLGestureStep;
class LLUUID;
class LLGestureManagerObserver
{
public:
virtual ~LLGestureManagerObserver() { };
virtual void changed() = 0;
};
class LLGestureMgr : public LLSingleton<LLGestureMgr>, public LLInventoryFetchItemsObserver
{
LLSINGLETON(LLGestureMgr);
~LLGestureMgr();
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;
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(uuid_vec_t* 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(const LLUUID& asset_uuid,
LLAssetType::EType type,
void* user_data, S32 status, LLExtStat ext_status);
// Used by playGesture to load an asset file
// required to play a gesture step
static void onAssetLoadComplete(const LLUUID& asset_uuid,
LLAssetType::EType type,
void* user_data, S32 status, LLExtStat ext_status);
// Checks whether all animation and sound assets
// needed to play a gesture are loaded.
static bool hasLoadingAssets(LLMultiGesture* gesture);
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;
std::set<LLUUID> mLoadingAssets;
// LLEventHost interface
boost::shared_ptr<LLGestureListener> mListener;
};
#endif
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