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/**
* @file llpreviewanim.cpp
* @brief LLPreviewAnim class implementation
*
* $LicenseInfo:firstyear=2004&license=viewergpl$
*
* 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.
* $/LicenseInfo$
*/
#include "llviewerprecompiledheaders.h"
#include "llpreviewanim.h"
#include "llbutton.h"
#include "llresmgr.h"
#include "llinventory.h"
#include "llvoavatarself.h"
#include "llagent.h" // gAgent
#include "llkeyframemotion.h"
#include "llfilepicker.h"
#include "lllineeditor.h"
#include "lluictrlfactory.h"
#include "lluictrlfactory.h"
extern LLAgent gAgent;
LLPreviewAnim::LLPreviewAnim(const LLSD& key)
: LLPreview( key )
{
//Called from floater reg: LLUICtrlFactory::getInstance()->buildFloater(this,"floater_preview_animation.xml", FALSE);
}
// static
void LLPreviewAnim::endAnimCallback( void *userdata )
{
LLHandle<LLFloater>* handlep = ((LLHandle<LLFloater>*)userdata);
LLFloater* self = handlep->get();
delete handlep; // done with the handle
if (self)
{
self->childSetValue("Anim play btn", FALSE);
self->childSetValue("Anim audition btn", FALSE);
}
}
// virtual
BOOL LLPreviewAnim::postBuild()
{
const LLInventoryItem* item = getItem();
if(item)
{
gAgent.getAvatarObject()->createMotion(item->getAssetUUID()); // preload the animation
childSetText("desc", item->getDescription());
}
childSetAction("Anim play btn",playAnim, this);
childSetAction("Anim audition btn",auditionAnim, this);
childSetCommitCallback("desc", LLPreview::onText, this);
childSetPrevalidate("desc", &LLLineEditor::prevalidateASCIIPrintableNoPipe);
return LLPreview::postBuild();
}
void LLPreviewAnim::activate(e_activation_type type)
{
switch ( type )
{
case PLAY:
{
playAnim( (void *) this );
break;
}
case AUDITION:
{
auditionAnim( (void *) this );
break;
}
default:
{
//do nothing
}
}
}
// static
void LLPreviewAnim::playAnim( void *userdata )
{
LLPreviewAnim* self = (LLPreviewAnim*) userdata;
const LLInventoryItem *item = self->getItem();
if(item)
{
LLUUID itemID=item->getAssetUUID();
LLButton* btn = self->getChild<LLButton>("Anim play btn");
if (btn)
{
btn->toggleState();
}
if (self->childGetValue("Anim play btn").asBoolean() )
{
self->mPauseRequest = NULL;
gAgent.sendAnimationRequest(itemID, ANIM_REQUEST_START);
LLVOAvatar* avatar = gAgent.getAvatarObject();
LLMotion* motion = avatar->findMotion(itemID);
if (motion)
{
motion->setDeactivateCallback(&endAnimCallback, (void *)(new LLHandle<LLFloater>(self->getHandle())));
}
}
else
{
gAgent.getAvatarObject()->stopMotion(itemID);
gAgent.sendAnimationRequest(itemID, ANIM_REQUEST_STOP);
}
}
}
// static
void LLPreviewAnim::auditionAnim( void *userdata )
{
LLPreviewAnim* self = (LLPreviewAnim*) userdata;
const LLInventoryItem *item = self->getItem();
if(item)
{
LLUUID itemID=item->getAssetUUID();
LLButton* btn = self->getChild<LLButton>("Anim audition btn");
if (btn)
{
btn->toggleState();
}
if (self->childGetValue("Anim audition btn").asBoolean() )
{
self->mPauseRequest = NULL;
gAgent.getAvatarObject()->startMotion(item->getAssetUUID());
LLVOAvatar* avatar = gAgent.getAvatarObject();
LLMotion* motion = avatar->findMotion(itemID);
if (motion)
{
motion->setDeactivateCallback(&endAnimCallback, (void *)(new LLHandle<LLFloater>(self->getHandle())));
}
}
else
{
gAgent.getAvatarObject()->stopMotion(itemID);
gAgent.sendAnimationRequest(itemID, ANIM_REQUEST_STOP);
}
}
}
// virtual
void LLPreviewAnim::onClose(bool app_quitting)
{
const LLInventoryItem *item = getItem();
if(item)
{
gAgent.getAvatarObject()->stopMotion(item->getAssetUUID());
gAgent.sendAnimationRequest(item->getAssetUUID(), ANIM_REQUEST_STOP);
LLVOAvatar* avatar = gAgent.getAvatarObject();
LLMotion* motion = avatar->findMotion(item->getAssetUUID());
if (motion)
{
// *TODO: minor memory leak here, user data is never deleted (Use real callbacks)
motion->setDeactivateCallback(NULL, (void *)NULL);
}
}
}
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