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authorJacek Antonelli2008-08-15 23:44:46 -0500
committerJacek Antonelli2008-08-15 23:44:46 -0500
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Second Life viewer sources 1.13.2.12
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1/**
2 * @file llgesturemgr.h
3 * @brief Manager for playing gestures on the viewer
4 *
5 * Copyright (c) 2004-2007, Linden Research, Inc.
6 *
7 * The source code in this file ("Source Code") is provided by Linden Lab
8 * to you under the terms of the GNU General Public License, version 2.0
9 * ("GPL"), unless you have obtained a separate licensing agreement
10 * ("Other License"), formally executed by you and Linden Lab. Terms of
11 * the GPL can be found in doc/GPL-license.txt in this distribution, or
12 * online at http://secondlife.com/developers/opensource/gplv2
13 *
14 * There are special exceptions to the terms and conditions of the GPL as
15 * it is applied to this Source Code. View the full text of the exception
16 * in the file doc/FLOSS-exception.txt in this software distribution, or
17 * online at http://secondlife.com/developers/opensource/flossexception
18 *
19 * By copying, modifying or distributing this software, you acknowledge
20 * that you have read and understood your obligations described above,
21 * and agree to abide by those obligations.
22 *
23 * ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO
24 * WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY,
25 * COMPLETENESS OR PERFORMANCE.
26 */
27
28#ifndef LL_LLGESTUREMGR_H
29#define LL_LLGESTUREMGR_H
30
31#include <map>
32#include <string>
33#include <vector>
34
35#include "llassetstorage.h" // LLAssetType
36#include "llviewerinventory.h"
37
38class LLMultiGesture;
39class LLGestureStep;
40class LLUUID;
41class LLVFS;
42
43class LLGestureManagerObserver
44{
45public:
46 virtual ~LLGestureManagerObserver() { };
47 virtual void changed() = 0;
48};
49
50class LLGestureManager
51{
52public:
53 LLGestureManager();
54 ~LLGestureManager();
55
56 void init();
57
58 // Call once per frame to manage gestures
59 void update();
60
61 // Loads a gesture out of inventory into the in-memory active form
62 // Note that the inventory item must exist, so we can look up the
63 // asset id.
64 void activateGesture(const LLUUID& item_id);
65
66 // Activate a list of gestures
67 void activateGestures(LLViewerInventoryItem::item_array_t& items);
68
69 // If you change a gesture, you need to build a new multigesture
70 // and call this method.
71 void replaceGesture(const LLUUID& item_id, LLMultiGesture* new_gesture, const LLUUID& asset_id);
72
73 // Load gesture into in-memory active form.
74 // Can be called even if the inventory item isn't loaded yet.
75 // inform_server TRUE will send message upstream to update database
76 // user_gesture_active table, which isn't necessary on login.
77 // deactivate_similar will cause other gestures with the same trigger phrase
78 // or keybinding to be deactivated.
79 void activateGestureWithAsset(const LLUUID& item_id, const LLUUID& asset_id, BOOL inform_server, BOOL deactivate_similar);
80
81 // Takes gesture out of active list and deletes it.
82 void deactivateGesture(const LLUUID& item_id);
83
84 // Deactivates all gestures that match either this trigger phrase,
85 // or this hot key.
86 void deactivateSimilarGestures(LLMultiGesture* gesture, const LLUUID& in_item_id);
87
88 BOOL isGestureActive(const LLUUID& item_id);
89
90 BOOL isGesturePlaying(const LLUUID& item_id);
91
92 // Force a gesture to be played, for example, if it is being
93 // previewed.
94 void playGesture(LLMultiGesture* gesture);
95 void playGesture(const LLUUID& item_id);
96
97 // Stop all requested or playing anims for this gesture
98 // Also remove from playing list
99 void stopGesture(LLMultiGesture* gesture);
100 void stopGesture(const LLUUID& item_id);
101
102 // Trigger the first gesture that matches this key.
103 // Returns TRUE if it finds a gesture bound to that key.
104 BOOL triggerGesture(KEY key, MASK mask);
105
106 // Trigger all gestures referenced as substrings in this string
107 BOOL triggerAndReviseString(const std::string &str, std::string *revised_string);
108
109 // Does some gesture have this key bound?
110 BOOL isKeyBound(KEY key, MASK mask);
111
112 S32 getPlayingCount() const;
113
114 void addObserver(LLGestureManagerObserver* observer);
115 void removeObserver(LLGestureManagerObserver* observer);
116 void notifyObservers();
117
118 BOOL matchPrefix(const std::string& in_str, std::string* out_str);
119
120 // Copy item ids into the vector
121 void getItemIDs(std::vector<LLUUID>* ids);
122
123protected:
124 // Handle the processing of a single gesture
125 void stepGesture(LLMultiGesture* gesture);
126
127 // Do a single step in a gesture
128 void runStep(LLMultiGesture* gesture, LLGestureStep* step);
129
130 // Used by loadGesture
131 static void onLoadComplete(LLVFS *vfs,
132 const LLUUID& asset_uuid,
133 LLAssetType::EType type,
134 void* user_data, S32 status);
135
136public:
137 BOOL mValid;
138 std::vector<LLMultiGesture*> mPlaying;
139
140 // Maps inventory item_id to gesture
141 typedef std::map<LLUUID, LLMultiGesture*> item_map_t;
142
143 // Active gestures.
144 // NOTE: The gesture pointer CAN BE NULL. This means that
145 // there is a gesture with that item_id, but the asset data
146 // is still on its way down from the server.
147 item_map_t mActive;
148
149 S32 mLoadingCount;
150 std::string mDeactivateSimilarNames;
151
152 std::vector<LLGestureManagerObserver*> mObservers;
153};
154
155extern LLGestureManager gGestureManager;
156
157#endif