/** * @file lightshare.h * @brief WindlightMessage class definition. * * Copyright (c) 2010, Jacek Antonelli * * The source code in this file ("Source Code") is provided to you * under the terms of the GNU General Public License, version 2.0 * ("GPL"). 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 SOURCE CODE IS PROVIDED "AS IS." THE AUTHOR MAKES NO * WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY, * COMPLETENESS OR PERFORMANCE. */ #ifndef LIGHTSHARE_H #define LIGHTSHARE_H #include struct Meta7WindlightPacket; class LLMessageSystem; class LLSD; class LLTimer; class LLUUID; class LLWaterParamSet; class LLWLParamSet; // Encapsulates a "Windlight" (LightShare) message sent from the // region, allowing the settings to be applied at a later time. // class WindlightMessage { public: // The meanings of the LightShareAllowed user setting. enum LIGHTSHARE_ALLOWED { LIGHTSHARE_NEVER = 0, LIGHTSHARE_ASK = 1, LIGHTSHARE_ALWAYS = 2, }; // Constructs a new WindlightMessage instance from a GenericMessage // with the "Windlight" method, such as those sent by a // Lightshare-enabled OpenSim region. WindlightMessage( LLMessageSystem* msg ); ~WindlightMessage(); // The name of the water preset where the region settings are stored. static const std::string sWaterPresetName; // The name of the sky preset where the region settings are stored. static const std::string sSkyPresetName; // Message handler for GenericMessage with the "Windlight" method. // Creates and applies a new WindlightMessage (or prompts user). static void processWindlight(LLMessageSystem* msg, void**); // Callback when the user interacts with the notification. static bool applyCallback(const LLSD& notification, const LLSD& response); // Called after the user has entered a new region, to reset the // "ignore while in this region" state. static void resetRegion(); // Applies/activates the Windlight settings from the message. bool apply(); // Returns true if the message contains valid Windlight settings. // (But there's no real validation yet, so this is always true.) bool isValid(); protected: // Restart the timer for temporarily ignoring settings. static void restartIgnoreTimer(); // Returns true if the ignore timer has expired (i.e. new settings // should not be ignored anymore). static bool ignoreTimerHasExpired(); private: static WindlightMessage* sMostRecent; static LLTimer* sIgnoreTimer; static bool sIgnoreRegion; Meta7WindlightPacket* mPacket; LLWaterParamSet* mWater; LLWLParamSet* mSky; LLUUID* mWaterNormal; bool mIsValid; // Converts the message's raw bytes into a Meta7WindlightPacket. void process_packet( char* buf ); // Constructs a LLWaterParamSet from the Meta7WindlightPacket. void process_water(); // Constructs a LLWLParamSet from the Meta7WindlightPacket. void process_sky(); }; #endif