/** * @file llpreviewlandmark.cpp * @brief LLPreviewLandmark class implementation * * $LicenseInfo:firstyear=2002&license=viewergpl$ * * Copyright (c) 2002-2007, 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://secondlife.com/developers/opensource/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://secondlife.com/developers/opensource/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 "llpreviewlandmark.h" #include "llassetstorage.h" #include "llfocusmgr.h" #include "llfontgl.h" #include "llgl.h" #include "llinventory.h" #include "message.h" #include "llagent.h" #include "llbutton.h" #include "lleconomy.h" #include "llfloaterworldmap.h" #include "llinventoryview.h" #include "lliconctrl.h" #include "lllandmarklist.h" #include "lllineeditor.h" #include "llresmgr.h" #include "llstatusbar.h" #include "lltextbox.h" #include "llui.h" #include "llviewercontrol.h" #include "llviewerregion.h" #include "llviewerstats.h" #include "viewer.h" #include "llvieweruictrlfactory.h" //////////////////////////////////////////////////////////////////////////// // LLPreviewLandmark // static //LLDoubleLinkedList LLPreviewLandmark::sOrderedInstances; LLPreviewLandmarkList LLPreviewLandmark::sOrderedInstances; LLPreviewLandmark::LLPreviewLandmark(const std::string& name, const LLRect& rect, const std::string& title, const LLUUID& item_uuid, BOOL show_keep_discard, LLViewerInventoryItem* inv_item) : LLPreview(name, LLRect(rect.mLeft, rect.mTop, (show_keep_discard ? rect.mRight+70 : rect.mRight), rect.mBottom), title, item_uuid, LLUUID::null, // object id FALSE, // allow resize 0, 0, // min dimensions inv_item), mLandmark( NULL ) { if (show_keep_discard) { gUICtrlFactory->buildFloater(this,"floater_preview_new_landmark.xml"); childSetAction("Discard btn",onDiscardBtn,this); } else { gUICtrlFactory->buildFloater(this,"floater_preview_existing_landmark.xml"); childSetVisible("desc txt", FALSE); childSetEnabled("desc", FALSE); } childSetAction("Teleport btn", onTeleportBtn,this); childSetAction("Show on Map btn", onMapBtn,this); const LLInventoryItem* item = getItem(); childSetCommitCallback("desc", LLPreview::onText, this); childSetText("desc", item->getDescription()); childSetPrevalidate("desc", &LLLineEditor::prevalidatePrintableNotPipe); setTitle(title); if (!getHost()) { LLRect curRect = getRect(); translate(rect.mLeft - curRect.mLeft, rect.mTop - curRect.mTop); } LLPreviewLandmark::sOrderedInstances.push_back( this ); } // static void LLPreviewLandmark::onMapBtn( void* userdata ) { LLPreviewLandmark* self = (LLPreviewLandmark*) userdata; gFocusMgr.setKeyboardFocus(NULL, NULL); if( gFloaterWorldMap ) { gFloaterWorldMap->trackLandmark( self->mItemUUID ); LLFloaterWorldMap::show(NULL, TRUE); self->close(); } } // static void LLPreviewLandmark::onTeleportBtn( void* userdata ) { LLPreviewLandmark* self = (LLPreviewLandmark*) userdata; gFocusMgr.setKeyboardFocus(NULL, NULL); const LLInventoryItem *item = self->getItem(); if(item) { gAgent.teleportViaLandmark(item->getAssetUUID()); // we now automatically track the landmark you're teleporting to // because you'll probably arrive at a telehub instead if( gFloaterWorldMap ) { gFloaterWorldMap->trackLandmark( self->mItemUUID ); } } self->close(); } LLPreviewLandmark::~LLPreviewLandmark() { LLPreviewLandmarkList::iterator this_itr; this_itr = std::find(LLPreviewLandmark::sOrderedInstances.begin(), LLPreviewLandmark::sOrderedInstances.end(), this); if (this_itr != LLPreviewLandmark::sOrderedInstances.end()) { LLPreviewLandmark::sOrderedInstances.erase(this_itr); } } // Distance and direction from avatar to landmark. // Distance is in meters; degrees is angle from east (north = 90) void LLPreviewLandmark::getDegreesAndDist( F32* degrees, F64* horiz_dist, F64* vert_dist) const { if( mLandmark ) { LLVector3d pos; if(mLandmark->getGlobalPos(pos)) { LLVector3d to_vec = pos - gAgent.getPositionGlobal(); *horiz_dist = sqrt(to_vec.mdV[VX] * to_vec.mdV[VX] + to_vec.mdV[VY] * to_vec.mdV[VY]); *vert_dist = to_vec.mdV[VZ]; *degrees = F32( RAD_TO_DEG * atan2( to_vec.mdV[VY], to_vec.mdV[VX] ) ); } } } const LLString& LLPreviewLandmark::getName() const { const LLInventoryItem *item = getItem(); if (item) { return item->getName(); } return LLString::null; } LLVector3d LLPreviewLandmark::getPositionGlobal() const { LLVector3d pos; if( mLandmark ) { // we can safely ignore the return value here. (void)mLandmark->getGlobalPos(pos); } return pos; } const LLColor4& LLPreviewLandmark::getMarkerColor() const { return mMarkerColor; } void LLPreviewLandmark::draw() { if( getVisible() ) { const LLInventoryItem *item = getItem(); if( item && !mLandmark ) { mLandmark = gLandmarkList.getAsset( item->getAssetUUID() ); } if(mLandmark) { F32 degrees = 0; F64 horiz_dist = 0; F64 vert_dist = 0; getDegreesAndDist( °rees, &horiz_dist, &vert_dist); S32 offset = 180 + (360/16); if( S32(degrees) + offset >= 360 ) { offset -= 360; } #if _DEBUG S32 dir_index = (S32(degrees) + offset) / (360/8); llassert( 0 <= dir_index && dir_index <= 7 ); #endif // See also llfloatermap.cpp -> onLandmarkGo childSetEnabled("Teleport btn", TRUE); } BOOL in_prelude = gAgent.inPrelude(); childSetEnabled("Show on Map btn", !in_prelude); LLFloater::draw(); } } void LLPreviewLandmark::loadAsset() { const LLInventoryItem *item = getItem(); if( item && !mLandmark ) { mLandmark = gLandmarkList.getAsset( item->getAssetUUID() ); } mAssetStatus = PREVIEW_ASSET_LOADING; } LLPreview::EAssetStatus LLPreviewLandmark::getAssetStatus() { const LLInventoryItem *item = getItem(); if (item && gLandmarkList.assetExists(item->getAssetUUID())) { mAssetStatus = PREVIEW_ASSET_LOADED; } return mAssetStatus; }