/** * @file llviewerwindow.h * @brief Description of the LLViewerWindow class. * * Copyright (c) 2001-2007, 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. */ // // A note about X,Y coordinates: // // X coordinates are in pixels, from the left edge of the window client area // Y coordinates are in pixels, from the BOTTOM edge of the window client area // // The Y coordinates therefore match OpenGL window coords, not Windows(tm) window coords. // If Y is from the top, the variable will be called "y_from_top" #ifndef LL_LLVIEWERWINDOW_H #define LL_LLVIEWERWINDOW_H #include "linked_lists.h" #include "v3dmath.h" #include "v2math.h" #include "llwindow.h" #include "lltimer.h" #include "llstat.h" #include "llalertdialog.h" class LLView; class LLViewerObject; class LLUUID; class LLMouseHandler; class LLProgressView; class LLTool; class LLVelocityBar; class LLViewerWindow; class LLTextBox; class LLImageRaw; class LLHUDIcon; class LLViewerWindow : public LLWindowCallbacks { public: // // CREATORS // LLViewerWindow(char* title, char* name, S32 x, S32 y, S32 width, S32 height, BOOL fullscreen, BOOL ignore_pixel_depth); virtual ~LLViewerWindow(); void initGLDefaults(); void initBase(); void adjustRectanglesForFirstUse(const LLRect& full_window); void initWorldUI(); // // LLWindowCallback interface implementation // /*virtual*/ BOOL handleTranslatedKeyDown(KEY key, MASK mask, BOOL repeated); /*virtual*/ BOOL handleTranslatedKeyUp(KEY key, MASK mask); /*virtual*/ void handleScanKey(KEY key, BOOL key_down, BOOL key_up, BOOL key_level); /*virtual*/ BOOL handleUnicodeChar(llwchar uni_char, MASK mask); // NOT going to handle extended /*virtual*/ BOOL handleMouseDown(LLWindow *window, LLCoordGL pos, MASK mask); /*virtual*/ BOOL handleMouseUp(LLWindow *window, LLCoordGL pos, MASK mask); /*virtual*/ BOOL handleCloseRequest(LLWindow *window); /*virtual*/ void handleQuit(LLWindow *window); /*virtual*/ BOOL handleRightMouseDown(LLWindow *window, LLCoordGL pos, MASK mask); /*virtual*/ BOOL handleRightMouseUp(LLWindow *window, LLCoordGL pos, MASK mask); /*virtual*/ BOOL handleMiddleMouseDown(LLWindow *window, LLCoordGL pos, MASK mask); /*virtual*/ BOOL handleMiddleMouseUp(LLWindow *window, LLCoordGL pos, MASK mask); /*virtual*/ void handleMouseMove(LLWindow *window, LLCoordGL pos, MASK mask); /*virtual*/ void handleMouseLeave(LLWindow *window); /*virtual*/ void handleResize(LLWindow *window, S32 x, S32 y); /*virtual*/ void handleFocus(LLWindow *window); /*virtual*/ void handleFocusLost(LLWindow *window); /*virtual*/ BOOL handleActivate(LLWindow *window, BOOL activated); /*virtual*/ void handleMenuSelect(LLWindow *window, S32 menu_item); /*virtual*/ BOOL handlePaint(LLWindow *window, S32 x, S32 y, S32 width, S32 height); /*virtual*/ void handleScrollWheel(LLWindow *window, S32 clicks); /*virtual*/ BOOL handleDoubleClick(LLWindow *window, LLCoordGL pos, MASK mask); /*virtual*/ void handleWindowBlock(LLWindow *window); /*virtual*/ void handleWindowUnblock(LLWindow *window); /*virtual*/ void handleDataCopy(LLWindow *window, S32 data_type, void *data); // // ACCESSORS // LLView* getRootView() const { return mRootView; } const LLRect& getWindowRect() const { return mWindowRect; }; const LLRect& getVirtualWindowRect() const { return mVirtualWindowRect; }; S32 getWindowHeight() const; S32 getWindowWidth() const; S32 getWindowDisplayHeight() const; S32 getWindowDisplayWidth() const; LLWindow* getWindow() const { return mWindow; } void* getPlatformWindow() const { return mWindow->getPlatformWindow(); } void focusClient() const { return mWindow->focusClient(); }; LLCoordGL getLastMouse() const { return mLastMousePoint; } S32 getLastMouseX() const { return mLastMousePoint.mX; } S32 getLastMouseY() const { return mLastMousePoint.mY; } LLCoordGL getCurrentMouse() const { return mCurrentMousePoint; } S32 getCurrentMouseX() const { return mCurrentMousePoint.mX; } S32 getCurrentMouseY() const { return mCurrentMousePoint.mY; } S32 getCurrentMouseDX() const { return mCurrentMouseDelta.mX; } S32 getCurrentMouseDY() const { return mCurrentMouseDelta.mY; } LLCoordGL getCurrentMouseDelta() const { return mCurrentMouseDelta; } LLStat * getMouseVelocityStat() { return &mMouseVelocityStat; } BOOL getLeftMouseDown() const { return mLeftMouseDown; } BOOL getRightMouseDown() const { return mRightMouseDown; } LLUICtrl* getTopCtrl() const; BOOL hasTopCtrl(LLView* view) const; void setupViewport(S32 x_offset = 0, S32 y_offset = 0); void setup3DRender(); void setup2DRender(); BOOL isPickPending() { return mPickPending; } LLVector3 mouseDirectionGlobal(const S32 x, const S32 y) const; LLVector3 mouseDirectionCamera(const S32 x, const S32 y) const; // Is window of our application frontmost? BOOL getActive() const { return mActive; } void getTargetWindow(BOOL& fullscreen, S32& width, S32& height) const; // The 'target' is where the user wants the window to be. It may not be // there yet, because we may be supressing fullscreen prior to login. const LLString& getInitAlert() { return mInitAlert; } // // MANIPULATORS // void saveLastMouse(const LLCoordGL &point); void setCursor( ECursorType c ); void showCursor(); void hideCursor(); void moveCursorToCenter(); // move to center of window void setShowProgress(const BOOL show); BOOL getShowProgress() const; void moveProgressViewToFront(); void setProgressString(const LLString& string); void setProgressPercent(const F32 percent); void setProgressMessage(const LLString& msg); void setProgressCancelButtonVisible( BOOL b, const LLString& label ); LLProgressView *getProgressView() const; void updateObjectUnderCursor(); BOOL handlePerFrameHover(); // Once per frame, update UI based on mouse position BOOL handleKey(KEY key, MASK mask); void handleScrollWheel (S32 clicks); // Hide normal UI when a logon fails, re-show everything when logon is attempted again void setNormalControlsVisible( BOOL visible ); // Handle the application becoming active (frontmost) or inactive //BOOL handleActivate(BOOL activate); void setKeyboardFocus(LLUICtrl* new_focus,void (*on_focus_lost)(LLUICtrl* old_focus)); // new_focus = NULL to release the focus. LLUICtrl* getKeyboardFocus(); BOOL hasKeyboardFocus( const LLUICtrl* possible_focus ) const; BOOL childHasKeyboardFocus( const LLView* parent ) const; void setMouseCapture(LLMouseHandler* new_captor); // new_captor = NULL to release the mouse. LLMouseHandler* getMouseCaptor() const; void setTopCtrl(LLUICtrl* new_top); // set new_top = NULL to release top_view. void reshape(S32 width, S32 height); void sendShapeToSim(); void draw(); // void drawSelectedObjects(); void updateDebugText(); void drawDebugText(); static void loadUserImage(void **cb_data, const LLUUID &uuid); // Save snapshot like Snapshot 1, 2, 3, etc. static void saveMovieNumbered(void*); static void movieSize(S32 new_width, S32 new_height); typedef enum e_snapshot_type { SNAPSHOT_TYPE_COLOR, SNAPSHOT_TYPE_DEPTH, SNAPSHOT_TYPE_OBJECT_ID } ESnapshotType; BOOL saveSnapshot(const LLString& filename, S32 image_width, S32 image_height, BOOL show_ui = TRUE, BOOL do_rebuild = FALSE, ESnapshotType type = SNAPSHOT_TYPE_COLOR); BOOL rawSnapshot(LLImageRaw *raw, S32 image_width, S32 image_height, BOOL keep_window_aspect = TRUE, BOOL show_ui = TRUE, BOOL do_rebuild = FALSE, ESnapshotType type = SNAPSHOT_TYPE_COLOR ); BOOL saveImageNumbered(LLImageRaw *raw, const LLString& extension = ""); void playSnapshotAnimAndSound(); // draws selection boxes around selected objects, must call displayObjects first void renderSelections( BOOL for_gl_pick, BOOL pick_parcel_walls, BOOL for_hud ); void performPick(); void hitObjectOrLandGlobalAsync(S32 x, S32 y_from_bot, MASK mask, void (*callback)(S32 x, S32 y, MASK mask), BOOL pick_transparent = FALSE, BOOL pick_parcel_walls = FALSE); void hitObjectOrLandGlobalImmediate(S32 x, S32 y, void (*callback)(S32 x, S32 y, MASK mask), BOOL pick_transparent); void hitUIElementAsync(S32 x, S32 y_from_bot, MASK mask, void (*callback)(S32 x, S32 y, MASK mask)); void hitUIElementImmediate(S32 x, S32 y, void (*callback)(S32 x, S32 y, MASK mask)); LLViewerObject* getObjectUnderCursor(const F32 depth = 16.0f); // Returns a pointer to the last object hit LLViewerObject *lastObjectHit(); LLViewerObject *lastNonFloraObjectHit(); const LLVector3d& lastObjectHitOffset(); const LLVector3d& lastNonFloraObjectHitOffset(); // mousePointOnLand() returns true if found point BOOL mousePointOnLandGlobal(const S32 x, const S32 y, LLVector3d *land_pos_global); BOOL mousePointOnPlaneGlobal(LLVector3d& point, const S32 x, const S32 y, const LLVector3d &plane_point, const LLVector3 &plane_normal); LLVector3d clickPointInWorldGlobal(const S32 x, const S32 y_from_bot, LLViewerObject* clicked_object) const; BOOL clickPointOnSurfaceGlobal(const S32 x, const S32 y, LLViewerObject *objectp, LLVector3d &point_global) const; // Prints window implementation details void dumpState(); // Request display setting changes void toggleFullscreen(BOOL show_progress); // handle shutting down GL and bringing it back up BOOL checkSettings(); void restartDisplay(BOOL show_progress_bar); BOOL changeDisplaySettings(BOOL fullscreen, LLCoordScreen size, BOOL disable_vsync, BOOL show_progress_bar); BOOL getIgnoreDestroyWindow() { return mIgnoreActivate; } F32 getDisplayAspectRatio() const; const LLVector2& getDisplayScale() const { return mDisplayScale; } void calcDisplayScale(); void drawPickBuffer() const; LLAlertDialog* alertXml(const std::string& xml_filename, LLAlertDialog::alert_callback_t callback = NULL, void* user_data = NULL); LLAlertDialog* alertXml(const std::string& xml_filename, const LLString::format_map_t& args, LLAlertDialog::alert_callback_t callback = NULL, void* user_data = NULL); LLAlertDialog* alertXmlEditText(const std::string& xml_filename, const LLString::format_map_t& args, LLAlertDialog::alert_callback_t callback, void* user_data, LLAlertDialog::alert_text_callback_t text_callback, void *text_data, const LLString::format_map_t& edit_args = LLString::format_map_t(), BOOL draw_asterixes = FALSE); static bool alertCallback(S32 modal); #ifdef SABINRIG //Silly rig stuff void printFeedback(); //RIG STUFF! #endif //SABINRIG private: void switchToolByMask(MASK mask); void destroyWindow(); void drawMouselookInstructions(); void stopGL(BOOL save_state = TRUE); void restoreGL(const LLString& progress_message = LLString::null); void initFonts(F32 zoom_factor = 1.f); void analyzeHit( S32 x, // input S32 y_from_bot, // input LLViewerObject* objectp, // input U32 te_offset, // input LLUUID* hit_object_id_p,// output S32* hit_face_p, // output LLVector3d* hit_pos_p, // output BOOL* hit_land, // output F32* hit_u_coord, // output F32* hit_v_coord); // output public: LLWindow* mWindow; // graphical window object protected: BOOL mActive; BOOL mWantFullscreen; BOOL mShowFullscreenProgress; LLRect mWindowRect; LLRect mVirtualWindowRect; LLView* mRootView; // a view of size mWindowRect, containing all child views LLVector2 mDisplayScale; LLCoordGL mCurrentMousePoint; // last mouse position in GL coords LLCoordGL mLastMousePoint; // Mouse point at last frame. LLCoordGL mCurrentMouseDelta; //amount mouse moved this frame LLStat mMouseVelocityStat; BOOL mLeftMouseDown; BOOL mRightMouseDown; LLProgressView *mProgressView; LLTextBox* mToolTip; BOOL mToolTipBlocked; // True after a key press or a mouse button event. False once the mouse moves again. LLRect mToolTipStickyRect; // Once a tool tip is shown, it will stay visible until the mouse leaves this rect. BOOL mMouseInWindow; // True if the mouse is over our window or if we have captured the mouse. BOOL mFocusCycleMode; // Variables used for tool override switching based on modifier keys. JC MASK mLastMask; // used to detect changes in modifier mask LLTool* mToolStored; // the tool we're overriding BOOL mSuppressToolbox; // sometimes hide the toolbox, despite // having a camera tool selected BOOL mHideCursorPermanent; // true during drags, mouselook LLCoordGL mPickPoint; LLCoordGL mPickOffset; MASK mPickMask; BOOL mPickPending; void (*mPickCallback)(S32 x, S32 y, MASK mask); LLString mOverlayTitle; // Used for special titles such as "Second Life - Special E3 2003 Beta" BOOL mIgnoreActivate; U8* mPickBuffer; LLString mInitAlert; // Window / GL initialization requires an alert class LLDebugText* mDebugText; // Internal class for debug text protected: static char sSnapshotBaseName[LL_MAX_PATH]; /* Flawfinder: ignore */ static char sSnapshotDir[LL_MAX_PATH]; /* Flawfinder: ignore */ static char sMovieBaseName[LL_MAX_PATH]; /* Flawfinder: ignore */ }; class LLBottomPanel : public LLPanel { public: LLBottomPanel(const LLString& name, const LLRect& rect); void setFocusIndicator(LLView * indicator); LLView * getFocusIndicator() { return mIndicator; } /*virtual*/ void draw(); protected: LLView * mIndicator; }; extern LLBottomPanel * gBottomPanel; void toggle_flying(void*); void toggle_first_person(); void toggle_build(void*); void reset_viewer_state_on_sim(void); // // Constants // // // Globals // extern LLVelocityBar* gVelocityBar; extern LLViewerWindow* gViewerWindow; extern BOOL gQuietSnapshot; extern LLFrameTimer gMouseIdleTimer; // how long has it been since the mouse last moved? extern LLFrameTimer gAwayTimer; // tracks time before setting the avatar away state to true extern LLFrameTimer gAwayTriggerTimer; // how long the avatar has been away extern LLVector3d gLastHitPosGlobal; extern LLVector3d gLastHitObjectOffset; extern LLUUID gLastHitObjectID; extern S32 gLastHitObjectFace; extern BOOL gLastHitLand; extern F32 gLastHitUCoord; extern F32 gLastHitVCoord; extern LLVector3d gLastHitNonFloraPosGlobal; extern LLVector3d gLastHitNonFloraObjectOffset; extern LLUUID gLastHitNonFloraObjectID; extern S32 gLastHitNonFloraObjectFace; extern S32 gLastHitUIElement; extern LLHUDIcon* gLastHitHUDIcon; extern BOOL gLastHitParcelWall; extern BOOL gDebugSelect; extern BOOL gPickFaces; extern BOOL gPickTransparent; extern BOOL gDebugFastUIRender; extern S32 CHAT_BAR_HEIGHT; #endif