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//
// C++ Interface: llfloateravatarlist
//
// Description:
//
//
// Original author: Dale Glass <dale@daleglass.net>, (C) 2007
// Heavily modified by Henri Beauchamp 10/2009.
//
// Copyright: See COPYING file that comes with this distribution
//
//
#include "llfloater.h"
#include "llfloaterreporter.h"
#include "lluuid.h"
#include "lltimer.h"
#include "llscrolllistctrl.h"
#include <time.h>
#include <map>
#include <set>
class LLFloaterAvatarList;
/**
* @brief This class is used to hold data about avatars.
* We cache data about avatars to avoid repeating requests in this class.
* Instances are kept in a map<LLAvatarListEntry>. We keep track of the
* frame where the avatar was last seen.
*/
class LLAvatarListEntry {
public:
/**
* @brief Initializes a list entry
* @param id Avatar's key
* @param name Avatar's name
* @param position Avatar's current position
*/
LLAvatarListEntry(const LLUUID& id = LLUUID::null, const std::string &name = "", const LLVector3d &position = LLVector3d::zero);
/**
* Update world position.
* Affects age.
*/
void setPosition(LLVector3d position, bool this_sim, bool drawn, bool chatrange, bool shoutrange);
LLVector3d getPosition() { return mPosition; }
/**
* @brief Returns the age of this entry in frames
*
* This is only used for determining whether the avatar is still around.
* @see getEntryAgeSeconds
*/
bool getAlive();
/**
* @brief Returns the age of this entry in seconds
*/
F32 getEntryAgeSeconds();
/**
* @brief Returns the name of the avatar
*/
std::string getName() { return mName; }
/**
* @brief Sets the display name of the avatar
*/
void setDisplayName(std::string name) { mDisplayName = name; }
/**
* @brief Returns the display name of the avatar
*/
std::string getDisplayName() { return mDisplayName; }
/**
* @brief Returns the ID of the avatar
*/
LLUUID getID() { return mID; }
/**
* @brief Sets the 'focus' status on this entry (camera focused on this avatar)
*/
void setFocus(BOOL value) { mFocused = value; }
BOOL isFocused() { return mFocused; }
BOOL isMarked() { return mMarked; }
BOOL isDrawn() { return (mInDrawFrame != U32_MAX); }
BOOL isInSim() { return (mInSimFrame != U32_MAX); }
/**
* @brief Returns whether the item is dead and shouldn't appear in the list
* @returns TRUE if dead
*/
BOOL isDead();
void toggleMark() { mMarked = !mMarked; }
private:
friend class LLFloaterAvatarList;
LLUUID mID;
std::string mName;
std::string mDisplayName;
LLVector3d mPosition;
LLVector3d mDrawPosition;
BOOL mMarked;
BOOL mFocused;
/**
* @brief Timer to keep track of whether avatars are still there
*/
LLTimer mUpdateTimer;
/**
* @brief Last frame when this avatar was updated
*/
U32 mFrame;
//last frame when this avatar was in sim
U32 mInSimFrame;
//last frame when this avatar was in draw
U32 mInDrawFrame;
//last frame when this avatar was in shout range
U32 mInShoutFrame;
//last frame when this avatar was in chat range
U32 mInChatFrame;
};
/**
* @brief Avatar List
* Implements an avatar scanner in the client.
*
* This is my first attempt to modify the SL source. This code is intended
* to have a dual purpose: doing the task, and providing an example of how
* to do it. For that reason, it's going to be commented as exhaustively
* as possible.
*
* Since I'm very new to C++ any suggestions on coding, style, etc are very
* welcome.
*/
class LLFloaterAvatarList : public LLFloater
{
/**
* @brief Creates and initializes the LLFloaterAvatarList
* Here the interface is created, and callbacks are initialized.
*/
private:
LLFloaterAvatarList();
public:
~LLFloaterAvatarList();
/*virtual*/ void onClose(bool app_quitting);
/*virtual*/ void onOpen();
/*virtual*/ BOOL postBuild();
/*virtual*/ void draw();
/**
* @brief Toggles interface visibility
* There is only one instance of the avatar scanner at any time.
*/
static void toggle(void*);
static void showInstance();
/**
* @brief Updates the internal avatar list with the currently present avatars.
*/
void updateAvatarList();
/**
* @brief Refresh avatar list (display)
*/
void refreshAvatarList();
/**
* @brief Returns the entry for an avatar, if preset
* @returns Pointer to avatar entry, NULL if not found.
*/
LLAvatarListEntry* getAvatarEntry(LLUUID avatar);
/**
* @brief Returns a string with the selected names in the list
*/
std::string getSelectedNames(const std::string& separator = ", ");
std::string getSelectedName();
LLUUID getSelectedID();
private:
static LLFloaterAvatarList* sInstance;
public:
static LLFloaterAvatarList* getInstance() { return sInstance; }
private:
// when a line editor loses keyboard focus, it is committed.
// commit callbacks are named onCommitWidgetName by convention.
//void onCommitBaz(LLUICtrl* ctrl, void *userdata);
enum AVATARS_COLUMN_ORDER
{
LIST_MARK,
LIST_AVATAR_NAME,
LIST_DISTANCE,
LIST_POSITION,
LIST_ALTITUDE
};
typedef void (*avlist_command_t)(const LLUUID &avatar, const std::string &name);
/**
* @brief Removes focus status from all avatars in list
*/
void removeFocusFromAll();
/**
* @brief Focus camera on current avatar
*/
void focusOnCurrent();
/**
* @brief Focus camera on previous avatar
* @param marked_only Whether to choose only marked avatars
*/
void focusOnPrev(BOOL marked_only);
/**
* @brief Focus camera on next avatar
* @param marked_only Whether to choose only marked avatars
*/
void focusOnNext(BOOL marked_only);
/**
* @brief Handler for the "refresh" button click.
* I am unsure whether this is actually necessary at the time.
*
* LL: By convention, button callbacks are named onClickButtonLabel
* @param userdata Pointer to user data (LLFloaterAvatarList instance)
*/
static void onClickProfile(void *userdata);
static void onClickIM(void *userdata);
static void onClickTeleportOffer(void *userdata);
static void onClickTrack(void *userdata);
static void onClickMark(void *userdata);
static void onClickFocus(void *userdata);
static void onClickPrevInList(void *userdata);
static void onClickNextInList(void *userdata);
static void onClickPrevMarked(void *userdata);
static void onClickNextMarked(void *userdata);
static void onClickGetKey(void *userdata);
static void onClickFreeze(void *userdata);
static void onClickEject(void *userdata);
static void onClickMute(void *userdata);
static void onClickAR(void *userdata);
static void onClickTeleport(void *userdata);
static void onClickEjectFromEstate(void *userdata);
static void callbackFreeze(const LLSD& notification, const LLSD& response);
static void callbackEject(const LLSD& notification, const LLSD& response);
static void callbackAR(void *userdata);
static void callbackEjectFromEstate(const LLSD& notification, const LLSD& response);
static void onSelectName(LLUICtrl*, void *userdata);
static void onCommitUpdateRate(LLUICtrl*, void *userdata);
static void onClickSendKeys(void *userdata);
static void callbackIdle(void *userdata);
void doCommand(avlist_command_t cmd);
/**
* @brief Cleanup avatar list, removing dead entries from it.
* This lets dead entries remain for some time. This makes it possible
* to keep people passing by in the list long enough that it's possible
* to do something to them.
*/
void expireAvatarList();
private:
/**
* @brief Pointer to the avatar scroll list
*/
LLScrollListCtrl* mAvatarList;
std::map<LLUUID, LLAvatarListEntry> mAvatars;
/**
* @brief TRUE when Updating
*/
BOOL mUpdate;
/**
* @brief Update rate (if min frames per update)
*/
U32 mUpdateRate;
void stopTracker();
void refreshTracker();
// tracking data
BOOL mTracking; // Tracking ?
LLUUID mTrackedAvatar; // Who we are tracking
/**
* @brief Avatar the camera is focused on
*/
LLUUID mFocusedAvatar;
};
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