llgesturemgr.h
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- /**
- * @file llgesturemgr.h
- * @brief Manager for playing gestures on the viewer
- *
- * $LicenseInfo:firstyear=2004&license=viewergpl$
- *
- * Copyright (c) 2004-2010, 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://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 LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO
- * WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY,
- * COMPLETENESS OR PERFORMANCE.
- * $/LicenseInfo$
- */
- #ifndef LL_LLGESTUREMGR_H
- #define LL_LLGESTUREMGR_H
- #include <map>
- #include <string>
- #include <vector>
- #include "llassetstorage.h" // LLAssetType
- #include "llinventoryobserver.h"
- #include "llsingleton.h"
- #include "llviewerinventory.h"
- class LLMultiGesture;
- class LLGestureStep;
- class LLUUID;
- class LLVFS;
- class LLGestureManagerObserver
- {
- public:
- virtual ~LLGestureManagerObserver() { };
- virtual void changed() = 0;
- };
- class LLGestureManager : public LLSingleton<LLGestureManager>, public LLInventoryFetchObserver
- {
- public:
- typedef boost::function<void (LLMultiGesture* loaded_gesture)> gesture_loaded_callback_t;
- // Maps inventory item_id to gesture
- typedef std::map<LLUUID, LLMultiGesture*> item_map_t;
- typedef std::map<LLUUID, gesture_loaded_callback_t> callback_map_t;
- LLGestureManager();
- ~LLGestureManager();
- void init();
- // Call once per frame to manage gestures
- void update();
- // Loads a gesture out of inventory into the in-memory active form
- // Note that the inventory item must exist, so we can look up the
- // asset id.
- void activateGesture(const LLUUID& item_id);
- // Activate a list of gestures
- void activateGestures(LLViewerInventoryItem::item_array_t& items);
- // If you change a gesture, you need to build a new multigesture
- // and call this method.
- void replaceGesture(const LLUUID& item_id, LLMultiGesture* new_gesture, const LLUUID& asset_id);
- void replaceGesture(const LLUUID& item_id, const LLUUID& asset_id);
- // Load gesture into in-memory active form.
- // Can be called even if the inventory item isn't loaded yet.
- // inform_server TRUE will send message upstream to update database
- // user_gesture_active table, which isn't necessary on login.
- // deactivate_similar will cause other gestures with the same trigger phrase
- // or keybinding to be deactivated.
- void activateGestureWithAsset(const LLUUID& item_id, const LLUUID& asset_id, BOOL inform_server, BOOL deactivate_similar);
- // Takes gesture out of active list and deletes it.
- void deactivateGesture(const LLUUID& item_id);
- // Deactivates all gestures that match either this trigger phrase,
- // or this hot key.
- void deactivateSimilarGestures(LLMultiGesture* gesture, const LLUUID& in_item_id);
- BOOL isGestureActive(const LLUUID& item_id);
- BOOL isGesturePlaying(const LLUUID& item_id);
- BOOL isGesturePlaying(LLMultiGesture* gesture);
- const item_map_t& getActiveGestures() const { return mActive; }
- // Force a gesture to be played, for example, if it is being
- // previewed.
- void playGesture(LLMultiGesture* gesture);
- void playGesture(const LLUUID& item_id);
- // Stop all requested or playing anims for this gesture
- // Also remove from playing list
- void stopGesture(LLMultiGesture* gesture);
- void stopGesture(const LLUUID& item_id);
- /**
- * Add cb into callbackMap.
- * Note:
- * Manager will call cb after gesture will be loaded and will remove cb automatically.
- */
- void setGestureLoadedCallback(LLUUID inv_item_id, gesture_loaded_callback_t cb)
- {
- mCallbackMap[inv_item_id] = cb;
- }
- // Trigger the first gesture that matches this key.
- // Returns TRUE if it finds a gesture bound to that key.
- BOOL triggerGesture(KEY key, MASK mask);
- // Trigger all gestures referenced as substrings in this string
- BOOL triggerAndReviseString(const std::string &str, std::string *revised_string = NULL);
- // Does some gesture have this key bound?
- BOOL isKeyBound(KEY key, MASK mask);
- S32 getPlayingCount() const;
- void addObserver(LLGestureManagerObserver* observer);
- void removeObserver(LLGestureManagerObserver* observer);
- void notifyObservers();
- // Overriding so we can update active gesture names and notify observers
- void changed(U32 mask);
- BOOL matchPrefix(const std::string& in_str, std::string* out_str);
- // Copy item ids into the vector
- void getItemIDs(std::vector<LLUUID>* ids);
- protected:
- // Handle the processing of a single gesture
- void stepGesture(LLMultiGesture* gesture);
- // Do a single step in a gesture
- void runStep(LLMultiGesture* gesture, LLGestureStep* step);
- // LLInventoryCompletionObserver trigger
- void done();
- // Used by loadGesture
- static void onLoadComplete(LLVFS *vfs,
- const LLUUID& asset_uuid,
- LLAssetType::EType type,
- void* user_data, S32 status, LLExtStat ext_status);
- private:
- // Active gestures.
- // NOTE: The gesture pointer CAN BE NULL. This means that
- // there is a gesture with that item_id, but the asset data
- // is still on its way down from the server.
- item_map_t mActive;
- S32 mLoadingCount;
- std::string mDeactivateSimilarNames;
-
- std::vector<LLGestureManagerObserver*> mObservers;
- callback_map_t mCallbackMap;
- std::vector<LLMultiGesture*> mPlaying;
- BOOL mValid;
- };
- #endif