Double click on animation in AO
parent
28210b4351
commit
656e910db8
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@ -282,6 +282,10 @@ bool FloaterAO::postBuild()
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mPreviousButtonSmall->setCommitCallback(boost::bind(&FloaterAO::onClickPrevious, this));
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mNextButtonSmall->setCommitCallback(boost::bind(&FloaterAO::onClickNext, this));
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// <AS:Chanayane> Double click on animation in AO
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mAnimationList->setDoubleClickCallback(boost::bind(&FloaterAO::onDoubleClick, this));
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// </AS:Chanayane>
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updateSmart();
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AOEngine::instance().setReloadCallback(boost::bind(&FloaterAO::updateList, this));
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@ -780,6 +784,34 @@ void FloaterAO::onClickNext()
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AOEngine::instance().cycle(AOEngine::CycleNext);
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}
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// <AS:Chanayane> Double click on animation in AO
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void FloaterAO::onDoubleClick()
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{
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LLScrollListItem* item = mAnimationList->getFirstSelected();
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if (!item)
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{
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return;
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}
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LLUUID* animUUID = (LLUUID*)item->getUserdata();
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if (!animUUID)
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{
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return;
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}
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// activate AO set if necessary
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if (AOEngine::instance().getCurrentSet() != mSelectedSet)
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{
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// sync small set selector with main set selector
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mSetSelectorSmall->selectNthItem(mSetSelector->getCurrentIndex());
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LL_DEBUGS("AOEngine") << "Set activated: " << mSetSelector->getSelectedItemLabel() << LL_ENDL;
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AOEngine::instance().selectSet(mSelectedSet);
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}
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AOEngine::instance().playAnimation(*animUUID);
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}
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// </AS:Chanayane>
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void FloaterAO::onClickMore()
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{
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LLRect fullSize = gSavedPerAccountSettings.getRect("floater_rect_animation_overrider_full");
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@ -91,6 +91,10 @@ class FloaterAO
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void onClickMore();
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void onClickLess();
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// <AS:Chanayane> Double click on animation in AO
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void onDoubleClick();
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// </AS:Chanayane>
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void onAnimationChanged(const LLUUID& animation);
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void reloading(bool reload);
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@ -960,6 +960,112 @@ void AOEngine::cycle(eCycleMode cycleMode)
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}
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}
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// <AS:Chanayane> Double click on animation in AO
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void AOEngine::playAnimation(const LLUUID& animation)
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{
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if (!mEnabled)
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{
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return;
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}
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if (!mCurrentSet)
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{
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LL_DEBUGS("AOEngine") << "cycle without set." << LL_ENDL;
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return;
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}
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// do not cycle if we're sitting and sit-override is off
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if (mLastMotion == ANIM_AGENT_SIT && !mCurrentSet->getSitOverride())
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{
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return;
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}
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// do not cycle if we're standing and mouselook stand override is disabled while being in mouselook
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else if (mLastMotion == ANIM_AGENT_STAND && mCurrentSet->getMouselookStandDisable() && mInMouselook)
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{
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return;
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}
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AOSet::AOState* state = mCurrentSet->getStateByRemapID(mLastMotion);
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if (!state)
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{
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LL_DEBUGS("AOEngine") << "cycle without state." << LL_ENDL;
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return;
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}
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if (!state->mAnimations.size())
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{
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LL_DEBUGS("AOEngine") << "cycle without animations in state." << LL_ENDL;
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return;
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}
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LLViewerInventoryItem* item = gInventory.getItem(animation);
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AOSet::AOAnimation anim;
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anim.mName = item->LLInventoryItem::getName();
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anim.mInventoryUUID = item->getUUID();
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anim.mOriginalUUID = item->getLinkedUUID();
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anim.mAssetUUID = LLUUID::null;
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// if we can find the original animation already right here, save its asset ID, otherwise this will
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// be tried again in AOSet::getAnimationForState() and/or AOEngine::cycle()
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if (item->getLinkedItem())
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{
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anim.mAssetUUID = item->getAssetUUID();
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}
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LLUUID newAnimation = anim.mAssetUUID;
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LLUUID oldAnimation = state->mCurrentAnimationID;
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// don't do anything if the animation didn't change
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if (newAnimation == oldAnimation)
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{
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return;
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}
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mAnimationChangedSignal(LLUUID::null);
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// Searches for the index of the animation
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U32 idx = -1;
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for (U32 i = 0; i < state->mAnimations.size(); i++)
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{
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LLUUID* id = &(state->mAnimations[i].mAssetUUID);
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if (*id == newAnimation)
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{
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idx = i;
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break;
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}
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}
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if (idx < 0)
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{
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idx = 0;
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}
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state->mCurrentAnimation = idx;
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state->mCurrentAnimationID = newAnimation;
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if (newAnimation.notNull())
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{
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LL_DEBUGS("AOEngine") << "requesting animation start for motion " << gAnimLibrary.animationName(mLastMotion) << ": " << newAnimation << LL_ENDL;
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gAgent.sendAnimationRequest(newAnimation, ANIM_REQUEST_START);
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mAnimationChangedSignal(state->mAnimations[state->mCurrentAnimation].mInventoryUUID);
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}
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else
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{
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LL_DEBUGS("AOEngine") << "overrider came back with NULL animation for motion " << gAnimLibrary.animationName(mLastMotion) << "." << LL_ENDL;
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}
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if (oldAnimation.notNull())
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{
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LL_DEBUGS("AOEngine") << "Cycling state " << state->mName << " - stopping animation " << oldAnimation << LL_ENDL;
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gAgent.sendAnimationRequest(oldAnimation, ANIM_REQUEST_STOP);
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gAgentAvatarp->LLCharacter::stopMotion(oldAnimation);
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}
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}
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const AOSet* AOEngine::getCurrentSet() const
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{
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return mCurrentSet;
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}
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// </AS:Chanayane>
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void AOEngine::updateSortOrder(AOSet::AOState* state)
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{
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for (U32 index = 0; index < state->mAnimations.size(); ++index)
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@ -123,6 +123,11 @@ class AOEngine
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void cycleTimeout(const AOSet* set);
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void cycle(eCycleMode cycleMode);
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// <AS:Chanayane> Double click on animation in AO
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void playAnimation(const LLUUID& animation);
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const AOSet* getCurrentSet() const;
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// </AS:Chanayane>
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void inMouselook(bool mouselook);
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void selectSet(AOSet* set);
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AOSet* selectSetByName(const std::string& name);
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