phoenix-firestorm/indra/newview/llviewermediafocus.cpp

536 lines
16 KiB
C++

/**
* @file llviewermediafocus.cpp
* @brief Governs focus on Media prims
*
* $LicenseInfo:firstyear=2003&license=viewergpl$
*
* Copyright (c) 2003-2007, 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 "llviewermediafocus.h"
//LLViewerMediaFocus
#include "llviewerobjectlist.h"
#include "llpanelprimmediacontrols.h"
#include "llpluginclassmedia.h"
#include "llagent.h"
#include "lltoolpie.h"
#include "llviewercamera.h"
#include "llviewermedia.h"
#include "llhudview.h"
#include "lluictrlfactory.h"
#include "lldrawable.h"
#include "llparcel.h"
#include "llviewerparcelmgr.h"
#include "llweb.h"
#include "llmediaentry.h"
#include "llkeyboard.h"
#include "lltoolmgr.h"
#include "llvovolume.h"
//
// LLViewerMediaFocus
//
LLViewerMediaFocus::LLViewerMediaFocus()
: mFocusedObjectFace(0),
mHoverObjectFace(0)
{
}
LLViewerMediaFocus::~LLViewerMediaFocus()
{
// The destructor for LLSingletons happens at atexit() time, which is too late to do much.
// Clean up in cleanupClass() instead.
}
void LLViewerMediaFocus::setFocusFace(LLPointer<LLViewerObject> objectp, S32 face, viewer_media_t media_impl, LLVector3 pick_normal)
{
LLParcel *parcel = LLViewerParcelMgr::getInstance()->getAgentParcel();
LLViewerMediaImpl *old_media_impl = getFocusedMediaImpl();
if(old_media_impl)
{
old_media_impl->focus(false);
}
// Always clear the current selection. If we're setting focus on a face, we'll reselect the correct object below.
LLSelectMgr::getInstance()->deselectAll();
mSelection = NULL;
if (media_impl.notNull() && objectp.notNull())
{
bool face_auto_zoom = false;
mFocusedImplID = media_impl->getMediaTextureID();
mFocusedObjectID = objectp->getID();
mFocusedObjectFace = face;
mFocusedObjectNormal = pick_normal;
// Set the selection in the selection manager so we can draw the focus ring.
mSelection = LLSelectMgr::getInstance()->selectObjectOnly(objectp, face);
// Focusing on a media face clears its disable flag.
media_impl->setDisabled(false);
LLTextureEntry* tep = objectp->getTE(face);
if(tep->hasMedia())
{
LLMediaEntry* mep = tep->getMediaData();
face_auto_zoom = mep->getAutoZoom();
if(!media_impl->hasMedia())
{
std::string url = mep->getCurrentURL().empty() ? mep->getHomeURL() : mep->getCurrentURL();
media_impl->navigateTo(url, "", true);
}
}
else
{
// This should never happen.
llwarns << "Can't find media entry for focused face" << llendl;
}
media_impl->focus(true);
gFocusMgr.setKeyboardFocus(this);
// We must do this before processing the media HUD zoom, or it may zoom to the wrong face.
update();
if(mMediaControls.get() && face_auto_zoom && ! parcel->getMediaPreventCameraZoom())
{
mMediaControls.get()->resetZoomLevel();
mMediaControls.get()->nextZoomLevel();
}
}
else
{
if(mFocusedImplID.notNull())
{
if(mMediaControls.get())
{
mMediaControls.get()->resetZoomLevel();
}
}
if(hasFocus())
{
gFocusMgr.setKeyboardFocus(NULL);
}
mFocusedImplID = LLUUID::null;
mFocusedObjectID = LLUUID::null;
mFocusedObjectFace = 0;
}
}
void LLViewerMediaFocus::clearFocus()
{
setFocusFace(NULL, 0, NULL);
}
void LLViewerMediaFocus::setHoverFace(LLPointer<LLViewerObject> objectp, S32 face, viewer_media_t media_impl, LLVector3 pick_normal)
{
if (media_impl.notNull())
{
mHoverImplID = media_impl->getMediaTextureID();
mHoverObjectID = objectp->getID();
mHoverObjectFace = face;
mHoverObjectNormal = pick_normal;
}
else
{
mHoverObjectID = LLUUID::null;
mHoverObjectFace = 0;
mHoverImplID = LLUUID::null;
}
}
void LLViewerMediaFocus::clearHover()
{
setHoverFace(NULL, 0, NULL);
}
bool LLViewerMediaFocus::getFocus()
{
if (gFocusMgr.getKeyboardFocus() == this)
{
return true;
}
return false;
}
// This function selects an ideal viewing distance based on the focused object, pick normal, and padding value
void LLViewerMediaFocus::setCameraZoom(LLViewerObject* object, LLVector3 normal, F32 padding_factor)
{
if (object)
{
gAgent.setFocusOnAvatar(FALSE, ANIMATE);
LLBBox bbox = object->getBoundingBoxAgent();
LLVector3d center = gAgent.getPosGlobalFromAgent(bbox.getCenterAgent());
F32 height;
F32 width;
F32 depth;
F32 angle_of_view;
F32 distance;
// We need the aspect ratio, and the 3 components of the bbox as height, width, and depth.
F32 aspect_ratio = getBBoxAspectRatio(bbox, normal, &height, &width, &depth);
F32 camera_aspect = LLViewerCamera::getInstance()->getAspect();
// We will normally use the side of the volume aligned with the short side of the screen (i.e. the height for
// a screen in a landscape aspect ratio), however there is an edge case where the aspect ratio of the object is
// more extreme than the screen. In this case we invert the logic, using the longer component of both the object
// and the screen.
bool invert = (camera_aspect > 1.0f && aspect_ratio > camera_aspect) ||
(camera_aspect < 1.0f && aspect_ratio < camera_aspect);
// To calculate the optimum viewing distance we will need the angle of the shorter side of the view rectangle.
// In portrait mode this is the width, and in landscape it is the height.
// We then calculate the distance based on the corresponding side of the object bbox (width for portrait, height for landscape)
// We will add half the depth of the bounding box, as the distance projection uses the center point of the bbox.
if(camera_aspect < 1.0f || invert)
{
angle_of_view = llmax(0.1f, LLViewerCamera::getInstance()->getView() * LLViewerCamera::getInstance()->getAspect());
distance = width * 0.5 * padding_factor / tan(angle_of_view * 0.5f );
}
else
{
angle_of_view = llmax(0.1f, LLViewerCamera::getInstance()->getView());
distance = height * 0.5 * padding_factor / tan(angle_of_view * 0.5f );
}
distance += depth * 0.5;
// Finally animate the camera to this new position and focal point
LLVector3d camera_pos, target_pos;
// The target lookat position is the center of the selection (in global coords)
target_pos = center;
// Target look-from (camera) position is "distance" away from the target along the normal
LLVector3d pickNormal = LLVector3d(normal);
pickNormal.normalize();
camera_pos = target_pos + pickNormal * distance;
if (pickNormal == LLVector3d::z_axis || pickNormal == LLVector3d::z_axis_neg)
{
// If the normal points directly up, the camera will "flip" around.
// We try to avoid this by adjusting the target camera position a
// smidge towards current camera position
// *NOTE: this solution is not perfect. All it attempts to solve is the
// "looking down" problem where the camera flips around when it animates
// to that position. You still are not guaranteed to be looking at the
// media in the correct orientation. What this solution does is it will
// put the camera into position keeping as best it can the current
// orientation with respect to the face. In other words, if before zoom
// the media appears "upside down" from the camera, after zooming it will
// still be upside down, but at least it will not flip.
LLVector3d cur_camera_pos = LLVector3d(gAgent.getCameraPositionGlobal());
LLVector3d delta = (cur_camera_pos - camera_pos);
F64 len = delta.length();
delta.normalize();
// Move 1% of the distance towards original camera location
camera_pos += 0.01 * len * delta;
}
gAgent.setCameraPosAndFocusGlobal(camera_pos, target_pos, object->getID() );
}
else
{
// If we have no object, focus back on the avatar.
gAgent.setFocusOnAvatar(TRUE, ANIMATE);
}
}
void LLViewerMediaFocus::onFocusReceived()
{
LLViewerMediaImpl* media_impl = getFocusedMediaImpl();
if(media_impl)
media_impl->focus(true);
LLFocusableElement::onFocusReceived();
}
void LLViewerMediaFocus::onFocusLost()
{
LLViewerMediaImpl* media_impl = getFocusedMediaImpl();
if(media_impl)
media_impl->focus(false);
gViewerWindow->focusClient();
LLFocusableElement::onFocusLost();
}
BOOL LLViewerMediaFocus::handleKey(KEY key, MASK mask, BOOL called_from_parent)
{
LLViewerMediaImpl* media_impl = getFocusedMediaImpl();
if(media_impl)
{
media_impl->handleKeyHere(key, mask);
if (key == KEY_ESCAPE)
{
clearFocus();
}
}
return true;
}
BOOL LLViewerMediaFocus::handleUnicodeChar(llwchar uni_char, BOOL called_from_parent)
{
LLViewerMediaImpl* media_impl = getFocusedMediaImpl();
if(media_impl)
media_impl->handleUnicodeCharHere(uni_char);
return true;
}
BOOL LLViewerMediaFocus::handleScrollWheel(S32 x, S32 y, S32 clicks)
{
BOOL retval = FALSE;
LLViewerMediaImpl* media_impl = getFocusedMediaImpl();
if(media_impl && media_impl->hasMedia())
{
// the scrollEvent() API's x and y are not the same as handleScrollWheel's x and y.
// The latter is the position of the mouse at the time of the event
// The former is the 'scroll amount' in x and y, respectively.
// All we have for 'scroll amount' here is 'clicks'.
// We're also not passed the keyboard modifier mask, but we can get that from gKeyboard.
media_impl->getMediaPlugin()->scrollEvent(0, clicks, gKeyboard->currentMask(TRUE));
retval = TRUE;
}
return retval;
}
void LLViewerMediaFocus::update()
{
if(mFocusedImplID.notNull() || mFocusedObjectID.notNull())
{
// We have a focused impl/face.
if(!getFocus())
{
// We've lost keyboard focus -- check to see whether the media controls have it
if(mMediaControls.get() && mMediaControls.get()->hasFocus())
{
// the media controls have focus -- don't clear.
}
else
{
// Someone else has focus -- back off.
clearFocus();
}
}
else if(LLToolMgr::getInstance()->inBuildMode())
{
// Build tools are selected -- clear focus.
clearFocus();
}
}
LLViewerMediaImpl *media_impl = getFocusedMediaImpl();
LLViewerObject *viewer_object = getFocusedObject();
S32 face = mFocusedObjectFace;
LLVector3 normal = mFocusedObjectNormal;
bool focus = true;
if(!media_impl || !viewer_object)
{
focus = false;
media_impl = getHoverMediaImpl();
viewer_object = getHoverObject();
face = mHoverObjectFace;
normal = mHoverObjectNormal;
}
if(media_impl && viewer_object)
{
// We have an object and impl to point at.
// Make sure the media HUD object exists.
if(! mMediaControls.get())
{
LLPanelPrimMediaControls* media_controls = new LLPanelPrimMediaControls();
mMediaControls = media_controls->getHandle();
gHUDView->addChild(media_controls);
}
mMediaControls.get()->setMediaFace(viewer_object, face, media_impl, normal);
}
else
{
// The media HUD is no longer needed.
if(mMediaControls.get())
{
mMediaControls.get()->setMediaFace(NULL, 0, NULL);
}
}
}
// This function calculates the aspect ratio and the world aligned components of a selection bounding box.
F32 LLViewerMediaFocus::getBBoxAspectRatio(const LLBBox& bbox, const LLVector3& normal, F32* height, F32* width, F32* depth)
{
// Convert the selection normal and an up vector to local coordinate space of the bbox
LLVector3 local_normal = bbox.agentToLocalBasis(normal);
LLVector3 z_vec = bbox.agentToLocalBasis(LLVector3(0.0f, 0.0f, 1.0f));
LLVector3 comp1(0.f,0.f,0.f);
LLVector3 comp2(0.f,0.f,0.f);
LLVector3 bbox_max = bbox.getExtentLocal();
F32 dot1 = 0.f;
F32 dot2 = 0.f;
// The largest component of the localized normal vector is the depth component
// meaning that the other two are the legs of the rectangle.
local_normal.abs();
if(local_normal.mV[VX] > local_normal.mV[VY])
{
if(local_normal.mV[VX] > local_normal.mV[VZ])
{
// Use the y and z comps
comp1.mV[VY] = bbox_max.mV[VY];
comp2.mV[VZ] = bbox_max.mV[VZ];
*depth = bbox_max.mV[VX];
}
else
{
// Use the x and y comps
comp1.mV[VY] = bbox_max.mV[VY];
comp2.mV[VZ] = bbox_max.mV[VZ];
*depth = bbox_max.mV[VZ];
}
}
else if(local_normal.mV[VY] > local_normal.mV[VZ])
{
// Use the x and z comps
comp1.mV[VX] = bbox_max.mV[VX];
comp2.mV[VZ] = bbox_max.mV[VZ];
*depth = bbox_max.mV[VY];
}
else
{
// Use the x and y comps
comp1.mV[VY] = bbox_max.mV[VY];
comp2.mV[VZ] = bbox_max.mV[VZ];
*depth = bbox_max.mV[VX];
}
// The height is the vector closest to vertical in the bbox coordinate space (highest dot product value)
dot1 = comp1 * z_vec;
dot2 = comp2 * z_vec;
if(fabs(dot1) > fabs(dot2))
{
*height = comp1.length();
*width = comp2.length();
}
else
{
*height = comp2.length();
*width = comp1.length();
}
// Return the aspect ratio.
return *width / *height;
}
bool LLViewerMediaFocus::isFocusedOnFace(LLPointer<LLViewerObject> objectp, S32 face)
{
return objectp->getID() == mFocusedObjectID && face == mFocusedObjectFace;
}
bool LLViewerMediaFocus::isHoveringOverFace(LLPointer<LLViewerObject> objectp, S32 face)
{
return objectp->getID() == mHoverObjectID && face == mHoverObjectFace;
}
LLViewerMediaImpl* LLViewerMediaFocus::getFocusedMediaImpl()
{
return LLViewerMedia::getMediaImplFromTextureID(mFocusedImplID);
}
LLViewerObject* LLViewerMediaFocus::getFocusedObject()
{
return gObjectList.findObject(mFocusedObjectID);
}
LLViewerMediaImpl* LLViewerMediaFocus::getHoverMediaImpl()
{
return LLViewerMedia::getMediaImplFromTextureID(mHoverImplID);
}
LLViewerObject* LLViewerMediaFocus::getHoverObject()
{
return gObjectList.findObject(mHoverObjectID);
}
void LLViewerMediaFocus::focusZoomOnMedia(LLUUID media_id)
{
LLViewerMediaImpl* impl = LLViewerMedia::getMediaImplFromTextureID(media_id);
if(impl)
{
// Get the first object from the media impl's object list. This is completely arbitrary, but should suffice.
LLVOVolume *obj = impl->getSomeObject();
if(obj)
{
// This media is attached to at least one object. Figure out which face it's on.
S32 face = obj->getFaceIndexWithMediaImpl(impl, -1);
// We don't have a proper pick normal here, and finding a face's real normal is... complicated.
LLVector3 normal = obj->getApproximateFaceNormal(face);
if(normal.isNull())
{
// If that didn't work, use the inverse of the camera "look at" axis, which should keep the camera pointed in the same direction.
// llinfos << "approximate face normal invalid, using camera direction." << llendl;
normal = LLViewerCamera::getInstance()->getAtAxis();
normal *= (F32)-1.0f;
}
// Attempt to focus/zoom on that face.
setFocusFace(obj, face, impl, normal);
if(mMediaControls.get())
{
mMediaControls.get()->resetZoomLevel();
mMediaControls.get()->nextZoomLevel();
}
}
}
}
LLUUID LLViewerMediaFocus::getControlsMediaID()
{
if(getFocusedMediaImpl())
{
return mFocusedImplID;
}
else if(getHoverMediaImpl())
{
return mHoverImplID;
}
return LLUUID::null;
}