phoenix-firestorm/indra/newview/llfloatervoicevolume.cpp

221 lines
6.4 KiB
C++

/**
* @file llfloatervoicevolume.cpp
*
* $LicenseInfo:firstyear=2012&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2012, Linden Research, Inc.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation;
* version 2.1 of the License only.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
#include "llviewerprecompiledheaders.h"
#include "llfloatervoicevolume.h"
// Linden libraries
#include "llavatarname.h"
#include "llavatarnamecache.h"
#include "llfloater.h"
#include "llfloaterreg.h"
#include "lltextbox.h"
// viewer files
#include "llagent.h"
#include "llavataractions.h"
#include "llinspect.h"
#include "lltransientfloatermgr.h"
#include "llvoiceclient.h"
class LLAvatarName;
//////////////////////////////////////////////////////////////////////////////
// LLFloaterVoiceVolume
//////////////////////////////////////////////////////////////////////////////
// Avatar Inspector, a small information window used when clicking
// on avatar names in the 2D UI and in the ambient inspector widget for
// the 3D world.
class LLFloaterVoiceVolume : public LLInspect, LLTransientFloater
{
friend class LLFloaterReg;
public:
// avatar_id - Avatar ID for which to show information
// Inspector will be positioned relative to current mouse position
LLFloaterVoiceVolume(const LLSD& avatar_id);
virtual ~LLFloaterVoiceVolume();
/*virtual*/ bool postBuild(void);
// Because floater is single instance, need to re-parse data on each spawn
// (for example, inspector about same avatar but in different position)
/*virtual*/ void onOpen(const LLSD& avatar_id);
/*virtual*/ LLTransientFloaterMgr::ETransientGroup getGroup() { return LLTransientFloaterMgr::GLOBAL; }
private:
// Set the volume slider to this user's current client-side volume setting,
// hiding/disabling if the user is not nearby.
void updateVolumeControls();
void onClickMuteVolume();
void onVolumeChange(const LLSD& data);
void onAvatarNameCache(const LLUUID& agent_id, const LLAvatarName& av_name);
private:
LLUUID mAvatarID;
// Need avatar name information to spawn friend add request
LLAvatarName mAvatarName;
boost::signals2::connection mAvatarNameCacheConnection;
};
LLFloaterVoiceVolume::LLFloaterVoiceVolume(const LLSD& sd)
: LLInspect(LLSD()) // single_instance, doesn't really need key
, mAvatarID() // set in onOpen() *Note: we used to show partner's name but we dont anymore --angela 3rd Dec*
, mAvatarName()
, mAvatarNameCacheConnection()
{
LLTransientFloaterMgr::getInstance()->addControlView(LLTransientFloaterMgr::GLOBAL, this);
LLTransientFloater::init(this);
}
LLFloaterVoiceVolume::~LLFloaterVoiceVolume()
{
if (mAvatarNameCacheConnection.connected())
{
mAvatarNameCacheConnection.disconnect();
}
LLTransientFloaterMgr::getInstance()->removeControlView(this);
}
/*virtual*/
bool LLFloaterVoiceVolume::postBuild(void)
{
getChild<LLUICtrl>("mute_btn")->setCommitCallback(
boost::bind(&LLFloaterVoiceVolume::onClickMuteVolume, this) );
getChild<LLUICtrl>("volume_slider")->setCommitCallback(
boost::bind(&LLFloaterVoiceVolume::onVolumeChange, this, _2));
return true;
}
// Multiple calls to showInstance("floater_voice_volume", foo) will provide different
// LLSD for foo, which we will catch here.
//virtual
void LLFloaterVoiceVolume::onOpen(const LLSD& data)
{
// Start open animation
LLInspect::onOpen(data);
// Extract appropriate avatar id
mAvatarID = data["avatar_id"];
LLInspect::repositionInspector(data);
getChild<LLUICtrl>("avatar_name")->setValue("");
updateVolumeControls();
if (mAvatarNameCacheConnection.connected())
{
mAvatarNameCacheConnection.disconnect();
}
mAvatarNameCacheConnection = LLAvatarNameCache::get(mAvatarID, boost::bind(&LLFloaterVoiceVolume::onAvatarNameCache, this, _1, _2));
}
void LLFloaterVoiceVolume::updateVolumeControls()
{
bool voice_enabled = LLVoiceClient::getInstance()->getVoiceEnabled(mAvatarID);
LLUICtrl* mute_btn = getChild<LLUICtrl>("mute_btn");
LLUICtrl* volume_slider = getChild<LLUICtrl>("volume_slider");
// Do not display volume slider and mute button if it
// is ourself or we are not in a voice channel together
if (!voice_enabled || (mAvatarID == gAgent.getID()))
{
mute_btn->setVisible(false);
volume_slider->setVisible(false);
}
else
{
mute_btn->setVisible(true);
volume_slider->setVisible(true);
// By convention, we only display and toggle voice mutes, not all mutes
bool is_muted = LLAvatarActions::isVoiceMuted(mAvatarID);
bool is_linden = LLStringUtil::endsWith(mAvatarName.getUserName(), " Linden");
mute_btn->setEnabled(!is_linden);
mute_btn->setValue(is_muted);
volume_slider->setEnabled(!is_muted);
F32 volume;
if (is_muted)
{
// it's clearer to display their volume as zero
volume = 0.f;
}
else
{
// actual volume
volume = LLVoiceClient::getInstance()->getUserVolume(mAvatarID);
}
volume_slider->setValue((F64)volume);
}
}
void LLFloaterVoiceVolume::onClickMuteVolume()
{
LLAvatarActions::toggleMuteVoice(mAvatarID);
updateVolumeControls();
}
void LLFloaterVoiceVolume::onVolumeChange(const LLSD& data)
{
F32 volume = (F32)data.asReal();
LLVoiceClient::getInstance()->setUserVolume(mAvatarID, volume);
}
void LLFloaterVoiceVolume::onAvatarNameCache(
const LLUUID& agent_id,
const LLAvatarName& av_name)
{
mAvatarNameCacheConnection.disconnect();
if (agent_id != mAvatarID)
{
return;
}
getChild<LLUICtrl>("avatar_name")->setValue(av_name.getCompleteName());
mAvatarName = av_name;
}
//////////////////////////////////////////////////////////////////////////////
// LLFloaterVoiceVolumeUtil
//////////////////////////////////////////////////////////////////////////////
void LLFloaterVoiceVolumeUtil::registerFloater()
{
LLFloaterReg::add("floater_voice_volume", "floater_voice_volume.xml",
&LLFloaterReg::build<LLFloaterVoiceVolume>);
}