348 lines
9.9 KiB
C++
348 lines
9.9 KiB
C++
/**
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* @file llfloatergesture.cpp
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* @brief Read-only list of gestures from your inventory.
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*
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* $LicenseInfo:firstyear=2002&license=viewergpl$
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*
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* Copyright (c) 2002-2009, Linden Research, Inc.
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*
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* Second Life Viewer Source Code
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* The source code in this file ("Source Code") is provided by Linden Lab
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* to you under the terms of the GNU General Public License, version 2.0
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* ("GPL"), unless you have obtained a separate licensing agreement
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* ("Other License"), formally executed by you and Linden Lab. Terms of
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* the GPL can be found in doc/GPL-license.txt in this distribution, or
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* online at http://secondlifegrid.net/programs/open_source/licensing/gplv2
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*
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* There are special exceptions to the terms and conditions of the GPL as
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* it is applied to this Source Code. View the full text of the exception
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* in the file doc/FLOSS-exception.txt in this software distribution, or
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* online at
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* http://secondlifegrid.net/programs/open_source/licensing/flossexception
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*
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* By copying, modifying or distributing this software, you acknowledge
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* that you have read and understood your obligations described above,
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* and agree to abide by those obligations.
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*
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* ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO
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* WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY,
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* COMPLETENESS OR PERFORMANCE.
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* $/LicenseInfo$
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*/
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#include "llviewerprecompiledheaders.h"
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#include "llfloatergesture.h"
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#include "lldir.h"
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#include "llinventory.h"
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#include "llmultigesture.h"
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#include "llagent.h"
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#include "llviewerwindow.h"
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#include "llbutton.h"
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#include "llcombobox.h"
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#include "llgesturemgr.h"
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#include "llinventorymodel.h"
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#include "llinventorypanel.h"
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#include "llfloaterinventory.h"
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#include "llkeyboard.h"
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#include "lllineeditor.h"
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#include "llpreviewgesture.h"
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#include "llresizehandle.h"
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#include "llscrollbar.h"
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#include "llscrollcontainer.h"
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#include "llscrolllistctrl.h"
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#include "lltextbox.h"
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#include "lltrans.h"
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#include "lluictrlfactory.h"
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#include "llviewergesture.h"
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#include "llviewertexturelist.h"
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#include "llviewerinventory.h"
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#include "llvoavatar.h"
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#include "llviewercontrol.h"
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BOOL item_name_precedes( LLInventoryItem* a, LLInventoryItem* b )
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{
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return LLStringUtil::precedesDict( a->getName(), b->getName() );
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}
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class LLFloaterGestureObserver : public LLGestureManagerObserver
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{
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public:
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LLFloaterGestureObserver(LLFloaterGesture* floater) : mFloater(floater) {}
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virtual ~LLFloaterGestureObserver() {}
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virtual void changed() { mFloater->refreshAll(); }
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private:
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LLFloaterGesture* mFloater;
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};
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//---------------------------------------------------------------------------
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// LLFloaterGesture
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//---------------------------------------------------------------------------
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LLFloaterGesture::LLFloaterGesture(const LLSD& key)
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: LLFloater(key)
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{
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mObserver = new LLFloaterGestureObserver(this);
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LLGestureManager::instance().addObserver(mObserver);
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//LLUICtrlFactory::getInstance()->buildFloater(this, "floater_gesture.xml");
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}
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// virtual
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LLFloaterGesture::~LLFloaterGesture()
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{
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LLGestureManager::instance().removeObserver(mObserver);
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delete mObserver;
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mObserver = NULL;
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}
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// virtual
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BOOL LLFloaterGesture::postBuild()
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{
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std::string label;
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label = getTitle();
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setTitle(label);
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getChild<LLUICtrl>("gesture_list")->setCommitCallback(boost::bind(&LLFloaterGesture::onCommitList, this));
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getChild<LLScrollListCtrl>("gesture_list")->setDoubleClickCallback(boost::bind(&LLFloaterGesture::onClickPlay, this));
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getChild<LLUICtrl>("inventory_btn")->setCommitCallback(boost::bind(&LLFloaterGesture::onClickInventory, this));
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getChild<LLUICtrl>("edit_btn")->setCommitCallback(boost::bind(&LLFloaterGesture::onClickEdit, this));
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getChild<LLUICtrl>("play_btn")->setCommitCallback(boost::bind(&LLFloaterGesture::onClickPlay, this));
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getChild<LLUICtrl>("stop_btn")->setCommitCallback(boost::bind(&LLFloaterGesture::onClickPlay, this));
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getChild<LLUICtrl>("new_gesture_btn")->setCommitCallback(boost::bind(&LLFloaterGesture::onClickNew, this));
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childSetVisible("play_btn", true);
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childSetVisible("stop_btn", false);
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setDefaultBtn("play_btn");
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buildGestureList();
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childSetFocus("gesture_list");
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LLCtrlListInterface *list = childGetListInterface("gesture_list");
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if (list)
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{
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const BOOL ascending = TRUE;
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list->sortByColumn(std::string("name"), ascending);
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list->selectFirstItem();
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}
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// Update button labels
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onCommitList();
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return TRUE;
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}
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void LLFloaterGesture::refreshAll()
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{
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buildGestureList();
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LLCtrlListInterface *list = childGetListInterface("gesture_list");
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if (!list) return;
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if (mSelectedID.isNull())
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{
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list->selectFirstItem();
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}
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else
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{
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if (! list->setCurrentByID(mSelectedID))
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{
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list->selectFirstItem();
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}
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}
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// Update button labels
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onCommitList();
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}
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void LLFloaterGesture::buildGestureList()
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{
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LLCtrlListInterface *list = childGetListInterface("gesture_list");
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LLCtrlScrollInterface *scroll = childGetScrollInterface("gesture_list");
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if (! (list && scroll)) return;
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// attempt to preserve scroll position through re-builds
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// since we do re-build any time anything dirties
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S32 current_scroll_pos = scroll->getScrollPos();
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list->operateOnAll(LLCtrlListInterface::OP_DELETE);
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LLGestureManager::item_map_t::iterator it;
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for (it = LLGestureManager::instance().mActive.begin(); it != LLGestureManager::instance().mActive.end(); ++it)
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{
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const LLUUID& item_id = (*it).first;
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LLMultiGesture* gesture = (*it).second;
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// Note: Can have NULL item if inventory hasn't arrived yet.
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std::string item_name = getString("loading");
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LLInventoryItem* item = gInventory.getItem(item_id);
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if (item)
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{
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item_name = item->getName();
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}
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std::string font_style = "NORMAL";
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// If gesture is playing, bold it
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LLSD element;
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element["id"] = item_id;
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if (gesture)
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{
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if (gesture->mPlaying)
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{
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font_style = "BOLD";
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}
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element["columns"][0]["column"] = "trigger";
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element["columns"][0]["value"] = gesture->mTrigger;
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element["columns"][0]["font"]["name"] = "SANSSERIF";
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element["columns"][0]["font"]["style"] = font_style;
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std::string key_string = LLKeyboard::stringFromKey(gesture->mKey);
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std::string buffer;
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if (gesture->mKey == KEY_NONE)
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{
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buffer = "---";
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key_string = "~~~"; // alphabetize to end
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}
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else
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{
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buffer = LLKeyboard::stringFromAccelerator( gesture->mMask, gesture->mKey );
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}
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element["columns"][1]["column"] = "shortcut";
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element["columns"][1]["value"] = buffer;
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element["columns"][1]["font"]["name"] = "SANSSERIF";
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element["columns"][1]["font"]["style"] = font_style;
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// hidden column for sorting
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element["columns"][2]["column"] = "key";
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element["columns"][2]["value"] = key_string;
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element["columns"][2]["font"]["name"] = "SANSSERIF";
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element["columns"][2]["font"]["style"] = font_style;
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// Only add "playing" if we've got the name, less confusing. JC
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if (item && gesture->mPlaying)
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{
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item_name += " " + getString("playing");
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}
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element["columns"][3]["column"] = "name";
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element["columns"][3]["value"] = item_name;
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element["columns"][3]["font"]["name"] = "SANSSERIF";
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element["columns"][3]["font"]["style"] = font_style;
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}
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else
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{
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element["columns"][0]["column"] = "trigger";
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element["columns"][0]["value"] = "";
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element["columns"][0]["font"]["name"] = "SANSSERIF";
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element["columns"][0]["font"]["style"] = font_style;
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element["columns"][0]["column"] = "trigger";
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element["columns"][0]["value"] = "---";
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element["columns"][0]["font"]["name"] = "SANSSERIF";
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element["columns"][0]["font"]["style"] = font_style;
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element["columns"][2]["column"] = "key";
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element["columns"][2]["value"] = "~~~";
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element["columns"][2]["font"]["name"] = "SANSSERIF";
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element["columns"][2]["font"]["style"] = font_style;
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element["columns"][3]["column"] = "name";
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element["columns"][3]["value"] = item_name;
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element["columns"][3]["font"]["name"] = "SANSSERIF";
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element["columns"][3]["font"]["style"] = font_style;
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}
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list->addElement(element, ADD_BOTTOM);
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}
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scroll->setScrollPos(current_scroll_pos);
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}
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void LLFloaterGesture::onClickInventory()
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{
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LLCtrlListInterface *list = childGetListInterface("gesture_list");
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if (!list) return;
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const LLUUID& item_id = list->getCurrentID();
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LLFloaterInventory* inv = LLFloaterInventory::showAgentInventory();
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if (!inv) return;
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inv->getPanel()->setSelection(item_id, TRUE);
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}
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void LLFloaterGesture::onClickPlay()
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{
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LLCtrlListInterface *list = childGetListInterface("gesture_list");
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if (!list) return;
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const LLUUID& item_id = list->getCurrentID();
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if (LLGestureManager::instance().isGesturePlaying(item_id))
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{
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LLGestureManager::instance().stopGesture(item_id);
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}
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else
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{
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LLGestureManager::instance().playGesture(item_id);
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}
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}
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class GestureShowCallback : public LLInventoryCallback
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{
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public:
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void fire(const LLUUID &inv_item)
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{
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LLPreviewGesture::show(inv_item, LLUUID::null);
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}
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};
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void LLFloaterGesture::onClickNew()
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{
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LLPointer<LLInventoryCallback> cb = new GestureShowCallback();
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create_inventory_item(gAgent.getID(), gAgent.getSessionID(),
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LLUUID::null, LLTransactionID::tnull, "New Gesture", "", LLAssetType::AT_GESTURE,
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LLInventoryType::IT_GESTURE, NOT_WEARABLE, PERM_MOVE | PERM_TRANSFER, cb);
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}
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void LLFloaterGesture::onClickEdit()
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{
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LLCtrlListInterface *list = childGetListInterface("gesture_list");
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if (!list) return;
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const LLUUID& item_id = list->getCurrentID();
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LLInventoryItem* item = gInventory.getItem(item_id);
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if (!item) return;
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LLPreviewGesture* previewp = LLPreviewGesture::show(item_id, LLUUID::null);
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if (!previewp->getHost())
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{
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previewp->setRect(gFloaterView->findNeighboringPosition(this, previewp));
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}
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}
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void LLFloaterGesture::onCommitList()
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{
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const LLUUID& item_id = childGetValue("gesture_list").asUUID();
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mSelectedID = item_id;
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if (LLGestureManager::instance().isGesturePlaying(item_id))
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{
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childSetVisible("play_btn", false);
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childSetVisible("stop_btn", true);
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}
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else
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{
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childSetVisible("play_btn", true);
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childSetVisible("stop_btn", false);
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}
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}
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