phoenix-firestorm/indra/newview/fsfloaterposer.h

378 lines
15 KiB
C++

/**
* @file fsfloaterposer.cpp
* @brief View Model for posing your (and other) avatar(s).
*
* $LicenseInfo:firstyear=2024&license=viewerlgpl$
* Phoenix Firestorm Viewer Source Code
* Copyright (c) 2024 Angeldark Raymaker @ Second Life
*
* 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
* $/LicenseInfo$
*/
#ifndef FS_FLOATER_POSER_H
#define FS_FLOATER_POSER_H
#include "llfloater.h"
#include "fsposeranimator.h"
class FSVirtualTrackpad;
class LLButton;
class LLCheckBoxCtrl;
class LLLineEditor;
class LLScrollListCtrl;
class LLSliderCtrl;
class LLTabContainer;
/// <summary>
/// Describes how to load a pose file.
/// </summary>
typedef enum E_LoadPoseMethods
{
ROTATIONS = 1,
POSITIONS = 2,
SCALES = 3,
ROTATIONS_AND_POSITIONS = 4,
ROTATIONS_AND_SCALES = 5,
POSITIONS_AND_SCALES = 6,
ROT_POS_AND_SCALES = 7,
HAND_RIGHT = 8,
HAND_LEFT = 9,
FACE_ONLY = 10,
} E_LoadPoseMethods;
/// <summary>
/// Describes the columns of the avatars scroll-list.
/// </summary>
typedef enum E_Columns
{
COL_ICON = 0,
COL_NAME = 1,
COL_UUID = 2,
COL_SAVE = 3,
} E_Columns;
/// <summary>
/// A class containing the UI fiddling for the Poser Floater.
/// Please don't do LLJoint stuff here, fsposingmotion (the LLMotion derivative) is the class for that.
/// </summary>
class FSFloaterPoser : public LLFloater
{
friend class LLFloaterReg;
FSFloaterPoser(const LLSD &key);
private:
bool postBuild() override;
void onOpen(const LLSD& key) override;
void onClose(bool app_quitting) override;
/// <summary>
/// Refreshes the supplied pose list from the supplued subdirectory.
/// </summary>
void refreshPoseScroll(LLScrollListCtrl* posesScrollList, std::optional<std::string_view> subDirectory = std::nullopt);
/// <summary>
/// (Dis)Enables all of the posing controls; such as when you can't pose for reasons.
/// </summary>
/// <param name="enable">Whether to enable the pose controls.</param>
void poseControlsEnable(bool enable);
/// <summary>
/// Refreshes all of the 'joint/bones/thingos' lists (lists-zah, all of them).
/// </summary>
void refreshJointScrollListMembers();
/// <summary>
/// Adds a 'header' menu item to the supplied scroll list, handy for demarking clusters of joints on the UI.
/// </summary>
/// <param name="jointName">
/// The well-known name of the joint, eg: mChest
/// This does a lookup into the poser XML for a friendly header title by joint name, if it exists.
/// </param>
/// <param name="bodyJointsScrollList">The scroll list to add the header-row to.</param>
void addHeaderRowToScrollList(const std::string& jointName, LLScrollListCtrl* bodyJointsScrollList);
/// <summary>
/// Generates the data for a row to add to a scroll-list.
/// The supplied joint name is looked up in the UI XML to find a friendly name.
/// </summary>
/// <param name="jointName">The well-known joint name of the joint to add the row for, eg: mChest.</param>
/// <param name="isHeaderRow">Whether the joint is one which should come immediately after a header.</param>
/// <returns>The data required to make the row.</returns>
LLSD createRowForJoint(const std::string& jointName, bool isHeaderRow);
/// <summary>
/// Gets the collection of poser joints currently selected on the active bones-tab of the UI.
/// </summary>
/// <returns>The selected joints</returns>
std::vector<FSPoserAnimator::FSPoserJoint*> getUiSelectedPoserJoints() const;
/// <summary>
/// Gets a detectable avatar by its UUID.
/// </summary>
/// <param name="avatarToFind">The ID of the avatar to find.</param>
/// <returns>The avatar, if found, otherwise nullptr.</returns>
LLVOAvatar* getAvatarByUuid(const LLUUID& avatarToFind) const;
/// <summary>
/// Gets the currently selected avatar or animesh.
/// </summary>
/// <returns>The currently selected avatar or animesh.</returns>
LLVOAvatar* getUiSelectedAvatar() const;
/// <summary>
/// Gets the current bone-deflection style: encapsulates 'anything else you want to do' while you're manipulating a joint.
/// Such as: fiddle the opposite joint too.
/// </summary>
/// <returns>A E_BoneDeflectionStyles member.</returns>
E_BoneDeflectionStyles getUiSelectedBoneDeflectionStyle() const;
/// <summary>
/// Gets the collection of UUIDs for nearby avatars.
/// </summary>
/// <returns>A the collection of UUIDs for nearby avatars.</returns>
uuid_vec_t getNearbyAvatarsAndAnimeshes() const;
/// <summary>
/// Gets a collection of UUIDs for avatars currently being presented on the UI.
/// </summary>
/// <returns>A the collection of UUIDs.</returns>
uuid_vec_t getCurrentlyListedAvatarsAndAnimeshes() const;
/// <summary>
/// Gets the scroll-list index of the supplied avatar.
/// </summary>
/// <param name="toFind">The avatar UUID to find on the avatars scroll list.</param>
/// <returns>The scroll-list index for the supplied avatar, if found, otherwise -1.</returns>
S32 getAvatarListIndexForUuid(const LLUUID& toFind) const;
/// <summary>
/// There are several control-callbacks manipulating rotations etc, they all devolve to these.
/// In these are the appeals to the posing business layer.
/// </summary>
/// <remarks>
/// Using a set, then a get does not guarantee the value you just set.
/// There may be +/- PI difference two axes, because harmonics.
/// Thus keep your UI synced with less gets.
/// </remarks>
void setSelectedJointsRotation(F32 yawInRadians, F32 pitchInRadians, F32 rollInRadians);
void setSelectedJointsPosition(F32 x, F32 y, F32 z);
void setSelectedJointsScale(F32 x, F32 y, F32 z);
/// <summary>
/// Yeilds the rotation of the first selected joint (one may multi-select).
/// </summary>
/// <remarks>
/// Using a set, then a get does not guarantee the value you just set.
/// There may be +/- PI difference two axes, because harmonics.
/// Thus keep your UI synced with less gets.
/// </remarks>
LLVector3 getRotationOfFirstSelectedJoint() const;
LLVector3 getPositionOfFirstSelectedJoint() const;
LLVector3 getScaleOfFirstSelectedJoint() const;
// Pose load/save
void onToggleLoadSavePanel();
void onClickPoseSave();
void onPoseFileSelect();
bool savePoseToXml(LLVOAvatar* avatar, const std::string& posePath);
bool savePoseToBvh(LLVOAvatar* avatar, const std::string& posePath);
void onClickBrowsePoseCache();
void onPoseMenuAction(const LLSD& param);
void loadPoseFromXml(LLVOAvatar* avatar, const std::string& poseFileName, E_LoadPoseMethods loadMethod);
void setPoseSaveFileTextBoxToUiSelectedAvatarSaveFileName();
void setUiSelectedAvatarSaveFileName(const std::string& saveFileName);
void showOrHideAdvancedSaveOptions();
// UI Event Handlers:
void onAvatarsRefresh();
void onAvatarSelect();
void onJointSelect();
void onToggleAdvancedPanel();
void onToggleMirrorChange();
void onToggleSympatheticChange();
void onToggleDeltaModeChange();
void setRotationChangeButtons(bool mirror, bool sympathetic, bool togglingDelta);
void onUndoLastRotation();
void onRedoLastRotation();
void onUndoLastPosition();
void onRedoLastPosition();
void onUndoLastScale();
void onRedoLastScale();
void onResetPosition();
void onResetScale();
void enableOrDisableRedoButton();
void onPoseStartStop();
void onLimbTrackballChanged();
void onLimbYawPitchRollChanged();
void onAvatarPositionSet();
void onAdvancedPositionSet();
void onAdvancedScaleSet();
void onClickToggleSelectedBoneEnabled();
void onClickRecaptureSelectedBones();
void onClickFlipPose();
void onClickFlipSelectedJoints();
void onPoseJointsReset();
void onOpenSetAdvancedPanel();
void onAdjustTrackpadSensitivity();
void onClickLoadLeftHandPose();
void onClickLoadRightHandPose();
void onClickLoadHandPose(bool isRightHand);
// UI Refreshments
void refreshRotationSliders();
void refreshAvatarPositionSliders();
void refreshTrackpadCursor();
void refreshAdvancedPositionSliders();
void refreshAdvancedScaleSliders();
/// <summary>
/// Determines if we have permission to animate the supplied avatar.
/// </summary>
/// <param name="avatar">The avatar to animate.</param>
/// <returns>True if we have permission to animate, otherwise false.</returns>
bool havePermissionToAnimateAvatar(LLVOAvatar* avatar) const;
/// <summary>
/// Determines if we could animate the supplied avatar.
/// </summary>
/// <param name="avatar">The avatar to animate.</param>
/// <returns>True if the avatar is non-null, not dead, in the same region as self, otherwise false.</returns>
bool couldAnimateAvatar(LLVOAvatar* avatar) const;
/// <summary>
/// Our instance of the class which lets us do the business of manipulating the avatar.
/// This separates that business from the code-behind the UI.
/// </summary>
FSPoserAnimator mPoserAnimator;
/// <summary>
/// The supplied Joint name has a quaternion describing its rotation.
/// This gets the kind of axial transformation required for 'easy' consumption of the joint's Euler angles on our UI.
/// This facilitates 'conceptual' conversion of Euler frame to up/down, left/right and roll and is rather subjective.
/// Thus, many of these 'conversions' are backed by values in the XML.
/// </summary>
/// <param name="jointName">The well-known name of the joint, eg: mChest.</param>
/// <returns>The axial translation so the oily angles make better sense in terms of up/down/left/right/roll.</returns>
/// <remarks>
/// Euler angles aren't cartesian; they're one of 12 possible orderings or something, yes, yes.
/// No the translation isn't untangling all of that, it's not needed until it is.
/// We're not landing on Mars with this code, just offering a user reasonable thumb-twiddlings.
/// </remarks>
E_BoneAxisTranslation getJointTranslation(const std::string& jointName) const;
/// <summary>
/// Gets the collection of E_BoneAxisNegation values for the supplied joint.
/// </summary>
/// <param name="jointName">The name of the joind to get the axis transformation for.</param>
/// <returns>The kind of axis transformation to perform.</returns>
S32 getJointNegation(const std::string& jointName) const;
/// <summary>
/// The smallest text embiggens the noble selection.
/// </summary>
void refreshTextEmbiggeningOnAllScrollLists();
/// <summary>
/// Applies the appropriate font-face (such as bold) to the text of the supplied list, to indicate use.
/// </summary>
/// <param name="listName">The name of the list to adjust text-face for.</param>
/// <param name="avatar">The avatar to whom the list is relevant.</param>
void addBoldToScrollList(LLScrollListCtrl* list, LLVOAvatar* avatar);
/// <summary>
/// The time when the last click of a button was made.
/// Utilized for controls needing a 'double click do' function.
/// </summary>
std::chrono::system_clock::time_point mTimeLastClickedJointReset = std::chrono::system_clock::now();
/// <summary>
/// The constant time interval, in seconds, a user must click twice within to successfully double-click a button.
/// </summary>
std::chrono::duration<double> const mDoubleClickInterval = std::chrono::duration<double>(0.3);
/// <summary>
/// Unwraps a normalized value from the trackball to a slider value.
/// </summary>
/// <param name="scale">The scale value from the trackball.</param>
/// <returns>A value appropriate for fitting a slider.</returns>
static F32 unWrapScale(F32 scale);
FSVirtualTrackpad* mAvatarTrackball{ nullptr };
LLSliderCtrl* mTrackpadSensitivitySlider{ nullptr };
LLSliderCtrl* mLimbYawSlider{ nullptr };
LLSliderCtrl* mLimbPitchSlider{ nullptr }; // pointing your nose up or down
LLSliderCtrl* mLimbRollSlider{ nullptr }; // your ear touches your shoulder
LLSliderCtrl* mPosXSlider{ nullptr };
LLSliderCtrl* mPosYSlider{ nullptr };
LLSliderCtrl* mPosZSlider{ nullptr };
LLSliderCtrl* mAdvPosXSlider{ nullptr };
LLSliderCtrl* mAdvPosYSlider{ nullptr };
LLSliderCtrl* mAdvPosZSlider{ nullptr };
LLSliderCtrl* mAdvScaleXSlider{ nullptr };
LLSliderCtrl* mAdvScaleYSlider{ nullptr };
LLSliderCtrl* mAdvScaleZSlider{ nullptr };
LLTabContainer* mJointsTabs{ nullptr };
LLTabContainer* mHandsTabs{ nullptr };
LLScrollListCtrl* mAvatarSelectionScrollList{ nullptr };
LLScrollListCtrl* mBodyJointsScrollList{ nullptr };
LLScrollListCtrl* mFaceJointsScrollList{ nullptr };
LLScrollListCtrl* mHandJointsScrollList{ nullptr };
LLScrollListCtrl* mMiscJointsScrollList{ nullptr };
LLScrollListCtrl* mCollisionVolumesScrollList{ nullptr };
LLScrollListCtrl* mEntireAvJointScroll{ nullptr };
LLScrollListCtrl* mPosesScrollList{ nullptr };
LLScrollListCtrl* mHandPresetsScrollList{ nullptr };
LLButton* mToggleAdvancedPanelBtn{ nullptr };
LLButton* mStartStopPosingBtn{ nullptr };
LLButton* mToggleLoadSavePanelBtn{ nullptr };
LLButton* mBrowserFolderBtn{ nullptr };
LLButton* mLoadPosesBtn{ nullptr };
LLButton* mSavePosesBtn{ nullptr };
LLButton* mFlipPoseBtn{ nullptr };
LLButton* mFlipJointBtn{ nullptr };
LLButton* mRecaptureBtn{ nullptr };
LLButton* mTogglePosingBonesBtn{ nullptr };
LLButton* mToggleMirrorRotationBtn{ nullptr };
LLButton* mToggleSympatheticRotationBtn{ nullptr };
LLButton* mToggleDeltaModeBtn{ nullptr };
LLButton* mRedoChangeBtn{ nullptr };
LLCheckBoxCtrl* mAlsoSaveBvhCbx{ nullptr };
LLLineEditor* mPoseSaveNameEditor{ nullptr };
LLPanel* mAdvancedParentPnl{ nullptr };
LLPanel* mJointsParentPnl{ nullptr };
LLPanel* mTrackballPnl{ nullptr };
LLPanel* mPositionRotationPnl{ nullptr };
LLPanel* mBodyJointsPnl{ nullptr };
LLPanel* mFaceJointsPnl{ nullptr };
LLPanel* mHandsJointsPnl{ nullptr };
LLPanel* mMiscJointsPnl{ nullptr };
LLPanel* mCollisionVolumesPnl{ nullptr };
LLPanel* mSaveFilePptionsPnl{ nullptr };
LLPanel* mPosesLoadSavePnl{ nullptr };
};
#endif