本文整理汇总了C++中LLAudioSource类的典型用法代码示例。如果您正苦于以下问题:C++ LLAudioSource类的具体用法?C++ LLAudioSource怎么用?C++ LLAudioSource使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。
在下文中一共展示了LLAudioSource类的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: LLAudioSource
void LLAudioEngine::triggerSound(const LLUUID &audio_uuid, const LLUUID& owner_id, const F32 gain,
// <edit>
//const S32 type, const LLVector3d &pos_global)
const S32 type, const LLVector3d &pos_global, const LLUUID source_object)
// </edit>
{
// Create a new source (since this can't be associated with an existing source.
//llinfos << "Localized: " << audio_uuid << llendl;
if (mMuted)
{
return;
}
LLUUID source_id;
source_id.generate();
// <edit>
//LLAudioSource *asp = new LLAudioSource(source_id, owner_id, gain, type);
LLAudioSource *asp = new LLAudioSource(source_id, owner_id, gain, type, source_object, true);
// </edit>
gAudiop->addAudioSource(asp);
if (pos_global.isExactlyZero())
{
asp->setAmbient(true);
}
else
{
asp->setPositionGlobal(pos_global);
}
asp->updatePriority();
asp->play(audio_uuid);
}
示例2: LLAudioSource
void LLAudioEngine::triggerSound(const LLUUID &audio_uuid, const LLUUID& owner_id, const F32 gain,
const S32 type, const LLVector3d &pos_global)
{
// Create a new source (since this can't be associated with an existing source.
//llinfos << "Localized: " << audio_uuid << llendl;
if (mMuted || gain == 0.0)
{
return;
}
//fix collision sounds under OpenAL
F32 fixedGain=llclamp(gain,0.0f,1.0f);
if (fixedGain == 0.f) return;
LLUUID source_id;
source_id.generate();
LLAudioSource *asp = new LLAudioSource(source_id, owner_id, fixedGain, type);
gAudiop->addAudioSource(asp);
if (pos_global.isExactlyZero())
{
asp->setAmbient(true);
}
else
{
asp->setPositionGlobal(pos_global);
}
asp->updatePriority();
asp->play(audio_uuid);
}
示例3: LLAudioSource
void LLAudioEngine::triggerSound(const LLUUID &audio_uuid, const LLUUID& owner_id, const F32 gain,
const S32 type, const LLVector3d &pos_global)
{
// Create a new source (since this can't be associated with an existing source.
//llinfos << "Localized: " << audio_uuid << llendl;
//If we cannot hear it, dont even try to load the sound.
if (mMuted || gain == 0.0)
{
return;
}
LLUUID source_id;
source_id.generate();
LLAudioSource *asp = new LLAudioSource(source_id, owner_id, gain, type);
gAudiop->addAudioSource(asp);
if (pos_global.isExactlyZero())
{
asp->setAmbient(true);
}
else
{
asp->setPositionGlobal(pos_global);
}
asp->updatePriority();
asp->play(audio_uuid);
}
示例4: LLAudioSource
void LLAudioEngine::triggerSound(const LLUUID &audio_uuid, const LLUUID& owner_id, const F32 gain,
const S32 type, const LLVector3d &pos_global, const LLUUID& source_object)
{
// Create a new source (since this can't be associated with an existing source.
//LL_INFOS() << "Localized: " << audio_uuid << LL_ENDL;
// NaCl - Do not load silent sounds.
if (mMuted || gain <FLT_EPSILON*2)
{
return;
}
LLUUID source_id;
source_id.generate();
LLAudioSource *asp = new LLAudioSource(source_id, owner_id, gain, type, source_object, true);
addAudioSource(asp);
if (pos_global.isExactlyZero())
{
asp->setAmbient(true);
}
else
{
asp->setPositionGlobal(pos_global);
}
asp->updatePriority();
asp->play(audio_uuid);
}
示例5: removeAudioData
// <FS:Ansariel> Asset blacklisting
void LLAudioEngine::removeAudioData(const LLUUID& audio_uuid)
{
if (audio_uuid.isNull())
{
return;
}
data_map::iterator iter = mAllData.find(audio_uuid);
if (iter != mAllData.end())
{
uuid_vec_t delete_list;
source_map::iterator iter2;
for (iter2 = mAllSources.begin(); iter2 != mAllSources.end(); ++iter2)
{
LLAudioSource* sourcep = iter2->second;
if (sourcep && sourcep->getCurrentData() && sourcep->getCurrentData()->getID() == audio_uuid)
{
delete_list.push_back(iter2->first);
}
}
uuid_vec_t::iterator delete_list_end = delete_list.end();
for (uuid_vec_t::iterator del_it = delete_list.begin(); del_it != delete_list_end; ++del_it)
{
LLUUID source_id = *del_it;
LLAudioSource* sourcep = mAllSources[source_id];
LLAudioChannel* chan = sourcep->getChannel();
delete sourcep;
mAllSources.erase(source_id);
if (chan)
{
chan->cleanup();
}
}
LLAudioData* data = iter->second;
if (data)
{
LLAudioBuffer* buf = data->getBuffer();
if (buf)
{
S32 i;
for (i = 0; i < MAX_BUFFERS; ++i)
{
if (mBuffers[i] == buf)
{
mBuffers[i] = NULL;
}
}
delete buf;
}
delete data;
}
mAllData.erase(audio_uuid);
}
}
示例6: LLPreview
LLPreviewSound::LLPreviewSound(const std::string& name, const LLRect& rect, const std::string& title, const LLUUID& item_uuid, const LLUUID& object_uuid) :
LLPreview( name, rect, title, item_uuid, object_uuid)
{
LLUICtrlFactory::getInstance()->buildFloater(this,"floater_preview_sound.xml");
childSetAction("Sound play btn",&LLPreviewSound::playSound,this);
childSetAction("Sound audition btn",&LLPreviewSound::auditionSound,this);
// <edit>
childSetAction("Sound copy uuid btn", &LLPreviewSound::copyUUID, this);
childSetAction("Play ambient btn", &LLPreviewSound::playAmbient, this);
// </edit>
LLButton* button = getChild<LLButton>("Sound play btn");
button->setSoundFlags(LLView::SILENT);
button = getChild<LLButton>("Sound audition btn");
button->setSoundFlags(LLView::SILENT);
const LLInventoryItem* item = getItem();
mIsCopyable = false;
if(item)
{
const LLPermissions& perm = item->getPermissions();
mIsCopyable = (perm.getCreator() == gAgent.getID());
}
childSetCommitCallback("desc", LLPreview::onText, this);
childSetText("desc", item->getDescription());
childSetPrevalidate("desc", &LLLineEditor::prevalidatePrintableNotPipe);
// preload the sound
if(item && gAudiop)
{
gAudiop->preloadSound(item->getAssetUUID());
// <edit>
// that thing above doesn't actually start a sound transfer, so I will do it
//LLAudioSource *asp = new LLAudioSource(gAgent.getID(), gAgent.getID(), F32(1.0f), LLAudioEngine::AUDIO_TYPE_UI);
LLAudioSource *asp = gAgentAvatarp->getAudioSource(gAgent.getID());
LLAudioData *datap = gAudiop->getAudioData(item->getAssetUUID());
asp->addAudioData(datap, FALSE);
// </edit>
}
setTitle(title);
if (!getHost())
{
LLRect curRect = getRect();
translate(rect.mLeft - curRect.mLeft, rect.mTop - curRect.mTop);
}
}
示例7: createChannel
LLAudioChannel * LLAudioEngine::getFreeChannel(const F32 priority)
{
S32 i;
for (i = 0; i < mNumChannels; i++)
{
if (!mChannels[i])
{
// No channel allocated here, use it.
mChannels[i] = createChannel();
return mChannels[i];
}
else
{
// Channel is allocated but not playing right now, use it.
if (!mChannels[i]->isPlaying() && !mChannels[i]->isWaiting())
{
LL_DEBUGS("AudioEngine") << "Replacing unused channel" << llendl;
mChannels[i]->cleanup();
if (mChannels[i]->getSource())
{
mChannels[i]->getSource()->setChannel(NULL);
}
return mChannels[i];
}
}
}
// All channels used, check priorities.
// Find channel with lowest priority and see if we want to replace it.
F32 min_priority = 10000.f;
LLAudioChannel *min_channelp = NULL;
for (i = 0; i < mNumChannels; i++)
{
LLAudioChannel *channelp = mChannels[i];
LLAudioSource *sourcep = channelp->getSource();
if (sourcep->getPriority() < min_priority)
{
min_channelp = channelp;
min_priority = sourcep->getPriority();
}
}
if (min_priority > priority || !min_channelp)
{
// All playing channels have higher priority, return.
return NULL;
}
LL_DEBUGS("AudioEngine") << "Flushing min channel" << llendl;
// Flush the minimum priority channel, and return it.
min_channelp->cleanup();
return min_channelp;
}
示例8: removeAudioData
void LLAudioEngine::removeAudioData(LLUUID &audio_uuid)
{
data_map::iterator iter;
iter = mAllData.find(audio_uuid);
if(iter != mAllData.end())
{
source_map::iterator iter2;
for (iter2 = mAllSources.begin(); iter2 != mAllSources.end();)
{
LLAudioSource *sourcep = iter2->second;
if(sourcep)
{
if(sourcep->getCurrentData())
{
if(!(sourcep->getCurrentData()->getID().isNull()))
{
if(sourcep->getCurrentData()->getID().asString() == audio_uuid.asString())
{
LLAudioChannel* chan=sourcep->getChannel();
delete sourcep;
mAllSources.erase(iter2++);
if(chan)
chan->cleanup();
}
else
iter2++;
}
else
iter2++;
}
else
iter2++;
}
else
iter2++;
}
LLAudioBuffer* buf=((LLAudioData*)iter->second)->getBuffer();
if(buf)
{
S32 i;
for (i = 0; i < MAX_BUFFERS; i++)
{
if(mBuffers[i] == buf)
mBuffers[i] = NULL;
}
delete buf;
}
delete iter->second;
mAllData[audio_uuid] = NULL;
}
}
示例9: removeAudioData
void LLAudioEngine::removeAudioData(LLUUID &audio_uuid)
{
if(audio_uuid.isNull())
return;
data_map::iterator iter = mAllData.find(audio_uuid);
if(iter != mAllData.end())
{
for (source_map::iterator iter2 = mAllSources.begin(); iter2 != mAllSources.end();)
{
LLAudioSource *sourcep = iter2->second;
if( sourcep && sourcep->getCurrentData() && sourcep->getCurrentData()->getID() == audio_uuid )
{
LLAudioChannel* chan=sourcep->getChannel();
if(chan)
{
LL_DEBUGS("AudioEngine") << "removeAudioData" << LL_ENDL;
chan->cleanup();
}
delete sourcep;
mAllSources.erase(iter2++);
}
else
++iter2;
}
if(iter->second) //Shouldn't be null, but playing it safe.
{
LLAudioBuffer* buf=((LLAudioData*)iter->second)->getBuffer();
if(buf)
{
for (S32 i = 0; i < MAX_BUFFERS; i++)
{
if(mBuffers[i] == buf)
mBuffers[i] = NULL;
}
delete buf;
}
delete iter->second;
}
mAllData.erase(iter);
}
}
示例10: updateChannels
void LLAudioEngine::updateChannels()
{
S32 i;
for (i = 0; i < MAX_CHANNELS; i++)
{
if (mChannels[i])
{
// set secondary gain if type is available
LLAudioSource* source = mChannels[i]->getSource();
if (source)
{
mChannels[i]->setSecondaryGain(mSecondaryGain[source->getType()]);
}
mChannels[i]->updateBuffer();
mChannels[i]->update3DPosition();
mChannels[i]->updateLoop();
}
}
}
示例11: getFreeChannel
void LLAudioEngine::idle(F32 max_decode_time)
{
if (max_decode_time <= 0.f)
{
max_decode_time = default_max_decode_time;
}
// "Update" all of our audio sources, clean up dead ones.
// Primarily does position updating, cleanup of unused audio sources.
// Also does regeneration of the current priority of each audio source.
S32 i;
for (i = 0; i < MAX_BUFFERS; i++)
{
if (mBuffers[i])
{
mBuffers[i]->mInUse = false;
}
}
F32 max_priority = -1.f;
LLAudioSource *max_sourcep = NULL; // Maximum priority source without a channel
source_map::iterator iter;
for (iter = mAllSources.begin(); iter != mAllSources.end();)
{
LLAudioSource *sourcep = iter->second;
// Update this source
sourcep->update();
sourcep->updatePriority();
if (sourcep->isDone())
{
// The source is done playing, clean it up.
delete sourcep;
mAllSources.erase(iter++);
continue;
}
if (sourcep->isMuted())
{
++iter;
continue;
}
if (!sourcep->getChannel() && sourcep->getCurrentBuffer())
{
// We could potentially play this sound if its priority is high enough.
if (sourcep->getPriority() > max_priority)
{
max_priority = sourcep->getPriority();
max_sourcep = sourcep;
}
}
// Move on to the next source
iter++;
}
// Now, do priority-based organization of audio sources.
// All channels used, check priorities.
// Find channel with lowest priority
if (max_sourcep)
{
LLAudioChannel *channelp = getFreeChannel(max_priority);
if (channelp)
{
//llinfos << "Replacing source in channel due to priority!" << llendl;
max_sourcep->setChannel(channelp);
channelp->setSource(max_sourcep);
if (max_sourcep->isSyncSlave())
{
// A sync slave, it doesn't start playing until it's synced up with the master.
// Flag this channel as waiting for sync, and return true.
channelp->setWaiting(true);
}
else
{
channelp->setWaiting(false);
channelp->play();
}
}
}
// Do this BEFORE we update the channels
// Update the channels to sync up with any changes that the source made,
// such as changing what sound was playing.
updateChannels();
// Update queued sounds (switch to next queued data if the current has finished playing)
for (iter = mAllSources.begin(); iter != mAllSources.end(); ++iter)
{
// This is lame, instead of this I could actually iterate through all the sources
// attached to each channel, since only those with active channels
// can have anything interesting happen with their queue? (Maybe not true)
LLAudioSource *sourcep = iter->second;
if (!sourcep->mQueuedDatap || sourcep->isMuted())
{
// Muted, or nothing queued, so we don't care.
//.........这里部分代码省略.........
示例12: startNextTransfer
void LLAudioEngine::startNextTransfer()
{
//llinfos << "LLAudioEngine::startNextTransfer()" << llendl;
if (mCurrentTransfer.notNull() || getMuted())
{
//llinfos << "Transfer in progress, aborting" << llendl;
return;
}
// Get the ID for the next asset that we want to transfer.
// Pick one in the following order:
LLUUID asset_id;
S32 i;
LLAudioSource *asp = NULL;
LLAudioData *adp = NULL;
data_map::iterator data_iter;
// Check all channels for currently playing sounds.
F32 max_pri = -1.f;
for (i = 0; i < MAX_CHANNELS; i++)
{
if (!mChannels[i])
{
continue;
}
asp = mChannels[i]->getSource();
if (!asp)
{
continue;
}
if (asp->getPriority() <= max_pri)
{
continue;
}
if (asp->getPriority() <= max_pri)
{
continue;
}
adp = asp->getCurrentData();
if (!adp)
{
continue;
}
if (!adp->hasLocalData() && adp->hasValidData())
{
asset_id = adp->getID();
max_pri = asp->getPriority();
}
}
// Check all channels for currently queued sounds.
if (asset_id.isNull())
{
max_pri = -1.f;
for (i = 0; i < MAX_CHANNELS; i++)
{
if (!mChannels[i])
{
continue;
}
LLAudioSource *asp;
asp = mChannels[i]->getSource();
if (!asp)
{
continue;
}
if (asp->getPriority() <= max_pri)
{
continue;
}
adp = asp->getQueuedData();
if (!adp)
{
continue;
}
if (!adp->hasLocalData() && adp->hasValidData())
{
asset_id = adp->getID();
max_pri = asp->getPriority();
}
}
}
// Check all live channels for other sounds (preloads).
if (asset_id.isNull())
{
max_pri = -1.f;
for (i = 0; i < MAX_CHANNELS; i++)
{
if (!mChannels[i])
{
continue;
//.........这里部分代码省略.........
示例13: if
void LLAudioEngine::idle(F32 max_decode_time)
{
if (max_decode_time <= 0.f)
{
max_decode_time = default_max_decode_time;
}
// "Update" all of our audio sources, clean up dead ones.
// Primarily does position updating, cleanup of unused audio sources.
// Also does regeneration of the current priority of each audio source.
S32 i;
for (i = 0; i < MAX_BUFFERS; i++)
{
if (mBuffers[i])
{
mBuffers[i]->mInUse = false;
}
}
//Iterate down all queued sources. Remove finished ones, sort active ones by priority. Find highest priority 'master' source if present.
LLAudioSource *sync_masterp = NULL; //Highest priority syncmaster
LLAudioSource *sync_slavep = NULL; //Highest priority syncslave
//Priority queue that will be filled with soundsources that have a high likeleyhood of being able to start [re]playing this idle tick.
//Sort order: Primary: priority. Secondary: syncmaster. Tertiary: syncslave
std::priority_queue<LLAudioSource*,std::vector<LLAudioSource*,boost::pool_allocator<LLAudioSource*> >,SourcePriorityComparator> queue;
//Have to put syncslaves into a temporary list until the syncmaster state is determined.
//If the syncmaster might be started, or just looped, insert all pending/looping syncslaves into the priority queue.
//If the there is no active syncmaster, then stop any currently looping syncslaves and add none to the priority queue.
//This is necessary as any looping soundsources to be stopped, MUST be stopped before iterating down the priority queue.
static std::vector<LLAudioSource*> slave_list;
slave_list.clear();
//Iterate over all sources. Update their decode or 'done' state, as well as their priorities.
//Also add sources that might be able to start playing to the priority queue.
//Only sources without channels should be added to priority queue.
//Syncslaves must put into the slave list instead of the priority queue.
for (source_map::iterator iter = mAllSources.begin(); iter != mAllSources.end();)
{
LLAudioSource *sourcep = iter->second;
//Load/decode/queue pop
sourcep->update();
//Done after update, as failure to load might mark source as corrupt, which causes isDone to return true.
if (sourcep->isDone())
{
// The source is done playing, clean it up.
delete sourcep;
mAllSources.erase(iter++);
continue;
}
// Increment iter here (it is not used anymore), so we can use continue below to move on to the next source.
++iter;
if(!sourcep->isLoop() && sourcep->mPlayedOnce && (!sourcep->mChannelp || !sourcep->mChannelp->isPlaying()))
{
continue;
}
LLAudioData *adp = sourcep->getCurrentData();
//If there is no current data at all, or if it hasn't loaded, we must skip this source.
if (!adp || !adp->getBuffer())
{
continue;
}
sourcep->updatePriority(); //Calculates current priority. 1.f=ambient. 0.f=muted. Otherwise based off of distance.
if (sourcep->getPriority() < F_APPROXIMATELY_ZERO)
{
// Muted, or nothing queued, or too far, so we don't care.
continue;
}
else if(sourcep->isSyncMaster())
{
if(!sync_masterp || sourcep->getPriority() > sync_masterp->getPriority())
{
if(sync_masterp && !sync_masterp->getChannel())
queue.push(sync_masterp); //Add lower-priority soundmaster to the queue as a normal sound.
sync_masterp = sourcep;
//Don't add master to the queue yet.
//Add it after highest-priority sound slave is found so we can outrank its priority.
continue;
}
//Else fall through like a normal sound.
}
else if(sourcep->isSyncSlave())
{
if(!sync_slavep || sourcep->getPriority() > sync_slavep->getPriority())
{
sync_slavep = sourcep;
}
//Don't add to the priority queue quite yet. Best primary syncmaster candidate may not have been determined yet.
slave_list.push_back(sourcep);
continue;
}
//.........这里部分代码省略.........
示例14: refreshTracker
void LLFloaterAvatarList::updateAvatarList()
{
//llinfos << "radar refresh: updating map" << llendl;
// Check whether updates are enabled
LLCheckboxCtrl* check = getChild<LLCheckboxCtrl>("update_enabled_cb");
if (check && !check->getValue())
{
mUpdate = FALSE;
refreshTracker();
return;
}
else
{
mUpdate = TRUE;
}
//moved to pipeline to prevent a crash
//gPipeline.forAllVisibleDrawables(updateParticleActivity);
//todo: make this less of a hacked up copypasta from dales 1.18.
if(gAudiop != NULL)
{
LLAudioEngine::source_map::iterator iter;
for (iter = gAudiop->mAllSources.begin(); iter != gAudiop->mAllSources.end(); ++iter)
{
LLAudioSource *sourcep = iter->second;
LLUUID uuid = sourcep->getOwnerID();
LLAvatarListEntry *ent = getAvatarEntry(uuid);
if ( ent )
{
ent->setActivity(LLAvatarListEntry::ACTIVITY_SOUND);
}
}
}
LLVector3d mypos = gAgent.getPositionGlobal();
{
std::vector<LLUUID> avatar_ids;
std::vector<LLUUID> sorted_avatar_ids;
std::vector<LLVector3d> positions;
LLWorld::instance().getAvatars(&avatar_ids, &positions, mypos, F32_MAX);
sorted_avatar_ids = avatar_ids;
std::sort(sorted_avatar_ids.begin(), sorted_avatar_ids.end());
BOOST_FOREACH(std::vector<LLCharacter*>::value_type& iter, LLCharacter::sInstances)
{
LLUUID avid = iter->getID();
if (!std::binary_search(sorted_avatar_ids.begin(), sorted_avatar_ids.end(), avid))
{
avatar_ids.push_back(avid);
}
}
size_t i;
size_t count = avatar_ids.size();
static LLCachedControl<bool> announce(gSavedSettings, "RadarChatKeys");
std::queue<LLUUID> announce_keys;
for (i = 0; i < count; ++i)
{
std::string name;
const LLUUID &avid = avatar_ids[i];
LLVector3d position;
LLVOAvatar* avatarp = gObjectList.findAvatar(avid);
if (avatarp)
{
// Skip if avatar is dead(what's that?)
// or if the avatar is ourselves.
// or if the avatar is a dummy
if (avatarp->isDead() || avatarp->isSelf() || avatarp->mIsDummy)
{
continue;
}
// Get avatar data
position = gAgent.getPosGlobalFromAgent(avatarp->getCharacterPosition());
name = avatarp->getFullname();
if (!LLAvatarNameCache::getPNSName(avatarp->getID(), name))
continue;
//duped for lower section
if (name.empty() || (name.compare(" ") == 0))// || (name.compare(gCacheName->getDefaultName()) == 0))
{
if (!gCacheName->getFullName(avid, name)) //seems redudant with LLAvatarNameCache::getPNSName above...
{
continue;
}
}
if (avid.isNull())
{
//.........这里部分代码省略.........
示例15: refreshTracker
void LLFloaterAvatarList::updateAvatarList()
{
//llinfos << "radar refresh: updating map" << llendl;
// Check whether updates are enabled
LLCheckboxCtrl* check = getChild<LLCheckboxCtrl>("update_enabled_cb");
if (check && !check->getValue())
{
mUpdate = FALSE;
refreshTracker();
return;
}
else
{
mUpdate = TRUE;
}
//moved to pipeline to prevent a crash
//gPipeline.forAllVisibleDrawables(updateParticleActivity);
//todo: make this less of a hacked up copypasta from dales 1.18.
if(gAudiop != NULL)
{
LLAudioEngine::source_map::iterator iter;
for (iter = gAudiop->mAllSources.begin(); iter != gAudiop->mAllSources.end(); ++iter)
{
LLAudioSource *sourcep = iter->second;
LLUUID uuid = sourcep->getOwnerID();
LLAvatarListEntry *ent = getAvatarEntry(uuid);
if ( ent )
{
ent->setActivity(LLAvatarListEntry::ACTIVITY_SOUND);
}
}
}
LLVector3d mypos = gAgent.getPositionGlobal();
{
std::vector<LLUUID> avatar_ids;
std::vector<LLUUID> sorted_avatar_ids;
std::vector<LLVector3d> positions;
LLWorld::instance().getAvatars(&avatar_ids, &positions, mypos, F32_MAX);
sorted_avatar_ids = avatar_ids;
std::sort(sorted_avatar_ids.begin(), sorted_avatar_ids.end());
for (std::vector<LLCharacter*>::const_iterator iter = LLCharacter::sInstances.begin(); iter != LLCharacter::sInstances.end(); ++iter)
{
LLUUID avid = (*iter)->getID();
if (!std::binary_search(sorted_avatar_ids.begin(), sorted_avatar_ids.end(), avid))
{
avatar_ids.push_back(avid);
}
}
size_t i;
size_t count = avatar_ids.size();
bool announce = gSavedSettings.getBOOL("RadarChatKeys");
std::queue<LLUUID> announce_keys;
for (i = 0; i < count; ++i)
{
std::string name;
std::string first;
std::string last;
const LLUUID &avid = avatar_ids[i];
LLVector3d position;
LLVOAvatar* avatarp = gObjectList.findAvatar(avid);
if (avatarp)
{
// Skip if avatar is dead(what's that?)
// or if the avatar is ourselves.
// or if the avatar is a dummy
if (avatarp->isDead() || avatarp->isSelf() || avatarp->mIsDummy)
{
continue;
}
// Get avatar data
position = gAgent.getPosGlobalFromAgent(avatarp->getCharacterPosition());
name = avatarp->getFullname();
// [Ansariel: Display name support]
LLAvatarName avatar_name;
if (LLAvatarNameCache::get(avatarp->getID(), &avatar_name))
{
static LLCachedControl<S32> phoenix_name_system("PhoenixNameSystem", 0);
switch (phoenix_name_system)
{
case 0 : name = avatar_name.getLegacyName(); break;
case 1 : name = (avatar_name.mIsDisplayNameDefault ? avatar_name.mDisplayName : avatar_name.getCompleteName()); break;
case 2 : name = avatar_name.mDisplayName; break;
default : name = avatar_name.getLegacyName(); break;
}
//.........这里部分代码省略.........