void LLToolMgr::onAppFocusGained() { if (mSelectedTool) { mSelectedTool->handleSelect(); } updateToolStatus(); }
void LLToolMgr::onAppFocusLost() { if (mSelectedTool) { mSelectedTool->handleDeselect(); } updateToolStatus(); }
void LLToolMgr::onAppFocusGained() { if (mSavedTool) { mBaseTool = mSavedTool; mSavedTool = NULL; } updateToolStatus(); }
void LLToolMgr::setCurrentTool( LLTool* tool ) { if (mTransientTool) { mTransientTool = NULL; } mBaseTool = tool; updateToolStatus(); }
void LLToolMgr::clearTransientTool() { if (mTransientTool) { mTransientTool = NULL; if (!mBaseTool) { llwarns << "mBaseTool is NULL" << llendl; } } updateToolStatus(); }
void LLToolMgr::clearTransientTool() { if (mTransientTool) { mTransientTool = NULL; if (!mBaseTool) { LL_WARNS() << "mBaseTool is NULL" << LL_ENDL; } } updateToolStatus(); }
void LLToolMgr::setCurrentTool( LLTool* tool ) { if(tool && mBaseTool!=tool) lldebugs << "Current Tool: " << tool->getName() << llendl; if (mTransientTool) { mTransientTool = NULL; } mBaseTool = tool; updateToolStatus(); mSavedTool = NULL; }
void LLToolMgr::setCurrentTool( LLTool* tool ) { if(tool && mBaseTool!=tool) LL_DEBUGS() << "Current Tool: " << tool->getName() << LL_ENDL; if (mTransientTool) { mTransientTool = NULL; } mBaseTool = tool; updateToolStatus(); mSavedTool = NULL; }
void LLToolMgr::setTransientTool(LLTool* tool) { if (!tool) { clearTransientTool(); } else { if (mTransientTool) { mTransientTool = NULL; } mTransientTool = tool; } updateToolStatus(); }
// The "gun tool", used for handling mouselook, captures the mouse and // locks it within the window. When the app loses focus we need to // release this locking. void LLToolMgr::onAppFocusLost() { mSavedTool = mBaseTool; mBaseTool = gToolNull; updateToolStatus(); }