Imported existing code
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305
indra/newview/llfloaterbuycontents.cpp
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305
indra/newview/llfloaterbuycontents.cpp
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/**
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* @file llfloaterbuycontents.cpp
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* @author James Cook
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* @brief LLFloaterBuyContents class implementation
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*
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* $LicenseInfo:firstyear=2004&license=viewergpl$
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*
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* Copyright (c) 2004-2009, 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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/**
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* Shows the contents of an object and their permissions when you
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* click "Buy..." on an object with "Sell Contents" checked.
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*/
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#include "llviewerprecompiledheaders.h"
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#include "llfloaterbuycontents.h"
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#include "llcachename.h"
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#include "llagent.h" // for agent id
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#include "llalertdialog.h"
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#include "llcheckboxctrl.h"
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#include "llinventorymodel.h" // for gInventory
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#include "llinventoryview.h" // for get_item_icon
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#include "llselectmgr.h"
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#include "llscrolllistctrl.h"
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#include "llviewerobject.h"
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#include "llviewerregion.h"
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#include "lluictrlfactory.h"
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#include "llviewerwindow.h"
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LLFloaterBuyContents* LLFloaterBuyContents::sInstance = NULL;
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LLFloaterBuyContents::LLFloaterBuyContents()
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: LLFloater(std::string("floater_buy_contents"), std::string("FloaterBuyContentsRect"), LLStringUtil::null)
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{
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LLUICtrlFactory::getInstance()->buildFloater(this, "floater_buy_contents.xml");
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childSetAction("cancel_btn", onClickCancel, this);
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childSetAction("buy_btn", onClickBuy, this);
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childDisable("item_list");
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childDisable("buy_btn");
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childDisable("wear_check");
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setDefaultBtn("cancel_btn"); // to avoid accidental buy (SL-43130)
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}
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LLFloaterBuyContents::~LLFloaterBuyContents()
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{
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sInstance = NULL;
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}
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// static
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void LLFloaterBuyContents::show(const LLSaleInfo& sale_info)
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{
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LLObjectSelectionHandle selection = LLSelectMgr::getInstance()->getSelection();
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if (selection->getRootObjectCount() != 1)
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{
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LLNotifications::instance().add("BuyContentsOneOnly");
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return;
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}
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// Create a new instance only if needed
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if (sInstance)
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{
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LLScrollListCtrl* list = sInstance->getChild<LLScrollListCtrl>("item_list");
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if (list) list->deleteAllItems();
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}
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else
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{
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sInstance = new LLFloaterBuyContents();
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}
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sInstance->open(); /*Flawfinder: ignore*/
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sInstance->setFocus(TRUE);
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sInstance->mObjectSelection = LLSelectMgr::getInstance()->getEditSelection();
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// Always center the dialog. User can change the size,
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// but purchases are important and should be center screen.
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// This also avoids problems where the user resizes the application window
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// mid-session and the saved rect is off-center.
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sInstance->center();
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LLUUID owner_id;
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std::string owner_name;
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BOOL owners_identical = LLSelectMgr::getInstance()->selectGetOwner(owner_id, owner_name);
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if (!owners_identical)
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{
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LLNotifications::instance().add("BuyContentsOneOwner");
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return;
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}
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sInstance->mSaleInfo = sale_info;
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// Update the display
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LLSelectNode* node = selection->getFirstRootNode();
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if (!node) return;
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if(node->mPermissions->isGroupOwned())
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{
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gCacheName->getGroupName(owner_id, owner_name);
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}
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sInstance->childSetTextArg("contains_text", "[NAME]", node->mName);
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sInstance->childSetTextArg("buy_text", "[AMOUNT]", llformat("%d", sale_info.getSalePrice()));
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sInstance->childSetTextArg("buy_text", "[NAME]", owner_name);
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// Must do this after the floater is created, because
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// sometimes the inventory is already there and
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// the callback is called immediately.
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LLViewerObject* obj = selection->getFirstRootObject();
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sInstance->registerVOInventoryListener(obj,NULL);
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sInstance->requestVOInventory();
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}
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void LLFloaterBuyContents::inventoryChanged(LLViewerObject* obj,
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InventoryObjectList* inv,
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S32 serial_num,
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void* data)
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{
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if (!obj)
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{
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llwarns << "No object in LLFloaterBuyContents::inventoryChanged" << llendl;
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return;
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}
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if (!inv)
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{
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llwarns << "No inventory in LLFloaterBuyContents::inventoryChanged"
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<< llendl;
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removeVOInventoryListener();
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return;
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}
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LLCtrlListInterface *item_list = childGetListInterface("item_list");
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if (!item_list)
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{
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removeVOInventoryListener();
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return;
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}
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// default to turning off the buy button.
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childDisable("buy_btn");
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LLUUID owner_id;
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BOOL is_group_owned;
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LLAssetType::EType asset_type;
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LLInventoryType::EType inv_type;
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S32 wearable_count = 0;
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InventoryObjectList::const_iterator it = inv->begin();
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InventoryObjectList::const_iterator end = inv->end();
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for ( ; it != end; ++it )
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{
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asset_type = (*it)->getType();
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// Skip folders, so we know we have inventory items only
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if (asset_type == LLAssetType::AT_CATEGORY)
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continue;
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// Skip root folders, so we know we have inventory items only
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if (asset_type == LLAssetType::AT_ROOT_CATEGORY)
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continue;
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LLInventoryItem* inv_item = (LLInventoryItem*)((LLInventoryObject*)(*it));
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inv_type = inv_item->getInventoryType();
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// Count clothing items for later
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if (LLInventoryType::IT_WEARABLE == inv_type)
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{
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wearable_count++;
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}
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// Skip items the object's owner can't copy (and hence can't sell)
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if (!inv_item->getPermissions().getOwnership(owner_id, is_group_owned))
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continue;
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if (!inv_item->getPermissions().allowCopyBy(owner_id, owner_id))
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continue;
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// Skip items we can't transfer
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if (!inv_item->getPermissions().allowTransferTo(gAgent.getID()))
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continue;
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// There will be at least one item shown in the display, so go
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// ahead and enable the buy button.
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childEnable("buy_btn");
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// Create the line in the list
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LLSD row;
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BOOL item_is_multi = FALSE;
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if ( inv_item->getFlags() & LLInventoryItem::II_FLAGS_LANDMARK_VISITED )
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{
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item_is_multi = TRUE;
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}
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std::string icon_name = get_item_icon_name(inv_item->getType(),
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inv_item->getInventoryType(),
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inv_item->getFlags(),
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item_is_multi);
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row["columns"][0]["column"] = "icon";
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row["columns"][0]["type"] = "icon";
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row["columns"][0]["value"] = icon_name;
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// Append the permissions that you will acquire (not the current
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// permissions).
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U32 next_owner_mask = inv_item->getPermissions().getMaskNextOwner();
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std::string text = (*it)->getName();
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if (!(next_owner_mask & PERM_COPY))
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{
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text.append(getString("no_copy_text"));
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}
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if (!(next_owner_mask & PERM_MODIFY))
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{
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text.append(getString("no_modify_text"));
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}
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if (!(next_owner_mask & PERM_TRANSFER))
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{
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text.append(getString("no_transfer_text"));
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}
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row["columns"][1]["column"] = "text";
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row["columns"][1]["value"] = text;
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row["columns"][1]["font"] = "SANSSERIF";
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item_list->addElement(row);
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}
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if (wearable_count > 0)
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{
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childEnable("wear_check");
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childSetValue("wear_check", LLSD(false) );
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}
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removeVOInventoryListener();
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}
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// static
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void LLFloaterBuyContents::onClickBuy(void*)
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{
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// Make sure this wasn't selected through other mechanisms
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// (ie, being the default button and pressing enter.
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if(!sInstance->childIsEnabled("buy_btn"))
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{
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// We shouldn't be enabled. Just close.
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sInstance->close();
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return;
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}
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// We may want to wear this item
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if (sInstance->childGetValue("wear_check"))
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{
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LLInventoryView::sWearNewClothing = TRUE;
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}
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// Put the items where we put new folders.
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LLUUID category_id;
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category_id = gInventory.findCategoryUUIDForType(LLAssetType::AT_CATEGORY);
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// *NOTE: doesn't work for multiple object buy, which UI does not
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// currently support sale info is used for verification only, if
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// it doesn't match region info then sale is canceled.
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LLSelectMgr::getInstance()->sendBuy(gAgent.getID(), category_id, sInstance->mSaleInfo);
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sInstance->close();
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}
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// static
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void LLFloaterBuyContents::onClickCancel(void*)
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{
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sInstance->close();
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}
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