Imported existing code
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indra/newview/llinventoryview.h
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376
indra/newview/llinventoryview.h
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/**
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* @file llinventoryview.h
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* @brief LLInventoryView, LLInventoryFolder, and LLInventoryItem
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* class definition
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*
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* $LicenseInfo:firstyear=2001&license=viewergpl$
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*
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* Copyright (c) 2001-2009, 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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#ifndef LL_LLINVENTORYVIEW_H
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#define LL_LLINVENTORYVIEW_H
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#include "llassetstorage.h"
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#include "lldarray.h"
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#include "llfloater.h"
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#include "llinventory.h"
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#include "llfolderview.h"
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#include "llinventorymodel.h"
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#include "llmemberlistener.h"
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#include "lluictrlfactory.h"
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#include <set>
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Class LLInventoryView
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//
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// This is the controller class specific for handling agent
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// inventory. It deals with the buttons and views used to navigate as
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// well as controls the behavior of the overall object.
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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class LLInventoryModel;
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class LLInvFVBridge;
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class LLMenuBarGL;
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class LLCheckBoxCtrl;
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class LLSpinCtrl;
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class LLScrollableContainerView;
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class LLTextBox;
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class LLIconCtrl;
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class LLSaveFolderState;
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class LLSearchEditor;
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class LLInventoryPanel : public LLPanel
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{
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public:
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static const std::string DEFAULT_SORT_ORDER;
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static const std::string RECENTITEMS_SORT_ORDER;
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static const std::string WORNITEMS_SORT_ORDER;
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static const std::string INHERIT_SORT_ORDER;
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LLInventoryPanel(const std::string& name,
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const std::string& sort_order_setting,
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const LLRect& rect,
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LLInventoryModel* inventory,
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BOOL allow_multi_select,
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LLView *parent_view = NULL);
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~LLInventoryPanel();
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LLInventoryModel* getModel() { return mInventory; }
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BOOL postBuild();
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virtual LLXMLNodePtr getXML(bool save_children = true) const;
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static LLView* fromXML(LLXMLNodePtr node, LLView *parent, LLUICtrlFactory *factory);
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// LLView methods
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void draw();
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BOOL handleHover(S32 x, S32 y, MASK mask);
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BOOL handleDragAndDrop(S32 x, S32 y, MASK mask, BOOL drop,
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EDragAndDropType cargo_type,
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void* cargo_data,
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EAcceptance* accept,
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std::string& tooltip_msg);
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// Call this method to set the selection.
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void openAllFolders();
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void closeAllFolders();
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void openDefaultFolderForType(LLAssetType::EType);
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void setSelection(const LLUUID& obj_id, BOOL take_keyboard_focus);
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void setSelectCallback(LLFolderView::SelectCallback callback, void* user_data) { if (mFolders) mFolders->setSelectCallback(callback, user_data); }
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void clearSelection();
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LLInventoryFilter* getFilter() { return mFolders->getFilter(); }
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void setFilterTypes(U32 filter);
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U32 getFilterTypes() const { return mFolders->getFilterTypes(); }
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void setFilterPermMask(PermissionMask filter_perm_mask);
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U32 getFilterPermMask() const { return mFolders->getFilterPermissions(); }
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void setFilterSubString(const std::string& string);
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const std::string getFilterSubString() { return mFolders->getFilterSubString(); }
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void setFilterWorn(bool worn);
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bool getFilterWorn() const { return mFolders->getFilterWorn(); }
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void setSortOrder(U32 order);
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U32 getSortOrder() { return mFolders->getSortOrder(); }
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void setSinceLogoff(BOOL sl);
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void setHoursAgo(U32 hours);
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BOOL getSinceLogoff() { return mFolders->getFilter()->isSinceLogoff(); }
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void setShowFolderState(LLInventoryFilter::EFolderShow show);
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LLInventoryFilter::EFolderShow getShowFolderState();
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void setAllowMultiSelect(BOOL allow) { mFolders->setAllowMultiSelect(allow); }
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// This method is called when something has changed about the inventory.
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void modelChanged(U32 mask);
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LLFolderView* getRootFolder() { return mFolders; }
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LLScrollableContainerView* getScrollableContainer() { return mScroller; }
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// DEBUG ONLY:
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static void dumpSelectionInformation(void* user_data);
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void openSelected();
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void unSelectAll() { mFolders->setSelection(NULL, FALSE, FALSE); }
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protected:
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// Given the id and the parent, build all of the folder views.
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void rebuildViewsFor(const LLUUID& id, U32 mask);
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void buildNewViews(const LLUUID& id);
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public:
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// TomY TODO: Move this elsewhere?
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// helper method which creates an item with a good description,
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// updates the inventory, updates the server, and pushes the
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// inventory update out to other observers.
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void createNewItem(const std::string& name,
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const LLUUID& parent_id,
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LLAssetType::EType asset_type,
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LLInventoryType::EType inv_type,
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U32 next_owner_perm = 0);
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protected:
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LLInventoryModel* mInventory;
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LLInventoryObserver* mInventoryObserver;
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LLFolderView* mFolders;
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LLScrollableContainerView* mScroller;
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BOOL mAllowMultiSelect;
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const std::string mSortOrderSetting;
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LLUUID mSelectThisID; // if non null, select this item
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};
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class LLInventoryView;
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class LLInventoryViewFinder : public LLFloater
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{
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public:
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LLInventoryViewFinder(const std::string& name,
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const LLRect& rect,
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LLInventoryView* inventory_view);
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virtual void draw();
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virtual void onClose(bool app_quitting);
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void changeFilter(LLInventoryFilter* filter);
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void updateElementsFromFilter();
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BOOL getCheckShowEmpty();
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BOOL getCheckSinceLogoff();
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static void onTimeAgo(LLUICtrl*, void *);
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static void onCheckSinceLogoff(LLUICtrl*, void *);
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static void onCloseBtn(void* user_data);
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static void selectAllTypes(void* user_data);
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static void selectNoTypes(void* user_data);
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protected:
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LLInventoryView* mInventoryView;
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LLSpinCtrl* mSpinSinceDays;
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LLSpinCtrl* mSpinSinceHours;
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LLInventoryFilter* mFilter;
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};
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class LLInventoryView : public LLFloater, LLInventoryObserver
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{
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friend class LLInventoryViewFinder;
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public:
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LLInventoryView(const std::string& name, const std::string& rect,
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LLInventoryModel* inventory);
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LLInventoryView(const std::string& name, const LLRect& rect,
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LLInventoryModel* inventory);
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~LLInventoryView();
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/*virtual*/ void changed(U32 mask);
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BOOL postBuild();
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//
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// Misc functions
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//
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void setFilterTextFromFilter() { mFilterText = mActivePanel->getFilter()->getFilterText(); }
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void startSearch();
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// This method makes sure that an inventory view exists, is
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// visible, and has focus. The view chosen is returned.
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static LLInventoryView* showAgentInventory(BOOL take_keyboard_focus = FALSE);
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// Return the active inventory view if there is one. Active is
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// defined as the inventory that is the closest to the front, and
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// is visible.
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static LLInventoryView* getActiveInventory();
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// This method calls showAgentInventory() if no views are visible,
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// or hides/destroyes them all if any are visible.
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static void toggleVisibility();
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static void toggleVisibility(void*) { toggleVisibility(); }
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// Final cleanup, destroy all open inventory views.
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static void cleanup();
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// LLView & LLFloater functionality
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virtual void onClose(bool app_quitting);
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virtual void setVisible(BOOL visible);
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virtual void draw();
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virtual BOOL handleKeyHere(KEY key, MASK mask);
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BOOL handleDragAndDrop(S32 x, S32 y, MASK mask, BOOL drop,
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EDragAndDropType cargo_type,
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void* cargo_data,
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EAcceptance* accept,
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std::string& tooltip_msg);
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LLInventoryPanel* getPanel() { return mActivePanel; }
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LLInventoryPanel* getActivePanel() { return mActivePanel; }
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static BOOL filtersVisible(void* user_data);
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static void onClearSearch(void* user_data);
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static void onFoldersByName(void *user_data);
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static BOOL checkFoldersByName(void *user_data);
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static void onSearchEdit(const std::string& search_string, void* user_data );
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static void onFilterSelected(void* userdata, bool from_click);
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static void onSelectionChange(const std::deque<LLFolderViewItem*> &items, BOOL user_action, void* data);
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const std::string getFilterSubString() { return mActivePanel->getFilterSubString(); }
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void setFilterSubString(const std::string& string) { mActivePanel->setFilterSubString(string); }
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// HACK: Until we can route this info through the instant message hierarchy
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static BOOL sWearNewClothing;
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static LLUUID sWearNewClothingTransactionID; // wear all clothing in this transaction
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void toggleFindOptions();
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void updateSortControls();
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LLInventoryViewFinder* getFinder() { return (LLInventoryViewFinder*)mFinderHandle.get(); }
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protected:
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// internal initialization code
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void init(LLInventoryModel* inventory);
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protected:
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LLSearchEditor* mSearchEditor;
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LLTabContainer* mFilterTabs;
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LLHandle<LLFloater> mFinderHandle;
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LLInventoryPanel* mActivePanel;
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LLSaveFolderState* mSavedFolderState;
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std::string mFilterText;
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// This container is used to hold all active inventory views. This
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// is here to support the inventory toggle show button.
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static LLDynamicArray<LLInventoryView*> sActiveViews;
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};
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class LLSelectFirstFilteredItem : public LLFolderViewFunctor
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{
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public:
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LLSelectFirstFilteredItem() : mItemSelected(FALSE) {}
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virtual ~LLSelectFirstFilteredItem() {}
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virtual void doFolder(LLFolderViewFolder* folder);
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virtual void doItem(LLFolderViewItem* item);
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BOOL wasItemSelected() { return mItemSelected; }
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protected:
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BOOL mItemSelected;
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};
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class LLOpenFilteredFolders : public LLFolderViewFunctor
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{
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public:
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LLOpenFilteredFolders() {}
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virtual ~LLOpenFilteredFolders() {}
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virtual void doFolder(LLFolderViewFolder* folder);
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virtual void doItem(LLFolderViewItem* item);
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};
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class LLSaveFolderState : public LLFolderViewFunctor
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{
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public:
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LLSaveFolderState() : mApply(FALSE) {}
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virtual ~LLSaveFolderState() {}
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virtual void doFolder(LLFolderViewFolder* folder);
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virtual void doItem(LLFolderViewItem* item) {}
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void setApply(BOOL apply);
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void clearOpenFolders() { mOpenFolders.clear(); }
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protected:
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std::set<LLUUID> mOpenFolders;
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BOOL mApply;
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};
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class LLOpenFoldersWithSelection : public LLFolderViewFunctor
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{
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public:
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LLOpenFoldersWithSelection() {}
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virtual ~LLOpenFoldersWithSelection() {}
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virtual void doFolder(LLFolderViewFolder* folder);
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virtual void doItem(LLFolderViewItem* item);
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};
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///----------------------------------------------------------------------------
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/// Function declarations, constants, enums, and typedefs
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///----------------------------------------------------------------------------
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// useful functions with the inventory view
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// *FIX: move these methods.
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void init_inventory_actions(LLInventoryView *floater);
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void init_inventory_panel_actions(LLInventoryPanel *panel);
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class LLInventoryCategory;
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class LLInventoryItem;
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//void wear_inventory_category_on_avatar(LLInventoryCategory* category);
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void wear_inventory_item_on_avatar(LLInventoryItem* item);
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void wear_outfit_by_name(const std::string& name);
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void wear_inventory_category(LLInventoryCategory* category, bool copy, bool append);
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// These methods can open items without the inventory being visible
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void open_notecard(LLViewerInventoryItem* inv_item, const std::string& title, const LLUUID& object_id, BOOL show_keep_discard, const LLUUID& source_id = LLUUID::null, BOOL take_focus = TRUE);
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void open_landmark(LLViewerInventoryItem* inv_item, const std::string& title, BOOL show_keep_discard, const LLUUID& source_id = LLUUID::null, BOOL take_focus = TRUE);
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void open_texture(const LLUUID& item_id, const std::string& title, BOOL show_keep_discard, const LLUUID& source_id = LLUUID::null, BOOL take_focus = TRUE);
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std::string get_item_icon_name(LLAssetType::EType asset_type,
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LLInventoryType::EType inventory_type,
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U32 attachment_point,
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BOOL item_is_multi );
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LLUIImagePtr get_item_icon(LLAssetType::EType asset_type,
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LLInventoryType::EType inventory_type,
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U32 attachment_point,
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BOOL item_is_multi );
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// Move items from an in-world object's "Contents" folder to a specified
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// folder in agent inventory.
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BOOL move_inv_category_world_to_agent(const LLUUID& object_id,
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const LLUUID& category_id,
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BOOL drop,
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void (*callback)(S32, void*) = NULL,
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void* user_data = NULL);
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const BOOL TAKE_FOCUS_YES = TRUE;
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const BOOL TAKE_FOCUS_NO = FALSE;
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void rez_attachment(LLViewerInventoryItem* item, LLViewerJointAttachment* attachment);
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#endif // LL_LLINVENTORYVIEW_H
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