Inv menus appear now. Still need to update llmenugl and its variants, since our current version is buggy. Also need to look into why inventory postfixes aren't appearing.
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@@ -216,6 +216,30 @@ private:
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KEY mJumpKey;
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};
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Class LLMenuItemSeparatorGL
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//
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// This class represents a separator.
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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class LLMenuItemSeparatorGL : public LLMenuItemGL
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{
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public:
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LLMenuItemSeparatorGL( const std::string &name = std::string() );
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virtual LLXMLNodePtr getXML(bool save_children = true) const;
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virtual std::string getType() const { return "separator"; }
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// doIt() - do the primary funcationality of the menu item.
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virtual void doIt( void ) {}
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virtual void draw( void );
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virtual BOOL handleMouseDown(S32 x, S32 y, MASK mask);
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virtual BOOL handleMouseUp(S32 x, S32 y, MASK mask);
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virtual BOOL handleHover(S32 x, S32 y, MASK mask);
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virtual U32 getNominalHeight( void ) const;
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};
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Class LLMenuItemCallGL
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@@ -483,6 +507,7 @@ public:
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// when you add items. *FIX: We may need to deal with visibility
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// arrangement.
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virtual void arrange( void );
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void arrangeAndClear( void );
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// remove all items on the menu
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void empty( void );
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@@ -511,8 +536,8 @@ public:
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// Whether to drop shadow menu bar
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void setDropShadowed( const BOOL shadowed );
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void setParentMenuItem( LLMenuItemGL* parent_menu_item ) { mParentMenuItem = parent_menu_item; }
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LLMenuItemGL* getParentMenuItem() const { return mParentMenuItem; }
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void setParentMenuItem( LLMenuItemGL* parent_menu_item ) { mParentMenuItem = parent_menu_item->getHandle(); }
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LLMenuItemGL* getParentMenuItem() const { return dynamic_cast<LLMenuItemGL*>(mParentMenuItem.get()); }
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void setTornOff(BOOL torn_off);
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BOOL getTornOff() { return mTornOff; }
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@@ -550,7 +575,7 @@ private:
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LLColor4 mBackgroundColor;
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BOOL mBgVisible;
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LLMenuItemGL* mParentMenuItem;
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LLHandle<LLView> mParentMenuItem;
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LLUIString mLabel;
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BOOL mDropShadowed; // Whether to drop shadow
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BOOL mHasSelection;
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