Avoid making duplicate copies in item inventory when no-mod texture is dragged onto faces.

This commit is contained in:
Shyotl
2012-07-12 16:33:05 -05:00
parent 1d60131df7
commit f8445030c7
3 changed files with 50 additions and 2 deletions

View File

@@ -1035,7 +1035,14 @@ BOOL LLToolDragAndDrop::handleDropTextureProtections(LLViewerObject* hit_obj,
}
}
// Add the texture item to the target object's inventory.
hit_obj->updateInventory(new_item, TASK_INVENTORY_ITEM_KEY, true);
if (LLAssetType::AT_TEXTURE == new_item->getType())
{
hit_obj->updateTextureInventory(new_item, TASK_INVENTORY_ITEM_KEY, true);
}
else
{
hit_obj->updateInventory(new_item, TASK_INVENTORY_ITEM_KEY, true);
}
// TODO: Check to see if adding the item was successful; if not, then
// we should return false here.
}
@@ -1050,7 +1057,14 @@ BOOL LLToolDragAndDrop::handleDropTextureProtections(LLViewerObject* hit_obj,
// *FIX: may want to make sure agent can paint hit_obj.
// Add the texture item to the target object's inventory.
hit_obj->updateInventory(new_item, TASK_INVENTORY_ITEM_KEY, true);
if (LLAssetType::AT_TEXTURE == new_item->getType())
{
hit_obj->updateTextureInventory(new_item, TASK_INVENTORY_ITEM_KEY, true);
}
else
{
hit_obj->updateInventory(new_item, TASK_INVENTORY_ITEM_KEY, true);
}
// Force the object to update its refetch its inventory so it has this texture.
hit_obj->fetchInventoryFromServer();
// TODO: Check to see if adding the item was successful; if not, then

View File

@@ -2984,6 +2984,33 @@ void LLViewerObject::removeInventory(const LLUUID& item_id)
//gBuildView->refresh();
}
bool LLViewerObject::isTextureInInventory(LLViewerInventoryItem* item)
{
bool result = false;
if (item && LLAssetType::AT_TEXTURE == item->getType())
{
std::list<LLUUID>::iterator begin = mPendingInventoryItemsIDs.begin();
std::list<LLUUID>::iterator end = mPendingInventoryItemsIDs.end();
bool is_fetching = std::find(begin, end, item->getAssetUUID()) != end;
bool is_fetched = getInventoryItemByAsset(item->getAssetUUID()) != NULL;
result = is_fetched || is_fetching;
}
return result;
}
void LLViewerObject::updateTextureInventory(LLViewerInventoryItem* item, U8 key, bool is_new)
{
if (item && !isTextureInInventory(item))
{
mPendingInventoryItemsIDs.push_back(item->getAssetUUID());
updateInventory(item, key, is_new);
}
}
void LLViewerObject::updateInventory(
LLViewerInventoryItem* item,
U8 key,

View File

@@ -444,12 +444,15 @@ public:
// manager until we have better iterators.
void updateInventory(LLViewerInventoryItem* item, U8 key, bool is_new);
void updateInventoryLocal(LLInventoryItem* item, U8 key); // Update without messaging.
void updateTextureInventory(LLViewerInventoryItem* item, U8 key, bool is_new);
LLInventoryObject* getInventoryObject(const LLUUID& item_id);
void getInventoryContents(LLInventoryObject::object_list_t& objects);
LLInventoryObject* getInventoryRoot();
LLViewerInventoryItem* getInventoryItemByAsset(const LLUUID& asset_id);
S16 getInventorySerial() const { return mInventorySerialNum; }
bool isTextureInInventory(LLViewerInventoryItem* item);
// These functions does viewer-side only object inventory modifications
void updateViewerInventoryAsset(
const LLViewerInventoryItem* item,
@@ -698,6 +701,10 @@ protected:
F32 mAppAngle; // Apparent visual arc in degrees
F32 mPixelArea; // Apparent area in pixels
// IDs of of all items in the object's content which are added to the object's content,
// but not updated on the server yet. After item was updated, its ID will be removed from this list.
std::list<LLUUID> mPendingInventoryItemsIDs;
// This is the object's inventory from the viewer's perspective.
LLInventoryObject::object_list_t* mInventory;
class LLInventoryCallbackInfo