/** * @file llinventoryview.h * @brief LLInventoryView, LLInventoryFolder, and LLInventoryItem * class definition * * $LicenseInfo:firstyear=2001&license=viewergpl$ * * Copyright (c) 2001-2009, Linden Research, Inc. * * Second Life Viewer Source Code * The source code in this file ("Source Code") is provided by Linden Lab * to you under the terms of the GNU General Public License, version 2.0 * ("GPL"), unless you have obtained a separate licensing agreement * ("Other License"), formally executed by you and Linden Lab. Terms of * the GPL can be found in doc/GPL-license.txt in this distribution, or * online at http://secondlifegrid.net/programs/open_source/licensing/gplv2 * * There are special exceptions to the terms and conditions of the GPL as * it is applied to this Source Code. View the full text of the exception * in the file doc/FLOSS-exception.txt in this software distribution, or * online at * http://secondlifegrid.net/programs/open_source/licensing/flossexception * * By copying, modifying or distributing this software, you acknowledge * that you have read and understood your obligations described above, * and agree to abide by those obligations. * * ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO * WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY, * COMPLETENESS OR PERFORMANCE. * $/LicenseInfo$ */ #ifndef LL_LLINVENTORYPANEL_H #define LL_LLINVENTORYPANEL_H #include "llassetstorage.h" #include "lldarray.h" #include "llfloater.h" #include "llinventory.h" #include "llfolderview.h" #include "llinventoryfilter.h" #include "llinventorymodel.h" #include "llinventoryobserver.h" #include "llmemberlistener.h" #include "llcombobox.h" #include "lluictrlfactory.h" #include //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // Class LLInventoryView // // This is the controller class specific for handling agent // inventory. It deals with the buttons and views used to navigate as // well as controls the behavior of the overall object. //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ class LLInventoryModel; class LLInvFVBridge; class LLMenuBarGL; class LLCheckBoxCtrl; class LLSpinCtrl; class LLScrollableContainerView; class LLTextBox; class LLIconCtrl; class LLSaveFolderState; class LLSearchEditor; class LLInventoryPanel : public LLPanel { public: LLInventoryPanel(const std::string& name, const std::string& sort_order_setting, const LLRect& rect, LLInventoryModel* inventory, BOOL allow_multi_select, LLView *parent_view = NULL); ~LLInventoryPanel(); LLInventoryModel* getModel() { return mInventory; } BOOL postBuild(); virtual LLXMLNodePtr getXML(bool save_children = true) const; static LLView* fromXML(LLXMLNodePtr node, LLView *parent, LLUICtrlFactory *factory); // LLView methods void draw(); BOOL handleHover(S32 x, S32 y, MASK mask); BOOL handleDragAndDrop(S32 x, S32 y, MASK mask, BOOL drop, EDragAndDropType cargo_type, void* cargo_data, EAcceptance* accept, std::string& tooltip_msg); // Call this method to set the selection. void openAllFolders(); void closeAllFolders(); void openDefaultFolderForType(LLAssetType::EType); void setSelection(const LLUUID& obj_id, BOOL take_keyboard_focus); void setSelectCallback(LLFolderView::SelectCallback callback, void* user_data); void clearSelection(); LLInventoryFilter* getFilter(); const LLInventoryFilter* getFilter() const; void setFilterTypes(U32 filter); U32 getFilterTypes() const; void setFilterPermMask(PermissionMask filter_perm_mask); U32 getFilterPermMask() const; void setFilterSubString(const std::string& string); const std::string getFilterSubString(); void setFilterWorn(bool worn); bool getFilterWorn() const { return mFolderRoot->getFilterWorn(); } void setSinceLogoff(BOOL sl); void setHoursAgo(U32 hours); BOOL getSinceLogoff(); void setShowFolderState(LLInventoryFilter::EFolderShow show); LLInventoryFilter::EFolderShow getShowFolderState(); void setAllowMultiSelect(BOOL allow) { mFolderRoot->setAllowMultiSelect(allow); } // This method is called when something has changed about the inventory. void modelChanged(U32 mask); LLFolderView* getRootFolder(); LLScrollableContainerView* getScrollableContainer() { return mScroller; } // DEBUG ONLY: static void dumpSelectionInformation(void* user_data); void openSelected(); void unSelectAll(); protected: // Given the id and the parent, build all of the folder views. void rebuildViewsFor(const LLUUID& id, U32 mask); void buildNewViews(const LLUUID& id); public: // TomY TODO: Move this elsewhere? // helper method which creates an item with a good description, // updates the inventory, updates the server, and pushes the // inventory update out to other observers. void createNewItem(const std::string& name, const LLUUID& parent_id, LLAssetType::EType asset_type, LLInventoryType::EType inv_type, U32 next_owner_perm = 0); protected: LLInventoryModel* mInventory; LLInventoryObserver* mInventoryObserver; BOOL mAllowMultiSelect; LLFolderView* mFolderRoot; LLScrollableContainerView* mScroller; //-------------------------------------------------------------------- // Sorting //-------------------------------------------------------------------- public: static const std::string DEFAULT_SORT_ORDER; static const std::string RECENTITEMS_SORT_ORDER; static const std::string WORNITEMS_SORT_ORDER; static const std::string INHERIT_SORT_ORDER; void setSortOrder(U32 order); U32 getSortOrder() const; private: const std::string mSortOrderSetting; LLUUID mSelectThisID; // if non null, select this item public: const LLUUID& getRootFolderID() const; protected: virtual LLFolderViewFolder* createFolderViewFolder(LLInvFVBridge * bridge); virtual LLFolderViewItem* createFolderViewItem(LLInvFVBridge * bridge); }; class LLInventoryView; ///---------------------------------------------------------------------------- /// Function declarations, constants, enums, and typedefs ///---------------------------------------------------------------------------- // useful functions with the inventory view // *FIX: move these methods. void init_inventory_actions(LLInventoryView *floater); void init_inventory_panel_actions(LLInventoryPanel *panel); class LLInventoryCategory; class LLInventoryItem; //void wear_inventory_category_on_avatar(LLInventoryCategory* category); void wear_inventory_item_on_avatar(LLInventoryItem* item); void wear_outfit_by_name(const std::string& name); void wear_inventory_category(LLInventoryCategory* category, bool copy, bool append); // These methods can open items without the inventory being visible 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); void open_landmark(LLViewerInventoryItem* inv_item, const std::string& title, BOOL show_keep_discard, const LLUUID& source_id = LLUUID::null, BOOL take_focus = TRUE); 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); const BOOL TAKE_FOCUS_YES = TRUE; const BOOL TAKE_FOCUS_NO = FALSE; #endif // LL_LLINVENTORYPANEL_H