248 lines
6.6 KiB
C++
248 lines
6.6 KiB
C++
/**
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* @file llfloateropenobject.cpp
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* @brief LLFloaterOpenObject 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.
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* A floater wrapper for llpanelinventory
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*/
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#include "llviewerprecompiledheaders.h"
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#include "llfloateropenobject.h"
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#include "llcachename.h"
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#include "llbutton.h"
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#include "llnotificationsutil.h"
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#include "lltextbox.h"
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#include "llagent.h" // for agent id
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#include "llalertdialog.h"
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#include "llfloaterinventory.h"
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#include "llinventorybridge.h"
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#include "llinventorymodel.h"
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#include "llinventorypanel.h"
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#include "llpanelobjectinventory.h"
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#include "llselectmgr.h"
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#include "lluiconstants.h"
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#include "llviewerobject.h"
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#include "lluictrlfactory.h"
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#include "llviewerwindow.h"
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LLFloaterOpenObject* LLFloaterOpenObject::sInstance = NULL;
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LLFloaterOpenObject::LLFloaterOpenObject()
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: LLFloater(std::string("object_contents")),
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mPanelInventory(NULL),
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mDirty(TRUE)
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{
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LLCallbackMap::map_t factory_map;
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factory_map["object_contents"] = LLCallbackMap(createPanelInventory, this);
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LLUICtrlFactory::getInstance()->buildFloater(this,"floater_openobject.xml",&factory_map);
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childSetAction("copy_to_inventory_button", onClickMoveToInventory, this);
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childSetAction("copy_and_wear_button", onClickMoveAndWear, this);
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childSetTextArg("object_name", "[DESC]", std::string("Object") ); // *Note: probably do not want to translate this
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}
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LLFloaterOpenObject::~LLFloaterOpenObject()
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{
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sInstance = NULL;
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}
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// static
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void LLFloaterOpenObject::show()
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{
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LLObjectSelectionHandle object_selection = LLSelectMgr::getInstance()->getSelection();
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if (object_selection->getRootObjectCount() != 1)
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{
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LLNotificationsUtil::add("UnableToViewContentsMoreThanOne");
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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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sInstance = new LLFloaterOpenObject();
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sInstance->center();
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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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}
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void LLFloaterOpenObject::refresh()
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{
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mPanelInventory->refresh();
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LLSelectNode* node = mObjectSelection->getFirstRootNode();
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if (node)
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{
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std::string name = node->mName;
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childSetTextArg("object_name", "[DESC]", name);
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}
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}
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void LLFloaterOpenObject::draw()
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{
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if (mDirty)
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{
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refresh();
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mDirty = FALSE;
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}
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LLFloater::draw();
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}
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// static
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void LLFloaterOpenObject::dirty()
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{
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if (sInstance) sInstance->mDirty = TRUE;
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}
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void LLFloaterOpenObject::moveToInventory(bool wear)
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{
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if (mObjectSelection->getRootObjectCount() != 1)
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{
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LLNotificationsUtil::add("OnlyCopyContentsOfSingleItem");
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return;
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}
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LLSelectNode* node = mObjectSelection->getFirstRootNode();
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if (!node) return;
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LLViewerObject* object = node->getObject();
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if (!object) return;
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LLUUID object_id = object->getID();
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std::string name = node->mName;
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// Either create a sub-folder of clothing, or of the root folder.
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LLUUID parent_category_id;
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if (wear)
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{
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parent_category_id = gInventory.findCategoryUUIDForType(
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LLFolderType::FT_CLOTHING);
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}
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else
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{
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parent_category_id = gInventory.getRootFolderID();
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}
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LLCategoryCreate* cat_data = new LLCategoryCreate(object_id, wear);
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LLUUID category_id = gInventory.createNewCategory(parent_category_id,
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LLFolderType::FT_NONE,
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name,
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callbackCreateInventoryCategory,
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(void*)cat_data);
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//If we get a null category ID, we are using a capability in createNewCategory and we will
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//handle the following in the callbackCreateInventoryCategory routine.
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if ( category_id.notNull() )
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{
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LLSD result;
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result["folder_id"] = category_id;
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//Reduce redundant code by just calling the callback. Dur.
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callbackCreateInventoryCategory(result,cat_data);
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}
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}
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// static
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void LLFloaterOpenObject::callbackCreateInventoryCategory(const LLSD& result, void* data)
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{
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LLCategoryCreate* cat_data = (LLCategoryCreate*)data;
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LLUUID category_id = result["folder_id"].asUUID();
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LLCatAndWear* wear_data = new LLCatAndWear;
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wear_data->mCatID = category_id;
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wear_data->mWear = cat_data->mWear;
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wear_data->mFolderResponded = true;
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// Copy and/or move the items into the newly created folder.
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// Ignore any "you're going to break this item" messages.
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BOOL success = move_inv_category_world_to_agent(cat_data->mObjectID, category_id, TRUE,
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callbackMoveInventory,
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(void*)wear_data);
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if (!success)
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{
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delete wear_data;
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wear_data = NULL;
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LLNotificationsUtil::add("OpenObjectCannotCopy");
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}
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delete cat_data;
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}
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// static
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void LLFloaterOpenObject::callbackMoveInventory(S32 result, void* data)
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{
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LLCatAndWear* cat = (LLCatAndWear*)data;
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if (result == 0)
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{
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LLInventoryPanel *active_panel = LLInventoryPanel::getActiveInventoryPanel();
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if (active_panel)
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{
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active_panel->setSelection(cat->mCatID, TAKE_FOCUS_NO);
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}
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}
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delete cat;
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}
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// static
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void LLFloaterOpenObject::onClickMoveToInventory(void* data)
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{
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LLFloaterOpenObject* self = (LLFloaterOpenObject*)data;
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self->moveToInventory(false);
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self->close();
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}
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// static
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void LLFloaterOpenObject::onClickMoveAndWear(void* data)
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{
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LLFloaterOpenObject* self = (LLFloaterOpenObject*)data;
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self->moveToInventory(true);
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self->close();
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}
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//static
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void* LLFloaterOpenObject::createPanelInventory(void* data)
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{
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LLFloaterOpenObject* floater = (LLFloaterOpenObject*)data;
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floater->mPanelInventory = new LLPanelObjectInventory(std::string("Object Contents"), LLRect());
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return floater->mPanelInventory;
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}
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