Files
SingularityViewer/indra/newview/llfloatergesture.cpp
Inusaito Sayori eebee9b7c1 [STORM-68b] Default permissions floater overhaul
Adds separated default permissions for Objects, Uploads, Scripts, Notecards, Gestures and Wearables.

Compatible with Export Permission
Backwards compatible with default permissions for objects on regions where AgentPreferences capability is not available (opensim users rejoice!)

These changes to llfloaterperms are made available under lgpl, if there's a v3 that wants to adopt default export permission for opensim.
2014-06-14 15:32:50 -04:00

435 lines
11 KiB
C++

/**
* @file llfloatergesture.cpp
* @brief Read-only list of gestures from your inventory.
*
* $LicenseInfo:firstyear=2002&license=viewergpl$
*
* Copyright (c) 2002-2009, 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.
* $/LicenseInfo$
*/
#include "llviewerprecompiledheaders.h"
#include "llfloatergesture.h"
#include "llinventory.h"
#include "llmultigesture.h"
#include "llagent.h"
#include "llfloaterinventory.h"
#include "llfloaterperms.h"
#include "llgesturemgr.h"
#include "llinventorymodel.h"
#include "llinventorypanel.h"
#include "llkeyboard.h"
#include "llpreviewgesture.h"
#include "llscrolllistctrl.h"
#include "lluictrlfactory.h"
#include "llviewergesture.h"
#include "llviewerinventory.h"
#include "llviewertexturelist.h"
#include "llviewerwindow.h"
#include "llvoavatar.h"
// static
LLFloaterGesture* LLFloaterGesture::sInstance = NULL;
LLFloaterGestureObserver* LLFloaterGesture::sObserver = NULL;
BOOL item_name_precedes( LLInventoryItem* a, LLInventoryItem* b )
{
return LLStringUtil::precedesDict( a->getName(), b->getName() );
}
class LLFloaterGestureObserver : public LLGestureManagerObserver
{
public:
LLFloaterGestureObserver() {}
virtual ~LLFloaterGestureObserver() {}
virtual void changed() { LLFloaterGesture::refreshAll(); }
};
//---------------------------------------------------------------------------
// LLFloaterGesture
//---------------------------------------------------------------------------
LLFloaterGesture::LLFloaterGesture()
: LLFloater(std::string("Gesture Floater"))
{
sInstance = this;
sObserver = new LLFloaterGestureObserver;
LLGestureMgr::instance().addObserver(sObserver);
}
// virtual
LLFloaterGesture::~LLFloaterGesture()
{
LLGestureMgr::instance().removeObserver(sObserver);
delete sObserver;
sObserver = NULL;
sInstance = NULL;
// Custom saving rectangle, since load must be done
// after postBuild.
gSavedSettings.setRect("FloaterGestureRect2", getRect());
}
// virtual
BOOL LLFloaterGesture::postBuild()
{
std::string label;
// Translate title
label = getTitle();
setTitle(label);
LLScrollListCtrl* gesture_list = getChild<LLScrollListCtrl>("gesture_list");
gesture_list->setCommitCallback(boost::bind(&LLFloaterGesture::onCommitList,this));
gesture_list->setDoubleClickCallback(boost::bind(&LLFloaterGesture::onClickPlay,this));
//childSetAction("inventory_btn", onClickInventory, this);
childSetAction("edit_btn", onClickEdit, this);
childSetAction("play_btn", onClickPlay, this);
childSetAction("stop_btn", onClickPlay, this);
childSetAction("new_gesture_btn", onClickNew, this);
childSetVisible("play_btn", true);
childSetVisible("stop_btn", false);
setDefaultBtn("play_btn");
return TRUE;
}
// static
void LLFloaterGesture::show()
{
if (sInstance)
{
sInstance->open(); /*Flawfinder: ignore*/
return;
}
LLFloaterGesture *self = new LLFloaterGesture();
// Builds and adds to gFloaterView
LLUICtrlFactory::getInstance()->buildFloater(self, "floater_gesture.xml");
// Fix up rectangle
LLRect rect = gSavedSettings.getRect("FloaterGestureRect2");
self->reshape(rect.getWidth(), rect.getHeight());
self->setRect(rect);
self->buildGestureList();
self->childSetFocus("gesture_list");
LLCtrlListInterface *list = self->childGetListInterface("gesture_list");
if (list)
{
const BOOL ascending = TRUE;
list->sortByColumn(std::string("name"), ascending);
list->selectFirstItem();
}
self->mSelectedID = LLUUID::null;
// Update button labels
self->onCommitList();
self->open(); /*Flawfinder: ignore*/
}
// static
void LLFloaterGesture::toggleInstance(const LLSD&)
{
if (instanceVisible())
{
sInstance->close();
}
else
{
show();
}
}
// static
bool LLFloaterGesture::instanceVisible(const LLSD&)
{
return sInstance && sInstance->getVisible();
}
// static
void LLFloaterGesture::refreshAll()
{
if (sInstance)
{
sInstance->buildGestureList();
LLCtrlListInterface *list = sInstance->childGetListInterface("gesture_list");
if (!list) return;
if (sInstance->mSelectedID.isNull())
{
list->selectFirstItem();
}
else
{
if (list->setCurrentByID(sInstance->mSelectedID))
{
LLCtrlScrollInterface *scroll = sInstance->childGetScrollInterface("gesture_list");
if (scroll) scroll->scrollToShowSelected();
}
else
{
list->selectFirstItem();
}
}
// Update button labels
sInstance->onCommitList();
}
}
void LLFloaterGesture::buildGestureList()
{
LLCtrlListInterface *list = childGetListInterface("gesture_list");
if (!list) return;
list->operateOnAll(LLCtrlListInterface::OP_DELETE);
LLGestureMgr::item_map_t::const_iterator it;
for (it = LLGestureMgr::instance().getActiveGestures().begin(); it != LLGestureMgr::instance().getActiveGestures().end(); ++it)
{
const LLUUID& item_id = (*it).first;
LLMultiGesture* gesture = (*it).second;
// Note: Can have NULL item if inventory hasn't arrived yet.
std::string item_name = "Loading...";
LLInventoryItem* item = gInventory.getItem(item_id);
if (item)
{
item_name = item->getName();
}
std::string font_style = "NORMAL";
// If gesture is playing, bold it
LLSD element;
element["id"] = item_id;
if (gesture)
{
if (gesture->mPlaying)
{
font_style = "BOLD";
}
element["columns"][0]["column"] = "trigger";
element["columns"][0]["value"] = gesture->mTrigger;
element["columns"][0]["font"] = "SANSSERIF";
element["columns"][0]["font-style"] = font_style;
std::string key_string = LLKeyboard::stringFromKey(gesture->mKey);
std::string buffer;
{
if (gesture->mKey == KEY_NONE)
{
buffer = "---";
key_string = "~~~"; // alphabetize to end
}
else
{
if (gesture->mMask & MASK_CONTROL) buffer.append("Ctrl-");
if (gesture->mMask & MASK_ALT) buffer.append("Alt-");
if (gesture->mMask & MASK_SHIFT) buffer.append("Shift-");
if ((gesture->mMask & (MASK_CONTROL|MASK_ALT|MASK_SHIFT)) &&
(key_string[0] == '-' || key_string[0] == '='))
{
buffer.append(" ");
}
buffer.append(key_string);
}
}
element["columns"][1]["column"] = "shortcut";
element["columns"][1]["value"] = buffer;
element["columns"][1]["font"] = "SANSSERIF";
element["columns"][1]["font-style"] = font_style;
// hidden column for sorting
element["columns"][2]["column"] = "key";
element["columns"][2]["value"] = key_string;
element["columns"][2]["font"] = "SANSSERIF";
element["columns"][2]["font-style"] = font_style;
// Only add "playing" if we've got the name, less confusing. JC
if (item && gesture->mPlaying)
{
item_name += " (Playing)";
}
element["columns"][3]["column"] = "name";
element["columns"][3]["value"] = item_name;
element["columns"][3]["font"] = "SANSSERIF";
element["columns"][3]["font-style"] = font_style;
}
else
{
element["columns"][0]["column"] = "trigger";
element["columns"][0]["value"] = "";
element["columns"][0]["font"] = "SANSSERIF";
element["columns"][0]["font-style"] = font_style;
element["columns"][0]["column"] = "trigger";
element["columns"][0]["value"] = "---";
element["columns"][0]["font"] = "SANSSERIF";
element["columns"][0]["font-style"] = font_style;
element["columns"][2]["column"] = "key";
element["columns"][2]["value"] = "~~~";
element["columns"][2]["font"] = "SANSSERIF";
element["columns"][2]["font-style"] = font_style;
element["columns"][3]["column"] = "name";
element["columns"][3]["value"] = item_name;
element["columns"][3]["font"] = "SANSSERIF";
element["columns"][3]["font-style"] = font_style;
}
list->addElement(element, ADD_BOTTOM);
}
}
/*
// static
void LLFloaterGesture::onClickInventory(void* data)
{
LLFloaterGesture* self = (LLFloaterGesture*)data;
LLCtrlListInterface *list = self->childGetListInterface("gesture_list");
if (!list) return;
const LLUUID& item_id = list->getCurrentID();
LLInventoryView* inv = LLInventoryView::showAgentInventory();
if (!inv) return;
inv->getPanel()->setSelection(item_id, TRUE);
}
*/
// static
void LLFloaterGesture::onClickPlay(void* data)
{
LLFloaterGesture* self = (LLFloaterGesture*)data;
LLCtrlListInterface *list = self->childGetListInterface("gesture_list");
if (!list) return;
const LLUUID& item_id = list->getCurrentID();
if (LLGestureMgr::instance().isGesturePlaying(item_id))
{
LLGestureMgr::instance().stopGesture(item_id);
}
else
{
LLGestureMgr::instance().playGesture(item_id);
}
}
class GestureShowCallback : public LLInventoryCallback
{
public:
void fire(const LLUUID &inv_item)
{
LLPreviewGesture::show("Gesture: New Gesture", inv_item, LLUUID::null);
LLInventoryItem* item = gInventory.getItem(inv_item);
if (item)
{
LLPermissions perm = item->getPermissions();
perm.setMaskNext(LLFloaterPerms::getNextOwnerPerms("Gestures"));
perm.setMaskEveryone(LLFloaterPerms::getEveryonePerms("Gestures"));
perm.setMaskGroup(LLFloaterPerms::getGroupPerms("Gestures"));
item->setPermissions(perm);
item->updateServer(FALSE);
}
}
};
// static
void LLFloaterGesture::onClickNew(void* data)
{
LLPointer<LLInventoryCallback> cb = new GestureShowCallback();
create_inventory_item(gAgent.getID(),
gAgent.getSessionID(),
LLUUID::null,
LLTransactionID::tnull,
"New Gesture",
"",
LLAssetType::AT_GESTURE,
LLInventoryType::IT_GESTURE,
NOT_WEARABLE,
LLFloaterPerms::getNextOwnerPerms("Gestures"),
cb);
}
// static
void LLFloaterGesture::onClickEdit(void* data)
{
LLFloaterGesture* self = (LLFloaterGesture*)data;
LLCtrlListInterface *list = self->childGetListInterface("gesture_list");
if (!list) return;
const LLUUID& item_id = list->getCurrentID();
LLInventoryItem* item = gInventory.getItem(item_id);
if (!item) return;
std::string title("Gesture: ");
title.append(item->getName());
LLPreviewGesture* previewp = LLPreviewGesture::show(title, item_id, LLUUID::null);
if (!previewp->getHost())
{
previewp->setRect(gFloaterView->findNeighboringPosition(self, previewp));
}
}
void LLFloaterGesture::onCommitList()
{
const LLUUID& item_id = childGetValue("gesture_list").asUUID();
mSelectedID = item_id;
if (LLGestureMgr::instance().isGesturePlaying(item_id))
{
childSetVisible("play_btn", false);
childSetVisible("stop_btn", true);
}
else
{
childSetVisible("play_btn", true);
childSetVisible("stop_btn", false);
}
}