Files
SingularityViewer/indra/newview/llcompilequeue.h
Inusaito Sayori 36b75b2398 A Massive Experience Tools (and Unstable Branch) Merge
[XP Tools] Initial merge Cherry Pick

Also modernize llfloaterauction internally, but leave the ui the same for now.
Breaks out script_question_mute() in llviewermessage.cpp to better sync with upstream
Adds support for UnknownScriptQuestion notification (translators need to translate this one~)
RLVa note: Rewrote RLVa permissions handling block just a bit.
Added 13 new capabilities from the XP Tools, I doubt all of them really exist.
Minor update to LLComboBox, decided against implementing LLIconsComboBox for now.
Modified LLExperienceLog::notify to lookup names and display them along with the slurls since our editors don't do that automatically.
Experience tweak: Changed a few notify's to notifytips so that we can click the links to experience profiles from chat instead of via hacked in buttons
Migrated LLFloaterCompileQueue to a proper Instance Tracker so we can call getKey
Modernized LLSD, gives us reverse iterators and the new debugging impl. We needed the reverse iterators.
Experience tweak: Added virtual destructors to responders.
Updated llhandle.h to allow calling getDerivedHandle in public.
Updated LLScrollContainer and LLScrollBar to be more modern.
Added LLFlatListView/flat_list_view from upstream - these don't seem work though?
Added some newer login/logout strings to strings.xml
Thanks for the default timeout policies, Aleric~
To avoid needing to scroll through tabs, about land tabs now are as big as they need to be to display their labels, same on groups
Group Members and Roles has been renamed to just Members because this allows the new Experiences tab enough room to display.
Thanks to Henri Beauchamp (Cool VL Viewer) for the setupList augmentation. (without it, I'd still be stuck)
Thanks to Shyotl for the helpsies~
Added the LSL constants, events, and functions that LL neglected to put in.
Added click callbacks and name lookups for profile linky texts~

Merge is up to 22b4cdc
Old TODO: Get the uis looking nice (profiles? Experiences... floater) - done
Old TODO: Make sure flatlistviews look okay... - Not using
Old TODO: Fix LLFloaterExperiencePicker, right now the panel does not show. - unsure
Old TODO: Remove the llfloaterabout.cpp change. - done

Merges llexperiencecache with upstream and unstable
Introduces LLCoroResponder, TODO: Make everything use this.
Updates Reporter floater to the latest, supports the new cap thingy

Also adds these commits/changes:
[XPTools] Double clicking experiences in namelists should open the profile
Add List.CopyNames support for Experiences
[XP Tools] Some UI work, I'll do more later
[XPTools] More UI Stuff, Later is now!
Allow getSLURL for experiences
WIP Experience list menu
Also make EXPERIENCE > OBJECT, because mainline started OBJECT already
[XPTools] Add Experience support to Name UI
[XPTools] Fix experience profile UI 9c3067e843265587e91c659200a8d783acf2d9b2
[XPTools] Fix experience location showing "last" and getting set to "last"
[XPTools] Move Experiences floater from view menu to world menu
[XPTools] Fix up more UI
[XPTools] Fix experiences panels
[XPTools] Hide pieces of the Experiences menu when they're not usable
[XPTools] More UI work, mostly to get the menus working
[XPTools] The events list is for events, not experiences, remove menu

# Conflicts:
#	indra/llcommon/llsd.cpp - merge with unstable branch
#	indra/llmessage/message_prehash.cpp
#	indra/llmessage/message_prehash.h
#	indra/llui/llscrollbar.cpp
#	indra/llui/llscrollcontainer.cpp
#	indra/llui/llurlentry.cpp
#	indra/llui/llurlregistry.cpp
#	indra/newview/app_settings/keywords.ini
#	indra/newview/app_settings/settings.xml
#	indra/newview/llappviewer.cpp
#	indra/newview/llappviewer.h
#	indra/newview/llassetuploadresponders.cpp
#	indra/newview/llcompilequeue.* - merge stable
#	indra/newview/llfloaterabout.cpp
#	indra/newview/llfloaterland.* - merge unstable
#	indra/newview/llfloaterproperties.cpp
#	indra/newview/llfloaterregioninfo.* - merge unstable
#	indra/newview/llmenucommands.cpp - merge unstable
#	indra/newview/llpreviewscript.cpp - merge unstable
#	indra/newview/llviewermessage.cpp - merge unstable
#	indra/newview/llviewerregion.cpp - merge unstable
#	indra/newview/skins/default/textures/textures.xml - merge unstable
#	indra/newview/skins/default/xui/en-us/strings.xml - merge unstable
2020-02-04 21:18:47 -05:00

256 lines
7.9 KiB
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/**
* @file llcompilequeue.h
* @brief LLCompileQueue class header file
*
* $LicenseInfo:firstyear=2002&license=viewergpl$
*
* 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.
* $/LicenseInfo$
*/
#ifndef LL_LLCOMPILEQUEUE_H
#define LL_LLCOMPILEQUEUE_H
#include "llinventory.h"
#include "llviewerobject.h"
#include "llvoinventorylistener.h"
#include "llmap.h"
#include "lluuid.h"
#include "llfloater.h"
#include "llviewerinventory.h"
class LLScrollListCtrl;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Class LLFloaterScriptQueue
//
// This class provides a mechanism of adding objects to a list that
// will go through and execute action for the scripts on each object. The
// objects will be accessed serially and the scripts may be
// manipulated in parallel. For example, selecting two objects each
// with three scripts will result in the first object having all three
// scripts manipulated.
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
class LLFloaterScriptQueue : public LLFloater, public LLVOInventoryListener
{
public:
// find an instance by ID. Return NULL if it does not exist.
static LLFloaterScriptQueue* findInstance(const LLUUID& id);
LLFloaterScriptQueue(const std::string& name, const LLRect& rect,
const std::string& title, const std::string& start_string);
virtual ~LLFloaterScriptQueue();
/*virtual*/ BOOL postBuild();
void setMono(bool mono) { mMono = mono; }
// addObject() accepts an object id.
void addObject(const LLUUID& id);
// start() returns TRUE if the queue has started, otherwise FALSE.
BOOL start();
protected:
// This is the callback method for the viewer object currently
// being worked on.
/*virtual*/ void inventoryChanged(LLViewerObject* obj,
LLInventoryObject::object_list_t* inv,
S32 serial_num,
void* queue);
// This is called by inventoryChanged
virtual void handleInventory(LLViewerObject* viewer_obj,
LLInventoryObject::object_list_t* inv) = 0;
static void onCloseBtn(void* user_data);
// returns true if this is done
BOOL isDone() const;
virtual BOOL startQueue();
// go to the next object. If no objects left, it falls out
// silently and waits to be killed by the deleteIfDone() callback.
BOOL nextObject();
BOOL popNext();
void setStartString(const std::string& s) { mStartString = s; }
// Get this instance's ID.
const LLUUID& getID() const { return mID; }
protected:
// UI
LLScrollListCtrl* mMessages;
LLButton* mCloseBtn;
// Object Queue
uuid_vec_t mObjectIDs;
LLUUID mCurrentObjectID;
bool mDone;
LLUUID mID;
static LLMap<LLUUID, LLFloaterScriptQueue*> sInstances;
std::string mStartString;
bool mMono;
};
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Class LLFloaterCompileQueue
//
// This script queue will recompile each script.
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
struct LLCompileQueueData
{
LLUUID mQueueID;
LLUUID mItemId;
LLCompileQueueData(const LLUUID& q_id, const LLUUID& item_id) :
mQueueID(q_id), mItemId(item_id) {}
};
class LLAssetUploadQueue;
class LLFloaterCompileQueue : public LLFloaterScriptQueue
{
public:
// Use this method to create a compile queue. Once created, it
// will be responsible for it's own destruction.
static LLFloaterCompileQueue* create(bool mono);
// remove any object in mScriptScripts with the matching uuid.
void removeItemByItemID(const LLUUID& item_id);
LLAssetUploadQueue* getUploadQueue() { return mUploadQueue; }
void experienceIdsReceived(const LLSD& content);
BOOL hasExperience(const LLUUID& id) const;
protected:
LLFloaterCompileQueue(const std::string& name, const LLRect& rect);
virtual ~LLFloaterCompileQueue();
// This is called by inventoryChanged
virtual void handleInventory(LLViewerObject* viewer_obj,
LLInventoryObject::object_list_t* inv);
static void requestAsset(struct LLScriptQueueData* datap, const LLSD& experience);
// This is the callback for when each script arrives
static void scriptArrived(LLVFS *vfs, const LLUUID& asset_id,
LLAssetType::EType type,
void* user_data, S32 status, LLExtStat ext_status);
// remove any object in mScriptScripts with the matching uuid.
void removeItemByAssetID(const LLUUID& asset_id);
// save the items indicated by the item id.
void saveItemByItemID(const LLUUID& item_id);
// find InventoryItem given item id.
const LLInventoryItem* findItemByItemID(const LLUUID& item_id) const;
virtual BOOL startQueue();
protected:
LLViewerInventoryItem::item_array_t mCurrentScripts;
private:
LLAssetUploadQueue* mUploadQueue;
uuid_list_t mExperienceIds;
};
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Class LLFloaterResetQueue
//
// This script queue will reset each script.
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
class LLFloaterResetQueue : public LLFloaterScriptQueue
{
public:
// Use this method to create a reset queue. Once created, it
// will be responsible for it's own destruction.
static LLFloaterResetQueue* create();
protected:
LLFloaterResetQueue(const std::string& name, const LLRect& rect);
virtual ~LLFloaterResetQueue();
// This is called by inventoryChanged
virtual void handleInventory(LLViewerObject* viewer_obj,
LLInventoryObject::object_list_t* inv);
};
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Class LLFloaterRunQueue
//
// This script queue will set each script as running.
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
class LLFloaterRunQueue : public LLFloaterScriptQueue
{
public:
// Use this method to create a run queue. Once created, it
// will be responsible for it's own destruction.
static LLFloaterRunQueue* create();
protected:
LLFloaterRunQueue(const std::string& name, const LLRect& rect);
virtual ~LLFloaterRunQueue();
// This is called by inventoryChanged
virtual void handleInventory(LLViewerObject* viewer_obj,
LLInventoryObject::object_list_t* inv);
};
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Class LLFloaterNotRunQueue
//
// This script queue will set each script as not running.
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
class LLFloaterNotRunQueue : public LLFloaterScriptQueue
{
public:
// Use this method to create a not run queue. Once created, it
// will be responsible for it's own destruction.
static LLFloaterNotRunQueue* create();
protected:
LLFloaterNotRunQueue(const std::string& name, const LLRect& rect);
virtual ~LLFloaterNotRunQueue();
// This is called by inventoryChanged
virtual void handleInventory(LLViewerObject* viewer_obj,
LLInventoryObject::object_list_t* inv);
};
#endif // LL_LLCOMPILEQUEUE_H