[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
385 lines
14 KiB
C++
385 lines
14 KiB
C++
/**
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* @file llviewerparcelmgr.h
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* @brief Viewer-side representation of owned land
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*
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* $LicenseInfo:firstyear=2002&license=viewerlgpl$
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* Second Life Viewer Source Code
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* Copyright (C) 2010, Linden Research, Inc.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation;
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* version 2.1 of the License only.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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*
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* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
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* $/LicenseInfo$
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*/
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#ifndef LL_LLVIEWERPARCELMGR_H
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#define LL_LLVIEWERPARCELMGR_H
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#include "v3dmath.h"
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#include "llframetimer.h"
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#include "llsingleton.h"
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#include "llparcelselection.h"
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#include "llui.h"
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class LLUUID;
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class LLMessageSystem;
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class LLParcel;
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class LLViewerTexture;
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class LLViewerRegion;
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const F32 DWELL_NAN = -1.0f; // A dwell having this value will be displayed as Loading...
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// Constants for sendLandOwner
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//const U32 NO_NEIGHBOR_JOIN = 0x0;
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//const U32 ALL_NEIGHBOR_JOIN = U32( NORTH_MASK
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// | SOUTH_MASK
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// | EAST_MASK
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// | WEST_MASK);
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// Specify the type of land transfer taking place
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//enum ELandTransferType
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//{
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// LTT_RELEASE_LAND = 0x1,
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// LTT_CLAIM_LAND = 0x2,
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// LTT_BUY_LAND = 0x4,
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// LTT_DEED_LAND = 0x8,
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// LTT_FOR_GROUP = 0x16
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//};
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// Base class for people who want to "observe" changes in the viewer
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// parcel selection.
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//FIXME: this should be done by grabbing a floating parcel selection and observing changes on it, not the parcel mgr
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//--RN
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class LLParcelObserver
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{
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public:
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virtual ~LLParcelObserver() {};
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virtual void changed() = 0;
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};
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class LLViewerParcelMgr : public LLSingleton<LLViewerParcelMgr>
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{
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friend class LLSingleton<LLViewerParcelMgr>;
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LLViewerParcelMgr();
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~LLViewerParcelMgr();
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public:
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typedef std::function<void (const LLVector3d&)> teleport_finished_callback_t;
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typedef boost::signals2::signal<void (const LLVector3d&)> teleport_finished_signal_t;
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typedef std::function<void()> parcel_changed_callback_t;
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typedef boost::signals2::signal<void()> parcel_changed_signal_t;
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void init(F32 region_size);
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static void cleanupGlobals();
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BOOL selectionEmpty() const;
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F32 getSelectionWidth() const { return F32(mEastNorth.mdV[VX] - mWestSouth.mdV[VX]); }
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F32 getSelectionHeight() const { return F32(mEastNorth.mdV[VY] - mWestSouth.mdV[VY]); }
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BOOL getSelection(LLVector3d &min, LLVector3d &max) { min = mWestSouth; max = mEastNorth; return !selectionEmpty();}
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LLViewerRegion* getSelectionRegion() const;
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F32 getDwelling() const { return mSelectedDwell;}
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void getDisplayInfo(S32* area, S32* claim, S32* rent, BOOL* for_sale, F32* dwell);
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// Returns selected area
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S32 getSelectedArea() const;
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void resetSegments(U8* segments);
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// write a rectangle's worth of line segments into the highlight array
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void writeHighlightSegments(F32 west, F32 south, F32 east, F32 north);
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// Write highlight segments from a packed bitmap of the appropriate
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// parcel.
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void writeSegmentsFromBitmap(U8* bitmap, U8* segments);
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void writeAgentParcelFromBitmap(U8* bitmap);
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// Select the collision parcel
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void selectCollisionParcel();
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// Select the parcel at a specific point
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LLParcelSelectionHandle selectParcelAt(const LLVector3d& pos_global);
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// Take the current rectangle select, and select the parcel contained
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// within it.
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LLParcelSelectionHandle selectParcelInRectangle();
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// Select a piece of land
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LLParcelSelectionHandle selectLand(const LLVector3d &corner1, const LLVector3d &corner2,
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BOOL snap_to_parcel);
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// Clear the selection, and stop drawing the highlight.
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void deselectLand();
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void deselectUnused();
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void addObserver(LLParcelObserver* observer);
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void removeObserver(LLParcelObserver* observer);
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void notifyObservers();
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void setSelectionVisible(BOOL visible) { mRenderSelection = visible; }
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BOOL isOwnedAt(const LLVector3d& pos_global) const;
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BOOL isOwnedSelfAt(const LLVector3d& pos_global) const;
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BOOL isOwnedOtherAt(const LLVector3d& pos_global) const;
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BOOL isSoundLocal(const LLVector3d &pos_global) const;
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BOOL canHearSound(const LLVector3d &pos_global) const;
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// Returns a reference counted pointer to current parcel selection.
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// Selection does not change to reflect new selections made by user
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// Use this when implementing a task UI that refers to a specific
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// selection.
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LLParcelSelectionHandle getParcelSelection() const;
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// Returns a reference counted pointer to current parcel selection.
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// Pointer tracks whatever the user has currently selected.
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// Use this when implementing an inspector UI.
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// http://en.wikipedia.org/wiki/Inspector_window
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LLParcelSelectionHandle getFloatingParcelSelection() const;
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//LLParcel *getParcelSelection() const;
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LLParcel *getAgentParcel() const;
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BOOL inAgentParcel(const LLVector3d &pos_global) const;
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// Returns a pointer only when it has valid data.
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LLParcel* getHoverParcel() const;
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LLParcel* getCollisionParcel() const;
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const U8* getCollisionBitmap() const { return mCollisionBitmap; }
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size_t getCollisionBitmapSize() const { return mParcelsPerEdge * mParcelsPerEdge / 8; }
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U64 getCollisionRegionHandle() const { return mCollisionRegionHandle; }
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typedef boost::signals2::signal<void (const LLViewerRegion*)> collision_update_signal_t;
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boost::signals2::connection setCollisionUpdateCallback(const collision_update_signal_t::slot_type & cb);
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// Can this agent build on the parcel he is on?
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// Used for parcel property icons in nav bar.
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bool allowAgentBuild() const;
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bool allowAgentBuild(const LLParcel* parcel) const;
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// Can this agent speak on the parcel he is on?
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// Used for parcel property icons in nav bar.
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bool allowAgentVoice() const;
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bool allowAgentVoice(const LLViewerRegion* region, const LLParcel* parcel) const;
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// Can this agent start flying on this parcel?
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// Used for parcel property icons in nav bar.
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bool allowAgentFly(const LLViewerRegion* region, const LLParcel* parcel) const;
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// Can this agent be pushed by llPushObject() on this parcel?
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// Used for parcel property icons in nav bar.
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bool allowAgentPush(const LLViewerRegion* region, const LLParcel* parcel) const;
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// Can scripts written by non-parcel-owners run on the agent's current
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// parcel? Used for parcel property icons in nav bar.
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bool allowAgentScripts(const LLViewerRegion* region, const LLParcel* parcel) const;
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// Can the agent be damaged here?
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// Used for parcel property icons in nav bar.
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bool allowAgentDamage(const LLViewerRegion* region, const LLParcel* parcel) const;
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F32 getHoverParcelWidth() const
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{ return F32(mHoverEastNorth.mdV[VX] - mHoverWestSouth.mdV[VX]); }
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F32 getHoverParcelHeight() const
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{ return F32(mHoverEastNorth.mdV[VY] - mHoverWestSouth.mdV[VY]); }
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// UTILITIES
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void render();
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void renderParcelCollision();
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void renderRect( const LLVector3d &west_south_bottom,
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const LLVector3d &east_north_top );
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void renderOneSegment(F32 x1, F32 y1, F32 x2, F32 y2, F32 height, U8 direction, LLViewerRegion* regionp);
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void renderHighlightSegments(const U8* segments, LLViewerRegion* regionp);
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void renderCollisionSegments(U8* segments, BOOL use_pass, LLViewerRegion* regionp);
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void sendParcelGodForceOwner(const LLUUID& owner_id);
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// make the selected parcel a content parcel.
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void sendParcelGodForceToContent();
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// Pack information about this parcel and send it to the region
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// containing the southwest corner of the selection.
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// If want_reply_to_update, simulator will send back a ParcelProperties
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// message.
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void sendParcelPropertiesUpdate(LLParcel* parcel, bool use_agent_region = false);
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// Takes an Access List flag, like AL_ACCESS or AL_BAN
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void sendParcelAccessListUpdate(U32 which);
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// Takes an Access List flag, like AL_ACCESS or AL_BAN
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void sendParcelAccessListRequest(U32 flags);
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// Dwell is not part of the usual parcel update information because the
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// simulator doesn't actually know the per-parcel dwell. Ack! We have
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// to get it out of the database.
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void sendParcelDwellRequest();
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// If the point is outside the current hover parcel, request more data
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void setHoverParcel(const LLVector3d& pos_global);
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bool canAgentBuyParcel(LLParcel*, bool forGroup) const;
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// void startClaimLand(BOOL is_for_group = FALSE);
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void startBuyLand(BOOL is_for_group = FALSE);
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void startSellLand();
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void startReleaseLand();
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void startDivideLand();
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void startJoinLand();
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void startDeedLandToGroup();
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void reclaimParcel();
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void buyPass();
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// Buying Land
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class ParcelBuyInfo;
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ParcelBuyInfo* setupParcelBuy(const LLUUID& agent_id,
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const LLUUID& session_id,
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const LLUUID& group_id,
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BOOL is_group_owned,
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BOOL is_claim,
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BOOL remove_contribution);
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// callers responsibility to call deleteParcelBuy() on return value
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void sendParcelBuy(ParcelBuyInfo*);
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void deleteParcelBuy(ParcelBuyInfo* *info);
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void sendParcelDeed(const LLUUID& group_id);
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// Send the ParcelRelease message
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void sendParcelRelease();
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// accessors for mAgentParcel
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const std::string& getAgentParcelName() const;
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// Create a landmark at the "appropriate" location for the
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// currently selected parcel.
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// *NOTE: Taken out 2005-03-21. Phoenix.
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//void makeLandmarkAtSelection();
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static void processParcelOverlay(LLMessageSystem *msg, void **user_data);
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static void processParcelProperties(LLMessageSystem *msg, void **user_data);
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static void processParcelAccessListReply(LLMessageSystem *msg, void **user);
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static void processParcelDwellReply(LLMessageSystem *msg, void **user);
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void dump();
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// Whether or not the collision border around the parcel is there because
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// the agent is banned or not in the allowed group
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BOOL isCollisionBanned();
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boost::signals2::connection addAgentParcelChangedCallback(parcel_changed_callback_t cb);
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boost::signals2::connection setTeleportFinishedCallback(teleport_finished_callback_t cb);
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boost::signals2::connection setTeleportFailedCallback(parcel_changed_callback_t cb);
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void onTeleportFinished(bool local, const LLVector3d& new_pos);
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void onTeleportFailed();
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static BOOL isParcelOwnedByAgent(const LLParcel* parcelp, U64 group_proxy_power);
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static BOOL isParcelModifiableByAgent(const LLParcel* parcelp, U64 group_proxy_power);
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private:
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static void sendParcelAccessListUpdate(U32 flags, const std::map<LLUUID, class LLAccessEntry>& entries, LLViewerRegion* region, S32 parcel_local_id);
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static void sendParcelExperienceUpdate( const U32 flags, uuid_vec_t experience_ids, LLViewerRegion* region, S32 parcel_local_id );
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static bool releaseAlertCB(const LLSD& notification, const LLSD& response);
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// If the user is claiming land and the current selection
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// borders a piece of land the user already owns, ask if he
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// wants to join this land to the other piece.
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//void askJoinIfNecessary(ELandTransferType land_transfer_type);
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//static void joinAlertCB(S32 option, void* data);
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//void buyAskMoney(ELandTransferType land_transfer_type);
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// move land from current owner to it's group.
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void deedLandToGroup();
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static bool deedAlertCB(const LLSD& notification, const LLSD& response);
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static bool callbackDivideLand(const LLSD& notification, const LLSD& response);
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static bool callbackJoinLand(const LLSD& notification, const LLSD& response);
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//void finishClaim(BOOL user_to_user_sale, U32 join);
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LLViewerTexture* getBlockedImage() const;
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LLViewerTexture* getPassImage() const;
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private:
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BOOL mSelected;
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LLParcel* mCurrentParcel; // selected parcel info
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LLParcelSelectionHandle mCurrentParcelSelection;
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LLParcelSelectionHandle mFloatingParcelSelection;
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S32 mRequestResult; // result of last parcel request
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LLVector3d mWestSouth;
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LLVector3d mEastNorth;
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F32 mSelectedDwell;
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LLParcel *mAgentParcel; // info for parcel agent is in
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S32 mAgentParcelSequenceID; // incrementing counter to suppress out of order updates
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LLParcel* mHoverParcel;
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S32 mHoverRequestResult;
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LLVector3d mHoverWestSouth;
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LLVector3d mHoverEastNorth;
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std::vector<LLParcelObserver*> mObservers;
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BOOL mTeleportInProgress;
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teleport_finished_signal_t mTeleportFinishedSignal;
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parcel_changed_signal_t mTeleportFailedSignal;
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parcel_changed_signal_t mAgentParcelChangedSignal;
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// Array of pieces of parcel edges to potentially draw
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// Has (parcels_per_edge + 1) * (parcels_per_edge + 1) elements so
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// we can represent edges of the grid.
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// WEST_MASK = draw west edge
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// SOUTH_MASK = draw south edge
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S32 mParcelsPerEdge;
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U8* mHighlightSegments;
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U8* mAgentParcelOverlay;
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// Raw data buffer for unpacking parcel overlay chunks
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// Size = parcels_per_edge * parcels_per_edge / parcel_overlay_chunks
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static U8* sPackedOverlay;
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// Watch for pending collisions with a parcel you can't access.
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// If it's coming, draw the parcel's boundaries.
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LLParcel* mCollisionParcel;
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U8* mCollisionBitmap;
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U64 mCollisionRegionHandle;
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collision_update_signal_t* mCollisionUpdateSignal;
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U8* mCollisionSegments;
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BOOL mRenderCollision;
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BOOL mRenderSelection;
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S32 mCollisionBanned;
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LLFrameTimer mCollisionTimer;
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LLViewerTexture* mBlockedImage;
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LLViewerTexture* mPassImage;
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// Media
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S32 mMediaParcelId;
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U64 mMediaRegionId;
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};
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void sanitize_corners(const LLVector3d &corner1, const LLVector3d &corner2,
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LLVector3d &west_south_bottom, LLVector3d &east_north_top);
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#endif
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