/** * @file llinventoryview.h * @brief LLInventoryView, LLInventoryFolder, and LLInventoryItem * class definition * * $LicenseInfo:firstyear=2001&license=viewergpl$ * * Copyright (c) 2001-2007, 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://secondlife.com/developers/opensource/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://secondlife.com/developers/opensource/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_LLINVENTORYVIEW_H #define LL_LLINVENTORYVIEW_H #include "llassetstorage.h" #include "lldarray.h" #include "llfloater.h" #include "llinventory.h" #include "llfolderview.h" #include "llinventorymodel.h" #include "llmemberlistener.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: static const LLString DEFAULT_SORT_ORDER; static const LLString RECENTITEMS_SORT_ORDER; static const LLString INHERIT_SORT_ORDER; LLInventoryPanel(const LLString& name, const LLString& sort_order_setting, const LLRect& rect, LLInventoryModel* inventory, LLFolderSearchFunction search, BOOL allow_multi_select, LLView *parent_view = NULL); ~LLInventoryPanel(); LLInventoryModel* getModel() { return mInventory; } BOOL postBuild(); virtual EWidgetType getWidgetType() const { return WIDGET_TYPE_INVENTORY_PANEL; } virtual LLString getWidgetTag() const { return LL_INVENTORY_PANEL_TAG; } virtual LLXMLNodePtr getXML(bool save_children = true) const; static LLView* fromXML(LLXMLNodePtr node, LLView *parent, LLUICtrlFactory *factory); // LLView methods 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, LLString& 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) { if (mFolders) mFolders->setSelectCallback(callback, user_data); } void clearSelection(); LLInventoryFilter* getFilter() { return mFolders->getFilter(); } void setFilterTypes(U32 filter); U32 getFilterTypes() const { return mFolders->getFilterTypes(); } void setFilterPermMask(PermissionMask filter_perm_mask); U32 getFilterPermMask() const { return mFolders->getFilterPermissions(); } void setFilterSubString(const LLString& string); const LLString getFilterSubString() { return mFolders->getFilterSubString(); } void setSortOrder(U32 order); U32 getSortOrder() { return mFolders->getSortOrder(); } void setSinceLogoff(BOOL sl); void setHoursAgo(U32 hours); BOOL getSinceLogoff() { return mFolders->getFilter()->isSinceLogoff(); } void setShowFolderState(LLInventoryFilter::EFolderShow show); LLInventoryFilter::EFolderShow getShowFolderState(); void setAllowMultiSelect(BOOL allow) { mFolders->setAllowMultiSelect(allow); } // This method is called when something has changed about the inventory. void modelChanged(U32 mask); LLFolderView* getRootFolder() { return mFolders; } LLScrollableContainerView* getScrollableContainer() { return mScroller; } // DEBUG ONLY: static void dumpSelectionInformation(void* user_data); void openSelected(); void unSelectAll() { mFolders->setSelection(NULL, FALSE, FALSE); } 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 char* name, const LLUUID& parent_id, LLAssetType::EType asset_type, LLInventoryType::EType inv_type, U32 next_owner_perm = 0); protected: LLInventoryModel* mInventory; LLInventoryObserver* mInventoryObserver; LLFolderView* mFolders; LLScrollableContainerView* mScroller; BOOL mAllowMultiSelect; const LLString mSortOrderSetting; LLFolderSearchFunction mSearchFunction; }; class LLInventoryView; class LLInventoryViewFinder : public LLFloater { public: LLInventoryViewFinder(const LLString& name, const LLRect& rect, LLInventoryView* inventory_view); virtual void draw(); virtual void onClose(bool app_quitting); void changeFilter(LLInventoryFilter* filter); void updateElementsFromFilter(); BOOL getCheckShowEmpty(); BOOL getCheckSinceLogoff(); static void onTimeAgo(LLUICtrl*, void *); static void onCheckSinceLogoff(LLUICtrl*, void *); static void onCloseBtn(void* user_data); static void selectAllTypes(void* user_data); static void selectNoTypes(void* user_data); protected: LLInventoryView* mInventoryView; LLSpinCtrl* mSpinSinceDays; LLSpinCtrl* mSpinSinceHours; LLInventoryFilter* mFilter; }; class LLInventoryView : public LLFloater, LLInventoryObserver { friend class LLInventoryViewFinder; public: LLInventoryView(const LLString& name, const LLString& rect, LLInventoryModel* inventory); LLInventoryView(const LLString& name, const LLRect& rect, LLInventoryModel* inventory); ~LLInventoryView(); /*virtual*/ void changed(U32 mask); BOOL postBuild(); // // Misc functions // void setFilterTextFromFilter() { mFilterText = mActivePanel->getFilter()->getFilterText(); } void startSearch(); // This method makes sure that an inventory view exists, is // visible, and has focus. The view chosen is returned. static LLInventoryView* showAgentInventory(BOOL take_keyboard_focus = FALSE); // Return the active inventory view if there is one. Active is // defined as the inventory that is the closest to the front, and // is visible. static LLInventoryView* getActiveInventory(); // This method calls showAgentInventory() if no views are visible, // or hides/destroyes them all if any are visible. static void toggleVisibility(); static void toggleVisibility(void*) { toggleVisibility(); } // Final cleanup, destroy all open inventory views. static void cleanup(); // LLView & LLFloater functionality virtual void onClose(bool app_quitting); virtual void setVisible(BOOL visible); virtual void draw(); virtual BOOL handleKeyHere(KEY key, MASK mask, BOOL called_from_parent); BOOL handleDragAndDrop(S32 x, S32 y, MASK mask, BOOL drop, EDragAndDropType cargo_type, void* cargo_data, EAcceptance* accept, LLString& tooltip_msg); LLInventoryPanel* getPanel() { return mActivePanel; } LLInventoryPanel* getActivePanel() { return mActivePanel; } static BOOL filtersVisible(void* user_data); static void onClearSearch(void* user_data); static void onFoldersByName(void *user_data); static BOOL checkFoldersByName(void *user_data); static void onSearchEdit(const LLString& search_string, void* user_data ); //static void onSearchCommit(LLUICtrl* caller, void* user_data ); static void onFilterSelected(void* userdata, bool from_click); static void onSelectionChange(const std::deque &items, BOOL user_action, void* data); static BOOL incrementalFind(LLFolderViewItem* first_item, const char* find_text, BOOL backward); const LLString getFilterSubString() { return mActivePanel->getFilterSubString(); } void setFilterSubString(const LLString& string) { mActivePanel->setFilterSubString(string); } // HACK: Until we can route this info through the instant message hierarchy //static BOOL sOpenNextNewItem; static BOOL sWearNewClothing; static LLUUID sWearNewClothingTransactionID; // wear all clothing in this transaction void toggleFindOptions(); LLInventoryViewFinder* getFinder() { return (LLInventoryViewFinder*)LLFloater::getFloaterByHandle(mFinderHandle); } protected: // internal initialization code void init(LLInventoryModel* inventory); protected: LLSearchEditor* mSearchEditor; LLTabContainer* mFilterTabs; LLViewHandle mFinderHandle; LLInventoryPanel* mActivePanel; LLSaveFolderState* mSavedFolderState; LLString mFilterText; // This container is used to hold all active inventory views. This // is here to support the inventory toggle show button. static LLDynamicArray sActiveViews; }; class LLSelectFirstFilteredItem : public LLFolderViewFunctor { public: LLSelectFirstFilteredItem() : mItemSelected(FALSE) {} virtual ~LLSelectFirstFilteredItem() {} virtual void doFolder(LLFolderViewFolder* folder); virtual void doItem(LLFolderViewItem* item); BOOL wasItemSelected() { return mItemSelected; } protected: BOOL mItemSelected; }; class LLOpenFilteredFolders : public LLFolderViewFunctor { public: LLOpenFilteredFolders() {} virtual ~LLOpenFilteredFolders() {} virtual void doFolder(LLFolderViewFolder* folder); virtual void doItem(LLFolderViewItem* item); }; class LLSaveFolderState : public LLFolderViewFunctor { public: LLSaveFolderState() : mApply(FALSE) {} virtual ~LLSaveFolderState() {} virtual void doFolder(LLFolderViewFolder* folder); virtual void doItem(LLFolderViewItem* item) {} void setApply(BOOL apply); void clearOpenFolders() { mOpenFolders.clear(); } protected: std::set mOpenFolders; BOOL mApply; }; class LLOpenFoldersWithSelection : public LLFolderViewFunctor { public: LLOpenFoldersWithSelection() {} virtual ~LLOpenFoldersWithSelection() {} virtual void doFolder(LLFolderViewFolder* folder); virtual void doItem(LLFolderViewItem* item); }; ///---------------------------------------------------------------------------- /// 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 char* 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 LLString& 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 LLString& title, BOOL show_keep_discard, const LLUUID& source_id = LLUUID::null, BOOL take_focus = TRUE); void open_texture(const LLUUID& item_id, const LLString& title, BOOL show_keep_discard, const LLUUID& source_id = LLUUID::null, BOOL take_focus = TRUE); LLUUID get_item_icon_uuid(LLAssetType::EType asset_type, LLInventoryType::EType inventory_type, U32 attachment_point, BOOL item_is_multi ); LLViewerImage* get_item_icon(LLAssetType::EType asset_type, LLInventoryType::EType inventory_type, U32 attachment_point, BOOL item_is_multi ); // Move items from an in-world object's "Contents" folder to a specified // folder in agent inventory. BOOL move_inv_category_world_to_agent(const LLUUID& object_id, const LLUUID& category_id, BOOL drop, void (*callback)(S32, void*) = NULL, void* user_data = NULL); const BOOL TAKE_FOCUS_YES = TRUE; const BOOL TAKE_FOCUS_NO = FALSE; void rez_attachment(LLViewerInventoryItem* item, LLViewerJointAttachment* attachment); #endif // LL_LLINVENTORYVIEW_H