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/**
* @file llinventoryview.h
* @brief LLInventoryView, LLInventoryFolder, and LLInventoryItem
* class definition
*
* $LicenseInfo:firstyear=2001&license=viewergpl$
*
* Copyright (c) 2001-2008, 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_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 <set>
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// 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 LLComboBox;
class LLIconCtrl;
class LLSaveFolderState;
class LLSearchEditor;
class LLInventoryPanel : public LLPanel
{
public:
static const std::string DEFAULT_SORT_ORDER;
static const std::string RECENTITEMS_SORT_ORDER;
static const std::string INHERIT_SORT_ORDER;
LLInventoryPanel(const std::string& name,
const std::string& sort_order_setting,
const LLRect& rect,
LLInventoryModel* inventory,
BOOL allow_multi_select,
LLView *parent_view = NULL);
~LLInventoryPanel();
LLInventoryModel* getModel() { return mInventory; }
BOOL postBuild();
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,
std::string& 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 std::string& string);
const std::string 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 std::string& 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 std::string mSortOrderSetting;
};
class LLInventoryView;
class LLInventoryViewFinder : public LLFloater
{
public:
LLInventoryViewFinder(const std::string& 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 std::string& name, const std::string& rect,
LLInventoryModel* inventory);
LLInventoryView(const std::string& 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 handleDragAndDrop(S32 x, S32 y, MASK mask, BOOL drop,
EDragAndDropType cargo_type,
void* cargo_data,
EAcceptance* accept,
std::string& 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 std::string& search_string, void* user_data );
static void onQuickFilterCommit(LLUICtrl* ctrl, void* user_data);
static void refreshQuickFilter(LLUICtrl* ctrl);
static void onFilterSelected(void* userdata, bool from_click);
static void onSelectionChange(const std::deque<LLFolderViewItem*> &items, BOOL user_action, void* data);
const std::string getFilterSubString() { return mActivePanel->getFilterSubString(); }
void setFilterSubString(const std::string& string) { mActivePanel->setFilterSubString(string); }
// HACK: Until we can route this info through the instant message hierarchy
static BOOL sWearNewClothing;
static LLUUID sWearNewClothingTransactionID; // wear all clothing in this transaction
void toggleFindOptions();
LLInventoryViewFinder* getFinder() { return (LLInventoryViewFinder*)mFinderHandle.get(); }
protected:
// internal initialization code
void init(LLInventoryModel* inventory);
protected:
LLSearchEditor* mSearchEditor;
LLComboBox* mQuickFilterCombo;
LLTabContainer* mFilterTabs;
LLHandle<LLFloater> mFinderHandle;
LLInventoryPanel* mActivePanel;
LLSaveFolderState* mSavedFolderState;
std::string mFilterText;
// This container is used to hold all active inventory views. This
// is here to support the inventory toggle show button.
static LLDynamicArray<LLInventoryView*> 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<LLUUID> 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 std::string& 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 std::string& 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 std::string& title, BOOL show_keep_discard, const LLUUID& source_id = LLUUID::null, BOOL take_focus = TRUE);
void open_texture(const LLUUID& item_id, const std::string& title, BOOL show_keep_discard, const LLUUID& source_id = LLUUID::null, BOOL take_focus = TRUE);
std::string get_item_icon_name(LLAssetType::EType asset_type,
LLInventoryType::EType inventory_type,
U32 attachment_point,
BOOL item_is_multi );
LLUIImagePtr 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
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