phoenix-firestorm/indra/newview/llfloaterbuycontents.cpp

305 lines
9.5 KiB
C++

/**
* @file llfloaterbuycontents.cpp
* @author James Cook
* @brief LLFloaterBuyContents class implementation
*
* $LicenseInfo:firstyear=2004&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2010, Linden Research, Inc.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation;
* version 2.1 of the License only.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
/**
* Shows the contents of an object and their permissions when you
* click "Buy..." on an object with "Sell Contents" checked.
*/
#include "llviewerprecompiledheaders.h"
#include "llfloaterbuycontents.h"
#include "llcachename.h"
#include "llagent.h" // for agent id
#include "llcheckboxctrl.h"
#include "llinventorydefines.h"
#include "llinventoryfunctions.h"
#include "llinventoryicon.h"
#include "llinventorymodel.h" // for gInventory
#include "llfirstuse.h"
#include "llfloaterreg.h"
#include "llnotificationsutil.h"
#include "llselectmgr.h"
#include "llscrolllistctrl.h"
#include "llviewerobject.h"
#include "llviewerregion.h"
#include "lluictrlfactory.h"
#include "llviewerwindow.h"
LLFloaterBuyContents::LLFloaterBuyContents(const LLSD& key)
: LLFloater(key)
{
}
bool LLFloaterBuyContents::postBuild()
{
getChild<LLUICtrl>("cancel_btn")->setCommitCallback( boost::bind(&LLFloaterBuyContents::onClickCancel, this));
getChild<LLUICtrl>("buy_btn")->setCommitCallback( boost::bind(&LLFloaterBuyContents::onClickBuy, this));
getChildView("item_list")->setEnabled(false);
getChildView("buy_btn")->setEnabled(false);
getChildView("wear_check")->setEnabled(false);
setDefaultBtn("cancel_btn"); // to avoid accidental buy (SL-43130)
// Always center the dialog. User can change the size,
// but purchases are important and should be center screen.
// This also avoids problems where the user resizes the application window
// mid-session and the saved rect is off-center.
center();
return true;
}
LLFloaterBuyContents::~LLFloaterBuyContents()
{
removeVOInventoryListener();
}
// static
void LLFloaterBuyContents::show(const LLSaleInfo& sale_info)
{
LLObjectSelectionHandle selection = LLSelectMgr::getInstance()->getSelection();
if (selection->getRootObjectCount() != 1)
{
LLNotificationsUtil::add("BuyContentsOneOnly");
return;
}
LLFloaterBuyContents* floater = LLFloaterReg::showTypedInstance<LLFloaterBuyContents>("buy_object_contents");
if (!floater)
return;
LLScrollListCtrl* list = floater->getChild<LLScrollListCtrl>("item_list");
if (list)
list->deleteAllItems();
// [RLVa:KB] - Checked: RLVa-2.0.0
floater->mObjectSelection = LLSelectMgr::getInstance()->getSelection();
// [/RLVa:KB]
// floater->mObjectSelection = LLSelectMgr::getInstance()->getEditSelection();
LLUUID owner_id;
std::string owner_name;
bool owners_identical = LLSelectMgr::getInstance()->selectGetOwner(owner_id, owner_name);
if (!owners_identical)
{
LLNotificationsUtil::add("BuyContentsOneOwner");
return;
}
floater->mSaleInfo = sale_info;
// Update the display
LLSelectNode* node = selection->getFirstRootNode();
if (!node) return;
if(node->mPermissions->isGroupOwned())
{
gCacheName->getGroupName(owner_id, owner_name);
}
floater->getChild<LLUICtrl>("contains_text")->setTextArg("[NAME]", node->mName);
floater->getChild<LLUICtrl>("buy_text")->setTextArg("[AMOUNT]", llformat("%d", sale_info.getSalePrice()));
floater->getChild<LLUICtrl>("buy_text")->setTextArg("[NAME]", owner_name);
// Must do this after the floater is created, because
// sometimes the inventory is already there and
// the callback is called immediately.
LLViewerObject* obj = selection->getFirstRootObject();
floater->registerVOInventoryListener(obj,NULL);
floater->requestVOInventory();
}
void LLFloaterBuyContents::inventoryChanged(LLViewerObject* obj,
LLInventoryObject::object_list_t* inv,
S32 serial_num,
void* data)
{
if (!obj)
{
LL_WARNS() << "No object in LLFloaterBuyContents::inventoryChanged" << LL_ENDL;
return;
}
LLScrollListCtrl* item_list = getChild<LLScrollListCtrl>("item_list");
if (!item_list)
{
removeVOInventoryListener();
return;
}
item_list->deleteAllItems();
if (!inv)
{
LL_WARNS() << "No inventory in LLFloaterBuyContents::inventoryChanged"
<< LL_ENDL;
return;
}
// default to turning off the buy button.
LLView* buy_btn = getChildView("buy_btn");
buy_btn->setEnabled(false);
LLUUID owner_id;
bool is_group_owned;
LLAssetType::EType asset_type;
LLInventoryType::EType inv_type;
S32 wearable_count = 0;
LLInventoryObject::object_list_t::const_iterator it = inv->begin();
LLInventoryObject::object_list_t::const_iterator end = inv->end();
for ( ; it != end; ++it )
{
asset_type = (*it)->getType();
// Skip folders, so we know we have inventory items only
if (asset_type == LLAssetType::AT_CATEGORY)
continue;
LLInventoryItem* inv_item = (LLInventoryItem*)((LLInventoryObject*)(*it));
inv_type = inv_item->getInventoryType();
// Count clothing items for later
if (LLInventoryType::IT_WEARABLE == inv_type)
{
wearable_count++;
}
// Skip items the object's owner can't copy (and hence can't sell)
if (!inv_item->getPermissions().getOwnership(owner_id, is_group_owned))
continue;
if (!inv_item->getPermissions().allowCopyBy(owner_id, owner_id))
continue;
// Skip items we can't transfer
if (!inv_item->getPermissions().allowTransferTo(gAgent.getID()))
continue;
// There will be at least one item shown in the display, so go
// ahead and enable the buy button.
buy_btn->setEnabled(true);
// Create the line in the list
LLSD row;
bool item_is_multi = false;
if ((inv_item->getFlags() & LLInventoryItemFlags::II_FLAGS_LANDMARK_VISITED
|| inv_item->getFlags() & LLInventoryItemFlags::II_FLAGS_OBJECT_HAS_MULTIPLE_ITEMS)
&& !(inv_item->getFlags() & LLInventoryItemFlags::II_FLAGS_SUBTYPE_MASK))
{
item_is_multi = true;
}
std::string icon_name = LLInventoryIcon::getIconName(inv_item->getType(),
inv_item->getInventoryType(),
inv_item->getFlags(),
item_is_multi);
row["columns"][0]["column"] = "icon";
row["columns"][0]["type"] = "icon";
row["columns"][0]["value"] = icon_name;
// Append the permissions that you will acquire (not the current
// permissions).
U32 next_owner_mask = inv_item->getPermissions().getMaskNextOwner();
std::string text = (*it)->getName();
if (!(next_owner_mask & PERM_COPY))
{
text.append(getString("no_copy_text"));
}
if (!(next_owner_mask & PERM_MODIFY))
{
text.append(getString("no_modify_text"));
}
if (!(next_owner_mask & PERM_TRANSFER))
{
text.append(getString("no_transfer_text"));
}
row["columns"][1]["column"] = "text";
row["columns"][1]["value"] = text;
row["columns"][1]["font"] = "SANSSERIF";
item_list->addElement(row);
}
if (wearable_count > 0)
{
getChildView("wear_check")->setEnabled(true);
getChild<LLUICtrl>("wear_check")->setValue(LLSD(false) );
}
}
void LLFloaterBuyContents::onClickBuy()
{
// Make sure this wasn't selected through other mechanisms
// (ie, being the default button and pressing enter.
if(!getChildView("buy_btn")->getEnabled())
{
// We shouldn't be enabled. Just close.
closeFloater();
return;
}
// We may want to wear this item
if (getChild<LLUICtrl>("wear_check")->getValue())
{
LLInventoryState::sWearNewClothing = true;
}
// Put the items where we put new folders.
LLUUID category_id;
category_id = gInventory.findCategoryUUIDForType(LLFolderType::FT_ROOT_INVENTORY);
// *NOTE: doesn't work for multiple object buy, which UI does not
// currently support sale info is used for verification only, if
// it doesn't match region info then sale is canceled.
LLSelectMgr::getInstance()->sendBuy(gAgent.getID(), category_id, mSaleInfo);
// NOTE: do this here instead of on receipt of object, since contents are transfered
// via a generic BulkUpdateInventory message with no way of distinguishing it from
// other inventory operations
LLFirstUse::newInventory();
closeFloater();
}
void LLFloaterBuyContents::onClickCancel()
{
closeFloater();
}