phoenix-firestorm/indra/newview/llfloaterinventory.h

397 lines
12 KiB
C++

/**
* @file llfloaterinventory.h
* @brief LLFloaterInventory, LLInventoryFolder, and LLInventoryItem
* class definition
*
* $LicenseInfo:firstyear=2001&license=viewergpl$
*
* Copyright (c) 2001-2009, 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_LLINVENTORYVIEW_H
#define LL_LLINVENTORYVIEW_H
#include "llassetstorage.h"
#include "lldarray.h"
#include "llfloater.h"
#include "llinventory.h"
#include "llinventoryfilter.h"
#include "llfolderview.h"
#include "llinventorymodel.h"
#include "lluictrlfactory.h"
#include <set>
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Class LLFloaterInventory
//
// This is the agent inventory _floater_.
// It deals with the buttons and views used to navigate as
// well as controls the behavior of the overall object.
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
class LLFolderViewItem;
class LLInventoryFilter;
class LLInventoryModel;
class LLInvFVBridge;
class LLInventoryFVBridgeBuilder;
class LLMenuBarGL;
class LLCheckBoxCtrl;
class LLSpinCtrl;
class LLScrollContainer;
class LLTextBox;
class LLIconCtrl;
class LLSaveFolderState;
class LLFilterEditor;
class LLTabContainer;
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;
struct Filter : public LLInitParam::Block<Filter>
{
Optional<U32> sort_order;
Optional<U32> types;
Optional<std::string> search_string;
Filter()
: sort_order("sort_order"),
types("types", 0xffffffff),
search_string("search_string")
{}
};
struct Params
: public LLInitParam::Block<Params, LLPanel::Params>
{
Optional<std::string> sort_order_setting;
Optional<LLInventoryModel*> inventory;
Optional<bool> allow_multi_select;
Optional<Filter> filter;
Optional<std::string> start_folder;
Params()
: sort_order_setting("sort_order_setting"),
inventory("", &gInventory),
allow_multi_select("allow_multi_select", true),
filter("filter"),
start_folder("start_folder")
{}
};
protected:
LLInventoryPanel(const Params&);
friend class LLUICtrlFactory;
public:
virtual ~LLInventoryPanel();
LLInventoryModel* getModel() { return mInventory; }
BOOL postBuild();
// LLView methods
void draw();
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);
// LLUICtrl methods
/*virtual*/ void onFocusLost();
/*virtual*/ void onFocusReceived();
// Call this method to set the selection.
void openAllFolders();
void openDefaultFolderForType(LLAssetType::EType);
void setSelection(const LLUUID& obj_id, BOOL take_keyboard_focus);
void setSelectCallback(const LLFolderView::signal_t::slot_type& cb) { if (mFolders) mFolders->setSelectCallback(cb); }
void clearSelection();
LLInventoryFilter* getFilter() { return mFolders->getFilter(); }
void setFilterTypes(U64 filter, BOOL filter_for_categories = FALSE); // if filter_for_categories is true, operate on folder preferred asset type
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();
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; }
LLScrollContainer* getScrollableContainer() { return mScroller; }
void onSelectionChange(const std::deque<LLFolderViewItem*> &items, BOOL user_action);
// Callbacks
void doToSelected(const LLSD& userdata);
void doCreate(const LLSD& userdata);
bool beginIMSession();
bool attachObject(const LLSD& userdata);
// 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);
virtual void buildNewViews(const LLUUID& id); // made virtual to support derived classes. EXT-719
protected:
LLInventoryModel* mInventory;
LLInventoryObserver* mInventoryObserver;
BOOL mAllowMultiSelect;
std::string mSortOrderSetting;
//private: // Can not make these private - needed by llinventorysubtreepanel
LLFolderView* mFolders;
std::string mStartFolderString;
/**
* Contains UUID of Inventory item from which hierarchy should be built.
* Can be set with the "start_folder" xml property.
* Default is LLUUID::null that means total Inventory hierarchy.
*/
LLUUID mStartFolderID;
LLScrollContainer* mScroller;
bool mHasInventoryConnection;
/**
* Flag specified if default inventory hierarchy should be created in postBuild()
*/
bool mBuildDefaultHierarchy;
LLUUID mRootInventoryItemUUID;
/**
* Pointer to LLInventoryFVBridgeBuilder.
*
* It is set in LLInventoryPanel's constructor and can be overridden in derived classes with
* another implementation.
* Take into account it will not be deleted by LLInventoryPanel itself.
*/
const LLInventoryFVBridgeBuilder* mInvFVBridgeBuilder;
};
class LLFloaterInventory;
class LLFloaterInventoryFinder : public LLFloater
{
public:
LLFloaterInventoryFinder( LLFloaterInventory* inventory_view);
virtual void draw();
/*virtual*/ BOOL postBuild();
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:
LLFloaterInventory* mFloaterInventory;
LLSpinCtrl* mSpinSinceDays;
LLSpinCtrl* mSpinSinceHours;
LLInventoryFilter* mFilter;
};
class LLFloaterInventory : public LLFloater, LLInventoryObserver
{
friend class LLFloaterInventoryFinder;
public:
LLFloaterInventory(const LLSD& key);
~LLFloaterInventory();
/*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 LLFloaterInventory* showAgentInventory();
// 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 LLFloaterInventory* 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 onOpen(const LLSD& key);
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);
void onClearSearch();
static void onFoldersByName(void *user_data);
static BOOL checkFoldersByName(void *user_data);
void onFilterEdit(const std::string& search_string );
static BOOL incrementalFind(LLFolderViewItem* first_item, const char *find_text, BOOL backward);
void onFilterSelected();
const std::string getFilterSubString() { return mActivePanel->getFilterSubString(); }
void setFilterSubString(const std::string& string) { mActivePanel->setFilterSubString(string); }
// menu callbacks
void doToSelected(const LLSD& userdata);
void closeAllFolders();
void doCreate(const LLSD& userdata);
void resetFilters();
void setSortBy(const LLSD& userdata);
// 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();
LLFloaterInventoryFinder* getFinder() { return (LLFloaterInventoryFinder*)mFinderHandle.get(); }
protected:
LLFilterEditor* mFilterEditor;
LLTabContainer* mFilterTabs;
LLHandle<LLFloater> mFinderHandle;
LLInventoryPanel* mActivePanel;
LLSaveFolderState* mSavedFolderState;
std::string mFilterText;
private:
void updateTitle();
};
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
class LLInventoryCategory;
class LLInventoryItem;
const 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 );
#endif // LL_LLINVENTORYVIEW_H