249 lines
6.5 KiB
C++
249 lines
6.5 KiB
C++
/**
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* @file llfloateropenobject.cpp
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* @brief LLFloaterOpenObject class implementation
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*
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* $LicenseInfo:firstyear=2004&license=viewergpl$
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*
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* Copyright (c) 2004-2009, Linden Research, Inc.
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*
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* Second Life Viewer Source Code
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* The source code in this file ("Source Code") is provided by Linden Lab
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* to you under the terms of the GNU General Public License, version 2.0
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* ("GPL"), unless you have obtained a separate licensing agreement
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* ("Other License"), formally executed by you and Linden Lab. Terms of
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* the GPL can be found in doc/GPL-license.txt in this distribution, or
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* online at http://secondlifegrid.net/programs/open_source/licensing/gplv2
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*
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* There are special exceptions to the terms and conditions of the GPL as
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* it is applied to this Source Code. View the full text of the exception
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* in the file doc/FLOSS-exception.txt in this software distribution, or
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* online at
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* http://secondlifegrid.net/programs/open_source/licensing/flossexception
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*
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* By copying, modifying or distributing this software, you acknowledge
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* that you have read and understood your obligations described above,
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* and agree to abide by those obligations.
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*
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* ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO
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* WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY,
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* COMPLETENESS OR PERFORMANCE.
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* $/LicenseInfo$
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*/
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/*
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* Shows the contents of an object.
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* A floater wrapper for LLPanelObjectInventory
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*/
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#include "llviewerprecompiledheaders.h"
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#include "llfloateropenobject.h"
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#include "llcachename.h"
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#include "llbutton.h"
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#include "llnotificationsutil.h"
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#include "lltextbox.h"
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#include "llinventorybridge.h"
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#include "llfloaterinventory.h"
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#include "llinventorymodel.h"
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#include "llinventorypanel.h"
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#include "llpanelobjectinventory.h"
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#include "llfloaterreg.h"
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#include "llselectmgr.h"
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#include "lluiconstants.h"
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#include "llviewerobject.h"
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#include "lluictrlfactory.h"
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#include "llviewerwindow.h"
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LLFloaterOpenObject::LLFloaterOpenObject(const LLSD& key)
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: LLFloater(key),
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mPanelInventoryObject(NULL),
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mDirty(TRUE)
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{
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// LLUICtrlFactory::getInstance()->buildFloater(this,"floater_openobject.xml");
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mCommitCallbackRegistrar.add("OpenObject.MoveToInventory", boost::bind(&LLFloaterOpenObject::onClickMoveToInventory, this));
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mCommitCallbackRegistrar.add("OpenObject.MoveAndWear", boost::bind(&LLFloaterOpenObject::onClickMoveAndWear, this));
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}
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LLFloaterOpenObject::~LLFloaterOpenObject()
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{
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// sInstance = NULL;
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}
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// virtual
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BOOL LLFloaterOpenObject::postBuild()
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{
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childSetTextArg("object_name", "[DESC]", std::string("Object") ); // *Note: probably do not want to translate this
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mPanelInventoryObject = getChild<LLPanelObjectInventory>("object_contents");
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refresh();
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return TRUE;
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}
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void LLFloaterOpenObject::onOpen(const LLSD& key)
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{
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LLObjectSelectionHandle object_selection = LLSelectMgr::getInstance()->getSelection();
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if (object_selection->getRootObjectCount() != 1)
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{
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LLNotificationsUtil::add("UnableToViewContentsMoreThanOne");
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closeFloater();
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return;
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}
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if(!(object_selection->getPrimaryObject()))
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{
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closeFloater();
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return;
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}
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mObjectSelection = LLSelectMgr::getInstance()->getEditSelection();
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refresh();
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}
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void LLFloaterOpenObject::refresh()
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{
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mPanelInventoryObject->refresh();
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std::string name = "";
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// Enable the copy || copy & wear buttons only if we have something we can copy or copy & wear (respectively).
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bool copy_enabled = false;
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bool wear_enabled = false;
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LLSelectNode* node = mObjectSelection->getFirstRootNode();
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if (node)
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{
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name = node->mName;
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copy_enabled = true;
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LLViewerObject* object = node->getObject();
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if (object)
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{
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// this folder is coming from an object, as there is only one folder in an object, the root,
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// we need to collect the entire contents and handle them as a group
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InventoryObjectList inventory_objects;
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object->getInventoryContents(inventory_objects);
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if (!inventory_objects.empty())
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{
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for (InventoryObjectList::iterator it = inventory_objects.begin();
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it != inventory_objects.end();
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++it)
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{
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LLInventoryItem* item = static_cast<LLInventoryItem*> ((LLInventoryObject*)(*it));
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LLInventoryType::EType type = item->getInventoryType();
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if (type == LLInventoryType::IT_OBJECT
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|| type == LLInventoryType::IT_ATTACHMENT
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|| type == LLInventoryType::IT_WEARABLE
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|| type == LLInventoryType::IT_GESTURE)
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{
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wear_enabled = true;
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break;
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}
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}
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}
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}
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}
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childSetTextArg("object_name", "[DESC]", name);
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childSetEnabled("copy_to_inventory_button", copy_enabled);
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childSetEnabled("copy_and_wear_button", wear_enabled);
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}
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void LLFloaterOpenObject::draw()
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{
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if (mDirty)
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{
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refresh();
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mDirty = FALSE;
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}
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LLFloater::draw();
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}
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void LLFloaterOpenObject::dirty()
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{
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mDirty = TRUE;
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}
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void LLFloaterOpenObject::moveToInventory(bool wear)
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{
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if (mObjectSelection->getRootObjectCount() != 1)
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{
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LLNotificationsUtil::add("OnlyCopyContentsOfSingleItem");
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return;
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}
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LLSelectNode* node = mObjectSelection->getFirstRootNode();
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if (!node) return;
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LLViewerObject* object = node->getObject();
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if (!object) return;
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LLUUID object_id = object->getID();
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std::string name = node->mName;
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// Either create a sub-folder of clothing, or of the root folder.
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LLUUID parent_category_id;
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if (wear)
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{
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parent_category_id = gInventory.findCategoryUUIDForType(
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LLFolderType::FT_CLOTHING);
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}
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else
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{
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parent_category_id = gInventory.getRootFolderID();
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}
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LLUUID category_id = gInventory.createNewCategory(parent_category_id,
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LLFolderType::FT_NONE,
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name);
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LLCatAndWear* data = new LLCatAndWear;
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data->mCatID = category_id;
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data->mWear = wear;
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// Copy and/or move the items into the newly created folder.
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// Ignore any "you're going to break this item" messages.
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BOOL success = move_inv_category_world_to_agent(object_id, category_id, TRUE,
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callbackMoveInventory,
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(void*)data);
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if (!success)
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{
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delete data;
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data = NULL;
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LLNotificationsUtil::add("OpenObjectCannotCopy");
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}
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}
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// static
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void LLFloaterOpenObject::callbackMoveInventory(S32 result, void* data)
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{
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LLCatAndWear* cat = (LLCatAndWear*)data;
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if (result == 0)
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{
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LLInventoryPanel *active_panel = LLInventoryPanel::getActiveInventoryPanel();
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if (active_panel)
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{
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active_panel->setSelection(cat->mCatID, TAKE_FOCUS_NO);
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}
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}
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delete cat;
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}
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void LLFloaterOpenObject::onClickMoveToInventory()
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{
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moveToInventory(false);
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closeFloater();
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}
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void LLFloaterOpenObject::onClickMoveAndWear()
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{
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moveToInventory(true);
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closeFloater();
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}
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