212 lines
6.2 KiB
C++
212 lines
6.2 KiB
C++
/**
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* @file llcompilequeue.h
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* @brief LLCompileQueue class header file
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*
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* Copyright (c) 2002-$CurrentYear$, Linden Research, Inc.
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* $License$
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*/
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#ifndef LL_LLCOMPILEQUEUE_H
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#define LL_LLCOMPILEQUEUE_H
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#include "lldarray.h"
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#include "llinventory.h"
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#include "llviewerobject.h"
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#include "llvoinventorylistener.h"
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#include "llmap.h"
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#include "lluuid.h"
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#include "llfloater.h"
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#include "llscrolllistctrl.h"
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#include "llviewerinventory.h"
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Class LLFloaterScriptQueue
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//
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// This class provides a mechanism of adding objects to a list that
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// will go through and execute action for the scripts on each object. The
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// objects will be accessed serially and the scripts may be
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// manipulated in parallel. For example, selecting two objects each
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// with three scripts will result in the first object having all three
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// scripts manipulated.
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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class LLFloaterScriptQueue : public LLFloater, public LLVOInventoryListener
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{
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public:
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// addObject() accepts an object id.
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void addObject(const LLUUID& id);
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// start() returns TRUE if the queue has started, otherwise FALSE.
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BOOL start();
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protected:
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LLFloaterScriptQueue(const std::string& name, const LLRect& rect,
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const char* title, const char* start_string);
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virtual ~LLFloaterScriptQueue();
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// This is the callback method for the viewer object currently
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// being worked on.
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/*virtual*/ void inventoryChanged(LLViewerObject* obj,
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InventoryObjectList* inv,
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S32 serial_num,
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void* queue);
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// This is called by inventoryChanged
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virtual void handleInventory(LLViewerObject* viewer_obj,
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InventoryObjectList* inv) = 0;
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static void onCloseBtn(void* user_data);
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// returns true if this is done
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BOOL isDone() const;
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// go to the next object. If no objects left, it falls out
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// silently and waits to be killed by the deleteIfDone() callback.
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BOOL nextObject();
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BOOL popNext();
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// Get this instances ID.
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const LLUUID& getID() const { return mID; }
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// find an instance by ID. Return NULL if it does not exist.
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static LLFloaterScriptQueue* findInstance(const LLUUID& id);
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protected:
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// UI
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LLScrollListCtrl* mMessages;
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LLButton* mCloseBtn;
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// Object Queue
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LLDynamicArray<LLUUID> mObjectIDs;
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LLUUID mCurrentObjectID;
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BOOL mDone;
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LLUUID mID;
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static LLMap<LLUUID, LLFloaterScriptQueue*> sInstances;
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const char* mStartString;
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};
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Class LLFloaterCompileQueue
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//
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// This script queue will recompile each script.
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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class LLFloaterCompileQueue : public LLFloaterScriptQueue
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{
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public:
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// Use this method to create a compile queue. Once created, it
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// will be responsible for it's own destruction.
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static LLFloaterCompileQueue* create();
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protected:
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LLFloaterCompileQueue(const std::string& name, const LLRect& rect);
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virtual ~LLFloaterCompileQueue();
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// This is called by inventoryChanged
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virtual void handleInventory(LLViewerObject* viewer_obj,
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InventoryObjectList* inv);
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// This is the callback for when each script arrives
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static void scriptArrived(LLVFS *vfs, const LLUUID& asset_id,
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LLAssetType::EType type,
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void* user_data, S32 status);
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static void onSaveTextComplete(const LLUUID& asset_id, void* user_data, S32 status);
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static void onSaveBytecodeComplete(const LLUUID& asset_id,
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void* user_data,
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S32 status);
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// compile the file given and save it out.
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void compile(const char* filename, const LLUUID& asset_id);
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// remove any object in mScriptScripts with the matching uuid.
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void removeItemByAssetID(const LLUUID& asset_id);
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// save the items indicatd by the asset id.
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void saveItemByAssetID(const LLUUID& asset_id);
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// find old_asst_id, and set the asset id to new_asset_id
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void updateAssetID(const LLUUID& old_asset_id, const LLUUID& new_asset_id);
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protected:
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LLViewerInventoryItem::item_array_t mCurrentScripts;
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};
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Class LLFloaterResetQueue
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//
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// This script queue will reset each script.
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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class LLFloaterResetQueue : public LLFloaterScriptQueue
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{
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public:
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// Use this method to create a reset queue. Once created, it
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// will be responsible for it's own destruction.
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static LLFloaterResetQueue* create();
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protected:
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LLFloaterResetQueue(const std::string& name, const LLRect& rect);
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virtual ~LLFloaterResetQueue();
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// This is called by inventoryChanged
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virtual void handleInventory(LLViewerObject* viewer_obj,
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InventoryObjectList* inv);
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protected:
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};
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Class LLFloaterRunQueue
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//
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// This script queue will set each script as running.
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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class LLFloaterRunQueue : public LLFloaterScriptQueue
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{
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public:
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// Use this method to create a run queue. Once created, it
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// will be responsible for it's own destruction.
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static LLFloaterRunQueue* create();
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protected:
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LLFloaterRunQueue(const std::string& name, const LLRect& rect);
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virtual ~LLFloaterRunQueue();
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// This is called by inventoryChanged
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virtual void handleInventory(LLViewerObject* viewer_obj,
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InventoryObjectList* inv);
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protected:
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};
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Class LLFloaterNotRunQueue
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//
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// This script queue will set each script as not running.
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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class LLFloaterNotRunQueue : public LLFloaterScriptQueue
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{
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public:
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// Use this method to create a not run queue. Once created, it
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// will be responsible for it's own destruction.
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static LLFloaterNotRunQueue* create();
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protected:
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LLFloaterNotRunQueue(const std::string& name, const LLRect& rect);
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virtual ~LLFloaterNotRunQueue();
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// This is called by inventoryChanged
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virtual void handleInventory(LLViewerObject* viewer_obj,
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InventoryObjectList* inv);
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protected:
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};
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#endif // LL_LLCOMPILEQUEUE_H
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