198 lines
4.4 KiB
C++
198 lines
4.4 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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* Copyright (c) 2004-$CurrentYear$, Linden Research, Inc.
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* $License$
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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 llpanelinventory
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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 "lltextbox.h"
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#include "llagent.h" // for agent id
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#include "llalertdialog.h"
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#include "llinventoryview.h"
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#include "llinventorymodel.h"
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#include "llpanelinventory.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 "llvieweruictrlfactory.h"
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#include "llviewerwindow.h"
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LLFloaterOpenObject* LLFloaterOpenObject::sInstance = NULL;
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LLFloaterOpenObject::LLFloaterOpenObject()
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: LLFloater("object_contents"),
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mPanelInventory(NULL),
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mDirty(TRUE)
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{
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LLCallbackMap::map_t factory_map;
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factory_map["object_contents"] = LLCallbackMap(createPanelInventory, this);
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gUICtrlFactory->buildFloater(this,"floater_openobject.xml",&factory_map);
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childSetAction("copy_to_inventory_button", onClickMoveToInventory, this);
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childSetAction("copy_and_wear_button", onClickMoveAndWear, this);
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childSetTextArg("object_name", "[DESC]", "Object");
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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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void LLFloaterOpenObject::refresh()
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{
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mPanelInventory->refresh();
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LLSelectNode* node = mObjectSelection->getFirstRootNode();
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if (node)
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{
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std::string name = node->mName;
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childSetTextArg("object_name", "[DESC]", name);
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}
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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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// static
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void LLFloaterOpenObject::dirty()
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{
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if (sInstance) sInstance->mDirty = TRUE;
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}
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// static
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void LLFloaterOpenObject::show()
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{
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LLObjectSelectionHandle object_selection = gSelectMgr->getSelection();
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if (object_selection->getRootObjectCount() != 1)
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{
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gViewerWindow->alertXml("UnableToViewContentsMoreThanOne");
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return;
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}
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// Create a new instance only if needed
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if (!sInstance)
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{
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sInstance = new LLFloaterOpenObject();
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sInstance->center();
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}
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sInstance->open(); /* Flawfinder: ignore */
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sInstance->setFocus(TRUE);
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sInstance->mObjectSelection = gSelectMgr->getEditSelection();
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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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gViewerWindow->alertXml("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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LLAssetType::AT_CLOTHING);
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}
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else
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{
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parent_category_id = gAgent.getInventoryRootID();
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}
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LLUUID category_id = gInventory.createNewCategory(parent_category_id,
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LLAssetType::AT_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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gViewerWindow->alertXml("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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LLInventoryView::showAgentInventory();
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LLInventoryView* view = LLInventoryView::getActiveInventory();
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if (view)
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{
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view->getPanel()->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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// static
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void LLFloaterOpenObject::onClickMoveToInventory(void* data)
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{
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LLFloaterOpenObject* self = (LLFloaterOpenObject*)data;
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self->moveToInventory(false);
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self->close();
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}
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// static
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void LLFloaterOpenObject::onClickMoveAndWear(void* data)
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{
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LLFloaterOpenObject* self = (LLFloaterOpenObject*)data;
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self->moveToInventory(true);
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self->close();
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}
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//static
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void* LLFloaterOpenObject::createPanelInventory(void* data)
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{
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LLFloaterOpenObject* floater = (LLFloaterOpenObject*)data;
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floater->mPanelInventory = new LLPanelInventory("Object Contents", LLRect());
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return floater->mPanelInventory;
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}
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