154 lines
4.3 KiB
C++
154 lines
4.3 KiB
C++
/**
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* @file fsfloaterimport.h
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* @brief Floater to import objects from a file.
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*
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* $LicenseInfo:firstyear=2012&license=viewerlgpl$
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* Phoenix Firestorm Viewer Source Code
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* Copyright (c) 2012 Techwolf Lupindo
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation;
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* version 2.1 of the License only.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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*
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* The Phoenix Firestorm Project, Inc., 1831 Oakwood Drive, Fairmont, Minnesota 56031-3225 USA
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* http://www.firestormviewer.org
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* $/LicenseInfo$
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*/
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#ifndef FS_FSFLOATERIMPORT_H
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#define FS_FSFLOATERIMPORT_H
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#include "llfloater.h"
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#include "llhttpsdhandler.h"
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#include "llinventorymodel.h"
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#include "llresourcedata.h"
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#include "llselectmgr.h"
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#include "llviewerinventory.h"
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#include "llviewerobject.h"
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struct FSResourceData;
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class FSFloaterImport : public LLFloater
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{
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LOG_CLASS(FSFloaterImport);
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public:
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FSFloaterImport(const LLSD &filename);
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virtual ~FSFloaterImport();
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virtual bool postBuild();
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static void onIdle(void *user_data);
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void onClickCheckBoxUploadAsset();
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void onClickCheckBoxTempAsset();
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bool processPrimCreated(LLViewerObject* object);
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static void onAssetUploadComplete(const LLUUID& uuid, void* userdata, S32 result, LLExtStat ext_status);
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void uploadAsset(LLUUID assid_id, LLUUID inventory_item = LLUUID::null);
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std::map<LLUUID,LLUUID> mAssetItemMap;
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struct NextAsset
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{
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LLUUID new_uuid;
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LLUUID asset_id;
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LLAssetType::EType asset_type;
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};
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void pushNextAsset( LLUUID new_uuid, LLUUID asset_id, LLAssetType::EType asset_type );
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void popNextAsset();
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void uploadDone()
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{ --m_AssetsUploading; }
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void startUpload()
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{ ++m_AssetsUploading; }
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U32 getUploads() const
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{ return m_AssetsUploading; }
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private:
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U32 m_AssetsUploading;
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std::deque< NextAsset > m_NextAssets;
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typedef enum
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{
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IDLE,
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INVENTORY_TRANSFER,
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LINKING
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} FSImportState;
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FSImportState mImportState;
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void loadFile();
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void populateBackupInfo();
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void onClickBtnImport();
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void createPrim();
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void postLink();
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void onIdle();
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void setPrimPosition(U8 type, LLViewerObject* object, LLVector3 position, LLQuaternion rotation = LLQuaternion(), LLVector3 scale = LLVector3());
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void addAsset(LLUUID texture, LLAssetType::EType asset_type);
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void importPrims();
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void searchInventory(LLUUID asset_id, LLViewerObject* object, std::string prim_name);
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void processPrim(LLSD& prim);
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LLSD mManifest;
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std::string mFileFullName;
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std::string mFilename;
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std::string mFilePath;
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bool mCreatingActive;
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FSFloaterImport* mInstance;
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S32 mLinkset;
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S32 mObject;
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S32 mPrim;
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LLVector3 mRootPosition;
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LLVector3 mStartPosition;
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LLVector3 mLinksetPosition;
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LLQuaternion mRootRotation;
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std::map<LLUUID,LLUUID> mPrimObjectMap;
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S32 mLinksetSize;
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S32 mObjectSize;
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LLObjectSelectionHandle mObjectSelection;
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uuid_vec_t mTextureQueue;
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U32 mTexturesTotal;
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uuid_vec_t mSoundQueue;
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U32 mSoundsTotal;
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uuid_vec_t mAnimQueue;
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U32 mAnimsTotal;
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uuid_vec_t mAssetQueue;
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U32 mAssetsTotal;
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std::map<LLUUID,LLUUID> mAssetMap;
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bool mSavedSettingShowNewInventory;
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boost::signals2::connection mObjectCreatedCallback;
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struct FSInventoryQueue
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{
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LLViewerInventoryItem* item;
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LLViewerObject* object;
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std::string prim_name;
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};
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std::vector<FSInventoryQueue> mInventoryQueue;
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LLFrameTimer mWaitTimer;
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F32 mThrottleTime;
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};
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class FSCreateItemCallback : public LLInventoryCallback
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{
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LOG_CLASS(FSCreateItemCallback);
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public:
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FSCreateItemCallback(FSResourceData* data);
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void fire(const LLUUID& inv_item);
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FSResourceData* mData;
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};
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#endif // FS_FSFLOATERIMPORT_H
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