259 lines
7.7 KiB
C++
259 lines
7.7 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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* $LicenseInfo:firstyear=2002&license=viewerlgpl$
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* Second Life Viewer Source Code
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* Copyright (C) 2010, Linden Research, Inc.
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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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* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
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* $/LicenseInfo$
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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 "llinventory.h"
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#include "llviewerobject.h"
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#include "llvoinventorylistener.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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// <FS:KC> LSL Preprocessor
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class FSLSLPreprocessor;
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struct LLScriptQueueData
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{
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LLUUID mQueueID;
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LLUUID mTaskId;
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LLPointer<LLInventoryItem> mItem;
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LLHost mHost;
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LLUUID mExperienceId;
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std::string mExperiencename;
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LLScriptQueueData(const LLUUID& q_id, const LLUUID& task_id, LLInventoryItem* item) :
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mQueueID(q_id), mTaskId(task_id), mItem(new LLInventoryItem(item)) {}
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};
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// </FS:KC>
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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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LLFloaterScriptQueue(const LLSD& key);
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virtual ~LLFloaterScriptQueue();
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/*virtual*/ BOOL postBuild();
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void setMono(bool mono) { mMono = mono; }
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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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// 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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LLInventoryObject::object_list_t* 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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LLInventoryObject::object_list_t* inv) = 0;
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static void onCloseBtn(void* user_data);
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bool onScriptModifyConfirmation(const LLSD& notification, const LLSD& response);
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// returns true if this is done
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BOOL isDone() const;
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virtual BOOL startQueue();
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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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void setStartString(const std::string& s) { mStartString = s; }
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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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std::vector<LLUUID> mObjectIDs;
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LLUUID mCurrentObjectID;
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bool mDone;
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std::string mStartString;
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bool mMono;
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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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struct LLCompileQueueData
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{
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LLUUID mQueueID;
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LLUUID mItemId;
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LLCompileQueueData(const LLUUID& q_id, const LLUUID& item_id) :
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mQueueID(q_id), mItemId(item_id) {}
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};
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class LLFloaterCompileQueue : public LLFloaterScriptQueue
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{
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friend class LLFloaterReg;
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public:
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// remove any object in mScriptScripts with the matching uuid.
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void removeItemByItemID(const LLUUID& item_id);
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void experienceIdsReceived( const LLSD& content );
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BOOL hasExperience(const LLUUID& id)const;
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// <FS:KC> LSL Preprocessor
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static void scriptPreprocComplete(const LLUUID& asset_id, LLScriptQueueData* data, LLAssetType::EType type, const std::string& script_text);
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static void scriptLogMessage(LLScriptQueueData* data, std::string message);
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protected:
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LLFloaterCompileQueue(const LLSD& key);
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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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LLInventoryObject::object_list_t* inv);
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static void requestAsset(struct LLScriptQueueData* datap, const LLSD& experience);
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static void finishLSLUpload(LLUUID itemId, LLUUID taskId, LLUUID newAssetId, LLSD response, std::string scriptName, LLUUID queueId);
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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, LLExtStat ext_status);
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virtual BOOL startQueue();
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protected:
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LLViewerInventoryItem::item_array_t mCurrentScripts;
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private:
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static void processExperienceIdResults(LLSD result, LLUUID parent);
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uuid_list_t mExperienceIds;
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// <FS:KC> LSL Preprocessor
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FSLSLPreprocessor* mLSLProc;
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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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friend class LLFloaterReg;
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protected:
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LLFloaterResetQueue(const LLSD& key);
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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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LLInventoryObject::object_list_t* inv);
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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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friend class LLFloaterReg;
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protected:
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LLFloaterRunQueue(const LLSD& key);
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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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LLInventoryObject::object_list_t* inv);
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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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friend class LLFloaterReg;
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protected:
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LLFloaterNotRunQueue(const LLSD& key);
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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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LLInventoryObject::object_list_t* inv);
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};
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// <FS> Delete scripts
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Class LLFloaterDeleteQueue
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//
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// This script queue will delete each script.
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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class LLFloaterDeleteQueue : public LLFloaterScriptQueue
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{
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friend class LLFloaterReg;
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protected:
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LLFloaterDeleteQueue(const LLSD& key);
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virtual ~LLFloaterDeleteQueue();
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// This is called by inventoryChanged
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virtual void handleInventory(LLViewerObject* viewer_obj,
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LLInventoryObject::object_list_t* inv);
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};
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// </FS> Delete scripts
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#endif // LL_LLCOMPILEQUEUE_H
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