phoenix-firestorm/indra/newview/llcompilequeue.h

259 lines
7.7 KiB
C++

/**
* @file llcompilequeue.h
* @brief LLCompileQueue class header file
*
* $LicenseInfo:firstyear=2002&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2010, Linden Research, Inc.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation;
* version 2.1 of the License only.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
#ifndef LL_LLCOMPILEQUEUE_H
#define LL_LLCOMPILEQUEUE_H
#include "llinventory.h"
#include "llviewerobject.h"
#include "llvoinventorylistener.h"
#include "lluuid.h"
#include "llfloater.h"
#include "llscrolllistctrl.h"
#include "llviewerinventory.h"
// <FS:KC> LSL Preprocessor
class FSLSLPreprocessor;
struct LLScriptQueueData
{
LLUUID mQueueID;
LLUUID mTaskId;
LLPointer<LLInventoryItem> mItem;
LLHost mHost;
LLUUID mExperienceId;
std::string mExperiencename;
LLScriptQueueData(const LLUUID& q_id, const LLUUID& task_id, LLInventoryItem* item) :
mQueueID(q_id), mTaskId(task_id), mItem(new LLInventoryItem(item)) {}
};
// </FS:KC>
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Class LLFloaterScriptQueue
//
// This class provides a mechanism of adding objects to a list that
// will go through and execute action for the scripts on each object. The
// objects will be accessed serially and the scripts may be
// manipulated in parallel. For example, selecting two objects each
// with three scripts will result in the first object having all three
// scripts manipulated.
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
class LLFloaterScriptQueue : public LLFloater, public LLVOInventoryListener
{
public:
LLFloaterScriptQueue(const LLSD& key);
virtual ~LLFloaterScriptQueue();
/*virtual*/ BOOL postBuild();
void setMono(bool mono) { mMono = mono; }
// addObject() accepts an object id.
void addObject(const LLUUID& id);
// start() returns TRUE if the queue has started, otherwise FALSE.
BOOL start();
protected:
// This is the callback method for the viewer object currently
// being worked on.
/*virtual*/ void inventoryChanged(LLViewerObject* obj,
LLInventoryObject::object_list_t* inv,
S32 serial_num,
void* queue);
// This is called by inventoryChanged
virtual void handleInventory(LLViewerObject* viewer_obj,
LLInventoryObject::object_list_t* inv) = 0;
static void onCloseBtn(void* user_data);
bool onScriptModifyConfirmation(const LLSD& notification, const LLSD& response);
// returns true if this is done
BOOL isDone() const;
virtual BOOL startQueue();
// go to the next object. If no objects left, it falls out
// silently and waits to be killed by the deleteIfDone() callback.
BOOL nextObject();
BOOL popNext();
void setStartString(const std::string& s) { mStartString = s; }
protected:
// UI
LLScrollListCtrl* mMessages;
LLButton* mCloseBtn;
// Object Queue
std::vector<LLUUID> mObjectIDs;
LLUUID mCurrentObjectID;
bool mDone;
std::string mStartString;
bool mMono;
};
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Class LLFloaterCompileQueue
//
// This script queue will recompile each script.
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
struct LLCompileQueueData
{
LLUUID mQueueID;
LLUUID mItemId;
LLCompileQueueData(const LLUUID& q_id, const LLUUID& item_id) :
mQueueID(q_id), mItemId(item_id) {}
};
class LLFloaterCompileQueue : public LLFloaterScriptQueue
{
friend class LLFloaterReg;
public:
// remove any object in mScriptScripts with the matching uuid.
void removeItemByItemID(const LLUUID& item_id);
void experienceIdsReceived( const LLSD& content );
BOOL hasExperience(const LLUUID& id)const;
// <FS:KC> LSL Preprocessor
static void scriptPreprocComplete(const LLUUID& asset_id, LLScriptQueueData* data, LLAssetType::EType type, const std::string& script_text);
static void scriptLogMessage(LLScriptQueueData* data, std::string message);
protected:
LLFloaterCompileQueue(const LLSD& key);
virtual ~LLFloaterCompileQueue();
// This is called by inventoryChanged
virtual void handleInventory(LLViewerObject* viewer_obj,
LLInventoryObject::object_list_t* inv);
static void requestAsset(struct LLScriptQueueData* datap, const LLSD& experience);
static void finishLSLUpload(LLUUID itemId, LLUUID taskId, LLUUID newAssetId, LLSD response, std::string scriptName, LLUUID queueId);
// This is the callback for when each script arrives
static void scriptArrived(LLVFS *vfs, const LLUUID& asset_id,
LLAssetType::EType type,
void* user_data, S32 status, LLExtStat ext_status);
virtual BOOL startQueue();
protected:
LLViewerInventoryItem::item_array_t mCurrentScripts;
private:
static void processExperienceIdResults(LLSD result, LLUUID parent);
uuid_list_t mExperienceIds;
// <FS:KC> LSL Preprocessor
FSLSLPreprocessor* mLSLProc;
};
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Class LLFloaterResetQueue
//
// This script queue will reset each script.
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
class LLFloaterResetQueue : public LLFloaterScriptQueue
{
friend class LLFloaterReg;
protected:
LLFloaterResetQueue(const LLSD& key);
virtual ~LLFloaterResetQueue();
// This is called by inventoryChanged
virtual void handleInventory(LLViewerObject* viewer_obj,
LLInventoryObject::object_list_t* inv);
};
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Class LLFloaterRunQueue
//
// This script queue will set each script as running.
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
class LLFloaterRunQueue : public LLFloaterScriptQueue
{
friend class LLFloaterReg;
protected:
LLFloaterRunQueue(const LLSD& key);
virtual ~LLFloaterRunQueue();
// This is called by inventoryChanged
virtual void handleInventory(LLViewerObject* viewer_obj,
LLInventoryObject::object_list_t* inv);
};
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Class LLFloaterNotRunQueue
//
// This script queue will set each script as not running.
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
class LLFloaterNotRunQueue : public LLFloaterScriptQueue
{
friend class LLFloaterReg;
protected:
LLFloaterNotRunQueue(const LLSD& key);
virtual ~LLFloaterNotRunQueue();
// This is called by inventoryChanged
virtual void handleInventory(LLViewerObject* viewer_obj,
LLInventoryObject::object_list_t* inv);
};
// <FS> Delete scripts
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Class LLFloaterDeleteQueue
//
// This script queue will delete each script.
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
class LLFloaterDeleteQueue : public LLFloaterScriptQueue
{
friend class LLFloaterReg;
protected:
LLFloaterDeleteQueue(const LLSD& key);
virtual ~LLFloaterDeleteQueue();
// This is called by inventoryChanged
virtual void handleInventory(LLViewerObject* viewer_obj,
LLInventoryObject::object_list_t* inv);
};
// </FS> Delete scripts
#endif // LL_LLCOMPILEQUEUE_H