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+/**
+ * @file llfloaterinventory.cpp
+ * @brief Implementation of the inventory view and associated stuff.
+ *
+ * $LicenseInfo:firstyear=2001&license=viewergpl$
+ *
+ * Copyright (c) 2001-2009, Linden Research, Inc.
+ *
+ * Second Life Viewer Source Code
+ * The source code in this file ("Source Code") is provided by Linden Lab
+ * to you under the terms of the GNU General Public License, version 2.0
+ * ("GPL"), unless you have obtained a separate licensing agreement
+ * ("Other License"), formally executed by you and Linden Lab. Terms of
+ * the GPL can be found in doc/GPL-license.txt in this distribution, or
+ * online at http://secondlifegrid.net/programs/open_source/licensing/gplv2
+ *
+ * There are special exceptions to the terms and conditions of the GPL as
+ * it is applied to this Source Code. View the full text of the exception
+ * in the file doc/FLOSS-exception.txt in this software distribution, or
+ * online at
+ * http://secondlifegrid.net/programs/open_source/licensing/flossexception
+ *
+ * By copying, modifying or distributing this software, you acknowledge
+ * that you have read and understood your obligations described above,
+ * and agree to abide by those obligations.
+ *
+ * ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO
+ * WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY,
+ * COMPLETENESS OR PERFORMANCE.
+ * $/LicenseInfo$
+ */
+
+#include "llviewerprecompiledheaders.h"
+
+#include <utility> // for std::pair<>
+
+#include "llinventoryfunctions.h"
+
+// library includes
+#include "llagent.h"
+#include "llagentwearables.h"
+#include "llcallingcard.h"
+#include "llfloaterreg.h"
+#include "llsdserialize.h"
+#include "llfiltereditor.h"
+#include "llspinctrl.h"
+#include "llui.h"
+#include "message.h"
+
+// newview includes
+#include "llappearancemgr.h"
+#include "llappviewer.h"
+#include "llfirstuse.h"
+#include "llfloaterchat.h"
+#include "llfloatercustomize.h"
+#include "llfocusmgr.h"
+#include "llfolderview.h"
+#include "llgesturemgr.h"
+#include "lliconctrl.h"
+#include "llimview.h"
+#include "llinventorybridge.h"
+#include "llinventoryclipboard.h"
+#include "llinventorymodel.h"
+#include "llinventorypanel.h"
+#include "lllineeditor.h"
+#include "llmenugl.h"
+#include "llpreviewanim.h"
+#include "llpreviewgesture.h"
+#include "llpreviewnotecard.h"
+#include "llpreviewscript.h"
+#include "llpreviewsound.h"
+#include "llpreviewtexture.h"
+#include "llresmgr.h"
+#include "llscrollbar.h"
+#include "llscrollcontainer.h"
+#include "llselectmgr.h"
+#include "lltabcontainer.h"
+#include "lltooldraganddrop.h"
+#include "lluictrlfactory.h"
+#include "llviewerinventory.h"
+#include "llviewermessage.h"
+#include "llviewerobjectlist.h"
+#include "llviewerregion.h"
+#include "llviewerwindow.h"
+#include "llvoavatarself.h"
+#include "llwearablelist.h"
+
+BOOL LLInventoryState::sWearNewClothing = FALSE;
+LLUUID LLInventoryState::sWearNewClothingTransactionID;
+
+void LLSaveFolderState::setApply(BOOL apply)
+{
+ mApply = apply;
+ // before generating new list of open folders, clear the old one
+ if(!apply)
+ {
+ clearOpenFolders();
+ }
+}
+
+void LLSaveFolderState::doFolder(LLFolderViewFolder* folder)
+{
+ LLMemType mt(LLMemType::MTYPE_INVENTORY_DO_FOLDER);
+ if(mApply)
+ {
+ // we're applying the open state
+ LLInvFVBridge* bridge = (LLInvFVBridge*)folder->getListener();
+ if(!bridge) return;
+ LLUUID id(bridge->getUUID());
+ if(mOpenFolders.find(id) != mOpenFolders.end())
+ {
+ folder->setOpen(TRUE);
+ }
+ else
+ {
+ // keep selected filter in its current state, this is less jarring to user
+ if (!folder->isSelected())
+ {
+ folder->setOpen(FALSE);
+ }
+ }
+ }
+ else
+ {
+ // we're recording state at this point
+ if(folder->isOpen())
+ {
+ LLInvFVBridge* bridge = (LLInvFVBridge*)folder->getListener();
+ if(!bridge) return;
+ mOpenFolders.insert(bridge->getUUID());
+ }
+ }
+}
+
+void LLOpenFilteredFolders::doItem(LLFolderViewItem *item)
+{
+ if (item->getFiltered())
+ {
+ item->getParentFolder()->setOpenArrangeRecursively(TRUE, LLFolderViewFolder::RECURSE_UP);
+ }
+}
+
+void LLOpenFilteredFolders::doFolder(LLFolderViewFolder* folder)
+{
+ if (folder->getFiltered() && folder->getParentFolder())
+ {
+ folder->getParentFolder()->setOpenArrangeRecursively(TRUE, LLFolderViewFolder::RECURSE_UP);
+ }
+ // if this folder didn't pass the filter, and none of its descendants did
+ else if (!folder->getFiltered() && !folder->hasFilteredDescendants())
+ {
+ folder->setOpenArrangeRecursively(FALSE, LLFolderViewFolder::RECURSE_NO);
+ }
+}
+
+void LLSelectFirstFilteredItem::doItem(LLFolderViewItem *item)
+{
+ if (item->getFiltered() && !mItemSelected)
+ {
+ item->getRoot()->setSelection(item, FALSE, FALSE);
+ if (item->getParentFolder())
+ {
+ item->getParentFolder()->setOpenArrangeRecursively(TRUE, LLFolderViewFolder::RECURSE_UP);
+ }
+ item->getRoot()->scrollToShowSelection();
+ mItemSelected = TRUE;
+ }
+}
+
+void LLSelectFirstFilteredItem::doFolder(LLFolderViewFolder* folder)
+{
+ if (folder->getFiltered() && !mItemSelected)
+ {
+ folder->getRoot()->setSelection(folder, FALSE, FALSE);
+ if (folder->getParentFolder())
+ {
+ folder->getParentFolder()->setOpenArrangeRecursively(TRUE, LLFolderViewFolder::RECURSE_UP);
+ }
+ folder->getRoot()->scrollToShowSelection();
+ mItemSelected = TRUE;
+ }
+}
+
+void LLOpenFoldersWithSelection::doItem(LLFolderViewItem *item)
+{
+ if (item->getParentFolder() && item->isSelected())
+ {
+ item->getParentFolder()->setOpenArrangeRecursively(TRUE, LLFolderViewFolder::RECURSE_UP);
+ }
+}
+
+void LLOpenFoldersWithSelection::doFolder(LLFolderViewFolder* folder)
+{
+ if (folder->getParentFolder() && folder->isSelected())
+ {
+ folder->getParentFolder()->setOpenArrangeRecursively(TRUE, LLFolderViewFolder::RECURSE_UP);
+ }
+}
+
+const std::string& get_item_icon_name(LLAssetType::EType asset_type,
+ LLInventoryType::EType inventory_type,
+ U32 attachment_point,
+ BOOL item_is_multi )
+{
+ EInventoryIcon idx = OBJECT_ICON_NAME;
+ if ( item_is_multi )
+ {
+ idx = OBJECT_MULTI_ICON_NAME;
+ }
+
+ switch(asset_type)
+ {
+ case LLAssetType::AT_TEXTURE:
+ if(LLInventoryType::IT_SNAPSHOT == inventory_type)
+ {
+ idx = SNAPSHOT_ICON_NAME;
+ }
+ else
+ {
+ idx = TEXTURE_ICON_NAME;
+ }
+ break;
+
+ case LLAssetType::AT_SOUND:
+ idx = SOUND_ICON_NAME;
+ break;
+ case LLAssetType::AT_CALLINGCARD:
+ if(attachment_point!= 0)
+ {
+ idx = CALLINGCARD_ONLINE_ICON_NAME;
+ }
+ else
+ {
+ idx = CALLINGCARD_OFFLINE_ICON_NAME;
+ }
+ break;
+ case LLAssetType::AT_LANDMARK:
+ if(attachment_point!= 0)
+ {
+ idx = LANDMARK_VISITED_ICON_NAME;
+ }
+ else
+ {
+ idx = LANDMARK_ICON_NAME;
+ }
+ break;
+ case LLAssetType::AT_SCRIPT:
+ case LLAssetType::AT_LSL_TEXT:
+ case LLAssetType::AT_LSL_BYTECODE:
+ idx = SCRIPT_ICON_NAME;
+ break;
+ case LLAssetType::AT_CLOTHING:
+ idx = CLOTHING_ICON_NAME;
+ case LLAssetType::AT_BODYPART :
+ if(LLAssetType::AT_BODYPART == asset_type)
+ {
+ idx = BODYPART_ICON_NAME;
+ }
+ switch(LLInventoryItem::II_FLAGS_WEARABLES_MASK & attachment_point)
+ {
+ case WT_SHAPE:
+ idx = BODYPART_SHAPE_ICON_NAME;
+ break;
+ case WT_SKIN:
+ idx = BODYPART_SKIN_ICON_NAME;
+ break;
+ case WT_HAIR:
+ idx = BODYPART_HAIR_ICON_NAME;
+ break;
+ case WT_EYES:
+ idx = BODYPART_EYES_ICON_NAME;
+ break;
+ case WT_SHIRT:
+ idx = CLOTHING_SHIRT_ICON_NAME;
+ break;
+ case WT_PANTS:
+ idx = CLOTHING_PANTS_ICON_NAME;
+ break;
+ case WT_SHOES:
+ idx = CLOTHING_SHOES_ICON_NAME;
+ break;
+ case WT_SOCKS:
+ idx = CLOTHING_SOCKS_ICON_NAME;
+ break;
+ case WT_JACKET:
+ idx = CLOTHING_JACKET_ICON_NAME;
+ break;
+ case WT_GLOVES:
+ idx = CLOTHING_GLOVES_ICON_NAME;
+ break;
+ case WT_UNDERSHIRT:
+ idx = CLOTHING_UNDERSHIRT_ICON_NAME;
+ break;
+ case WT_UNDERPANTS:
+ idx = CLOTHING_UNDERPANTS_ICON_NAME;
+ break;
+ case WT_SKIRT:
+ idx = CLOTHING_SKIRT_ICON_NAME;
+ break;
+ case WT_ALPHA:
+ idx = CLOTHING_ALPHA_ICON_NAME;
+ break;
+ case WT_TATTOO:
+ idx = CLOTHING_TATTOO_ICON_NAME;
+ break;
+ default:
+ // no-op, go with choice above
+ break;
+ }
+ break;
+ case LLAssetType::AT_NOTECARD:
+ idx = NOTECARD_ICON_NAME;
+ break;
+ case LLAssetType::AT_ANIMATION:
+ idx = ANIMATION_ICON_NAME;
+ break;
+ case LLAssetType::AT_GESTURE:
+ idx = GESTURE_ICON_NAME;
+ break;
+ case LLAssetType::AT_FAVORITE:
+ //TODO - need bette idx
+ idx = LANDMARK_ICON_NAME;
+ break;
+ case LLAssetType::AT_LINK:
+ idx = LINKITEM_ICON_NAME;
+ break;
+ case LLAssetType::AT_LINK_FOLDER:
+ idx = LINKFOLDER_ICON_NAME;
+ break;
+ default:
+ break;
+ }
+
+ return ICON_NAME[idx];
+}
+
+LLUIImagePtr get_item_icon(LLAssetType::EType asset_type,
+ LLInventoryType::EType inventory_type,
+ U32 attachment_point,
+ BOOL item_is_multi)
+{
+ const std::string& icon_name = get_item_icon_name(asset_type, inventory_type, attachment_point, item_is_multi );
+ return LLUI::getUIImage(icon_name);
+}