/** * @file llappearancemgr.h * @brief Manager for initiating appearance changes on the viewer * * $LicenseInfo:firstyear=2004&license=viewergpl$ * * Copyright (c) 2004-2009, 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. * $/LicenseInfo$ */ #ifndef LL_LLAPPEARANCEMGR_H #define LL_LLAPPEARANCEMGR_H #include "llsingleton.h" #include "llinventorymodel.h" #include "llinventoryobserver.h" #include "llviewerinventory.h" #include "llcallbacklist.h" class LLWearable; class LLWearableHoldingPattern; class LLInventoryCallback; class LLAppearanceMgr: public LLSingleton { friend class LLSingleton; public: void updateAppearanceFromCOF(); bool needToSaveCOF(); void updateCOF(const LLUUID& category, bool append = false); void wearInventoryCategory(LLInventoryCategory* category, bool copy, bool append); void wearInventoryCategoryOnAvatar(LLInventoryCategory* category, bool append); void wearCategoryFinal(LLUUID& cat_id, bool copy_items, bool append); void wearOutfitByName(const std::string& name); void changeOutfit(bool proceed, const LLUUID& category, bool append); // Copy all items and the src category itself. void shallowCopyCategory(const LLUUID& src_id, const LLUUID& dst_id, LLPointer cb); // Return whether this folder contains minimal contents suitable for making a full outfit. BOOL getCanMakeFolderIntoOutfit(const LLUUID& folder_id); // Copy all items in a category. void shallowCopyCategoryContents(const LLUUID& src_id, const LLUUID& dst_id, LLPointer cb); // Find the Current Outfit folder. const LLUUID getCOF() const; // Finds the folder link to the currently worn outfit const LLViewerInventoryItem *getBaseOutfitLink(); bool getBaseOutfitName(std::string &name); // find the UUID of the currently worn outfit (Base Outfit) const LLUUID getBaseOutfitUUID(); // Wear/attach an item (from a user's inventory) on the agent bool wearItemOnAvatar(const LLUUID& item_to_wear, bool do_update = true); // Update the displayed outfit name in UI. void updatePanelOutfitName(const std::string& name); void createBaseOutfitLink(const LLUUID& category, LLPointer link_waiter); void updateAgentWearables(LLWearableHoldingPattern* holder, bool append); // For debugging - could be moved elsewhere. void dumpCat(const LLUUID& cat_id, const std::string& msg); void dumpItemArray(const LLInventoryModel::item_array_t& items, const std::string& msg); // Attachment link management void unregisterAttachment(const LLUUID& item_id); void registerAttachment(const LLUUID& item_id); void setAttachmentInvLinkEnable(bool val); void linkRegisteredAttachments(); // utility function for bulk linking. void linkAll(const LLUUID& category, LLInventoryModel::item_array_t& items, LLPointer cb); // Add COF link to individual item. void addCOFItemLink(const LLUUID& item_id, bool do_update = true); void addCOFItemLink(const LLInventoryItem *item, bool do_update = true); // Remove COF entries void removeCOFItemLinks(const LLUUID& item_id, bool do_update = true); // Add COF link to ensemble folder. void addEnsembleLink(LLInventoryCategory* item, bool do_update = true); //has the current outfit changed since it was loaded? bool isOutfitDirty() { return mOutfitIsDirty; } // set false if you just loaded the outfit, true otherwise void setOutfitDirty(bool isDirty) { mOutfitIsDirty = isDirty; } // manually compare ouftit folder link to COF to see if outfit has changed. // should only be necessary to do on initial login. void updateIsDirty(); // Called when self avatar is first fully visible. void onFirstFullyVisible(); // Create initial outfits from library. void autopopulateOutfits(); void wearBaseOutfit(); // Overrides the base outfit with the content from COF // @return false if there is no base outfit bool updateBaseOutfit(); protected: LLAppearanceMgr(); ~LLAppearanceMgr(); private: void filterWearableItems(LLInventoryModel::item_array_t& items, S32 max_per_type); void getDescendentsOfAssetType(const LLUUID& category, LLInventoryModel::item_array_t& items, LLAssetType::EType type, bool follow_folder_links); void getUserDescendents(const LLUUID& category, LLInventoryModel::item_array_t& wear_items, LLInventoryModel::item_array_t& obj_items, LLInventoryModel::item_array_t& gest_items, bool follow_folder_links); void purgeCategory(const LLUUID& category, bool keep_outfit_links); void purgeBaseOutfitLink(const LLUUID& category); std::set mRegisteredAttachments; bool mAttachmentInvLinkEnabled; bool mOutfitIsDirty; ////////////////////////////////////////////////////////////////////////////////// // Item-specific convenience functions public: // Is this in the COF? BOOL getIsInCOF(const LLUUID& obj_id) const; // Is this in the COF and can the user delete it from the COF? BOOL getIsProtectedCOFItem(const LLUUID& obj_id) const; }; class LLUpdateAppearanceOnDestroy: public LLInventoryCallback { public: LLUpdateAppearanceOnDestroy(); virtual ~LLUpdateAppearanceOnDestroy(); /* virtual */ void fire(const LLUUID& inv_item); private: U32 mFireCount; }; #define SUPPORT_ENSEMBLES 0 LLUUID findDescendentCategoryIDByName(const LLUUID& parent_id,const std::string& name); // Shim class and template function to allow arbitrary boost::bind // expressions to be run as one-time idle callbacks. template class OnIdleCallbackOneTime { public: OnIdleCallbackOneTime(T callable): mCallable(callable) { } static void onIdle(void *data) { gIdleCallbacks.deleteFunction(onIdle, data); OnIdleCallbackOneTime* self = reinterpret_cast*>(data); self->call(); delete self; } void call() { mCallable(); } private: T mCallable; }; template void doOnIdleOneTime(T callable) { OnIdleCallbackOneTime* cb_functor = new OnIdleCallbackOneTime(callable); gIdleCallbacks.addFunction(&OnIdleCallbackOneTime::onIdle,cb_functor); } // Shim class and template function to allow arbitrary boost::bind // expressions to be run as recurring idle callbacks. // Callable should return true when done, false to continue getting called. template class OnIdleCallbackRepeating { public: OnIdleCallbackRepeating(T callable): mCallable(callable) { } // Will keep getting called until the callable returns true. static void onIdle(void *data) { OnIdleCallbackRepeating* self = reinterpret_cast*>(data); bool done = self->call(); if (done) { gIdleCallbacks.deleteFunction(onIdle, data); delete self; } } bool call() { return mCallable(); } private: T mCallable; }; template void doOnIdleRepeating(T callable) { OnIdleCallbackRepeating* cb_functor = new OnIdleCallbackRepeating(callable); gIdleCallbacks.addFunction(&OnIdleCallbackRepeating::onIdle,cb_functor); } template class CallAfterCategoryFetchStage2: public LLInventoryFetchObserver { public: CallAfterCategoryFetchStage2(T callable): mCallable(callable) { } ~CallAfterCategoryFetchStage2() { } virtual void done() { gInventory.removeObserver(this); doOnIdleOneTime(mCallable); delete this; } protected: T mCallable; }; template class CallAfterCategoryFetchStage1: public LLInventoryFetchDescendentsObserver { public: CallAfterCategoryFetchStage1(T callable): mCallable(callable) { } ~CallAfterCategoryFetchStage1() { } virtual void done() { // What we do here is get the complete information on the items in // the library, and set up an observer that will wait for that to // happen. LLInventoryModel::cat_array_t cat_array; LLInventoryModel::item_array_t item_array; gInventory.collectDescendents(mComplete.front(), cat_array, item_array, LLInventoryModel::EXCLUDE_TRASH); S32 count = item_array.count(); if(!count) { llwarns << "Nothing fetched in category " << mComplete.front() << llendl; //dec_busy_count(); gInventory.removeObserver(this); delete this; return; } CallAfterCategoryFetchStage2 *stage2 = new CallAfterCategoryFetchStage2(mCallable); uuid_vec_t ids; for(S32 i = 0; i < count; ++i) { ids.push_back(item_array.get(i)->getUUID()); } gInventory.removeObserver(this); // do the fetch stage2->fetch(ids); if(stage2->isEverythingComplete()) { // everything is already here - call done. stage2->done(); } else { // it's all on it's way - add an observer, and the inventory // will call done for us when everything is here. gInventory.addObserver(stage2); } delete this; } protected: T mCallable; }; template void callAfterCategoryFetch(const LLUUID& cat_id, T callable) { CallAfterCategoryFetchStage1 *stage1 = new CallAfterCategoryFetchStage1(callable); uuid_vec_t folders; folders.push_back(cat_id); stage1->fetch(folders); if (stage1->isEverythingComplete()) { stage1->done(); } else { gInventory.addObserver(stage1); } } #endif