/** * @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" //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // 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); // returns true if this is done BOOL isDone() const; // 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 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 LLAssetUploadQueue; class LLFloaterCompileQueue : public LLFloaterScriptQueue { friend class LLFloaterReg; public: static void onSaveBytecodeComplete(const LLUUID& asset_id, void* user_data, S32 status); // remove any object in mScriptScripts with the matching uuid. void removeItemByItemID(const LLUUID& item_id); LLAssetUploadQueue* getUploadQueue() { return mUploadQueue; } protected: LLFloaterCompileQueue(const LLSD& key); virtual ~LLFloaterCompileQueue(); // This is called by inventoryChanged virtual void handleInventory(LLViewerObject* viewer_obj, LLInventoryObject::object_list_t* inv); // 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); protected: LLViewerInventoryItem::item_array_t mCurrentScripts; private: LLAssetUploadQueue* mUploadQueue; }; //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // 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); }; #endif // LL_LLCOMPILEQUEUE_H