/** * @file llcompilequeue.h * @brief LLCompileQueue class header file * * $LicenseInfo:firstyear=2002&license=viewergpl$ * * Copyright (c) 2002-2007, 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://secondlife.com/developers/opensource/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://secondlife.com/developers/opensource/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_LLCOMPILEQUEUE_H #define LL_LLCOMPILEQUEUE_H #include "lldarray.h" #include "llinventory.h" #include "llviewerobject.h" #include "llvoinventorylistener.h" #include "llmap.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: // addObject() accepts an object id. void addObject(const LLUUID& id); // start() returns TRUE if the queue has started, otherwise FALSE. BOOL start(); // find an instance by ID. Return NULL if it does not exist. static LLFloaterScriptQueue* findInstance(const LLUUID& id); protected: LLFloaterScriptQueue(const std::string& name, const LLRect& rect, const std::string& title, const std::string& start_string); virtual ~LLFloaterScriptQueue(); // This is the callback method for the viewer object currently // being worked on. /*virtual*/ void inventoryChanged(LLViewerObject* obj, InventoryObjectList* inv, S32 serial_num, void* queue); // This is called by inventoryChanged virtual void handleInventory(LLViewerObject* viewer_obj, InventoryObjectList* 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(); // Get this instances ID. const LLUUID& getID() const { return mID; } protected: // UI LLScrollListCtrl* mMessages; LLButton* mCloseBtn; // Object Queue LLDynamicArray mObjectIDs; LLUUID mCurrentObjectID; BOOL mDone; LLUUID mID; static LLMap sInstances; std::string mStartString; }; //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // 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 { public: // Use this method to create a compile queue. Once created, it // will be responsible for it's own destruction. static LLFloaterCompileQueue* create(BOOL mono); 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); protected: LLFloaterCompileQueue(const std::string& name, const LLRect& rect); virtual ~LLFloaterCompileQueue(); // This is called by inventoryChanged virtual void handleInventory(LLViewerObject* viewer_obj, InventoryObjectList* 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); static void onSaveTextComplete(const LLUUID& asset_id, void* user_data, S32 status, LLExtStat ext_status); static void onSaveBytecodeComplete(const LLUUID& asset_id, void* user_data, S32 status, LLExtStat ext_status); // compile the file given and save it out. void compile(const std::string& filename, const LLUUID& asset_id); // remove any object in mScriptScripts with the matching uuid. void removeItemByAssetID(const LLUUID& asset_id); // save the items indicated by the item id. void saveItemByItemID(const LLUUID& item_id); // find InventoryItem given item id. const LLInventoryItem* findItemByItemID(const LLUUID& item_id) const; protected: LLViewerInventoryItem::item_array_t mCurrentScripts; private: BOOL mMono; // Compile to mono. LLAssetUploadQueue* mUploadQueue; }; //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // Class LLFloaterResetQueue // // This script queue will reset each script. //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ class LLFloaterResetQueue : public LLFloaterScriptQueue { public: // Use this method to create a reset queue. Once created, it // will be responsible for it's own destruction. static LLFloaterResetQueue* create(); protected: LLFloaterResetQueue(const std::string& name, const LLRect& rect); virtual ~LLFloaterResetQueue(); // This is called by inventoryChanged virtual void handleInventory(LLViewerObject* viewer_obj, InventoryObjectList* inv); protected: }; //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // Class LLFloaterRunQueue // // This script queue will set each script as running. //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ class LLFloaterRunQueue : public LLFloaterScriptQueue { public: // Use this method to create a run queue. Once created, it // will be responsible for it's own destruction. static LLFloaterRunQueue* create(); protected: LLFloaterRunQueue(const std::string& name, const LLRect& rect); virtual ~LLFloaterRunQueue(); // This is called by inventoryChanged virtual void handleInventory(LLViewerObject* viewer_obj, InventoryObjectList* inv); protected: }; //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // Class LLFloaterNotRunQueue // // This script queue will set each script as not running. //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ class LLFloaterNotRunQueue : public LLFloaterScriptQueue { public: // Use this method to create a not run queue. Once created, it // will be responsible for it's own destruction. static LLFloaterNotRunQueue* create(); protected: LLFloaterNotRunQueue(const std::string& name, const LLRect& rect); virtual ~LLFloaterNotRunQueue(); // This is called by inventoryChanged virtual void handleInventory(LLViewerObject* viewer_obj, InventoryObjectList* inv); protected: }; #endif // LL_LLCOMPILEQUEUE_H