/** * @file llfloaterbulkpermissions.h * @brief Allow multiple task inventory properties to be set in one go. * @author Michelle2 Zenovka * * $LicenseInfo:firstyear=2008&license=viewerlgpl$ * 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_LLBULKPERMISSION_H #define LL_LLBULKPERMISSION_H #include "llinventory.h" #include "llviewerobject.h" #include "llvoinventorylistener.h" #include "lluuid.h" #include "llfloater.h" #include "llscrolllistctrl.h" class LLFloaterBulkPermission : public LLFloater, public LLVOInventoryListener { friend class LLFloaterReg; public: bool postBuild(); private: LLFloaterBulkPermission(const LLSD& seed); virtual ~LLFloaterBulkPermission() {} bool start(); // returns true if the queue has started, otherwise false. bool nextObject(); bool popNext(); // 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 void handleInventory(LLViewerObject* viewer_obj, LLInventoryObject::object_list_t* inv); void updateInventory(LLViewerObject* object, LLViewerInventoryItem* item, U8 key, bool is_new); void onCloseBtn(); void onOkBtn(); void onApplyBtn(); void onCommitCopy(); void onCheckAll() { doCheckUncheckAll(true); } void onUncheckAll() { doCheckUncheckAll(false); } // returns true if this is done bool isDone() const { return (mCurrentObjectID.isNull() || (mObjectIDs.size() == 0)); } //Read the settings and Apply the permissions void doApply(); void doCheckUncheckAll(bool check); private: // UI LLScrollListCtrl* mMessages; LLButton* mCloseBtn; // Object Queue std::vector mObjectIDs; LLUUID mCurrentObjectID; bool mDone; bool mBulkChangeIncludeAnimations; bool mBulkChangeIncludeBodyParts; bool mBulkChangeIncludeClothing; bool mBulkChangeIncludeGestures; bool mBulkChangeIncludeNotecards; bool mBulkChangeIncludeObjects; bool mBulkChangeIncludeScripts; bool mBulkChangeIncludeSounds; bool mBulkChangeIncludeTextures; bool mBulkChangeIncludeSettings; bool mBulkChangeIncludeMaterials; bool mBulkChangeShareWithGroup; bool mBulkChangeEveryoneCopy; bool mBulkChangeNextOwnerModify; bool mBulkChangeNextOwnerCopy; bool mBulkChangeNextOwnerTransfer; LLUUID mID; const char* mStartString; }; #endif