/** * @file llfloaterbuycontents.cpp * @author James Cook * @brief LLFloaterBuyContents class implementation * * $LicenseInfo:firstyear=2004&license=viewergpl$ * * Copyright (c) 2004-2007, 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. * $/LicenseInfo$ */ /** * Shows the contents of an object and their permissions when you * click "Buy..." on an object with "Sell Contents" checked. */ #include "llviewerprecompiledheaders.h" #include "llfloaterbuycontents.h" #include "llcachename.h" #include "llagent.h" // for agent id #include "llalertdialog.h" #include "llcheckboxctrl.h" #include "llinventorymodel.h" // for gInventory #include "llinventoryview.h" // for get_item_icon #include "llselectmgr.h" #include "llscrolllistctrl.h" #include "llviewerobject.h" #include "llviewerregion.h" #include "lluictrlfactory.h" #include "llviewerwindow.h" LLFloaterBuyContents* LLFloaterBuyContents::sInstance = NULL; LLFloaterBuyContents::LLFloaterBuyContents() : LLFloater(std::string("floater_buy_contents"), std::string("FloaterBuyContentsRect"), LLStringUtil::null) { LLUICtrlFactory::getInstance()->buildFloater(this, "floater_buy_contents.xml"); childSetAction("cancel_btn", onClickCancel, this); childSetAction("buy_btn", onClickBuy, this); childDisable("item_list"); childDisable("buy_btn"); childDisable("wear_check"); setDefaultBtn("cancel_btn"); // to avoid accidental buy (SL-43130) } LLFloaterBuyContents::~LLFloaterBuyContents() { sInstance = NULL; } // static void LLFloaterBuyContents::show(const LLSaleInfo& sale_info) { LLObjectSelectionHandle selection = LLSelectMgr::getInstance()->getSelection(); if (selection->getRootObjectCount() != 1) { gViewerWindow->alertXml("BuyContentsOneOnly"); return; } // Create a new instance only if needed if (sInstance) { LLScrollListCtrl* list = sInstance->getChild("item_list"); if (list) list->deleteAllItems(); } else { sInstance = new LLFloaterBuyContents(); } sInstance->open(); /*Flawfinder: ignore*/ sInstance->setFocus(TRUE); sInstance->mObjectSelection = LLSelectMgr::getInstance()->getEditSelection(); // Always center the dialog. User can change the size, // but purchases are important and should be center screen. // This also avoids problems where the user resizes the application window // mid-session and the saved rect is off-center. sInstance->center(); LLUUID owner_id; std::string owner_name; BOOL owners_identical = LLSelectMgr::getInstance()->selectGetOwner(owner_id, owner_name); if (!owners_identical) { gViewerWindow->alertXml("BuyContentsOneOwner"); return; } sInstance->mSaleInfo = sale_info; // Update the display LLSelectNode* node = selection->getFirstRootNode(); if (!node) return; if(node->mPermissions->isGroupOwned()) { gCacheName->getGroupName(owner_id, owner_name); } sInstance->childSetTextArg("contains_text", "[NAME]", node->mName); sInstance->childSetTextArg("buy_text", "[AMOUNT]", llformat("%d", sale_info.getSalePrice())); sInstance->childSetTextArg("buy_text", "[NAME]", owner_name); // Must do this after the floater is created, because // sometimes the inventory is already there and // the callback is called immediately. LLViewerObject* obj = selection->getFirstRootObject(); sInstance->registerVOInventoryListener(obj,NULL); sInstance->requestVOInventory(); } void LLFloaterBuyContents::inventoryChanged(LLViewerObject* obj, InventoryObjectList* inv, S32 serial_num, void* data) { if (!obj) { llwarns << "No object in LLFloaterBuyContents::inventoryChanged" << llendl; return; } if (!inv) { llwarns << "No inventory in LLFloaterBuyContents::inventoryChanged" << llendl; removeVOInventoryListener(); return; } LLCtrlListInterface *item_list = childGetListInterface("item_list"); if (!item_list) { removeVOInventoryListener(); return; } // default to turning off the buy button. childDisable("buy_btn"); LLUUID owner_id; BOOL is_group_owned; LLAssetType::EType asset_type; LLInventoryType::EType inv_type; S32 wearable_count = 0; InventoryObjectList::const_iterator it = inv->begin(); InventoryObjectList::const_iterator end = inv->end(); for ( ; it != end; ++it ) { asset_type = (*it)->getType(); // Skip folders, so we know we have inventory items only if (asset_type == LLAssetType::AT_CATEGORY) continue; // Skip root folders, so we know we have inventory items only if (asset_type == LLAssetType::AT_ROOT_CATEGORY) continue; LLInventoryItem* inv_item = (LLInventoryItem*)((LLInventoryObject*)(*it)); inv_type = inv_item->getInventoryType(); // Count clothing items for later if (LLInventoryType::IT_WEARABLE == inv_type) { wearable_count++; } // Skip items the object's owner can't copy (and hence can't sell) if (!inv_item->getPermissions().getOwnership(owner_id, is_group_owned)) continue; if (!inv_item->getPermissions().allowCopyBy(owner_id, owner_id)) continue; // Skip items we can't transfer if (!inv_item->getPermissions().allowTransferTo(gAgent.getID())) continue; // There will be at least one item shown in the display, so go // ahead and enable the buy button. childEnable("buy_btn"); // Create the line in the list LLSD row; BOOL item_is_multi = FALSE; if ( inv_item->getFlags() & LLInventoryItem::II_FLAGS_LANDMARK_VISITED ) { item_is_multi = TRUE; } std::string icon_name = get_item_icon_name(inv_item->getType(), inv_item->getInventoryType(), inv_item->getFlags(), item_is_multi); row["columns"][0]["column"] = "icon"; row["columns"][0]["type"] = "icon"; row["columns"][0]["value"] = icon_name; // Append the permissions that you will acquire (not the current // permissions). U32 next_owner_mask = inv_item->getPermissions().getMaskNextOwner(); std::string text = (*it)->getName(); if (!(next_owner_mask & PERM_COPY)) { text.append(getString("no_copy_text")); } if (!(next_owner_mask & PERM_MODIFY)) { text.append(getString("no_modify_text")); } if (!(next_owner_mask & PERM_TRANSFER)) { text.append(getString("no_transfer_text")); } row["columns"][1]["column"] = "text"; row["columns"][1]["value"] = text; row["columns"][1]["font"] = "SANSSERIF"; item_list->addElement(row); } if (wearable_count > 0) { childEnable("wear_check"); childSetValue("wear_check", LLSD(false) ); } removeVOInventoryListener(); } // static void LLFloaterBuyContents::onClickBuy(void*) { // Make sure this wasn't selected through other mechanisms // (ie, being the default button and pressing enter. if(!sInstance->childIsEnabled("buy_btn")) { // We shouldn't be enabled. Just close. sInstance->close(); return; } // We may want to wear this item if (sInstance->childGetValue("wear_check")) { LLInventoryView::sWearNewClothing = TRUE; } // Put the items where we put new folders. LLUUID category_id; category_id = gInventory.findCategoryUUIDForType(LLAssetType::AT_CATEGORY); // *NOTE: doesn't work for multiple object buy, which UI does not // currently support sale info is used for verification only, if // it doesn't match region info then sale is canceled. LLSelectMgr::getInstance()->sendBuy(gAgent.getID(), category_id, sInstance->mSaleInfo); sInstance->close(); } // static void LLFloaterBuyContents::onClickCancel(void*) { sInstance->close(); }