/** * @file llfloatermyenvironment.h * @brief Read-only list of gestures from your inventory. * * $LicenseInfo:firstyear=2002&license=viewerlgpl$ * 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 * $/LicenseInfo$ */ /** * (Also has legacy gesture editor for testing.) */ #ifndef LL_LLFLOATERMYENVIRONMENT_H #define LL_LLFLOATERMYENVIRONMENT_H #include #include "llfloater.h" #include "llinventoryobserver.h" #include "llinventoryfilter.h" class LLView; class LLButton; class LLLineEditor; class LLComboBox; class LLViewerGesture; class LLGestureOptions; class LLMenuGL; class LLInventoryPanel; class LLFloaterMyEnvironment : public LLFloater, LLInventoryFetchDescendentsObserver { LOG_CLASS(LLFloaterMyEnvironment); public: LLFloaterMyEnvironment(const LLSD& key); virtual ~LLFloaterMyEnvironment(); virtual BOOL postBuild() override; virtual void refresh() override; virtual void onOpen(const LLSD& key) override; private: LLInventoryPanel * mInventoryList; U64 mTypeFilter; LLInventoryFilter::EFolderShow mShowFolders; LLUUID mSelectedAsset; void onShowFoldersChange(); void onFilterCheckChange(); void onSelectionChange(); void onDeleteSelected(); void onDoCreate(const LLSD &data); void onDoApply(const std::string &context); bool canAction(const std::string &context); bool canApply(const std::string &context); void getSelectedIds(uuid_vec_t& ids) const; void refreshButtonStates(); static LLUUID findItemByAssetId(LLUUID asset_id, bool copyable_only, bool ignore_library); #if 0 virtual void done (); void refreshAll(); /** * @brief Add new scrolllistitem into gesture_list. * @param item_id inventory id of gesture * @param gesture can be NULL , if item was not loaded yet */ void addGesture(const LLUUID& item_id, LLMultiGesture* gesture, LLCtrlListInterface * list); protected: // Reads from the gesture manager's list of active gestures // and puts them in this list. void buildGestureList(); void playGesture(LLUUID item_id); private: void addToCurrentOutFit(); /** * @brief This method is using to collect selected items. * In some places gesture_list can be rebuilt by gestureObservers during iterating data from LLScrollListCtrl::getAllSelected(). * Therefore we have to copy these items to avoid viewer crash. * @see LLFloaterGesture::onActivateBtnClick */ void getSelectedIds(uuid_vec_t& ids); bool isActionEnabled(const LLSD& command); /** * @brief Activation rules: * According to Gesture Spec: * 1. If all selected gestures are active: set to inactive * 2. If all selected gestures are inactive: set to active * 3. If selected gestures are in a mixed state: set all to active */ void onActivateBtnClick(); void onClickEdit(); void onClickPlay(); void onClickNew(); void onCommitList(); void onCopyPasteAction(const LLSD& command); void onDeleteSelected(); LLUUID mSelectedID; LLUUID mGestureFolderID; LLScrollListCtrl* mGestureList; LLFloaterGestureObserver* mObserver; #endif }; #endif