/** * @file llfloateropenobject.cpp * @brief LLFloaterOpenObject class implementation * * $LicenseInfo:firstyear=2004&license=viewergpl$ * * Copyright (c) 2004-2009, 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://secondlifegrid.net/programs/open_source/licensing/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://secondlifegrid.net/programs/open_source/licensing/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. * A floater wrapper for LLPanelObjectInventory */ #include "llviewerprecompiledheaders.h" #include "llfloateropenobject.h" #include "llcachename.h" #include "llbutton.h" #include "llnotificationsutil.h" #include "lltextbox.h" #include "llinventorybridge.h" #include "llfloaterinventory.h" #include "llinventorymodel.h" #include "llinventorypanel.h" #include "llpanelobjectinventory.h" #include "llfloaterreg.h" #include "llselectmgr.h" #include "lluiconstants.h" #include "llviewerobject.h" #include "lluictrlfactory.h" #include "llviewerwindow.h" LLFloaterOpenObject::LLFloaterOpenObject(const LLSD& key) : LLFloater(key), mPanelInventoryObject(NULL), mDirty(TRUE) { // LLUICtrlFactory::getInstance()->buildFloater(this,"floater_openobject.xml"); mCommitCallbackRegistrar.add("OpenObject.MoveToInventory", boost::bind(&LLFloaterOpenObject::onClickMoveToInventory, this)); mCommitCallbackRegistrar.add("OpenObject.MoveAndWear", boost::bind(&LLFloaterOpenObject::onClickMoveAndWear, this)); } LLFloaterOpenObject::~LLFloaterOpenObject() { // sInstance = NULL; } // virtual BOOL LLFloaterOpenObject::postBuild() { childSetTextArg("object_name", "[DESC]", std::string("Object") ); // *Note: probably do not want to translate this mPanelInventoryObject = getChild("object_contents"); refresh(); return TRUE; } void LLFloaterOpenObject::onOpen(const LLSD& key) { LLObjectSelectionHandle object_selection = LLSelectMgr::getInstance()->getSelection(); if (object_selection->getRootObjectCount() != 1) { LLNotificationsUtil::add("UnableToViewContentsMoreThanOne"); closeFloater(); return; } if(!(object_selection->getPrimaryObject())) { closeFloater(); return; } mObjectSelection = LLSelectMgr::getInstance()->getEditSelection(); refresh(); } void LLFloaterOpenObject::refresh() { mPanelInventoryObject->refresh(); std::string name = ""; // Enable the copy || copy & wear buttons only if we have something we can copy or copy & wear (respectively). bool copy_enabled = false; bool wear_enabled = false; LLSelectNode* node = mObjectSelection->getFirstRootNode(); if (node) { name = node->mName; copy_enabled = true; LLViewerObject* object = node->getObject(); if (object) { // this folder is coming from an object, as there is only one folder in an object, the root, // we need to collect the entire contents and handle them as a group InventoryObjectList inventory_objects; object->getInventoryContents(inventory_objects); if (!inventory_objects.empty()) { for (InventoryObjectList::iterator it = inventory_objects.begin(); it != inventory_objects.end(); ++it) { LLInventoryItem* item = static_cast ((LLInventoryObject*)(*it)); LLInventoryType::EType type = item->getInventoryType(); if (type == LLInventoryType::IT_OBJECT || type == LLInventoryType::IT_ATTACHMENT || type == LLInventoryType::IT_WEARABLE || type == LLInventoryType::IT_GESTURE) { wear_enabled = true; break; } } } } } childSetTextArg("object_name", "[DESC]", name); childSetEnabled("copy_to_inventory_button", copy_enabled); childSetEnabled("copy_and_wear_button", wear_enabled); } void LLFloaterOpenObject::draw() { if (mDirty) { refresh(); mDirty = FALSE; } LLFloater::draw(); } void LLFloaterOpenObject::dirty() { mDirty = TRUE; } void LLFloaterOpenObject::moveToInventory(bool wear) { if (mObjectSelection->getRootObjectCount() != 1) { LLNotificationsUtil::add("OnlyCopyContentsOfSingleItem"); return; } LLSelectNode* node = mObjectSelection->getFirstRootNode(); if (!node) return; LLViewerObject* object = node->getObject(); if (!object) return; LLUUID object_id = object->getID(); std::string name = node->mName; // Either create a sub-folder of clothing, or of the root folder. LLUUID parent_category_id; if (wear) { parent_category_id = gInventory.findCategoryUUIDForType( LLFolderType::FT_CLOTHING); } else { parent_category_id = gInventory.getRootFolderID(); } LLUUID category_id = gInventory.createNewCategory(parent_category_id, LLFolderType::FT_NONE, name); LLCatAndWear* data = new LLCatAndWear; data->mCatID = category_id; data->mWear = wear; // Copy and/or move the items into the newly created folder. // Ignore any "you're going to break this item" messages. BOOL success = move_inv_category_world_to_agent(object_id, category_id, TRUE, callbackMoveInventory, (void*)data); if (!success) { delete data; data = NULL; LLNotificationsUtil::add("OpenObjectCannotCopy"); } } // static void LLFloaterOpenObject::callbackMoveInventory(S32 result, void* data) { LLCatAndWear* cat = (LLCatAndWear*)data; if (result == 0) { LLInventoryPanel *active_panel = LLInventoryPanel::getActiveInventoryPanel(); if (active_panel) { active_panel->setSelection(cat->mCatID, TAKE_FOCUS_NO); } } delete cat; } void LLFloaterOpenObject::onClickMoveToInventory() { moveToInventory(false); closeFloater(); } void LLFloaterOpenObject::onClickMoveAndWear() { moveToInventory(true); closeFloater(); }