/** * @file llgltffolderitem.h * @author Andrey Kleshchev * @brief LLGLTFFolderItem header file * * $LicenseInfo:firstyear=2024&license=viewerlgpl$ * Second Life Viewer Source Code * Copyright (C) 2024, 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_LLGLTFFOLDERITEM_H #define LL_LLGLTFFOLDERITEM_H #include "llfloater.h" #include "llfolderviewmodel.h" class LLGLTFFolderItem : public LLFolderViewModelItemCommon { public: enum EType { TYPE_ROOT, TYPE_SCENE, TYPE_NODE, TYPE_MESH, TYPE_SKIN, }; LLGLTFFolderItem(S32 id, const std::string &display_name, EType type, LLFolderViewModelInterface& root_view_model); LLGLTFFolderItem(LLFolderViewModelInterface& root_view_model); virtual ~LLGLTFFolderItem(); void init(); const std::string& getName() const override { return mName; } const std::string& getDisplayName() const override { return mName; } const std::string& getSearchableName() const override { return mName; } std::string getSearchableDescription() const override { return std::string(); } std::string getSearchableCreatorName()const override { return std::string(); } std::string getSearchableUUIDString() const override { return std::string(); } LLPointer getIcon() const override { return pIcon; } LLPointer getIconOpen() const override { return getIcon(); } LLPointer getIconOverlay() const override { return NULL; } LLFontGL::StyleFlags getLabelStyle() const override { return LLFontGL::NORMAL; } std::string getLabelSuffix() const override { return std::string(); } void openItem(void) override {} void closeItem(void) override {} void selectItem(void) override {} void navigateToFolder(bool new_window = false, bool change_mode = false) override {} bool isItemWearable() const override { return false; } bool isItemRenameable() const override { return false; } bool renameItem(const std::string& new_name) override { return false; } bool isItemMovable(void) const override { return false; } // Can be moved to another folder void move(LLFolderViewModelItem* parent_listener) override {} bool isItemRemovable(bool check_worn = true) const override { return false; } bool removeItem() override { return false; } void removeBatch(std::vector& batch) override {} bool isItemCopyable(bool can_copy_as_link = true) const override { return false; } bool copyToClipboard() const override { return false; } bool cutToClipboard() override { return false; } bool isCutToClipboard() override { return false; } bool isClipboardPasteable() const override { return false; } void pasteFromClipboard() override {} void pasteLinkFromClipboard() override {} void buildContextMenu(LLMenuGL& menu, U32 flags) override {}; bool potentiallyVisible() override { return true; }; // is the item definitely visible or we haven't made up our minds yet? bool hasChildren() const override { return mChildren.size() > 0; } bool dragOrDrop( MASK mask, bool drop, EDragAndDropType cargo_type, void* cargo_data, std::string& tooltip_msg) override { return false; } bool filterChildItem(LLFolderViewModelItem* item, LLFolderViewFilter& filter); bool filter(LLFolderViewFilter& filter) override; EType getType() const { return mItemType; } S32 getItemId() const { return mItemId; } private: LLUIImagePtr pIcon; std::string mName; EType mItemType = TYPE_ROOT; // mItemId can be an id in a mesh vector, node vector or any other vector. // mItemId is not nessesarily unique, ex: some nodes can reuse the same // mesh or skin, so mesh-items can have the same id. S32 mItemId = -1; }; #endif