/** * @file llinventorypanel.h * @brief LLInventoryPanel * class definition * * $LicenseInfo:firstyear=2001&license=viewerlgpl$ * 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_LLINVENTORYPANEL_H #define LL_LLINVENTORYPANEL_H #include "llassetstorage.h" #include "lldarray.h" #include "llfolderviewitem.h" #include "llfolderviewmodelinventory.h" #include "llfloater.h" #include "llinventory.h" #include "llinventoryfilter.h" #include "llinventorymodel.h" #include "llscrollcontainer.h" #include "lluictrlfactory.h" #include class LLInvFVBridge; class LLInventoryFolderViewModelBuilder; class LLInvPanelComplObserver; class LLFolderViewModelInventory; namespace LLInitParam { template<> struct TypeValues : public TypeValuesHelper { static void declareValues(); }; } class LLInventoryPanel : public LLPanel { //-------------------------------------------------------------------- // Data //-------------------------------------------------------------------- public: struct Filter : public LLInitParam::Block { Optional sort_order; Optional types; Optional search_string; Filter() : sort_order("sort_order"), types("types", 0xffffffff), search_string("search_string") {} }; struct StartFolder : public LLInitParam::ChoiceBlock { Alternative name; Alternative id; Alternative type; StartFolder() : name("name"), id("id"), type("type") {} }; struct Params : public LLInitParam::Block { Optional sort_order_setting; Optional inventory; Optional allow_multi_select; Optional show_item_link_overlays; Optional filter; Optional start_folder; Optional use_label_suffix; Optional show_empty_message; Optional scroll; Optional accepts_drag_and_drop; Optional folder_view; Optional folder; Optional item; Params() : sort_order_setting("sort_order_setting"), inventory("", &gInventory), allow_multi_select("allow_multi_select", true), show_item_link_overlays("show_item_link_overlays", false), filter("filter"), start_folder("start_folder"), use_label_suffix("use_label_suffix", true), show_empty_message("show_empty_message", true), scroll("scroll"), accepts_drag_and_drop("accepts_drag_and_drop"), folder_view("folder_view"), folder("folder"), item("item") {} }; struct InventoryState : public LLInitParam::Block { Mandatory filter; Mandatory sort; }; //-------------------------------------------------------------------- // Initialization //-------------------------------------------------------------------- protected: LLInventoryPanel(const Params&); void initFromParams(const Params&); friend class LLUICtrlFactory; public: virtual ~LLInventoryPanel(); public: LLInventoryModel* getModel() { return mInventory; } LLFolderViewModelInventory& getRootViewModel() { return mInventoryViewModel; } // LLView methods void draw(); BOOL handleHover(S32 x, S32 y, MASK mask); BOOL handleDragAndDrop(S32 x, S32 y, MASK mask, BOOL drop, EDragAndDropType cargo_type, void* cargo_data, EAcceptance* accept, std::string& tooltip_msg); // LLUICtrl methods /*virtual*/ void onFocusLost(); /*virtual*/ void onFocusReceived(); // LLBadgeHolder methods bool addBadge(LLBadge * badge); // Call this method to set the selection. void openAllFolders(); void setSelection(const LLUUID& obj_id, BOOL take_keyboard_focus); void setSelectCallback(const boost::function& items, BOOL user_action)>& cb); void clearSelection(); LLInventoryFilter& getFilter(); const LLInventoryFilter& getFilter() const; void setFilterTypes(U64 filter, LLInventoryFilter::EFilterType = LLInventoryFilter::FILTERTYPE_OBJECT); U32 getFilterObjectTypes() const; void setFilterPermMask(PermissionMask filter_perm_mask); U32 getFilterPermMask() const; void setFilterWearableTypes(U64 filter); void setFilterSubString(const std::string& string); const std::string getFilterSubString(); void setSinceLogoff(BOOL sl); void setHoursAgo(U32 hours); BOOL getSinceLogoff(); void setFilterLinks(U64 filter_links); void setShowFolderState(LLInventoryFilter::EFolderShow show); LLInventoryFilter::EFolderShow getShowFolderState(); // This method is called when something has changed about the inventory. void modelChanged(U32 mask); LLFolderView* getRootFolder(); LLUUID getRootFolderID(); LLScrollContainer* getScrollableContainer() { return mScroller; } void onSelectionChange(const std::deque &items, BOOL user_action); LLHandle getInventoryPanelHandle() const { return getDerivedHandle(); } // Callbacks void doToSelected(const LLSD& userdata); void doCreate(const LLSD& userdata); bool beginIMSession(); bool attachObject(const LLSD& userdata); static void idle(void* user_data); // DEBUG ONLY: static void dumpSelectionInformation(void* user_data); void openSelected(); void unSelectAll(); static void onIdle(void* user_data); // Find whichever inventory panel is active / on top. // "Auto_open" determines if we open an inventory panel if none are open. static LLInventoryPanel *getActiveInventoryPanel(BOOL auto_open = TRUE); static void openInventoryPanelAndSetSelection(BOOL auto_open, const LLUUID& obj_id); void addItemID(const LLUUID& id, LLFolderViewItem* itemp); void removeItemID(const LLUUID& id); LLFolderViewItem* getItemByID(const LLUUID& id); LLFolderViewFolder* getFolderByID(const LLUUID& id); void setSelectionByID(const LLUUID& obj_id, BOOL take_keyboard_focus); void updateSelection(); LLFolderViewModelInventory* getFolderViewModel(); const LLFolderViewModelInventory* getFolderViewModel() const; protected: void openStartFolderOrMyInventory(); // open the first level of inventory void onItemsCompletion(); // called when selected items are complete LLUUID mSelectThisID; LLInventoryModel* mInventory; LLInventoryObserver* mInventoryObserver; LLInvPanelComplObserver* mCompletionObserver; bool mAcceptsDragAndDrop; bool mAllowMultiSelect; bool mShowItemLinkOverlays; // Shows link graphic over inventory item icons bool mShowEmptyMessage; LLFolderView* mFolderRoot; LLScrollContainer* mScroller; LLFolderViewModelInventory mInventoryViewModel; Params mParams; // stored copy of parameter block std::map mItemMap; /** * Pointer to LLInventoryFolderViewModelBuilder. * * It is set in LLInventoryPanel's constructor and can be overridden in derived classes with * another implementation. * Take into account it will not be deleted by LLInventoryPanel itself. */ const LLInventoryFolderViewModelBuilder* mInvFVBridgeBuilder; //-------------------------------------------------------------------- // Sorting //-------------------------------------------------------------------- public: static const std::string DEFAULT_SORT_ORDER; static const std::string RECENTITEMS_SORT_ORDER; static const std::string INHERIT_SORT_ORDER; void setSortOrder(U32 order); U32 getSortOrder() const; private: std::string mSortOrderSetting; int mClipboardState; //-------------------------------------------------------------------- // Hidden folders //-------------------------------------------------------------------- public: void addHideFolderType(LLFolderType::EType folder_type); public: BOOL getIsViewsInitialized() const { return mViewsInitialized; } protected: // Builds the UI. Call this once the inventory is usable. void initializeViews(); LLFolderViewItem* buildNewViews(const LLUUID& id); BOOL getIsHiddenFolderType(LLFolderType::EType folder_type) const; virtual LLFolderViewFolder* createFolderViewFolder(LLInvFVBridge * bridge); virtual LLFolderViewItem* createFolderViewItem(LLInvFVBridge * bridge); private: bool mBuildDefaultHierarchy; // default inventory hierarchy should be created in postBuild() bool mViewsInitialized; // Views have been generated }; #endif // LL_LLINVENTORYPANEL_H