/** * @file llpreview.h * @brief LLPreview class definition * * $LicenseInfo:firstyear=2002&license=viewergpl$ * * Copyright (c) 2002-2009, 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. * $/LicenseInfo$ */ #ifndef LL_LLPREVIEW_H #define LL_LLPREVIEW_H #include "llmultifloater.h" #include "llresizehandle.h" #include "llpointer.h" #include "lluuid.h" #include "llinventoryobserver.h" #include <map> class LLInventoryItem; class LLLineEditor; class LLRadioGroup; class LLPreview; class LLMultiPreview : public LLMultiFloater { public: LLMultiPreview(); /*virtual*/void onOpen(const LLSD& key); /*virtual*/void tabOpen(LLFloater* opened_floater, bool from_click); /*virtual*/ void handleReshape(const LLRect& new_rect, bool by_user = false); }; // https://wiki.lindenlab.com/mediawiki/index.php?title=LLPreview&oldid=81373 class LLPreview : public LLFloater, LLInventoryObserver { public: typedef enum e_asset_status { PREVIEW_ASSET_ERROR, PREVIEW_ASSET_UNLOADED, PREVIEW_ASSET_LOADING, PREVIEW_ASSET_LOADED } EAssetStatus; public: LLPreview(const LLSD& key ); virtual ~LLPreview(); /*virtual*/ BOOL postBuild(); virtual void setObjectID(const LLUUID& object_id); void setItem( LLInventoryItem* item ); void setAssetId(const LLUUID& asset_id); const LLInventoryItem* getItem() const; // searches if not constructed with it static void hide(const LLUUID& item_uuid, BOOL no_saving = FALSE ); static void dirty(const LLUUID& item_uuid); virtual BOOL handleMouseDown(S32 x, S32 y, MASK mask); virtual BOOL handleMouseUp(S32 x, S32 y, MASK mask); virtual BOOL handleHover(S32 x, S32 y, MASK mask); virtual void onOpen(const LLSD& key); void setAuxItem( const LLInventoryItem* item ); static void onBtnCopyToInv(void* userdata); void addKeepDiscardButtons(); static void onKeepBtn(void* data); static void onDiscardBtn(void* data); /*virtual*/ void handleReshape(const LLRect& new_rect, bool by_user = false); void userResized() { mUserResized = TRUE; }; virtual void loadAsset() { mAssetStatus = PREVIEW_ASSET_LOADED; } virtual EAssetStatus getAssetStatus() { return mAssetStatus;} static LLPreview* getFirstPreviewForSource(const LLUUID& source_id); // Why is this at the LLPreview level? JC void setNotecardInfo(const LLUUID& notecard_inv_id, const LLUUID& object_id); // llview /*virtual*/ void draw(); void refreshFromItem(); protected: virtual void onCommit(); void addDescriptionUI(); static void onText(LLUICtrl*, void* userdata); static void onRadio(LLUICtrl*, void* userdata); // for LLInventoryObserver virtual void changed(U32 mask); BOOL mDirty; protected: LLUUID mItemUUID; // mObjectUUID will have a value if it is associated with a task in // the world, and will be == LLUUID::null if it's in the agent // inventory. LLUUID mObjectUUID; LLRect mClientRect; LLPointer<LLInventoryItem> mAuxItem; // HACK! LLPointer<LLInventoryItem> mItem; // For embedded items (Landmarks) LLButton* mCopyToInvBtn; // Close without saving changes BOOL mForceClose; BOOL mUserResized; // When closing springs a "Want to save?" dialog, we want // to keep the preview open until the save completes. BOOL mCloseAfterSave; EAssetStatus mAssetStatus; LLUUID mNotecardInventoryID; // I am unsure if this is always the same as mObjectUUID, or why it exists // at the LLPreview level. JC 2009-06-24 LLUUID mNotecardObjectID; }; const S32 PREVIEW_BORDER = 4; const S32 PREVIEW_PAD = 5; const S32 PREVIEW_LINE_HEIGHT = 19; const S32 PREVIEW_BORDER_WIDTH = 2; const S32 PREVIEW_RESIZE_HANDLE_SIZE = S32(RESIZE_HANDLE_WIDTH * OO_SQRT2) + PREVIEW_BORDER_WIDTH; const S32 PREVIEW_VPAD = 2; const S32 PREVIEW_HEADER_SIZE = 2*PREVIEW_LINE_HEIGHT + 2 * PREVIEW_VPAD; #endif // LL_LLPREVIEW_H