/** * @file llpreviewnotecard.h * @brief LLPreviewNotecard class header file * * $LicenseInfo:firstyear=2002&license=viewerlgpl$ * 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 * $/LicenseInfo$ */ #ifndef LL_LLPREVIEWNOTECARD_H #define LL_LLPREVIEWNOTECARD_H #include "llpreview.h" #include "llassetstorage.h" #include "lliconctrl.h" //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // Class LLPreviewNotecard // // This class allows us to edit notecards //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ class LLViewerTextEditor; class LLButton; class LLPreviewNotecard : public LLPreview { public: LLPreviewNotecard(const LLSD& key); virtual ~LLPreviewNotecard(); bool saveItem(); void setObjectID(const LLUUID& object_id); // llview virtual void draw(); virtual BOOL handleKeyHere(KEY key, MASK mask); virtual void setEnabled( BOOL enabled ); // llfloater virtual BOOL canClose(); // llpanel virtual BOOL postBuild(); // reach into the text editor, and grab the drag item const LLInventoryItem* getDragItem(); // return true if there is any embedded inventory. bool hasEmbeddedInventory(); // After saving a notecard, the tcp based upload system will // change the asset, therefore, we need to re-fetch it from the // asset system. :( void refreshFromInventory(const LLUUID& item_id = LLUUID::null); protected: void updateTitleButtons(); virtual void loadAsset(); bool saveIfNeeded(LLInventoryItem* copyitem = NULL); void deleteNotecard(); static void onLoadComplete(LLVFS *vfs, const LLUUID& asset_uuid, LLAssetType::EType type, void* user_data, S32 status, LLExtStat ext_status); static void onClickSave(void* data); static void onClickDelete(void* data); static void onSaveComplete(const LLUUID& asset_uuid, void* user_data, S32 status, LLExtStat ext_status); bool handleSaveChangesDialog(const LLSD& notification, const LLSD& response); bool handleConfirmDeleteDialog(const LLSD& notification, const LLSD& response); static void finishInventoryUpload(LLUUID itemId, LLUUID newAssetId, LLUUID newItemId); static void finishTaskUpload(LLUUID itemId, LLUUID newAssetId, LLUUID taskId); protected: LLViewerTextEditor* mEditor; LLButton* mSaveBtn; LLUUID mAssetID; LLUUID mObjectID; }; #endif // LL_LLPREVIEWNOTECARD_H