/** * @file llviewermenu.h * @brief Builds menus out of objects * * $LicenseInfo:firstyear=2002&license=viewergpl$ * * 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_LLVIEWERMENU_H #define LL_LLVIEWERMENU_H #include "llmenugl.h" #include "llsafehandle.h" class LLMessageSystem; class LLSD; class LLUICtrl; class LLView; class LLParcelSelection; class LLObjectSelection; class LLSelectNode; void init_menus(); void cleanup_menus(); void show_debug_menus(); // checks for if menus should be shown first. void toggle_debug_menus(void*); void show_context_menu( S32 x, S32 y, MASK mask ); void show_build_mode_context_menu(S32 x, S32 y, MASK mask); void show_navbar_context_menu(LLView* ctrl, S32 x, S32 y); BOOL enable_save_into_inventory(void*); void handle_reset_view(); void handle_cut(void*); void handle_copy(void*); void handle_paste(void*); void handle_delete(void*); void handle_redo(void*); void handle_undo(void*); void handle_select_all(void*); void handle_deselect(void*); void handle_delete_object(); void handle_duplicate(void*); void handle_duplicate_in_place(void*); BOOL enable_not_have_card(void *userdata); void process_grant_godlike_powers(LLMessageSystem* msg, void**); BOOL enable_cut(void*); BOOL enable_copy(void*); BOOL enable_paste(void*); BOOL enable_select_all(void*); BOOL enable_deselect(void*); BOOL enable_undo(void*); BOOL enable_redo(void*); BOOL is_agent_mappable(const LLUUID& agent_id); void confirm_replace_attachment(S32 option, void* user_data); void handle_detach_from_avatar(const LLSD& user_data); void attach_label(std::string& label, const LLSD&); void detach_label(std::string& label, const LLSD&); void handle_detach(void*); BOOL enable_god_full(void* user_data); BOOL enable_god_liaison(void* user_data); BOOL enable_god_basic(void* user_data); void set_underclothes_menu_options(); void exchange_callingcard(const LLUUID& dest_id); void handle_gestures(void*); void handle_sit_down(void*); void handle_object_build(void*); void handle_object_touch(); bool enable_object_open(); void handle_object_open(); // Buy either contents or object itself void handle_buy(); void handle_take_copy(); void handle_look_at_selection(const LLSD& param); void handle_zoom_to_object(LLUUID object_id); void handle_buy_land(); // Takes avatar UUID, or if no UUID passed, uses last selected object void handle_avatar_freeze(const LLSD& avatar_id); // Takes avatar UUID, or if no UUID passed, uses last selected object void handle_avatar_eject(const LLSD& avatar_id); bool enable_freeze_eject(const LLSD& avatar_id); // Can anyone take a free copy of the object? // *TODO: Move to separate file bool anyone_copy_selection(LLSelectNode* nodep); // Is this selected object for sale? // *TODO: Move to separate file bool for_sale_selection(LLSelectNode* nodep); void handle_save_snapshot(void *); void handle_toggle_flycam(); void handle_object_sit_or_stand(); void handle_give_money_dialog(); bool enable_pay_object(); bool enable_buy_object(); bool handle_go_to(); // Export to XML or Collada void handle_export_selected( void * ); class LLViewerMenuHolderGL : public LLMenuHolderGL { public: struct Params : public LLInitParam::Block {}; LLViewerMenuHolderGL(const Params& p); virtual BOOL hideMenus(); void setParcelSelection(LLSafeHandle selection); void setObjectSelection(LLSafeHandle selection); virtual const LLRect getMenuRect() const; protected: LLSafeHandle mParcelSelection; LLSafeHandle mObjectSelection; }; extern const std::string SAVE_INTO_INVENTORY; extern LLMenuBarGL* gMenuBarView; //extern LLView* gMenuBarHolder; extern LLMenuGL* gPopupMenuView; extern LLViewerMenuHolderGL* gMenuHolder; extern LLMenuBarGL* gLoginMenuBarView; // Context menus in 3D scene extern LLContextMenu *gMenuAvatarSelf; extern LLContextMenu *gMenuAvatarOther; extern LLContextMenu *gMenuObject; extern LLContextMenu *gMenuAttachmentSelf; extern LLContextMenu *gMenuAttachmentOther; extern LLContextMenu *gMenuLand; // Needed to build menus when attachment site list available extern LLMenuGL* gAttachSubMenu; extern LLMenuGL* gDetachSubMenu; extern LLMenuGL* gTakeOffClothes; extern LLContextMenu* gAttachScreenPieMenu; extern LLContextMenu* gDetachScreenPieMenu; extern LLContextMenu* gAttachPieMenu; extern LLContextMenu* gDetachPieMenu; extern LLContextMenu* gAttachBodyPartPieMenus[8]; extern LLContextMenu* gDetachBodyPartPieMenus[8]; extern LLMenuItemCallGL* gAFKMenu; extern LLMenuItemCallGL* gBusyMenu; extern LLMenuItemCallGL* gMutePieMenu; extern LLMenuItemCallGL* gMuteObjectPieMenu; extern LLMenuItemCallGL* gBuyPassPieMenu; #endif