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/**
* @file llfloaterreg.h
* @brief LLFloaterReg Floater Registration Class
*
* $LicenseInfo:firstyear=2002&license=viewergpl$
*
* 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.
* $/LicenseInfo$
*/
/// llcommon
#include "llboost.h"
#include "llrect.h"
#include "llstl.h"
#include "llsd.h"
/// llui
#include "lluictrl.h"
#include <boost/function.hpp>
//*******************************************************
//
// Floater Class Registry
//
class LLFloater;
typedef boost::function<LLFloater* (const LLSD& key)> LLFloaterBuildFunc;
class LLFloaterReg
{
public:
// We use a list of LLFloater's instead of a set for two reasons:
// 1) With a list we have a predictable ordering, useful for finding the last opened floater of a given type.
// 2) We can change the key of a floater without altering the list.
typedef std::list<LLFloater*> instance_list_t;
typedef const instance_list_t const_instance_list_t;
typedef std::map<std::string, instance_list_t> instance_map_t;
struct BuildData
{
LLFloaterBuildFunc mFunc;
std::string mFile;
};
typedef std::map<std::string, BuildData> build_map_t;
private:
static instance_list_t sNullInstanceList;
static instance_map_t sInstanceMap;
static build_map_t sBuildMap;
static std::map<std::string,std::string> sGroupMap;
public:
// Registration
// usage: LLFloaterClassRegistry::add("foo", (LLFloaterBuildFunc)&LLFloaterClassRegistry::build<LLFloaterFoo>);
template <class T>
static LLFloater* build(const LLSD& key)
{
T* floater = new T(key);
return floater;
}
static void add(const std::string& name, const std::string& file, const LLFloaterBuildFunc& func,
const std::string& groupname = LLStringUtil::null);
// Helpers
static LLRect getFloaterRect(const std::string& name);
// Find / get (create) / remove / destroy
static LLFloater* findInstance(const std::string& name, const LLSD& key = LLSD());
static LLFloater* getInstance(const std::string& name, const LLSD& key = LLSD());
static LLFloater* removeInstance(const std::string& name, const LLSD& key = LLSD());
static bool destroyInstance(const std::string& name, const LLSD& key = LLSD());
// Iterators
static const_instance_list_t& getFloaterList(const std::string& name);
// Visibility Management
// return NULL if instance not found or can't create instance (no builder)
static LLFloater* showInstance(const std::string& name, const LLSD& key = LLSD(), BOOL focus = FALSE);
// Close a floater (may destroy or set invisible)
// return false if can't find instance
static bool hideInstance(const std::string& name, const LLSD& key = LLSD());
// return true if instance is visible:
static bool toggleInstance(const std::string& name, const LLSD& key = LLSD());
static bool instanceVisible(const std::string& name, const LLSD& key = LLSD());
static void showInitialVisibleInstances();
static void hideVisibleInstances(const std::set<std::string>& exceptions = std::set<std::string>());
static void restoreVisibleInstances();
// Control Variables
static std::string getRectControlName(const std::string& name);
static std::string declareRectControl(const std::string& name);
static std::string getVisibilityControlName(const std::string& name);
static std::string declareVisibilityControl(const std::string& name);
// Callback wrappers
static void initUICtrlToFloaterVisibilityControl(LLUICtrl* ctrl, const LLSD& sdname);
static void showFloaterInstance(const LLSD& sdname);
static void hideFloaterInstance(const LLSD& sdname);
static void toggleFloaterInstance(const LLSD& sdname);
static bool floaterInstanceVisible(const LLSD& sdname);
// Typed find / get / show
template <class T>
static T* findTypedInstance(const std::string& name, const LLSD& key = LLSD())
{
return dynamic_cast<T*>(findInstance(name, key));
}
template <class T>
static T* getTypedInstance(const std::string& name, const LLSD& key = LLSD())
{
return dynamic_cast<T*>(getInstance(name, key));
}
template <class T>
static T* showTypedInstance(const std::string& name, const LLSD& key = LLSD(), BOOL focus = FALSE)
{
return dynamic_cast<T*>(showInstance(name, key, focus));
}
};
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