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/** 
 * @file llappearancemgr.h
 * @brief Manager for initiating appearance changes on the viewer
 *
 * $LicenseInfo:firstyear=2004&license=viewergpl$
 * 
 * Copyright (c) 2004-2009, 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_LLAPPEARANCEMGR_H
#define LL_LLAPPEARANCEMGR_H

#include "llsingleton.h"
#include "llinventorymodel.h"
#include "llinventoryobserver.h"
#include "llviewerinventory.h"
#include "llcallbacklist.h"

class LLWearable;
class LLWearableHoldingPattern;
class LLInventoryCallback;

class LLAppearanceMgr: public LLSingleton<LLAppearanceMgr>
{
	friend class LLSingleton<LLAppearanceMgr>;
	
public:
	void updateAppearanceFromCOF();
	bool needToSaveCOF();
	void updateCOF(const LLUUID& category, bool append = false);
	void wearInventoryCategory(LLInventoryCategory* category, bool copy, bool append);
	void wearInventoryCategoryOnAvatar(LLInventoryCategory* category, bool append);
	void wearCategoryFinal(LLUUID& cat_id, bool copy_items, bool append);
	void wearOutfitByName(const std::string& name);
	void changeOutfit(bool proceed, const LLUUID& category, bool append);

	// Copy all items and the src category itself.
	void shallowCopyCategory(const LLUUID& src_id, const LLUUID& dst_id,
							 LLPointer<LLInventoryCallback> cb);

	// Return whether this folder contains minimal contents suitable for making a full outfit.
	BOOL getCanMakeFolderIntoOutfit(const LLUUID& folder_id);

	// Copy all items in a category.
	void shallowCopyCategoryContents(const LLUUID& src_id, const LLUUID& dst_id,
									 LLPointer<LLInventoryCallback> cb);

	// Find the Current Outfit folder.
	const LLUUID getCOF() const;

	// Finds the folder link to the currently worn outfit
	const LLViewerInventoryItem *getBaseOutfitLink();
	bool getBaseOutfitName(std::string &name);

	// find the UUID of the currently worn outfit (Base Outfit)
	const LLUUID getBaseOutfitUUID();

	// Update the displayed outfit name in UI.
	void updatePanelOutfitName(const std::string& name);

	void createBaseOutfitLink(const LLUUID& category, LLPointer<LLInventoryCallback> link_waiter);

	void updateAgentWearables(LLWearableHoldingPattern* holder, bool append);

	// For debugging - could be moved elsewhere.
	void dumpCat(const LLUUID& cat_id, const std::string& msg);
	void dumpItemArray(const LLInventoryModel::item_array_t& items, const std::string& msg);

	// Attachment link management
	void unregisterAttachment(const LLUUID& item_id);
	void registerAttachment(const LLUUID& item_id);
	void setAttachmentInvLinkEnable(bool val);
	void linkRegisteredAttachments();

	// utility function for bulk linking.
	void linkAll(const LLUUID& category,
				 LLInventoryModel::item_array_t& items,
				 LLPointer<LLInventoryCallback> cb);

	// Add COF link to individual item.
	void addCOFItemLink(const LLUUID& item_id, bool do_update = true);
	void addCOFItemLink(const LLInventoryItem *item, bool do_update = true);

	// Remove COF entries
	void removeCOFItemLinks(const LLUUID& item_id, bool do_update = true);

	// Add COF link to ensemble folder.
	void addEnsembleLink(LLInventoryCategory* item, bool do_update = true);

	//has the current outfit changed since it was loaded?
	bool isOutfitDirty() { return mOutfitIsDirty; }

	// set false if you just loaded the outfit, true otherwise
	void setOutfitDirty(bool isDirty) { mOutfitIsDirty = isDirty; }
	
	// manually compare ouftit folder link to COF to see if outfit has changed.
	// should only be necessary to do on initial login.
	void updateIsDirty();

	// Called when self avatar is first fully visible.
	void onFirstFullyVisible();

	// Create initial outfits from library.
	void autopopulateOutfits();
	
	// Overrides the base outfit with the content from COF
	// @return false if there is no base outfit
	bool updateBaseOutfit();

protected:
	LLAppearanceMgr();
	~LLAppearanceMgr();

private:

	void filterWearableItems(LLInventoryModel::item_array_t& items, S32 max_per_type);
	
	void getDescendentsOfAssetType(const LLUUID& category, 
										  LLInventoryModel::item_array_t& items,
										  LLAssetType::EType type,
										  bool follow_folder_links);

	void getUserDescendents(const LLUUID& category, 
								   LLInventoryModel::item_array_t& wear_items,
								   LLInventoryModel::item_array_t& obj_items,
								   LLInventoryModel::item_array_t& gest_items,
								   bool follow_folder_links);

	void purgeCategory(const LLUUID& category, bool keep_outfit_links);
	void purgeBaseOutfitLink(const LLUUID& category);

	std::set<LLUUID> mRegisteredAttachments;
	bool mAttachmentInvLinkEnabled;
	bool mOutfitIsDirty;

	//////////////////////////////////////////////////////////////////////////////////
	// Item-specific convenience functions 
public:
	// Is this in the COF?
	BOOL getIsInCOF(const LLUUID& obj_id) const;
	// Is this in the COF and can the user delete it from the COF?
	BOOL getIsProtectedCOFItem(const LLUUID& obj_id) const;
};

class LLUpdateAppearanceOnDestroy: public LLInventoryCallback
{
public:
	LLUpdateAppearanceOnDestroy();
	virtual ~LLUpdateAppearanceOnDestroy();
	/* virtual */ void fire(const LLUUID& inv_item);

private:
	U32 mFireCount;
};


#define SUPPORT_ENSEMBLES 0

LLUUID findDescendentCategoryIDByName(const LLUUID& parent_id,const std::string& name);

// Shim class and template function to allow arbitrary boost::bind
// expressions to be run as one-time idle callbacks.
template <typename T>
class OnIdleCallbackOneTime
{
public:
	OnIdleCallbackOneTime(T callable):
		mCallable(callable)
	{
	}
	static void onIdle(void *data)
	{
		gIdleCallbacks.deleteFunction(onIdle, data);
		OnIdleCallbackOneTime<T>* self = reinterpret_cast<OnIdleCallbackOneTime<T>*>(data);
		self->call();
		delete self;
	}
	void call()
	{
		mCallable();
	}
private:
	T mCallable;
};

template <typename T>
void doOnIdleOneTime(T callable)
{
	OnIdleCallbackOneTime<T>* cb_functor = new OnIdleCallbackOneTime<T>(callable);
	gIdleCallbacks.addFunction(&OnIdleCallbackOneTime<T>::onIdle,cb_functor);
}

// Shim class and template function to allow arbitrary boost::bind
// expressions to be run as recurring idle callbacks.
// Callable should return true when done, false to continue getting called.
template <typename T>
class OnIdleCallbackRepeating
{
public:
	OnIdleCallbackRepeating(T callable):
		mCallable(callable)
	{
	}
	// Will keep getting called until the callable returns true.
	static void onIdle(void *data)
	{
		OnIdleCallbackRepeating<T>* self = reinterpret_cast<OnIdleCallbackRepeating<T>*>(data);
		bool done = self->call();
		if (done)
		{
			gIdleCallbacks.deleteFunction(onIdle, data);
			delete self;
		}
	}
	bool call()
	{
		return mCallable();
	}
private:
	T mCallable;
};

template <typename T>
void doOnIdleRepeating(T callable)
{
	OnIdleCallbackRepeating<T>* cb_functor = new OnIdleCallbackRepeating<T>(callable);
	gIdleCallbacks.addFunction(&OnIdleCallbackRepeating<T>::onIdle,cb_functor);
}

template <class T>
class CallAfterCategoryFetchStage2: public LLInventoryFetchObserver
{
public:
	CallAfterCategoryFetchStage2(T callable):
		mCallable(callable)
	{
	}
	~CallAfterCategoryFetchStage2()
	{
	}
	virtual void done()
	{
		gInventory.removeObserver(this);
		doOnIdleOneTime(mCallable);
		delete this;
	}
protected:
	T mCallable;
};

template <class T>
class CallAfterCategoryFetchStage1: public LLInventoryFetchDescendentsObserver
{
public:
	CallAfterCategoryFetchStage1(T callable):
		mCallable(callable)
	{
	}
	~CallAfterCategoryFetchStage1()
	{
	}
	virtual void done()
	{
		// What we do here is get the complete information on the items in
		// the library, and set up an observer that will wait for that to
		// happen.
		LLInventoryModel::cat_array_t cat_array;
		LLInventoryModel::item_array_t item_array;
		gInventory.collectDescendents(mComplete.front(),
									  cat_array,
									  item_array,
									  LLInventoryModel::EXCLUDE_TRASH);
		S32 count = item_array.count();
		if(!count)
		{
			llwarns << "Nothing fetched in category " << mComplete.front()
					<< llendl;
			//dec_busy_count();
			gInventory.removeObserver(this);
			delete this;
			return;
		}

		CallAfterCategoryFetchStage2<T> *stage2 = new CallAfterCategoryFetchStage2<T>(mCallable);
		uuid_vec_t ids;
		for(S32 i = 0; i < count; ++i)
		{
			ids.push_back(item_array.get(i)->getUUID());
		}
		
		gInventory.removeObserver(this);
		
		// do the fetch
		stage2->fetch(ids);
		if(stage2->isEverythingComplete())
		{
			// everything is already here - call done.
			stage2->done();
		}
		else
		{
			// it's all on it's way - add an observer, and the inventory
			// will call done for us when everything is here.
			gInventory.addObserver(stage2);
		}
		delete this;
	}
protected:
	T mCallable;
};

template <class T> 
void callAfterCategoryFetch(const LLUUID& cat_id, T callable)
{
	CallAfterCategoryFetchStage1<T> *stage1 = new CallAfterCategoryFetchStage1<T>(callable);
	uuid_vec_t folders;
	folders.push_back(cat_id);
	stage1->fetch(folders);
	if (stage1->isEverythingComplete())
	{
		stage1->done();
	}
	else
	{
		gInventory.addObserver(stage1);
	}
}

#endif