1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
|
/**
* @file llcompilequeue.h
* @brief LLCompileQueue 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_LLCOMPILEQUEUE_H
#define LL_LLCOMPILEQUEUE_H
#include "llinventory.h"
#include "llviewerobject.h"
#include "llvoinventorylistener.h"
#include "lluuid.h"
#include "llfloater.h"
#include "llscrolllistctrl.h"
#include "llviewerinventory.h"
#include "llevents.h"
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Class LLFloaterScriptQueue
//
// This class provides a mechanism of adding objects to a list that
// will go through and execute action for the scripts on each object. The
// objects will be accessed serially and the scripts may be
// manipulated in parallel. For example, selecting two objects each
// with three scripts will result in the first object having all three
// scripts manipulated.
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
class LLFloaterScriptQueue : public LLFloater/*, public LLVOInventoryListener*/
{
public:
LLFloaterScriptQueue(const LLSD& key);
virtual ~LLFloaterScriptQueue();
/*virtual*/ BOOL postBuild();
void setMono(bool mono) { mMono = mono; }
// addObject() accepts an object id.
void addObject(const LLUUID& id, std::string name);
// start() returns TRUE if the queue has started, otherwise FALSE.
BOOL start();
void addProcessingMessage(const std::string &message, const LLSD &args);
void addStringMessage(const std::string &message);
std::string getStartString() const { return mStartString; }
protected:
static void onCloseBtn(void* user_data);
// returns true if this is done
BOOL isDone() const;
virtual bool startQueue() = 0;
void setStartString(const std::string& s) { mStartString = s; }
protected:
// UI
LLScrollListCtrl* mMessages;
LLButton* mCloseBtn;
// Object Queue
struct ObjectData
{
LLUUID mObjectId;
std::string mObjectName;
};
typedef std::vector<ObjectData> object_data_list_t;
object_data_list_t mObjectList;
LLUUID mCurrentObjectID;
bool mDone;
std::string mStartString;
bool mMono;
typedef boost::function<bool(const LLPointer<LLViewerObject> &, LLInventoryObject*, LLEventPump &)> fnQueueAction_t;
static void objectScriptProcessingQueueCoro(std::string action, LLHandle<LLFloaterScriptQueue> hfloater, object_data_list_t objectList, fnQueueAction_t func);
};
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Class LLFloaterCompileQueue
//
// This script queue will recompile each script.
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
struct LLCompileQueueData
{
LLUUID mQueueID;
LLUUID mItemId;
LLCompileQueueData(const LLUUID& q_id, const LLUUID& item_id) :
mQueueID(q_id), mItemId(item_id) {}
};
class LLFloaterCompileQueue : public LLFloaterScriptQueue
{
friend class LLFloaterReg;
public:
void experienceIdsReceived( const LLSD& content );
BOOL hasExperience(const LLUUID& id)const;
protected:
LLFloaterCompileQueue(const LLSD& key);
virtual ~LLFloaterCompileQueue();
virtual bool startQueue();
static bool processScript(LLHandle<LLFloaterCompileQueue> hfloater, const LLPointer<LLViewerObject> &object, LLInventoryObject* inventory, LLEventPump &pump);
//bool checkAssetId(const LLUUID &assetId);
static void handleHTTPResponse(std::string pumpName, const LLSD &expresult);
static void handleScriptRetrieval(const LLUUID& assetId, LLAssetType::EType type, void* userData, S32 status, LLExtStat extStatus);
private:
static void processExperienceIdResults(LLSD result, LLUUID parent);
//uuid_list_t mAssetIds; // list of asset IDs processed.
uuid_list_t mExperienceIds;
};
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Class LLFloaterResetQueue
//
// This script queue will reset each script.
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
class LLFloaterResetQueue : public LLFloaterScriptQueue
{
friend class LLFloaterReg;
protected:
LLFloaterResetQueue(const LLSD& key);
virtual ~LLFloaterResetQueue();
static bool resetObjectScripts(LLHandle<LLFloaterScriptQueue> hfloater, const LLPointer<LLViewerObject> &object, LLInventoryObject* inventory, LLEventPump &pump);
virtual bool startQueue();
};
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Class LLFloaterRunQueue
//
// This script queue will set each script as running.
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
class LLFloaterRunQueue : public LLFloaterScriptQueue
{
friend class LLFloaterReg;
protected:
LLFloaterRunQueue(const LLSD& key);
virtual ~LLFloaterRunQueue();
static bool runObjectScripts(LLHandle<LLFloaterScriptQueue> hfloater, const LLPointer<LLViewerObject> &object, LLInventoryObject* inventory, LLEventPump &pump);
virtual bool startQueue();
};
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Class LLFloaterNotRunQueue
//
// This script queue will set each script as not running.
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
class LLFloaterNotRunQueue : public LLFloaterScriptQueue
{
friend class LLFloaterReg;
protected:
LLFloaterNotRunQueue(const LLSD& key);
virtual ~LLFloaterNotRunQueue();
static bool stopObjectScripts(LLHandle<LLFloaterScriptQueue> hfloater, const LLPointer<LLViewerObject> &object, LLInventoryObject* inventory, LLEventPump &pump);
virtual bool startQueue();
};
#endif // LL_LLCOMPILEQUEUE_H
|