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/**
* @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 "lluuid.h"
#include "llfloater.h"
#include "llscrolllistctrl.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
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