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
204
205
206
207
208
209
210
211
|
/**
* @file llcompilequeue.h
* @brief LLCompileQueue class header file
*
* Copyright (c) 2002-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#ifndef LL_LLCOMPILEQUEUE_H
#define LL_LLCOMPILEQUEUE_H
#include "lldarray.h"
#include "llinventory.h"
#include "llviewerobject.h"
#include "llvoinventorylistener.h"
#include "llmap.h"
#include "lluuid.h"
#include "llfloater.h"
#include "llscrolllistctrl.h"
#include "llviewerinventory.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:
// addObject() accepts an object id.
void addObject(const LLUUID& id);
// start() returns TRUE if the queue has started, otherwise FALSE.
BOOL start();
protected:
LLFloaterScriptQueue(const std::string& name, const LLRect& rect,
const char* title, const char* start_string);
virtual ~LLFloaterScriptQueue();
// This is the callback method for the viewer object currently
// being worked on.
/*virtual*/ void inventoryChanged(LLViewerObject* obj,
InventoryObjectList* inv,
S32 serial_num,
void* queue);
// This is called by inventoryChanged
virtual void handleInventory(LLViewerObject* viewer_obj,
InventoryObjectList* inv) = 0;
static void onCloseBtn(void* user_data);
// returns true if this is done
BOOL isDone() const;
// go to the next object. If no objects left, it falls out
// silently and waits to be killed by the deleteIfDone() callback.
BOOL nextObject();
BOOL popNext();
// Get this instances ID.
const LLUUID& getID() const { return mID; }
// find an instance by ID. Return NULL if it does not exist.
static LLFloaterScriptQueue* findInstance(const LLUUID& id);
protected:
// UI
LLScrollListCtrl* mMessages;
LLButton* mCloseBtn;
// Object Queue
LLDynamicArray<LLUUID> mObjectIDs;
LLUUID mCurrentObjectID;
BOOL mDone;
LLUUID mID;
static LLMap<LLUUID, LLFloaterScriptQueue*> sInstances;
const char* mStartString;
};
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Class LLFloaterCompileQueue
//
// This script queue will recompile each script.
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
class LLFloaterCompileQueue : public LLFloaterScriptQueue
{
public:
// Use this method to create a compile queue. Once created, it
// will be responsible for it's own destruction.
static LLFloaterCompileQueue* create();
protected:
LLFloaterCompileQueue(const std::string& name, const LLRect& rect);
virtual ~LLFloaterCompileQueue();
// This is called by inventoryChanged
virtual void handleInventory(LLViewerObject* viewer_obj,
InventoryObjectList* inv);
// This is the callback for when each script arrives
static void scriptArrived(LLVFS *vfs, const LLUUID& asset_id,
LLAssetType::EType type,
void* user_data, S32 status);
static void onSaveTextComplete(const LLUUID& asset_id, void* user_data, S32 status);
static void onSaveBytecodeComplete(const LLUUID& asset_id,
void* user_data,
S32 status);
// compile the file given and save it out.
void compile(const char* filename, const LLUUID& asset_id);
// remove any object in mScriptScripts with the matching uuid.
void removeItemByAssetID(const LLUUID& asset_id);
// save the items indicatd by the asset id.
void saveItemByAssetID(const LLUUID& asset_id);
// find old_asst_id, and set the asset id to new_asset_id
void updateAssetID(const LLUUID& old_asset_id, const LLUUID& new_asset_id);
protected:
LLViewerInventoryItem::item_array_t mCurrentScripts;
};
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Class LLFloaterResetQueue
//
// This script queue will reset each script.
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
class LLFloaterResetQueue : public LLFloaterScriptQueue
{
public:
// Use this method to create a reset queue. Once created, it
// will be responsible for it's own destruction.
static LLFloaterResetQueue* create();
protected:
LLFloaterResetQueue(const std::string& name, const LLRect& rect);
virtual ~LLFloaterResetQueue();
// This is called by inventoryChanged
virtual void handleInventory(LLViewerObject* viewer_obj,
InventoryObjectList* inv);
protected:
};
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Class LLFloaterRunQueue
//
// This script queue will set each script as running.
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
class LLFloaterRunQueue : public LLFloaterScriptQueue
{
public:
// Use this method to create a run queue. Once created, it
// will be responsible for it's own destruction.
static LLFloaterRunQueue* create();
protected:
LLFloaterRunQueue(const std::string& name, const LLRect& rect);
virtual ~LLFloaterRunQueue();
// This is called by inventoryChanged
virtual void handleInventory(LLViewerObject* viewer_obj,
InventoryObjectList* inv);
protected:
};
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Class LLFloaterNotRunQueue
//
// This script queue will set each script as not running.
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
class LLFloaterNotRunQueue : public LLFloaterScriptQueue
{
public:
// Use this method to create a not run queue. Once created, it
// will be responsible for it's own destruction.
static LLFloaterNotRunQueue* create();
protected:
LLFloaterNotRunQueue(const std::string& name, const LLRect& rect);
virtual ~LLFloaterNotRunQueue();
// This is called by inventoryChanged
virtual void handleInventory(LLViewerObject* viewer_obj,
InventoryObjectList* inv);
protected:
};
#endif // LL_LLCOMPILEQUEUE_H
|