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/**
* @file llfloaterbulkpermissions.h
* @brief Allow multiple task inventory properties to be set in one go.
* @author Michelle2 Zenovka
*
* $LicenseInfo:firstyear=2008&license=viewerlgpl$
* 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_LLBULKPERMISSION_H
#define LL_LLBULKPERMISSION_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"
class LLFloaterBulkPermission : public LLFloater, public LLVOInventoryListener
{
friend class LLFloaterReg;
public:
BOOL postBuild();
private:
LLFloaterBulkPermission(const LLSD& seed);
virtual ~LLFloaterBulkPermission() {}
BOOL start(); // returns TRUE if the queue has started, otherwise FALSE.
BOOL nextObject();
BOOL popNext();
// This is the callback method for the viewer object currently
// being worked on.
/*virtual*/ void inventoryChanged(LLViewerObject* obj,
LLInventoryObject::object_list_t* inv,
S32 serial_num,
void* queue);
// This is called by inventoryChanged
void handleInventory(LLViewerObject* viewer_obj,
LLInventoryObject::object_list_t* inv);
void updateInventory(LLViewerObject* object,
LLViewerInventoryItem* item,
U8 key,
bool is_new);
void onCloseBtn();
void onOkBtn();
void onApplyBtn();
void onCommitCopy();
void onCheckAll() { doCheckUncheckAll(TRUE); }
void onUncheckAll() { doCheckUncheckAll(FALSE); }
// returns true if this is done
BOOL isDone() const { return (mCurrentObjectID.isNull() || (mObjectIDs.count() == 0)); }
//Read the settings and Apply the permissions
void doApply();
void doCheckUncheckAll(BOOL check);
private:
// UI
LLScrollListCtrl* mMessages;
LLButton* mCloseBtn;
// Object Queue
LLDynamicArray<LLUUID> mObjectIDs;
LLUUID mCurrentObjectID;
BOOL mDone;
bool mBulkChangeIncludeAnimations;
bool mBulkChangeIncludeBodyParts;
bool mBulkChangeIncludeClothing;
bool mBulkChangeIncludeGestures;
bool mBulkChangeIncludeNotecards;
bool mBulkChangeIncludeObjects;
bool mBulkChangeIncludeScripts;
bool mBulkChangeIncludeSounds;
bool mBulkChangeIncludeTextures;
bool mBulkChangeShareWithGroup;
bool mBulkChangeEveryoneCopy;
bool mBulkChangeNextOwnerModify;
bool mBulkChangeNextOwnerCopy;
bool mBulkChangeNextOwnerTransfer;
LLUUID mID;
const char* mStartString;
};
#endif
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