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/**
* @file llfloaterbuy.cpp
* @author James Cook
* @brief LLFloaterBuy class implementation
*
* $LicenseInfo:firstyear=2004&license=viewergpl$
*
* Copyright (c) 2004-2007, 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://secondlife.com/developers/opensource/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://secondlife.com/developers/opensource/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.
* $/LicenseInfo$
*/
/**
* Floater that appears when buying an object, giving a preview
* of its contents and their permissions.
*/
#include "llviewerprecompiledheaders.h"
#include "llfloaterbuy.h"
#include "llagent.h" // for agent id
#include "llalertdialog.h"
#include "llinventorymodel.h" // for gInventory
#include "llinventoryview.h" // for get_item_icon
#include "llselectmgr.h"
#include "llscrolllistctrl.h"
#include "llviewerobject.h"
#include "lluictrlfactory.h"
#include "llviewerwindow.h"
LLFloaterBuy* LLFloaterBuy::sInstance = NULL;
LLFloaterBuy::LLFloaterBuy()
: LLFloater(std::string("floater_buy_object"), std::string("FloaterBuyRect"), LLStringUtil::null)
{
LLUICtrlFactory::getInstance()->buildFloater(this, "floater_buy_object.xml");
childDisable("object_list");
childDisable("item_list");
childSetAction("cancel_btn", onClickCancel, this);
childSetAction("buy_btn", onClickBuy, this);
setDefaultBtn("cancel_btn"); // to avoid accidental buy (SL-43130)
}
LLFloaterBuy::~LLFloaterBuy()
{
sInstance = NULL;
}
void LLFloaterBuy::reset()
{
LLScrollListCtrl* object_list = getChild<LLScrollListCtrl>("object_list");
if (object_list) object_list->deleteAllItems();
LLScrollListCtrl* item_list = getChild<LLScrollListCtrl>("item_list");
if (item_list) item_list->deleteAllItems();
}
// static
void LLFloaterBuy::show(const LLSaleInfo& sale_info)
{
LLObjectSelectionHandle selection = LLSelectMgr::getInstance()->getSelection();
if (selection->getRootObjectCount() != 1)
{
LLNotifications::instance().add("BuyOneObjectOnly");
return;
}
// Create a new instance only if one doesn't exist
if (sInstance)
{
// Clean up the lists...
sInstance->reset();
}
else
{
sInstance = new LLFloaterBuy();
}
sInstance->open(); /*Flawfinder: ignore*/
sInstance->setFocus(TRUE);
sInstance->mSaleInfo = sale_info;
sInstance->mObjectSelection = LLSelectMgr::getInstance()->getEditSelection();
// Always center the dialog. User can change the size,
// but purchases are important and should be center screen.
// This also avoids problems where the user resizes the application window
// mid-session and the saved rect is off-center.
sInstance->center();
LLSelectNode* node = selection->getFirstRootNode();
if (!node)
return;
// Set title based on sale type
LLUIString title;
switch (sale_info.getSaleType())
{
case LLSaleInfo::FS_ORIGINAL:
title = sInstance->getString("title_buy_text");
break;
case LLSaleInfo::FS_COPY:
default:
title = sInstance->getString("title_buy_copy_text");
break;
}
title.setArg("[NAME]", node->mName);
sInstance->setTitle(title);
LLUUID owner_id;
std::string owner_name;
BOOL owners_identical = LLSelectMgr::getInstance()->selectGetOwner(owner_id, owner_name);
if (!owners_identical)
{
LLNotifications::instance().add("BuyObjectOneOwner");
return;
}
LLCtrlListInterface *object_list = sInstance->childGetListInterface("object_list");
if (!object_list)
{
return;
}
// Update the display
// Display next owner permissions
LLSD row;
// Compute icon for this item
std::string icon_name = get_item_icon_name(LLAssetType::AT_OBJECT,
LLInventoryType::IT_OBJECT,
0x0, FALSE);
row["columns"][0]["column"] = "icon";
row["columns"][0]["type"] = "icon";
row["columns"][0]["value"] = icon_name;
// Append the permissions that you will acquire (not the current
// permissions).
U32 next_owner_mask = node->mPermissions->getMaskNextOwner();
std::string text = node->mName;
if (!(next_owner_mask & PERM_COPY))
{
text.append(sInstance->getString("no_copy_text"));
}
if (!(next_owner_mask & PERM_MODIFY))
{
text.append(sInstance->getString("no_modify_text"));
}
if (!(next_owner_mask & PERM_TRANSFER))
{
text.append(sInstance->getString("no_transfer_text"));
}
row["columns"][1]["column"] = "text";
row["columns"][1]["value"] = text;
row["columns"][1]["font"] = "SANSSERIF";
// Add after columns added so appropriate heights are correct.
object_list->addElement(row);
sInstance->childSetTextArg("buy_text", "[AMOUNT]", llformat("%d", sale_info.getSalePrice()));
sInstance->childSetTextArg("buy_text", "[NAME]", owner_name);
// Must do this after the floater is created, because
// sometimes the inventory is already there and
// the callback is called immediately.
LLViewerObject* obj = selection->getFirstRootObject();
sInstance->registerVOInventoryListener(obj,NULL);
sInstance->requestVOInventory();
}
void LLFloaterBuy::inventoryChanged(LLViewerObject* obj,
InventoryObjectList* inv,
S32 serial_num,
void* data)
{
if (!obj)
{
llwarns << "No object in LLFloaterBuy::inventoryChanged" << llendl;
return;
}
if (!inv)
{
llwarns << "No inventory in LLFloaterBuy::inventoryChanged"
<< llendl;
removeVOInventoryListener();
return;
}
LLCtrlListInterface *item_list = childGetListInterface("item_list");
if (!item_list)
{
removeVOInventoryListener();
return;
}
InventoryObjectList::const_iterator it = inv->begin();
InventoryObjectList::const_iterator end = inv->end();
for ( ; it != end; ++it )
{
LLInventoryObject* obj = (LLInventoryObject*)(*it);
// Skip folders, so we know we have inventory items only
if (obj->getType() == LLAssetType::AT_CATEGORY)
continue;
// Skip root folders, so we know we have inventory items only
if (obj->getType() == LLAssetType::AT_ROOT_CATEGORY)
continue;
// Skip the mysterious blank InventoryObject
if (obj->getType() == LLAssetType::AT_NONE)
continue;
LLInventoryItem* inv_item = (LLInventoryItem*)(obj);
// Skip items we can't transfer
if (!inv_item->getPermissions().allowTransferTo(gAgent.getID()))
continue;
// Create the line in the list
LLSD row;
// Compute icon for this item
BOOL item_is_multi = FALSE;
if ( inv_item->getFlags() & LLInventoryItem::II_FLAGS_LANDMARK_VISITED )
{
item_is_multi = TRUE;
}
std::string icon_name = get_item_icon_name(inv_item->getType(),
inv_item->getInventoryType(),
inv_item->getFlags(),
item_is_multi);
row["columns"][0]["column"] = "icon";
row["columns"][0]["type"] = "icon";
row["columns"][0]["value"] = icon_name;
// Append the permissions that you will acquire (not the current
// permissions).
U32 next_owner_mask = inv_item->getPermissions().getMaskNextOwner();
std::string text = obj->getName();
if (!(next_owner_mask & PERM_COPY))
{
text.append(" (no copy)");
}
if (!(next_owner_mask & PERM_MODIFY))
{
text.append(" (no modify)");
}
if (!(next_owner_mask & PERM_TRANSFER))
{
text.append(" (no transfer)");
}
row["columns"][1]["column"] = "text";
row["columns"][1]["value"] = text;
row["columns"][1]["font"] = "SANSSERIF";
item_list->addElement(row);
}
removeVOInventoryListener();
}
// static
void LLFloaterBuy::onClickBuy(void*)
{
if (!sInstance)
{
llinfos << "LLFloaterBuy::onClickBuy no sInstance!" << llendl;
return;
}
// Put the items where we put new folders.
LLUUID category_id;
category_id = gInventory.findCategoryUUIDForType(LLAssetType::AT_OBJECT);
// *NOTE: doesn't work for multiple object buy, which UI does not
// currently support sale info is used for verification only, if
// it doesn't match region info then sale is canceled.
LLSelectMgr::getInstance()->sendBuy(gAgent.getID(), category_id, sInstance->mSaleInfo );
sInstance->close();
}
// static
void LLFloaterBuy::onClickCancel(void*)
{
if (sInstance)
{
sInstance->close();
}
}
void LLFloaterBuy::onClose(bool app_quitting)
{
// drop reference to current selection so selection goes away
mObjectSelection = NULL;
LLFloater::onClose(app_quitting);
}
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