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path: root/indra/newview/llfloaterbuycontents.cpp
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/**
 * @file llfloaterbuycontents.cpp
 * @author James Cook
 * @brief LLFloaterBuyContents class implementation
 *
 * $LicenseInfo:firstyear=2004&license=viewerlgpl$
 * 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
 * $/LicenseInfo$
 */

/**
 * Shows the contents of an object and their permissions when you
 * click "Buy..." on an object with "Sell Contents" checked.
 */

#include "llviewerprecompiledheaders.h"

#include "llfloaterbuycontents.h"

#include "llcachename.h"

#include "llagent.h"            // for agent id
#include "llcheckboxctrl.h"
#include "llinventorydefines.h"
#include "llinventoryfunctions.h"
#include "llinventoryicon.h"
#include "llinventorymodel.h"   // for gInventory
#include "llfirstuse.h"
#include "llfloaterreg.h"
#include "llnotificationsutil.h"
#include "llselectmgr.h"
#include "llscrolllistctrl.h"
#include "llviewerobject.h"
#include "llviewerregion.h"
#include "lluictrlfactory.h"
#include "llviewerwindow.h"

LLFloaterBuyContents::LLFloaterBuyContents(const LLSD& key)
:   LLFloater(key)
{
}

BOOL LLFloaterBuyContents::postBuild()
{

    getChild<LLUICtrl>("cancel_btn")->setCommitCallback( boost::bind(&LLFloaterBuyContents::onClickCancel, this));
    getChild<LLUICtrl>("buy_btn")->setCommitCallback( boost::bind(&LLFloaterBuyContents::onClickBuy, this));

    getChildView("item_list")->setEnabled(FALSE);
    getChildView("buy_btn")->setEnabled(FALSE);
    getChildView("wear_check")->setEnabled(FALSE);

    setDefaultBtn("cancel_btn"); // to avoid accidental buy (SL-43130)

    // 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.
    center();

    return TRUE;
}

LLFloaterBuyContents::~LLFloaterBuyContents()
{
    removeVOInventoryListener();
}


// static
void LLFloaterBuyContents::show(const LLSaleInfo& sale_info)
{
    LLObjectSelectionHandle selection = LLSelectMgr::getInstance()->getSelection();

    if (selection->getRootObjectCount() != 1)
    {
        LLNotificationsUtil::add("BuyContentsOneOnly");
        return;
    }

    LLFloaterBuyContents* floater = LLFloaterReg::showTypedInstance<LLFloaterBuyContents>("buy_object_contents");
    if (!floater)
        return;

    LLScrollListCtrl* list = floater->getChild<LLScrollListCtrl>("item_list");
    if (list)
        list->deleteAllItems();

    floater->mObjectSelection = LLSelectMgr::getInstance()->getEditSelection();

    LLUUID owner_id;
    std::string owner_name;
    BOOL owners_identical = LLSelectMgr::getInstance()->selectGetOwner(owner_id, owner_name);
    if (!owners_identical)
    {
        LLNotificationsUtil::add("BuyContentsOneOwner");
        return;
    }

    floater->mSaleInfo = sale_info;

    // Update the display
    LLSelectNode* node = selection->getFirstRootNode();
    if (!node) return;
    if(node->mPermissions->isGroupOwned())
    {
        gCacheName->getGroupName(owner_id, owner_name);
    }

    floater->getChild<LLUICtrl>("contains_text")->setTextArg("[NAME]", node->mName);
    floater->getChild<LLUICtrl>("buy_text")->setTextArg("[AMOUNT]", llformat("%d", sale_info.getSalePrice()));
    floater->getChild<LLUICtrl>("buy_text")->setTextArg("[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();
    floater->registerVOInventoryListener(obj,NULL);
    floater->requestVOInventory();
}


void LLFloaterBuyContents::inventoryChanged(LLViewerObject* obj,
                                            LLInventoryObject::object_list_t* inv,
                                 S32 serial_num,
                                 void* data)
{
    if (!obj)
    {
        LL_WARNS() << "No object in LLFloaterBuyContents::inventoryChanged" << LL_ENDL;
        return;
    }

    LLScrollListCtrl* item_list = getChild<LLScrollListCtrl>("item_list");
    if (!item_list)
    {
        removeVOInventoryListener();
        return;
    }

    item_list->deleteAllItems();

    if (!inv)
    {
        LL_WARNS() << "No inventory in LLFloaterBuyContents::inventoryChanged"
            << LL_ENDL;

        return;
    }

    // default to turning off the buy button.
    LLView* buy_btn = getChildView("buy_btn");
    buy_btn->setEnabled(FALSE);

    LLUUID owner_id;
    BOOL is_group_owned;
    LLAssetType::EType asset_type;
    LLInventoryType::EType inv_type;
    S32 wearable_count = 0;

    LLInventoryObject::object_list_t::const_iterator it = inv->begin();
    LLInventoryObject::object_list_t::const_iterator end = inv->end();

    for ( ; it != end; ++it )
    {
        asset_type = (*it)->getType();

        // Skip folders, so we know we have inventory items only
        if (asset_type == LLAssetType::AT_CATEGORY)
            continue;

        LLInventoryItem* inv_item = (LLInventoryItem*)((LLInventoryObject*)(*it));
        inv_type = inv_item->getInventoryType();

        // Count clothing items for later
        if (LLInventoryType::IT_WEARABLE == inv_type)
        {
            wearable_count++;
        }

        // Skip items the object's owner can't copy (and hence can't sell)
        if (!inv_item->getPermissions().getOwnership(owner_id, is_group_owned))
            continue;

        if (!inv_item->getPermissions().allowCopyBy(owner_id, owner_id))
            continue;

        // Skip items we can't transfer
        if (!inv_item->getPermissions().allowTransferTo(gAgent.getID()))
            continue;

        // There will be at least one item shown in the display, so go
        // ahead and enable the buy button.
        buy_btn->setEnabled(TRUE);

        // Create the line in the list
        LLSD row;

        BOOL item_is_multi = FALSE;
        if ((inv_item->getFlags() & LLInventoryItemFlags::II_FLAGS_LANDMARK_VISITED
            || inv_item->getFlags() & LLInventoryItemFlags::II_FLAGS_OBJECT_HAS_MULTIPLE_ITEMS)
            && !(inv_item->getFlags() & LLInventoryItemFlags::II_FLAGS_SUBTYPE_MASK))
        {
            item_is_multi = TRUE;
        }

        std::string icon_name = LLInventoryIcon::getIconName(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 = (*it)->getName();

        if (!(next_owner_mask & PERM_COPY))
        {
            text.append(getString("no_copy_text"));
        }
        if (!(next_owner_mask & PERM_MODIFY))
        {
            text.append(getString("no_modify_text"));
        }
        if (!(next_owner_mask & PERM_TRANSFER))
        {
            text.append(getString("no_transfer_text"));
        }

        row["columns"][1]["column"] = "text";
        row["columns"][1]["value"] = text;
        row["columns"][1]["font"] = "SANSSERIF";

        item_list->addElement(row);
    }

    if (wearable_count > 0)
    {
        getChildView("wear_check")->setEnabled(TRUE);
        getChild<LLUICtrl>("wear_check")->setValue(LLSD(false) );
    }
}


void LLFloaterBuyContents::onClickBuy()
{
    // Make sure this wasn't selected through other mechanisms
    // (ie, being the default button and pressing enter.
    if(!getChildView("buy_btn")->getEnabled())
    {
        // We shouldn't be enabled.  Just close.
        closeFloater();
        return;
    }

    // We may want to wear this item
    if (getChild<LLUICtrl>("wear_check")->getValue())
    {
        LLInventoryState::sWearNewClothing = TRUE;
    }

    // Put the items where we put new folders.
    LLUUID category_id;
    category_id = gInventory.findCategoryUUIDForType(LLFolderType::FT_ROOT_INVENTORY);

    // *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, mSaleInfo);

    // NOTE: do this here instead of on receipt of object, since contents are transfered
    // via a generic BulkUpdateInventory message with no way of distinguishing it from
    // other inventory operations
    LLFirstUse::newInventory();
    closeFloater();
}

void LLFloaterBuyContents::onClickCancel()
{
    closeFloater();
}