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/**
* @file llfloaterinventory.cpp
* @brief Implementation of the inventory view and associated stuff.
*
* $LicenseInfo:firstyear=2001&license=viewerlgpl$
* 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
* $/LicenseInfo$
*/
#include "llviewerprecompiledheaders.h"
#include "llfloaterinventory.h"
#include "llagentcamera.h"
//#include "llfirstuse.h"
#include "llfloaterreg.h"
#include "llinventorymodel.h"
#include "llpanelmaininventory.h"
#include "llresmgr.h"
#include "llviewerfoldertype.h"
#include "lltransientfloatermgr.h"
///----------------------------------------------------------------------------
/// LLFloaterInventory
///----------------------------------------------------------------------------
LLFloaterInventory::LLFloaterInventory(const LLSD& key)
: LLFloater(key)
{
LLTransientFloaterMgr::getInstance()->addControlView(this);
}
LLFloaterInventory::~LLFloaterInventory()
{
LLTransientFloaterMgr::getInstance()->removeControlView(this);
}
BOOL LLFloaterInventory::postBuild()
{
mPanelMainInventory = findChild<LLPanelMainInventory>("Inventory Panel");
return TRUE;
}
LLInventoryPanel* LLFloaterInventory::getPanel()
{
if (mPanelMainInventory)
return mPanelMainInventory->getPanel();
return NULL;
}
// static
LLFloaterInventory* LLFloaterInventory::showAgentInventory()
{
// Hack to generate semi-unique key for each inventory floater.
static S32 instance_num = 0;
instance_num = (instance_num + 1) % S32_MAX;
LLFloaterInventory* iv = NULL;
if (!gAgentCamera.cameraMouselook())
{
iv = LLFloaterReg::showTypedInstance<LLFloaterInventory>("inventory", LLSD(instance_num));
}
return iv;
}
// static
void LLFloaterInventory::cleanup()
{
LLFloaterReg::const_instance_list_t& inst_list = LLFloaterReg::getFloaterList("inventory");
for (LLFloaterReg::const_instance_list_t::const_iterator iter = inst_list.begin(); iter != inst_list.end();)
{
LLFloaterInventory* iv = dynamic_cast<LLFloaterInventory*>(*iter++);
if (iv)
{
iv->destroy();
}
}
}
void LLFloaterInventory::onOpen(const LLSD& key)
{
//LLFirstUse::useInventory();
}
void LLFloaterInventory::onClose(bool app_quitting)
{
LLFloater::onClose(app_quitting);
if (mKey.asInteger() > 1)
{
destroy();
}
}
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