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/** 
 * @file llfloaterinventory.h
 * @brief LLFloaterInventory, LLInventoryFolder, and LLInventoryItem
 * class definition
 *
 * $LicenseInfo:firstyear=2001&license=viewergpl$
 * 
 * Copyright (c) 2001-2009, 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://secondlifegrid.net/programs/open_source/licensing/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://secondlifegrid.net/programs/open_source/licensing/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.
 * $/LicenseInfo$
 */

#ifndef LL_LLINVENTORYVIEW_H
#define LL_LLINVENTORYVIEW_H

#include "llassetstorage.h"
#include "lldarray.h"
#include "llfloater.h"
#include "llinventory.h"
#include "llinventoryfilter.h"
#include "llfolderview.h"
#include "llinventorymodel.h"
#include "lluictrlfactory.h"
#include <set>


//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Class LLFloaterInventory
//
// This is the agent inventory _floater_.
// It deals with the buttons and views used to navigate as
// well as controls the behavior of the overall object.
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

class LLFolderViewItem;
class LLInventoryFilter;
class LLInventoryModel;
class LLInvFVBridge;
class LLInventoryFVBridgeBuilder;
class LLMenuBarGL;
class LLCheckBoxCtrl;
class LLSpinCtrl;
class LLScrollContainer;
class LLTextBox;
class LLIconCtrl;
class LLSaveFolderState;
class LLFilterEditor;
class LLTabContainer;

class LLInventoryPanel : public LLPanel
{
public:
	static const std::string DEFAULT_SORT_ORDER;
	static const std::string RECENTITEMS_SORT_ORDER;
	static const std::string INHERIT_SORT_ORDER;

	struct Filter : public LLInitParam::Block<Filter>
	{
		Optional<U32>			sort_order;
		Optional<U32>			types;
		Optional<std::string>	search_string;

		Filter()
		:	sort_order("sort_order"),
			types("types", 0xffffffff),
			search_string("search_string")
		{}
	};

	struct Params 
	:	public LLInitParam::Block<Params, LLPanel::Params>
	{
		Optional<std::string>				sort_order_setting;
		Optional<LLInventoryModel*>			inventory;
		Optional<bool>						allow_multi_select;
		Optional<Filter>					filter;
		Optional<std::string>               start_folder;

		Params()
		:	sort_order_setting("sort_order_setting"),
			inventory("", &gInventory),
			allow_multi_select("allow_multi_select", true),
			filter("filter"),
			start_folder("start_folder")
		{}
	};

protected:
	LLInventoryPanel(const Params&);
	friend class LLUICtrlFactory;

public:
	virtual ~LLInventoryPanel();

	LLInventoryModel* getModel() { return mInventory; }

	BOOL postBuild();

	// LLView methods
	void draw();
	BOOL handleHover(S32 x, S32 y, MASK mask);
	BOOL handleDragAndDrop(S32 x, S32 y, MASK mask, BOOL drop,
								   EDragAndDropType cargo_type,
								   void* cargo_data,
								   EAcceptance* accept,
								   std::string& tooltip_msg);
	// LLUICtrl methods
	 /*virtual*/ void onFocusLost();
	 /*virtual*/ void onFocusReceived();

	// Call this method to set the selection.
	void openAllFolders();
	void openDefaultFolderForType(LLAssetType::EType);
	void setSelection(const LLUUID& obj_id, BOOL take_keyboard_focus);
	void setSelectCallback(const LLFolderView::signal_t::slot_type& cb) { if (mFolders) mFolders->setSelectCallback(cb); }
	void clearSelection();
	LLInventoryFilter* getFilter() { return mFolders->getFilter(); }
	void setFilterTypes(U64 filter, BOOL filter_for_categories = FALSE); // if filter_for_categories is true, operate on folder preferred asset type
	U32 getFilterTypes() const { return mFolders->getFilterTypes(); }
	void setFilterPermMask(PermissionMask filter_perm_mask);
	U32 getFilterPermMask() const { return mFolders->getFilterPermissions(); }
	void setFilterSubString(const std::string& string);
	const std::string getFilterSubString() { return mFolders->getFilterSubString(); }
	void setSortOrder(U32 order);
	U32 getSortOrder() { return mFolders->getSortOrder(); }
	void setSinceLogoff(BOOL sl);
	void setHoursAgo(U32 hours);
	BOOL getSinceLogoff();
	
	void setShowFolderState(LLInventoryFilter::EFolderShow show);
	LLInventoryFilter::EFolderShow getShowFolderState();
	void setAllowMultiSelect(BOOL allow) { mFolders->setAllowMultiSelect(allow); }
	// This method is called when something has changed about the inventory.
	void modelChanged(U32 mask);
	LLFolderView* getRootFolder() { return mFolders; }
	LLScrollContainer* getScrollableContainer() { return mScroller; }
	
	void onSelectionChange(const std::deque<LLFolderViewItem*> &items, BOOL user_action);
	
	// Callbacks
	void doToSelected(const LLSD& userdata);
	void doCreate(const LLSD& userdata);
	bool beginIMSession();
	bool attachObject(const LLSD& userdata);
	
	// DEBUG ONLY:
	static void dumpSelectionInformation(void* user_data);

	void openSelected();
	void unSelectAll()	{ mFolders->setSelection(NULL, FALSE, FALSE); }
	
protected:
	// Given the id and the parent, build all of the folder views.
	void rebuildViewsFor(const LLUUID& id);
	virtual void buildNewViews(const LLUUID& id); // made virtual to support derived classes. EXT-719

	// Be sure that passed pointer will be destroyed where it was created.
	void setInvFVBridgeBuilder(const LLInventoryFVBridgeBuilder* bridge_builder);

protected:
	LLInventoryModel*			mInventory;
	LLInventoryObserver*		mInventoryObserver;
	BOOL 						mAllowMultiSelect;
	std::string					mSortOrderSetting;

//private: // Can not make these private - needed by llinventorysubtreepanel
	LLFolderView*				mFolders;
	std::string                 mStartFolderString;
	LLUUID						mStartFolderID;
	LLScrollContainer*			mScroller;
	bool						mHasInventoryConnection;

	/**
	 * Flag specified if default inventory hierarchy should be created in postBuild()
	 */
	bool						mBuildDefaultHierarchy;

	/**
	 * Contains UUID of Inventory item from which hierarchy should be built.
	 * Should be set by derived class before modelChanged() is called.
	 * Default is LLUUID::null that means total Inventory hierarchy.
	 */
	LLUUID						mRootInventoryItemUUID;

	/**
	 * Pointer to LLInventoryFVBridgeBuilder.
	 *
	 * It is set in LLInventoryPanel's constructor and can be overridden in derived classes with 
	 * another implementation.
	 * Take into account it will not be deleted by LLInventoryPanel itself.
	 */
	const LLInventoryFVBridgeBuilder* mInvFVBridgeBuilder;

};

class LLFloaterInventory;

class LLFloaterInventoryFinder : public LLFloater
{
public:
	LLFloaterInventoryFinder( LLFloaterInventory* inventory_view);
	virtual void draw();
	/*virtual*/	BOOL	postBuild();
	void changeFilter(LLInventoryFilter* filter);
	void updateElementsFromFilter();
	BOOL getCheckShowEmpty();
	BOOL getCheckSinceLogoff();

	static void onTimeAgo(LLUICtrl*, void *);
	static void onCheckSinceLogoff(LLUICtrl*, void *);
	static void onCloseBtn(void* user_data);
	static void selectAllTypes(void* user_data);
	static void selectNoTypes(void* user_data);

protected:
	LLFloaterInventory*	mFloaterInventory;
	LLSpinCtrl*			mSpinSinceDays;
	LLSpinCtrl*			mSpinSinceHours;
	LLInventoryFilter*	mFilter;
};

class LLFloaterInventory : public LLFloater, LLInventoryObserver
{
friend class LLFloaterInventoryFinder;

public:
	LLFloaterInventory(const LLSD& key);
	~LLFloaterInventory();

	/*virtual*/ void changed(U32 mask);

	 BOOL postBuild();

	//
	// Misc functions
	//
	void setFilterTextFromFilter() { mFilterText = mActivePanel->getFilter()->getFilterText(); }
	void startSearch();
	
	// This method makes sure that an inventory view exists, is
	// visible, and has focus. The view chosen is returned.
	static LLFloaterInventory* showAgentInventory();

	// Return the active inventory view if there is one. Active is
	// defined as the inventory that is the closest to the front, and
	// is visible.
	static LLFloaterInventory* getActiveInventory();

	// This method calls showAgentInventory() if no views are visible,
	// or hides/destroyes them all if any are visible.
	static void toggleVisibility();
	static void toggleVisibility(void*) { toggleVisibility(); }

	// Final cleanup, destroy all open inventory views.
	static void cleanup();

	// LLView & LLFloater functionality
	virtual void onOpen(const LLSD& key);
	virtual void draw();
	virtual BOOL handleKeyHere(KEY key, MASK mask);

	BOOL handleDragAndDrop(S32 x, S32 y, MASK mask, BOOL drop,
		EDragAndDropType cargo_type,
		void* cargo_data,
		EAcceptance* accept,
		std::string& tooltip_msg);


	LLInventoryPanel* getPanel() { return mActivePanel; }
	LLInventoryPanel* getActivePanel() { return mActivePanel; }

	static BOOL filtersVisible(void* user_data);
	void onClearSearch();
	static void onFoldersByName(void *user_data);
	static BOOL checkFoldersByName(void *user_data);
	void onFilterEdit(const std::string& search_string );
	static BOOL incrementalFind(LLFolderViewItem* first_item, const char *find_text, BOOL backward);
	void onFilterSelected();

	const std::string getFilterSubString() { return mActivePanel->getFilterSubString(); }
	void setFilterSubString(const std::string& string) { mActivePanel->setFilterSubString(string); }
	
	// menu callbacks
	void doToSelected(const LLSD& userdata);
	void closeAllFolders();
	void doCreate(const LLSD& userdata);
	void resetFilters();
	void setSortBy(const LLSD& userdata);
	
	// HACK: Until we can route this info through the instant message hierarchy
	static BOOL sWearNewClothing;
	static LLUUID sWearNewClothingTransactionID;	// wear all clothing in this transaction

	void toggleFindOptions();

	LLFloaterInventoryFinder* getFinder() { return (LLFloaterInventoryFinder*)mFinderHandle.get(); }

protected:
	LLFilterEditor*				mFilterEditor;
	LLTabContainer*				mFilterTabs;
	LLHandle<LLFloater>			mFinderHandle;
	LLInventoryPanel*			mActivePanel;
	LLSaveFolderState*			mSavedFolderState;

	std::string					mFilterText;

private:
	void updateTitle();
};

class LLSelectFirstFilteredItem : public LLFolderViewFunctor
{
public:
	LLSelectFirstFilteredItem() : mItemSelected(FALSE) {}
	virtual ~LLSelectFirstFilteredItem() {}
	virtual void doFolder(LLFolderViewFolder* folder);
	virtual void doItem(LLFolderViewItem* item);
	BOOL wasItemSelected() { return mItemSelected; }
protected:
	BOOL	mItemSelected;
};

class LLOpenFilteredFolders : public LLFolderViewFunctor
{
public:
	LLOpenFilteredFolders()  {}
	virtual ~LLOpenFilteredFolders() {}
	virtual void doFolder(LLFolderViewFolder* folder);
	virtual void doItem(LLFolderViewItem* item);
};

class LLSaveFolderState : public LLFolderViewFunctor
{
public:
	LLSaveFolderState() : mApply(FALSE) {}
	virtual ~LLSaveFolderState() {}
	virtual void doFolder(LLFolderViewFolder* folder);
	virtual void doItem(LLFolderViewItem* item) {}
	void setApply(BOOL apply);
	void clearOpenFolders() { mOpenFolders.clear(); }
protected:
	std::set<LLUUID> mOpenFolders;
	BOOL mApply;
};

class LLOpenFoldersWithSelection : public LLFolderViewFunctor
{
public:
	LLOpenFoldersWithSelection() {}
	virtual ~LLOpenFoldersWithSelection() {}
	virtual void doFolder(LLFolderViewFolder* folder);
	virtual void doItem(LLFolderViewItem* item);
};

///----------------------------------------------------------------------------
/// Function declarations, constants, enums, and typedefs
///----------------------------------------------------------------------------

// useful functions with the inventory view

class LLInventoryCategory;
class LLInventoryItem;

const std::string& get_item_icon_name(LLAssetType::EType asset_type,
							 LLInventoryType::EType inventory_type,
							 U32 attachment_point, 
							 BOOL item_is_multi );

LLUIImagePtr get_item_icon(LLAssetType::EType asset_type,
							 LLInventoryType::EType inventory_type,
							 U32 attachment_point, 
							 BOOL item_is_multi );

#endif // LL_LLINVENTORYVIEW_H