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/**
* @file llfloateropenobject.cpp
* @brief LLFloaterOpenObject class implementation
*
* $LicenseInfo:firstyear=2004&license=viewergpl$
*
* Copyright (c) 2004-2009, 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.
* $/LicenseInfo$
*/
/*
* Shows the contents of an object.
* A floater wrapper for LLPanelObjectInventory
*/
#include "llviewerprecompiledheaders.h"
#include "llfloateropenobject.h"
#include "llcachename.h"
#include "llbutton.h"
#include "llnotificationsutil.h"
#include "lltextbox.h"
#include "llinventorybridge.h"
#include "llfloaterinventory.h"
#include "llinventorymodel.h"
#include "llinventorypanel.h"
#include "llpanelobjectinventory.h"
#include "llfloaterreg.h"
#include "llselectmgr.h"
#include "lluiconstants.h"
#include "llviewerobject.h"
#include "lluictrlfactory.h"
#include "llviewerwindow.h"
LLFloaterOpenObject::LLFloaterOpenObject(const LLSD& key)
: LLFloater(key),
mPanelInventoryObject(NULL),
mDirty(TRUE)
{
// LLUICtrlFactory::getInstance()->buildFloater(this,"floater_openobject.xml");
mCommitCallbackRegistrar.add("OpenObject.MoveToInventory", boost::bind(&LLFloaterOpenObject::onClickMoveToInventory, this));
mCommitCallbackRegistrar.add("OpenObject.MoveAndWear", boost::bind(&LLFloaterOpenObject::onClickMoveAndWear, this));
}
LLFloaterOpenObject::~LLFloaterOpenObject()
{
// sInstance = NULL;
}
// virtual
BOOL LLFloaterOpenObject::postBuild()
{
childSetTextArg("object_name", "[DESC]", std::string("Object") ); // *Note: probably do not want to translate this
mPanelInventoryObject = getChild<LLPanelObjectInventory>("object_contents");
refresh();
return TRUE;
}
void LLFloaterOpenObject::onOpen(const LLSD& key)
{
LLObjectSelectionHandle object_selection = LLSelectMgr::getInstance()->getSelection();
if (object_selection->getRootObjectCount() != 1)
{
LLNotificationsUtil::add("UnableToViewContentsMoreThanOne");
closeFloater();
return;
}
if(!(object_selection->getPrimaryObject()))
{
closeFloater();
return;
}
mObjectSelection = LLSelectMgr::getInstance()->getEditSelection();
refresh();
}
void LLFloaterOpenObject::refresh()
{
mPanelInventoryObject->refresh();
std::string name = "";
// Enable the copy || copy & wear buttons only if we have something we can copy or copy & wear (respectively).
bool copy_enabled = false;
bool wear_enabled = false;
LLSelectNode* node = mObjectSelection->getFirstRootNode();
if (node)
{
name = node->mName;
copy_enabled = true;
LLViewerObject* object = node->getObject();
if (object)
{
// this folder is coming from an object, as there is only one folder in an object, the root,
// we need to collect the entire contents and handle them as a group
LLInventoryObject::object_list_t inventory_objects;
object->getInventoryContents(inventory_objects);
if (!inventory_objects.empty())
{
for (LLInventoryObject::object_list_t::iterator it = inventory_objects.begin();
it != inventory_objects.end();
++it)
{
LLInventoryItem* item = static_cast<LLInventoryItem*> ((LLInventoryObject*)(*it));
LLInventoryType::EType type = item->getInventoryType();
if (type == LLInventoryType::IT_OBJECT
|| type == LLInventoryType::IT_ATTACHMENT
|| type == LLInventoryType::IT_WEARABLE
|| type == LLInventoryType::IT_GESTURE)
{
wear_enabled = true;
break;
}
}
}
}
}
childSetTextArg("object_name", "[DESC]", name);
childSetEnabled("copy_to_inventory_button", copy_enabled);
childSetEnabled("copy_and_wear_button", wear_enabled);
}
void LLFloaterOpenObject::draw()
{
if (mDirty)
{
refresh();
mDirty = FALSE;
}
LLFloater::draw();
}
void LLFloaterOpenObject::dirty()
{
mDirty = TRUE;
}
void LLFloaterOpenObject::moveToInventory(bool wear)
{
if (mObjectSelection->getRootObjectCount() != 1)
{
LLNotificationsUtil::add("OnlyCopyContentsOfSingleItem");
return;
}
LLSelectNode* node = mObjectSelection->getFirstRootNode();
if (!node) return;
LLViewerObject* object = node->getObject();
if (!object) return;
LLUUID object_id = object->getID();
std::string name = node->mName;
// Either create a sub-folder of clothing, or of the root folder.
LLUUID parent_category_id;
if (wear)
{
parent_category_id = gInventory.findCategoryUUIDForType(
LLFolderType::FT_CLOTHING);
}
else
{
parent_category_id = gInventory.getRootFolderID();
}
LLUUID category_id = gInventory.createNewCategory(parent_category_id,
LLFolderType::FT_NONE,
name);
LLCatAndWear* data = new LLCatAndWear;
data->mCatID = category_id;
data->mWear = wear;
// Copy and/or move the items into the newly created folder.
// Ignore any "you're going to break this item" messages.
BOOL success = move_inv_category_world_to_agent(object_id, category_id, TRUE,
callbackMoveInventory,
(void*)data);
if (!success)
{
delete data;
data = NULL;
LLNotificationsUtil::add("OpenObjectCannotCopy");
}
}
// static
void LLFloaterOpenObject::callbackMoveInventory(S32 result, void* data)
{
LLCatAndWear* cat = (LLCatAndWear*)data;
if (result == 0)
{
LLInventoryPanel *active_panel = LLInventoryPanel::getActiveInventoryPanel();
if (active_panel)
{
active_panel->setSelection(cat->mCatID, TAKE_FOCUS_NO);
}
}
delete cat;
}
void LLFloaterOpenObject::onClickMoveToInventory()
{
moveToInventory(false);
closeFloater();
}
void LLFloaterOpenObject::onClickMoveAndWear()
{
moveToInventory(true);
closeFloater();
}
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