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/**
* @file llinventorypanel.h
* @brief LLInventoryPanel
* class definition
*
* $LicenseInfo:firstyear=2001&license=viewerlgpl$
* 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
* $/LicenseInfo$
*/
#ifndef LL_LLINVENTORYPANEL_H
#define LL_LLINVENTORYPANEL_H
#include "llassetstorage.h"
#include "lldarray.h"
#include "llfolderviewitem.h"
#include "llfolderviewmodelinventory.h"
#include "llfloater.h"
#include "llinventory.h"
#include "llinventoryfilter.h"
#include "llinventorymodel.h"
#include "llscrollcontainer.h"
#include "lluictrlfactory.h"
#include <set>
class LLInvFVBridge;
class LLInventoryFVBridgeBuilder;
class LLInvPanelComplObserver;
class LLInventoryPanel : public LLPanel
{
//--------------------------------------------------------------------
// Data
//--------------------------------------------------------------------
public:
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<bool> show_item_link_overlays;
Optional<Filter> filter;
Optional<std::string> start_folder;
Optional<bool> use_label_suffix;
Optional<bool> show_empty_message;
Optional<LLScrollContainer::Params> scroll;
Optional<bool> accepts_drag_and_drop;
Params()
: sort_order_setting("sort_order_setting"),
inventory("", &gInventory),
allow_multi_select("allow_multi_select", true),
show_item_link_overlays("show_item_link_overlays", false),
filter("filter"),
start_folder("start_folder"),
use_label_suffix("use_label_suffix", true),
show_empty_message("show_empty_message", true),
scroll("scroll"),
accepts_drag_and_drop("accepts_drag_and_drop")
{}
};
//--------------------------------------------------------------------
// Initialization
//--------------------------------------------------------------------
protected:
LLInventoryPanel(const Params&);
void initFromParams(const Params&);
friend class LLUICtrlFactory;
public:
virtual ~LLInventoryPanel();
public:
LLInventoryModel* getModel() { return mInventory; }
// 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();
// LLBadgeHolder methods
bool addBadge(LLBadge * badge);
// Call this method to set the selection.
void openAllFolders();
void setSelection(const LLUUID& obj_id, BOOL take_keyboard_focus);
void setSelectCallback(const boost::function<void (const std::deque<LLFolderViewItem*>& items, BOOL user_action)>& cb);
void clearSelection();
LLInventoryFilter* getFilter();
const LLInventoryFilter* getFilter() const;
void setFilterTypes(U64 filter, LLInventoryFilter::EFilterType = LLInventoryFilter::FILTERTYPE_OBJECT);
U32 getFilterObjectTypes() const;
void setFilterPermMask(PermissionMask filter_perm_mask);
U32 getFilterPermMask() const;
void setFilterWearableTypes(U64 filter);
void setFilterSubString(const std::string& string);
const std::string getFilterSubString();
void setSinceLogoff(BOOL sl);
void setHoursAgo(U32 hours);
BOOL getSinceLogoff();
void setFilterLinks(U64 filter_links);
void setShowFolderState(LLInventoryFilter::EFolderShow show);
LLInventoryFilter::EFolderShow getShowFolderState();
// This method is called when something has changed about the inventory.
void modelChanged(U32 mask);
LLFolderView* getRootFolder();
LLUUID getRootFolderID();
LLScrollContainer* getScrollableContainer() { return mScroller; }
void onSelectionChange(const std::deque<LLFolderViewItem*> &items, BOOL user_action);
LLHandle<LLInventoryPanel> getInventoryPanelHandle() const { return getDerivedHandle<LLInventoryPanel>(); }
// 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();
static void onIdle(void* user_data);
// Find whichever inventory panel is active / on top.
// "Auto_open" determines if we open an inventory panel if none are open.
static LLInventoryPanel *getActiveInventoryPanel(BOOL auto_open = TRUE);
static void openInventoryPanelAndSetSelection(BOOL auto_open, const LLUUID& obj_id);
void addItemID(const LLUUID& id, LLFolderViewItem* itemp);
void removeItemID(const LLUUID& id);
LLFolderViewItem* getItemByID(const LLUUID& id);
LLFolderViewFolder* getFolderByID(const LLUUID& id);
void setSelectionByID(const LLUUID& obj_id, BOOL take_keyboard_focus);
void updateSelection();
LLFolderViewModelInventory* getFolderViewModel();
const LLFolderViewModelInventory* getFolderViewModel() const;
protected:
void openStartFolderOrMyInventory(); // open the first level of inventory
void onItemsCompletion(); // called when selected items are complete
LLUUID mSelectThisID;
LLInventoryModel* mInventory;
LLInventoryObserver* mInventoryObserver;
LLInvPanelComplObserver* mCompletionObserver;
BOOL mAcceptsDragAndDrop;
BOOL mAllowMultiSelect;
BOOL mShowItemLinkOverlays; // Shows link graphic over inventory item icons
BOOL mShowEmptyMessage;
LLFolderView* mFolderRoot;
LLScrollContainer* mScroller;
LLFolderViewModelInventory mInventoryViewModel;
std::map<LLUUID, LLFolderViewItem*> mItemMap;
/**
* 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;
//--------------------------------------------------------------------
// Sorting
//--------------------------------------------------------------------
public:
static const std::string DEFAULT_SORT_ORDER;
static const std::string RECENTITEMS_SORT_ORDER;
static const std::string INHERIT_SORT_ORDER;
void setSortOrder(U32 order);
U32 getSortOrder() const;
private:
std::string mSortOrderSetting;
int mClipboardState;
//--------------------------------------------------------------------
// Hidden folders
//--------------------------------------------------------------------
public:
void addHideFolderType(LLFolderType::EType folder_type);
public:
BOOL getIsViewsInitialized() const { return mViewsInitialized; }
protected:
// Builds the UI. Call this once the inventory is usable.
void initializeViews();
LLFolderViewItem* rebuildViewsFor(const LLUUID& id); // Given the id and the parent, build all of the folder views.
virtual void buildFolderView(const LLInventoryPanel::Params& params);
LLFolderViewItem* buildNewViews(const LLUUID& id);
BOOL getIsHiddenFolderType(LLFolderType::EType folder_type) const;
virtual LLFolderView* createFolderView(LLInvFVBridge * bridge, bool useLabelSuffix);
virtual LLFolderViewFolder* createFolderViewFolder(LLInvFVBridge * bridge);
virtual LLFolderViewItem* createFolderViewItem(LLInvFVBridge * bridge);
private:
BOOL mBuildDefaultHierarchy; // default inventory hierarchy should be created in postBuild()
BOOL mViewsInitialized; // Views have been generated
// UUID of category from which hierarchy should be built. Set with the
// "start_folder" xml property. Default is LLUUID::null that means total Inventory hierarchy.
LLUUID mStartFolderID;
};
#endif // LL_LLINVENTORYPANEL_H
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