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/**
* @file llpreview.h
* @brief LLPreview class definition
*
* $LicenseInfo:firstyear=2002&license=viewergpl$
*
* Copyright (c) 2002-2009, 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_LLPREVIEW_H
#define LL_LLPREVIEW_H
#include "llmultifloater.h"
#include "llresizehandle.h"
#include "llpointer.h"
#include "lluuid.h"
#include "llinventoryobserver.h"
#include <map>
class LLInventoryItem;
class LLLineEditor;
class LLRadioGroup;
class LLPreview;
class LLMultiPreview : public LLMultiFloater
{
public:
LLMultiPreview();
/*virtual*/void onOpen(const LLSD& key);
/*virtual*/void tabOpen(LLFloater* opened_floater, bool from_click);
/*virtual*/ void handleReshape(const LLRect& new_rect, bool by_user = false);
};
// https://wiki.lindenlab.com/mediawiki/index.php?title=LLPreview&oldid=81373
class LLPreview : public LLFloater, LLInventoryObserver
{
public:
typedef enum e_asset_status
{
PREVIEW_ASSET_ERROR,
PREVIEW_ASSET_UNLOADED,
PREVIEW_ASSET_LOADING,
PREVIEW_ASSET_LOADED
} EAssetStatus;
public:
LLPreview(const LLSD& key );
virtual ~LLPreview();
/*virtual*/ BOOL postBuild();
virtual void setObjectID(const LLUUID& object_id);
void setItem( LLInventoryItem* item );
void setAssetId(const LLUUID& asset_id);
const LLInventoryItem* getItem() const; // searches if not constructed with it
static void hide(const LLUUID& item_uuid, BOOL no_saving = FALSE );
static void dirty(const LLUUID& item_uuid);
virtual BOOL handleMouseDown(S32 x, S32 y, MASK mask);
virtual BOOL handleMouseUp(S32 x, S32 y, MASK mask);
virtual BOOL handleHover(S32 x, S32 y, MASK mask);
virtual void onOpen(const LLSD& key);
void setAuxItem( const LLInventoryItem* item );
static void onBtnCopyToInv(void* userdata);
void addKeepDiscardButtons();
static void onKeepBtn(void* data);
static void onDiscardBtn(void* data);
/*virtual*/ void handleReshape(const LLRect& new_rect, bool by_user = false);
void userResized() { mUserResized = TRUE; };
virtual void loadAsset() { mAssetStatus = PREVIEW_ASSET_LOADED; }
virtual EAssetStatus getAssetStatus() { return mAssetStatus;}
static LLPreview* getFirstPreviewForSource(const LLUUID& source_id);
// Why is this at the LLPreview level? JC
void setNotecardInfo(const LLUUID& notecard_inv_id, const LLUUID& object_id);
// llview
/*virtual*/ void draw();
void refreshFromItem();
protected:
virtual void onCommit();
void addDescriptionUI();
static void onText(LLUICtrl*, void* userdata);
static void onRadio(LLUICtrl*, void* userdata);
// for LLInventoryObserver
virtual void changed(U32 mask);
BOOL mDirty;
protected:
LLUUID mItemUUID;
// mObjectUUID will have a value if it is associated with a task in
// the world, and will be == LLUUID::null if it's in the agent
// inventory.
LLUUID mObjectUUID;
LLRect mClientRect;
LLPointer<LLInventoryItem> mAuxItem; // HACK!
LLPointer<LLInventoryItem> mItem; // For embedded items (Landmarks)
LLButton* mCopyToInvBtn;
// Close without saving changes
BOOL mForceClose;
BOOL mUserResized;
// When closing springs a "Want to save?" dialog, we want
// to keep the preview open until the save completes.
BOOL mCloseAfterSave;
EAssetStatus mAssetStatus;
LLUUID mNotecardInventoryID;
// I am unsure if this is always the same as mObjectUUID, or why it exists
// at the LLPreview level. JC 2009-06-24
LLUUID mNotecardObjectID;
};
const S32 PREVIEW_BORDER = 4;
const S32 PREVIEW_PAD = 5;
const S32 PREVIEW_LINE_HEIGHT = 19;
const S32 PREVIEW_BORDER_WIDTH = 2;
const S32 PREVIEW_RESIZE_HANDLE_SIZE = S32(RESIZE_HANDLE_WIDTH * OO_SQRT2) + PREVIEW_BORDER_WIDTH;
const S32 PREVIEW_VPAD = 2;
const S32 PREVIEW_HEADER_SIZE = 2*PREVIEW_LINE_HEIGHT + 2 * PREVIEW_VPAD;
#endif // LL_LLPREVIEW_H
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