/** * @file fsfloaterimport.h * @brief Floater to import objects from a file. * * $LicenseInfo:firstyear=2012&license=viewerlgpl$ * Phoenix Firestorm Viewer Source Code * Copyright (c) 2012 Techwolf Lupindo * * 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 * * The Phoenix Firestorm Project, Inc., 1831 Oakwood Drive, Fairmont, Minnesota 56031-3225 USA * http://www.firestormviewer.org * $/LicenseInfo$ */ #ifndef FS_FSFLOATERIMPORT_H #define FS_FSFLOATERIMPORT_H #include "llfloater.h" #include "llhttpsdhandler.h" #include "llinventorymodel.h" #include "llresourcedata.h" #include "llselectmgr.h" #include "llviewerinventory.h" #include "llviewerobject.h" struct FSResourceData; class FSFloaterImport : public LLFloater { LOG_CLASS(FSFloaterImport); public: FSFloaterImport(const LLSD &filename); virtual ~FSFloaterImport(); virtual bool postBuild(); static void onIdle(void *user_data); void onClickCheckBoxUploadAsset(); void onClickCheckBoxTempAsset(); bool processPrimCreated(LLViewerObject* object); static void onAssetUploadComplete(const LLUUID& uuid, void* userdata, S32 result, LLExtStat ext_status); void uploadAsset(LLUUID assid_id, LLUUID inventory_item = LLUUID::null); std::map mAssetItemMap; struct NextAsset { LLUUID new_uuid; LLUUID asset_id; LLAssetType::EType asset_type; }; void pushNextAsset( LLUUID new_uuid, LLUUID asset_id, LLAssetType::EType asset_type ); void popNextAsset(); void uploadDone() { --m_AssetsUploading; } void startUpload() { ++m_AssetsUploading; } U32 getUploads() const { return m_AssetsUploading; } private: U32 m_AssetsUploading; std::deque< NextAsset > m_NextAssets; typedef enum { IDLE, INVENTORY_TRANSFER, LINKING } FSImportState; FSImportState mImportState; void loadFile(); void populateBackupInfo(); void onClickBtnImport(); void createPrim(); void postLink(); void onIdle(); void setPrimPosition(U8 type, LLViewerObject* object, LLVector3 position, LLQuaternion rotation = LLQuaternion(), LLVector3 scale = LLVector3()); void addAsset(LLUUID texture, LLAssetType::EType asset_type); void importPrims(); void searchInventory(LLUUID asset_id, LLViewerObject* object, std::string prim_name); void processPrim(LLSD& prim); LLSD mManifest; std::string mFileFullName; std::string mFilename; std::string mFilePath; bool mCreatingActive; FSFloaterImport* mInstance; S32 mLinkset; S32 mObject; S32 mPrim; LLVector3 mRootPosition; LLVector3 mStartPosition; LLVector3 mLinksetPosition; LLQuaternion mRootRotation; std::map mPrimObjectMap; S32 mLinksetSize; S32 mObjectSize; LLObjectSelectionHandle mObjectSelection; uuid_vec_t mTextureQueue; U32 mTexturesTotal; uuid_vec_t mSoundQueue; U32 mSoundsTotal; uuid_vec_t mAnimQueue; U32 mAnimsTotal; uuid_vec_t mAssetQueue; U32 mAssetsTotal; std::map mAssetMap; bool mSavedSettingShowNewInventory; boost::signals2::connection mObjectCreatedCallback; struct FSInventoryQueue { LLViewerInventoryItem* item; LLViewerObject* object; std::string prim_name; }; std::vector mInventoryQueue; LLFrameTimer mWaitTimer; F32 mThrottleTime; }; class FSCreateItemCallback : public LLInventoryCallback { LOG_CLASS(FSCreateItemCallback); public: FSCreateItemCallback(FSResourceData* data); void fire(const LLUUID& inv_item); FSResourceData* mData; }; #endif // FS_FSFLOATERIMPORT_H