// static LLPreviewGesture* LLPreviewGesture::show(const std::string& title, const LLUUID& item_id, const LLUUID& object_id, BOOL take_focus) { LLPreviewGesture* previewp = (LLPreviewGesture*)LLPreview::find(item_id); if (previewp) { previewp->open(); /*Flawfinder: ignore*/ if (take_focus) { previewp->setFocus(TRUE); } return previewp; } LLPreviewGesture* self = new LLPreviewGesture(); // Finish internal construction self->init(item_id, object_id); // Builds and adds to gFloaterView gUICtrlFactory->buildFloater(self, "floater_preview_gesture.xml"); self->setTitle(title); // Move window to top-left of screen LLMultiFloater* hostp = self->getHost(); if (hostp == NULL) { LLRect r = self->getRect(); LLRect screen = gFloaterView->getRect(); r.setLeftTopAndSize(0, screen.getHeight(), r.getWidth(), r.getHeight()); self->setRect(r); } else { // re-add to host to update title hostp->addFloater(self, TRUE); } // this will call refresh when we have everything. LLViewerInventoryItem* item = (LLViewerInventoryItem*)self->getItem(); if(item && !item->isComplete()) { LLInventoryGestureAvailable* observer; observer = new LLInventoryGestureAvailable(); observer->watchItem(item_id); gInventory.addObserver(observer); item->fetchFromServer(); } else { // not sure this is necessary. self->refresh(); } if (take_focus) { self->setFocus(TRUE); } return self; }
void LLFloaterGesture::onClickEdit() { const LLUUID& item_id = mGestureList->getCurrentID(); LLInventoryItem* item = gInventory.getItem(item_id); if (!item) return; LLPreviewGesture* previewp = LLPreviewGesture::show(item_id, LLUUID::null); if (!previewp->getHost()) { previewp->setRect(gFloaterView->findNeighboringPosition(this, previewp)); } }
// static void LLFloaterGesture::onClickEdit(void* data) { LLFloaterGesture* self = (LLFloaterGesture*)data; LLCtrlListInterface *list = self->childGetListInterface("gesture_list"); if (!list) return; const LLUUID& item_id = list->getCurrentID(); LLInventoryItem* item = gInventory.getItem(item_id); if (!item) return; std::string title("Gesture: "); title.append(item->getName()); LLPreviewGesture* previewp = LLPreviewGesture::show(title, item_id, LLUUID::null); if (!previewp->getHost()) { previewp->setRect(gFloaterView->findNeighboringPosition(self, previewp)); } }
// static LLPreviewGesture* LLPreviewGesture::show(const std::string& title, const LLUUID& item_id, const LLUUID& object_id, BOOL take_focus) { LLPreviewGesture* previewp = (LLPreviewGesture*)LLPreview::find(item_id); if (previewp) { previewp->open(); /*Flawfinder: ignore*/ if (take_focus) { previewp->setFocus(TRUE); } return previewp; } LLPreviewGesture* self = new LLPreviewGesture(); // Finish internal construction self->init(item_id, object_id); // Builds and adds to gFloaterView LLUICtrlFactory::getInstance()->buildFloater(self, "floater_preview_gesture.xml"); self->setTitle(title); // Move window to top-left of screen LLMultiFloater* hostp = self->getHost(); if (hostp == NULL) { LLRect r = self->getRect(); LLRect screen = gFloaterView->getRect(); r.setLeftTopAndSize(0, screen.getHeight(), r.getWidth(), r.getHeight()); self->setRect(r); } else { // re-add to host to update title hostp->addFloater(self, TRUE); } // Start speculative download of sounds and animations const LLUUID animation_folder_id = gInventory.findCategoryUUIDForType(LLFolderType::FT_ANIMATION); LLInventoryModelBackgroundFetch::instance().start(animation_folder_id); const LLUUID sound_folder_id = gInventory.findCategoryUUIDForType(LLFolderType::FT_SOUND); LLInventoryModelBackgroundFetch::instance().start(sound_folder_id); // this will call refresh when we have everything. LLViewerInventoryItem* item = (LLViewerInventoryItem*)self->getItem(); if(item && !item->isFinished()) { LLInventoryGestureAvailable* observer; observer = new LLInventoryGestureAvailable(); observer->watchItem(item_id); gInventory.addObserver(observer); item->fetchFromServer(); } else { // not sure this is necessary. self->refresh(); } if (take_focus) { self->setFocus(TRUE); } return self; }