Пример #1
0
void LLTextureCtrl::onFloaterCommit(ETexturePickOp op)
{
	LLFloaterTexturePicker* floaterp = (LLFloaterTexturePicker*)mFloaterHandle.get();
	// <edit> mEnable getEnabled()
	if( floaterp && mEnable)
	{
		mDirty = (op != TEXTURE_CANCEL);
		if( floaterp->isDirty() )
		{
			setTentative( FALSE );
			mImageItemID = floaterp->findItemID(floaterp->getAssetID(), FALSE);
			lldebugs << "mImageItemID: " << mImageItemID << llendl;
			mImageAssetID = floaterp->getAssetID();
			lldebugs << "mImageAssetID: " << mImageAssetID << llendl;
			if (op == TEXTURE_SELECT && mOnSelectCallback)
			{
				mOnSelectCallback(this, mCallbackUserData);
			}
			else if (op == TEXTURE_CANCEL && mOnCancelCallback)
			{
				mOnCancelCallback(this, mCallbackUserData);
			}
			else
			{
				onCommit();
			}
		}
	}
}
Пример #2
0
void LLTextureCtrl::onFloaterCommit(ETexturePickOp op)
{
	LLFloaterTexturePicker* floaterp = (LLFloaterTexturePicker*)mFloaterHandle.get();
	// mEnable getEnabled()
	if( floaterp && mEnable)
	{
		mDirty = (op != TEXTURE_CANCEL);
		if( floaterp->isDirty() )
		{
			setTentative( FALSE );
			mImageItemID = floaterp->findItemID(floaterp->getAssetID(), FALSE);
			LL_DEBUGS() << "mImageItemID: " << mImageItemID << LL_ENDL;
			mImageAssetID = floaterp->getAssetID();
			LL_DEBUGS() << "mImageAssetID: " << mImageAssetID << LL_ENDL;
			if (op == TEXTURE_SELECT && mOnSelectCallback)
			{
				mOnSelectCallback( this, LLSD() );
			}
			else if (op == TEXTURE_CANCEL && mOnCancelCallback)
			{
				mOnCancelCallback( this, LLSD() );
			}
			else
			{
				onCommit();
			}
		}
	}
}
Пример #3
0
void LLTextureCtrl::onFloaterCommit(ETexturePickOp op)
{
	LLFloaterTexturePicker* floaterp = (LLFloaterTexturePicker*)mFloaterHandle.get();

	if( floaterp && getEnabled())
	{
		if (op == TEXTURE_CANCEL)
			mViewModel->resetDirty();
		// If the "no_commit_on_selection" parameter is set
		// we get dirty only when user presses OK in the picker
		// (i.e. op == TEXTURE_SELECT) or texture changes via DnD.
		else if (mCommitOnSelection || op == TEXTURE_SELECT)
			mViewModel->setDirty(); // *TODO: shouldn't we be using setValue() here?
			
		if( floaterp->isDirty() )
		{
			setTentative( FALSE );
			mImageItemID = floaterp->findItemID(floaterp->getAssetID(), FALSE);
			lldebugs << "mImageItemID: " << mImageItemID << llendl;
			mImageAssetID = floaterp->getAssetID();
			lldebugs << "mImageAssetID: " << mImageAssetID << llendl;
			if (op == TEXTURE_SELECT && mOnSelectCallback)
			{
				mOnSelectCallback( this, LLSD() );
			}
			else if (op == TEXTURE_CANCEL && mOnCancelCallback)
			{
				mOnCancelCallback( this, LLSD() );
			}
			else
			{
				// If the "no_commit_on_selection" parameter is set
				// we commit only when user presses OK in the picker
				// (i.e. op == TEXTURE_SELECT) or texture changes via DnD.
				if (mCommitOnSelection || op == TEXTURE_SELECT)
					onCommit();
			}
		}
	}
}
Пример #4
0
/*
   overriding onFloaterCommit to forcefeed it a uuid.
   also, i still don't get the difference beween mImageItemID and mImageAssetID,
   they seem to affect the same thing? using mImageAssetID.
*/
void LLTextureCtrl::onFloaterCommit(ETexturePickOp op, LLUUID id)
{
	LLFloaterTexturePicker* floaterp = (LLFloaterTexturePicker*)mFloaterHandle.get();

	if( floaterp && getEnabled())
	{
		mImageItemID = id;
		mImageAssetID = id; //floaterp->getAssetID(); // using same as on above func. 
												// seems to work anyway.

		if (op == TEXTURE_SELECT && mOnSelectCallback)
		{
			mOnSelectCallback(this, mCallbackUserData);
		}
		else if (op == TEXTURE_CANCEL && mOnCancelCallback)
		{
			mOnCancelCallback(this, mCallbackUserData);
		}
		else
		{
			onCommit();
		}
	}
}