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(); } } } }
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(); } } } }
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(); } } } }
/* 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(); } } }