Let's all hijack skins. Also here's some half-finished code to fix the preview window.
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144
indra/newview/floatersculptpreview.h
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144
indra/newview/floatersculptpreview.h
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/**
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* @file LLFloaterSculptPreview.h
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* @brief LLFloaterSculptPreview class definition
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*
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* $LicenseInfo:firstyear=2004&license=viewergpl$
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*
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* Copyright (c) 2004-2009, Linden Research, Inc.
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*
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* Second Life Viewer Source Code
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* The source code in this file ("Source Code") is provided by Linden Lab
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* to you under the terms of the GNU General Public License, version 2.0
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* ("GPL"), unless you have obtained a separate licensing agreement
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* ("Other License"), formally executed by you and Linden Lab. Terms of
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* the GPL can be found in doc/GPL-license.txt in this distribution, or
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* online at http://secondlifegrid.net/programs/open_source/licensing/gplv2
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*
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* There are special exceptions to the terms and conditions of the GPL as
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* it is applied to this Source Code. View the full text of the exception
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* in the file doc/FLOSS-exception.txt in this software distribution, or
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* online at
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* http://secondlifegrid.net/programs/open_source/licensing/flossexception
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*
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* By copying, modifying or distributing this software, you acknowledge
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* that you have read and understood your obligations described above,
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* and agree to abide by those obligations.
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*
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* ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO
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* WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY,
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* COMPLETENESS OR PERFORMANCE.
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* $/LicenseInfo$
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*/
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#ifndef LL_LLFloaterSculptPreview_H
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#define LL_LLFloaterSculptPreview_H
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#include "llfloater.h"
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#include "llresizehandle.h"
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#include "lldynamictexture.h"
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#include "llquaternion.h"
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#include "llviewerobjectlist.h"
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class LLComboBox;
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class LLJoint;
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class LLViewerJointMesh;
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class LLVOAvatar;
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class LLTextBox;
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class LLVertexBuffer;
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class LLPreviewSculpted : public LLDynamicTexture
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{
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public:
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LLPreviewSculpted(S32 width, S32 height);
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virtual ~LLPreviewSculpted();
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void setPreviewTarget(LLImageRaw *imagep, F32 distance);
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void setTexture(U32 name) { mTextureName = name; }
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BOOL render();
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void refresh();
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void rotate(F32 yaw_radians, F32 pitch_radians);
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void zoom(F32 zoom_amt);
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void pan(F32 right, F32 up);
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virtual BOOL needsRender() { return mNeedsUpdate; }
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protected:
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BOOL mNeedsUpdate;
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U32 mTextureName;
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F32 mCameraDistance;
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F32 mCameraYaw;
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F32 mCameraPitch;
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F32 mCameraZoom;
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LLVector3 mCameraOffset;
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LLPointer<LLVolume> mVolume;
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LLPointer<LLVertexBuffer> mVertexBuffer;
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};
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class LLPreviewAvatar : public LLDynamicTexture
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{
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public:
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LLPreviewAvatar(S32 width, S32 height);
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virtual ~LLPreviewAvatar();
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void setPreviewTarget(const std::string& joint_name, const std::string& mesh_name, LLImageRaw* imagep, F32 distance, BOOL male);
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void setTexture(U32 name) { mTextureName = name; }
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void clearPreviewTexture(const std::string& mesh_name);
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BOOL render();
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void refresh();
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void rotate(F32 yaw_radians, F32 pitch_radians);
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void zoom(F32 zoom_amt);
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void pan(F32 right, F32 up);
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virtual BOOL needsRender() { return mNeedsUpdate; }
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protected:
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BOOL mNeedsUpdate;
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LLJoint* mTargetJoint;
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LLViewerJointMesh* mTargetMesh;
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F32 mCameraDistance;
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F32 mCameraYaw;
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F32 mCameraPitch;
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F32 mCameraZoom;
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LLVector3 mCameraOffset;
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LLPointer<LLVOAvatar> mDummyAvatar;
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U32 mTextureName;
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};
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class LLFloaterSculptPreview : public LLFloater
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{
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public:
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LLFloaterSculptPreview(LLImageRaw* src);
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virtual ~LLFloaterSculptPreview();
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static LLFloaterSculptPreview* show(LLImageRaw* src);
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virtual BOOL postBuild();
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BOOL handleMouseDown(S32 x, S32 y, MASK mask);
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BOOL handleMouseUp(S32 x, S32 y, MASK mask);
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BOOL handleHover(S32 x, S32 y, MASK mask);
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BOOL handleScrollWheel(S32 x, S32 y, S32 clicks);
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static void onMouseCaptureLostImagePreview(LLMouseHandler*);
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static void setUploadAmount(S32 amount) { sUploadAmount = amount; }
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void clearAllPreviewTextures();
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protected:
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static void onPreviewTypeCommit(LLUICtrl*,void*);
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void draw();
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bool loadImage(LLImageRaw* src);
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LLPointer<LLImageRaw> mRawImagep;
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LLPreviewAvatar* mAvatarPreview;
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LLPreviewSculpted* mSculptedPreview;
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S32 mLastMouseX;
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S32 mLastMouseY;
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LLRect mPreviewRect;
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LLRectf mPreviewImageRect;
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LLPointer<LLImageGL> mImagep ;
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LLViewerObject* tmpvolume;
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static S32 sUploadAmount;
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};
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#endif // LL_LLFloaterSculptPreview_H
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