Files
SingularityViewer/indra/newview/llinventoryicon.cpp
Liru Færs 7c24e67c50 The UI portion of Bakes on Mesh... and the entire thing, sure, why not?
Also let's now select the proper tab when we input an ID or select a face
with an asset ID that we can find in a tab, but that never works for BOM
when applied.
2019-10-11 03:41:42 -04:00

211 lines
8.7 KiB
C++

/**
* @file llinventoryicon.cpp
* @brief Implementation of the inventory icon.
*
* $LicenseInfo:firstyear=2001&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2010, Linden Research, Inc.
*
* 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
*
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
#include "llviewerprecompiledheaders.h"
#include "llinventoryicon.h"
#include "lldictionary.h"
#include "llinventorydefines.h"
#include "llui.h"
#include "llwearabletype.h"
struct IconEntry : public LLDictionaryEntry
{
IconEntry(const std::string &item_name)
:
LLDictionaryEntry(item_name)
{}
};
class LLIconDictionary : public LLSingleton<LLIconDictionary>,
public LLDictionary<LLInventoryType::EIconName, IconEntry>
{
public:
LLIconDictionary();
};
LLIconDictionary::LLIconDictionary()
{
addEntry(LLInventoryType::ICONNAME_TEXTURE, new IconEntry("inv_item_texture.tga"));
addEntry(LLInventoryType::ICONNAME_SOUND, new IconEntry("inv_item_sound.tga"));
addEntry(LLInventoryType::ICONNAME_CALLINGCARD_ONLINE, new IconEntry("inv_item_callingcard_online.tga"));
addEntry(LLInventoryType::ICONNAME_CALLINGCARD_OFFLINE, new IconEntry("inv_item_callingcard_offline.tga"));
addEntry(LLInventoryType::ICONNAME_LANDMARK, new IconEntry("inv_item_landmark.tga"));
addEntry(LLInventoryType::ICONNAME_LANDMARK_VISITED, new IconEntry("inv_item_landmark_visited.tga"));
addEntry(LLInventoryType::ICONNAME_SCRIPT, new IconEntry("inv_item_script.tga"));
addEntry(LLInventoryType::ICONNAME_CLOTHING, new IconEntry("inv_item_clothing.tga"));
addEntry(LLInventoryType::ICONNAME_OBJECT, new IconEntry("inv_item_object.tga"));
addEntry(LLInventoryType::ICONNAME_OBJECT_MULTI, new IconEntry("inv_item_object_multi.tga"));
addEntry(LLInventoryType::ICONNAME_NOTECARD, new IconEntry("inv_item_notecard.tga"));
addEntry(LLInventoryType::ICONNAME_BODYPART, new IconEntry("inv_item_skin.tga"));
addEntry(LLInventoryType::ICONNAME_SNAPSHOT, new IconEntry("inv_item_snapshot.tga"));
addEntry(LLInventoryType::ICONNAME_BODYPART_SHAPE, new IconEntry("inv_item_shape.tga"));
addEntry(LLInventoryType::ICONNAME_BODYPART_SKIN, new IconEntry("inv_item_skin.tga"));
addEntry(LLInventoryType::ICONNAME_BODYPART_HAIR, new IconEntry("inv_item_hair.tga"));
addEntry(LLInventoryType::ICONNAME_BODYPART_EYES, new IconEntry("inv_item_eyes.tga"));
addEntry(LLInventoryType::ICONNAME_CLOTHING_SHIRT, new IconEntry("inv_item_shirt.tga"));
addEntry(LLInventoryType::ICONNAME_CLOTHING_PANTS, new IconEntry("inv_item_pants.tga"));
addEntry(LLInventoryType::ICONNAME_CLOTHING_SHOES, new IconEntry("inv_item_shoes.tga"));
addEntry(LLInventoryType::ICONNAME_CLOTHING_SOCKS, new IconEntry("inv_item_socks.tga"));
addEntry(LLInventoryType::ICONNAME_CLOTHING_JACKET, new IconEntry("inv_item_jacket.tga"));
addEntry(LLInventoryType::ICONNAME_CLOTHING_GLOVES, new IconEntry("inv_item_gloves.tga"));
addEntry(LLInventoryType::ICONNAME_CLOTHING_UNDERSHIRT, new IconEntry("inv_item_undershirt.tga"));
addEntry(LLInventoryType::ICONNAME_CLOTHING_UNDERPANTS, new IconEntry("inv_item_underpants.tga"));
addEntry(LLInventoryType::ICONNAME_CLOTHING_SKIRT, new IconEntry("inv_item_skirt.tga"));
addEntry(LLInventoryType::ICONNAME_CLOTHING_ALPHA, new IconEntry("inv_item_alpha.tga"));
addEntry(LLInventoryType::ICONNAME_CLOTHING_TATTOO, new IconEntry("inv_item_tattoo.tga"));
addEntry(LLInventoryType::ICONNAME_CLOTHING_UNIVERSAL, new IconEntry("Inv_Universal.png"));
addEntry(LLInventoryType::ICONNAME_ANIMATION, new IconEntry("inv_item_animation.tga"));
addEntry(LLInventoryType::ICONNAME_GESTURE, new IconEntry("inv_item_gesture.tga"));
addEntry(LLInventoryType::ICONNAME_CLOTHING_PHYSICS, new IconEntry("inv_item_physics.tga"));
addEntry(LLInventoryType::ICONNAME_LINKITEM, new IconEntry("inv_link_item.tga"));
addEntry(LLInventoryType::ICONNAME_LINKFOLDER, new IconEntry("inv_link_folder.tga"));
addEntry(LLInventoryType::ICONNAME_MESH, new IconEntry("inv_item_mesh.tga"));
addEntry(LLInventoryType::ICONNAME_SETTINGS_SKY, new IconEntry("Inv_SettingsSky.png"));
addEntry(LLInventoryType::ICONNAME_SETTINGS_WATER, new IconEntry("Inv_SettingsWater.png"));
addEntry(LLInventoryType::ICONNAME_SETTINGS_DAY, new IconEntry("Inv_SettingsDay.png"));
addEntry(LLInventoryType::ICONNAME_SETTINGS, new IconEntry("Inv_Settings.png"));
addEntry(LLInventoryType::ICONNAME_CLOTHING_UNKNOWN, new IconEntry("inv_item_unknown.tga"));
addEntry(LLInventoryType::ICONNAME_INVALID, new IconEntry("inv_invalid.png"));
addEntry(LLInventoryType::ICONNAME_UNKNOWN, new IconEntry("Inv_UnknownObject.png"));
addEntry(LLInventoryType::ICONNAME_NONE, new IconEntry("NONE"));
}
LLUIImagePtr LLInventoryIcon::getIcon(LLAssetType::EType asset_type,
LLInventoryType::EType inventory_type,
U32 misc_flag,
BOOL item_is_multi)
{
const std::string& icon_name = getIconName(asset_type, inventory_type, misc_flag, item_is_multi);
return LLUI::getUIImage(icon_name);
}
LLUIImagePtr LLInventoryIcon::getIcon(LLInventoryType::EIconName idx)
{
return LLUI::getUIImage(getIconName(idx));
}
const std::string& LLInventoryIcon::getIconName(LLAssetType::EType asset_type,
LLInventoryType::EType inventory_type,
U32 misc_flag,
BOOL item_is_multi)
{
LLInventoryType::EIconName idx = LLInventoryType::ICONNAME_OBJECT;
if (item_is_multi)
{
idx = LLInventoryType::ICONNAME_OBJECT_MULTI;
return getIconName(idx);
}
switch(asset_type)
{
case LLAssetType::AT_TEXTURE:
idx = (inventory_type == LLInventoryType::IT_SNAPSHOT) ? LLInventoryType::ICONNAME_SNAPSHOT : LLInventoryType::ICONNAME_TEXTURE;
break;
case LLAssetType::AT_SOUND:
idx = LLInventoryType::ICONNAME_SOUND;
break;
case LLAssetType::AT_CALLINGCARD:
idx = (misc_flag != 0) ? LLInventoryType::ICONNAME_CALLINGCARD_ONLINE : LLInventoryType::ICONNAME_CALLINGCARD_OFFLINE;
break;
case LLAssetType::AT_LANDMARK:
idx = (misc_flag != 0) ? LLInventoryType::ICONNAME_LANDMARK_VISITED : LLInventoryType::ICONNAME_LANDMARK;
break;
case LLAssetType::AT_SCRIPT:
case LLAssetType::AT_LSL_TEXT:
case LLAssetType::AT_LSL_BYTECODE:
idx = LLInventoryType::ICONNAME_SCRIPT;
break;
case LLAssetType::AT_CLOTHING:
case LLAssetType::AT_BODYPART:
idx = assignWearableIcon(misc_flag);
break;
case LLAssetType::AT_NOTECARD:
idx = LLInventoryType::ICONNAME_NOTECARD;
break;
case LLAssetType::AT_ANIMATION:
idx = LLInventoryType::ICONNAME_ANIMATION;
break;
case LLAssetType::AT_GESTURE:
idx = LLInventoryType::ICONNAME_GESTURE;
break;
case LLAssetType::AT_LINK:
idx = LLInventoryType::ICONNAME_LINKITEM;
break;
case LLAssetType::AT_LINK_FOLDER:
idx = LLInventoryType::ICONNAME_LINKFOLDER;
break;
case LLAssetType::AT_OBJECT:
idx = LLInventoryType::ICONNAME_OBJECT;
break;
case LLAssetType::AT_MESH:
idx = LLInventoryType::ICONNAME_MESH;
break;
case LLAssetType::AT_SETTINGS:
// TODO: distinguish between Sky and Water settings.
idx = assignSettingsIcon(misc_flag);
break;
case LLAssetType::AT_UNKNOWN:
idx = LLInventoryType::ICONNAME_UNKNOWN;
break;
default:
break;
}
return getIconName(idx);
}
const std::string& LLInventoryIcon::getIconName(LLInventoryType::EIconName idx)
{
const IconEntry *entry = LLIconDictionary::instance().lookup(idx);
return entry->mName;
}
LLInventoryType::EIconName LLInventoryIcon::assignWearableIcon(U32 misc_flag)
{
const LLWearableType::EType wearable_type = LLWearableType::EType(LLInventoryItemFlags::II_FLAGS_SUBTYPE_MASK & misc_flag);
return LLWearableType::getIconName(wearable_type);
}
LLInventoryType::EIconName LLInventoryIcon::assignSettingsIcon(U32 misc_flag)
{
switch (misc_flag & LLInventoryItemFlags::II_FLAGS_SUBTYPE_MASK)
{
case 0: return LLInventoryType::ICONNAME_SETTINGS_SKY;
case 1: return LLInventoryType::ICONNAME_SETTINGS_WATER;
case 2: return LLInventoryType::ICONNAME_SETTINGS_DAY;
}
return LLInventoryType::ICONNAME_SETTINGS;
}