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SingularityViewer/indra/newview/llinventoryicon.cpp

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/**
* @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_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;
}