/** * @file llfloateravatartextures.cpp * @brief Debugging view showing underlying avatar textures and baked textures. * * $LicenseInfo:firstyear=2006&license=viewergpl$ * * Copyright (c) 2006-2007, Linden Research, Inc. * * Second Life Viewer Source Code * The source code in this file ("Source Code") is provided by Linden Lab * to you under the terms of the GNU General Public License, version 2.0 * ("GPL"), unless you have obtained a separate licensing agreement * ("Other License"), formally executed by you and Linden Lab. Terms of * the GPL can be found in doc/GPL-license.txt in this distribution, or * online at http://secondlife.com/developers/opensource/gplv2 * * There are special exceptions to the terms and conditions of the GPL as * it is applied to this Source Code. View the full text of the exception * in the file doc/FLOSS-exception.txt in this software distribution, or * online at http://secondlife.com/developers/opensource/flossexception * * By copying, modifying or distributing this software, you acknowledge * that you have read and understood your obligations described above, * and agree to abide by those obligations. * * ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO * WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY, * COMPLETENESS OR PERFORMANCE. * $/LicenseInfo$ */ #include "llviewerprecompiledheaders.h" #include "llfloateravatartextures.h" #include "lltexturectrl.h" #include "llvieweruictrlfactory.h" #include "llviewerobjectlist.h" #include "llvoavatar.h" LLFloaterAvatarTextures::LLFloaterAvatarTextures(const LLUUID& id) : LLFloater("avatar_texture_debug"), mID(id) { } LLFloaterAvatarTextures::~LLFloaterAvatarTextures() { } LLFloaterAvatarTextures* LLFloaterAvatarTextures::show(const LLUUID &id) { LLFloaterAvatarTextures* floaterp = new LLFloaterAvatarTextures(id); // Builds and adds to gFloaterView gUICtrlFactory->buildFloater(floaterp, "floater_avatar_textures.xml"); gFloaterView->addChild(floaterp); floaterp->open(); /*Flawfinder: ignore*/ gFloaterView->adjustToFitScreen(floaterp, FALSE); return floaterp; } BOOL LLFloaterAvatarTextures::postBuild() { mBakedHead = (LLTextureCtrl*)getChildByName("baked_head"); mBakedEyes = (LLTextureCtrl*)getChildByName("baked_eyes"); mBakedUpper = (LLTextureCtrl*)getChildByName("baked_upper_body"); mBakedLower = (LLTextureCtrl*)getChildByName("baked_lower_body"); mBakedSkirt = (LLTextureCtrl*)getChildByName("baked_skirt"); mHair = (LLTextureCtrl*)getChildByName("hair"); mMakeup = (LLTextureCtrl*)getChildByName("head_bodypaint"); mEye = (LLTextureCtrl*)getChildByName("eye_texture"); mShirt = (LLTextureCtrl*)getChildByName("shirt"); mUpperTattoo = (LLTextureCtrl*)getChildByName("upper_bodypaint"); mUpperJacket = (LLTextureCtrl*)getChildByName("upper_jacket"); mGloves = (LLTextureCtrl*)getChildByName("gloves"); mUndershirt = (LLTextureCtrl*)getChildByName("undershirt"); mPants = (LLTextureCtrl*)getChildByName("pants"); mLowerTattoo = (LLTextureCtrl*)getChildByName("lower_bodypaint"); mShoes = (LLTextureCtrl*)getChildByName("shoes"); mSocks = (LLTextureCtrl*)getChildByName("socks"); mJacket = (LLTextureCtrl*)getChildByName("jacket"); mUnderpants = (LLTextureCtrl*)getChildByName("underpants"); mSkirt = (LLTextureCtrl*)getChildByName("skirt_texture"); mTitle = getTitle(); childSetAction("Dump", onClickDump, this); refresh(); return TRUE; } void LLFloaterAvatarTextures::draw() { refresh(); LLFloater::draw(); } #if !LL_RELEASE_FOR_DOWNLOAD static void update_texture_ctrl(LLVOAvatar* avatarp, LLTextureCtrl* ctrl, LLVOAvatar::ETextureIndex te) { LLUUID id = avatarp->getTE(te)->getID(); if (id == IMG_DEFAULT_AVATAR) { ctrl->setImageAssetID(LLUUID::null); ctrl->setToolTip(LLString("IMG_DEFAULT_AVATAR")); } else { ctrl->setImageAssetID(id); ctrl->setToolTip(id.asString()); } } static LLVOAvatar* find_avatar(const LLUUID& id) { LLViewerObject *obj = gObjectList.findObject(id); while (obj && obj->isAttachment()) { obj = (LLViewerObject *)obj->getParent(); } if (obj && obj->isAvatar()) { return (LLVOAvatar*)obj; } else { return NULL; } } void LLFloaterAvatarTextures::refresh() { LLVOAvatar *avatarp = find_avatar(mID); if (avatarp) { char firstname[DB_FIRST_NAME_BUF_SIZE]; /*Flawfinder: ignore*/ char lastname[DB_LAST_NAME_BUF_SIZE]; /*Flawfinder: ignore*/ if (gCacheName->getName(avatarp->getID(), firstname, lastname)) { LLString name; name.assign( firstname ); name.append( " " ); name.append( lastname ); setTitle(mTitle + ": " + name); } update_texture_ctrl(avatarp, mBakedHead, LLVOAvatar::TEX_HEAD_BAKED); update_texture_ctrl(avatarp, mBakedEyes, LLVOAvatar::TEX_EYES_BAKED); update_texture_ctrl(avatarp, mBakedUpper, LLVOAvatar::TEX_UPPER_BAKED); update_texture_ctrl(avatarp, mBakedLower, LLVOAvatar::TEX_LOWER_BAKED); update_texture_ctrl(avatarp, mBakedSkirt, LLVOAvatar::TEX_SKIRT_BAKED); update_texture_ctrl(avatarp, mMakeup, LLVOAvatar::TEX_HEAD_BODYPAINT); update_texture_ctrl(avatarp, mHair, LLVOAvatar::TEX_HAIR); update_texture_ctrl(avatarp, mEye, LLVOAvatar::TEX_EYES_IRIS); update_texture_ctrl(avatarp, mShirt, LLVOAvatar::TEX_UPPER_SHIRT); update_texture_ctrl(avatarp, mUpperTattoo, LLVOAvatar::TEX_UPPER_BODYPAINT); update_texture_ctrl(avatarp, mUpperJacket, LLVOAvatar::TEX_UPPER_JACKET); update_texture_ctrl(avatarp, mGloves, LLVOAvatar::TEX_UPPER_GLOVES); update_texture_ctrl(avatarp, mUndershirt, LLVOAvatar::TEX_UPPER_UNDERSHIRT); update_texture_ctrl(avatarp, mPants, LLVOAvatar::TEX_LOWER_PANTS); update_texture_ctrl(avatarp, mLowerTattoo, LLVOAvatar::TEX_LOWER_BODYPAINT); update_texture_ctrl(avatarp, mShoes, LLVOAvatar::TEX_LOWER_SHOES); update_texture_ctrl(avatarp, mSocks, LLVOAvatar::TEX_LOWER_SOCKS); update_texture_ctrl(avatarp, mJacket, LLVOAvatar::TEX_LOWER_JACKET); update_texture_ctrl(avatarp, mUnderpants, LLVOAvatar::TEX_LOWER_UNDERPANTS); update_texture_ctrl(avatarp, mSkirt, LLVOAvatar::TEX_SKIRT); } else { setTitle(mTitle + ": INVALID AVATAR (" + mID.asString() + ")"); } } #else void LLFloaterAvatarTextures::refresh() { } #endif // static void LLFloaterAvatarTextures::onClickDump(void* data) { #if !LL_RELEASE_FOR_DOWNLOAD LLFloaterAvatarTextures* self = (LLFloaterAvatarTextures*)data; LLVOAvatar* avatarp = find_avatar(self->mID); if (!avatarp) return; for (S32 i = 0; i < avatarp->getNumTEs(); i++) { const LLTextureEntry* te = avatarp->getTE(i); if (!te) continue; llinfos << "Avatar TE " << i << " id " << te->getID() << llendl; } #endif }