/** * @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 "linden_common.h" #include "llinventoryicon.h" #include "lldictionary.h" #include "llinventorydefines.h" #include "llui.h" #include "lluiimage.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> { LLSINGLETON(LLIconDictionary); }; typedef LLPointer<LLUIImage> LLUIImagePtr; LLIconDictionary::LLIconDictionary() { addEntry(LLInventoryType::ICONNAME_TEXTURE, new IconEntry("Inv_Texture")); addEntry(LLInventoryType::ICONNAME_SOUND, new IconEntry("Inv_Sound")); addEntry(LLInventoryType::ICONNAME_CALLINGCARD_ONLINE, new IconEntry("Inv_CallingCard")); addEntry(LLInventoryType::ICONNAME_CALLINGCARD_OFFLINE, new IconEntry("Inv_CallingCard")); addEntry(LLInventoryType::ICONNAME_LANDMARK, new IconEntry("Inv_Landmark")); addEntry(LLInventoryType::ICONNAME_LANDMARK_VISITED, new IconEntry("Inv_Landmark")); addEntry(LLInventoryType::ICONNAME_SCRIPT, new IconEntry("Inv_Script")); addEntry(LLInventoryType::ICONNAME_CLOTHING, new IconEntry("Inv_Clothing")); addEntry(LLInventoryType::ICONNAME_OBJECT, new IconEntry("Inv_Object")); addEntry(LLInventoryType::ICONNAME_OBJECT_MULTI, new IconEntry("Inv_Object_Multi")); addEntry(LLInventoryType::ICONNAME_NOTECARD, new IconEntry("Inv_Notecard")); addEntry(LLInventoryType::ICONNAME_BODYPART, new IconEntry("Inv_Skin")); addEntry(LLInventoryType::ICONNAME_SNAPSHOT, new IconEntry("Inv_Snapshot")); addEntry(LLInventoryType::ICONNAME_BODYPART_SHAPE, new IconEntry("Inv_BodyShape")); addEntry(LLInventoryType::ICONNAME_BODYPART_SKIN, new IconEntry("Inv_Skin")); addEntry(LLInventoryType::ICONNAME_BODYPART_HAIR, new IconEntry("Inv_Hair")); addEntry(LLInventoryType::ICONNAME_BODYPART_EYES, new IconEntry("Inv_Eye")); addEntry(LLInventoryType::ICONNAME_CLOTHING_SHIRT, new IconEntry("Inv_Shirt")); addEntry(LLInventoryType::ICONNAME_CLOTHING_PANTS, new IconEntry("Inv_Pants")); addEntry(LLInventoryType::ICONNAME_CLOTHING_SHOES, new IconEntry("Inv_Shoe")); addEntry(LLInventoryType::ICONNAME_CLOTHING_SOCKS, new IconEntry("Inv_Socks")); addEntry(LLInventoryType::ICONNAME_CLOTHING_JACKET, new IconEntry("Inv_Jacket")); addEntry(LLInventoryType::ICONNAME_CLOTHING_GLOVES, new IconEntry("Inv_Gloves")); addEntry(LLInventoryType::ICONNAME_CLOTHING_UNDERSHIRT, new IconEntry("Inv_Undershirt")); addEntry(LLInventoryType::ICONNAME_CLOTHING_UNDERPANTS, new IconEntry("Inv_Underpants")); addEntry(LLInventoryType::ICONNAME_CLOTHING_SKIRT, new IconEntry("Inv_Skirt")); addEntry(LLInventoryType::ICONNAME_CLOTHING_ALPHA, new IconEntry("Inv_Alpha")); addEntry(LLInventoryType::ICONNAME_CLOTHING_TATTOO, new IconEntry("Inv_Tattoo")); addEntry(LLInventoryType::ICONNAME_ANIMATION, new IconEntry("Inv_Animation")); addEntry(LLInventoryType::ICONNAME_GESTURE, new IconEntry("Inv_Gesture")); addEntry(LLInventoryType::ICONNAME_CLOTHING_PHYSICS, new IconEntry("Inv_Physics")); addEntry(LLInventoryType::ICONNAME_LINKITEM, new IconEntry("Inv_LinkItem")); addEntry(LLInventoryType::ICONNAME_LINKFOLDER, new IconEntry("Inv_LinkFolder")); addEntry(LLInventoryType::ICONNAME_MESH, new IconEntry("Inv_Mesh")); addEntry(LLInventoryType::ICONNAME_INVALID, new IconEntry("Inv_Invalid")); 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; 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::inventoryFlagsToWearableType(misc_flag); return LLWearableType::getIconName(wearable_type); }