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/**
* @file llfloaterbigpreview.cpp
* @brief Display of extended (big) preview for snapshots and SL Share
* @author merov@lindenlab.com
*
* $LicenseInfo:firstyear=2013&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2013, 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 "llfloaterbigpreview.h"
#include "llfloaterreg.h"
#include "llsnapshotlivepreview.h"
///////////////////////
//LLFloaterBigPreview//
///////////////////////
LLFloaterBigPreview::LLFloaterBigPreview(const LLSD& key) : LLFloater(key),
mPreviewPlaceholder(NULL),
mFloaterOwner(NULL)
{
}
LLFloaterBigPreview::~LLFloaterBigPreview()
{
if (mPreviewHandle.get())
{
mPreviewHandle.get()->die();
}
}
void LLFloaterBigPreview::onCancel()
{
closeFloater();
}
void LLFloaterBigPreview::closeOnFloaterOwnerClosing(LLFloater* floaterp)
{
if (floaterp == mFloaterOwner)
{
closeFloater();
}
}
BOOL LLFloaterBigPreview::postBuild()
{
mPreviewPlaceholder = getChild<LLUICtrl>("big_preview_placeholder");
return LLFloater::postBuild();
}
void LLFloaterBigPreview::draw()
{
LLFloater::draw();
LLSnapshotLivePreview * previewp = static_cast<LLSnapshotLivePreview *>(mPreviewHandle.get());
// Display the preview if one is available
// HACK!!! We use the puny thumbnail image for the moment
// *TODO : Use the real large preview
if (previewp && previewp->getBigThumbnailImage())
{
const LLRect& preview_rect = mPreviewPlaceholder->getRect();
// const S32 thumbnail_w = previewp->getThumbnailWidth();
// const S32 thumbnail_h = previewp->getThumbnailHeight();
// calc preview offset within the preview rect
// const S32 local_offset_x = (preview_rect.getWidth() - thumbnail_w) / 2 ;
// const S32 local_offset_y = (preview_rect.getHeight() - thumbnail_h) / 2 ;
const S32 local_offset_x = 0 ;
const S32 local_offset_y = 0 ;
// calc preview offset within the floater rect
S32 offset_x = preview_rect.mLeft + local_offset_x;
S32 offset_y = preview_rect.mBottom + local_offset_y;
gGL.matrixMode(LLRender::MM_MODELVIEW);
// Apply floater transparency to the texture unless the floater is focused.
F32 alpha = getTransparencyType() == TT_ACTIVE ? 1.0f : getCurrentTransparency();
LLColor4 color = LLColor4::white;
gl_draw_scaled_image(offset_x, offset_y,
//thumbnail_w, thumbnail_h,
preview_rect.getWidth(), preview_rect.getHeight(),
previewp->getBigThumbnailImage(), color % alpha);
}
}
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