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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 "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_CLOTHING_UNIVERSAL, new IconEntry("Inv_Universal"));
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_UNKNOWN, new IconEntry("Inv_Unknown"));
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;
case LLAssetType::AT_UNKNOWN:
idx = LLInventoryType::ICONNAME_UNKNOWN;
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);
}
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