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/**
* @file llfloaterimagepreview.h
* @brief LLFloaterImagePreview class definition
*
* Copyright (c) 2004-2007, 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.
*/
#ifndef LL_LLFLOATERIMAGEPREVIEW_H
#define LL_LLFLOATERIMAGEPREVIEW_H
#include "llfloaternamedesc.h"
#include "lldynamictexture.h"
#include "llquaternion.h"
class LLComboBox;
class LLJoint;
class LLViewerJointMesh;
class LLVOAvatar;
class LLTextBox;
class LLImagePreviewSculpted : public LLDynamicTexture
{
public:
LLImagePreviewSculpted(S32 width, S32 height);
virtual ~LLImagePreviewSculpted();
void setPreviewTarget(LLImageRaw *imagep, F32 distance);
void setTexture(U32 name) { mTextureName = name; }
BOOL render();
void refresh();
void rotate(F32 yaw_radians, F32 pitch_radians);
void zoom(F32 zoom_amt);
void pan(F32 right, F32 up);
virtual BOOL needsRender() { return mNeedsUpdate; }
protected:
BOOL mNeedsUpdate;
U32 mTextureName;
F32 mCameraDistance;
F32 mCameraYaw;
F32 mCameraPitch;
F32 mCameraZoom;
LLVector3 mCameraOffset;
LLPointer<LLVolume> mVolume;
};
class LLImagePreviewAvatar : public LLDynamicTexture
{
public:
LLImagePreviewAvatar(S32 width, S32 height);
virtual ~LLImagePreviewAvatar();
void setPreviewTarget(const char* joint_name, const char *mesh_name, LLImageRaw* imagep, F32 distance, BOOL male);
void setTexture(U32 name) { mTextureName = name; }
BOOL render();
void refresh();
void rotate(F32 yaw_radians, F32 pitch_radians);
void zoom(F32 zoom_amt);
void pan(F32 right, F32 up);
virtual BOOL needsRender() { return mNeedsUpdate; }
protected:
BOOL mNeedsUpdate;
LLJoint* mTargetJoint;
LLViewerJointMesh* mTargetMesh;
F32 mCameraDistance;
F32 mCameraYaw;
F32 mCameraPitch;
F32 mCameraZoom;
LLVector3 mCameraOffset;
LLPointer<LLVOAvatar> mDummyAvatar;
U32 mTextureName;
};
class LLFloaterImagePreview : public LLFloaterNameDesc
{
public:
LLFloaterImagePreview(const char* filename);
virtual ~LLFloaterImagePreview();
virtual BOOL postBuild();
BOOL handleMouseDown(S32 x, S32 y, MASK mask);
BOOL handleMouseUp(S32 x, S32 y, MASK mask);
BOOL handleHover(S32 x, S32 y, MASK mask);
BOOL handleScrollWheel(S32 x, S32 y, S32 clicks);
static void onMouseCaptureLost(LLMouseHandler*);
static void setUploadAmount(S32 amount) { sUploadAmount = amount; }
protected:
static void onPreviewTypeCommit(LLUICtrl*,void*);
void draw();
bool loadImage(const char* filename);
LLPointer<LLImageRaw> mRawImagep;
LLImagePreviewAvatar* mAvatarPreview;
LLImagePreviewSculpted* mSculptedPreview;
S32 mLastMouseX;
S32 mLastMouseY;
LLRect mPreviewRect;
LLRectf mPreviewImageRect;
GLuint mGLName;
static S32 sUploadAmount;
};
#endif // LL_LLFLOATERIMAGEPREVIEW_H
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