STORM-693 FIXED Preview thumbnails in the Edit Wearable and Edit Body Parts panels now follow opacity settings for inactive floater.
When the floater is active the thumbnails are opaque. The behavior is similar to texture control's.master
parent
e27bcbe0d2
commit
18a18f5985
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@ -165,12 +165,16 @@ void LLScrollingPanelParam::draw()
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getChildView("max param text")->setVisible( FALSE );
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LLPanel::draw();
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// If we're in a focused floater, don't apply the floater's alpha to visual param hint,
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// making its behavior similar to texture controls'.
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F32 alpha = getTransparencyType() == TT_ACTIVE ? 1.0f : getCurrentTransparency();
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// Draw the hints over the "less" and "more" buttons.
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gGL.pushUIMatrix();
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{
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const LLRect& r = mHintMin->getRect();
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gGL.translateUI((F32)r.mLeft, (F32)r.mBottom, 0.f);
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mHintMin->draw();
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mHintMin->draw(alpha);
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}
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gGL.popUIMatrix();
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@ -178,7 +182,7 @@ void LLScrollingPanelParam::draw()
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{
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const LLRect& r = mHintMax->getRect();
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gGL.translateUI((F32)r.mLeft, (F32)r.mBottom, 0.f);
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mHintMax->draw();
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mHintMax->draw(alpha);
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}
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gGL.popUIMatrix();
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@ -244,13 +244,13 @@ BOOL LLVisualParamHint::render()
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//-----------------------------------------------------------------------------
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// draw()
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//-----------------------------------------------------------------------------
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void LLVisualParamHint::draw()
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void LLVisualParamHint::draw(F32 alpha)
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{
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if (!mIsVisible) return;
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gGL.getTexUnit(0)->bind(this);
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gGL.color4f(1.f, 1.f, 1.f, 1.f);
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gGL.color4f(1.f, 1.f, 1.f, alpha);
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LLGLSUIDefault gls_ui;
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gGL.begin(LLRender::QUADS);
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@ -68,7 +68,7 @@ public:
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BOOL render();
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void requestUpdate( S32 delay_frames ) {mNeedsUpdate = TRUE; mDelayFrames = delay_frames; }
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void setUpdateDelayFrames( S32 delay_frames ) { mDelayFrames = delay_frames; }
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void draw();
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void draw(F32 alpha);
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LLViewerVisualParam* getVisualParam() { return mVisualParam; }
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F32 getVisualParamWeight() { return mVisualParamWeight; }
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