STORM-677 FIXED Made texture picker control transparent if the floater it resides in is transparent.
Also added transparency support to the texture picker floater.master
parent
d1549c18b0
commit
393514f3dc
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@ -564,25 +564,26 @@ void LLFloaterTexturePicker::draw()
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LLRect interior = border;
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interior.stretch( -1 );
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const F32 alpha = mCurrentTransparency; // mCurrentTransparency gets updated in LLFloater::draw()
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if( mTexturep )
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{
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if( mTexturep->getComponents() == 4 )
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{
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gl_rect_2d_checkerboard( interior );
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gl_rect_2d_checkerboard( interior, alpha );
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}
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gl_draw_scaled_image( interior.mLeft, interior.mBottom, interior.getWidth(), interior.getHeight(), mTexturep );
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gl_draw_scaled_image( interior.mLeft, interior.mBottom, interior.getWidth(), interior.getHeight(), mTexturep, UI_VERTEX_COLOR % alpha );
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// Pump the priority
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mTexturep->addTextureStats( (F32)(interior.getWidth() * interior.getHeight()) );
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}
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else if (!mFallbackImage.isNull())
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{
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mFallbackImage->draw(interior);
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mFallbackImage->draw(interior, UI_VERTEX_COLOR % alpha);
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}
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else
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{
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gl_rect_2d( interior, LLColor4::grey, TRUE );
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gl_rect_2d( interior, LLColor4::grey % alpha, TRUE );
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// Draw X
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gl_draw_x(interior, LLColor4::black );
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@ -1263,23 +1264,24 @@ void LLTextureCtrl::draw()
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LLRect interior = border;
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interior.stretch( -1 );
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const F32 alpha = getCurrentTransparency();
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if( mTexturep )
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{
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if( mTexturep->getComponents() == 4 )
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{
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gl_rect_2d_checkerboard( interior );
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gl_rect_2d_checkerboard( interior, alpha );
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}
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gl_draw_scaled_image( interior.mLeft, interior.mBottom, interior.getWidth(), interior.getHeight(), mTexturep);
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gl_draw_scaled_image( interior.mLeft, interior.mBottom, interior.getWidth(), interior.getHeight(), mTexturep, UI_VERTEX_COLOR % alpha);
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mTexturep->addTextureStats( (F32)(interior.getWidth() * interior.getHeight()) );
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}
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else if (!mFallbackImage.isNull())
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{
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mFallbackImage->draw(interior);
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mFallbackImage->draw(interior, UI_VERTEX_COLOR % alpha);
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}
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else
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{
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gl_rect_2d( interior, LLColor4::grey, TRUE );
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gl_rect_2d( interior, LLColor4::grey % alpha, TRUE );
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// Draw X
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gl_draw_x( interior, LLColor4::black );
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