phoenix-firestorm/indra/llui/llui.cpp

2183 lines
63 KiB
C++

/**
* @file llui.cpp
* @brief UI implementation
*
* $LicenseInfo:firstyear=2001&license=viewergpl$
*
* Copyright (c) 2001-2009, 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://secondlifegrid.net/programs/open_source/licensing/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://secondlifegrid.net/programs/open_source/licensing/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.
* $/LicenseInfo$
*/
// Utilities functions the user interface needs
#include "linden_common.h"
#include <string>
#include <map>
// Linden library includes
#include "v2math.h"
#include "m3math.h"
#include "v4color.h"
#include "llrender.h"
#include "llrect.h"
#include "lldir.h"
#include "llgl.h"
// Project includes
#include "llcontrol.h"
#include "llui.h"
#include "lluicolortable.h"
#include "llview.h"
#include "lllineeditor.h"
#include "llfloater.h"
#include "llfloaterreg.h"
#include "llmenugl.h"
#include "llmenubutton.h"
#include "llwindow.h"
// for registration
#include "llfiltereditor.h"
#include "llflyoutbutton.h"
#include "llsearcheditor.h"
// for XUIParse
#include "llquaternion.h"
#include <boost/tokenizer.hpp>
//
// Globals
//
const LLColor4 UI_VERTEX_COLOR(1.f, 1.f, 1.f, 1.f);
// Language for UI construction
std::map<std::string, std::string> gTranslation;
std::list<std::string> gUntranslated;
/*static*/ LLUI::settings_map_t LLUI::sSettingGroups;
/*static*/ LLImageProviderInterface* LLUI::sImageProvider = NULL;
/*static*/ LLUIAudioCallback LLUI::sAudioCallback = NULL;
/*static*/ LLVector2 LLUI::sGLScaleFactor(1.f, 1.f);
/*static*/ LLWindow* LLUI::sWindow = NULL;
/*static*/ LLView* LLUI::sRootView = NULL;
/*static*/ BOOL LLUI::sDirty = FALSE;
/*static*/ LLRect LLUI::sDirtyRect;
/*static*/ LLHelp* LLUI::sHelpImpl = NULL;
/*static*/ std::vector<std::string> LLUI::sXUIPaths;
/*static*/ LLFrameTimer LLUI::sMouseIdleTimer;
/*static*/ LLUI::add_popup_t LLUI::sAddPopupFunc;
/*static*/ LLUI::remove_popup_t LLUI::sRemovePopupFunc;
/*static*/ LLUI::clear_popups_t LLUI::sClearPopupsFunc;
// register filtereditor here
static LLDefaultChildRegistry::Register<LLFilterEditor> register_filter_editor("filter_editor");
static LLDefaultChildRegistry::Register<LLFlyoutButton> register_flyout_button("flyout_button");
static LLDefaultChildRegistry::Register<LLSearchEditor> register_search_editor("search_editor");
static LLDefaultChildRegistry::Register<LLMenuButton> register_menu_button("menu_button");
//
// Functions
//
void make_ui_sound(const char* namep)
{
std::string name = ll_safe_string(namep);
if (!LLUI::sSettingGroups["config"]->controlExists(name))
{
llwarns << "tried to make ui sound for unknown sound name: " << name << llendl;
}
else
{
LLUUID uuid(LLUI::sSettingGroups["config"]->getString(name));
if (uuid.isNull())
{
if (LLUI::sSettingGroups["config"]->getString(name) == LLUUID::null.asString())
{
if (LLUI::sSettingGroups["config"]->getBOOL("UISndDebugSpamToggle"))
{
llinfos << "ui sound name: " << name << " triggered but silent (null uuid)" << llendl;
}
}
else
{
llwarns << "ui sound named: " << name << " does not translate to a valid uuid" << llendl;
}
}
else if (LLUI::sAudioCallback != NULL)
{
if (LLUI::sSettingGroups["config"]->getBOOL("UISndDebugSpamToggle"))
{
llinfos << "ui sound name: " << name << llendl;
}
LLUI::sAudioCallback(uuid);
}
}
}
BOOL ui_point_in_rect(S32 x, S32 y, S32 left, S32 top, S32 right, S32 bottom)
{
if (x < left || right < x) return FALSE;
if (y < bottom || top < y) return FALSE;
return TRUE;
}
// Puts GL into 2D drawing mode by turning off lighting, setting to an
// orthographic projection, etc.
void gl_state_for_2d(S32 width, S32 height)
{
stop_glerror();
F32 window_width = (F32) width;//gViewerWindow->getWindowWidth();
F32 window_height = (F32) height;//gViewerWindow->getWindowHeight();
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0.0f, llmax(window_width, 1.f), 0.0f, llmax(window_height,1.f), -1.0f, 1.0f);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
stop_glerror();
}
void gl_draw_x(const LLRect& rect, const LLColor4& color)
{
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
gGL.color4fv( color.mV );
gGL.begin( LLRender::LINES );
gGL.vertex2i( rect.mLeft, rect.mTop );
gGL.vertex2i( rect.mRight, rect.mBottom );
gGL.vertex2i( rect.mLeft, rect.mBottom );
gGL.vertex2i( rect.mRight, rect.mTop );
gGL.end();
}
void gl_rect_2d_offset_local( S32 left, S32 top, S32 right, S32 bottom, const LLColor4 &color, S32 pixel_offset, BOOL filled)
{
gGL.color4fv(color.mV);
gl_rect_2d_offset_local(left, top, right, bottom, pixel_offset, filled);
}
void gl_rect_2d_offset_local( S32 left, S32 top, S32 right, S32 bottom, S32 pixel_offset, BOOL filled)
{
gGL.pushUIMatrix();
left += LLFontGL::sCurOrigin.mX;
right += LLFontGL::sCurOrigin.mX;
bottom += LLFontGL::sCurOrigin.mY;
top += LLFontGL::sCurOrigin.mY;
gGL.loadUIIdentity();
gl_rect_2d(llfloor((F32)left * LLUI::sGLScaleFactor.mV[VX]) - pixel_offset,
llfloor((F32)top * LLUI::sGLScaleFactor.mV[VY]) + pixel_offset,
llfloor((F32)right * LLUI::sGLScaleFactor.mV[VX]) + pixel_offset,
llfloor((F32)bottom * LLUI::sGLScaleFactor.mV[VY]) - pixel_offset,
filled);
gGL.popUIMatrix();
}
void gl_rect_2d(S32 left, S32 top, S32 right, S32 bottom, BOOL filled )
{
stop_glerror();
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
// Counterclockwise quad will face the viewer
if( filled )
{
gGL.begin( LLRender::QUADS );
gGL.vertex2i(left, top);
gGL.vertex2i(left, bottom);
gGL.vertex2i(right, bottom);
gGL.vertex2i(right, top);
gGL.end();
}
else
{
if( gGLManager.mATIOffsetVerticalLines )
{
// Work around bug in ATI driver: vertical lines are offset by (-1,-1)
gGL.begin( LLRender::LINES );
// Verticals
gGL.vertex2i(left + 1, top);
gGL.vertex2i(left + 1, bottom);
gGL.vertex2i(right, bottom);
gGL.vertex2i(right, top);
// Horizontals
top--;
right--;
gGL.vertex2i(left, bottom);
gGL.vertex2i(right, bottom);
gGL.vertex2i(left, top);
gGL.vertex2i(right, top);
gGL.end();
}
else
{
top--;
right--;
gGL.begin( LLRender::LINE_STRIP );
gGL.vertex2i(left, top);
gGL.vertex2i(left, bottom);
gGL.vertex2i(right, bottom);
gGL.vertex2i(right, top);
gGL.vertex2i(left, top);
gGL.end();
}
}
stop_glerror();
}
void gl_rect_2d(S32 left, S32 top, S32 right, S32 bottom, const LLColor4 &color, BOOL filled )
{
gGL.color4fv( color.mV );
gl_rect_2d( left, top, right, bottom, filled );
}
void gl_rect_2d( const LLRect& rect, const LLColor4& color, BOOL filled )
{
gGL.color4fv( color.mV );
gl_rect_2d( rect.mLeft, rect.mTop, rect.mRight, rect.mBottom, filled );
}
// Given a rectangle on the screen, draws a drop shadow _outside_
// the right and bottom edges of it. Along the right it has width "lines"
// and along the bottom it has height "lines".
void gl_drop_shadow(S32 left, S32 top, S32 right, S32 bottom, const LLColor4 &start_color, S32 lines)
{
stop_glerror();
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
// HACK: Overlap with the rectangle by a single pixel.
right--;
bottom++;
lines++;
LLColor4 end_color = start_color;
end_color.mV[VALPHA] = 0.f;
gGL.begin(LLRender::QUADS);
// Right edge, CCW faces screen
gGL.color4fv(start_color.mV);
gGL.vertex2i(right, top-lines);
gGL.vertex2i(right, bottom);
gGL.color4fv(end_color.mV);
gGL.vertex2i(right+lines, bottom);
gGL.vertex2i(right+lines, top-lines);
// Bottom edge, CCW faces screen
gGL.color4fv(start_color.mV);
gGL.vertex2i(right, bottom);
gGL.vertex2i(left+lines, bottom);
gGL.color4fv(end_color.mV);
gGL.vertex2i(left+lines, bottom-lines);
gGL.vertex2i(right, bottom-lines);
// bottom left Corner
gGL.color4fv(start_color.mV);
gGL.vertex2i(left+lines, bottom);
gGL.color4fv(end_color.mV);
gGL.vertex2i(left, bottom);
// make the bottom left corner not sharp
gGL.vertex2i(left+1, bottom-lines+1);
gGL.vertex2i(left+lines, bottom-lines);
// bottom right corner
gGL.color4fv(start_color.mV);
gGL.vertex2i(right, bottom);
gGL.color4fv(end_color.mV);
gGL.vertex2i(right, bottom-lines);
// make the rightmost corner not sharp
gGL.vertex2i(right+lines-1, bottom-lines+1);
gGL.vertex2i(right+lines, bottom);
// top right corner
gGL.color4fv(start_color.mV);
gGL.vertex2i( right, top-lines );
gGL.color4fv(end_color.mV);
gGL.vertex2i( right+lines, top-lines );
// make the corner not sharp
gGL.vertex2i( right+lines-1, top-1 );
gGL.vertex2i( right, top );
gGL.end();
stop_glerror();
}
void gl_line_2d(S32 x1, S32 y1, S32 x2, S32 y2 )
{
// Work around bug in ATI driver: vertical lines are offset by (-1,-1)
if( (x1 == x2) && gGLManager.mATIOffsetVerticalLines )
{
x1++;
x2++;
y1++;
y2++;
}
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
gGL.begin(LLRender::LINES);
gGL.vertex2i(x1, y1);
gGL.vertex2i(x2, y2);
gGL.end();
}
void gl_line_2d(S32 x1, S32 y1, S32 x2, S32 y2, const LLColor4 &color )
{
// Work around bug in ATI driver: vertical lines are offset by (-1,-1)
if( (x1 == x2) && gGLManager.mATIOffsetVerticalLines )
{
x1++;
x2++;
y1++;
y2++;
}
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
gGL.color4fv( color.mV );
gGL.begin(LLRender::LINES);
gGL.vertex2i(x1, y1);
gGL.vertex2i(x2, y2);
gGL.end();
}
void gl_triangle_2d(S32 x1, S32 y1, S32 x2, S32 y2, S32 x3, S32 y3, const LLColor4& color, BOOL filled)
{
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
gGL.color4fv(color.mV);
if (filled)
{
gGL.begin(LLRender::TRIANGLES);
}
else
{
gGL.begin(LLRender::LINE_LOOP);
}
gGL.vertex2i(x1, y1);
gGL.vertex2i(x2, y2);
gGL.vertex2i(x3, y3);
gGL.end();
}
void gl_corners_2d(S32 left, S32 top, S32 right, S32 bottom, S32 length, F32 max_frac)
{
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
length = llmin((S32)(max_frac*(right - left)), length);
length = llmin((S32)(max_frac*(top - bottom)), length);
gGL.begin(LLRender::LINES);
gGL.vertex2i(left, top);
gGL.vertex2i(left + length, top);
gGL.vertex2i(left, top);
gGL.vertex2i(left, top - length);
gGL.vertex2i(left, bottom);
gGL.vertex2i(left + length, bottom);
gGL.vertex2i(left, bottom);
gGL.vertex2i(left, bottom + length);
gGL.vertex2i(right, top);
gGL.vertex2i(right - length, top);
gGL.vertex2i(right, top);
gGL.vertex2i(right, top - length);
gGL.vertex2i(right, bottom);
gGL.vertex2i(right - length, bottom);
gGL.vertex2i(right, bottom);
gGL.vertex2i(right, bottom + length);
gGL.end();
}
void gl_draw_image( S32 x, S32 y, LLTexture* image, const LLColor4& color, const LLRectf& uv_rect )
{
if (NULL == image)
{
llwarns << "image == NULL; aborting function" << llendl;
return;
}
gl_draw_scaled_rotated_image( x, y, image->getWidth(0), image->getHeight(0), 0.f, image, color, uv_rect );
}
void gl_draw_scaled_image(S32 x, S32 y, S32 width, S32 height, LLTexture* image, const LLColor4& color, const LLRectf& uv_rect)
{
if (NULL == image)
{
llwarns << "image == NULL; aborting function" << llendl;
return;
}
gl_draw_scaled_rotated_image( x, y, width, height, 0.f, image, color, uv_rect );
}
void gl_draw_scaled_image_with_border(S32 x, S32 y, S32 border_width, S32 border_height, S32 width, S32 height, LLTexture* image, const LLColor4& color, BOOL solid_color, const LLRectf& uv_rect)
{
if (NULL == image)
{
llwarns << "image == NULL; aborting function" << llendl;
return;
}
// scale screen size of borders down
F32 border_width_fraction = (F32)border_width / (F32)image->getWidth(0);
F32 border_height_fraction = (F32)border_height / (F32)image->getHeight(0);
LLRectf scale_rect(border_width_fraction, 1.f - border_height_fraction, 1.f - border_width_fraction, border_height_fraction);
gl_draw_scaled_image_with_border(x, y, width, height, image, color, solid_color, uv_rect, scale_rect);
}
void gl_draw_scaled_image_with_border(S32 x, S32 y, S32 width, S32 height, LLTexture* image, const LLColor4& color, BOOL solid_color, const LLRectf& uv_rect, const LLRectf& scale_rect)
{
stop_glerror();
if (NULL == image)
{
llwarns << "image == NULL; aborting function" << llendl;
return;
}
// shrink scaling region to be proportional to clipped image region
LLRectf scale_rect_uv(
uv_rect.mLeft + (scale_rect.mLeft * uv_rect.getWidth()),
uv_rect.mBottom + (scale_rect.mTop * uv_rect.getHeight()),
uv_rect.mLeft + (scale_rect.mRight * uv_rect.getWidth()),
uv_rect.mBottom + (scale_rect.mBottom * uv_rect.getHeight()));
S32 image_natural_width = llround((F32)image->getWidth(0) * uv_rect.getWidth());
S32 image_natural_height = llround((F32)image->getHeight(0) * uv_rect.getHeight());
LLRect draw_rect(0, height, width, 0);
LLRect draw_scale_rect(llround(scale_rect_uv.mLeft * (F32)image->getWidth(0)),
llround(scale_rect_uv.mTop * (F32)image->getHeight(0)),
llround(scale_rect_uv.mRight * (F32)image->getWidth(0)),
llround(scale_rect_uv.mBottom * (F32)image->getHeight(0)));
// scale fixed region of image to drawn region
draw_scale_rect.mRight += width - image_natural_width;
draw_scale_rect.mTop += height - image_natural_height;
S32 border_shrink_width = llmax(0, draw_scale_rect.mLeft - draw_scale_rect.mRight);
S32 border_shrink_height = llmax(0, draw_scale_rect.mBottom - draw_scale_rect.mTop);
F32 shrink_width_ratio = scale_rect.getWidth() == 1.f ? 0.f : border_shrink_width / ((F32)image_natural_width * (1.f - scale_rect.getWidth()));
F32 shrink_height_ratio = scale_rect.getHeight() == 1.f ? 0.f : border_shrink_height / ((F32)image_natural_height * (1.f - scale_rect.getHeight()));
F32 shrink_scale = 1.f - llmax(shrink_width_ratio, shrink_height_ratio);
draw_scale_rect.mLeft = llround((F32)draw_scale_rect.mLeft * shrink_scale);
draw_scale_rect.mTop = llround(lerp((F32)height, (F32)draw_scale_rect.mTop, shrink_scale));
draw_scale_rect.mRight = llround(lerp((F32)width, (F32)draw_scale_rect.mRight, shrink_scale));
draw_scale_rect.mBottom = llround((F32)draw_scale_rect.mBottom * shrink_scale);
LLGLSUIDefault gls_ui;
if (solid_color)
{
gGL.getTexUnit(0)->setTextureColorBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_PREV_COLOR);
gGL.getTexUnit(0)->setTextureAlphaBlend(LLTexUnit::TBO_MULT, LLTexUnit::TBS_TEX_ALPHA, LLTexUnit::TBS_VERT_ALPHA);
}
gGL.pushUIMatrix();
{
gGL.translateUI((F32)x, (F32)y, 0.f);
gGL.getTexUnit(0)->bind(image);
gGL.color4fv(color.mV);
gGL.begin(LLRender::QUADS);
{
// draw bottom left
gGL.texCoord2f(uv_rect.mLeft, uv_rect.mBottom);
gGL.vertex2i(0, 0);
gGL.texCoord2f(scale_rect_uv.mLeft, uv_rect.mBottom);
gGL.vertex2i(draw_scale_rect.mLeft, 0);
gGL.texCoord2f(scale_rect_uv.mLeft, scale_rect_uv.mBottom);
gGL.vertex2i(draw_scale_rect.mLeft, draw_scale_rect.mBottom);
gGL.texCoord2f(uv_rect.mLeft, scale_rect_uv.mBottom);
gGL.vertex2i(0, draw_scale_rect.mBottom);
// draw bottom middle
gGL.texCoord2f(scale_rect_uv.mLeft, uv_rect.mBottom);
gGL.vertex2i(draw_scale_rect.mLeft, 0);
gGL.texCoord2f(scale_rect_uv.mRight, uv_rect.mBottom);
gGL.vertex2i(draw_scale_rect.mRight, 0);
gGL.texCoord2f(scale_rect_uv.mRight, scale_rect_uv.mBottom);
gGL.vertex2i(draw_scale_rect.mRight, draw_scale_rect.mBottom);
gGL.texCoord2f(scale_rect_uv.mLeft, scale_rect_uv.mBottom);
gGL.vertex2i(draw_scale_rect.mLeft, draw_scale_rect.mBottom);
// draw bottom right
gGL.texCoord2f(scale_rect_uv.mRight, uv_rect.mBottom);
gGL.vertex2i(draw_scale_rect.mRight, 0);
gGL.texCoord2f(uv_rect.mRight, uv_rect.mBottom);
gGL.vertex2i(width, 0);
gGL.texCoord2f(uv_rect.mRight, scale_rect_uv.mBottom);
gGL.vertex2i(width, draw_scale_rect.mBottom);
gGL.texCoord2f(scale_rect_uv.mRight, scale_rect_uv.mBottom);
gGL.vertex2i(draw_scale_rect.mRight, draw_scale_rect.mBottom);
// draw left
gGL.texCoord2f(uv_rect.mLeft, scale_rect_uv.mBottom);
gGL.vertex2i(0, draw_scale_rect.mBottom);
gGL.texCoord2f(scale_rect_uv.mLeft, scale_rect_uv.mBottom);
gGL.vertex2i(draw_scale_rect.mLeft, draw_scale_rect.mBottom);
gGL.texCoord2f(scale_rect_uv.mLeft, scale_rect_uv.mTop);
gGL.vertex2i(draw_scale_rect.mLeft, draw_scale_rect.mTop);
gGL.texCoord2f(uv_rect.mLeft, scale_rect_uv.mTop);
gGL.vertex2i(0, draw_scale_rect.mTop);
// draw middle
gGL.texCoord2f(scale_rect_uv.mLeft, scale_rect_uv.mBottom);
gGL.vertex2i(draw_scale_rect.mLeft, draw_scale_rect.mBottom);
gGL.texCoord2f(scale_rect_uv.mRight, scale_rect_uv.mBottom);
gGL.vertex2i(draw_scale_rect.mRight, draw_scale_rect.mBottom);
gGL.texCoord2f(scale_rect_uv.mRight, scale_rect_uv.mTop);
gGL.vertex2i(draw_scale_rect.mRight, draw_scale_rect.mTop);
gGL.texCoord2f(scale_rect_uv.mLeft, scale_rect_uv.mTop);
gGL.vertex2i(draw_scale_rect.mLeft, draw_scale_rect.mTop);
// draw right
gGL.texCoord2f(scale_rect_uv.mRight, scale_rect_uv.mBottom);
gGL.vertex2i(draw_scale_rect.mRight, draw_scale_rect.mBottom);
gGL.texCoord2f(uv_rect.mRight, scale_rect_uv.mBottom);
gGL.vertex2i(width, draw_scale_rect.mBottom);
gGL.texCoord2f(uv_rect.mRight, scale_rect_uv.mTop);
gGL.vertex2i(width, draw_scale_rect.mTop);
gGL.texCoord2f(scale_rect_uv.mRight, scale_rect_uv.mTop);
gGL.vertex2i(draw_scale_rect.mRight, draw_scale_rect.mTop);
// draw top left
gGL.texCoord2f(uv_rect.mLeft, scale_rect_uv.mTop);
gGL.vertex2i(0, draw_scale_rect.mTop);
gGL.texCoord2f(scale_rect_uv.mLeft, scale_rect_uv.mTop);
gGL.vertex2i(draw_scale_rect.mLeft, draw_scale_rect.mTop);
gGL.texCoord2f(scale_rect_uv.mLeft, uv_rect.mTop);
gGL.vertex2i(draw_scale_rect.mLeft, height);
gGL.texCoord2f(uv_rect.mLeft, uv_rect.mTop);
gGL.vertex2i(0, height);
// draw top middle
gGL.texCoord2f(scale_rect_uv.mLeft, scale_rect_uv.mTop);
gGL.vertex2i(draw_scale_rect.mLeft, draw_scale_rect.mTop);
gGL.texCoord2f(scale_rect_uv.mRight, scale_rect_uv.mTop);
gGL.vertex2i(draw_scale_rect.mRight, draw_scale_rect.mTop);
gGL.texCoord2f(scale_rect_uv.mRight, uv_rect.mTop);
gGL.vertex2i(draw_scale_rect.mRight, height);
gGL.texCoord2f(scale_rect_uv.mLeft, uv_rect.mTop);
gGL.vertex2i(draw_scale_rect.mLeft, height);
// draw top right
gGL.texCoord2f(scale_rect_uv.mRight, scale_rect_uv.mTop);
gGL.vertex2i(draw_scale_rect.mRight, draw_scale_rect.mTop);
gGL.texCoord2f(uv_rect.mRight, scale_rect_uv.mTop);
gGL.vertex2i(width, draw_scale_rect.mTop);
gGL.texCoord2f(uv_rect.mRight, uv_rect.mTop);
gGL.vertex2i(width, height);
gGL.texCoord2f(scale_rect_uv.mRight, uv_rect.mTop);
gGL.vertex2i(draw_scale_rect.mRight, height);
}
gGL.end();
}
gGL.popUIMatrix();
if (solid_color)
{
gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT);
}
}
void gl_draw_rotated_image(S32 x, S32 y, F32 degrees, LLTexture* image, const LLColor4& color, const LLRectf& uv_rect)
{
gl_draw_scaled_rotated_image( x, y, image->getWidth(0), image->getHeight(0), degrees, image, color, uv_rect );
}
void gl_draw_scaled_rotated_image(S32 x, S32 y, S32 width, S32 height, F32 degrees, LLTexture* image, const LLColor4& color, const LLRectf& uv_rect)
{
if (NULL == image)
{
llwarns << "image == NULL; aborting function" << llendl;
return;
}
LLGLSUIDefault gls_ui;
gGL.getTexUnit(0)->bind(image);
gGL.color4fv(color.mV);
if (degrees == 0.f)
{
gGL.pushUIMatrix();
gGL.translateUI((F32)x, (F32)y, 0.f);
gGL.begin(LLRender::QUADS);
{
gGL.texCoord2f(uv_rect.mRight, uv_rect.mTop);
gGL.vertex2i(width, height );
gGL.texCoord2f(uv_rect.mLeft, uv_rect.mTop);
gGL.vertex2i(0, height );
gGL.texCoord2f(uv_rect.mLeft, uv_rect.mBottom);
gGL.vertex2i(0, 0);
gGL.texCoord2f(uv_rect.mRight, uv_rect.mBottom);
gGL.vertex2i(width, 0);
}
gGL.end();
gGL.popUIMatrix();
}
else
{
gGL.pushUIMatrix();
gGL.translateUI((F32)x, (F32)y, 0.f);
F32 offset_x = F32(width/2);
F32 offset_y = F32(height/2);
gGL.translateUI(offset_x, offset_y, 0.f);
LLMatrix3 quat(0.f, 0.f, degrees*DEG_TO_RAD);
gGL.getTexUnit(0)->bind(image);
gGL.color4fv(color.mV);
gGL.begin(LLRender::QUADS);
{
LLVector3 v;
v = LLVector3(offset_x, offset_y, 0.f) * quat;
gGL.texCoord2f(uv_rect.mRight, uv_rect.mTop);
gGL.vertex2f(v.mV[0], v.mV[1] );
v = LLVector3(-offset_x, offset_y, 0.f) * quat;
gGL.texCoord2f(uv_rect.mLeft, uv_rect.mTop);
gGL.vertex2f(v.mV[0], v.mV[1] );
v = LLVector3(-offset_x, -offset_y, 0.f) * quat;
gGL.texCoord2f(uv_rect.mLeft, uv_rect.mBottom);
gGL.vertex2f(v.mV[0], v.mV[1] );
v = LLVector3(offset_x, -offset_y, 0.f) * quat;
gGL.texCoord2f(uv_rect.mRight, uv_rect.mBottom);
gGL.vertex2f(v.mV[0], v.mV[1] );
}
gGL.end();
gGL.popUIMatrix();
}
}
void gl_stippled_line_3d( const LLVector3& start, const LLVector3& end, const LLColor4& color, F32 phase )
{
phase = fmod(phase, 1.f);
S32 shift = S32(phase * 4.f) % 4;
// Stippled line
LLGLEnable stipple(GL_LINE_STIPPLE);
gGL.color4f(color.mV[VRED], color.mV[VGREEN], color.mV[VBLUE], color.mV[VALPHA]);
gGL.flush();
glLineWidth(2.5f);
glLineStipple(2, 0x3333 << shift);
gGL.begin(LLRender::LINES);
{
gGL.vertex3fv( start.mV );
gGL.vertex3fv( end.mV );
}
gGL.end();
LLUI::setLineWidth(1.f);
}
void gl_rect_2d_xor(S32 left, S32 top, S32 right, S32 bottom)
{
gGL.color4fv( LLColor4::white.mV );
glLogicOp( GL_XOR );
stop_glerror();
gGL.begin(LLRender::QUADS);
gGL.vertex2i(left, top);
gGL.vertex2i(left, bottom);
gGL.vertex2i(right, bottom);
gGL.vertex2i(right, top);
gGL.end();
glLogicOp( GL_COPY );
stop_glerror();
}
void gl_arc_2d(F32 center_x, F32 center_y, F32 radius, S32 steps, BOOL filled, F32 start_angle, F32 end_angle)
{
if (end_angle < start_angle)
{
end_angle += F_TWO_PI;
}
gGL.pushUIMatrix();
{
gGL.translateUI(center_x, center_y, 0.f);
// Inexact, but reasonably fast.
F32 delta = (end_angle - start_angle) / steps;
F32 sin_delta = sin( delta );
F32 cos_delta = cos( delta );
F32 x = cosf(start_angle) * radius;
F32 y = sinf(start_angle) * radius;
if (filled)
{
gGL.begin(LLRender::TRIANGLE_FAN);
gGL.vertex2f(0.f, 0.f);
// make sure circle is complete
steps += 1;
}
else
{
gGL.begin(LLRender::LINE_STRIP);
}
while( steps-- )
{
// Successive rotations
gGL.vertex2f( x, y );
F32 x_new = x * cos_delta - y * sin_delta;
y = x * sin_delta + y * cos_delta;
x = x_new;
}
gGL.end();
}
gGL.popUIMatrix();
}
void gl_circle_2d(F32 center_x, F32 center_y, F32 radius, S32 steps, BOOL filled)
{
gGL.pushUIMatrix();
{
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
gGL.translateUI(center_x, center_y, 0.f);
// Inexact, but reasonably fast.
F32 delta = F_TWO_PI / steps;
F32 sin_delta = sin( delta );
F32 cos_delta = cos( delta );
F32 x = radius;
F32 y = 0.f;
if (filled)
{
gGL.begin(LLRender::TRIANGLE_FAN);
gGL.vertex2f(0.f, 0.f);
// make sure circle is complete
steps += 1;
}
else
{
gGL.begin(LLRender::LINE_LOOP);
}
while( steps-- )
{
// Successive rotations
gGL.vertex2f( x, y );
F32 x_new = x * cos_delta - y * sin_delta;
y = x * sin_delta + y * cos_delta;
x = x_new;
}
gGL.end();
}
gGL.popUIMatrix();
}
// Renders a ring with sides (tube shape)
void gl_deep_circle( F32 radius, F32 depth, S32 steps )
{
F32 x = radius;
F32 y = 0.f;
F32 angle_delta = F_TWO_PI / (F32)steps;
gGL.begin( LLRender::TRIANGLE_STRIP );
{
S32 step = steps + 1; // An extra step to close the circle.
while( step-- )
{
gGL.vertex3f( x, y, depth );
gGL.vertex3f( x, y, 0.f );
F32 x_new = x * cosf(angle_delta) - y * sinf(angle_delta);
y = x * sinf(angle_delta) + y * cosf(angle_delta);
x = x_new;
}
}
gGL.end();
}
void gl_ring( F32 radius, F32 width, const LLColor4& center_color, const LLColor4& side_color, S32 steps, BOOL render_center )
{
gGL.pushUIMatrix();
{
gGL.translateUI(0.f, 0.f, -width / 2);
if( render_center )
{
gGL.color4fv(center_color.mV);
gl_deep_circle( radius, width, steps );
}
else
{
gl_washer_2d(radius, radius - width, steps, side_color, side_color);
gGL.translateUI(0.f, 0.f, width);
gl_washer_2d(radius - width, radius, steps, side_color, side_color);
}
}
gGL.popUIMatrix();
}
// Draw gray and white checkerboard with black border
void gl_rect_2d_checkerboard(const LLRect& rect)
{
// Initialize the first time this is called.
const S32 PIXELS = 32;
static GLubyte checkerboard[PIXELS * PIXELS];
static BOOL first = TRUE;
if( first )
{
for( S32 i = 0; i < PIXELS; i++ )
{
for( S32 j = 0; j < PIXELS; j++ )
{
checkerboard[i * PIXELS + j] = ((i & 1) ^ (j & 1)) * 0xFF;
}
}
first = FALSE;
}
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
// ...white squares
gGL.color3f( 1.f, 1.f, 1.f );
gl_rect_2d(rect);
// ...gray squares
gGL.color3f( .7f, .7f, .7f );
gGL.flush();
glPolygonStipple( checkerboard );
LLGLEnable polygon_stipple(GL_POLYGON_STIPPLE);
gl_rect_2d(rect);
gGL.flush();
}
// Draws the area between two concentric circles, like
// a doughnut or washer.
void gl_washer_2d(F32 outer_radius, F32 inner_radius, S32 steps, const LLColor4& inner_color, const LLColor4& outer_color)
{
const F32 DELTA = F_TWO_PI / steps;
const F32 SIN_DELTA = sin( DELTA );
const F32 COS_DELTA = cos( DELTA );
F32 x1 = outer_radius;
F32 y1 = 0.f;
F32 x2 = inner_radius;
F32 y2 = 0.f;
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
gGL.begin( LLRender::TRIANGLE_STRIP );
{
steps += 1; // An extra step to close the circle.
while( steps-- )
{
gGL.color4fv(outer_color.mV);
gGL.vertex2f( x1, y1 );
gGL.color4fv(inner_color.mV);
gGL.vertex2f( x2, y2 );
F32 x1_new = x1 * COS_DELTA - y1 * SIN_DELTA;
y1 = x1 * SIN_DELTA + y1 * COS_DELTA;
x1 = x1_new;
F32 x2_new = x2 * COS_DELTA - y2 * SIN_DELTA;
y2 = x2 * SIN_DELTA + y2 * COS_DELTA;
x2 = x2_new;
}
}
gGL.end();
}
// Draws the area between two concentric circles, like
// a doughnut or washer.
void gl_washer_segment_2d(F32 outer_radius, F32 inner_radius, F32 start_radians, F32 end_radians, S32 steps, const LLColor4& inner_color, const LLColor4& outer_color)
{
const F32 DELTA = (end_radians - start_radians) / steps;
const F32 SIN_DELTA = sin( DELTA );
const F32 COS_DELTA = cos( DELTA );
F32 x1 = outer_radius * cos( start_radians );
F32 y1 = outer_radius * sin( start_radians );
F32 x2 = inner_radius * cos( start_radians );
F32 y2 = inner_radius * sin( start_radians );
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
gGL.begin( LLRender::TRIANGLE_STRIP );
{
steps += 1; // An extra step to close the circle.
while( steps-- )
{
gGL.color4fv(outer_color.mV);
gGL.vertex2f( x1, y1 );
gGL.color4fv(inner_color.mV);
gGL.vertex2f( x2, y2 );
F32 x1_new = x1 * COS_DELTA - y1 * SIN_DELTA;
y1 = x1 * SIN_DELTA + y1 * COS_DELTA;
x1 = x1_new;
F32 x2_new = x2 * COS_DELTA - y2 * SIN_DELTA;
y2 = x2 * SIN_DELTA + y2 * COS_DELTA;
x2 = x2_new;
}
}
gGL.end();
}
// Draws spokes around a circle.
void gl_washer_spokes_2d(F32 outer_radius, F32 inner_radius, S32 count, const LLColor4& inner_color, const LLColor4& outer_color)
{
const F32 DELTA = F_TWO_PI / count;
const F32 HALF_DELTA = DELTA * 0.5f;
const F32 SIN_DELTA = sin( DELTA );
const F32 COS_DELTA = cos( DELTA );
F32 x1 = outer_radius * cos( HALF_DELTA );
F32 y1 = outer_radius * sin( HALF_DELTA );
F32 x2 = inner_radius * cos( HALF_DELTA );
F32 y2 = inner_radius * sin( HALF_DELTA );
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
gGL.begin( LLRender::LINES );
{
while( count-- )
{
gGL.color4fv(outer_color.mV);
gGL.vertex2f( x1, y1 );
gGL.color4fv(inner_color.mV);
gGL.vertex2f( x2, y2 );
F32 x1_new = x1 * COS_DELTA - y1 * SIN_DELTA;
y1 = x1 * SIN_DELTA + y1 * COS_DELTA;
x1 = x1_new;
F32 x2_new = x2 * COS_DELTA - y2 * SIN_DELTA;
y2 = x2 * SIN_DELTA + y2 * COS_DELTA;
x2 = x2_new;
}
}
gGL.end();
}
void gl_rect_2d_simple_tex( S32 width, S32 height )
{
gGL.begin( LLRender::QUADS );
gGL.texCoord2f(1.f, 1.f);
gGL.vertex2i(width, height);
gGL.texCoord2f(0.f, 1.f);
gGL.vertex2i(0, height);
gGL.texCoord2f(0.f, 0.f);
gGL.vertex2i(0, 0);
gGL.texCoord2f(1.f, 0.f);
gGL.vertex2i(width, 0);
gGL.end();
}
void gl_rect_2d_simple( S32 width, S32 height )
{
gGL.begin( LLRender::QUADS );
gGL.vertex2i(width, height);
gGL.vertex2i(0, height);
gGL.vertex2i(0, 0);
gGL.vertex2i(width, 0);
gGL.end();
}
void gl_segmented_rect_2d_tex(const S32 left,
const S32 top,
const S32 right,
const S32 bottom,
const S32 texture_width,
const S32 texture_height,
const S32 border_size,
const U32 edges)
{
S32 width = llabs(right - left);
S32 height = llabs(top - bottom);
gGL.pushUIMatrix();
gGL.translateUI((F32)left, (F32)bottom, 0.f);
LLVector2 border_uv_scale((F32)border_size / (F32)texture_width, (F32)border_size / (F32)texture_height);
if (border_uv_scale.mV[VX] > 0.5f)
{
border_uv_scale *= 0.5f / border_uv_scale.mV[VX];
}
if (border_uv_scale.mV[VY] > 0.5f)
{
border_uv_scale *= 0.5f / border_uv_scale.mV[VY];
}
F32 border_scale = llmin((F32)border_size, (F32)width * 0.5f, (F32)height * 0.5f);
LLVector2 border_width_left = ((edges & (~(U32)ROUNDED_RECT_RIGHT)) != 0) ? LLVector2(border_scale, 0.f) : LLVector2::zero;
LLVector2 border_width_right = ((edges & (~(U32)ROUNDED_RECT_LEFT)) != 0) ? LLVector2(border_scale, 0.f) : LLVector2::zero;
LLVector2 border_height_bottom = ((edges & (~(U32)ROUNDED_RECT_TOP)) != 0) ? LLVector2(0.f, border_scale) : LLVector2::zero;
LLVector2 border_height_top = ((edges & (~(U32)ROUNDED_RECT_BOTTOM)) != 0) ? LLVector2(0.f, border_scale) : LLVector2::zero;
LLVector2 width_vec((F32)width, 0.f);
LLVector2 height_vec(0.f, (F32)height);
gGL.begin(LLRender::QUADS);
{
// draw bottom left
gGL.texCoord2f(0.f, 0.f);
gGL.vertex2f(0.f, 0.f);
gGL.texCoord2f(border_uv_scale.mV[VX], 0.f);
gGL.vertex2fv(border_width_left.mV);
gGL.texCoord2f(border_uv_scale.mV[VX], border_uv_scale.mV[VY]);
gGL.vertex2fv((border_width_left + border_height_bottom).mV);
gGL.texCoord2f(0.f, border_uv_scale.mV[VY]);
gGL.vertex2fv(border_height_bottom.mV);
// draw bottom middle
gGL.texCoord2f(border_uv_scale.mV[VX], 0.f);
gGL.vertex2fv(border_width_left.mV);
gGL.texCoord2f(1.f - border_uv_scale.mV[VX], 0.f);
gGL.vertex2fv((width_vec - border_width_right).mV);
gGL.texCoord2f(1.f - border_uv_scale.mV[VX], border_uv_scale.mV[VY]);
gGL.vertex2fv((width_vec - border_width_right + border_height_bottom).mV);
gGL.texCoord2f(border_uv_scale.mV[VX], border_uv_scale.mV[VY]);
gGL.vertex2fv((border_width_left + border_height_bottom).mV);
// draw bottom right
gGL.texCoord2f(1.f - border_uv_scale.mV[VX], 0.f);
gGL.vertex2fv((width_vec - border_width_right).mV);
gGL.texCoord2f(1.f, 0.f);
gGL.vertex2fv(width_vec.mV);
gGL.texCoord2f(1.f, border_uv_scale.mV[VY]);
gGL.vertex2fv((width_vec + border_height_bottom).mV);
gGL.texCoord2f(1.f - border_uv_scale.mV[VX], border_uv_scale.mV[VY]);
gGL.vertex2fv((width_vec - border_width_right + border_height_bottom).mV);
// draw left
gGL.texCoord2f(0.f, border_uv_scale.mV[VY]);
gGL.vertex2fv(border_height_bottom.mV);
gGL.texCoord2f(border_uv_scale.mV[VX], border_uv_scale.mV[VY]);
gGL.vertex2fv((border_width_left + border_height_bottom).mV);
gGL.texCoord2f(border_uv_scale.mV[VX], 1.f - border_uv_scale.mV[VY]);
gGL.vertex2fv((border_width_left + height_vec - border_height_top).mV);
gGL.texCoord2f(0.f, 1.f - border_uv_scale.mV[VY]);
gGL.vertex2fv((height_vec - border_height_top).mV);
// draw middle
gGL.texCoord2f(border_uv_scale.mV[VX], border_uv_scale.mV[VY]);
gGL.vertex2fv((border_width_left + border_height_bottom).mV);
gGL.texCoord2f(1.f - border_uv_scale.mV[VX], border_uv_scale.mV[VY]);
gGL.vertex2fv((width_vec - border_width_right + border_height_bottom).mV);
gGL.texCoord2f(1.f - border_uv_scale.mV[VX], 1.f - border_uv_scale.mV[VY]);
gGL.vertex2fv((width_vec - border_width_right + height_vec - border_height_top).mV);
gGL.texCoord2f(border_uv_scale.mV[VX], 1.f - border_uv_scale.mV[VY]);
gGL.vertex2fv((border_width_left + height_vec - border_height_top).mV);
// draw right
gGL.texCoord2f(1.f - border_uv_scale.mV[VX], border_uv_scale.mV[VY]);
gGL.vertex2fv((width_vec - border_width_right + border_height_bottom).mV);
gGL.texCoord2f(1.f, border_uv_scale.mV[VY]);
gGL.vertex2fv((width_vec + border_height_bottom).mV);
gGL.texCoord2f(1.f, 1.f - border_uv_scale.mV[VY]);
gGL.vertex2fv((width_vec + height_vec - border_height_top).mV);
gGL.texCoord2f(1.f - border_uv_scale.mV[VX], 1.f - border_uv_scale.mV[VY]);
gGL.vertex2fv((width_vec - border_width_right + height_vec - border_height_top).mV);
// draw top left
gGL.texCoord2f(0.f, 1.f - border_uv_scale.mV[VY]);
gGL.vertex2fv((height_vec - border_height_top).mV);
gGL.texCoord2f(border_uv_scale.mV[VX], 1.f - border_uv_scale.mV[VY]);
gGL.vertex2fv((border_width_left + height_vec - border_height_top).mV);
gGL.texCoord2f(border_uv_scale.mV[VX], 1.f);
gGL.vertex2fv((border_width_left + height_vec).mV);
gGL.texCoord2f(0.f, 1.f);
gGL.vertex2fv((height_vec).mV);
// draw top middle
gGL.texCoord2f(border_uv_scale.mV[VX], 1.f - border_uv_scale.mV[VY]);
gGL.vertex2fv((border_width_left + height_vec - border_height_top).mV);
gGL.texCoord2f(1.f - border_uv_scale.mV[VX], 1.f - border_uv_scale.mV[VY]);
gGL.vertex2fv((width_vec - border_width_right + height_vec - border_height_top).mV);
gGL.texCoord2f(1.f - border_uv_scale.mV[VX], 1.f);
gGL.vertex2fv((width_vec - border_width_right + height_vec).mV);
gGL.texCoord2f(border_uv_scale.mV[VX], 1.f);
gGL.vertex2fv((border_width_left + height_vec).mV);
// draw top right
gGL.texCoord2f(1.f - border_uv_scale.mV[VX], 1.f - border_uv_scale.mV[VY]);
gGL.vertex2fv((width_vec - border_width_right + height_vec - border_height_top).mV);
gGL.texCoord2f(1.f, 1.f - border_uv_scale.mV[VY]);
gGL.vertex2fv((width_vec + height_vec - border_height_top).mV);
gGL.texCoord2f(1.f, 1.f);
gGL.vertex2fv((width_vec + height_vec).mV);
gGL.texCoord2f(1.f - border_uv_scale.mV[VX], 1.f);
gGL.vertex2fv((width_vec - border_width_right + height_vec).mV);
}
gGL.end();
gGL.popUIMatrix();
}
void gl_segmented_rect_2d_fragment_tex(const S32 left,
const S32 top,
const S32 right,
const S32 bottom,
const S32 texture_width,
const S32 texture_height,
const S32 border_size,
const F32 start_fragment,
const F32 end_fragment,
const U32 edges)
{
S32 width = llabs(right - left);
S32 height = llabs(top - bottom);
gGL.pushUIMatrix();
gGL.translateUI((F32)left, (F32)bottom, 0.f);
LLVector2 border_uv_scale((F32)border_size / (F32)texture_width, (F32)border_size / (F32)texture_height);
if (border_uv_scale.mV[VX] > 0.5f)
{
border_uv_scale *= 0.5f / border_uv_scale.mV[VX];
}
if (border_uv_scale.mV[VY] > 0.5f)
{
border_uv_scale *= 0.5f / border_uv_scale.mV[VY];
}
F32 border_scale = llmin((F32)border_size, (F32)width * 0.5f, (F32)height * 0.5f);
LLVector2 border_width_left = ((edges & (~(U32)ROUNDED_RECT_RIGHT)) != 0) ? LLVector2(border_scale, 0.f) : LLVector2::zero;
LLVector2 border_width_right = ((edges & (~(U32)ROUNDED_RECT_LEFT)) != 0) ? LLVector2(border_scale, 0.f) : LLVector2::zero;
LLVector2 border_height_bottom = ((edges & (~(U32)ROUNDED_RECT_TOP)) != 0) ? LLVector2(0.f, border_scale) : LLVector2::zero;
LLVector2 border_height_top = ((edges & (~(U32)ROUNDED_RECT_BOTTOM)) != 0) ? LLVector2(0.f, border_scale) : LLVector2::zero;
LLVector2 width_vec((F32)width, 0.f);
LLVector2 height_vec(0.f, (F32)height);
F32 middle_start = border_scale / (F32)width;
F32 middle_end = 1.f - middle_start;
F32 u_min;
F32 u_max;
LLVector2 x_min;
LLVector2 x_max;
gGL.begin(LLRender::QUADS);
{
if (start_fragment < middle_start)
{
u_min = (start_fragment / middle_start) * border_uv_scale.mV[VX];
u_max = llmin(end_fragment / middle_start, 1.f) * border_uv_scale.mV[VX];
x_min = (start_fragment / middle_start) * border_width_left;
x_max = llmin(end_fragment / middle_start, 1.f) * border_width_left;
// draw bottom left
gGL.texCoord2f(u_min, 0.f);
gGL.vertex2fv(x_min.mV);
gGL.texCoord2f(border_uv_scale.mV[VX], 0.f);
gGL.vertex2fv(x_max.mV);
gGL.texCoord2f(u_max, border_uv_scale.mV[VY]);
gGL.vertex2fv((x_max + border_height_bottom).mV);
gGL.texCoord2f(u_min, border_uv_scale.mV[VY]);
gGL.vertex2fv((x_min + border_height_bottom).mV);
// draw left
gGL.texCoord2f(u_min, border_uv_scale.mV[VY]);
gGL.vertex2fv((x_min + border_height_bottom).mV);
gGL.texCoord2f(u_max, border_uv_scale.mV[VY]);
gGL.vertex2fv((x_max + border_height_bottom).mV);
gGL.texCoord2f(u_max, 1.f - border_uv_scale.mV[VY]);
gGL.vertex2fv((x_max + height_vec - border_height_top).mV);
gGL.texCoord2f(u_min, 1.f - border_uv_scale.mV[VY]);
gGL.vertex2fv((x_min + height_vec - border_height_top).mV);
// draw top left
gGL.texCoord2f(u_min, 1.f - border_uv_scale.mV[VY]);
gGL.vertex2fv((x_min + height_vec - border_height_top).mV);
gGL.texCoord2f(u_max, 1.f - border_uv_scale.mV[VY]);
gGL.vertex2fv((x_max + height_vec - border_height_top).mV);
gGL.texCoord2f(u_max, 1.f);
gGL.vertex2fv((x_max + height_vec).mV);
gGL.texCoord2f(u_min, 1.f);
gGL.vertex2fv((x_min + height_vec).mV);
}
if (end_fragment > middle_start || start_fragment < middle_end)
{
x_min = border_width_left + ((llclamp(start_fragment, middle_start, middle_end) - middle_start)) * width_vec;
x_max = border_width_left + ((llclamp(end_fragment, middle_start, middle_end) - middle_start)) * width_vec;
// draw bottom middle
gGL.texCoord2f(border_uv_scale.mV[VX], 0.f);
gGL.vertex2fv(x_min.mV);
gGL.texCoord2f(1.f - border_uv_scale.mV[VX], 0.f);
gGL.vertex2fv((x_max).mV);
gGL.texCoord2f(1.f - border_uv_scale.mV[VX], border_uv_scale.mV[VY]);
gGL.vertex2fv((x_max + border_height_bottom).mV);
gGL.texCoord2f(border_uv_scale.mV[VX], border_uv_scale.mV[VY]);
gGL.vertex2fv((x_min + border_height_bottom).mV);
// draw middle
gGL.texCoord2f(border_uv_scale.mV[VX], border_uv_scale.mV[VY]);
gGL.vertex2fv((x_min + border_height_bottom).mV);
gGL.texCoord2f(1.f - border_uv_scale.mV[VX], border_uv_scale.mV[VY]);
gGL.vertex2fv((x_max + border_height_bottom).mV);
gGL.texCoord2f(1.f - border_uv_scale.mV[VX], 1.f - border_uv_scale.mV[VY]);
gGL.vertex2fv((x_max + height_vec - border_height_top).mV);
gGL.texCoord2f(border_uv_scale.mV[VX], 1.f - border_uv_scale.mV[VY]);
gGL.vertex2fv((x_min + height_vec - border_height_top).mV);
// draw top middle
gGL.texCoord2f(border_uv_scale.mV[VX], 1.f - border_uv_scale.mV[VY]);
gGL.vertex2fv((x_min + height_vec - border_height_top).mV);
gGL.texCoord2f(1.f - border_uv_scale.mV[VX], 1.f - border_uv_scale.mV[VY]);
gGL.vertex2fv((x_max + height_vec - border_height_top).mV);
gGL.texCoord2f(1.f - border_uv_scale.mV[VX], 1.f);
gGL.vertex2fv((x_max + height_vec).mV);
gGL.texCoord2f(border_uv_scale.mV[VX], 1.f);
gGL.vertex2fv((x_min + height_vec).mV);
}
if (end_fragment > middle_end)
{
u_min = (1.f - llmax(0.f, ((start_fragment - middle_end) / middle_start))) * border_uv_scale.mV[VX];
u_max = (1.f - ((end_fragment - middle_end) / middle_start)) * border_uv_scale.mV[VX];
x_min = width_vec - ((1.f - llmax(0.f, ((start_fragment - middle_end) / middle_start))) * border_width_right);
x_max = width_vec - ((1.f - ((end_fragment - middle_end) / middle_start)) * border_width_right);
// draw bottom right
gGL.texCoord2f(u_min, 0.f);
gGL.vertex2fv((x_min).mV);
gGL.texCoord2f(u_max, 0.f);
gGL.vertex2fv(x_max.mV);
gGL.texCoord2f(u_max, border_uv_scale.mV[VY]);
gGL.vertex2fv((x_max + border_height_bottom).mV);
gGL.texCoord2f(u_min, border_uv_scale.mV[VY]);
gGL.vertex2fv((x_min + border_height_bottom).mV);
// draw right
gGL.texCoord2f(u_min, border_uv_scale.mV[VY]);
gGL.vertex2fv((x_min + border_height_bottom).mV);
gGL.texCoord2f(u_max, border_uv_scale.mV[VY]);
gGL.vertex2fv((x_max + border_height_bottom).mV);
gGL.texCoord2f(u_max, 1.f - border_uv_scale.mV[VY]);
gGL.vertex2fv((x_max + height_vec - border_height_top).mV);
gGL.texCoord2f(u_min, 1.f - border_uv_scale.mV[VY]);
gGL.vertex2fv((x_min + height_vec - border_height_top).mV);
// draw top right
gGL.texCoord2f(u_min, 1.f - border_uv_scale.mV[VY]);
gGL.vertex2fv((x_min + height_vec - border_height_top).mV);
gGL.texCoord2f(u_max, 1.f - border_uv_scale.mV[VY]);
gGL.vertex2fv((x_max + height_vec - border_height_top).mV);
gGL.texCoord2f(u_max, 1.f);
gGL.vertex2fv((x_max + height_vec).mV);
gGL.texCoord2f(u_min, 1.f);
gGL.vertex2fv((x_min + height_vec).mV);
}
}
gGL.end();
gGL.popUIMatrix();
}
void gl_segmented_rect_3d_tex(const LLVector2& border_scale, const LLVector3& border_width,
const LLVector3& border_height, const LLVector3& width_vec, const LLVector3& height_vec,
const U32 edges)
{
LLVector3 left_border_width = ((edges & (~(U32)ROUNDED_RECT_RIGHT)) != 0) ? border_width : LLVector3::zero;
LLVector3 right_border_width = ((edges & (~(U32)ROUNDED_RECT_LEFT)) != 0) ? border_width : LLVector3::zero;
LLVector3 top_border_height = ((edges & (~(U32)ROUNDED_RECT_BOTTOM)) != 0) ? border_height : LLVector3::zero;
LLVector3 bottom_border_height = ((edges & (~(U32)ROUNDED_RECT_TOP)) != 0) ? border_height : LLVector3::zero;
gGL.begin(LLRender::QUADS);
{
// draw bottom left
gGL.texCoord2f(0.f, 0.f);
gGL.vertex3f(0.f, 0.f, 0.f);
gGL.texCoord2f(border_scale.mV[VX], 0.f);
gGL.vertex3fv(left_border_width.mV);
gGL.texCoord2f(border_scale.mV[VX], border_scale.mV[VY]);
gGL.vertex3fv((left_border_width + bottom_border_height).mV);
gGL.texCoord2f(0.f, border_scale.mV[VY]);
gGL.vertex3fv(bottom_border_height.mV);
// draw bottom middle
gGL.texCoord2f(border_scale.mV[VX], 0.f);
gGL.vertex3fv(left_border_width.mV);
gGL.texCoord2f(1.f - border_scale.mV[VX], 0.f);
gGL.vertex3fv((width_vec - right_border_width).mV);
gGL.texCoord2f(1.f - border_scale.mV[VX], border_scale.mV[VY]);
gGL.vertex3fv((width_vec - right_border_width + bottom_border_height).mV);
gGL.texCoord2f(border_scale.mV[VX], border_scale.mV[VY]);
gGL.vertex3fv((left_border_width + bottom_border_height).mV);
// draw bottom right
gGL.texCoord2f(1.f - border_scale.mV[VX], 0.f);
gGL.vertex3fv((width_vec - right_border_width).mV);
gGL.texCoord2f(1.f, 0.f);
gGL.vertex3fv(width_vec.mV);
gGL.texCoord2f(1.f, border_scale.mV[VY]);
gGL.vertex3fv((width_vec + bottom_border_height).mV);
gGL.texCoord2f(1.f - border_scale.mV[VX], border_scale.mV[VY]);
gGL.vertex3fv((width_vec - right_border_width + bottom_border_height).mV);
// draw left
gGL.texCoord2f(0.f, border_scale.mV[VY]);
gGL.vertex3fv(bottom_border_height.mV);
gGL.texCoord2f(border_scale.mV[VX], border_scale.mV[VY]);
gGL.vertex3fv((left_border_width + bottom_border_height).mV);
gGL.texCoord2f(border_scale.mV[VX], 1.f - border_scale.mV[VY]);
gGL.vertex3fv((left_border_width + height_vec - top_border_height).mV);
gGL.texCoord2f(0.f, 1.f - border_scale.mV[VY]);
gGL.vertex3fv((height_vec - top_border_height).mV);
// draw middle
gGL.texCoord2f(border_scale.mV[VX], border_scale.mV[VY]);
gGL.vertex3fv((left_border_width + bottom_border_height).mV);
gGL.texCoord2f(1.f - border_scale.mV[VX], border_scale.mV[VY]);
gGL.vertex3fv((width_vec - right_border_width + bottom_border_height).mV);
gGL.texCoord2f(1.f - border_scale.mV[VX], 1.f - border_scale.mV[VY]);
gGL.vertex3fv((width_vec - right_border_width + height_vec - top_border_height).mV);
gGL.texCoord2f(border_scale.mV[VX], 1.f - border_scale.mV[VY]);
gGL.vertex3fv((left_border_width + height_vec - top_border_height).mV);
// draw right
gGL.texCoord2f(1.f - border_scale.mV[VX], border_scale.mV[VY]);
gGL.vertex3fv((width_vec - right_border_width + bottom_border_height).mV);
gGL.texCoord2f(1.f, border_scale.mV[VY]);
gGL.vertex3fv((width_vec + bottom_border_height).mV);
gGL.texCoord2f(1.f, 1.f - border_scale.mV[VY]);
gGL.vertex3fv((width_vec + height_vec - top_border_height).mV);
gGL.texCoord2f(1.f - border_scale.mV[VX], 1.f - border_scale.mV[VY]);
gGL.vertex3fv((width_vec - right_border_width + height_vec - top_border_height).mV);
// draw top left
gGL.texCoord2f(0.f, 1.f - border_scale.mV[VY]);
gGL.vertex3fv((height_vec - top_border_height).mV);
gGL.texCoord2f(border_scale.mV[VX], 1.f - border_scale.mV[VY]);
gGL.vertex3fv((left_border_width + height_vec - top_border_height).mV);
gGL.texCoord2f(border_scale.mV[VX], 1.f);
gGL.vertex3fv((left_border_width + height_vec).mV);
gGL.texCoord2f(0.f, 1.f);
gGL.vertex3fv((height_vec).mV);
// draw top middle
gGL.texCoord2f(border_scale.mV[VX], 1.f - border_scale.mV[VY]);
gGL.vertex3fv((left_border_width + height_vec - top_border_height).mV);
gGL.texCoord2f(1.f - border_scale.mV[VX], 1.f - border_scale.mV[VY]);
gGL.vertex3fv((width_vec - right_border_width + height_vec - top_border_height).mV);
gGL.texCoord2f(1.f - border_scale.mV[VX], 1.f);
gGL.vertex3fv((width_vec - right_border_width + height_vec).mV);
gGL.texCoord2f(border_scale.mV[VX], 1.f);
gGL.vertex3fv((left_border_width + height_vec).mV);
// draw top right
gGL.texCoord2f(1.f - border_scale.mV[VX], 1.f - border_scale.mV[VY]);
gGL.vertex3fv((width_vec - right_border_width + height_vec - top_border_height).mV);
gGL.texCoord2f(1.f, 1.f - border_scale.mV[VY]);
gGL.vertex3fv((width_vec + height_vec - top_border_height).mV);
gGL.texCoord2f(1.f, 1.f);
gGL.vertex3fv((width_vec + height_vec).mV);
gGL.texCoord2f(1.f - border_scale.mV[VX], 1.f);
gGL.vertex3fv((width_vec - right_border_width + height_vec).mV);
}
gGL.end();
}
void gl_segmented_rect_3d_tex_top(const LLVector2& border_scale, const LLVector3& border_width, const LLVector3& border_height, const LLVector3& width_vec, const LLVector3& height_vec)
{
gl_segmented_rect_3d_tex(border_scale, border_width, border_height, width_vec, height_vec, ROUNDED_RECT_TOP);
}
void LLUI::initClass(const settings_map_t& settings,
LLImageProviderInterface* image_provider,
LLUIAudioCallback audio_callback,
const LLVector2* scale_factor,
const std::string& language)
{
sSettingGroups = settings;
if ((get_ptr_in_map(sSettingGroups, std::string("config")) == NULL) ||
(get_ptr_in_map(sSettingGroups, std::string("floater")) == NULL) ||
(get_ptr_in_map(sSettingGroups, std::string("ignores")) == NULL))
{
llerrs << "Failure to initialize configuration groups" << llendl;
}
sImageProvider = image_provider;
sAudioCallback = audio_callback;
sGLScaleFactor = (scale_factor == NULL) ? LLVector2(1.f, 1.f) : *scale_factor;
sWindow = NULL; // set later in startup
LLFontGL::sShadowColor = LLUIColorTable::instance().getColor("ColorDropShadow");
// Callbacks for associating controls with floater visibilty:
LLUICtrl::CommitCallbackRegistry::defaultRegistrar().add("Floater.Toggle", boost::bind(&LLFloaterReg::toggleFloaterInstance, _2));
LLUICtrl::CommitCallbackRegistry::defaultRegistrar().add("Floater.Show", boost::bind(&LLFloaterReg::showFloaterInstance, _2));
LLUICtrl::CommitCallbackRegistry::defaultRegistrar().add("Floater.Hide", boost::bind(&LLFloaterReg::hideFloaterInstance, _2));
LLUICtrl::CommitCallbackRegistry::defaultRegistrar().add("Floater.InitToVisibilityControl", boost::bind(&LLFloaterReg::initUICtrlToFloaterVisibilityControl, _1, _2));
// Button initialization callback for toggle buttons
LLUICtrl::CommitCallbackRegistry::defaultRegistrar().add("Button.SetFloaterToggle", boost::bind(&LLButton::setFloaterToggle, _1, _2));
// Button initialization callback for toggle buttons on dockale floaters
LLUICtrl::CommitCallbackRegistry::defaultRegistrar().add("Button.SetDockableFloaterToggle", boost::bind(&LLButton::setDockableFloaterToggle, _1, _2));
// Display the help topic for the current context
LLUICtrl::CommitCallbackRegistry::defaultRegistrar().add("Button.ShowHelp", boost::bind(&LLButton::showHelp, _1, _2));
// Currently unused, but kept for reference:
LLUICtrl::CommitCallbackRegistry::defaultRegistrar().add("Button.ToggleFloater", boost::bind(&LLButton::toggleFloaterAndSetToggleState, _1, _2));
// Used by menus along with Floater.Toggle to display visibility as a checkmark
LLUICtrl::EnableCallbackRegistry::defaultRegistrar().add("Floater.Visible", boost::bind(&LLFloaterReg::floaterInstanceVisible, _2));
}
void LLUI::cleanupClass()
{
sImageProvider->cleanUp();
}
void LLUI::setPopupFuncs(const add_popup_t& add_popup, const remove_popup_t& remove_popup, const clear_popups_t& clear_popups)
{
sAddPopupFunc = add_popup;
sRemovePopupFunc = remove_popup;
sClearPopupsFunc = clear_popups;
}
//static
void LLUI::dirtyRect(LLRect rect)
{
if (!sDirty)
{
sDirtyRect = rect;
sDirty = TRUE;
}
else
{
sDirtyRect.unionWith(rect);
}
}
//static
void LLUI::translate(F32 x, F32 y, F32 z)
{
gGL.translateUI(x,y,z);
LLFontGL::sCurOrigin.mX += (S32) x;
LLFontGL::sCurOrigin.mY += (S32) y;
LLFontGL::sCurOrigin.mZ += z;
}
//static
void LLUI::pushMatrix()
{
gGL.pushUIMatrix();
LLFontGL::sOriginStack.push_back(LLFontGL::sCurOrigin);
}
//static
void LLUI::popMatrix()
{
gGL.popUIMatrix();
LLFontGL::sCurOrigin = *LLFontGL::sOriginStack.rbegin();
LLFontGL::sOriginStack.pop_back();
}
//static
void LLUI::loadIdentity()
{
gGL.loadUIIdentity();
LLFontGL::sCurOrigin.mX = 0;
LLFontGL::sCurOrigin.mY = 0;
LLFontGL::sCurOrigin.mZ = 0;
}
//static
void LLUI::setScaleFactor(const LLVector2 &scale_factor)
{
sGLScaleFactor = scale_factor;
}
//static
void LLUI::setLineWidth(F32 width)
{
gGL.flush();
glLineWidth(width * lerp(sGLScaleFactor.mV[VX], sGLScaleFactor.mV[VY], 0.5f));
}
//static
void LLUI::setMousePositionScreen(S32 x, S32 y)
{
S32 screen_x, screen_y;
screen_x = llround((F32)x * sGLScaleFactor.mV[VX]);
screen_y = llround((F32)y * sGLScaleFactor.mV[VY]);
LLCoordWindow window_point;
LLView::getWindow()->convertCoords(LLCoordGL(screen_x, screen_y), &window_point);
LLView::getWindow()->setCursorPosition(window_point);
}
//static
void LLUI::getMousePositionScreen(S32 *x, S32 *y)
{
LLCoordWindow cursor_pos_window;
getWindow()->getCursorPosition(&cursor_pos_window);
LLCoordGL cursor_pos_gl;
getWindow()->convertCoords(cursor_pos_window, &cursor_pos_gl);
*x = llround((F32)cursor_pos_gl.mX / sGLScaleFactor.mV[VX]);
*y = llround((F32)cursor_pos_gl.mY / sGLScaleFactor.mV[VX]);
}
//static
void LLUI::setMousePositionLocal(const LLView* viewp, S32 x, S32 y)
{
S32 screen_x, screen_y;
viewp->localPointToScreen(x, y, &screen_x, &screen_y);
setMousePositionScreen(screen_x, screen_y);
}
//static
void LLUI::getMousePositionLocal(const LLView* viewp, S32 *x, S32 *y)
{
S32 screen_x, screen_y;
getMousePositionScreen(&screen_x, &screen_y);
viewp->screenPointToLocal(screen_x, screen_y, x, y);
}
// On Windows, the user typically sets the language when they install the
// app (by running it with a shortcut that sets InstallLanguage). On Mac,
// or on Windows if the SecondLife.exe executable is run directly, the
// language follows the OS language. In all cases the user can override
// the language manually in preferences. JC
// static
std::string LLUI::getLanguage()
{
std::string language = "en";
if (sSettingGroups["config"])
{
language = sSettingGroups["config"]->getString("Language");
if (language.empty() || language == "default")
{
language = sSettingGroups["config"]->getString("InstallLanguage");
}
if (language.empty() || language == "default")
{
language = sSettingGroups["config"]->getString("SystemLanguage");
}
if (language.empty() || language == "default")
{
language = "en";
}
}
return language;
}
//static
void LLUI::setupPaths()
{
std::string filename = gDirUtilp->getExpandedFilename(LL_PATH_SKINS, "paths.xml");
LLXMLNodePtr root;
BOOL success = LLXMLNode::parseFile(filename, root, NULL);
sXUIPaths.clear();
if (success)
{
LLStringUtil::format_map_t path_args;
path_args["[LANGUAGE]"] = LLUI::getLanguage();
for (LLXMLNodePtr path = root->getFirstChild(); path.notNull(); path = path->getNextSibling())
{
std::string path_val_ui(path->getValue());
LLStringUtil::format(path_val_ui, path_args);
if (std::find(sXUIPaths.begin(), sXUIPaths.end(), path_val_ui) == sXUIPaths.end())
{
sXUIPaths.push_back(path_val_ui);
}
}
}
else // parsing failed
{
std::string slash = gDirUtilp->getDirDelimiter();
std::string dir = "xui" + slash + "en";
llwarns << "XUI::config file unable to open: " << filename << llendl;
sXUIPaths.push_back(dir);
}
}
//static
std::string LLUI::locateSkin(const std::string& filename)
{
std::string slash = gDirUtilp->getDirDelimiter();
std::string found_file = filename;
if (!gDirUtilp->fileExists(found_file))
{
found_file = gDirUtilp->getExpandedFilename(LL_PATH_USER_SETTINGS, filename); // Should be CUSTOM_SKINS?
}
if (sSettingGroups["config"] && sSettingGroups["config"]->controlExists("Language"))
{
if (!gDirUtilp->fileExists(found_file))
{
std::string localization = getLanguage();
std::string local_skin = "xui" + slash + localization + slash + filename;
found_file = gDirUtilp->findSkinnedFilename(local_skin);
}
}
if (!gDirUtilp->fileExists(found_file))
{
std::string local_skin = "xui" + slash + "en" + slash + filename;
found_file = gDirUtilp->findSkinnedFilename(local_skin);
}
if (!gDirUtilp->fileExists(found_file))
{
found_file = gDirUtilp->getExpandedFilename(LL_PATH_APP_SETTINGS, filename);
}
return found_file;
}
//static
LLVector2 LLUI::getWindowSize()
{
LLCoordWindow window_rect;
sWindow->getSize(&window_rect);
return LLVector2(window_rect.mX / sGLScaleFactor.mV[VX], window_rect.mY / sGLScaleFactor.mV[VY]);
}
//static
void LLUI::screenPointToGL(S32 screen_x, S32 screen_y, S32 *gl_x, S32 *gl_y)
{
*gl_x = llround((F32)screen_x * sGLScaleFactor.mV[VX]);
*gl_y = llround((F32)screen_y * sGLScaleFactor.mV[VY]);
}
//static
void LLUI::glPointToScreen(S32 gl_x, S32 gl_y, S32 *screen_x, S32 *screen_y)
{
*screen_x = llround((F32)gl_x / sGLScaleFactor.mV[VX]);
*screen_y = llround((F32)gl_y / sGLScaleFactor.mV[VY]);
}
//static
void LLUI::screenRectToGL(const LLRect& screen, LLRect *gl)
{
screenPointToGL(screen.mLeft, screen.mTop, &gl->mLeft, &gl->mTop);
screenPointToGL(screen.mRight, screen.mBottom, &gl->mRight, &gl->mBottom);
}
//static
void LLUI::glRectToScreen(const LLRect& gl, LLRect *screen)
{
glPointToScreen(gl.mLeft, gl.mTop, &screen->mLeft, &screen->mTop);
glPointToScreen(gl.mRight, gl.mBottom, &screen->mRight, &screen->mBottom);
}
//static
LLPointer<LLUIImage> LLUI::getUIImageByID(const LLUUID& image_id, S32 priority)
{
if (sImageProvider)
{
return sImageProvider->getUIImageByID(image_id, priority);
}
else
{
return NULL;
}
}
//static
LLPointer<LLUIImage> LLUI::getUIImage(const std::string& name, S32 priority)
{
if (!name.empty() && sImageProvider)
return sImageProvider->getUIImage(name, priority);
else
return NULL;
}
LLControlGroup& LLUI::getControlControlGroup (const std::string& controlname)
{
for (settings_map_t::iterator itor = sSettingGroups.begin();
itor != sSettingGroups.end(); ++itor)
{
LLControlGroup* control_group = itor->second;
if(control_group != NULL)
{
if (control_group->controlExists(controlname))
return *control_group;
}
}
return *sSettingGroups["config"]; // default group
}
//static
void LLUI::addPopup(LLView* viewp)
{
if (sAddPopupFunc)
{
sAddPopupFunc(viewp);
}
}
//static
void LLUI::removePopup(LLView* viewp)
{
if (sRemovePopupFunc)
{
sRemovePopupFunc(viewp);
}
}
//static
void LLUI::clearPopups()
{
if (sClearPopupsFunc)
{
sClearPopupsFunc();
}
}
//static
// spawn_x and spawn_y are top left corner of view in screen GL coordinates
void LLUI::positionViewNearMouse(LLView* view, S32 spawn_x, S32 spawn_y)
{
const S32 CURSOR_HEIGHT = 16; // Approximate "normal" cursor size
const S32 CURSOR_WIDTH = 8;
LLView* parent = view->getParent();
S32 mouse_x;
S32 mouse_y;
LLUI::getMousePositionScreen(&mouse_x, &mouse_y);
// If no spawn location provided, use mouse position
if (spawn_x == S32_MAX || spawn_y == S32_MAX)
{
spawn_x = mouse_x + CURSOR_WIDTH;
spawn_y = mouse_y - CURSOR_HEIGHT;
}
LLRect virtual_window_rect = parent->getLocalRect();
LLRect mouse_rect;
const S32 MOUSE_CURSOR_PADDING = 1;
mouse_rect.setLeftTopAndSize(mouse_x - MOUSE_CURSOR_PADDING,
mouse_y + MOUSE_CURSOR_PADDING,
CURSOR_WIDTH + MOUSE_CURSOR_PADDING * 2,
CURSOR_HEIGHT + MOUSE_CURSOR_PADDING * 2);
S32 local_x, local_y;
// convert screen coordinates to tooltipview-local coordinates
parent->screenPointToLocal(spawn_x, spawn_y, &local_x, &local_y);
// Start at spawn position (using left/top)
view->setOrigin( local_x, local_y - view->getRect().getHeight());
// Make sure we're onscreen and not overlapping the mouse
view->translateIntoRectWithExclusion( virtual_window_rect, mouse_rect, FALSE );
}
// LLLocalClipRect and LLScreenClipRect moved to lllocalcliprect.h/cpp
namespace LLInitParam
{
TypedParam<LLUIColor >::TypedParam(BlockDescriptor& descriptor, const char* name, const LLUIColor& value, ParamDescriptor::validation_func_t func, S32 min_count, S32 max_count)
: super_t(descriptor, name, value, func, min_count, max_count),
red("red"),
green("green"),
blue("blue"),
alpha("alpha"),
control("")
{
setBlockFromValue();
}
void TypedParam<LLUIColor>::setValueFromBlock() const
{
if (control.isProvided())
{
mData.mValue = LLUIColorTable::instance().getColor(control);
}
else
{
mData.mValue = LLColor4(red, green, blue, alpha);
}
}
void TypedParam<LLUIColor>::setBlockFromValue()
{
LLColor4 color = mData.mValue.get();
red.set(color.mV[VRED], false);
green.set(color.mV[VGREEN], false);
blue.set(color.mV[VBLUE], false);
alpha.set(color.mV[VALPHA], false);
control.set("", false);
}
void TypeValues<LLUIColor>::declareValues()
{
declare("white", LLColor4::white);
declare("black", LLColor4::black);
declare("red", LLColor4::red);
declare("green", LLColor4::green);
declare("blue", LLColor4::blue);
}
bool ParamCompare<const LLFontGL*, false>::equals(const LLFontGL* a, const LLFontGL* b)
{
return !(a->getFontDesc() < b->getFontDesc())
&& !(b->getFontDesc() < a->getFontDesc());
}
TypedParam<const LLFontGL*>::TypedParam(BlockDescriptor& descriptor, const char* _name, const LLFontGL*const value, ParamDescriptor::validation_func_t func, S32 min_count, S32 max_count)
: super_t(descriptor, _name, value, func, min_count, max_count),
name("name"),
size("size"),
style("style")
{
setBlockFromValue();
addSynonym(name, "");
setBlockFromValue();
}
void TypedParam<const LLFontGL*>::setValueFromBlock() const
{
const LLFontGL* res_fontp = LLFontGL::getFontByName(name);
if (res_fontp)
{
mData.mValue = res_fontp;
return;
}
U8 fontstyle = 0;
fontstyle = LLFontGL::getStyleFromString(style());
LLFontDescriptor desc(name(), size(), fontstyle);
const LLFontGL* fontp = LLFontGL::getFont(desc);
if (fontp)
{
mData.mValue = fontp;
}
}
void TypedParam<const LLFontGL*>::setBlockFromValue()
{
if (mData.mValue)
{
name.set(LLFontGL::nameFromFont(mData.mValue), false);
size.set(LLFontGL::sizeFromFont(mData.mValue), false);
style.set(LLFontGL::getStringFromStyle(mData.mValue->getFontDesc().getStyle()), false);
}
}
TypedParam<LLRect>::TypedParam(BlockDescriptor& descriptor, const char* name, const LLRect& value, ParamDescriptor::validation_func_t func, S32 min_count, S32 max_count)
: super_t(descriptor, name, value, func, min_count, max_count),
left("left"),
top("top"),
right("right"),
bottom("bottom"),
width("width"),
height("height")
{
setBlockFromValue();
}
void TypedParam<LLRect>::setValueFromBlock() const
{
LLRect rect;
//calculate from params
// prefer explicit left and right
if (left.isProvided() && right.isProvided())
{
rect.mLeft = left;
rect.mRight = right;
}
// otherwise use width along with specified side, if any
else if (width.isProvided())
{
// only right + width provided
if (right.isProvided())
{
rect.mRight = right;
rect.mLeft = right - width;
}
else // left + width, or just width
{
rect.mLeft = left;
rect.mRight = left + width;
}
}
// just left, just right, or none
else
{
rect.mLeft = left;
rect.mRight = right;
}
// prefer explicit bottom and top
if (bottom.isProvided() && top.isProvided())
{
rect.mBottom = bottom;
rect.mTop = top;
}
// otherwise height along with specified side, if any
else if (height.isProvided())
{
// top + height provided
if (top.isProvided())
{
rect.mTop = top;
rect.mBottom = top - height;
}
// bottom + height or just height
else
{
rect.mBottom = bottom;
rect.mTop = bottom + height;
}
}
// just bottom, just top, or none
else
{
rect.mBottom = bottom;
rect.mTop = top;
}
mData.mValue = rect;
}
void TypedParam<LLRect>::setBlockFromValue()
{
// because of the ambiguity in specifying a rect by position and/or dimensions
// we clear the "provided" flag so that values from xui/etc have priority
// over those calculated from the rect object
left.set(mData.mValue.mLeft, false);
right.set(mData.mValue.mRight, false);
bottom.set(mData.mValue.mBottom, false);
top.set(mData.mValue.mTop, false);
width.set(mData.mValue.getWidth(), false);
height.set(mData.mValue.getHeight(), false);
}
TypedParam<LLCoordGL>::TypedParam(BlockDescriptor& descriptor, const char* name, LLCoordGL value, ParamDescriptor::validation_func_t func, S32 min_count, S32 max_count)
: super_t(descriptor, name, value, func, min_count, max_count),
x("x"),
y("y")
{
setBlockFromValue();
}
void TypedParam<LLCoordGL>::setValueFromBlock() const
{
mData.mValue.set(x, y);
}
void TypedParam<LLCoordGL>::setBlockFromValue()
{
x.set(mData.mValue.mX, false);
y.set(mData.mValue.mY, false);
}
void TypeValues<LLFontGL::HAlign>::declareValues()
{
declare("left", LLFontGL::LEFT);
declare("right", LLFontGL::RIGHT);
declare("center", LLFontGL::HCENTER);
}
void TypeValues<LLFontGL::VAlign>::declareValues()
{
declare("top", LLFontGL::TOP);
declare("center", LLFontGL::VCENTER);
declare("baseline", LLFontGL::BASELINE);
declare("bottom", LLFontGL::BOTTOM);
}
void TypeValues<LLFontGL::ShadowType>::declareValues()
{
declare("none", LLFontGL::NO_SHADOW);
declare("hard", LLFontGL::DROP_SHADOW);
declare("soft", LLFontGL::DROP_SHADOW_SOFT);
}
}