phoenix-firestorm/indra/llui/llui.cpp

1765 lines
48 KiB
C++

/**
* @file llui.cpp
* @brief UI implementation
*
* Copyright (c) 2001-$CurrentYear$, Linden Research, Inc.
* $License$
*/
// Utilities functions the user interface needs
//#include "llviewerprecompiledheaders.h"
#include "linden_common.h"
#include <string>
#include <map>
// Linden library includes
#include "audioengine.h"
#include "v2math.h"
#include "v4color.h"
#include "llgl.h"
#include "llrect.h"
#include "llimagegl.h"
//#include "llviewerimage.h"
#include "lldir.h"
#include "llfontgl.h"
// Project includes
//#include "audioengine.h"
#include "llcontrol.h"
//#include "llstartup.h"
#include "llui.h"
#include "llview.h"
#include "llwindow.h"
#include "llglheaders.h"
//
// Globals
//
const LLColor4 UI_VERTEX_COLOR(1.f, 1.f, 1.f, 1.f);
// Used to hide the flashing text cursor when window doesn't have focus.
BOOL gShowTextEditCursor = TRUE;
// Language for UI construction
LLString gLanguage = "english-usa";
std::map<LLString, LLString> gTranslation;
std::list<LLString> gUntranslated;
LLControlGroup* LLUI::sConfigGroup = NULL;
LLControlGroup* LLUI::sColorsGroup = NULL;
LLControlGroup* LLUI::sAssetsGroup = NULL;
LLImageProviderInterface* LLUI::sImageProvider = NULL;
LLUIAudioCallback LLUI::sAudioCallback = NULL;
LLVector2 LLUI::sGLScaleFactor(1.f, 1.f);
LLWindow* LLUI::sWindow = NULL;
BOOL LLUI::sShowXUINames = FALSE;
//
// Functions
//
void make_ui_sound(const LLString& name)
{
if (!LLUI::sConfigGroup->controlExists(name))
{
llwarns << "tried to make ui sound for unknown sound name: " << name << llendl;
}
else
{
LLUUID uuid(LLUI::sConfigGroup->getString(name));
if (uuid.isNull())
{
if ("00000000-0000-0000-0000-000000000000" == LLUI::sConfigGroup->getString(name))
{
if (LLUI::sConfigGroup->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::sConfigGroup->getBOOL("UISndDebugSpamToggle"))
{
llinfos << "ui sound name: " << name << llendl;
}
LLUI::sAudioCallback(uuid, LLUI::sConfigGroup->getF32("AudioLevelUI"));
}
}
}
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, window_width, 0.0f, window_height, -1.0f, 1.0f);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
stop_glerror();
}
void gl_draw_x(const LLRect& rect, const LLColor4& color)
{
LLGLSNoTexture no_texture;
glColor4fv( color.mV );
glBegin( GL_LINES );
glVertex2i( rect.mLeft, rect.mTop );
glVertex2i( rect.mRight, rect.mBottom );
glVertex2i( rect.mLeft, rect.mBottom );
glVertex2i( rect.mRight, rect.mTop );
glEnd();
}
void gl_rect_2d_offset_local( S32 left, S32 top, S32 right, S32 bottom, const LLColor4 &color, S32 pixel_offset, BOOL filled)
{
glColor4fv(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)
{
glPushMatrix();
left += LLFontGL::sCurOrigin.mX;
right += LLFontGL::sCurOrigin.mX;
bottom += LLFontGL::sCurOrigin.mY;
top += LLFontGL::sCurOrigin.mY;
glLoadIdentity();
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);
glPopMatrix();
}
void gl_rect_2d(S32 left, S32 top, S32 right, S32 bottom, BOOL filled )
{
stop_glerror();
LLGLSNoTexture no_texture;
// Counterclockwise quad will face the viewer
if( filled )
{
glBegin( GL_QUADS );
glVertex2i(left, top);
glVertex2i(left, bottom);
glVertex2i(right, bottom);
glVertex2i(right, top);
glEnd();
}
else
{
if( gGLManager.mATIOffsetVerticalLines )
{
// Work around bug in ATI driver: vertical lines are offset by (-1,-1)
glBegin( GL_LINES );
// Verticals
glVertex2i(left + 1, top);
glVertex2i(left + 1, bottom);
glVertex2i(right, bottom);
glVertex2i(right, top);
// Horizontals
top--;
right--;
glVertex2i(left, bottom);
glVertex2i(right, bottom);
glVertex2i(left, top);
glVertex2i(right, top);
glEnd();
}
else
{
top--;
right--;
glBegin( GL_LINE_STRIP );
glVertex2i(left, top);
glVertex2i(left, bottom);
glVertex2i(right, bottom);
glVertex2i(right, top);
glVertex2i(left, top);
glEnd();
}
}
stop_glerror();
}
void gl_rect_2d(S32 left, S32 top, S32 right, S32 bottom, const LLColor4 &color, BOOL filled )
{
glColor4fv( color.mV );
gl_rect_2d( left, top, right, bottom, filled );
}
void gl_rect_2d( const LLRect& rect, const LLColor4& color, BOOL filled )
{
glColor4fv( 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();
LLGLSNoTexture no_texture;
// HACK: Overlap with the rectangle by a single pixel.
right--;
bottom++;
lines++;
LLColor4 end_color = start_color;
end_color.mV[VALPHA] = 0.f;
glBegin(GL_QUADS);
// Right edge, CCW faces screen
glColor4fv(start_color.mV);
glVertex2i(right, top-lines);
glVertex2i(right, bottom);
glColor4fv(end_color.mV);
glVertex2i(right+lines, bottom);
glVertex2i(right+lines, top-lines);
// Bottom edge, CCW faces screen
glColor4fv(start_color.mV);
glVertex2i(right, bottom);
glVertex2i(left+lines, bottom);
glColor4fv(end_color.mV);
glVertex2i(left+lines, bottom-lines);
glVertex2i(right, bottom-lines);
// bottom left Corner
glColor4fv(start_color.mV);
glVertex2i(left+lines, bottom);
glColor4fv(end_color.mV);
glVertex2i(left, bottom);
// make the bottom left corner not sharp
glVertex2i(left+1, bottom-lines+1);
glVertex2i(left+lines, bottom-lines);
// bottom right corner
glColor4fv(start_color.mV);
glVertex2i(right, bottom);
glColor4fv(end_color.mV);
glVertex2i(right, bottom-lines);
// make the rightmost corner not sharp
glVertex2i(right+lines-1, bottom-lines+1);
glVertex2i(right+lines, bottom);
// top right corner
glColor4fv(start_color.mV);
glVertex2i( right, top-lines );
glColor4fv(end_color.mV);
glVertex2i( right+lines, top-lines );
// make the corner not sharp
glVertex2i( right+lines-1, top-1 );
glVertex2i( right, top );
glEnd();
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( gGLManager.mATIOffsetVerticalLines && (x1 == x2) )
{
x1++;
x2++;
y1++;
y2++;
}
LLGLSNoTexture no_texture;
glBegin(GL_LINES);
glVertex2i(x1, y1);
glVertex2i(x2, y2);
glEnd();
}
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( gGLManager.mATIOffsetVerticalLines && (x1 == x2) )
{
x1++;
x2++;
y1++;
y2++;
}
LLGLSNoTexture no_texture;
glColor4fv( color.mV );
glBegin(GL_LINES);
glVertex2i(x1, y1);
glVertex2i(x2, y2);
glEnd();
}
void gl_triangle_2d(S32 x1, S32 y1, S32 x2, S32 y2, S32 x3, S32 y3, const LLColor4& color, BOOL filled)
{
LLGLSNoTexture no_texture;
glColor4fv(color.mV);
if (filled)
{
glBegin(GL_TRIANGLES);
}
else
{
glBegin(GL_LINE_LOOP);
}
glVertex2i(x1, y1);
glVertex2i(x2, y2);
glVertex2i(x3, y3);
glEnd();
}
void gl_corners_2d(S32 left, S32 top, S32 right, S32 bottom, S32 length, F32 max_frac)
{
LLGLSNoTexture no_texture;
length = llmin((S32)(max_frac*(right - left)), length);
length = llmin((S32)(max_frac*(top - bottom)), length);
glBegin(GL_LINES);
glVertex2i(left, top);
glVertex2i(left + length, top);
glVertex2i(left, top);
glVertex2i(left, top - length);
glVertex2i(left, bottom);
glVertex2i(left + length, bottom);
glVertex2i(left, bottom);
glVertex2i(left, bottom + length);
glVertex2i(right, top);
glVertex2i(right - length, top);
glVertex2i(right, top);
glVertex2i(right, top - length);
glVertex2i(right, bottom);
glVertex2i(right - length, bottom);
glVertex2i(right, bottom);
glVertex2i(right, bottom + length);
glEnd();
}
void gl_draw_image( S32 x, S32 y, LLImageGL* image, const LLColor4& color )
{
gl_draw_scaled_rotated_image( x, y, image->getWidth(), image->getHeight(), 0.f, image, color );
}
void gl_draw_scaled_image(S32 x, S32 y, S32 width, S32 height, LLImageGL* image, const LLColor4& color)
{
gl_draw_scaled_rotated_image( x, y, width, height, 0.f, image, color );
}
void gl_draw_scaled_image_with_border(S32 x, S32 y, S32 border_width, S32 border_height, S32 width, S32 height, LLImageGL* image, const LLColor4& color, BOOL solid_color)
{
stop_glerror();
F32 border_scale = 1.f;
if (border_height * 2 > height)
{
border_scale = (F32)height / ((F32)border_height * 2.f);
}
if (border_width * 2 > width)
{
border_scale = llmin(border_scale, (F32)width / ((F32)border_width * 2.f));
}
// scale screen size of borders down
S32 scaled_border_width = llfloor(border_scale * (F32)border_width);
S32 scaled_border_height = llfloor(border_scale * (F32)border_height);
LLGLSUIDefault gls_ui;
if (solid_color)
{
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_REPLACE);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PREVIOUS);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_PRIMARY_COLOR_ARB);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA);
}
glPushMatrix();
{
glTranslatef((F32)x, (F32)y, 0.f);
image->bind();
glColor4fv(color.mV);
F32 border_width_fraction = (F32)border_width / (F32)image->getWidth();
F32 border_height_fraction = (F32)border_height / (F32)image->getHeight();
glBegin(GL_QUADS);
{
// draw bottom left
glTexCoord2f(0.f, 0.f);
glVertex2i(0, 0);
glTexCoord2f(border_width_fraction, 0.f);
glVertex2i(scaled_border_width, 0);
glTexCoord2f(border_width_fraction, border_height_fraction);
glVertex2i(scaled_border_width, scaled_border_height);
glTexCoord2f(0.f, border_height_fraction);
glVertex2i(0, scaled_border_height);
// draw bottom middle
glTexCoord2f(border_width_fraction, 0.f);
glVertex2i(scaled_border_width, 0);
glTexCoord2f(1.f - border_width_fraction, 0.f);
glVertex2i(width - scaled_border_width, 0);
glTexCoord2f(1.f - border_width_fraction, border_height_fraction);
glVertex2i(width - scaled_border_width, scaled_border_height);
glTexCoord2f(border_width_fraction, border_height_fraction);
glVertex2i(scaled_border_width, scaled_border_height);
// draw bottom right
glTexCoord2f(1.f - border_width_fraction, 0.f);
glVertex2i(width - scaled_border_width, 0);
glTexCoord2f(1.f, 0.f);
glVertex2i(width, 0);
glTexCoord2f(1.f, border_height_fraction);
glVertex2i(width, scaled_border_height);
glTexCoord2f(1.f - border_width_fraction, border_height_fraction);
glVertex2i(width - scaled_border_width, scaled_border_height);
// draw left
glTexCoord2f(0.f, border_height_fraction);
glVertex2i(0, scaled_border_height);
glTexCoord2f(border_width_fraction, border_height_fraction);
glVertex2i(scaled_border_width, scaled_border_height);
glTexCoord2f(border_width_fraction, 1.f - border_height_fraction);
glVertex2i(scaled_border_width, height - scaled_border_height);
glTexCoord2f(0.f, 1.f - border_height_fraction);
glVertex2i(0, height - scaled_border_height);
// draw middle
glTexCoord2f(border_width_fraction, border_height_fraction);
glVertex2i(scaled_border_width, scaled_border_height);
glTexCoord2f(1.f - border_width_fraction, border_height_fraction);
glVertex2i(width - scaled_border_width, scaled_border_height);
glTexCoord2f(1.f - border_width_fraction, 1.f - border_height_fraction);
glVertex2i(width - scaled_border_width, height - scaled_border_height);
glTexCoord2f(border_width_fraction, 1.f - border_height_fraction);
glVertex2i(scaled_border_width, height - scaled_border_height);
// draw right
glTexCoord2f(1.f - border_width_fraction, border_height_fraction);
glVertex2i(width - scaled_border_width, scaled_border_height);
glTexCoord2f(1.f, border_height_fraction);
glVertex2i(width, scaled_border_height);
glTexCoord2f(1.f, 1.f - border_height_fraction);
glVertex2i(width, height - scaled_border_height);
glTexCoord2f(1.f - border_width_fraction, 1.f - border_height_fraction);
glVertex2i(width - scaled_border_width, height - scaled_border_height);
// draw top left
glTexCoord2f(0.f, 1.f - border_height_fraction);
glVertex2i(0, height - scaled_border_height);
glTexCoord2f(border_width_fraction, 1.f - border_height_fraction);
glVertex2i(scaled_border_width, height - scaled_border_height);
glTexCoord2f(border_width_fraction, 1.f);
glVertex2i(scaled_border_width, height);
glTexCoord2f(0.f, 1.f);
glVertex2i(0, height);
// draw top middle
glTexCoord2f(border_width_fraction, 1.f - border_height_fraction);
glVertex2i(scaled_border_width, height - scaled_border_height);
glTexCoord2f(1.f - border_width_fraction, 1.f - border_height_fraction);
glVertex2i(width - scaled_border_width, height - scaled_border_height);
glTexCoord2f(1.f - border_width_fraction, 1.f);
glVertex2i(width - scaled_border_width, height);
glTexCoord2f(border_width_fraction, 1.f);
glVertex2i(scaled_border_width, height);
// draw top right
glTexCoord2f(1.f - border_width_fraction, 1.f - border_height_fraction);
glVertex2i(width - scaled_border_width, height - scaled_border_height);
glTexCoord2f(1.f, 1.f - border_height_fraction);
glVertex2i(width, height - scaled_border_height);
glTexCoord2f(1.f, 1.f);
glVertex2i(width, height);
glTexCoord2f(1.f - border_width_fraction, 1.f);
glVertex2i(width - scaled_border_width, height);
}
glEnd();
}
glPopMatrix();
if (solid_color)
{
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
}
}
void gl_draw_rotated_image(S32 x, S32 y, F32 degrees, LLImageGL* image, const LLColor4& color)
{
gl_draw_scaled_rotated_image( x, y, image->getWidth(), image->getHeight(), degrees, image, color );
}
void gl_draw_scaled_rotated_image(S32 x, S32 y, S32 width, S32 height, F32 degrees, LLImageGL* image, const LLColor4& color)
{
LLGLSUIDefault gls_ui;
glPushMatrix();
{
glTranslatef((F32)x, (F32)y, 0.f);
if( degrees )
{
F32 offset_x = F32(width/2);
F32 offset_y = F32(height/2);
glTranslatef( offset_x, offset_y, 0.f);
glRotatef( degrees, 0.f, 0.f, 1.f );
glTranslatef( -offset_x, -offset_y, 0.f );
}
image->bind();
glColor4fv(color.mV);
glBegin(GL_QUADS);
{
glTexCoord2f(1.f, 1.f);
glVertex2i(width, height );
glTexCoord2f(0.f, 1.f);
glVertex2i(0, height );
glTexCoord2f(0.f, 0.f);
glVertex2i(0, 0);
glTexCoord2f(1.f, 0.f);
glVertex2i(width, 0);
}
glEnd();
}
glPopMatrix();
}
void gl_draw_scaled_image_inverted(S32 x, S32 y, S32 width, S32 height, LLImageGL* image, const LLColor4& color)
{
LLGLSUIDefault gls_ui;
glPushMatrix();
{
glTranslatef((F32)x, (F32)y, 0.f);
image->bind();
glColor4fv(color.mV);
glBegin(GL_QUADS);
{
glTexCoord2f(1.f, 0.f);
glVertex2i(width, height );
glTexCoord2f(0.f, 0.f);
glVertex2i(0, height );
glTexCoord2f(0.f, 1.f);
glVertex2i(0, 0);
glTexCoord2f(1.f, 1.f);
glVertex2i(width, 0);
}
glEnd();
}
glPopMatrix();
}
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);
glColor4f(color.mV[VRED], color.mV[VGREEN], color.mV[VBLUE], color.mV[VALPHA]);
glLineWidth(2.5f);
glLineStipple(2, 0x3333 << shift);
glBegin(GL_LINES);
{
glVertex3fv( start.mV );
glVertex3fv( end.mV );
}
glEnd();
LLUI::setLineWidth(1.f);
}
void gl_rect_2d_xor(S32 left, S32 top, S32 right, S32 bottom)
{
glColor4fv( LLColor4::white.mV );
glLogicOp( GL_XOR );
stop_glerror();
glBegin(GL_QUADS);
glVertex2i(left, top);
glVertex2i(left, bottom);
glVertex2i(right, bottom);
glVertex2i(right, top);
glEnd();
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;
}
glPushMatrix();
{
glTranslatef(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)
{
glBegin(GL_TRIANGLE_FAN);
glVertex2f(0.f, 0.f);
// make sure circle is complete
steps += 1;
}
else
{
glBegin(GL_LINE_STRIP);
}
while( steps-- )
{
// Successive rotations
glVertex2f( x, y );
F32 x_new = x * cos_delta - y * sin_delta;
y = x * sin_delta + y * cos_delta;
x = x_new;
}
glEnd();
}
glPopMatrix();
}
void gl_circle_2d(F32 center_x, F32 center_y, F32 radius, S32 steps, BOOL filled)
{
glPushMatrix();
{
LLGLSNoTexture gls_no_texture;
glTranslatef(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)
{
glBegin(GL_TRIANGLE_FAN);
glVertex2f(0.f, 0.f);
// make sure circle is complete
steps += 1;
}
else
{
glBegin(GL_LINE_LOOP);
}
while( steps-- )
{
// Successive rotations
glVertex2f( x, y );
F32 x_new = x * cos_delta - y * sin_delta;
y = x * sin_delta + y * cos_delta;
x = x_new;
}
glEnd();
}
glPopMatrix();
}
// 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;
glBegin( GL_TRIANGLE_STRIP );
{
S32 step = steps + 1; // An extra step to close the circle.
while( step-- )
{
glVertex3f( x, y, depth );
glVertex3f( 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;
}
}
glEnd();
}
void gl_ring( F32 radius, F32 width, const LLColor4& center_color, const LLColor4& side_color, S32 steps, BOOL render_center )
{
glPushMatrix();
{
glTranslatef(0.f, 0.f, -width / 2);
if( render_center )
{
glColor4fv(center_color.mV);
gl_deep_circle( radius, width, steps );
}
else
{
gl_washer_2d(radius, radius - width, steps, side_color, side_color);
glTranslatef(0.f, 0.f, width);
gl_washer_2d(radius - width, radius, steps, side_color, side_color);
}
}
glPopMatrix();
}
// 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;
}
LLGLSNoTexture gls_no_texture;
// ...white squares
glColor3f( 1.f, 1.f, 1.f );
gl_rect_2d(rect);
// ...gray squares
glColor3f( .7f, .7f, .7f );
glPolygonStipple( checkerboard );
LLGLEnable polygon_stipple(GL_POLYGON_STIPPLE);
gl_rect_2d(rect);
}
// 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;
LLGLSNoTexture gls_no_texture;
glBegin( GL_TRIANGLE_STRIP );
{
steps += 1; // An extra step to close the circle.
while( steps-- )
{
glColor4fv(outer_color.mV);
glVertex2f( x1, y1 );
glColor4fv(inner_color.mV);
glVertex2f( 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;
}
}
glEnd();
}
// 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 );
LLGLSNoTexture gls_no_texture;
glBegin( GL_TRIANGLE_STRIP );
{
steps += 1; // An extra step to close the circle.
while( steps-- )
{
glColor4fv(outer_color.mV);
glVertex2f( x1, y1 );
glColor4fv(inner_color.mV);
glVertex2f( 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;
}
}
glEnd();
}
// 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 );
LLGLSNoTexture gls_no_texture;
glBegin( GL_LINES );
{
while( count-- )
{
glColor4fv(outer_color.mV);
glVertex2f( x1, y1 );
glColor4fv(inner_color.mV);
glVertex2f( 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;
}
}
glEnd();
}
void gl_rect_2d_simple_tex( S32 width, S32 height )
{
glBegin( GL_QUADS );
glTexCoord2f(1.f, 1.f);
glVertex2i(width, height);
glTexCoord2f(0.f, 1.f);
glVertex2i(0, height);
glTexCoord2f(0.f, 0.f);
glVertex2i(0, 0);
glTexCoord2f(1.f, 0.f);
glVertex2i(width, 0);
glEnd();
}
void gl_rect_2d_simple( S32 width, S32 height )
{
glBegin( GL_QUADS );
glVertex2i(width, height);
glVertex2i(0, height);
glVertex2i(0, 0);
glVertex2i(width, 0);
glEnd();
}
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);
glPushMatrix();
glTranslatef((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);
glBegin(GL_QUADS);
{
// draw bottom left
glTexCoord2f(0.f, 0.f);
glVertex2f(0.f, 0.f);
glTexCoord2f(border_uv_scale.mV[VX], 0.f);
glVertex2fv(border_width_left.mV);
glTexCoord2f(border_uv_scale.mV[VX], border_uv_scale.mV[VY]);
glVertex2fv((border_width_left + border_height_bottom).mV);
glTexCoord2f(0.f, border_uv_scale.mV[VY]);
glVertex2fv(border_height_bottom.mV);
// draw bottom middle
glTexCoord2f(border_uv_scale.mV[VX], 0.f);
glVertex2fv(border_width_left.mV);
glTexCoord2f(1.f - border_uv_scale.mV[VX], 0.f);
glVertex2fv((width_vec - border_width_right).mV);
glTexCoord2f(1.f - border_uv_scale.mV[VX], border_uv_scale.mV[VY]);
glVertex2fv((width_vec - border_width_right + border_height_bottom).mV);
glTexCoord2f(border_uv_scale.mV[VX], border_uv_scale.mV[VY]);
glVertex2fv((border_width_left + border_height_bottom).mV);
// draw bottom right
glTexCoord2f(1.f - border_uv_scale.mV[VX], 0.f);
glVertex2fv((width_vec - border_width_right).mV);
glTexCoord2f(1.f, 0.f);
glVertex2fv(width_vec.mV);
glTexCoord2f(1.f, border_uv_scale.mV[VY]);
glVertex2fv((width_vec + border_height_bottom).mV);
glTexCoord2f(1.f - border_uv_scale.mV[VX], border_uv_scale.mV[VY]);
glVertex2fv((width_vec - border_width_right + border_height_bottom).mV);
// draw left
glTexCoord2f(0.f, border_uv_scale.mV[VY]);
glVertex2fv(border_height_bottom.mV);
glTexCoord2f(border_uv_scale.mV[VX], border_uv_scale.mV[VY]);
glVertex2fv((border_width_left + border_height_bottom).mV);
glTexCoord2f(border_uv_scale.mV[VX], 1.f - border_uv_scale.mV[VY]);
glVertex2fv((border_width_left + height_vec - border_height_top).mV);
glTexCoord2f(0.f, 1.f - border_uv_scale.mV[VY]);
glVertex2fv((height_vec - border_height_top).mV);
// draw middle
glTexCoord2f(border_uv_scale.mV[VX], border_uv_scale.mV[VY]);
glVertex2fv((border_width_left + border_height_bottom).mV);
glTexCoord2f(1.f - border_uv_scale.mV[VX], border_uv_scale.mV[VY]);
glVertex2fv((width_vec - border_width_right + border_height_bottom).mV);
glTexCoord2f(1.f - border_uv_scale.mV[VX], 1.f - border_uv_scale.mV[VY]);
glVertex2fv((width_vec - border_width_right + height_vec - border_height_top).mV);
glTexCoord2f(border_uv_scale.mV[VX], 1.f - border_uv_scale.mV[VY]);
glVertex2fv((border_width_left + height_vec - border_height_top).mV);
// draw right
glTexCoord2f(1.f - border_uv_scale.mV[VX], border_uv_scale.mV[VY]);
glVertex2fv((width_vec - border_width_right + border_height_bottom).mV);
glTexCoord2f(1.f, border_uv_scale.mV[VY]);
glVertex2fv((width_vec + border_height_bottom).mV);
glTexCoord2f(1.f, 1.f - border_uv_scale.mV[VY]);
glVertex2fv((width_vec + height_vec - border_height_top).mV);
glTexCoord2f(1.f - border_uv_scale.mV[VX], 1.f - border_uv_scale.mV[VY]);
glVertex2fv((width_vec - border_width_right + height_vec - border_height_top).mV);
// draw top left
glTexCoord2f(0.f, 1.f - border_uv_scale.mV[VY]);
glVertex2fv((height_vec - border_height_top).mV);
glTexCoord2f(border_uv_scale.mV[VX], 1.f - border_uv_scale.mV[VY]);
glVertex2fv((border_width_left + height_vec - border_height_top).mV);
glTexCoord2f(border_uv_scale.mV[VX], 1.f);
glVertex2fv((border_width_left + height_vec).mV);
glTexCoord2f(0.f, 1.f);
glVertex2fv((height_vec).mV);
// draw top middle
glTexCoord2f(border_uv_scale.mV[VX], 1.f - border_uv_scale.mV[VY]);
glVertex2fv((border_width_left + height_vec - border_height_top).mV);
glTexCoord2f(1.f - border_uv_scale.mV[VX], 1.f - border_uv_scale.mV[VY]);
glVertex2fv((width_vec - border_width_right + height_vec - border_height_top).mV);
glTexCoord2f(1.f - border_uv_scale.mV[VX], 1.f);
glVertex2fv((width_vec - border_width_right + height_vec).mV);
glTexCoord2f(border_uv_scale.mV[VX], 1.f);
glVertex2fv((border_width_left + height_vec).mV);
// draw top right
glTexCoord2f(1.f - border_uv_scale.mV[VX], 1.f - border_uv_scale.mV[VY]);
glVertex2fv((width_vec - border_width_right + height_vec - border_height_top).mV);
glTexCoord2f(1.f, 1.f - border_uv_scale.mV[VY]);
glVertex2fv((width_vec + height_vec - border_height_top).mV);
glTexCoord2f(1.f, 1.f);
glVertex2fv((width_vec + height_vec).mV);
glTexCoord2f(1.f - border_uv_scale.mV[VX], 1.f);
glVertex2fv((width_vec - border_width_right + height_vec).mV);
}
glEnd();
glPopMatrix();
}
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);
glPushMatrix();
glTranslatef((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;
glBegin(GL_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
glTexCoord2f(u_min, 0.f);
glVertex2fv(x_min.mV);
glTexCoord2f(border_uv_scale.mV[VX], 0.f);
glVertex2fv(x_max.mV);
glTexCoord2f(u_max, border_uv_scale.mV[VY]);
glVertex2fv((x_max + border_height_bottom).mV);
glTexCoord2f(u_min, border_uv_scale.mV[VY]);
glVertex2fv((x_min + border_height_bottom).mV);
// draw left
glTexCoord2f(u_min, border_uv_scale.mV[VY]);
glVertex2fv((x_min + border_height_bottom).mV);
glTexCoord2f(u_max, border_uv_scale.mV[VY]);
glVertex2fv((x_max + border_height_bottom).mV);
glTexCoord2f(u_max, 1.f - border_uv_scale.mV[VY]);
glVertex2fv((x_max + height_vec - border_height_top).mV);
glTexCoord2f(u_min, 1.f - border_uv_scale.mV[VY]);
glVertex2fv((x_min + height_vec - border_height_top).mV);
// draw top left
glTexCoord2f(u_min, 1.f - border_uv_scale.mV[VY]);
glVertex2fv((x_min + height_vec - border_height_top).mV);
glTexCoord2f(u_max, 1.f - border_uv_scale.mV[VY]);
glVertex2fv((x_max + height_vec - border_height_top).mV);
glTexCoord2f(u_max, 1.f);
glVertex2fv((x_max + height_vec).mV);
glTexCoord2f(u_min, 1.f);
glVertex2fv((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
glTexCoord2f(border_uv_scale.mV[VX], 0.f);
glVertex2fv(x_min.mV);
glTexCoord2f(1.f - border_uv_scale.mV[VX], 0.f);
glVertex2fv((x_max).mV);
glTexCoord2f(1.f - border_uv_scale.mV[VX], border_uv_scale.mV[VY]);
glVertex2fv((x_max + border_height_bottom).mV);
glTexCoord2f(border_uv_scale.mV[VX], border_uv_scale.mV[VY]);
glVertex2fv((x_min + border_height_bottom).mV);
// draw middle
glTexCoord2f(border_uv_scale.mV[VX], border_uv_scale.mV[VY]);
glVertex2fv((x_min + border_height_bottom).mV);
glTexCoord2f(1.f - border_uv_scale.mV[VX], border_uv_scale.mV[VY]);
glVertex2fv((x_max + border_height_bottom).mV);
glTexCoord2f(1.f - border_uv_scale.mV[VX], 1.f - border_uv_scale.mV[VY]);
glVertex2fv((x_max + height_vec - border_height_top).mV);
glTexCoord2f(border_uv_scale.mV[VX], 1.f - border_uv_scale.mV[VY]);
glVertex2fv((x_min + height_vec - border_height_top).mV);
// draw top middle
glTexCoord2f(border_uv_scale.mV[VX], 1.f - border_uv_scale.mV[VY]);
glVertex2fv((x_min + height_vec - border_height_top).mV);
glTexCoord2f(1.f - border_uv_scale.mV[VX], 1.f - border_uv_scale.mV[VY]);
glVertex2fv((x_max + height_vec - border_height_top).mV);
glTexCoord2f(1.f - border_uv_scale.mV[VX], 1.f);
glVertex2fv((x_max + height_vec).mV);
glTexCoord2f(border_uv_scale.mV[VX], 1.f);
glVertex2fv((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
glTexCoord2f(u_min, 0.f);
glVertex2fv((x_min).mV);
glTexCoord2f(u_max, 0.f);
glVertex2fv(x_max.mV);
glTexCoord2f(u_max, border_uv_scale.mV[VY]);
glVertex2fv((x_max + border_height_bottom).mV);
glTexCoord2f(u_min, border_uv_scale.mV[VY]);
glVertex2fv((x_min + border_height_bottom).mV);
// draw right
glTexCoord2f(u_min, border_uv_scale.mV[VY]);
glVertex2fv((x_min + border_height_bottom).mV);
glTexCoord2f(u_max, border_uv_scale.mV[VY]);
glVertex2fv((x_max + border_height_bottom).mV);
glTexCoord2f(u_max, 1.f - border_uv_scale.mV[VY]);
glVertex2fv((x_max + height_vec - border_height_top).mV);
glTexCoord2f(u_min, 1.f - border_uv_scale.mV[VY]);
glVertex2fv((x_min + height_vec - border_height_top).mV);
// draw top right
glTexCoord2f(u_min, 1.f - border_uv_scale.mV[VY]);
glVertex2fv((x_min + height_vec - border_height_top).mV);
glTexCoord2f(u_max, 1.f - border_uv_scale.mV[VY]);
glVertex2fv((x_max + height_vec - border_height_top).mV);
glTexCoord2f(u_max, 1.f);
glVertex2fv((x_max + height_vec).mV);
glTexCoord2f(u_min, 1.f);
glVertex2fv((x_min + height_vec).mV);
}
}
glEnd();
glPopMatrix();
}
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;
glBegin(GL_QUADS);
{
// draw bottom left
glTexCoord2f(0.f, 0.f);
glVertex3f(0.f, 0.f, 0.f);
glTexCoord2f(border_scale.mV[VX], 0.f);
glVertex3fv(left_border_width.mV);
glTexCoord2f(border_scale.mV[VX], border_scale.mV[VY]);
glVertex3fv((left_border_width + bottom_border_height).mV);
glTexCoord2f(0.f, border_scale.mV[VY]);
glVertex3fv(bottom_border_height.mV);
// draw bottom middle
glTexCoord2f(border_scale.mV[VX], 0.f);
glVertex3fv(left_border_width.mV);
glTexCoord2f(1.f - border_scale.mV[VX], 0.f);
glVertex3fv((width_vec - right_border_width).mV);
glTexCoord2f(1.f - border_scale.mV[VX], border_scale.mV[VY]);
glVertex3fv((width_vec - right_border_width + bottom_border_height).mV);
glTexCoord2f(border_scale.mV[VX], border_scale.mV[VY]);
glVertex3fv((left_border_width + bottom_border_height).mV);
// draw bottom right
glTexCoord2f(1.f - border_scale.mV[VX], 0.f);
glVertex3fv((width_vec - right_border_width).mV);
glTexCoord2f(1.f, 0.f);
glVertex3fv(width_vec.mV);
glTexCoord2f(1.f, border_scale.mV[VY]);
glVertex3fv((width_vec + bottom_border_height).mV);
glTexCoord2f(1.f - border_scale.mV[VX], border_scale.mV[VY]);
glVertex3fv((width_vec - right_border_width + bottom_border_height).mV);
// draw left
glTexCoord2f(0.f, border_scale.mV[VY]);
glVertex3fv(bottom_border_height.mV);
glTexCoord2f(border_scale.mV[VX], border_scale.mV[VY]);
glVertex3fv((left_border_width + bottom_border_height).mV);
glTexCoord2f(border_scale.mV[VX], 1.f - border_scale.mV[VY]);
glVertex3fv((left_border_width + height_vec - top_border_height).mV);
glTexCoord2f(0.f, 1.f - border_scale.mV[VY]);
glVertex3fv((height_vec - top_border_height).mV);
// draw middle
glTexCoord2f(border_scale.mV[VX], border_scale.mV[VY]);
glVertex3fv((left_border_width + bottom_border_height).mV);
glTexCoord2f(1.f - border_scale.mV[VX], border_scale.mV[VY]);
glVertex3fv((width_vec - right_border_width + bottom_border_height).mV);
glTexCoord2f(1.f - border_scale.mV[VX], 1.f - border_scale.mV[VY]);
glVertex3fv((width_vec - right_border_width + height_vec - top_border_height).mV);
glTexCoord2f(border_scale.mV[VX], 1.f - border_scale.mV[VY]);
glVertex3fv((left_border_width + height_vec - top_border_height).mV);
// draw right
glTexCoord2f(1.f - border_scale.mV[VX], border_scale.mV[VY]);
glVertex3fv((width_vec - right_border_width + bottom_border_height).mV);
glTexCoord2f(1.f, border_scale.mV[VY]);
glVertex3fv((width_vec + bottom_border_height).mV);
glTexCoord2f(1.f, 1.f - border_scale.mV[VY]);
glVertex3fv((width_vec + height_vec - top_border_height).mV);
glTexCoord2f(1.f - border_scale.mV[VX], 1.f - border_scale.mV[VY]);
glVertex3fv((width_vec - right_border_width + height_vec - top_border_height).mV);
// draw top left
glTexCoord2f(0.f, 1.f - border_scale.mV[VY]);
glVertex3fv((height_vec - top_border_height).mV);
glTexCoord2f(border_scale.mV[VX], 1.f - border_scale.mV[VY]);
glVertex3fv((left_border_width + height_vec - top_border_height).mV);
glTexCoord2f(border_scale.mV[VX], 1.f);
glVertex3fv((left_border_width + height_vec).mV);
glTexCoord2f(0.f, 1.f);
glVertex3fv((height_vec).mV);
// draw top middle
glTexCoord2f(border_scale.mV[VX], 1.f - border_scale.mV[VY]);
glVertex3fv((left_border_width + height_vec - top_border_height).mV);
glTexCoord2f(1.f - border_scale.mV[VX], 1.f - border_scale.mV[VY]);
glVertex3fv((width_vec - right_border_width + height_vec - top_border_height).mV);
glTexCoord2f(1.f - border_scale.mV[VX], 1.f);
glVertex3fv((width_vec - right_border_width + height_vec).mV);
glTexCoord2f(border_scale.mV[VX], 1.f);
glVertex3fv((left_border_width + height_vec).mV);
// draw top right
glTexCoord2f(1.f - border_scale.mV[VX], 1.f - border_scale.mV[VY]);
glVertex3fv((width_vec - right_border_width + height_vec - top_border_height).mV);
glTexCoord2f(1.f, 1.f - border_scale.mV[VY]);
glVertex3fv((width_vec + height_vec - top_border_height).mV);
glTexCoord2f(1.f, 1.f);
glVertex3fv((width_vec + height_vec).mV);
glTexCoord2f(1.f - border_scale.mV[VX], 1.f);
glVertex3fv((width_vec - right_border_width + height_vec).mV);
}
glEnd();
}
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);
}
#if 0 // No longer used
void load_tr(const LLString& lang)
{
LLString inname = "words." + lang + ".txt";
LLString filename = gDirUtilp->getExpandedFilename(LL_PATH_SKINS, inname.c_str());
llifstream file;
file.open(filename.c_str(), std::ios_base::binary);
if (!file)
{
llinfos << "No translation dictionary for: " << filename << llendl;
return;
}
llinfos << "Reading language translation dictionary: " << filename << llendl;
gTranslation.clear();
gUntranslated.clear();
const S32 MAX_LINE_LEN = 1024;
char buffer[MAX_LINE_LEN];
while (!file.eof())
{
file.getline(buffer, MAX_LINE_LEN);
LLString line(buffer);
S32 commentpos = line.find("//");
if (commentpos != LLString::npos)
{
line = line.substr(0, commentpos);
}
S32 offset = line.find('\t');
if (offset != LLString::npos)
{
LLString english = line.substr(0,offset);
LLString translation = line.substr(offset+1);
//llinfos << "TR: " << english << " = " << translation << llendl;
gTranslation[english] = translation;
}
}
file.close();
}
void init_tr(const LLString& language)
{
if (!language.empty())
{
gLanguage = language;
}
load_tr(gLanguage);
}
void cleanup_tr()
{
// Dump untranslated phrases to help with translation
if (gUntranslated.size() > 0)
{
LLString outname = "untranslated_" + gLanguage + ".txt";
LLString outfilename = gDirUtilp->getExpandedFilename(LL_PATH_SKINS, outname.c_str());
llofstream outfile;
outfile.open(outfilename.c_str());
if (!outfile)
{
return;
}
llinfos << "Writing untranslated words to: " << outfilename << llendl;
LLString outtext;
for (std::list<LLString>::iterator iter = gUntranslated.begin();
iter != gUntranslated.end(); ++iter)
{
// output: english_phrase english_phrase
outtext += *iter;
outtext += "\t";
outtext += *iter;
outtext += "\n";
}
outfile << outtext.c_str();
outfile.close();
}
}
LLString tr(const LLString& english_string)
{
std::map<LLString, LLString>::iterator it = gTranslation.find(english_string);
if (it != gTranslation.end())
{
return it->second;
}
else
{
gUntranslated.push_back(english_string);
return english_string;
}
}
#endif
class LLShowXUINamesListener: public LLSimpleListener
{
bool handleEvent(LLPointer<LLEvent> event, const LLSD& userdata)
{
LLUI::sShowXUINames = (BOOL) event->getValue().asBoolean();
return true;
}
};
static LLShowXUINamesListener show_xui_names_listener;
void LLUI::initClass(LLControlGroup* config,
LLControlGroup* colors,
LLControlGroup* assets,
LLImageProviderInterface* image_provider,
LLUIAudioCallback audio_callback,
const LLVector2* scale_factor,
const LLString& language)
{
sConfigGroup = config;
sColorsGroup = colors;
sAssetsGroup = assets;
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 = colors->getColor("ColorDropShadow");
LLUI::sShowXUINames = LLUI::sConfigGroup->getBOOL("ShowXUINames");
LLUI::sConfigGroup->getControl("ShowXUINames")->addListener(&show_xui_names_listener);
// init_tr(language);
}
void LLUI::cleanupClass()
{
// cleanup_tr();
}
//static
void LLUI::translate(F32 x, F32 y, F32 z)
{
glTranslatef(x,y,z);
LLFontGL::sCurOrigin.mX += (S32) x;
LLFontGL::sCurOrigin.mY += (S32) y;
LLFontGL::sCurOrigin.mZ += z;
}
//static
void LLUI::pushMatrix()
{
glPushMatrix();
LLFontGL::sOriginStack.push_back(LLFontGL::sCurOrigin);
}
//static
void LLUI::popMatrix()
{
glPopMatrix();
LLFontGL::sCurOrigin = *LLFontGL::sOriginStack.rbegin();
LLFontGL::sOriginStack.pop_back();
}
//static
void LLUI::loadIdentity()
{
glLoadIdentity();
LLFontGL::sCurOrigin.mX = 0;
LLFontGL::sCurOrigin.mY = 0;
LLFontGL::sCurOrigin.mZ = 0;
}
//static
void LLUI::setScissorRegionScreen(const LLRect& rect)
{
stop_glerror();
S32 x,y,w,h;
x = llround(rect.mLeft * LLUI::sGLScaleFactor.mV[VX]);
y = llround(rect.mBottom * LLUI::sGLScaleFactor.mV[VY]);
w = llround(rect.getWidth() * LLUI::sGLScaleFactor.mV[VX]);
h = llround(rect.getHeight() * LLUI::sGLScaleFactor.mV[VY]);
glScissor( x,y,w,h );
stop_glerror();
}
//static
void LLUI::setScissorRegionLocal(const LLRect& rect)
{
stop_glerror();
S32 screen_left = LLFontGL::sCurOrigin.mX + rect.mLeft;
S32 screen_bottom = LLFontGL::sCurOrigin.mY + rect.mBottom;
S32 x,y,w,h;
x = llround((F32)screen_left * LLUI::sGLScaleFactor.mV[VX]);
y = llround((F32)screen_bottom * LLUI::sGLScaleFactor.mV[VY]);
w = llround((F32)rect.getWidth() * LLUI::sGLScaleFactor.mV[VX]);
h = llround((F32)rect.getHeight() * LLUI::sGLScaleFactor.mV[VY]);
w = llmax(0,w);
h = llmax(0,h);
glScissor(x,y,w,h);
stop_glerror();
}
//static
void LLUI::setScaleFactor(const LLVector2 &scale_factor)
{
sGLScaleFactor = scale_factor;
}
//static
void LLUI::setLineWidth(F32 width)
{
glLineWidth(width * lerp(sGLScaleFactor.mV[VX], sGLScaleFactor.mV[VY], 0.5f));
}
//static
void LLUI::setCursorPositionScreen(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::setCursorPositionLocal(LLView* viewp, S32 x, S32 y)
{
S32 screen_x, screen_y;
viewp->localPointToScreen(x, y, &screen_x, &screen_y);
setCursorPositionScreen(screen_x, screen_y);
}
//static
LLString LLUI::locateSkin(const LLString& filename)
{
LLString slash = gDirUtilp->getDirDelimiter();
LLString found_file = filename;
if (!gDirUtilp->fileExists(found_file))
{
found_file = gDirUtilp->getExpandedFilename(LL_PATH_USER_SETTINGS, filename); // Should be CUSTOM_SKINS?
}
if (sConfigGroup && sConfigGroup->controlExists("Language"))
{
if (!gDirUtilp->fileExists(found_file))
{
LLString localization(sConfigGroup->getString("Language"));
LLString local_skin = "xui" + slash + localization + slash + filename;
found_file = gDirUtilp->getExpandedFilename(LL_PATH_SKINS, local_skin);
}
}
if (!gDirUtilp->fileExists(found_file))
{
LLString local_skin = "xui" + slash + "en-us" + slash + filename;
found_file = gDirUtilp->getExpandedFilename(LL_PATH_SKINS, 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
LLUUID LLUI::findAssetUUIDByName(const LLString &asset_name)
{
if(asset_name == LLString::null) return LLUUID::null;
LLString foundValue = LLUI::sConfigGroup->findString(asset_name);
if(foundValue==LLString::null)
{
foundValue = LLUI::sAssetsGroup->findString(asset_name);
}
if(foundValue == LLString::null){
return LLUUID::null;
}
return LLUUID( foundValue );
}