/** * @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 #include // Linden library includes #include "audioengine.h" #include "v2math.h" #include "v4color.h" #include "llrender.h" #include "llrect.h" #include "llimagegl.h" #include "lldir.h" #include "llfontgl.h" // Project includes #include "llcontrol.h" #include "llui.h" #include "llview.h" #include "lllineeditor.h" #include "llwindow.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 std::map gTranslation; std::list gUntranslated; LLControlGroup* LLUI::sConfigGroup = NULL; LLControlGroup* LLUI::sColorsGroup = NULL; LLImageProviderInterface* LLUI::sImageProvider = NULL; LLUIAudioCallback LLUI::sAudioCallback = NULL; LLVector2 LLUI::sGLScaleFactor(1.f, 1.f); LLWindow* LLUI::sWindow = NULL; LLHtmlHelp* LLUI::sHtmlHelp = NULL; BOOL LLUI::sShowXUINames = FALSE; std::stack LLScreenClipRect::sClipRectStack; BOOL LLUI::sQAMode = FALSE; // // Functions // void make_ui_sound(const char* namep) { std::string name = ll_safe_string(namep); 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); } } } 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.pushMatrix(); 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); gGL.popMatrix(); } 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, LLImageGL* 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, LLImageGL* 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, LLImageGL* 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, LLImageGL* 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.pushMatrix(); { gGL.translatef((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.popMatrix(); if (solid_color) { gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT); } } void gl_draw_rotated_image(S32 x, S32 y, F32 degrees, LLImageGL* 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, LLImageGL* image, const LLColor4& color, const LLRectf& uv_rect) { if (NULL == image) { llwarns << "image == NULL; aborting function" << llendl; return; } LLGLSUIDefault gls_ui; gGL.pushMatrix(); { gGL.translatef((F32)x, (F32)y, 0.f); if( degrees ) { F32 offset_x = F32(width/2); F32 offset_y = F32(height/2); gGL.translatef( offset_x, offset_y, 0.f); glRotatef( degrees, 0.f, 0.f, 1.f ); gGL.translatef( -offset_x, -offset_y, 0.f ); } gGL.getTexUnit(0)->bind(image); gGL.color4fv(color.mV); 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.popMatrix(); } void gl_draw_scaled_image_inverted(S32 x, S32 y, S32 width, S32 height, LLImageGL* image, const LLColor4& color, const LLRectf& uv_rect) { if (NULL == image) { llwarns << "image == NULL; aborting function" << llendl; return; } LLGLSUIDefault gls_ui; gGL.pushMatrix(); { gGL.translatef((F32)x, (F32)y, 0.f); gGL.getTexUnit(0)->bind(image); gGL.color4fv(color.mV); gGL.begin(LLRender::QUADS); { gGL.texCoord2f(uv_rect.mRight, uv_rect.mBottom); gGL.vertex2i(width, height ); gGL.texCoord2f(uv_rect.mLeft, uv_rect.mBottom); gGL.vertex2i(0, height ); gGL.texCoord2f(uv_rect.mLeft, uv_rect.mTop); gGL.vertex2i(0, 0); gGL.texCoord2f(uv_rect.mRight, uv_rect.mTop); gGL.vertex2i(width, 0); } gGL.end(); } gGL.popMatrix(); } 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.pushMatrix(); { gGL.translatef(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.popMatrix(); } void gl_circle_2d(F32 center_x, F32 center_y, F32 radius, S32 steps, BOOL filled) { gGL.pushMatrix(); { gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); gGL.translatef(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.popMatrix(); } // 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.pushMatrix(); { gGL.translatef(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.translatef(0.f, 0.f, width); gl_washer_2d(radius - width, radius, steps, side_color, side_color); } } gGL.popMatrix(); } // 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.pushMatrix(); gGL.translatef((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.popMatrix(); } 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.pushMatrix(); gGL.translatef((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.popMatrix(); } 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); } bool handleShowXUINamesChanged(const LLSD& newvalue) { LLUI::sShowXUINames = newvalue.asBoolean(); return true; } void LLUI::initClass(LLControlGroup* config, LLControlGroup* colors, LLImageProviderInterface* image_provider, LLUIAudioCallback audio_callback, const LLVector2* scale_factor, const std::string& language) { sConfigGroup = config; sColorsGroup = colors; 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")->getSignal()->connect(boost::bind(&handleShowXUINamesChanged, _1)); } void LLUI::cleanupClass() { sImageProvider->cleanUp(); LLLineEditor::cleanupLineEditor(); } //static void LLUI::translate(F32 x, F32 y, F32 z) { gGL.translatef(x,y,z); LLFontGL::sCurOrigin.mX += (S32) x; LLFontGL::sCurOrigin.mY += (S32) y; LLFontGL::sCurOrigin.mZ += z; } //static void LLUI::pushMatrix() { gGL.pushMatrix(); LLFontGL::sOriginStack.push_back(LLFontGL::sCurOrigin); } //static void LLUI::popMatrix() { gGL.popMatrix(); 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::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::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(const 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 void LLUI::getCursorPositionLocal(const LLView* viewp, S32 *x, S32 *y) { LLCoordWindow cursor_pos_window; LLView::getWindow()->getCursorPosition(&cursor_pos_window); LLCoordGL cursor_pos_gl; LLView::getWindow()->convertCoords(cursor_pos_window, &cursor_pos_gl); cursor_pos_gl.mX = llround((F32)cursor_pos_gl.mX / LLUI::sGLScaleFactor.mV[VX]); cursor_pos_gl.mY = llround((F32)cursor_pos_gl.mY / LLUI::sGLScaleFactor.mV[VY]); viewp->screenPointToLocal(cursor_pos_gl.mX, cursor_pos_gl.mY, 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-us"; if (sConfigGroup) { language = sConfigGroup->getString("Language"); if (language.empty() || language == "default") { language = sConfigGroup->getString("InstallLanguage"); } if (language.empty() || language == "default") { language = sConfigGroup->getString("SystemLanguage"); } if (language.empty() || language == "default") { language = "en-us"; } } return language; } //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 (sConfigGroup && sConfigGroup->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-us" + 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 LLUIImage* LLUI::getUIImage(const std::string& name) { if (!name.empty()) return sImageProvider->getUIImage(name); else return NULL; } // static void LLUI::setHtmlHelp(LLHtmlHelp* html_help) { LLUI::sHtmlHelp = html_help; } //static void LLUI::setQAMode(BOOL b) { LLUI::sQAMode = b; } LLScreenClipRect::LLScreenClipRect(const LLRect& rect, BOOL enabled) : mScissorState(GL_SCISSOR_TEST), mEnabled(enabled) { if (mEnabled) { pushClipRect(rect); } mScissorState.setEnabled(!sClipRectStack.empty()); updateScissorRegion(); } LLScreenClipRect::~LLScreenClipRect() { if (mEnabled) { popClipRect(); } updateScissorRegion(); } //static void LLScreenClipRect::pushClipRect(const LLRect& rect) { LLRect combined_clip_rect = rect; if (!sClipRectStack.empty()) { LLRect top = sClipRectStack.top(); combined_clip_rect.intersectWith(top); } sClipRectStack.push(combined_clip_rect); } //static void LLScreenClipRect::popClipRect() { sClipRectStack.pop(); } //static void LLScreenClipRect::updateScissorRegion() { if (sClipRectStack.empty()) return; LLRect rect = sClipRectStack.top(); stop_glerror(); S32 x,y,w,h; x = llfloor(rect.mLeft * LLUI::sGLScaleFactor.mV[VX]); y = llfloor(rect.mBottom * LLUI::sGLScaleFactor.mV[VY]); w = llmax(0, llceil(rect.getWidth() * LLUI::sGLScaleFactor.mV[VX])) + 1; h = llmax(0, llceil(rect.getHeight() * LLUI::sGLScaleFactor.mV[VY])) + 1; glScissor( x,y,w,h ); stop_glerror(); } LLLocalClipRect::LLLocalClipRect(const LLRect &rect, BOOL enabled) : LLScreenClipRect(LLRect(rect.mLeft + LLFontGL::sCurOrigin.mX, rect.mTop + LLFontGL::sCurOrigin.mY, rect.mRight + LLFontGL::sCurOrigin.mX, rect.mBottom + LLFontGL::sCurOrigin.mY), enabled) { } // // LLUIImage // LLUIImage::LLUIImage(const std::string& name, LLPointer image) : mName(name), mImage(image), mScaleRegion(0.f, 1.f, 1.f, 0.f), mClipRegion(0.f, 1.f, 1.f, 0.f), mUniformScaling(TRUE), mNoClip(TRUE) { } void LLUIImage::setClipRegion(const LLRectf& region) { mClipRegion = region; mNoClip = mClipRegion.mLeft == 0.f && mClipRegion.mRight == 1.f && mClipRegion.mBottom == 0.f && mClipRegion.mTop == 1.f; } void LLUIImage::setScaleRegion(const LLRectf& region) { mScaleRegion = region; mUniformScaling = mScaleRegion.mLeft == 0.f && mScaleRegion.mRight == 1.f && mScaleRegion.mBottom == 0.f && mScaleRegion.mTop == 1.f; } //TODO: move drawing implementation inside class void LLUIImage::draw(S32 x, S32 y, const LLColor4& color) const { gl_draw_image(x, y, mImage, color, mClipRegion); } void LLUIImage::draw(S32 x, S32 y, S32 width, S32 height, const LLColor4& color) const { if (mUniformScaling) { gl_draw_scaled_image(x, y, width, height, mImage, color, mClipRegion); } else { gl_draw_scaled_image_with_border( x, y, width, height, mImage, color, FALSE, mClipRegion, mScaleRegion); } } void LLUIImage::drawSolid(S32 x, S32 y, S32 width, S32 height, const LLColor4& color) const { gl_draw_scaled_image_with_border( x, y, width, height, mImage, color, TRUE, mClipRegion, mScaleRegion); } void LLUIImage::drawBorder(S32 x, S32 y, S32 width, S32 height, const LLColor4& color, S32 border_width) const { LLRect border_rect; border_rect.setOriginAndSize(x, y, width, height); border_rect.stretch(border_width, border_width); drawSolid(border_rect, color); } S32 LLUIImage::getWidth() const { // return clipped dimensions of actual image area return llround((F32)mImage->getWidth(0) * mClipRegion.getWidth()); } S32 LLUIImage::getHeight() const { // return clipped dimensions of actual image area return llround((F32)mImage->getHeight(0) * mClipRegion.getHeight()); } S32 LLUIImage::getTextureWidth() const { return mImage->getWidth(0); } S32 LLUIImage::getTextureHeight() const { return mImage->getHeight(0); }