/** * @file llfloatercolorpicker.cpp * @brief Generic system color picker * * $LicenseInfo:firstyear=2004&license=viewergpl$ * * Copyright (c) 2004-2009, 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. * $/LicenseInfo$ */ #include "llviewerprecompiledheaders.h" #include #include #include "llfloatercolorpicker.h" #include "llfontgl.h" #include "llsys.h" #include "llgl.h" #include "llrender.h" #include "v3dmath.h" #include "lldir.h" #include "llui.h" #include "lllineeditor.h" #include "v4coloru.h" #include "llbutton.h" #include "llviewercontrol.h" #include "lluictrlfactory.h" #include "llviewerwindow.h" #include "llgl.h" #include "llmemory.h" #include "llimage.h" #include "llmousehandler.h" #include "llimagegl.h" #include "llglheaders.h" #include "llcheckboxctrl.h" #include "llworld.h" #include "lltextbox.h" #include "lluiconstants.h" #include "llfocusmgr.h" #include "lltoolmgr.h" #include "lltoolpipette.h" #include "lldraghandle.h" const F32 CONTEXT_CONE_IN_ALPHA = 0.0f; const F32 CONTEXT_CONE_OUT_ALPHA = 1.f; const F32 CONTEXT_FADE_TIME = 0.08f; ////////////////////////////////////////////////////////////////////////////// // // Class LLFloaterColorPicker // ////////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////// // default ctor LLFloaterColorPicker:: LLFloaterColorPicker (LLColorSwatchCtrl* swatch, BOOL show_apply_immediate ) : LLFloater (std::string("Color Picker Floater")), mComponents ( 3 ), mMouseDownInLumRegion ( FALSE ), mMouseDownInHueRegion ( FALSE ), mMouseDownInSwatch ( FALSE ), // *TODO: Specify this in XML mRGBViewerImageLeft ( 140 ), mRGBViewerImageTop ( 356 ), mRGBViewerImageWidth ( 256 ), mRGBViewerImageHeight ( 256 ), mLumRegionLeft ( mRGBViewerImageLeft + mRGBViewerImageWidth + 16 ), mLumRegionTop ( mRGBViewerImageTop ), mLumRegionWidth ( 16 ), mLumRegionHeight ( mRGBViewerImageHeight ), mLumMarkerSize ( 6 ), // *TODO: Specify this in XML mSwatchRegionLeft ( 12 ), mSwatchRegionTop ( 190 ), mSwatchRegionWidth ( 116 ), mSwatchRegionHeight ( 60 ), mSwatchView ( NULL ), // *TODO: Specify this in XML numPaletteColumns ( 16 ), numPaletteRows ( 2 ), highlightEntry ( -1 ), mPaletteRegionLeft ( 11 ), mPaletteRegionTop ( 100 - 8 ), mPaletteRegionWidth ( mLumRegionLeft + mLumRegionWidth - 10 ), mPaletteRegionHeight ( 40 ), mSwatch ( swatch ), mActive ( TRUE ), mCanApplyImmediately ( show_apply_immediate ), mContextConeOpacity ( 0.f ) { // create user interface for this picker createUI (); if (!mCanApplyImmediately) { mApplyImmediateCheck->setEnabled(FALSE); mApplyImmediateCheck->set(FALSE); } } ////////////////////////////////////////////////////////////////////////////// // dtor LLFloaterColorPicker:: ~LLFloaterColorPicker() { // destroy the UI we created destroyUI (); } ////////////////////////////////////////////////////////////////////////////// // void LLFloaterColorPicker:: createUI () { // build the majority of the gui using the factory builder LLUICtrlFactory::getInstance()->buildFloater ( this, "floater_color_picker.xml" ); setVisible ( FALSE ); // create RGB type area (not really RGB but it's got R,G & B in it.,.. LLPointer raw = new LLImageRaw ( mRGBViewerImageWidth, mRGBViewerImageHeight, mComponents ); U8* bits = raw->getData(); S32 linesize = mRGBViewerImageWidth * mComponents; for ( S32 y = 0; y < mRGBViewerImageHeight; ++y ) { for ( S32 x = 0; x < linesize; x += mComponents ) { F32 rVal, gVal, bVal; hslToRgb ( (F32)x / (F32) ( linesize - 1 ), (F32)y / (F32) ( mRGBViewerImageHeight - 1 ), 0.5f, rVal, gVal, bVal ); * ( bits + x + y * linesize + 0 ) = ( U8 )( rVal * 255.0f ); * ( bits + x + y * linesize + 1 ) = ( U8 )( gVal * 255.0f ); * ( bits + x + y * linesize + 2 ) = ( U8 )( bVal * 255.0f ); } } mRGBImage = new LLImageGL ( (LLImageRaw*)raw, FALSE ); gGL.getTexUnit(0)->bind(mRGBImage); mRGBImage->setClamp(TRUE, TRUE); // create palette for ( S32 each = 0; each < numPaletteColumns * numPaletteRows; ++each ) { std::ostringstream codec; codec << "ColorPaletteEntry" << std::setfill ( '0' ) << std::setw ( 2 ) << each + 1; // argh! const std::string s ( codec.str () ); mPalette.push_back ( new LLColor4 ( gSavedSettings.getColor4 ( s ) ) ); } } ////////////////////////////////////////////////////////////////////////////// // void LLFloaterColorPicker:: showUI () { setVisible ( TRUE ); setFocus ( TRUE ); open(); /*Flawfinder: ignore*/ // HACK: if system color picker is required - close the SL one we made and use default system dialog if ( gSavedSettings.getBOOL ( "UseDefaultColorPicker" ) ) { LLColorSwatchCtrl* swatch = getSwatch (); setVisible ( FALSE ); // code that will get switched in for default system color picker if ( swatch ) { LLColor4 curCol = swatch->get (); send_agent_pause(); gViewerWindow->getWindow ()->dialog_color_picker ( &curCol [ 0 ], &curCol [ 1 ], &curCol [ 2 ] ); send_agent_resume(); setOrigRgb ( curCol [ 0 ], curCol [ 1 ], curCol [ 2 ] ); setCurRgb( curCol [ 0 ], curCol [ 1 ], curCol [ 2 ] ); LLColorSwatchCtrl::onColorChanged ( swatch, LLColorSwatchCtrl::COLOR_CHANGE ); } close(); } } ////////////////////////////////////////////////////////////////////////////// // called after the dialog is rendered BOOL LLFloaterColorPicker:: postBuild() { mCancelBtn = getChild( "cancel_btn" ); mCancelBtn->setClickedCallback ( onClickCancel ); mCancelBtn->setCallbackUserData ( this ); mSelectBtn = getChild( "select_btn"); mSelectBtn->setClickedCallback ( onClickSelect ); mSelectBtn->setCallbackUserData ( this ); mSelectBtn->setFocus ( TRUE ); mPipetteBtn = getChild("color_pipette" ); mPipetteBtn->setImages(std::string("eye_button_inactive.tga"), std::string("eye_button_active.tga")); mPipetteBtn->setClickedCallback( onClickPipette ); mPipetteBtn->setCallbackUserData ( this ); mApplyImmediateCheck = getChild("apply_immediate"); mApplyImmediateCheck->set(gSavedSettings.getBOOL("ApplyColorImmediately")); mApplyImmediateCheck->setCommitCallback(onImmediateCheck); mApplyImmediateCheck->setCallbackUserData(this); childSetCommitCallback("rspin", onTextCommit, (void*)this ); childSetCommitCallback("gspin", onTextCommit, (void*)this ); childSetCommitCallback("bspin", onTextCommit, (void*)this ); childSetCommitCallback("hspin", onTextCommit, (void*)this ); childSetCommitCallback("sspin", onTextCommit, (void*)this ); childSetCommitCallback("lspin", onTextCommit, (void*)this ); return TRUE; } ////////////////////////////////////////////////////////////////////////////// // void LLFloaterColorPicker:: initUI ( F32 rValIn, F32 gValIn, F32 bValIn ) { // start catching lose-focus events from entry widgets enableTextCallbacks ( TRUE ); // under some circumstances, we get rogue values that can be calmed by clamping... rValIn = llclamp ( rValIn, 0.0f, 1.0f ); gValIn = llclamp ( gValIn, 0.0f, 1.0f ); bValIn = llclamp ( bValIn, 0.0f, 1.0f ); // store initial value in case cancel or revert is selected setOrigRgb ( rValIn, gValIn, bValIn ); // starting point for current value to setCurRgb ( rValIn, gValIn, bValIn ); // unpdate text entry fields updateTextEntry (); } ////////////////////////////////////////////////////////////////////////////// // void LLFloaterColorPicker:: destroyUI () { // shut down pipette tool if active stopUsingPipette(); // delete palette we created std::vector < LLColor4* >::iterator iter = mPalette.begin (); while ( iter != mPalette.end () ) { delete ( *iter ); ++iter; } if ( mSwatchView ) { this->removeChild ( mSwatchView ); delete mSwatchView; mSwatchView = NULL; } } ////////////////////////////////////////////////////////////////////////////// // F32 LLFloaterColorPicker:: hueToRgb ( F32 val1In, F32 val2In, F32 valHUeIn ) { if ( valHUeIn < 0.0f ) valHUeIn += 1.0f; if ( valHUeIn > 1.0f ) valHUeIn -= 1.0f; if ( ( 6.0f * valHUeIn ) < 1.0f ) return ( val1In + ( val2In - val1In ) * 6.0f * valHUeIn ); if ( ( 2.0f * valHUeIn ) < 1.0f ) return ( val2In ); if ( ( 3.0f * valHUeIn ) < 2.0f ) return ( val1In + ( val2In - val1In ) * ( ( 2.0f / 3.0f ) - valHUeIn ) * 6.0f ); return ( val1In ); } ////////////////////////////////////////////////////////////////////////////// // void LLFloaterColorPicker:: hslToRgb ( F32 hValIn, F32 sValIn, F32 lValIn, F32& rValOut, F32& gValOut, F32& bValOut ) { if ( sValIn < 0.00001f ) { rValOut = lValIn; gValOut = lValIn; bValOut = lValIn; } else { F32 interVal1; F32 interVal2; if ( lValIn < 0.5f ) interVal2 = lValIn * ( 1.0f + sValIn ); else interVal2 = ( lValIn + sValIn ) - ( sValIn * lValIn ); interVal1 = 2.0f * lValIn - interVal2; rValOut = hueToRgb ( interVal1, interVal2, hValIn + ( 1.f / 3.f ) ); gValOut = hueToRgb ( interVal1, interVal2, hValIn ); bValOut = hueToRgb ( interVal1, interVal2, hValIn - ( 1.f / 3.f ) ); } } ////////////////////////////////////////////////////////////////////////////// // mutator for original RGB value void LLFloaterColorPicker:: setOrigRgb ( F32 origRIn, F32 origGIn, F32 origBIn ) { origR = origRIn; origG = origGIn; origB = origBIn; } ////////////////////////////////////////////////////////////////////////////// // accessor for original RGB value void LLFloaterColorPicker:: getOrigRgb ( F32& origROut, F32& origGOut, F32& origBOut ) { origROut = origR; origGOut = origG; origBOut = origB; } ////////////////////////////////////////////////////////////////////////////// // mutator for current RGB value void LLFloaterColorPicker:: setCurRgb ( F32 curRIn, F32 curGIn, F32 curBIn ) { // save current RGB curR = curRIn; curG = curGIn; curB = curBIn; // update corresponding HSL values and LLColor3(curRIn, curGIn, curBIn).calcHSL(&curH, &curS, &curL); // color changed so update text fields (fixes SL-16968) // HACK: turn off the call back wilst we update the text or we recurse ourselves into oblivion // CP: this was required when I first wrote the code but this may not be necessary anymore - leaving it there just in case enableTextCallbacks( FALSE ); updateTextEntry(); enableTextCallbacks( TRUE ); } ////////////////////////////////////////////////////////////////////////////// // accessor for current RGB value void LLFloaterColorPicker:: getCurRgb ( F32& curROut, F32& curGOut, F32& curBOut ) { curROut = curR; curGOut = curG; curBOut = curB; } ////////////////////////////////////////////////////////////////////////////// // mutator for current HSL value void LLFloaterColorPicker:: setCurHsl ( F32 curHIn, F32 curSIn, F32 curLIn ) { // save current HSL curH = curHIn; curS = curSIn; curL = curLIn; // update corresponding RGB values and hslToRgb ( curH, curS, curL, curR, curG, curB ); } ////////////////////////////////////////////////////////////////////////////// // accessor for current HSL value void LLFloaterColorPicker:: getCurHsl ( F32& curHOut, F32& curSOut, F32& curLOut ) { curHOut = curH; curSOut = curS; curLOut = curL; } ////////////////////////////////////////////////////////////////////////////// // called when 'cancel' clicked void LLFloaterColorPicker:: onClickCancel ( void* data ) { if (data) { LLFloaterColorPicker* self = ( LLFloaterColorPicker* )data; if ( self ) { self->cancelSelection (); self->close(); } } } ////////////////////////////////////////////////////////////////////////////// // called when 'select' clicked void LLFloaterColorPicker:: onClickSelect ( void* data ) { if (data) { LLFloaterColorPicker* self = ( LLFloaterColorPicker* )data; if ( self ) { // apply to selection LLColorSwatchCtrl::onColorChanged ( self->getSwatch (), LLColorSwatchCtrl::COLOR_SELECT ); self->close(); } } } void LLFloaterColorPicker::onClickPipette( void* data ) { LLFloaterColorPicker* self = ( LLFloaterColorPicker* )data; if ( self) { BOOL pipette_active = self->mPipetteBtn->getToggleState(); pipette_active = !pipette_active; if (pipette_active) { LLToolPipette::getInstance()->setSelectCallback(onColorSelect, self); LLToolMgr::getInstance()->setTransientTool(LLToolPipette::getInstance()); } else { LLToolMgr::getInstance()->clearTransientTool(); } } } ////////////////////////////////////////////////////////////////////////////// // called when 'text is committed' - i,e. focus moves from a text field void LLFloaterColorPicker:: onTextCommit ( LLUICtrl* ctrl, void* data ) { if ( data ) { LLFloaterColorPicker* self = ( LLFloaterColorPicker* )data; if ( self ) { self->onTextEntryChanged ( ctrl ); } } } void LLFloaterColorPicker::onImmediateCheck( LLUICtrl* ctrl, void* data) { LLFloaterColorPicker* self = ( LLFloaterColorPicker* )data; if (self) { gSavedSettings.setBOOL("ApplyColorImmediately", self->mApplyImmediateCheck->get()); if (self->mApplyImmediateCheck->get()) { LLColorSwatchCtrl::onColorChanged ( self->getSwatch (), LLColorSwatchCtrl::COLOR_CHANGE ); } } } void LLFloaterColorPicker::onColorSelect( const LLTextureEntry& te, void *data ) { LLFloaterColorPicker* self = (LLFloaterColorPicker*)data; if (self) { self->setCurRgb(te.getColor().mV[VRED], te.getColor().mV[VGREEN], te.getColor().mV[VBLUE]); if (self->mApplyImmediateCheck->get()) { LLColorSwatchCtrl::onColorChanged ( self->getSwatch (), LLColorSwatchCtrl::COLOR_CHANGE ); } } } void LLFloaterColorPicker::onMouseCaptureLost() { setMouseDownInHueRegion(FALSE); setMouseDownInLumRegion(FALSE); } ////////////////////////////////////////////////////////////////////////////// // void LLFloaterColorPicker::draw() { LLRect swatch_rect; mSwatch->localRectToOtherView(mSwatch->getLocalRect(), &swatch_rect, this); // draw context cone connecting color picker with color swatch in parent floater LLRect local_rect = getLocalRect(); if (gFocusMgr.childHasKeyboardFocus(this) && mSwatch->isInVisibleChain() && mContextConeOpacity > 0.001f) { gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); LLGLEnable(GL_CULL_FACE); gGL.begin(LLRender::QUADS); { gGL.color4f(0.f, 0.f, 0.f, CONTEXT_CONE_IN_ALPHA * mContextConeOpacity); gGL.vertex2i(swatch_rect.mLeft, swatch_rect.mTop); gGL.vertex2i(swatch_rect.mRight, swatch_rect.mTop); gGL.color4f(0.f, 0.f, 0.f, CONTEXT_CONE_OUT_ALPHA * mContextConeOpacity); gGL.vertex2i(local_rect.mRight, local_rect.mTop); gGL.vertex2i(local_rect.mLeft, local_rect.mTop); gGL.color4f(0.f, 0.f, 0.f, CONTEXT_CONE_OUT_ALPHA * mContextConeOpacity); gGL.vertex2i(local_rect.mLeft, local_rect.mTop); gGL.vertex2i(local_rect.mLeft, local_rect.mBottom); gGL.color4f(0.f, 0.f, 0.f, CONTEXT_CONE_IN_ALPHA * mContextConeOpacity); gGL.vertex2i(swatch_rect.mLeft, swatch_rect.mBottom); gGL.vertex2i(swatch_rect.mLeft, swatch_rect.mTop); gGL.color4f(0.f, 0.f, 0.f, CONTEXT_CONE_OUT_ALPHA * mContextConeOpacity); gGL.vertex2i(local_rect.mRight, local_rect.mBottom); gGL.vertex2i(local_rect.mRight, local_rect.mTop); gGL.color4f(0.f, 0.f, 0.f, CONTEXT_CONE_IN_ALPHA * mContextConeOpacity); gGL.vertex2i(swatch_rect.mRight, swatch_rect.mTop); gGL.vertex2i(swatch_rect.mRight, swatch_rect.mBottom); gGL.color4f(0.f, 0.f, 0.f, CONTEXT_CONE_OUT_ALPHA * mContextConeOpacity); gGL.vertex2i(local_rect.mLeft, local_rect.mBottom); gGL.vertex2i(local_rect.mRight, local_rect.mBottom); gGL.color4f(0.f, 0.f, 0.f, CONTEXT_CONE_IN_ALPHA * mContextConeOpacity); gGL.vertex2i(swatch_rect.mRight, swatch_rect.mBottom); gGL.vertex2i(swatch_rect.mLeft, swatch_rect.mBottom); } gGL.end(); } if (gFocusMgr.childHasMouseCapture(getDragHandle())) { mContextConeOpacity = lerp(mContextConeOpacity, gSavedSettings.getF32("PickerContextOpacity"), LLCriticalDamp::getInterpolant(CONTEXT_FADE_TIME)); } else { mContextConeOpacity = lerp(mContextConeOpacity, 0.f, LLCriticalDamp::getInterpolant(CONTEXT_FADE_TIME)); } mPipetteBtn->setToggleState(LLToolMgr::getInstance()->getCurrentTool() == LLToolPipette::getInstance()); mApplyImmediateCheck->setEnabled(mActive && mCanApplyImmediately); mSelectBtn->setEnabled(mActive); // base floater stuff LLFloater::draw (); // draw image for RGB area (not really RGB but you'll see what I mean... gl_draw_image ( mRGBViewerImageLeft, mRGBViewerImageTop - mRGBViewerImageHeight, mRGBImage, LLColor4::white ); // update 'cursor' into RGB Section S32 xPos = ( S32 ) ( ( F32 )mRGBViewerImageWidth * getCurH () ) - 8; S32 yPos = ( S32 ) ( ( F32 )mRGBViewerImageHeight * getCurS () ) - 8; gl_line_2d ( mRGBViewerImageLeft + xPos, mRGBViewerImageTop - mRGBViewerImageHeight + yPos + 8, mRGBViewerImageLeft + xPos + 16, mRGBViewerImageTop - mRGBViewerImageHeight + yPos + 8, LLColor4 ( 0.0f, 0.0f, 0.0f, 1.0f ) ); gl_line_2d ( mRGBViewerImageLeft + xPos + 8, mRGBViewerImageTop - mRGBViewerImageHeight + yPos, mRGBViewerImageLeft + xPos + 8, mRGBViewerImageTop - mRGBViewerImageHeight + yPos + 16, LLColor4 ( 0.0f, 0.0f, 0.0f, 1.0f ) ); // create rgb area outline gl_rect_2d ( mRGBViewerImageLeft, mRGBViewerImageTop - mRGBViewerImageHeight, mRGBViewerImageLeft + mRGBViewerImageWidth, mRGBViewerImageTop, LLColor4 ( 0.0f, 0.0f, 0.0f, 1.0f ), FALSE ); // draw luminance slider for ( S32 y = 0; y < mLumRegionHeight; ++y ) { F32 rValSlider, gValSlider, bValSlider; hslToRgb ( getCurH (), getCurS (), ( F32 )y / ( F32 )mLumRegionHeight, rValSlider, gValSlider, bValSlider ); gl_rect_2d( mLumRegionLeft, mLumRegionTop - mLumRegionHeight + y, mLumRegionLeft + mLumRegionWidth, mLumRegionTop - mLumRegionHeight + y - 1, LLColor4 ( rValSlider, gValSlider, bValSlider, 1.0f ) ); } // draw luninance marker S32 startX = mLumRegionLeft + mLumRegionWidth; S32 startY = mLumRegionTop - mLumRegionHeight + ( S32 ) ( mLumRegionHeight * getCurL () ); gl_triangle_2d ( startX, startY, startX + mLumMarkerSize, startY - mLumMarkerSize, startX + mLumMarkerSize, startY + mLumMarkerSize, LLColor4 ( 0.0f, 0.0f, 0.0f, 1.0f ), TRUE ); // draw luminance slider outline gl_rect_2d ( mLumRegionLeft, mLumRegionTop - mLumRegionHeight, mLumRegionLeft + mLumRegionWidth, mLumRegionTop, LLColor4 ( 0.0f, 0.0f, 0.0f, 1.0f ), FALSE ); // draw selected color swatch gl_rect_2d ( mSwatchRegionLeft, mSwatchRegionTop - mSwatchRegionHeight, mSwatchRegionLeft + mSwatchRegionWidth, mSwatchRegionTop, LLColor4 ( getCurR (), getCurG (), getCurB (), 1.0f ), TRUE ); // draw selected color swatch outline gl_rect_2d ( mSwatchRegionLeft, mSwatchRegionTop - mSwatchRegionHeight, mSwatchRegionLeft + mSwatchRegionWidth, mSwatchRegionTop, LLColor4 ( 0.0f, 0.0f, 0.0f, 1.0f ), FALSE ); // color palette code is a little more involved so break it out into its' own method drawPalette (); } ////////////////////////////////////////////////////////////////////////////// // find a complimentary color to the one passed in that can be used to highlight const LLColor4& LLFloaterColorPicker:: getComplimentaryColor ( const LLColor4& backgroundColor ) { // going to base calculation on luminance F32 hVal, sVal, lVal; backgroundColor.calcHSL(&hVal, &sVal, &lVal); hVal *= 360.f; sVal *= 100.f; lVal *= 100.f; // fairly simple heuristic for now...! if ( lVal < 0.5f ) { return LLColor4::white; } return LLColor4::black; } ////////////////////////////////////////////////////////////////////////////// // draw color palette void LLFloaterColorPicker:: drawPalette () { S32 curEntry = 0; for ( S32 y = 0; y < numPaletteRows; ++y ) { for ( S32 x = 0; x < numPaletteColumns; ++x ) { // calculate position S32 x1 = mPaletteRegionLeft + ( mPaletteRegionWidth * x ) / numPaletteColumns; S32 y1 = mPaletteRegionTop - ( mPaletteRegionHeight * y ) / numPaletteRows; S32 x2 = ( mPaletteRegionLeft + ( mPaletteRegionWidth * ( x + 1 ) ) / numPaletteColumns ); S32 y2 = ( mPaletteRegionTop - ( mPaletteRegionHeight * ( y + 1 ) ) / numPaletteRows ); // draw palette entry color if ( mPalette [ curEntry ] ) { gl_rect_2d ( x1 + 2, y1 - 2, x2 - 2, y2 + 2, *mPalette [ curEntry++ ], TRUE ); gl_rect_2d ( x1 + 1, y1 - 1, x2 - 1, y2 + 1, LLColor4 ( 0.0f, 0.0f, 0.0f, 1.0f ), FALSE ); } } } // if there is something to highlight (mouse down in swatch & hovering over palette) if ( highlightEntry >= 0 ) { // extract row/column from palette index S32 entryColumn = highlightEntry % numPaletteColumns; S32 entryRow = highlightEntry / numPaletteColumns; // calculate position of this entry S32 x1 = mPaletteRegionLeft + ( mPaletteRegionWidth * entryColumn ) / numPaletteColumns; S32 y1 = mPaletteRegionTop - ( mPaletteRegionHeight * entryRow ) / numPaletteRows; S32 x2 = ( mPaletteRegionLeft + ( mPaletteRegionWidth * ( entryColumn + 1 ) ) / numPaletteColumns ); S32 y2 = ( mPaletteRegionTop - ( mPaletteRegionHeight * ( entryRow + 1 ) ) / numPaletteRows ); // center position of entry S32 xCenter = x1 + ( x2 - x1 ) / 2; S32 yCenter = y1 - ( y1 - y2 ) / 2; // find a color that works well as a highlight color LLColor4 hlColor ( getComplimentaryColor ( *mPalette [ highlightEntry ] ) ); // mark a cross for entry that is being hovered gl_line_2d ( xCenter - 4, yCenter - 4, xCenter + 4, yCenter + 4, hlColor ); gl_line_2d ( xCenter + 4, yCenter - 4, xCenter - 4, yCenter + 4, hlColor ); } } ////////////////////////////////////////////////////////////////////////////// // update text entry values for RGB/HSL (can't be done in ::draw () since this overwrites input void LLFloaterColorPicker:: updateTextEntry () { // set values in spinners childSetValue("rspin", ( getCurR () * 255.0f ) ); childSetValue("gspin", ( getCurG () * 255.0f ) ); childSetValue("bspin", ( getCurB () * 255.0f ) ); childSetValue("hspin", ( getCurH () * 360.0f ) ); childSetValue("sspin", ( getCurS () * 100.0f ) ); childSetValue("lspin", ( getCurL () * 100.0f ) ); } ////////////////////////////////////////////////////////////////////////////// // turns on or off text entry commit call backs void LLFloaterColorPicker:: enableTextCallbacks ( BOOL stateIn ) { if ( stateIn ) { childSetCommitCallback("rspin", onTextCommit, (void*)this ); childSetCommitCallback("gspin", onTextCommit, (void*)this ); childSetCommitCallback("bspin", onTextCommit, (void*)this ); childSetCommitCallback("hspin", onTextCommit, (void*)this ); childSetCommitCallback("sspin", onTextCommit, (void*)this ); childSetCommitCallback("lspin", onTextCommit, (void*)this ); } else { childSetCommitCallback("rspin", 0, (void*)this ); childSetCommitCallback("gspin", 0, (void*)this ); childSetCommitCallback("bspin", 0, (void*)this ); childSetCommitCallback("hspin", 0, (void*)this ); childSetCommitCallback("sspin", 0, (void*)this ); childSetCommitCallback("lspin", 0, (void*)this ); } } ////////////////////////////////////////////////////////////////////////////// // void LLFloaterColorPicker:: onTextEntryChanged ( LLUICtrl* ctrl ) { // value in RGB boxes changed std::string name = ctrl->getName(); if ( ( name == "rspin" ) || ( name == "gspin" ) || ( name == "bspin" ) ) { // get current RGB F32 rVal, gVal, bVal; getCurRgb ( rVal, gVal, bVal ); // update component value with new value from text if ( name == "rspin" ) { rVal = (F32)ctrl->getValue().asReal() / 255.0f; } else if ( name == "gspin" ) { gVal = (F32)ctrl->getValue().asReal() / 255.0f; } else if ( name == "bspin" ) { bVal = (F32)ctrl->getValue().asReal() / 255.0f; } // update current RGB (and implicitly HSL) setCurRgb ( rVal, gVal, bVal ); // HACK: turn off the call back wilst we update the text or we recurse ourselves into oblivion enableTextCallbacks ( FALSE ); updateTextEntry (); enableTextCallbacks ( TRUE ); } else // value in HSL boxes changed if ( ( name == "hspin" ) || ( name == "sspin" ) || ( name == "lspin" ) ) { // get current HSL F32 hVal, sVal, lVal; getCurHsl ( hVal, sVal, lVal ); // update component value with new value from text if ( name == "hspin" ) hVal = (F32)ctrl->getValue().asReal() / 360.0f; else if ( name == "sspin" ) sVal = (F32)ctrl->getValue().asReal() / 100.0f; else if ( name == "lspin" ) lVal = (F32)ctrl->getValue().asReal() / 100.0f; // update current HSL (and implicitly RGB) setCurHsl ( hVal, sVal, lVal ); // HACK: turn off the call back wilst we update the text or we recurse ourselves into oblivion enableTextCallbacks ( FALSE ); updateTextEntry (); enableTextCallbacks ( TRUE ); } if (mApplyImmediateCheck->get()) { LLColorSwatchCtrl::onColorChanged ( getSwatch (), LLColorSwatchCtrl::COLOR_CHANGE ); } } ////////////////////////////////////////////////////////////////////////////// // BOOL LLFloaterColorPicker:: updateRgbHslFromPoint ( S32 xPosIn, S32 yPosIn ) { if ( xPosIn >= mRGBViewerImageLeft && xPosIn <= mRGBViewerImageLeft + mRGBViewerImageWidth && yPosIn <= mRGBViewerImageTop && yPosIn >= mRGBViewerImageTop - mRGBViewerImageHeight ) { // update HSL (and therefore RGB) based on new H & S and current L setCurHsl ( ( ( F32 )xPosIn - ( F32 )mRGBViewerImageLeft ) / ( F32 )mRGBViewerImageWidth, ( ( F32 )yPosIn - ( ( F32 )mRGBViewerImageTop - ( F32 )mRGBViewerImageHeight ) ) / ( F32 )mRGBViewerImageHeight, getCurL () ); // indicate a value changed return TRUE; } else if ( xPosIn >= mLumRegionLeft && xPosIn <= mLumRegionLeft + mLumRegionWidth && yPosIn <= mLumRegionTop && yPosIn >= mLumRegionTop - mLumRegionHeight ) { // update HSL (and therefore RGB) based on current HS and new L setCurHsl ( getCurH (), getCurS (), ( ( F32 )yPosIn - ( ( F32 )mRGBViewerImageTop - ( F32 )mRGBViewerImageHeight ) ) / ( F32 )mRGBViewerImageHeight ); // indicate a value changed return TRUE; } return FALSE; } ////////////////////////////////////////////////////////////////////////////// // BOOL LLFloaterColorPicker:: handleMouseDown ( S32 x, S32 y, MASK mask ) { // make it the frontmost gFloaterView->bringToFront(this); // rect containing RGB area LLRect rgbAreaRect ( mRGBViewerImageLeft, mRGBViewerImageTop, mRGBViewerImageLeft + mRGBViewerImageWidth, mRGBViewerImageTop - mRGBViewerImageHeight ); if ( rgbAreaRect.pointInRect ( x, y ) ) { gFocusMgr.setMouseCapture(this); // mouse button down setMouseDownInHueRegion ( TRUE ); // update all values based on initial click updateRgbHslFromPoint ( x, y ); // required by base class return TRUE; } // rect containing RGB area LLRect lumAreaRect ( mLumRegionLeft, mLumRegionTop, mLumRegionLeft + mLumRegionWidth + mLumMarkerSize, mLumRegionTop - mLumRegionHeight ); if ( lumAreaRect.pointInRect ( x, y ) ) { gFocusMgr.setMouseCapture(this); // mouse button down setMouseDownInLumRegion ( TRUE ); // required by base class return TRUE; } // rect containing swatch area LLRect swatchRect ( mSwatchRegionLeft, mSwatchRegionTop, mSwatchRegionLeft + mSwatchRegionWidth, mSwatchRegionTop - mSwatchRegionHeight ); setMouseDownInSwatch( FALSE ); if ( swatchRect.pointInRect ( x, y ) ) { setMouseDownInSwatch( TRUE ); // required - dont drag windows here. return TRUE; } // rect containing palette area LLRect paletteRect ( mPaletteRegionLeft, mPaletteRegionTop, mPaletteRegionLeft + mPaletteRegionWidth, mPaletteRegionTop - mPaletteRegionHeight ); if ( paletteRect.pointInRect ( x, y ) ) { // release keyboard focus so we can change text values if (gFocusMgr.childHasKeyboardFocus(this)) { mSelectBtn->setFocus(TRUE); } // calculate which palette index we selected S32 c = ( ( x - mPaletteRegionLeft ) * numPaletteColumns ) / mPaletteRegionWidth; S32 r = ( ( y - ( mPaletteRegionTop - mPaletteRegionHeight ) ) * numPaletteRows ) / mPaletteRegionHeight; U32 index = ( numPaletteRows - r - 1 ) * numPaletteColumns + c; if ( index <= mPalette.size () ) { LLColor4 selected = *mPalette [ index ]; setCurRgb ( selected [ 0 ], selected [ 1 ], selected [ 2 ] ); if (mApplyImmediateCheck->get()) { LLColorSwatchCtrl::onColorChanged ( getSwatch (), LLColorSwatchCtrl::COLOR_CHANGE ); } // HACK: turn off the call back wilst we update the text or we recurse ourselves into oblivion enableTextCallbacks ( FALSE ); updateTextEntry (); enableTextCallbacks ( TRUE ); } return TRUE; } // dispatch to base class for the rest of things return LLFloater::handleMouseDown ( x, y, mask ); } ////////////////////////////////////////////////////////////////////////////// // BOOL LLFloaterColorPicker:: handleHover ( S32 x, S32 y, MASK mask ) { // if we're the front most window if ( isFrontmost () ) { // mouse was pressed within region if ( getMouseDownInHueRegion() || getMouseDownInLumRegion()) { S32 clamped_x, clamped_y; if (getMouseDownInHueRegion()) { clamped_x = llclamp(x, mRGBViewerImageLeft, mRGBViewerImageLeft + mRGBViewerImageWidth); clamped_y = llclamp(y, mRGBViewerImageTop - mRGBViewerImageHeight, mRGBViewerImageTop); } else { clamped_x = llclamp(x, mLumRegionLeft, mLumRegionLeft + mLumRegionWidth); clamped_y = llclamp(y, mLumRegionTop - mLumRegionHeight, mLumRegionTop); } // update the stored RGB/HSL values using the mouse position - returns TRUE if RGB was updated if ( updateRgbHslFromPoint ( clamped_x, clamped_y ) ) { // update text entry fields updateTextEntry (); // RN: apparently changing color when dragging generates too much traffic and results in sporadic updates //// commit changed color to swatch subject //// REVIEW: this gets sent each time a color changes - is this okay ? //if (mApplyImmediateCheck->get()) //{ // LLColorSwatchCtrl::onColorChanged ( getSwatch () ); //} } } highlightEntry = -1; if ( mMouseDownInSwatch ) { getWindow()->setCursor ( UI_CURSOR_ARROWDRAG ); // if cursor if over a palette entry LLRect paletteRect ( mPaletteRegionLeft, mPaletteRegionTop, mPaletteRegionLeft + mPaletteRegionWidth, mPaletteRegionTop - mPaletteRegionHeight ); if ( paletteRect.pointInRect ( x, y ) ) { // find row/column in palette S32 xOffset = ( ( x - mPaletteRegionLeft ) * numPaletteColumns ) / mPaletteRegionWidth; S32 yOffset = ( ( mPaletteRegionTop - y - 1 ) * numPaletteRows ) / mPaletteRegionHeight; // calculate the entry 0..n-1 to highlight and set variable to next draw() picks it up highlightEntry = xOffset + yOffset * numPaletteColumns; } return TRUE; } } // dispatch to base class for the rest of things return LLFloater::handleHover ( x, y, mask ); } void LLFloaterColorPicker::onClose(bool app_quitting) { //RN: this is consistent with texture picker in that closing the window leaves the current selection // to change this to "close to cancel", uncomment the following line //cancelSelection(); LLFloater::onClose(app_quitting); } ////////////////////////////////////////////////////////////////////////////// // reverts state once mouse button is released BOOL LLFloaterColorPicker:: handleMouseUp ( S32 x, S32 y, MASK mask ) { getWindow()->setCursor ( UI_CURSOR_ARROW ); if (getMouseDownInHueRegion() || getMouseDownInLumRegion()) { if (mApplyImmediateCheck->get()) { LLColorSwatchCtrl::onColorChanged ( getSwatch (), LLColorSwatchCtrl::COLOR_CHANGE ); } } // rect containing palette area LLRect paletteRect ( mPaletteRegionLeft, mPaletteRegionTop, mPaletteRegionLeft + mPaletteRegionWidth, mPaletteRegionTop - mPaletteRegionHeight ); if ( paletteRect.pointInRect ( x, y ) ) { if ( mMouseDownInSwatch ) { S32 curEntry = 0; for ( S32 row = 0; row < numPaletteRows; ++row ) { for ( S32 column = 0; column < numPaletteColumns; ++column ) { S32 left = mPaletteRegionLeft + ( mPaletteRegionWidth * column ) / numPaletteColumns; S32 top = mPaletteRegionTop - ( mPaletteRegionHeight * row ) / numPaletteRows; S32 right = ( mPaletteRegionLeft + ( mPaletteRegionWidth * ( column + 1 ) ) / numPaletteColumns ); S32 bottom = ( mPaletteRegionTop - ( mPaletteRegionHeight * ( row + 1 ) ) / numPaletteRows ); // rect is flipped vertically when testing here LLRect dropRect ( left, top, right, bottom ); if ( dropRect.pointInRect ( x, y ) ) { if ( mPalette [ curEntry ] ) { delete mPalette [ curEntry ]; mPalette [ curEntry ] = new LLColor4 ( getCurR (), getCurG (), getCurB (), 1.0f ); // save off color std::ostringstream codec; codec << "ColorPaletteEntry" << std::setfill ( '0' ) << std::setw ( 2 ) << curEntry + 1; const std::string s ( codec.str () ); gSavedSettings.setColor4( s, *mPalette [ curEntry ] ); } } ++curEntry; } } } } // mouse button not down anymore setMouseDownInHueRegion ( FALSE ); setMouseDownInLumRegion ( FALSE ); // mouse button not down in color swatch anymore mMouseDownInSwatch = false; if (hasMouseCapture()) { gFocusMgr.setMouseCapture(NULL); } // dispatch to base class for the rest of things return LLFloater::handleMouseUp ( x, y, mask ); } ////////////////////////////////////////////////////////////////////////////// // cancel current color selection, revert to original and close picker void LLFloaterColorPicker:: cancelSelection () { // restore the previous color selection setCurRgb ( getOrigR (), getOrigG (), getOrigB () ); // we're going away and when we do and the entry widgets lose focus, they do bad things so turn them off enableTextCallbacks ( FALSE ); // update in world item with original color via current swatch LLColorSwatchCtrl::onColorChanged( getSwatch(), LLColorSwatchCtrl::COLOR_CANCEL ); // hide picker dialog this->setVisible ( FALSE ); } void LLFloaterColorPicker::setMouseDownInHueRegion ( BOOL mouse_down_in_region ) { mMouseDownInHueRegion = mouse_down_in_region; if (mouse_down_in_region) { if (gFocusMgr.childHasKeyboardFocus(this)) { // get focus out of spinners so that they can update freely mSelectBtn->setFocus(TRUE); } } } void LLFloaterColorPicker::setMouseDownInLumRegion ( BOOL mouse_down_in_region ) { mMouseDownInLumRegion = mouse_down_in_region; if (mouse_down_in_region) { if (gFocusMgr.childHasKeyboardFocus(this)) { // get focus out of spinners so that they can update freely mSelectBtn->setFocus(TRUE); } } } void LLFloaterColorPicker::setMouseDownInSwatch (BOOL mouse_down_in_swatch) { mMouseDownInSwatch = mouse_down_in_swatch; if (mouse_down_in_swatch) { if (gFocusMgr.childHasKeyboardFocus(this)) { // get focus out of spinners so that they can update freely mSelectBtn->setFocus(TRUE); } } } void LLFloaterColorPicker::setActive(BOOL active) { // shut down pipette tool if active if (!active && mPipetteBtn->getToggleState()) { stopUsingPipette(); } mActive = active; } void LLFloaterColorPicker::stopUsingPipette() { if (LLToolMgr::getInstance()->getCurrentTool() == LLToolPipette::getInstance()) { LLToolMgr::getInstance()->clearTransientTool(); } }