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/**
* @file llui.h
* @brief UI implementation
*
* Copyright (c) 2001-2007, Linden Research, Inc.
*
* 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://secondlife.com/developers/opensource/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://secondlife.com/developers/opensource/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.
*/
// All immediate-mode gl drawing should happen here.
#ifndef LL_LLUI_H
#define LL_LLUI_H
#include "llrect.h"
#include "llcontrol.h"
#include "llrect.h"
#include "llcoord.h"
class LLColor4;
class LLVector3;
class LLVector2;
class LLImageGL;
class LLUUID;
class LLWindow;
class LLView;
// UI colors
extern const LLColor4 UI_VERTEX_COLOR;
void make_ui_sound(const LLString& name);
BOOL ui_point_in_rect(S32 x, S32 y, S32 left, S32 top, S32 right, S32 bottom);
void gl_state_for_2d(S32 width, S32 height);
void gl_line_2d(S32 x1, S32 y1, S32 x2, S32 y2);
void gl_line_2d(S32 x1, S32 y1, S32 x2, S32 y2, const LLColor4 &color );
void gl_triangle_2d(S32 x1, S32 y1, S32 x2, S32 y2, S32 x3, S32 y3, const LLColor4& color, BOOL filled);
void gl_rect_2d_simple( S32 width, S32 height );
void gl_draw_x(const LLRect& rect, const LLColor4& color);
void gl_rect_2d(S32 left, S32 top, S32 right, S32 bottom, BOOL filled = TRUE );
void gl_rect_2d(S32 left, S32 top, S32 right, S32 bottom, const LLColor4 &color, BOOL filled = TRUE );
void gl_rect_2d_offset_local( S32 left, S32 top, S32 right, S32 bottom, const LLColor4 &color, S32 pixel_offset = 0, BOOL filled = TRUE );
void gl_rect_2d_offset_local( S32 left, S32 top, S32 right, S32 bottom, S32 pixel_offset = 0, BOOL filled = TRUE );
void gl_rect_2d(const LLRect& rect, BOOL filled = TRUE );
void gl_rect_2d(const LLRect& rect, const LLColor4& color, BOOL filled = TRUE );
void gl_rect_2d_checkerboard(const LLRect& rect);
void gl_drop_shadow(S32 left, S32 top, S32 right, S32 bottom, const LLColor4 &start_color, S32 lines);
void gl_circle_2d(F32 x, F32 y, F32 radius, S32 steps, BOOL filled);
void gl_arc_2d(F32 center_x, F32 center_y, F32 radius, S32 steps, BOOL filled, F32 start_angle, F32 end_angle);
void gl_deep_circle( F32 radius, F32 depth );
void gl_ring( F32 radius, F32 width, const LLColor4& center_color, const LLColor4& side_color, S32 steps, BOOL render_center );
void gl_corners_2d(S32 left, S32 top, S32 right, S32 bottom, S32 length, F32 max_frac);
void gl_washer_2d(F32 outer_radius, F32 inner_radius, S32 steps, const LLColor4& inner_color, const LLColor4& outer_color);
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);
void gl_washer_spokes_2d(F32 outer_radius, F32 inner_radius, S32 count, const LLColor4& inner_color, const LLColor4& outer_color);
void gl_draw_image(S32 x, S32 y, LLImageGL* image, const LLColor4& color = UI_VERTEX_COLOR);
void gl_draw_scaled_image(S32 x, S32 y, S32 width, S32 height, LLImageGL* image, const LLColor4& color = UI_VERTEX_COLOR);
void gl_draw_rotated_image(S32 x, S32 y, F32 degrees, LLImageGL* image, const LLColor4& color = UI_VERTEX_COLOR);
void gl_draw_scaled_rotated_image(S32 x, S32 y, S32 width, S32 height, F32 degrees,LLImageGL* image, const LLColor4& color = UI_VERTEX_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 = FALSE);
// Flip vertical, used for LLFloaterHTML
void gl_draw_scaled_image_inverted(S32 x, S32 y, S32 width, S32 height, LLImageGL* image, const LLColor4& color = UI_VERTEX_COLOR);
void gl_rect_2d_xor(S32 left, S32 top, S32 right, S32 bottom);
void gl_stippled_line_3d( const LLVector3& start, const LLVector3& end, const LLColor4& color, F32 phase = 0.f );
void gl_rect_2d_simple_tex( S32 width, S32 height );
// segmented rectangles
/*
TL |______TOP_________| TR
/| |\
_/_|__________________|_\_
L| | MIDDLE | |R
_|_|__________________|_|_
\ | BOTTOM | /
BL\|__________________|/ BR
| |
*/
typedef enum e_rounded_edge
{
ROUNDED_RECT_LEFT = 0x1,
ROUNDED_RECT_TOP = 0x2,
ROUNDED_RECT_RIGHT = 0x4,
ROUNDED_RECT_BOTTOM = 0x8,
ROUNDED_RECT_ALL = 0xf
}ERoundedEdge;
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 = ROUNDED_RECT_ALL);
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 = ROUNDED_RECT_ALL);
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, U32 edges = ROUNDED_RECT_ALL);
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);
inline void gl_rect_2d( const LLRect& rect, BOOL filled )
{
gl_rect_2d( rect.mLeft, rect.mTop, rect.mRight, rect.mBottom, filled );
}
inline void gl_rect_2d_offset_local( const LLRect& rect, S32 pixel_offset, BOOL filled)
{
gl_rect_2d_offset_local( rect.mLeft, rect.mTop, rect.mRight, rect.mBottom, pixel_offset, filled );
}
// No longer used
// Initializes translation table
// void init_tr();
// Returns a string from the string table in the correct language
// LLString tr(const LLString& english_chars);
// Used to hide the flashing text cursor when window doesn't have focus.
extern BOOL gShowTextEditCursor;
// Language
extern LLString gLanguage;
class LLImageProviderInterface;
typedef void (*LLUIAudioCallback)(const LLUUID& uuid, F32 volume);
class LLUI
{
public:
static void initClass(LLControlGroup* config,
LLControlGroup* colors,
LLControlGroup* assets,
LLImageProviderInterface* image_provider,
LLUIAudioCallback audio_callback = NULL,
const LLVector2 *scale_factor = NULL,
const LLString& language = LLString::null);
static void cleanupClass();
static void pushMatrix();
static void popMatrix();
static void loadIdentity();
static void translate(F32 x, F32 y, F32 z = 0.0f);
//helper functions (should probably move free standing rendering helper functions here)
static LLString locateSkin(const LLString& filename);
static void setScissorRegionScreen(const LLRect& rect);
static void setScissorRegionLocal(const LLRect& rect); // works assuming LLUI::translate has been called
static void setCursorPositionScreen(S32 x, S32 y);
static void setCursorPositionLocal(LLView* viewp, S32 x, S32 y);
static void setScaleFactor(const LLVector2& scale_factor);
static void setLineWidth(F32 width);
static LLUUID findAssetUUIDByName(const LLString& name);
static LLVector2 getWindowSize();
public:
static LLControlGroup* sConfigGroup;
static LLControlGroup* sColorsGroup;
static LLControlGroup* sAssetsGroup;
static LLImageProviderInterface* sImageProvider;
static LLUIAudioCallback sAudioCallback;
static LLVector2 sGLScaleFactor;
static LLWindow* sWindow;
static BOOL sShowXUINames;
};
// UI widgets
// This MUST match UICtrlNames in lluictrlfactory.cpp
typedef enum e_widget_type
{
WIDGET_TYPE_VIEW = 0,
WIDGET_TYPE_ROOT_VIEW,
WIDGET_TYPE_FLOATER_VIEW,
WIDGET_TYPE_BUTTON,
WIDGET_TYPE_JOYSTICK_TURN,
WIDGET_TYPE_JOYSTICK_SLIDE,
WIDGET_TYPE_CHECKBOX,
WIDGET_TYPE_COLOR_SWATCH,
WIDGET_TYPE_COMBO_BOX,
WIDGET_TYPE_LINE_EDITOR,
WIDGET_TYPE_SEARCH_EDITOR,
WIDGET_TYPE_SCROLL_LIST,
WIDGET_TYPE_NAME_LIST,
WIDGET_TYPE_WEBBROWSER,
WIDGET_TYPE_SLIDER, // actually LLSliderCtrl
WIDGET_TYPE_SLIDER_BAR, // actually LLSlider
WIDGET_TYPE_VOLUME_SLIDER,//actually LLVolumeSliderCtrl
WIDGET_TYPE_SPINNER,
WIDGET_TYPE_TEXT_EDITOR,
WIDGET_TYPE_TEXTURE_PICKER,
WIDGET_TYPE_TEXT_BOX,
WIDGET_TYPE_PAD, // used in XML for positioning, not a real widget
WIDGET_TYPE_RADIO_GROUP,
WIDGET_TYPE_ICON,
WIDGET_TYPE_LOCATE, // used in XML for positioning, not a real widget
WIDGET_TYPE_VIEW_BORDER, // decorative border
WIDGET_TYPE_PANEL,
WIDGET_TYPE_MENU,
WIDGET_TYPE_PIE_MENU,
WIDGET_TYPE_PIE_MENU_BRANCH,
WIDGET_TYPE_MENU_ITEM,
WIDGET_TYPE_MENU_ITEM_SEPARATOR,
WIDGET_TYPE_MENU_SEPARATOR_VERTICAL,
WIDGET_TYPE_MENU_ITEM_CALL,
WIDGET_TYPE_MENU_ITEM_CHECK,
WIDGET_TYPE_MENU_ITEM_BRANCH,
WIDGET_TYPE_MENU_ITEM_BRANCH_DOWN,
WIDGET_TYPE_MENU_ITEM_BLANK,
WIDGET_TYPE_TEAROFF_MENU,
WIDGET_TYPE_MENU_BAR,
WIDGET_TYPE_TAB_CONTAINER,
WIDGET_TYPE_SCROLL_CONTAINER, // LLScrollableContainerView
WIDGET_TYPE_SCROLLBAR,
WIDGET_TYPE_INVENTORY_PANEL, // LLInventoryPanel
WIDGET_TYPE_FLOATER,
WIDGET_TYPE_DRAG_HANDLE_TOP,
WIDGET_TYPE_DRAG_HANDLE_LEFT,
WIDGET_TYPE_RESIZE_HANDLE,
WIDGET_TYPE_RESIZE_BAR,
WIDGET_TYPE_NAME_EDITOR,
WIDGET_TYPE_MULTI_FLOATER,
WIDGET_TYPE_MEDIA_REMOTE,
WIDGET_TYPE_FOLDER_VIEW,
WIDGET_TYPE_FOLDER_ITEM,
WIDGET_TYPE_FOLDER,
WIDGET_TYPE_STAT_GRAPH,
WIDGET_TYPE_STAT_VIEW,
WIDGET_TYPE_STAT_BAR,
WIDGET_TYPE_DROP_TARGET,
WIDGET_TYPE_TEXTURE_BAR,
WIDGET_TYPE_TEX_MEM_BAR,
WIDGET_TYPE_SNAPSHOT_LIVE_PREVIEW,
WIDGET_TYPE_STATUS_BAR,
WIDGET_TYPE_PROGRESS_VIEW,
WIDGET_TYPE_TALK_VIEW,
WIDGET_TYPE_OVERLAY_BAR,
WIDGET_TYPE_HUD_VIEW,
WIDGET_TYPE_HOVER_VIEW,
WIDGET_TYPE_MORPH_VIEW,
WIDGET_TYPE_NET_MAP,
WIDGET_TYPE_PERMISSIONS_VIEW,
WIDGET_TYPE_MENU_HOLDER,
WIDGET_TYPE_DEBUG_VIEW,
WIDGET_TYPE_SCROLLING_PANEL_LIST,
WIDGET_TYPE_AUDIO_STATUS,
WIDGET_TYPE_CONTAINER_VIEW,
WIDGET_TYPE_CONSOLE,
WIDGET_TYPE_FAST_TIMER_VIEW,
WIDGET_TYPE_VELOCITY_BAR,
WIDGET_TYPE_TEXTURE_VIEW,
WIDGET_TYPE_MEMORY_VIEW,
WIDGET_TYPE_FRAME_STAT_VIEW,
WIDGET_TYPE_DONTCARE,
WIDGET_TYPE_COUNT
} EWidgetType;
#endif
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