Whoopsies! Fixed some broken ui logic from first llmath merge.
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@@ -1910,7 +1910,7 @@ LLRect LLFloaterView::findNeighboringPosition( LLFloater* reference_floater, LLF
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if (sibling &&
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if (sibling &&
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sibling != neighbor &&
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sibling != neighbor &&
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sibling->getVisible() &&
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sibling->getVisible() &&
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expanded_base_rect.contains(sibling->getRect()))
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expanded_base_rect.overlaps(sibling->getRect()))
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{
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{
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base_rect.unionWith(sibling->getRect());
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base_rect.unionWith(sibling->getRect());
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}
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}
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@@ -1355,7 +1355,7 @@ void LLView::draw()
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{
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{
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// Only draw views that are within the root view
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// Only draw views that are within the root view
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localRectToScreen(viewp->getRect(),&screenRect);
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localRectToScreen(viewp->getRect(),&screenRect);
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if ( rootRect.contains(screenRect) )
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if ( rootRect.overlaps(screenRect) )
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{
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{
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glMatrixMode(GL_MODELVIEW);
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glMatrixMode(GL_MODELVIEW);
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LLUI::pushMatrix();
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LLUI::pushMatrix();
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@@ -1049,7 +1049,7 @@ void LLHUDText::updateAll()
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{
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{
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continue;
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continue;
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}
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}
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if (src_textp->mSoftScreenRect.contains(dst_textp->mSoftScreenRect))
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if (src_textp->mSoftScreenRect.overlaps(dst_textp->mSoftScreenRect))
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{
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{
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LLRectf intersect_rect = src_textp->mSoftScreenRect;
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LLRectf intersect_rect = src_textp->mSoftScreenRect;
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intersect_rect.intersectWith(dst_textp->mSoftScreenRect);
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intersect_rect.intersectWith(dst_textp->mSoftScreenRect);
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