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SingularityViewer/indra/llui/llui.cpp

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/**
* @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 <string>
#include <map>
// Linden library includes
#include "v2math.h"
#include "v4color.h"
#include "llrender.h"
#include "llrect.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<std::string, std::string> gTranslation;
std::list<std::string> gUntranslated;
LLControlGroup* LLUI::sConfigGroup = NULL;
LLControlGroup* LLUI::sIgnoresGroup = 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<LLRect> 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 (LLUI::sConfigGroup->getString(name) == LLUUID::null.asString())
{
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();
gGL.matrixMode(LLRender::MM_PROJECTION);
gGL.loadIdentity();
gGL.ortho(0.0f, llmax(window_width, 1.f), 0.0f, llmax(window_height,1.f), -1.0f, 1.0f);
gGL.matrixMode(LLRender::MM_MODELVIEW);
gGL.loadIdentity();
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;
gGL.loadIdentity();
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, LLTexture* 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, LLTexture* 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, LLTexture* 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, LLTexture* image, const LLColor4& color, BOOL solid_color, const LLRectf& uv_outer_rect, const LLRectf& center_rect)
{
stop_glerror();
if (NULL == image)
{
llwarns << "image == NULL; aborting function" << llendl;
return;
}
// add in offset of current image to current UI translation
const LLVector3 ui_scale = LLVector3(1.f,1.f,1.f);//gGL.getUIScale();
const LLVector3 ui_translation = LLVector3(x,y,0.f);//(gGL.getUITranslation() + LLVector3(x, y, 0.f)).scaledVec(ui_scale);
F32 uv_width = uv_outer_rect.getWidth();
F32 uv_height = uv_outer_rect.getHeight();
// shrink scaling region to be proportional to clipped image region
LLRectf uv_center_rect(
uv_outer_rect.mLeft + (center_rect.mLeft * uv_width),
uv_outer_rect.mBottom + (center_rect.mTop * uv_height),
uv_outer_rect.mLeft + (center_rect.mRight * uv_width),
uv_outer_rect.mBottom + (center_rect.mBottom * uv_height));
F32 image_width = image->getWidth(0);
F32 image_height = image->getHeight(0);
S32 image_natural_width = llround(image_width * uv_width);
S32 image_natural_height = llround(image_height * uv_height);
LLRectf draw_center_rect( uv_center_rect.mLeft * image_width,
uv_center_rect.mTop * image_height,
uv_center_rect.mRight * image_width,
uv_center_rect.mBottom * image_height);
{ // scale fixed region of image to drawn region
draw_center_rect.mRight += width - image_natural_width;
draw_center_rect.mTop += height - image_natural_height;
F32 border_shrink_width = llmax(0.f, draw_center_rect.mLeft - draw_center_rect.mRight);
F32 border_shrink_height = llmax(0.f, draw_center_rect.mBottom - draw_center_rect.mTop);
F32 shrink_width_ratio = center_rect.getWidth() == 1.f ? 0.f : border_shrink_width / ((F32)image_natural_width * (1.f - center_rect.getWidth()));
F32 shrink_height_ratio = center_rect.getHeight() == 1.f ? 0.f : border_shrink_height / ((F32)image_natural_height * (1.f - center_rect.getHeight()));
F32 shrink_scale = 1.f - llmax(shrink_width_ratio, shrink_height_ratio);
draw_center_rect.mLeft = llround(ui_translation.mV[VX] + (F32)draw_center_rect.mLeft * shrink_scale * ui_scale.mV[VX]);
draw_center_rect.mTop = llround(ui_translation.mV[VY] + lerp((F32)height, (F32)draw_center_rect.mTop, shrink_scale) * ui_scale.mV[VY]);
draw_center_rect.mRight = llround(ui_translation.mV[VX] + lerp((F32)width, (F32)draw_center_rect.mRight, shrink_scale) * ui_scale.mV[VX]);
draw_center_rect.mBottom = llround(ui_translation.mV[VY] + (F32)draw_center_rect.mBottom * shrink_scale * ui_scale.mV[VY]);
}
LLRectf draw_outer_rect(ui_translation.mV[VX],
ui_translation.mV[VY] + height * ui_scale.mV[VY],
ui_translation.mV[VX] + width * ui_scale.mV[VX],
ui_translation.mV[VY]);
LLGLSUIDefault gls_ui;
if (solid_color)
{
if (LLGLSLShader::sNoFixedFunction)
{
gSolidColorProgram.bind();
}
else
{
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.getTexUnit(0)->bind(image, true);
gGL.color4fv(color.mV);
const S32 NUM_VERTICES = 9 * 4; // 9 quads
LLVector2 uv[NUM_VERTICES];
LLVector3 pos[NUM_VERTICES];
S32 index = 0;
gGL.begin(LLRender::QUADS);
{
// draw bottom left
uv[index] = LLVector2(uv_outer_rect.mLeft, uv_outer_rect.mBottom);
pos[index] = LLVector3(draw_outer_rect.mLeft, draw_outer_rect.mBottom, 0.f);
index++;
uv[index] = LLVector2(uv_center_rect.mLeft, uv_outer_rect.mBottom);
pos[index] = LLVector3(draw_center_rect.mLeft, draw_outer_rect.mBottom, 0.f);
index++;
uv[index] = LLVector2(uv_center_rect.mLeft, uv_center_rect.mBottom);
pos[index] = LLVector3(draw_center_rect.mLeft, draw_center_rect.mBottom, 0.f);
index++;
uv[index] = LLVector2(uv_outer_rect.mLeft, uv_center_rect.mBottom);
pos[index] = LLVector3(draw_outer_rect.mLeft, draw_center_rect.mBottom, 0.f);
index++;
// draw bottom middle
uv[index] = LLVector2(uv_center_rect.mLeft, uv_outer_rect.mBottom);
pos[index] = LLVector3(draw_center_rect.mLeft, draw_outer_rect.mBottom, 0.f);
index++;
uv[index] = LLVector2(uv_center_rect.mRight, uv_outer_rect.mBottom);
pos[index] = LLVector3(draw_center_rect.mRight, draw_outer_rect.mBottom, 0.f);
index++;
uv[index] = LLVector2(uv_center_rect.mRight, uv_center_rect.mBottom);
pos[index] = LLVector3(draw_center_rect.mRight, draw_center_rect.mBottom, 0.f);
index++;
uv[index] = LLVector2(uv_center_rect.mLeft, uv_center_rect.mBottom);
pos[index] = LLVector3(draw_center_rect.mLeft, draw_center_rect.mBottom, 0.f);
index++;
// draw bottom right
uv[index] = LLVector2(uv_center_rect.mRight, uv_outer_rect.mBottom);
pos[index] = LLVector3(draw_center_rect.mRight, draw_outer_rect.mBottom, 0.f);
index++;
uv[index] = LLVector2(uv_outer_rect.mRight, uv_outer_rect.mBottom);
pos[index] = LLVector3(draw_outer_rect.mRight, draw_outer_rect.mBottom, 0.f);
index++;
uv[index] = LLVector2(uv_outer_rect.mRight, uv_center_rect.mBottom);
pos[index] = LLVector3(draw_outer_rect.mRight, draw_center_rect.mBottom, 0.f);
index++;
uv[index] = LLVector2(uv_center_rect.mRight, uv_center_rect.mBottom);
pos[index] = LLVector3(draw_center_rect.mRight, draw_center_rect.mBottom, 0.f);
index++;
// draw left
uv[index] = LLVector2(uv_outer_rect.mLeft, uv_center_rect.mBottom);
pos[index] = LLVector3(draw_outer_rect.mLeft, draw_center_rect.mBottom, 0.f);
index++;
uv[index] = LLVector2(uv_center_rect.mLeft, uv_center_rect.mBottom);
pos[index] = LLVector3(draw_center_rect.mLeft, draw_center_rect.mBottom, 0.f);
index++;
uv[index] = LLVector2(uv_center_rect.mLeft, uv_center_rect.mTop);
pos[index] = LLVector3(draw_center_rect.mLeft, draw_center_rect.mTop, 0.f);
index++;
uv[index] = LLVector2(uv_outer_rect.mLeft, uv_center_rect.mTop);
pos[index] = LLVector3(draw_outer_rect.mLeft, draw_center_rect.mTop, 0.f);
index++;
// draw middle
uv[index] = LLVector2(uv_center_rect.mLeft, uv_center_rect.mBottom);
pos[index] = LLVector3(draw_center_rect.mLeft, draw_center_rect.mBottom, 0.f);
index++;
uv[index] = LLVector2(uv_center_rect.mRight, uv_center_rect.mBottom);
pos[index] = LLVector3(draw_center_rect.mRight, draw_center_rect.mBottom, 0.f);
index++;
uv[index] = LLVector2(uv_center_rect.mRight, uv_center_rect.mTop);
pos[index] = LLVector3(draw_center_rect.mRight, draw_center_rect.mTop, 0.f);
index++;
uv[index] = LLVector2(uv_center_rect.mLeft, uv_center_rect.mTop);
pos[index] = LLVector3(draw_center_rect.mLeft, draw_center_rect.mTop, 0.f);
index++;
// draw right
uv[index] = LLVector2(uv_center_rect.mRight, uv_center_rect.mBottom);
pos[index] = LLVector3(draw_center_rect.mRight, draw_center_rect.mBottom, 0.f);
index++;
uv[index] = LLVector2(uv_outer_rect.mRight, uv_center_rect.mBottom);
pos[index] = LLVector3(draw_outer_rect.mRight, draw_center_rect.mBottom, 0.f);
index++;
uv[index] = LLVector2(uv_outer_rect.mRight, uv_center_rect.mTop);
pos[index] = LLVector3(draw_outer_rect.mRight, draw_center_rect.mTop, 0.f);
index++;
uv[index] = LLVector2(uv_center_rect.mRight, uv_center_rect.mTop);
pos[index] = LLVector3(draw_center_rect.mRight, draw_center_rect.mTop, 0.f);
index++;
// draw top left
uv[index] = LLVector2(uv_outer_rect.mLeft, uv_center_rect.mTop);
pos[index] = LLVector3(draw_outer_rect.mLeft, draw_center_rect.mTop, 0.f);
index++;
uv[index] = LLVector2(uv_center_rect.mLeft, uv_center_rect.mTop);
pos[index] = LLVector3(draw_center_rect.mLeft, draw_center_rect.mTop, 0.f);
index++;
uv[index] = LLVector2(uv_center_rect.mLeft, uv_outer_rect.mTop);
pos[index] = LLVector3(draw_center_rect.mLeft, draw_outer_rect.mTop, 0.f);
index++;
uv[index] = LLVector2(uv_outer_rect.mLeft, uv_outer_rect.mTop);
pos[index] = LLVector3(draw_outer_rect.mLeft, draw_outer_rect.mTop, 0.f);
index++;
// draw top middle
uv[index] = LLVector2(uv_center_rect.mLeft, uv_center_rect.mTop);
pos[index] = LLVector3(draw_center_rect.mLeft, draw_center_rect.mTop, 0.f);
index++;
uv[index] = LLVector2(uv_center_rect.mRight, uv_center_rect.mTop);
pos[index] = LLVector3(draw_center_rect.mRight, draw_center_rect.mTop, 0.f);
index++;
uv[index] = LLVector2(uv_center_rect.mRight, uv_outer_rect.mTop);
pos[index] = LLVector3(draw_center_rect.mRight, draw_outer_rect.mTop, 0.f);
index++;
uv[index] = LLVector2(uv_center_rect.mLeft, uv_outer_rect.mTop);
pos[index] = LLVector3(draw_center_rect.mLeft, draw_outer_rect.mTop, 0.f);
index++;
// draw top right
uv[index] = LLVector2(uv_center_rect.mRight, uv_center_rect.mTop);
pos[index] = LLVector3(draw_center_rect.mRight, draw_center_rect.mTop, 0.f);
index++;
uv[index] = LLVector2(uv_outer_rect.mRight, uv_center_rect.mTop);
pos[index] = LLVector3(draw_outer_rect.mRight, draw_center_rect.mTop, 0.f);
index++;
uv[index] = LLVector2(uv_outer_rect.mRight, uv_outer_rect.mTop);
pos[index] = LLVector3(draw_outer_rect.mRight, draw_outer_rect.mTop, 0.f);
index++;
uv[index] = LLVector2(uv_center_rect.mRight, uv_outer_rect.mTop);
pos[index] = LLVector3(draw_center_rect.mRight, draw_outer_rect.mTop, 0.f);
index++;
gGL.vertexBatchPreTransformed(pos, uv, NUM_VERTICES);
}
gGL.end();
if (solid_color)
{
if (LLGLSLShader::sNoFixedFunction)
{
gUIProgram.bind();
}
else
{
gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT);
}
}
}
void gl_draw_rotated_image(S32 x, S32 y, F32 degrees, LLTexture* 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, LLTexture* image, const LLColor4& color, const LLRectf& uv_rect)
{
if (NULL == image)
{
llwarns << "image == NULL; aborting function" << llendl;
return;
}
LLGLSUIDefault gls_ui;
gGL.getTexUnit(0)->bind(image, true);
gGL.color4fv(color.mV);
if (degrees == 0.f)
{
const S32 NUM_VERTICES = 4; // 9 quads
LLVector2 uv[NUM_VERTICES];
LLVector3 pos[NUM_VERTICES];
gGL.begin(LLRender::QUADS);
{
LLVector3 ui_scale = LLVector3(1.f,1.f,1.f);//gGL.getUIScale();
LLVector3 ui_translation = LLVector3(0.f,0.f,0.f); //gGL.getUITranslation();
ui_translation.mV[VX] += x;
ui_translation.mV[VY] += y;
ui_translation.scaleVec(ui_scale);
S32 index = 0;
S32 scaled_width = llround(width * ui_scale.mV[VX]);
S32 scaled_height = llround(height * ui_scale.mV[VY]);
uv[index] = LLVector2(uv_rect.mRight, uv_rect.mTop);
pos[index] = LLVector3(ui_translation.mV[VX] + scaled_width, ui_translation.mV[VY] + scaled_height, 0.f);
index++;
uv[index] = LLVector2(uv_rect.mLeft, uv_rect.mTop);
pos[index] = LLVector3(ui_translation.mV[VX], ui_translation.mV[VY] + scaled_height, 0.f);
index++;
uv[index] = LLVector2(uv_rect.mLeft, uv_rect.mBottom);
pos[index] = LLVector3(ui_translation.mV[VX], ui_translation.mV[VY], 0.f);
index++;
uv[index] = LLVector2(uv_rect.mRight, uv_rect.mBottom);
pos[index] = LLVector3(ui_translation.mV[VX] + scaled_width, ui_translation.mV[VY], 0.f);
index++;
gGL.vertexBatchPreTransformed(pos, uv, NUM_VERTICES);
}
gGL.end();
}
else
{
gGL.pushMatrix();
gGL.translatef((F32)x, (F32)y, 0.f);
F32 offset_x = F32(width/2);
F32 offset_y = F32(height/2);
gGL.translatef(offset_x, offset_y, 0.f);
LLMatrix3 quat(0.f, 0.f, degrees*DEG_TO_RAD);
gGL.getTexUnit(0)->bind(image, true);
gGL.color4fv(color.mV);
gGL.begin(LLRender::QUADS);
{
LLVector3 v;
v = LLVector3(offset_x, offset_y, 0.f) * quat;
gGL.texCoord2f(uv_rect.mRight, uv_rect.mTop);
gGL.vertex2f(v.mV[0], v.mV[1] );
v = LLVector3(-offset_x, offset_y, 0.f) * quat;
gGL.texCoord2f(uv_rect.mLeft, uv_rect.mTop);
gGL.vertex2f(v.mV[0], v.mV[1] );
v = LLVector3(-offset_x, -offset_y, 0.f) * quat;
gGL.texCoord2f(uv_rect.mLeft, uv_rect.mBottom);
gGL.vertex2f(v.mV[0], v.mV[1] );
v = LLVector3(offset_x, -offset_y, 0.f) * quat;
gGL.texCoord2f(uv_rect.mRight, uv_rect.mBottom);
gGL.vertex2f(v.mV[0], v.mV[1] );
}
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_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);
gGL.diffuseColor4fv(center_color.mV);
gl_deep_circle( radius, width, steps );
}
else
{
gGL.diffuseColor4fv(side_color.mV);
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& parent_screen_rect, const LLRect& rect, GLfloat alpha)
{
//Already reffed in LLImageList via uuid_ui_image_map_t mUIImages. Don't use LLPointer here!
static LLUIImage* checkboard_image = LLUI::getUIImage("checkerboard.tga");
static F32 image_width = checkboard_image->getWidth();
static F32 image_height = checkboard_image->getHeight();
F32 scale_x = rect.getWidth() / image_width;
F32 scale_y = rect.getHeight() / image_height;
F32 offs_x = (parent_screen_rect.mLeft + rect.mLeft) / image_width;
F32 offs_y = (parent_screen_rect.mBottom + rect.mBottom) / image_height;
LLRectf uv_rect(offs_x,offs_y+scale_y,offs_x+scale_x,offs_y);
gl_draw_scaled_image(rect.mLeft,rect.mBottom,rect.getWidth(),rect.getHeight(),checkboard_image->getImage(), UI_VERTEX_COLOR, uv_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();
}
//FIXME: rewrite to use scissor?
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* ignores,
LLControlGroup* colors,
LLImageProviderInterface* image_provider,
LLUIAudioCallback audio_callback,
const LLVector2* scale_factor,
const std::string& language
)
{
sConfigGroup = config;
sIgnoresGroup = ignores;
sColorsGroup = colors;
if (sConfigGroup == NULL
|| sIgnoresGroup == NULL
|| sColorsGroup == NULL)
{
llerrs << "Failure to initialize configuration groups" << llendl;
}
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,_2));
}
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()
{
gGL.loadIdentity();
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::setMousePositionScreen(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::getMousePositionScreen(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);
*x = llround((F32)cursor_pos_gl.mX / sGLScaleFactor.mV[VX]);
*y = llround((F32)cursor_pos_gl.mY / sGLScaleFactor.mV[VX]);
}
//static
void LLUI::setMousePositionLocal(const LLView* viewp, S32 x, S32 y)
{
S32 screen_x, screen_y;
viewp->localPointToScreen(x, y, &screen_x, &screen_y);
setMousePositionScreen(screen_x, screen_y);
}
//static
void LLUI::getMousePositionLocal(const LLView* viewp, S32 *x, S32 *y)
{
S32 screen_x, screen_y;
getMousePositionScreen(&screen_x, &screen_y);
viewp->screenPointToLocal(screen_x, screen_y, 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
LLPointer<LLUIImage> LLUI::getUIImageByID(const LLUUID& image_id, S32 priority)
{
if (sImageProvider)
{
return sImageProvider->getUIImageByID(image_id, priority);
}
else
{
return NULL;
}
}
//static
LLPointer<LLUIImage> LLUI::getUIImage(const std::string& name, S32 priority)
{
if (!name.empty() && sImageProvider)
return sImageProvider->getUIImage(name, priority);
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)
{
}