summaryrefslogtreecommitdiff
path: root/indra/llrender/llrender2dutils.h
diff options
context:
space:
mode:
Diffstat (limited to 'indra/llrender/llrender2dutils.h')
-rw-r--r--indra/llrender/llrender2dutils.h30
1 files changed, 15 insertions, 15 deletions
diff --git a/indra/llrender/llrender2dutils.h b/indra/llrender/llrender2dutils.h
index c3c6d66b8e..0d3efc38d6 100644
--- a/indra/llrender/llrender2dutils.h
+++ b/indra/llrender/llrender2dutils.h
@@ -43,30 +43,30 @@ class LLUUID;
extern const LLColor4 UI_VERTEX_COLOR;
-BOOL ui_point_in_rect(S32 x, S32 y, S32 left, S32 top, S32 right, S32 bottom);
+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_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(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, GLfloat alpha = 1.0f);
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_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_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);
@@ -76,8 +76,8 @@ void gl_draw_scaled_target(S32 x, S32 y, S32 width, S32 height, LLRenderTarget*
void gl_draw_scaled_image(S32 x, S32 y, S32 width, S32 height, LLTexture* image, const LLColor4& color = UI_VERTEX_COLOR, const LLRectf& uv_rect = LLRectf(0.f, 1.f, 1.f, 0.f));
void gl_draw_rotated_image(S32 x, S32 y, F32 degrees, LLTexture* image, const LLColor4& color = UI_VERTEX_COLOR, const LLRectf& uv_rect = LLRectf(0.f, 1.f, 1.f, 0.f));
void gl_draw_scaled_rotated_image(S32 x, S32 y, S32 width, S32 height, F32 degrees, LLTexture* image, const LLColor4& color = UI_VERTEX_COLOR, const LLRectf& uv_rect = LLRectf(0.f, 1.f, 1.f, 0.f), LLRenderTarget* target = NULL);
-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 = FALSE, const LLRectf& uv_rect = LLRectf(0.f, 1.f, 1.f, 0.f), bool scale_inner = true);
-void gl_draw_scaled_image_with_border(S32 x, S32 y, S32 width, S32 height, LLTexture* image, const LLColor4 &color, BOOL solid_color = FALSE, const LLRectf& uv_rect = LLRectf(0.f, 1.f, 1.f, 0.f), const LLRectf& scale_rect = LLRectf(0.f, 1.f, 1.f, 0.f), bool scale_inner = true);
+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 = false, const LLRectf& uv_rect = LLRectf(0.f, 1.f, 1.f, 0.f), bool scale_inner = true);
+void gl_draw_scaled_image_with_border(S32 x, S32 y, S32 width, S32 height, LLTexture* image, const LLColor4 &color, bool solid_color = false, const LLRectf& uv_rect = LLRectf(0.f, 1.f, 1.f, 0.f), const LLRectf& scale_rect = LLRectf(0.f, 1.f, 1.f, 0.f), bool scale_inner = true);
void gl_line_3d( const LLVector3& start, const LLVector3& end, const LLColor4& color);
@@ -110,12 +110,12 @@ void gl_segmented_rect_2d_tex(const S32 left, const S32 top, const S32 right, co
void gl_segmented_rect_2d_fragment_tex(const LLRect& rect, 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 LLRectf& clip_rect, const LLRectf& center_uv_rect, const LLRectf& center_draw_rect, const LLVector3& width_vec, const LLVector3& height_vec);
-inline void gl_rect_2d( const LLRect& rect, BOOL filled )
+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)
+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 );
}