/** * @file lluiimage.inl * @brief UI inline func implementation * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ * Second Life Viewer Source Code * Copyright (C) 2026, Linden Research, Inc. * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; * version 2.1 of the License only. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA * * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ void LLUIImage::draw(S32 x, S32 y, const LLColor4& color) const { draw(x, y, getWidth(), getHeight(), color); } void LLUIImage::draw(S32 x, S32 y, S32 width, S32 height, const LLColor4& color, bool solid_color) const { if (sEnableDisplayListsCollection) { // Get display list for this configuration buffer_data_list_t* display_list = findDisplayList(x, y, width, height, color, solid_color); if (display_list && !display_list->empty()) { // Deliberately empty pending verts. // They aren't related to the image, so don't register them under draw zone gGL.flush(); LL_PROFILE_ZONE_SCOPED; gGL.getTexUnit(0)->enable(LLTexUnit::TT_TEXTURE); //gGL.pushUIMatrix(); if (solid_color) { gSolidColorProgram.bind(); } gGL.color4fv(color.mV); // for the shader // Replay the cached display list for (LLVertexBufferData& buffer : *display_list) { buffer.draw(); } if (solid_color) { gUIProgram.bind(); } //gGL.popUIMatrix(); } else { // Create, draw and capture display list. // Basically a wrapper around gl_draw_scaled_image_with_border // that records the output into a list. genDisplayList(x, y, width, height, color, solid_color); } } else { gl_draw_scaled_image_with_border( x, y, width, height, mImage, color, solid_color, mClipRegion, mScaleRegion, mScaleStyle == SCALE_INNER); } } void LLUIImage::draw(S32 x, S32 y, S32 width, S32 height, const LLColor4& color) const { draw(x, y, width, height, color, false); } void LLUIImage::drawSolid(S32 x, S32 y, S32 width, S32 height, const LLColor4& color) const { draw(x, y, width, height, color, true); } void LLUIImage::drawBorder(S32 x, S32 y, S32 width, S32 height, const LLColor4& color, S32 border_width) const { LLRect border_rect; border_rect.setOriginAndSize(x, y, width, height); border_rect.stretch(border_width, border_width); drawSolid(border_rect, color); } // returns dimensions of underlying textures, which might not be equal to ui image portion S32 LLUIImage::getTextureWidth() const { mCachedW = (mCachedW == -1) ? getWidth() : mCachedW; return mCachedW; } S32 LLUIImage::getTextureHeight() const { mCachedH = (mCachedH == -1) ? getHeight() : mCachedH; return mCachedH; }