/** * @file llui.cpp * @brief UI implementation * * Copyright (c) 2001-$CurrentYear$, Linden Research, Inc. * $License$ */ // Utilities functions the user interface needs //#include "llviewerprecompiledheaders.h" #include "linden_common.h" #include #include // Linden library includes #include "audioengine.h" #include "v2math.h" #include "v4color.h" #include "llgl.h" #include "llrect.h" #include "llimagegl.h" //#include "llviewerimage.h" #include "lldir.h" #include "llfontgl.h" // Project includes //#include "audioengine.h" #include "llcontrol.h" //#include "llstartup.h" #include "llui.h" #include "llview.h" #include "llwindow.h" #include "llglheaders.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 LLString gLanguage = "english-usa"; std::map gTranslation; std::list gUntranslated; LLControlGroup* LLUI::sConfigGroup = NULL; LLControlGroup* LLUI::sColorsGroup = NULL; LLControlGroup* LLUI::sAssetsGroup = NULL; LLImageProviderInterface* LLUI::sImageProvider = NULL; LLUIAudioCallback LLUI::sAudioCallback = NULL; LLVector2 LLUI::sGLScaleFactor(1.f, 1.f); LLWindow* LLUI::sWindow = NULL; BOOL LLUI::sShowXUINames = FALSE; // // Functions // void make_ui_sound(const LLString& name) { 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 ("00000000-0000-0000-0000-000000000000" == LLUI::sConfigGroup->getString(name)) { 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, LLUI::sConfigGroup->getF32("AudioLevelUI")); } } } 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(); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(0.0f, window_width, 0.0f, window_height, -1.0f, 1.0f); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); stop_glerror(); } void gl_draw_x(const LLRect& rect, const LLColor4& color) { LLGLSNoTexture no_texture; glColor4fv( color.mV ); glBegin( GL_LINES ); glVertex2i( rect.mLeft, rect.mTop ); glVertex2i( rect.mRight, rect.mBottom ); glVertex2i( rect.mLeft, rect.mBottom ); glVertex2i( rect.mRight, rect.mTop ); glEnd(); } void gl_rect_2d_offset_local( S32 left, S32 top, S32 right, S32 bottom, const LLColor4 &color, S32 pixel_offset, BOOL filled) { glColor4fv(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) { glPushMatrix(); left += LLFontGL::sCurOrigin.mX; right += LLFontGL::sCurOrigin.mX; bottom += LLFontGL::sCurOrigin.mY; top += LLFontGL::sCurOrigin.mY; glLoadIdentity(); 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); glPopMatrix(); } void gl_rect_2d(S32 left, S32 top, S32 right, S32 bottom, BOOL filled ) { stop_glerror(); LLGLSNoTexture no_texture; // Counterclockwise quad will face the viewer if( filled ) { glBegin( GL_QUADS ); glVertex2i(left, top); glVertex2i(left, bottom); glVertex2i(right, bottom); glVertex2i(right, top); glEnd(); } else { if( gGLManager.mATIOffsetVerticalLines ) { // Work around bug in ATI driver: vertical lines are offset by (-1,-1) glBegin( GL_LINES ); // Verticals glVertex2i(left + 1, top); glVertex2i(left + 1, bottom); glVertex2i(right, bottom); glVertex2i(right, top); // Horizontals top--; right--; glVertex2i(left, bottom); glVertex2i(right, bottom); glVertex2i(left, top); glVertex2i(right, top); glEnd(); } else { top--; right--; glBegin( GL_LINE_STRIP ); glVertex2i(left, top); glVertex2i(left, bottom); glVertex2i(right, bottom); glVertex2i(right, top); glVertex2i(left, top); glEnd(); } } stop_glerror(); } void gl_rect_2d(S32 left, S32 top, S32 right, S32 bottom, const LLColor4 &color, BOOL filled ) { glColor4fv( color.mV ); gl_rect_2d( left, top, right, bottom, filled ); } void gl_rect_2d( const LLRect& rect, const LLColor4& color, BOOL filled ) { glColor4fv( 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(); LLGLSNoTexture no_texture; // HACK: Overlap with the rectangle by a single pixel. right--; bottom++; lines++; LLColor4 end_color = start_color; end_color.mV[VALPHA] = 0.f; glBegin(GL_QUADS); // Right edge, CCW faces screen glColor4fv(start_color.mV); glVertex2i(right, top-lines); glVertex2i(right, bottom); glColor4fv(end_color.mV); glVertex2i(right+lines, bottom); glVertex2i(right+lines, top-lines); // Bottom edge, CCW faces screen glColor4fv(start_color.mV); glVertex2i(right, bottom); glVertex2i(left+lines, bottom); glColor4fv(end_color.mV); glVertex2i(left+lines, bottom-lines); glVertex2i(right, bottom-lines); // bottom left Corner glColor4fv(start_color.mV); glVertex2i(left+lines, bottom); glColor4fv(end_color.mV); glVertex2i(left, bottom); // make the bottom left corner not sharp glVertex2i(left+1, bottom-lines+1); glVertex2i(left+lines, bottom-lines); // bottom right corner glColor4fv(start_color.mV); glVertex2i(right, bottom); glColor4fv(end_color.mV); glVertex2i(right, bottom-lines); // make the rightmost corner not sharp glVertex2i(right+lines-1, bottom-lines+1); glVertex2i(right+lines, bottom); // top right corner glColor4fv(start_color.mV); glVertex2i( right, top-lines ); glColor4fv(end_color.mV); glVertex2i( right+lines, top-lines ); // make the corner not sharp glVertex2i( right+lines-1, top-1 ); glVertex2i( right, top ); glEnd(); 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( gGLManager.mATIOffsetVerticalLines && (x1 == x2) ) { x1++; x2++; y1++; y2++; } LLGLSNoTexture no_texture; glBegin(GL_LINES); glVertex2i(x1, y1); glVertex2i(x2, y2); glEnd(); } 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( gGLManager.mATIOffsetVerticalLines && (x1 == x2) ) { x1++; x2++; y1++; y2++; } LLGLSNoTexture no_texture; glColor4fv( color.mV ); glBegin(GL_LINES); glVertex2i(x1, y1); glVertex2i(x2, y2); glEnd(); } void gl_triangle_2d(S32 x1, S32 y1, S32 x2, S32 y2, S32 x3, S32 y3, const LLColor4& color, BOOL filled) { LLGLSNoTexture no_texture; glColor4fv(color.mV); if (filled) { glBegin(GL_TRIANGLES); } else { glBegin(GL_LINE_LOOP); } glVertex2i(x1, y1); glVertex2i(x2, y2); glVertex2i(x3, y3); glEnd(); } void gl_corners_2d(S32 left, S32 top, S32 right, S32 bottom, S32 length, F32 max_frac) { LLGLSNoTexture no_texture; length = llmin((S32)(max_frac*(right - left)), length); length = llmin((S32)(max_frac*(top - bottom)), length); glBegin(GL_LINES); glVertex2i(left, top); glVertex2i(left + length, top); glVertex2i(left, top); glVertex2i(left, top - length); glVertex2i(left, bottom); glVertex2i(left + length, bottom); glVertex2i(left, bottom); glVertex2i(left, bottom + length); glVertex2i(right, top); glVertex2i(right - length, top); glVertex2i(right, top); glVertex2i(right, top - length); glVertex2i(right, bottom); glVertex2i(right - length, bottom); glVertex2i(right, bottom); glVertex2i(right, bottom + length); glEnd(); } void gl_draw_image( S32 x, S32 y, LLImageGL* image, const LLColor4& color ) { gl_draw_scaled_rotated_image( x, y, image->getWidth(), image->getHeight(), 0.f, image, color ); } void gl_draw_scaled_image(S32 x, S32 y, S32 width, S32 height, LLImageGL* image, const LLColor4& color) { gl_draw_scaled_rotated_image( x, y, width, height, 0.f, image, 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) { stop_glerror(); F32 border_scale = 1.f; if (border_height * 2 > height) { border_scale = (F32)height / ((F32)border_height * 2.f); } if (border_width * 2 > width) { border_scale = llmin(border_scale, (F32)width / ((F32)border_width * 2.f)); } // scale screen size of borders down S32 scaled_border_width = llfloor(border_scale * (F32)border_width); S32 scaled_border_height = llfloor(border_scale * (F32)border_height); LLGLSUIDefault gls_ui; if (solid_color) { glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB); glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_REPLACE); glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PREVIOUS); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_PRIMARY_COLOR_ARB); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA); } glPushMatrix(); { glTranslatef((F32)x, (F32)y, 0.f); image->bind(); glColor4fv(color.mV); F32 border_width_fraction = (F32)border_width / (F32)image->getWidth(); F32 border_height_fraction = (F32)border_height / (F32)image->getHeight(); glBegin(GL_QUADS); { // draw bottom left glTexCoord2f(0.f, 0.f); glVertex2i(0, 0); glTexCoord2f(border_width_fraction, 0.f); glVertex2i(scaled_border_width, 0); glTexCoord2f(border_width_fraction, border_height_fraction); glVertex2i(scaled_border_width, scaled_border_height); glTexCoord2f(0.f, border_height_fraction); glVertex2i(0, scaled_border_height); // draw bottom middle glTexCoord2f(border_width_fraction, 0.f); glVertex2i(scaled_border_width, 0); glTexCoord2f(1.f - border_width_fraction, 0.f); glVertex2i(width - scaled_border_width, 0); glTexCoord2f(1.f - border_width_fraction, border_height_fraction); glVertex2i(width - scaled_border_width, scaled_border_height); glTexCoord2f(border_width_fraction, border_height_fraction); glVertex2i(scaled_border_width, scaled_border_height); // draw bottom right glTexCoord2f(1.f - border_width_fraction, 0.f); glVertex2i(width - scaled_border_width, 0); glTexCoord2f(1.f, 0.f); glVertex2i(width, 0); glTexCoord2f(1.f, border_height_fraction); glVertex2i(width, scaled_border_height); glTexCoord2f(1.f - border_width_fraction, border_height_fraction); glVertex2i(width - scaled_border_width, scaled_border_height); // draw left glTexCoord2f(0.f, border_height_fraction); glVertex2i(0, scaled_border_height); glTexCoord2f(border_width_fraction, border_height_fraction); glVertex2i(scaled_border_width, scaled_border_height); glTexCoord2f(border_width_fraction, 1.f - border_height_fraction); glVertex2i(scaled_border_width, height - scaled_border_height); glTexCoord2f(0.f, 1.f - border_height_fraction); glVertex2i(0, height - scaled_border_height); // draw middle glTexCoord2f(border_width_fraction, border_height_fraction); glVertex2i(scaled_border_width, scaled_border_height); glTexCoord2f(1.f - border_width_fraction, border_height_fraction); glVertex2i(width - scaled_border_width, scaled_border_height); glTexCoord2f(1.f - border_width_fraction, 1.f - border_height_fraction); glVertex2i(width - scaled_border_width, height - scaled_border_height); glTexCoord2f(border_width_fraction, 1.f - border_height_fraction); glVertex2i(scaled_border_width, height - scaled_border_height); // draw right glTexCoord2f(1.f - border_width_fraction, border_height_fraction); glVertex2i(width - scaled_border_width, scaled_border_height); glTexCoord2f(1.f, border_height_fraction); glVertex2i(width, scaled_border_height); glTexCoord2f(1.f, 1.f - border_height_fraction); glVertex2i(width, height - scaled_border_height); glTexCoord2f(1.f - border_width_fraction, 1.f - border_height_fraction); glVertex2i(width - scaled_border_width, height - scaled_border_height); // draw top left glTexCoord2f(0.f, 1.f - border_height_fraction); glVertex2i(0, height - scaled_border_height); glTexCoord2f(border_width_fraction, 1.f - border_height_fraction); glVertex2i(scaled_border_width, height - scaled_border_height); glTexCoord2f(border_width_fraction, 1.f); glVertex2i(scaled_border_width, height); glTexCoord2f(0.f, 1.f); glVertex2i(0, height); // draw top middle glTexCoord2f(border_width_fraction, 1.f - border_height_fraction); glVertex2i(scaled_border_width, height - scaled_border_height); glTexCoord2f(1.f - border_width_fraction, 1.f - border_height_fraction); glVertex2i(width - scaled_border_width, height - scaled_border_height); glTexCoord2f(1.f - border_width_fraction, 1.f); glVertex2i(width - scaled_border_width, height); glTexCoord2f(border_width_fraction, 1.f); glVertex2i(scaled_border_width, height); // draw top right glTexCoord2f(1.f - border_width_fraction, 1.f - border_height_fraction); glVertex2i(width - scaled_border_width, height - scaled_border_height); glTexCoord2f(1.f, 1.f - border_height_fraction); glVertex2i(width, height - scaled_border_height); glTexCoord2f(1.f, 1.f); glVertex2i(width, height); glTexCoord2f(1.f - border_width_fraction, 1.f); glVertex2i(width - scaled_border_width, height); } glEnd(); } glPopMatrix(); if (solid_color) { glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); } } void gl_draw_rotated_image(S32 x, S32 y, F32 degrees, LLImageGL* image, const LLColor4& color) { gl_draw_scaled_rotated_image( x, y, image->getWidth(), image->getHeight(), degrees, image, color ); } void gl_draw_scaled_rotated_image(S32 x, S32 y, S32 width, S32 height, F32 degrees, LLImageGL* image, const LLColor4& color) { LLGLSUIDefault gls_ui; glPushMatrix(); { glTranslatef((F32)x, (F32)y, 0.f); if( degrees ) { F32 offset_x = F32(width/2); F32 offset_y = F32(height/2); glTranslatef( offset_x, offset_y, 0.f); glRotatef( degrees, 0.f, 0.f, 1.f ); glTranslatef( -offset_x, -offset_y, 0.f ); } image->bind(); glColor4fv(color.mV); glBegin(GL_QUADS); { glTexCoord2f(1.f, 1.f); glVertex2i(width, height ); glTexCoord2f(0.f, 1.f); glVertex2i(0, height ); glTexCoord2f(0.f, 0.f); glVertex2i(0, 0); glTexCoord2f(1.f, 0.f); glVertex2i(width, 0); } glEnd(); } glPopMatrix(); } void gl_draw_scaled_image_inverted(S32 x, S32 y, S32 width, S32 height, LLImageGL* image, const LLColor4& color) { LLGLSUIDefault gls_ui; glPushMatrix(); { glTranslatef((F32)x, (F32)y, 0.f); image->bind(); glColor4fv(color.mV); glBegin(GL_QUADS); { glTexCoord2f(1.f, 0.f); glVertex2i(width, height ); glTexCoord2f(0.f, 0.f); glVertex2i(0, height ); glTexCoord2f(0.f, 1.f); glVertex2i(0, 0); glTexCoord2f(1.f, 1.f); glVertex2i(width, 0); } glEnd(); } glPopMatrix(); } 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); glColor4f(color.mV[VRED], color.mV[VGREEN], color.mV[VBLUE], color.mV[VALPHA]); glLineWidth(2.5f); glLineStipple(2, 0x3333 << shift); glBegin(GL_LINES); { glVertex3fv( start.mV ); glVertex3fv( end.mV ); } glEnd(); LLUI::setLineWidth(1.f); } void gl_rect_2d_xor(S32 left, S32 top, S32 right, S32 bottom) { glColor4fv( LLColor4::white.mV ); glLogicOp( GL_XOR ); stop_glerror(); glBegin(GL_QUADS); glVertex2i(left, top); glVertex2i(left, bottom); glVertex2i(right, bottom); glVertex2i(right, top); glEnd(); glLogicOp( GL_COPY ); stop_glerror(); } 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; } glPushMatrix(); { glTranslatef(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) { glBegin(GL_TRIANGLE_FAN); glVertex2f(0.f, 0.f); // make sure circle is complete steps += 1; } else { glBegin(GL_LINE_STRIP); } while( steps-- ) { // Successive rotations glVertex2f( x, y ); F32 x_new = x * cos_delta - y * sin_delta; y = x * sin_delta + y * cos_delta; x = x_new; } glEnd(); } glPopMatrix(); } void gl_circle_2d(F32 center_x, F32 center_y, F32 radius, S32 steps, BOOL filled) { glPushMatrix(); { LLGLSNoTexture gls_no_texture; glTranslatef(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) { glBegin(GL_TRIANGLE_FAN); glVertex2f(0.f, 0.f); // make sure circle is complete steps += 1; } else { glBegin(GL_LINE_LOOP); } while( steps-- ) { // Successive rotations glVertex2f( x, y ); F32 x_new = x * cos_delta - y * sin_delta; y = x * sin_delta + y * cos_delta; x = x_new; } glEnd(); } glPopMatrix(); } // 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; glBegin( GL_TRIANGLE_STRIP ); { S32 step = steps + 1; // An extra step to close the circle. while( step-- ) { glVertex3f( x, y, depth ); glVertex3f( 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; } } glEnd(); } void gl_ring( F32 radius, F32 width, const LLColor4& center_color, const LLColor4& side_color, S32 steps, BOOL render_center ) { glPushMatrix(); { glTranslatef(0.f, 0.f, -width / 2); if( render_center ) { glColor4fv(center_color.mV); gl_deep_circle( radius, width, steps ); } else { gl_washer_2d(radius, radius - width, steps, side_color, side_color); glTranslatef(0.f, 0.f, width); gl_washer_2d(radius - width, radius, steps, side_color, side_color); } } glPopMatrix(); } // Draw gray and white checkerboard with black border void gl_rect_2d_checkerboard(const LLRect& rect) { // Initialize the first time this is called. const S32 PIXELS = 32; static GLubyte checkerboard[PIXELS * PIXELS]; static BOOL first = TRUE; if( first ) { for( S32 i = 0; i < PIXELS; i++ ) { for( S32 j = 0; j < PIXELS; j++ ) { checkerboard[i * PIXELS + j] = ((i & 1) ^ (j & 1)) * 0xFF; } } first = FALSE; } LLGLSNoTexture gls_no_texture; // ...white squares glColor3f( 1.f, 1.f, 1.f ); gl_rect_2d(rect); // ...gray squares glColor3f( .7f, .7f, .7f ); glPolygonStipple( checkerboard ); LLGLEnable polygon_stipple(GL_POLYGON_STIPPLE); gl_rect_2d(rect); } // 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; LLGLSNoTexture gls_no_texture; glBegin( GL_TRIANGLE_STRIP ); { steps += 1; // An extra step to close the circle. while( steps-- ) { glColor4fv(outer_color.mV); glVertex2f( x1, y1 ); glColor4fv(inner_color.mV); glVertex2f( 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; } } glEnd(); } // 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 ); LLGLSNoTexture gls_no_texture; glBegin( GL_TRIANGLE_STRIP ); { steps += 1; // An extra step to close the circle. while( steps-- ) { glColor4fv(outer_color.mV); glVertex2f( x1, y1 ); glColor4fv(inner_color.mV); glVertex2f( 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; } } glEnd(); } // 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 ); LLGLSNoTexture gls_no_texture; glBegin( GL_LINES ); { while( count-- ) { glColor4fv(outer_color.mV); glVertex2f( x1, y1 ); glColor4fv(inner_color.mV); glVertex2f( 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; } } glEnd(); } void gl_rect_2d_simple_tex( S32 width, S32 height ) { glBegin( GL_QUADS ); glTexCoord2f(1.f, 1.f); glVertex2i(width, height); glTexCoord2f(0.f, 1.f); glVertex2i(0, height); glTexCoord2f(0.f, 0.f); glVertex2i(0, 0); glTexCoord2f(1.f, 0.f); glVertex2i(width, 0); glEnd(); } void gl_rect_2d_simple( S32 width, S32 height ) { glBegin( GL_QUADS ); glVertex2i(width, height); glVertex2i(0, height); glVertex2i(0, 0); glVertex2i(width, 0); glEnd(); } 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); glPushMatrix(); glTranslatef((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); glBegin(GL_QUADS); { // draw bottom left glTexCoord2f(0.f, 0.f); glVertex2f(0.f, 0.f); glTexCoord2f(border_uv_scale.mV[VX], 0.f); glVertex2fv(border_width_left.mV); glTexCoord2f(border_uv_scale.mV[VX], border_uv_scale.mV[VY]); glVertex2fv((border_width_left + border_height_bottom).mV); glTexCoord2f(0.f, border_uv_scale.mV[VY]); glVertex2fv(border_height_bottom.mV); // draw bottom middle glTexCoord2f(border_uv_scale.mV[VX], 0.f); glVertex2fv(border_width_left.mV); glTexCoord2f(1.f - border_uv_scale.mV[VX], 0.f); glVertex2fv((width_vec - border_width_right).mV); glTexCoord2f(1.f - border_uv_scale.mV[VX], border_uv_scale.mV[VY]); glVertex2fv((width_vec - border_width_right + border_height_bottom).mV); glTexCoord2f(border_uv_scale.mV[VX], border_uv_scale.mV[VY]); glVertex2fv((border_width_left + border_height_bottom).mV); // draw bottom right glTexCoord2f(1.f - border_uv_scale.mV[VX], 0.f); glVertex2fv((width_vec - border_width_right).mV); glTexCoord2f(1.f, 0.f); glVertex2fv(width_vec.mV); glTexCoord2f(1.f, border_uv_scale.mV[VY]); glVertex2fv((width_vec + border_height_bottom).mV); glTexCoord2f(1.f - border_uv_scale.mV[VX], border_uv_scale.mV[VY]); glVertex2fv((width_vec - border_width_right + border_height_bottom).mV); // draw left glTexCoord2f(0.f, border_uv_scale.mV[VY]); glVertex2fv(border_height_bottom.mV); glTexCoord2f(border_uv_scale.mV[VX], border_uv_scale.mV[VY]); glVertex2fv((border_width_left + border_height_bottom).mV); glTexCoord2f(border_uv_scale.mV[VX], 1.f - border_uv_scale.mV[VY]); glVertex2fv((border_width_left + height_vec - border_height_top).mV); glTexCoord2f(0.f, 1.f - border_uv_scale.mV[VY]); glVertex2fv((height_vec - border_height_top).mV); // draw middle glTexCoord2f(border_uv_scale.mV[VX], border_uv_scale.mV[VY]); glVertex2fv((border_width_left + border_height_bottom).mV); glTexCoord2f(1.f - border_uv_scale.mV[VX], border_uv_scale.mV[VY]); glVertex2fv((width_vec - border_width_right + border_height_bottom).mV); glTexCoord2f(1.f - border_uv_scale.mV[VX], 1.f - border_uv_scale.mV[VY]); glVertex2fv((width_vec - border_width_right + height_vec - border_height_top).mV); glTexCoord2f(border_uv_scale.mV[VX], 1.f - border_uv_scale.mV[VY]); glVertex2fv((border_width_left + height_vec - border_height_top).mV); // draw right glTexCoord2f(1.f - border_uv_scale.mV[VX], border_uv_scale.mV[VY]); glVertex2fv((width_vec - border_width_right + border_height_bottom).mV); glTexCoord2f(1.f, border_uv_scale.mV[VY]); glVertex2fv((width_vec + border_height_bottom).mV); glTexCoord2f(1.f, 1.f - border_uv_scale.mV[VY]); glVertex2fv((width_vec + height_vec - border_height_top).mV); glTexCoord2f(1.f - border_uv_scale.mV[VX], 1.f - border_uv_scale.mV[VY]); glVertex2fv((width_vec - border_width_right + height_vec - border_height_top).mV); // draw top left glTexCoord2f(0.f, 1.f - border_uv_scale.mV[VY]); glVertex2fv((height_vec - border_height_top).mV); glTexCoord2f(border_uv_scale.mV[VX], 1.f - border_uv_scale.mV[VY]); glVertex2fv((border_width_left + height_vec - border_height_top).mV); glTexCoord2f(border_uv_scale.mV[VX], 1.f); glVertex2fv((border_width_left + height_vec).mV); glTexCoord2f(0.f, 1.f); glVertex2fv((height_vec).mV); // draw top middle glTexCoord2f(border_uv_scale.mV[VX], 1.f - border_uv_scale.mV[VY]); glVertex2fv((border_width_left + height_vec - border_height_top).mV); glTexCoord2f(1.f - border_uv_scale.mV[VX], 1.f - border_uv_scale.mV[VY]); glVertex2fv((width_vec - border_width_right + height_vec - border_height_top).mV); glTexCoord2f(1.f - border_uv_scale.mV[VX], 1.f); glVertex2fv((width_vec - border_width_right + height_vec).mV); glTexCoord2f(border_uv_scale.mV[VX], 1.f); glVertex2fv((border_width_left + height_vec).mV); // draw top right glTexCoord2f(1.f - border_uv_scale.mV[VX], 1.f - border_uv_scale.mV[VY]); glVertex2fv((width_vec - border_width_right + height_vec - border_height_top).mV); glTexCoord2f(1.f, 1.f - border_uv_scale.mV[VY]); glVertex2fv((width_vec + height_vec - border_height_top).mV); glTexCoord2f(1.f, 1.f); glVertex2fv((width_vec + height_vec).mV); glTexCoord2f(1.f - border_uv_scale.mV[VX], 1.f); glVertex2fv((width_vec - border_width_right + height_vec).mV); } glEnd(); glPopMatrix(); } 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); glPushMatrix(); glTranslatef((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; glBegin(GL_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 glTexCoord2f(u_min, 0.f); glVertex2fv(x_min.mV); glTexCoord2f(border_uv_scale.mV[VX], 0.f); glVertex2fv(x_max.mV); glTexCoord2f(u_max, border_uv_scale.mV[VY]); glVertex2fv((x_max + border_height_bottom).mV); glTexCoord2f(u_min, border_uv_scale.mV[VY]); glVertex2fv((x_min + border_height_bottom).mV); // draw left glTexCoord2f(u_min, border_uv_scale.mV[VY]); glVertex2fv((x_min + border_height_bottom).mV); glTexCoord2f(u_max, border_uv_scale.mV[VY]); glVertex2fv((x_max + border_height_bottom).mV); glTexCoord2f(u_max, 1.f - border_uv_scale.mV[VY]); glVertex2fv((x_max + height_vec - border_height_top).mV); glTexCoord2f(u_min, 1.f - border_uv_scale.mV[VY]); glVertex2fv((x_min + height_vec - border_height_top).mV); // draw top left glTexCoord2f(u_min, 1.f - border_uv_scale.mV[VY]); glVertex2fv((x_min + height_vec - border_height_top).mV); glTexCoord2f(u_max, 1.f - border_uv_scale.mV[VY]); glVertex2fv((x_max + height_vec - border_height_top).mV); glTexCoord2f(u_max, 1.f); glVertex2fv((x_max + height_vec).mV); glTexCoord2f(u_min, 1.f); glVertex2fv((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 glTexCoord2f(border_uv_scale.mV[VX], 0.f); glVertex2fv(x_min.mV); glTexCoord2f(1.f - border_uv_scale.mV[VX], 0.f); glVertex2fv((x_max).mV); glTexCoord2f(1.f - border_uv_scale.mV[VX], border_uv_scale.mV[VY]); glVertex2fv((x_max + border_height_bottom).mV); glTexCoord2f(border_uv_scale.mV[VX], border_uv_scale.mV[VY]); glVertex2fv((x_min + border_height_bottom).mV); // draw middle glTexCoord2f(border_uv_scale.mV[VX], border_uv_scale.mV[VY]); glVertex2fv((x_min + border_height_bottom).mV); glTexCoord2f(1.f - border_uv_scale.mV[VX], border_uv_scale.mV[VY]); glVertex2fv((x_max + border_height_bottom).mV); glTexCoord2f(1.f - border_uv_scale.mV[VX], 1.f - border_uv_scale.mV[VY]); glVertex2fv((x_max + height_vec - border_height_top).mV); glTexCoord2f(border_uv_scale.mV[VX], 1.f - border_uv_scale.mV[VY]); glVertex2fv((x_min + height_vec - border_height_top).mV); // draw top middle glTexCoord2f(border_uv_scale.mV[VX], 1.f - border_uv_scale.mV[VY]); glVertex2fv((x_min + height_vec - border_height_top).mV); glTexCoord2f(1.f - border_uv_scale.mV[VX], 1.f - border_uv_scale.mV[VY]); glVertex2fv((x_max + height_vec - border_height_top).mV); glTexCoord2f(1.f - border_uv_scale.mV[VX], 1.f); glVertex2fv((x_max + height_vec).mV); glTexCoord2f(border_uv_scale.mV[VX], 1.f); glVertex2fv((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 glTexCoord2f(u_min, 0.f); glVertex2fv((x_min).mV); glTexCoord2f(u_max, 0.f); glVertex2fv(x_max.mV); glTexCoord2f(u_max, border_uv_scale.mV[VY]); glVertex2fv((x_max + border_height_bottom).mV); glTexCoord2f(u_min, border_uv_scale.mV[VY]); glVertex2fv((x_min + border_height_bottom).mV); // draw right glTexCoord2f(u_min, border_uv_scale.mV[VY]); glVertex2fv((x_min + border_height_bottom).mV); glTexCoord2f(u_max, border_uv_scale.mV[VY]); glVertex2fv((x_max + border_height_bottom).mV); glTexCoord2f(u_max, 1.f - border_uv_scale.mV[VY]); glVertex2fv((x_max + height_vec - border_height_top).mV); glTexCoord2f(u_min, 1.f - border_uv_scale.mV[VY]); glVertex2fv((x_min + height_vec - border_height_top).mV); // draw top right glTexCoord2f(u_min, 1.f - border_uv_scale.mV[VY]); glVertex2fv((x_min + height_vec - border_height_top).mV); glTexCoord2f(u_max, 1.f - border_uv_scale.mV[VY]); glVertex2fv((x_max + height_vec - border_height_top).mV); glTexCoord2f(u_max, 1.f); glVertex2fv((x_max + height_vec).mV); glTexCoord2f(u_min, 1.f); glVertex2fv((x_min + height_vec).mV); } } glEnd(); glPopMatrix(); } 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; glBegin(GL_QUADS); { // draw bottom left glTexCoord2f(0.f, 0.f); glVertex3f(0.f, 0.f, 0.f); glTexCoord2f(border_scale.mV[VX], 0.f); glVertex3fv(left_border_width.mV); glTexCoord2f(border_scale.mV[VX], border_scale.mV[VY]); glVertex3fv((left_border_width + bottom_border_height).mV); glTexCoord2f(0.f, border_scale.mV[VY]); glVertex3fv(bottom_border_height.mV); // draw bottom middle glTexCoord2f(border_scale.mV[VX], 0.f); glVertex3fv(left_border_width.mV); glTexCoord2f(1.f - border_scale.mV[VX], 0.f); glVertex3fv((width_vec - right_border_width).mV); glTexCoord2f(1.f - border_scale.mV[VX], border_scale.mV[VY]); glVertex3fv((width_vec - right_border_width + bottom_border_height).mV); glTexCoord2f(border_scale.mV[VX], border_scale.mV[VY]); glVertex3fv((left_border_width + bottom_border_height).mV); // draw bottom right glTexCoord2f(1.f - border_scale.mV[VX], 0.f); glVertex3fv((width_vec - right_border_width).mV); glTexCoord2f(1.f, 0.f); glVertex3fv(width_vec.mV); glTexCoord2f(1.f, border_scale.mV[VY]); glVertex3fv((width_vec + bottom_border_height).mV); glTexCoord2f(1.f - border_scale.mV[VX], border_scale.mV[VY]); glVertex3fv((width_vec - right_border_width + bottom_border_height).mV); // draw left glTexCoord2f(0.f, border_scale.mV[VY]); glVertex3fv(bottom_border_height.mV); glTexCoord2f(border_scale.mV[VX], border_scale.mV[VY]); glVertex3fv((left_border_width + bottom_border_height).mV); glTexCoord2f(border_scale.mV[VX], 1.f - border_scale.mV[VY]); glVertex3fv((left_border_width + height_vec - top_border_height).mV); glTexCoord2f(0.f, 1.f - border_scale.mV[VY]); glVertex3fv((height_vec - top_border_height).mV); // draw middle glTexCoord2f(border_scale.mV[VX], border_scale.mV[VY]); glVertex3fv((left_border_width + bottom_border_height).mV); glTexCoord2f(1.f - border_scale.mV[VX], border_scale.mV[VY]); glVertex3fv((width_vec - right_border_width + bottom_border_height).mV); glTexCoord2f(1.f - border_scale.mV[VX], 1.f - border_scale.mV[VY]); glVertex3fv((width_vec - right_border_width + height_vec - top_border_height).mV); glTexCoord2f(border_scale.mV[VX], 1.f - border_scale.mV[VY]); glVertex3fv((left_border_width + height_vec - top_border_height).mV); // draw right glTexCoord2f(1.f - border_scale.mV[VX], border_scale.mV[VY]); glVertex3fv((width_vec - right_border_width + bottom_border_height).mV); glTexCoord2f(1.f, border_scale.mV[VY]); glVertex3fv((width_vec + bottom_border_height).mV); glTexCoord2f(1.f, 1.f - border_scale.mV[VY]); glVertex3fv((width_vec + height_vec - top_border_height).mV); glTexCoord2f(1.f - border_scale.mV[VX], 1.f - border_scale.mV[VY]); glVertex3fv((width_vec - right_border_width + height_vec - top_border_height).mV); // draw top left glTexCoord2f(0.f, 1.f - border_scale.mV[VY]); glVertex3fv((height_vec - top_border_height).mV); glTexCoord2f(border_scale.mV[VX], 1.f - border_scale.mV[VY]); glVertex3fv((left_border_width + height_vec - top_border_height).mV); glTexCoord2f(border_scale.mV[VX], 1.f); glVertex3fv((left_border_width + height_vec).mV); glTexCoord2f(0.f, 1.f); glVertex3fv((height_vec).mV); // draw top middle glTexCoord2f(border_scale.mV[VX], 1.f - border_scale.mV[VY]); glVertex3fv((left_border_width + height_vec - top_border_height).mV); glTexCoord2f(1.f - border_scale.mV[VX], 1.f - border_scale.mV[VY]); glVertex3fv((width_vec - right_border_width + height_vec - top_border_height).mV); glTexCoord2f(1.f - border_scale.mV[VX], 1.f); glVertex3fv((width_vec - right_border_width + height_vec).mV); glTexCoord2f(border_scale.mV[VX], 1.f); glVertex3fv((left_border_width + height_vec).mV); // draw top right glTexCoord2f(1.f - border_scale.mV[VX], 1.f - border_scale.mV[VY]); glVertex3fv((width_vec - right_border_width + height_vec - top_border_height).mV); glTexCoord2f(1.f, 1.f - border_scale.mV[VY]); glVertex3fv((width_vec + height_vec - top_border_height).mV); glTexCoord2f(1.f, 1.f); glVertex3fv((width_vec + height_vec).mV); glTexCoord2f(1.f - border_scale.mV[VX], 1.f); glVertex3fv((width_vec - right_border_width + height_vec).mV); } glEnd(); } 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); } #if 0 // No longer used void load_tr(const LLString& lang) { LLString inname = "words." + lang + ".txt"; LLString filename = gDirUtilp->getExpandedFilename(LL_PATH_SKINS, inname.c_str()); llifstream file; file.open(filename.c_str(), std::ios_base::binary); /* Flawfinder: ignore */ if (!file) { llinfos << "No translation dictionary for: " << filename << llendl; return; } llinfos << "Reading language translation dictionary: " << filename << llendl; gTranslation.clear(); gUntranslated.clear(); const S32 MAX_LINE_LEN = 1024; char buffer[MAX_LINE_LEN]; /* Flawfinder: ignore */ while (!file.eof()) { file.getline(buffer, MAX_LINE_LEN); LLString line(buffer); S32 commentpos = line.find("//"); if (commentpos != LLString::npos) { line = line.substr(0, commentpos); } S32 offset = line.find('\t'); if (offset != LLString::npos) { LLString english = line.substr(0,offset); LLString translation = line.substr(offset+1); //llinfos << "TR: " << english << " = " << translation << llendl; gTranslation[english] = translation; } } file.close(); } void init_tr(const LLString& language) { if (!language.empty()) { gLanguage = language; } load_tr(gLanguage); } void cleanup_tr() { // Dump untranslated phrases to help with translation if (gUntranslated.size() > 0) { LLString outname = "untranslated_" + gLanguage + ".txt"; LLString outfilename = gDirUtilp->getExpandedFilename(LL_PATH_SKINS, outname.c_str()); llofstream outfile; outfile.open(outfilename.c_str()); /* Flawfinder: ignore */ if (!outfile) { return; } llinfos << "Writing untranslated words to: " << outfilename << llendl; LLString outtext; for (std::list::iterator iter = gUntranslated.begin(); iter != gUntranslated.end(); ++iter) { // output: english_phrase english_phrase outtext += *iter; outtext += "\t"; outtext += *iter; outtext += "\n"; } outfile << outtext.c_str(); outfile.close(); } } LLString tr(const LLString& english_string) { std::map::iterator it = gTranslation.find(english_string); if (it != gTranslation.end()) { return it->second; } else { gUntranslated.push_back(english_string); return english_string; } } #endif class LLShowXUINamesListener: public LLSimpleListener { bool handleEvent(LLPointer event, const LLSD& userdata) { LLUI::sShowXUINames = (BOOL) event->getValue().asBoolean(); return true; } }; static LLShowXUINamesListener show_xui_names_listener; void LLUI::initClass(LLControlGroup* config, LLControlGroup* colors, LLControlGroup* assets, LLImageProviderInterface* image_provider, LLUIAudioCallback audio_callback, const LLVector2* scale_factor, const LLString& language) { sConfigGroup = config; sColorsGroup = colors; sAssetsGroup = assets; 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")->addListener(&show_xui_names_listener); // init_tr(language); } void LLUI::cleanupClass() { // cleanup_tr(); } //static void LLUI::translate(F32 x, F32 y, F32 z) { glTranslatef(x,y,z); LLFontGL::sCurOrigin.mX += (S32) x; LLFontGL::sCurOrigin.mY += (S32) y; LLFontGL::sCurOrigin.mZ += z; } //static void LLUI::pushMatrix() { glPushMatrix(); LLFontGL::sOriginStack.push_back(LLFontGL::sCurOrigin); } //static void LLUI::popMatrix() { glPopMatrix(); LLFontGL::sCurOrigin = *LLFontGL::sOriginStack.rbegin(); LLFontGL::sOriginStack.pop_back(); } //static void LLUI::loadIdentity() { glLoadIdentity(); LLFontGL::sCurOrigin.mX = 0; LLFontGL::sCurOrigin.mY = 0; LLFontGL::sCurOrigin.mZ = 0; } //static void LLUI::setScissorRegionScreen(const LLRect& rect) { stop_glerror(); S32 x,y,w,h; x = llround(rect.mLeft * LLUI::sGLScaleFactor.mV[VX]); y = llround(rect.mBottom * LLUI::sGLScaleFactor.mV[VY]); w = llround(rect.getWidth() * LLUI::sGLScaleFactor.mV[VX]); h = llround(rect.getHeight() * LLUI::sGLScaleFactor.mV[VY]); glScissor( x,y,w,h ); stop_glerror(); } //static void LLUI::setScissorRegionLocal(const LLRect& rect) { stop_glerror(); S32 screen_left = LLFontGL::sCurOrigin.mX + rect.mLeft; S32 screen_bottom = LLFontGL::sCurOrigin.mY + rect.mBottom; S32 x,y,w,h; x = llround((F32)screen_left * LLUI::sGLScaleFactor.mV[VX]); y = llround((F32)screen_bottom * LLUI::sGLScaleFactor.mV[VY]); w = llround((F32)rect.getWidth() * LLUI::sGLScaleFactor.mV[VX]); h = llround((F32)rect.getHeight() * LLUI::sGLScaleFactor.mV[VY]); w = llmax(0,w); h = llmax(0,h); glScissor(x,y,w,h); stop_glerror(); } //static void LLUI::setScaleFactor(const LLVector2 &scale_factor) { sGLScaleFactor = scale_factor; } //static void LLUI::setLineWidth(F32 width) { glLineWidth(width * lerp(sGLScaleFactor.mV[VX], sGLScaleFactor.mV[VY], 0.5f)); } //static void LLUI::setCursorPositionScreen(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::setCursorPositionLocal(LLView* viewp, S32 x, S32 y) { S32 screen_x, screen_y; viewp->localPointToScreen(x, y, &screen_x, &screen_y); setCursorPositionScreen(screen_x, screen_y); } //static LLString LLUI::locateSkin(const LLString& filename) { LLString slash = gDirUtilp->getDirDelimiter(); LLString 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)) { LLString localization(sConfigGroup->getString("Language")); LLString local_skin = "xui" + slash + localization + slash + filename; found_file = gDirUtilp->getExpandedFilename(LL_PATH_SKINS, local_skin); } } if (!gDirUtilp->fileExists(found_file)) { LLString local_skin = "xui" + slash + "en-us" + slash + filename; found_file = gDirUtilp->getExpandedFilename(LL_PATH_SKINS, 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 LLUUID LLUI::findAssetUUIDByName(const LLString &asset_name) { if(asset_name == LLString::null) return LLUUID::null; LLString foundValue = LLUI::sConfigGroup->findString(asset_name); if(foundValue==LLString::null) { foundValue = LLUI::sAssetsGroup->findString(asset_name); } if(foundValue == LLString::null){ return LLUUID::null; } return LLUUID( foundValue ); }