/** * @file llui.h * @brief GL function declarations and other general static UI services. * * $LicenseInfo:firstyear=2001&license=viewergpl$ * * Copyright (c) 2001-2007, 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://secondlife.com/developers/opensource/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://secondlife.com/developers/opensource/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. * $/LicenseInfo$ */ // All immediate-mode gl drawing should happen here. #ifndef LL_LLUI_H #define LL_LLUI_H #include "llrect.h" #include "llcontrol.h" #include "llrect.h" #include "llcoord.h" #include "llhtmlhelp.h" #include "llgl.h" #include #include "llimagegl.h" // LLUIFactory #include "llsd.h" class LLColor4; class LLVector3; class LLVector2; class LLUUID; class LLWindow; class LLView; class LLUIImage; // UI colors extern const LLColor4 UI_VERTEX_COLOR; void make_ui_sound(const LLString& name); 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_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_checkerboard(const LLRect& rect); 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_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_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); void gl_washer_spokes_2d(F32 outer_radius, F32 inner_radius, S32 count, const LLColor4& inner_color, const LLColor4& outer_color); void gl_draw_image(S32 x, S32 y, LLImageGL* image, const LLColor4& color = UI_VERTEX_COLOR, const LLRectf& uv_rect = LLRectf(0.f, 1.f, 1.f, 0.f)); void gl_draw_scaled_image(S32 x, S32 y, S32 width, S32 height, LLImageGL* 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, LLImageGL* 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,LLImageGL* image, const LLColor4& color = UI_VERTEX_COLOR, const LLRectf& uv_rect = LLRectf(0.f, 1.f, 1.f, 0.f)); 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 = FALSE, const LLRectf& uv_rect = LLRectf(0.f, 1.f, 1.f, 0.f)); void gl_draw_scaled_image_with_border(S32 x, S32 y, S32 width, S32 height, LLImageGL* 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)); // Flip vertical, used for LLFloaterHTML void gl_draw_scaled_image_inverted(S32 x, S32 y, S32 width, S32 height, LLImageGL* image, const LLColor4& color = UI_VERTEX_COLOR, const LLRectf& uv_rect = LLRectf(0.f, 1.f, 1.f, 0.f)); void gl_rect_2d_xor(S32 left, S32 top, S32 right, S32 bottom); void gl_stippled_line_3d( const LLVector3& start, const LLVector3& end, const LLColor4& color, F32 phase = 0.f ); void gl_rect_2d_simple_tex( S32 width, S32 height ); // segmented rectangles /* TL |______TOP_________| TR /| |\ _/_|__________________|_\_ L| | MIDDLE | |R _|_|__________________|_|_ \ | BOTTOM | / BL\|__________________|/ BR | | */ typedef enum e_rounded_edge { ROUNDED_RECT_LEFT = 0x1, ROUNDED_RECT_TOP = 0x2, ROUNDED_RECT_RIGHT = 0x4, ROUNDED_RECT_BOTTOM = 0x8, ROUNDED_RECT_ALL = 0xf }ERoundedEdge; 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 = ROUNDED_RECT_ALL); 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 = ROUNDED_RECT_ALL); 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, U32 edges = ROUNDED_RECT_ALL); 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); 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) { gl_rect_2d_offset_local( rect.mLeft, rect.mTop, rect.mRight, rect.mBottom, pixel_offset, filled ); } // No longer used // Initializes translation table // void init_tr(); // Returns a string from the string table in the correct language // LLString tr(const LLString& english_chars); // Used to hide the flashing text cursor when window doesn't have focus. extern BOOL gShowTextEditCursor; class LLImageProviderInterface; typedef void (*LLUIAudioCallback)(const LLUUID& uuid); class LLUI { public: // // Methods // static void initClass(LLControlGroup* config, LLControlGroup* colors, LLImageProviderInterface* image_provider, LLUIAudioCallback audio_callback = NULL, const LLVector2 *scale_factor = NULL, const LLString& language = LLString::null); static void cleanupClass(); static void pushMatrix(); static void popMatrix(); static void loadIdentity(); static void translate(F32 x, F32 y, F32 z = 0.0f); //helper functions (should probably move free standing rendering helper functions here) static LLString locateSkin(const LLString& filename); static void setCursorPositionScreen(S32 x, S32 y); static void setCursorPositionLocal(const LLView* viewp, S32 x, S32 y); static void setScaleFactor(const LLVector2& scale_factor); static void setLineWidth(F32 width); static LLUIImage* getUIImage(const LLString& name); static LLVector2 getWindowSize(); static void screenPointToGL(S32 screen_x, S32 screen_y, S32 *gl_x, S32 *gl_y); static void glPointToScreen(S32 gl_x, S32 gl_y, S32 *screen_x, S32 *screen_y); static void screenRectToGL(const LLRect& screen, LLRect *gl); static void glRectToScreen(const LLRect& gl, LLRect *screen); static void setHtmlHelp(LLHtmlHelp* html_help); // // Data // static LLControlGroup* sConfigGroup; static LLControlGroup* sColorsGroup; static LLImageProviderInterface* sImageProvider; static LLUIAudioCallback sAudioCallback; static LLVector2 sGLScaleFactor; static LLWindow* sWindow; static BOOL sShowXUINames; static LLHtmlHelp* sHtmlHelp; // *TODO: remove the following when QAR-369 settings clean-up work is in. // Also remove the call to this method which will then be obsolete. // Search for QAR-369 below to enable the proper accessing of this feature. -MG static void setQAMode(BOOL b); static BOOL sQAMode; }; // FactoryPolicy is a static class that controls the creation and lookup of UI elements, // such as floaters. // The key parameter is used to provide a unique identifier and/or associated construction // parameters for a given UI instance // // Specialize this traits for different types, or provide a class with an identical interface // in the place of the traits parameter // // For example: // // template <> // class FactoryPolicy /* FactoryPolicy specialized for MyClass */ // { // public: // static MyClass* findInstance(const LLSD& key = LLSD()) // { // /* return instance of MyClass associated with key */ // } // // static MyClass* createInstance(const LLSD& key = LLSD()) // { // /* create new instance of MyClass using key for construction parameters */ // } // } // // class MyClass : public LLUIFactory // { // /* uses FactoryPolicy by default */ // } template class FactoryPolicy { public: // basic factory methods static T* findInstance(const LLSD& key); // unimplemented, provide specialiation static T* createInstance(const LLSD& key); // unimplemented, provide specialiation }; // VisibilityPolicy controls the visibility of UI elements, such as floaters. // The key parameter is used to store the unique identifier of a given UI instance // // Specialize this traits for different types, or duplicate this interface for specific instances // (see above) template class VisibilityPolicy { public: // visibility methods static bool visible(T* instance, const LLSD& key); // unimplemented, provide specialiation static void show(T* instance, const LLSD& key); // unimplemented, provide specialiation static void hide(T* instance, const LLSD& key); // unimplemented, provide specialiation }; // Manages generation of UI elements by LLSD, such that (generally) there is // a unique instance per distinct LLSD parameter // Class T is the instance type being managed, and the FACTORY_POLICY and VISIBILITY_POLICY // classes provide static methods for creating, accessing, showing and hiding the associated // element T template , class VISIBILITY_POLICY = VisibilityPolicy > class LLUIFactory { public: // give names to the template parameters so derived classes can refer to them // except this doesn't work in gcc typedef FACTORY_POLICY factory_policy_t; typedef VISIBILITY_POLICY visibility_policy_t; LLUIFactory() { } virtual ~LLUIFactory() { } // default show and hide methods static T* showInstance(const LLSD& key = LLSD()) { T* instance = getInstance(key); if (instance != NULL) { VISIBILITY_POLICY::show(instance, key); } return instance; } static void hideInstance(const LLSD& key = LLSD()) { T* instance = getInstance(key); if (instance != NULL) { VISIBILITY_POLICY::hide(instance, key); } } static void toggleInstance(const LLSD& key = LLSD()) { if (instanceVisible(key)) { hideInstance(key); } else { showInstance(key); } } static bool instanceVisible(const LLSD& key = LLSD()) { T* instance = FACTORY_POLICY::findInstance(key); return instance != NULL && VISIBILITY_POLICY::visible(instance, key); } static T* getInstance(const LLSD& key = LLSD()) { T* instance = FACTORY_POLICY::findInstance(key); if (instance == NULL) { instance = FACTORY_POLICY::createInstance(key); } return instance; } }; // Creates a UI singleton by ignoring the identifying parameter // and always generating the same instance via the LLUIFactory interface. // Note that since UI elements can be destroyed by their hierarchy, this singleton // pattern uses a static pointer to an instance that will be re-created as needed. // // Usage Pattern: // // class LLFloaterFoo : public LLFloater, public LLUISingleton // { // friend class LLUISingleton; // private: // LLFloaterFoo(const LLSD& key); // }; // // Note that LLUISingleton takes an option VisibilityPolicy parameter that defines // how showInstance(), hideInstance(), etc. work. // // https://wiki.lindenlab.com/mediawiki/index.php?title=LLUISingleton&oldid=79352 template > class LLUISingleton: public LLUIFactory, VISIBILITY_POLICY> { protected: // T must derive from LLUISingleton LLUISingleton() { sInstance = static_cast(this); } ~LLUISingleton() { sInstance = NULL; } public: static T* findInstance(const LLSD& key = LLSD()) { return sInstance; } static T* createInstance(const LLSD& key = LLSD()) { if (sInstance == NULL) { sInstance = new T(key); } return sInstance; } private: static T* sInstance; }; template T* LLUISingleton::sInstance = NULL; class LLScreenClipRect { public: LLScreenClipRect(const LLRect& rect, BOOL enabled = TRUE); virtual ~LLScreenClipRect(); private: static void pushClipRect(const LLRect& rect); static void popClipRect(); static void updateScissorRegion(); private: LLGLState mScissorState; BOOL mEnabled; static std::stack sClipRectStack; }; class LLLocalClipRect : public LLScreenClipRect { public: LLLocalClipRect(const LLRect& rect, BOOL enabled = TRUE); }; class LLUIImage : public LLRefCount { public: LLUIImage(const LLString& name, LLPointer image); void setClipRegion(const LLRectf& region); void setScaleRegion(const LLRectf& region); LLPointer getImage() { return mImage; } const LLPointer& getImage() const { return mImage; } void draw(S32 x, S32 y, S32 width, S32 height, const LLColor4& color = UI_VERTEX_COLOR) const; void draw(S32 x, S32 y, const LLColor4& color = UI_VERTEX_COLOR) const; void draw(const LLRect& rect, const LLColor4& color = UI_VERTEX_COLOR) const { draw(rect.mLeft, rect.mBottom, rect.getWidth(), rect.getHeight(), color); } void drawSolid(S32 x, S32 y, S32 width, S32 height, const LLColor4& color) const; void drawSolid(const LLRect& rect, const LLColor4& color) const { drawSolid(rect.mLeft, rect.mBottom, rect.getWidth(), rect.getHeight(), color); } void drawSolid(S32 x, S32 y, const LLColor4& color) const { drawSolid(x, y, mImage->getWidth(0), mImage->getHeight(0), color); } void drawBorder(S32 x, S32 y, S32 width, S32 height, const LLColor4& color, S32 border_width) const; void drawBorder(const LLRect& rect, const LLColor4& color, S32 border_width) const { drawBorder(rect.mLeft, rect.mBottom, rect.getWidth(), rect.getHeight(), color, border_width); } void drawBorder(S32 x, S32 y, const LLColor4& color, S32 border_width) const { drawBorder(x, y, mImage->getWidth(0), mImage->getHeight(0), color, border_width); } const LLString& getName() const { return mName; } S32 getWidth() const; S32 getHeight() const; // returns dimensions of underlying textures, which might not be equal to ui image portion S32 getTextureWidth() const; S32 getTextureHeight() const; protected: LLString mName; LLRectf mScaleRegion; LLRectf mClipRegion; LLPointer mImage; BOOL mUniformScaling; BOOL mNoClip; }; typedef LLPointer LLUIImagePtr; template class LLTombStone : public LLRefCount { public: LLTombStone(T* target = NULL) : mTarget(target) {} void setTarget(T* target) { mTarget = target; } T* getTarget() const { return mTarget; } private: T* mTarget; }; // LLHandles are used to refer to objects whose lifetime you do not control or influence. // Calling get() on a handle will return a pointer to the referenced object or NULL, // if the object no longer exists. Note that during the lifetime of the returned pointer, // you are assuming that the object will not be deleted by any action you perform, // or any other thread, as normal when using pointers, so avoid using that pointer outside of // the local code block. // // https://wiki.lindenlab.com/mediawiki/index.php?title=LLHandle&oldid=79669 template class LLHandle { public: LLHandle() : mTombStone(sDefaultTombStone) {} const LLHandle& operator =(const LLHandle& other) { mTombStone = other.mTombStone; return *this; } bool isDead() const { return mTombStone->getTarget() == NULL; } void markDead() { mTombStone = sDefaultTombStone; } T* get() const { return mTombStone->getTarget(); } friend bool operator== (const LLHandle& lhs, const LLHandle& rhs) { return lhs.mTombStone == rhs.mTombStone; } friend bool operator!= (const LLHandle& lhs, const LLHandle& rhs) { return !(lhs == rhs); } friend bool operator< (const LLHandle& lhs, const LLHandle& rhs) { return lhs.mTombStone < rhs.mTombStone; } friend bool operator> (const LLHandle& lhs, const LLHandle& rhs) { return lhs.mTombStone > rhs.mTombStone; } protected: protected: LLPointer > mTombStone; private: static LLPointer > sDefaultTombStone; }; // initialize static "empty" tombstone pointer template LLPointer > LLHandle::sDefaultTombStone = new LLTombStone(); template class LLRootHandle : public LLHandle { public: LLRootHandle(T* object) { bind(object); } LLRootHandle() {}; ~LLRootHandle() { unbind(); } // this is redundant, since a LLRootHandle *is* an LLHandle LLHandle getHandle() { return LLHandle(*this); } void bind(T* object) { // unbind existing tombstone if (LLHandle::mTombStone.notNull()) { if (LLHandle::mTombStone->getTarget() == object) return; LLHandle::mTombStone->setTarget(NULL); } // tombstone reference counted, so no paired delete LLHandle::mTombStone = new LLTombStone(object); } void unbind() { LLHandle::mTombStone->setTarget(NULL); } //don't allow copying of root handles, since there should only be one private: LLRootHandle(const LLRootHandle& other) {}; }; // Use this as a mixin for simple classes that need handles and when you don't // want handles at multiple points of the inheritance hierarchy template class LLHandleProvider { protected: typedef LLHandle handle_type_t; LLHandleProvider() { // provided here to enforce T deriving from LLHandleProvider } LLHandle getHandle() { // perform lazy binding to avoid small tombstone allocations for handle // providers whose handles are never referenced mHandle.bind(static_cast(this)); return mHandle; } private: LLRootHandle mHandle; }; //RN: maybe this needs to moved elsewhere? class LLImageProviderInterface { public: LLImageProviderInterface() {}; virtual ~LLImageProviderInterface() {}; virtual LLUIImagePtr getUIImage(const LLString& name) = 0; virtual LLUIImagePtr getUIImageByID(const LLUUID& id) = 0; virtual void cleanUp() = 0; }; #endif