1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
|
/**
* @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 <stack>
#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<MyClass> /* 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<MyClass>
// {
// /* uses FactoryPolicy<MyClass> by default */
// }
template <class T>
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 T>
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 T, class FACTORY_POLICY = FactoryPolicy<T>, class VISIBILITY_POLICY = VisibilityPolicy<T> >
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<LLFloaterFoo>
// {
// friend class LLUISingleton<LLFloaterFoo>;
// 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 T, class VISIBILITY_POLICY = VisibilityPolicy<T> >
class LLUISingleton: public LLUIFactory<T, LLUISingleton<T, VISIBILITY_POLICY>, VISIBILITY_POLICY>
{
protected:
// T must derive from LLUISingleton<T>
LLUISingleton() { sInstance = static_cast<T*>(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 <class T, class U> T* LLUISingleton<T,U>::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<LLRect> sClipRectStack;
};
class LLLocalClipRect : public LLScreenClipRect
{
public:
LLLocalClipRect(const LLRect& rect, BOOL enabled = TRUE);
};
class LLUIImage : public LLRefCount
{
public:
LLUIImage(const LLString& name, LLPointer<LLImageGL> image);
void setClipRegion(const LLRectf& region);
void setScaleRegion(const LLRectf& region);
LLPointer<LLImageGL> getImage() { return mImage; }
const LLPointer<LLImageGL>& 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<LLImageGL> mImage;
BOOL mUniformScaling;
BOOL mNoClip;
};
typedef LLPointer<LLUIImage> LLUIImagePtr;
template <typename T>
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 <typename T>
class LLHandle
{
public:
LLHandle() : mTombStone(sDefaultTombStone) {}
const LLHandle<T>& operator =(const LLHandle<T>& 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<T>& lhs, const LLHandle<T>& rhs)
{
return lhs.mTombStone == rhs.mTombStone;
}
friend bool operator!= (const LLHandle<T>& lhs, const LLHandle<T>& rhs)
{
return !(lhs == rhs);
}
friend bool operator< (const LLHandle<T>& lhs, const LLHandle<T>& rhs)
{
return lhs.mTombStone < rhs.mTombStone;
}
friend bool operator> (const LLHandle<T>& lhs, const LLHandle<T>& rhs)
{
return lhs.mTombStone > rhs.mTombStone;
}
protected:
protected:
LLPointer<LLTombStone<T> > mTombStone;
private:
static LLPointer<LLTombStone<T> > sDefaultTombStone;
};
// initialize static "empty" tombstone pointer
template <typename T> LLPointer<LLTombStone<T> > LLHandle<T>::sDefaultTombStone = new LLTombStone<T>();
template <typename T>
class LLRootHandle : public LLHandle<T>
{
public:
LLRootHandle(T* object) { bind(object); }
LLRootHandle() {};
~LLRootHandle() { unbind(); }
// this is redundant, since a LLRootHandle *is* an LLHandle
LLHandle<T> getHandle() { return LLHandle<T>(*this); }
void bind(T* object)
{
// unbind existing tombstone
if (LLHandle<T>::mTombStone.notNull())
{
if (LLHandle<T>::mTombStone->getTarget() == object) return;
LLHandle<T>::mTombStone->setTarget(NULL);
}
// tombstone reference counted, so no paired delete
LLHandle<T>::mTombStone = new LLTombStone<T>(object);
}
void unbind()
{
LLHandle<T>::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 <typename T>
class LLHandleProvider
{
protected:
typedef LLHandle<T> handle_type_t;
LLHandleProvider()
{
// provided here to enforce T deriving from LLHandleProvider<T>
}
LLHandle<T> getHandle()
{
// perform lazy binding to avoid small tombstone allocations for handle
// providers whose handles are never referenced
mHandle.bind(static_cast<T*>(this));
return mHandle;
}
private:
LLRootHandle<T> 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
|