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|
/**
* @file llfloatercolorpicker.cpp
* @brief Generic system color picker
*
* $LicenseInfo:firstyear=2004&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2010, 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
* $/LicenseInfo$
*/
#include "llviewerprecompiledheaders.h"
#include "llfloatercolorpicker.h"
// Viewer project includes
#include "lltoolmgr.h"
#include "lltoolpipette.h"
#include "llviewercontrol.h"
#include "llworld.h"
// Linden library includes
#include "llfontgl.h"
#include "llsys.h"
#include "llgl.h"
#include "llrender.h"
#include "v3dmath.h"
#include "lldir.h"
#include "llui.h"
#include "lllineeditor.h"
#include "v4coloru.h"
#include "llbutton.h"
#include "lluictrlfactory.h"
#include "llgl.h"
#include "llpointer.h"
#include "llimage.h"
#include "llmousehandler.h"
#include "llglheaders.h"
#include "llcheckboxctrl.h"
#include "lltextbox.h"
#include "lluiconstants.h"
#include "llfocusmgr.h"
#include "lldraghandle.h"
#include "llwindow.h"
// System includes
#include <sstream>
#include <iomanip>
const F32 CONTEXT_CONE_IN_ALPHA = 0.0f;
const F32 CONTEXT_CONE_OUT_ALPHA = 1.f;
const F32 CONTEXT_FADE_TIME = 0.08f;
//////////////////////////////////////////////////////////////////////////////
//
// Class LLFloaterColorPicker
//
//////////////////////////////////////////////////////////////////////////////
LLFloaterColorPicker::LLFloaterColorPicker (LLColorSwatchCtrl* swatch, BOOL show_apply_immediate )
: LLFloater(LLSD()),
mComponents ( 3 ),
mMouseDownInLumRegion ( FALSE ),
mMouseDownInHueRegion ( FALSE ),
mMouseDownInSwatch ( FALSE ),
// *TODO: Specify this in XML
mRGBViewerImageLeft ( 140 ),
mRGBViewerImageTop ( 356 ),
mRGBViewerImageWidth ( 256 ),
mRGBViewerImageHeight ( 256 ),
mLumRegionLeft ( mRGBViewerImageLeft + mRGBViewerImageWidth + 16 ),
mLumRegionTop ( mRGBViewerImageTop ),
mLumRegionWidth ( 16 ),
mLumRegionHeight ( mRGBViewerImageHeight ),
mLumMarkerSize ( 6 ),
// *TODO: Specify this in XML
mSwatchRegionLeft ( 12 ),
mSwatchRegionTop ( 190 ),
mSwatchRegionWidth ( 116 ),
mSwatchRegionHeight ( 60 ),
mSwatchView ( NULL ),
// *TODO: Specify this in XML
numPaletteColumns ( 16 ),
numPaletteRows ( 2 ),
highlightEntry ( -1 ),
mPaletteRegionLeft ( 11 ),
mPaletteRegionTop ( 100 - 8 ),
mPaletteRegionWidth ( mLumRegionLeft + mLumRegionWidth - 10 ),
mPaletteRegionHeight ( 40 ),
mSwatch ( swatch ),
mActive ( TRUE ),
mCanApplyImmediately ( show_apply_immediate ),
mContextConeOpacity ( 0.f )
{
buildFromFile ( "floater_color_picker.xml");
// create user interface for this picker
createUI ();
if (!mCanApplyImmediately)
{
mApplyImmediateCheck->setEnabled(FALSE);
mApplyImmediateCheck->set(FALSE);
}
}
LLFloaterColorPicker::~LLFloaterColorPicker()
{
// destroy the UI we created
destroyUI ();
}
//////////////////////////////////////////////////////////////////////////////
//
void LLFloaterColorPicker::createUI ()
{
// create RGB type area (not really RGB but it's got R,G & B in it.,..
LLPointer<LLImageRaw> raw = new LLImageRaw ( mRGBViewerImageWidth, mRGBViewerImageHeight, mComponents );
U8* bits = raw->getData();
S32 linesize = mRGBViewerImageWidth * mComponents;
for ( S32 y = 0; y < mRGBViewerImageHeight; ++y )
{
for ( S32 x = 0; x < linesize; x += mComponents )
{
F32 rVal, gVal, bVal;
hslToRgb ( (F32)x / (F32) ( linesize - 1 ),
(F32)y / (F32) ( mRGBViewerImageHeight - 1 ),
0.5f,
rVal,
gVal,
bVal );
* ( bits + x + y * linesize + 0 ) = ( U8 )( rVal * 255.0f );
* ( bits + x + y * linesize + 1 ) = ( U8 )( gVal * 255.0f );
* ( bits + x + y * linesize + 2 ) = ( U8 )( bVal * 255.0f );
}
}
mRGBImage = LLViewerTextureManager::getLocalTexture( (LLImageRaw*)raw, FALSE );
gGL.getTexUnit(0)->bind(mRGBImage);
mRGBImage->setAddressMode(LLTexUnit::TAM_CLAMP);
// create palette
for ( S32 each = 0; each < numPaletteColumns * numPaletteRows; ++each )
{
std::ostringstream codec;
codec << "ColorPaletteEntry" << std::setfill ( '0' ) << std::setw ( 2 ) << each + 1;
// argh!
const std::string s ( codec.str () );
mPalette.push_back ( new LLColor4 ( LLUIColorTable::instance().getColor ( s ) ) );
}
}
//////////////////////////////////////////////////////////////////////////////
//
void LLFloaterColorPicker::showUI ()
{
setVisible ( TRUE );
setFocus ( TRUE );
openFloater(getKey());
// HACK: if system color picker is required - close the SL one we made and use default system dialog
if ( gSavedSettings.getBOOL ( "UseDefaultColorPicker" ) )
{
LLColorSwatchCtrl* swatch = getSwatch ();
setVisible ( FALSE );
// code that will get switched in for default system color picker
if ( swatch )
{
LLColor4 curCol = swatch->get ();
send_agent_pause();
getWindow()->dialogColorPicker( &curCol [ 0 ], &curCol [ 1 ], &curCol [ 2 ] );
send_agent_resume();
setOrigRgb ( curCol [ 0 ], curCol [ 1 ], curCol [ 2 ] );
setCurRgb( curCol [ 0 ], curCol [ 1 ], curCol [ 2 ] );
LLColorSwatchCtrl::onColorChanged ( swatch, LLColorSwatchCtrl::COLOR_CHANGE );
}
closeFloater();
}
}
//////////////////////////////////////////////////////////////////////////////
// called after the dialog is rendered
BOOL LLFloaterColorPicker::postBuild()
{
mCancelBtn = getChild<LLButton>( "cancel_btn" );
mCancelBtn->setClickedCallback ( onClickCancel, this );
mSelectBtn = getChild<LLButton>( "select_btn");
mSelectBtn->setClickedCallback ( onClickSelect, this );
mSelectBtn->setFocus ( TRUE );
mPipetteBtn = getChild<LLButton>("color_pipette" );
mPipetteBtn->setImages(std::string("eye_button_inactive.tga"), std::string("eye_button_active.tga"));
mPipetteBtn->setCommitCallback( boost::bind(&LLFloaterColorPicker::onClickPipette, this ));
mApplyImmediateCheck = getChild<LLCheckBoxCtrl>("apply_immediate");
mApplyImmediateCheck->set(gSavedSettings.getBOOL("ApplyColorImmediately"));
mApplyImmediateCheck->setCommitCallback(onImmediateCheck, this);
childSetCommitCallback("rspin", onTextCommit, (void*)this );
childSetCommitCallback("gspin", onTextCommit, (void*)this );
childSetCommitCallback("bspin", onTextCommit, (void*)this );
childSetCommitCallback("hspin", onTextCommit, (void*)this );
childSetCommitCallback("sspin", onTextCommit, (void*)this );
childSetCommitCallback("lspin", onTextCommit, (void*)this );
LLToolPipette::getInstance()->setToolSelectCallback(boost::bind(&LLFloaterColorPicker::onColorSelect, this, _1));
return TRUE;
}
//////////////////////////////////////////////////////////////////////////////
//
void LLFloaterColorPicker::initUI ( F32 rValIn, F32 gValIn, F32 bValIn )
{
// under some circumstances, we get rogue values that can be calmed by clamping...
rValIn = llclamp ( rValIn, 0.0f, 1.0f );
gValIn = llclamp ( gValIn, 0.0f, 1.0f );
bValIn = llclamp ( bValIn, 0.0f, 1.0f );
// store initial value in case cancel or revert is selected
setOrigRgb ( rValIn, gValIn, bValIn );
// starting point for current value to
setCurRgb ( rValIn, gValIn, bValIn );
// unpdate text entry fields
updateTextEntry ();
}
//////////////////////////////////////////////////////////////////////////////
//
void LLFloaterColorPicker::destroyUI ()
{
// shut down pipette tool if active
stopUsingPipette();
// delete palette we created
std::vector < LLColor4* >::iterator iter = mPalette.begin ();
while ( iter != mPalette.end () )
{
delete ( *iter );
++iter;
}
if ( mSwatchView )
{
this->removeChild ( mSwatchView );
mSwatchView->die();;
mSwatchView = NULL;
}
}
//////////////////////////////////////////////////////////////////////////////
//
F32 LLFloaterColorPicker::hueToRgb ( F32 val1In, F32 val2In, F32 valHUeIn )
{
if ( valHUeIn < 0.0f ) valHUeIn += 1.0f;
if ( valHUeIn > 1.0f ) valHUeIn -= 1.0f;
if ( ( 6.0f * valHUeIn ) < 1.0f ) return ( val1In + ( val2In - val1In ) * 6.0f * valHUeIn );
if ( ( 2.0f * valHUeIn ) < 1.0f ) return ( val2In );
if ( ( 3.0f * valHUeIn ) < 2.0f ) return ( val1In + ( val2In - val1In ) * ( ( 2.0f / 3.0f ) - valHUeIn ) * 6.0f );
return ( val1In );
}
//////////////////////////////////////////////////////////////////////////////
//
void LLFloaterColorPicker::hslToRgb ( F32 hValIn, F32 sValIn, F32 lValIn, F32& rValOut, F32& gValOut, F32& bValOut )
{
if ( sValIn < 0.00001f )
{
rValOut = lValIn;
gValOut = lValIn;
bValOut = lValIn;
}
else
{
F32 interVal1;
F32 interVal2;
if ( lValIn < 0.5f )
interVal2 = lValIn * ( 1.0f + sValIn );
else
interVal2 = ( lValIn + sValIn ) - ( sValIn * lValIn );
interVal1 = 2.0f * lValIn - interVal2;
rValOut = hueToRgb ( interVal1, interVal2, hValIn + ( 1.f / 3.f ) );
gValOut = hueToRgb ( interVal1, interVal2, hValIn );
bValOut = hueToRgb ( interVal1, interVal2, hValIn - ( 1.f / 3.f ) );
}
}
//////////////////////////////////////////////////////////////////////////////
// mutator for original RGB value
void LLFloaterColorPicker::setOrigRgb ( F32 origRIn, F32 origGIn, F32 origBIn )
{
origR = origRIn;
origG = origGIn;
origB = origBIn;
}
//////////////////////////////////////////////////////////////////////////////
// accessor for original RGB value
void LLFloaterColorPicker::getOrigRgb ( F32& origROut, F32& origGOut, F32& origBOut )
{
origROut = origR;
origGOut = origG;
origBOut = origB;
}
//////////////////////////////////////////////////////////////////////////////
// mutator for current RGB value
void LLFloaterColorPicker::setCurRgb ( F32 curRIn, F32 curGIn, F32 curBIn )
{
// save current RGB
curR = curRIn;
curG = curGIn;
curB = curBIn;
// update corresponding HSL values and
LLColor3(curRIn, curGIn, curBIn).calcHSL(&curH, &curS, &curL);
// color changed so update text fields
updateTextEntry();
}
//////////////////////////////////////////////////////////////////////////////
// accessor for current RGB value
void LLFloaterColorPicker::getCurRgb ( F32& curROut, F32& curGOut, F32& curBOut )
{
curROut = curR;
curGOut = curG;
curBOut = curB;
}
//////////////////////////////////////////////////////////////////////////////
// mutator for current HSL value
void LLFloaterColorPicker::setCurHsl ( F32 curHIn, F32 curSIn, F32 curLIn )
{
// save current HSL
curH = curHIn;
curS = curSIn;
curL = curLIn;
// update corresponding RGB values and
hslToRgb ( curH, curS, curL, curR, curG, curB );
}
//////////////////////////////////////////////////////////////////////////////
// accessor for current HSL value
void LLFloaterColorPicker::getCurHsl ( F32& curHOut, F32& curSOut, F32& curLOut )
{
curHOut = curH;
curSOut = curS;
curLOut = curL;
}
//////////////////////////////////////////////////////////////////////////////
// called when 'cancel' clicked
void LLFloaterColorPicker::onClickCancel ( void* data )
{
if (data)
{
LLFloaterColorPicker* self = ( LLFloaterColorPicker* )data;
if ( self )
{
self->cancelSelection ();
self->closeFloater();
}
}
}
//////////////////////////////////////////////////////////////////////////////
// called when 'select' clicked
void LLFloaterColorPicker::onClickSelect ( void* data )
{
if (data)
{
LLFloaterColorPicker* self = ( LLFloaterColorPicker* )data;
if ( self )
{
// apply to selection
LLColorSwatchCtrl::onColorChanged ( self->getSwatch (), LLColorSwatchCtrl::COLOR_SELECT );
self->closeFloater();
}
}
}
void LLFloaterColorPicker::onClickPipette( )
{
BOOL pipette_active = mPipetteBtn->getToggleState();
pipette_active = !pipette_active;
if (pipette_active)
{
LLToolMgr::getInstance()->setTransientTool(LLToolPipette::getInstance());
}
else
{
LLToolMgr::getInstance()->clearTransientTool();
}
}
//////////////////////////////////////////////////////////////////////////////
// called when 'text is committed' - i,e. focus moves from a text field
void LLFloaterColorPicker::onTextCommit ( LLUICtrl* ctrl, void* data )
{
if ( data )
{
LLFloaterColorPicker* self = ( LLFloaterColorPicker* )data;
if ( self )
{
self->onTextEntryChanged ( ctrl );
}
}
}
void LLFloaterColorPicker::onImmediateCheck( LLUICtrl* ctrl, void* data)
{
LLFloaterColorPicker* self = ( LLFloaterColorPicker* )data;
if (self)
{
gSavedSettings.setBOOL("ApplyColorImmediately", self->mApplyImmediateCheck->get());
if (self->mApplyImmediateCheck->get())
{
LLColorSwatchCtrl::onColorChanged ( self->getSwatch (), LLColorSwatchCtrl::COLOR_CHANGE );
}
}
}
void LLFloaterColorPicker::onColorSelect( const LLTextureEntry& te )
{
setCurRgb(te.getColor().mV[VRED], te.getColor().mV[VGREEN], te.getColor().mV[VBLUE]);
if (mApplyImmediateCheck->get())
{
LLColorSwatchCtrl::onColorChanged ( getSwatch (), LLColorSwatchCtrl::COLOR_CHANGE );
}
}
void LLFloaterColorPicker::onMouseCaptureLost()
{
setMouseDownInHueRegion(FALSE);
setMouseDownInLumRegion(FALSE);
}
F32 LLFloaterColorPicker::getSwatchTransparency()
{
// If the floater is focused, don't apply its alpha to the color swatch (STORM-676).
return getTransparencyType() == TT_ACTIVE ? 1.f : LLFloater::getCurrentTransparency();
}
//////////////////////////////////////////////////////////////////////////////
//
void LLFloaterColorPicker::draw()
{
LLRect swatch_rect;
mSwatch->localRectToOtherView(mSwatch->getLocalRect(), &swatch_rect, this);
// draw context cone connecting color picker with color swatch in parent floater
LLRect local_rect = getLocalRect();
if (gFocusMgr.childHasKeyboardFocus(this) && mSwatch->isInVisibleChain() && mContextConeOpacity > 0.001f)
{
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
LLGLEnable(GL_CULL_FACE);
gGL.begin(LLRender::QUADS);
{
gGL.color4f(0.f, 0.f, 0.f, CONTEXT_CONE_IN_ALPHA * mContextConeOpacity);
gGL.vertex2i(swatch_rect.mLeft, swatch_rect.mTop);
gGL.vertex2i(swatch_rect.mRight, swatch_rect.mTop);
gGL.color4f(0.f, 0.f, 0.f, CONTEXT_CONE_OUT_ALPHA * mContextConeOpacity);
gGL.vertex2i(local_rect.mRight, local_rect.mTop);
gGL.vertex2i(local_rect.mLeft, local_rect.mTop);
gGL.color4f(0.f, 0.f, 0.f, CONTEXT_CONE_OUT_ALPHA * mContextConeOpacity);
gGL.vertex2i(local_rect.mLeft, local_rect.mTop);
gGL.vertex2i(local_rect.mLeft, local_rect.mBottom);
gGL.color4f(0.f, 0.f, 0.f, CONTEXT_CONE_IN_ALPHA * mContextConeOpacity);
gGL.vertex2i(swatch_rect.mLeft, swatch_rect.mBottom);
gGL.vertex2i(swatch_rect.mLeft, swatch_rect.mTop);
gGL.color4f(0.f, 0.f, 0.f, CONTEXT_CONE_OUT_ALPHA * mContextConeOpacity);
gGL.vertex2i(local_rect.mRight, local_rect.mBottom);
gGL.vertex2i(local_rect.mRight, local_rect.mTop);
gGL.color4f(0.f, 0.f, 0.f, CONTEXT_CONE_IN_ALPHA * mContextConeOpacity);
gGL.vertex2i(swatch_rect.mRight, swatch_rect.mTop);
gGL.vertex2i(swatch_rect.mRight, swatch_rect.mBottom);
gGL.color4f(0.f, 0.f, 0.f, CONTEXT_CONE_OUT_ALPHA * mContextConeOpacity);
gGL.vertex2i(local_rect.mLeft, local_rect.mBottom);
gGL.vertex2i(local_rect.mRight, local_rect.mBottom);
gGL.color4f(0.f, 0.f, 0.f, CONTEXT_CONE_IN_ALPHA * mContextConeOpacity);
gGL.vertex2i(swatch_rect.mRight, swatch_rect.mBottom);
gGL.vertex2i(swatch_rect.mLeft, swatch_rect.mBottom);
}
gGL.end();
}
if (gFocusMgr.childHasMouseCapture(getDragHandle()))
{
mContextConeOpacity = lerp(mContextConeOpacity, gSavedSettings.getF32("PickerContextOpacity"), LLCriticalDamp::getInterpolant(CONTEXT_FADE_TIME));
}
else
{
mContextConeOpacity = lerp(mContextConeOpacity, 0.f, LLCriticalDamp::getInterpolant(CONTEXT_FADE_TIME));
}
mPipetteBtn->setToggleState(LLToolMgr::getInstance()->getCurrentTool() == LLToolPipette::getInstance());
mApplyImmediateCheck->setEnabled(mActive && mCanApplyImmediately);
mSelectBtn->setEnabled(mActive);
// base floater stuff
LLFloater::draw ();
const F32 alpha = getSwatchTransparency();
// draw image for RGB area (not really RGB but you'll see what I mean...
gl_draw_image ( mRGBViewerImageLeft, mRGBViewerImageTop - mRGBViewerImageHeight, mRGBImage, LLColor4::white % alpha);
// update 'cursor' into RGB Section
S32 xPos = ( S32 ) ( ( F32 )mRGBViewerImageWidth * getCurH () ) - 8;
S32 yPos = ( S32 ) ( ( F32 )mRGBViewerImageHeight * getCurS () ) - 8;
gl_line_2d ( mRGBViewerImageLeft + xPos,
mRGBViewerImageTop - mRGBViewerImageHeight + yPos + 8,
mRGBViewerImageLeft + xPos + 16,
mRGBViewerImageTop - mRGBViewerImageHeight + yPos + 8,
LLColor4 ( 0.0f, 0.0f, 0.0f, 1.0f ) );
gl_line_2d ( mRGBViewerImageLeft + xPos + 8,
mRGBViewerImageTop - mRGBViewerImageHeight + yPos,
mRGBViewerImageLeft + xPos + 8,
mRGBViewerImageTop - mRGBViewerImageHeight + yPos + 16,
LLColor4 ( 0.0f, 0.0f, 0.0f, 1.0f ) );
// create rgb area outline
gl_rect_2d ( mRGBViewerImageLeft,
mRGBViewerImageTop - mRGBViewerImageHeight,
mRGBViewerImageLeft + mRGBViewerImageWidth + 1,
mRGBViewerImageTop,
LLColor4 ( 0.0f, 0.0f, 0.0f, alpha ),
FALSE );
// draw luminance slider
for ( S32 y = 0; y < mLumRegionHeight; ++y )
{
F32 rValSlider, gValSlider, bValSlider;
hslToRgb ( getCurH (), getCurS (), ( F32 )y / ( F32 )mLumRegionHeight, rValSlider, gValSlider, bValSlider );
gl_rect_2d( mLumRegionLeft,
mLumRegionTop - mLumRegionHeight + y,
mLumRegionLeft + mLumRegionWidth,
mLumRegionTop - mLumRegionHeight + y - 1,
LLColor4 ( rValSlider, gValSlider, bValSlider, alpha ) );
}
// draw luninance marker
S32 startX = mLumRegionLeft + mLumRegionWidth;
S32 startY = mLumRegionTop - mLumRegionHeight + ( S32 ) ( mLumRegionHeight * getCurL () );
gl_triangle_2d ( startX, startY,
startX + mLumMarkerSize, startY - mLumMarkerSize,
startX + mLumMarkerSize, startY + mLumMarkerSize,
LLColor4 ( 0.75f, 0.75f, 0.75f, 1.0f ), TRUE );
// draw luminance slider outline
gl_rect_2d ( mLumRegionLeft,
mLumRegionTop - mLumRegionHeight,
mLumRegionLeft + mLumRegionWidth + 1,
mLumRegionTop,
LLColor4 ( 0.0f, 0.0f, 0.0f, 1.0f ),
FALSE );
// draw selected color swatch
gl_rect_2d ( mSwatchRegionLeft,
mSwatchRegionTop - mSwatchRegionHeight,
mSwatchRegionLeft + mSwatchRegionWidth,
mSwatchRegionTop,
LLColor4 ( getCurR (), getCurG (), getCurB (), alpha ),
TRUE );
// draw selected color swatch outline
gl_rect_2d ( mSwatchRegionLeft,
mSwatchRegionTop - mSwatchRegionHeight,
mSwatchRegionLeft + mSwatchRegionWidth + 1,
mSwatchRegionTop,
LLColor4 ( 0.0f, 0.0f, 0.0f, 1.0f ),
FALSE );
// color palette code is a little more involved so break it out into its' own method
drawPalette ();
}
//////////////////////////////////////////////////////////////////////////////
// find a complimentary color to the one passed in that can be used to highlight
const LLColor4& LLFloaterColorPicker::getComplimentaryColor ( const LLColor4& backgroundColor )
{
// going to base calculation on luminance
F32 hVal, sVal, lVal;
backgroundColor.calcHSL(&hVal, &sVal, &lVal);
hVal *= 360.f;
sVal *= 100.f;
lVal *= 100.f;
// fairly simple heuristic for now...!
if ( lVal < 0.5f )
{
return LLColor4::white;
}
return LLColor4::black;
}
//////////////////////////////////////////////////////////////////////////////
// draw color palette
void LLFloaterColorPicker::drawPalette ()
{
S32 curEntry = 0;
const F32 alpha = getSwatchTransparency();
for ( S32 y = 0; y < numPaletteRows; ++y )
{
for ( S32 x = 0; x < numPaletteColumns; ++x )
{
// calculate position
S32 x1 = mPaletteRegionLeft + ( mPaletteRegionWidth * x ) / numPaletteColumns;
S32 y1 = mPaletteRegionTop - ( mPaletteRegionHeight * y ) / numPaletteRows;
S32 x2 = ( mPaletteRegionLeft + ( mPaletteRegionWidth * ( x + 1 ) ) / numPaletteColumns );
S32 y2 = ( mPaletteRegionTop - ( mPaletteRegionHeight * ( y + 1 ) ) / numPaletteRows );
// draw palette entry color
if ( mPalette [ curEntry ] )
{
gl_rect_2d ( x1 + 2, y1 - 2, x2 - 2, y2 + 2, *mPalette [ curEntry++ ] % alpha, TRUE );
gl_rect_2d ( x1 + 1, y1 - 1, x2 - 1, y2 + 1, LLColor4 ( 0.0f, 0.0f, 0.0f, 1.0f ), FALSE );
}
}
}
// if there is something to highlight (mouse down in swatch & hovering over palette)
if ( highlightEntry >= 0 )
{
// extract row/column from palette index
S32 entryColumn = highlightEntry % numPaletteColumns;
S32 entryRow = highlightEntry / numPaletteColumns;
// calculate position of this entry
S32 x1 = mPaletteRegionLeft + ( mPaletteRegionWidth * entryColumn ) / numPaletteColumns;
S32 y1 = mPaletteRegionTop - ( mPaletteRegionHeight * entryRow ) / numPaletteRows;
S32 x2 = ( mPaletteRegionLeft + ( mPaletteRegionWidth * ( entryColumn + 1 ) ) / numPaletteColumns );
S32 y2 = ( mPaletteRegionTop - ( mPaletteRegionHeight * ( entryRow + 1 ) ) / numPaletteRows );
// center position of entry
S32 xCenter = x1 + ( x2 - x1 ) / 2;
S32 yCenter = y1 - ( y1 - y2 ) / 2;
// find a color that works well as a highlight color
LLColor4 hlColor ( getComplimentaryColor ( *mPalette [ highlightEntry ] ) );
// mark a cross for entry that is being hovered
gl_line_2d ( xCenter - 4, yCenter - 4, xCenter + 4, yCenter + 4, hlColor );
gl_line_2d ( xCenter + 4, yCenter - 4, xCenter - 4, yCenter + 4, hlColor );
}
}
//////////////////////////////////////////////////////////////////////////////
// update text entry values for RGB/HSL (can't be done in ::draw () since this overwrites input
void LLFloaterColorPicker::updateTextEntry ()
{
// set values in spinners
getChild<LLUICtrl>("rspin")->setValue(( getCurR () * 255.0f ) );
getChild<LLUICtrl>("gspin")->setValue(( getCurG () * 255.0f ) );
getChild<LLUICtrl>("bspin")->setValue(( getCurB () * 255.0f ) );
getChild<LLUICtrl>("hspin")->setValue(( getCurH () * 360.0f ) );
getChild<LLUICtrl>("sspin")->setValue(( getCurS () * 100.0f ) );
getChild<LLUICtrl>("lspin")->setValue(( getCurL () * 100.0f ) );
}
//////////////////////////////////////////////////////////////////////////////
//
void LLFloaterColorPicker::onTextEntryChanged ( LLUICtrl* ctrl )
{
// value in RGB boxes changed
std::string name = ctrl->getName();
if ( ( name == "rspin" ) || ( name == "gspin" ) || ( name == "bspin" ) )
{
// get current RGB
F32 rVal, gVal, bVal;
getCurRgb ( rVal, gVal, bVal );
// update component value with new value from text
if ( name == "rspin" )
{
rVal = (F32)ctrl->getValue().asReal() / 255.0f;
}
else
if ( name == "gspin" )
{
gVal = (F32)ctrl->getValue().asReal() / 255.0f;
}
else
if ( name == "bspin" )
{
bVal = (F32)ctrl->getValue().asReal() / 255.0f;
}
// update current RGB (and implicitly HSL)
setCurRgb ( rVal, gVal, bVal );
updateTextEntry ();
}
else
// value in HSL boxes changed
if ( ( name == "hspin" ) || ( name == "sspin" ) || ( name == "lspin" ) )
{
// get current HSL
F32 hVal, sVal, lVal;
getCurHsl ( hVal, sVal, lVal );
// update component value with new value from text
if ( name == "hspin" )
hVal = (F32)ctrl->getValue().asReal() / 360.0f;
else
if ( name == "sspin" )
sVal = (F32)ctrl->getValue().asReal() / 100.0f;
else
if ( name == "lspin" )
lVal = (F32)ctrl->getValue().asReal() / 100.0f;
// update current HSL (and implicitly RGB)
setCurHsl ( hVal, sVal, lVal );
updateTextEntry ();
}
if (mApplyImmediateCheck->get())
{
LLColorSwatchCtrl::onColorChanged ( getSwatch (), LLColorSwatchCtrl::COLOR_CHANGE );
}
}
//////////////////////////////////////////////////////////////////////////////
//
BOOL LLFloaterColorPicker::updateRgbHslFromPoint ( S32 xPosIn, S32 yPosIn )
{
if ( xPosIn >= mRGBViewerImageLeft &&
xPosIn <= mRGBViewerImageLeft + mRGBViewerImageWidth &&
yPosIn <= mRGBViewerImageTop &&
yPosIn >= mRGBViewerImageTop - mRGBViewerImageHeight )
{
// update HSL (and therefore RGB) based on new H & S and current L
setCurHsl ( ( ( F32 )xPosIn - ( F32 )mRGBViewerImageLeft ) / ( F32 )mRGBViewerImageWidth,
( ( F32 )yPosIn - ( ( F32 )mRGBViewerImageTop - ( F32 )mRGBViewerImageHeight ) ) / ( F32 )mRGBViewerImageHeight,
getCurL () );
// indicate a value changed
return TRUE;
}
else
if ( xPosIn >= mLumRegionLeft &&
xPosIn <= mLumRegionLeft + mLumRegionWidth &&
yPosIn <= mLumRegionTop &&
yPosIn >= mLumRegionTop - mLumRegionHeight )
{
// update HSL (and therefore RGB) based on current HS and new L
setCurHsl ( getCurH (),
getCurS (),
( ( F32 )yPosIn - ( ( F32 )mRGBViewerImageTop - ( F32 )mRGBViewerImageHeight ) ) / ( F32 )mRGBViewerImageHeight );
// indicate a value changed
return TRUE;
}
return FALSE;
}
//////////////////////////////////////////////////////////////////////////////
//
BOOL LLFloaterColorPicker::handleMouseDown ( S32 x, S32 y, MASK mask )
{
// make it the frontmost
gFloaterView->bringToFront(this);
// rect containing RGB area
LLRect rgbAreaRect ( mRGBViewerImageLeft,
mRGBViewerImageTop,
mRGBViewerImageLeft + mRGBViewerImageWidth,
mRGBViewerImageTop - mRGBViewerImageHeight );
if ( rgbAreaRect.pointInRect ( x, y ) )
{
gFocusMgr.setMouseCapture(this);
// mouse button down
setMouseDownInHueRegion ( TRUE );
// update all values based on initial click
updateRgbHslFromPoint ( x, y );
// required by base class
return TRUE;
}
// rect containing RGB area
LLRect lumAreaRect ( mLumRegionLeft,
mLumRegionTop,
mLumRegionLeft + mLumRegionWidth + mLumMarkerSize,
mLumRegionTop - mLumRegionHeight );
if ( lumAreaRect.pointInRect ( x, y ) )
{
gFocusMgr.setMouseCapture(this);
// mouse button down
setMouseDownInLumRegion ( TRUE );
// required by base class
return TRUE;
}
// rect containing swatch area
LLRect swatchRect ( mSwatchRegionLeft,
mSwatchRegionTop,
mSwatchRegionLeft + mSwatchRegionWidth,
mSwatchRegionTop - mSwatchRegionHeight );
setMouseDownInSwatch( FALSE );
if ( swatchRect.pointInRect ( x, y ) )
{
setMouseDownInSwatch( TRUE );
// required - dont drag windows here.
return TRUE;
}
// rect containing palette area
LLRect paletteRect ( mPaletteRegionLeft,
mPaletteRegionTop,
mPaletteRegionLeft + mPaletteRegionWidth,
mPaletteRegionTop - mPaletteRegionHeight );
if ( paletteRect.pointInRect ( x, y ) )
{
// release keyboard focus so we can change text values
if (gFocusMgr.childHasKeyboardFocus(this))
{
mSelectBtn->setFocus(TRUE);
}
// calculate which palette index we selected
S32 c = ( ( x - mPaletteRegionLeft ) * numPaletteColumns ) / mPaletteRegionWidth;
S32 r = ( ( y - ( mPaletteRegionTop - mPaletteRegionHeight ) ) * numPaletteRows ) / mPaletteRegionHeight;
U32 index = ( numPaletteRows - r - 1 ) * numPaletteColumns + c;
if ( index <= mPalette.size () )
{
LLColor4 selected = *mPalette [ index ];
setCurRgb ( selected [ 0 ], selected [ 1 ], selected [ 2 ] );
if (mApplyImmediateCheck->get())
{
LLColorSwatchCtrl::onColorChanged ( getSwatch (), LLColorSwatchCtrl::COLOR_CHANGE );
}
updateTextEntry ();
}
return TRUE;
}
// dispatch to base class for the rest of things
return LLFloater::handleMouseDown ( x, y, mask );
}
//////////////////////////////////////////////////////////////////////////////
//
BOOL LLFloaterColorPicker::handleHover ( S32 x, S32 y, MASK mask )
{
// if we're the front most window
if ( isFrontmost () )
{
// mouse was pressed within region
if ( getMouseDownInHueRegion() || getMouseDownInLumRegion())
{
S32 clamped_x, clamped_y;
if (getMouseDownInHueRegion())
{
clamped_x = llclamp(x, mRGBViewerImageLeft, mRGBViewerImageLeft + mRGBViewerImageWidth);
clamped_y = llclamp(y, mRGBViewerImageTop - mRGBViewerImageHeight, mRGBViewerImageTop);
}
else
{
clamped_x = llclamp(x, mLumRegionLeft, mLumRegionLeft + mLumRegionWidth);
clamped_y = llclamp(y, mLumRegionTop - mLumRegionHeight, mLumRegionTop);
}
// update the stored RGB/HSL values using the mouse position - returns TRUE if RGB was updated
if ( updateRgbHslFromPoint ( clamped_x, clamped_y ) )
{
// update text entry fields
updateTextEntry ();
// RN: apparently changing color when dragging generates too much traffic and results in sporadic updates
//// commit changed color to swatch subject
//// REVIEW: this gets sent each time a color changes - is this okay ?
//if (mApplyImmediateCheck->get())
//{
// LLColorSwatchCtrl::onColorChanged ( getSwatch () );
//}
}
}
highlightEntry = -1;
if ( mMouseDownInSwatch )
{
getWindow()->setCursor ( UI_CURSOR_ARROWDRAG );
// if cursor if over a palette entry
LLRect paletteRect ( mPaletteRegionLeft,
mPaletteRegionTop,
mPaletteRegionLeft + mPaletteRegionWidth,
mPaletteRegionTop - mPaletteRegionHeight );
if ( paletteRect.pointInRect ( x, y ) )
{
// find row/column in palette
S32 xOffset = ( ( x - mPaletteRegionLeft ) * numPaletteColumns ) / mPaletteRegionWidth;
S32 yOffset = ( ( mPaletteRegionTop - y - 1 ) * numPaletteRows ) / mPaletteRegionHeight;
// calculate the entry 0..n-1 to highlight and set variable to next draw() picks it up
highlightEntry = xOffset + yOffset * numPaletteColumns;
}
return TRUE;
}
}
// dispatch to base class for the rest of things
return LLFloater::handleHover ( x, y, mask );
}
//////////////////////////////////////////////////////////////////////////////
// reverts state once mouse button is released
BOOL LLFloaterColorPicker::handleMouseUp ( S32 x, S32 y, MASK mask )
{
getWindow()->setCursor ( UI_CURSOR_ARROW );
if (getMouseDownInHueRegion() || getMouseDownInLumRegion())
{
if (mApplyImmediateCheck->get())
{
LLColorSwatchCtrl::onColorChanged ( getSwatch (), LLColorSwatchCtrl::COLOR_CHANGE );
}
}
// rect containing palette area
LLRect paletteRect ( mPaletteRegionLeft,
mPaletteRegionTop,
mPaletteRegionLeft + mPaletteRegionWidth,
mPaletteRegionTop - mPaletteRegionHeight );
if ( paletteRect.pointInRect ( x, y ) )
{
if ( mMouseDownInSwatch )
{
S32 curEntry = 0;
for ( S32 row = 0; row < numPaletteRows; ++row )
{
for ( S32 column = 0; column < numPaletteColumns; ++column )
{
S32 left = mPaletteRegionLeft + ( mPaletteRegionWidth * column ) / numPaletteColumns;
S32 top = mPaletteRegionTop - ( mPaletteRegionHeight * row ) / numPaletteRows;
S32 right = ( mPaletteRegionLeft + ( mPaletteRegionWidth * ( column + 1 ) ) / numPaletteColumns );
S32 bottom = ( mPaletteRegionTop - ( mPaletteRegionHeight * ( row + 1 ) ) / numPaletteRows );
// rect is flipped vertically when testing here
LLRect dropRect ( left, top, right, bottom );
if ( dropRect.pointInRect ( x, y ) )
{
if ( mPalette [ curEntry ] )
{
delete mPalette [ curEntry ];
mPalette [ curEntry ] = new LLColor4 ( getCurR (), getCurG (), getCurB (), 1.0f );
// save off color
std::ostringstream codec;
codec << "ColorPaletteEntry" << std::setfill ( '0' ) << std::setw ( 2 ) << curEntry + 1;
const std::string s ( codec.str () );
LLUIColorTable::instance().setColor(s, *mPalette [ curEntry ] );
}
}
++curEntry;
}
}
}
}
// mouse button not down anymore
setMouseDownInHueRegion ( FALSE );
setMouseDownInLumRegion ( FALSE );
// mouse button not down in color swatch anymore
mMouseDownInSwatch = false;
if (hasMouseCapture())
{
gFocusMgr.setMouseCapture(NULL);
}
// dispatch to base class for the rest of things
return LLFloater::handleMouseUp ( x, y, mask );
}
//////////////////////////////////////////////////////////////////////////////
// cancel current color selection, revert to original and close picker
void LLFloaterColorPicker::cancelSelection ()
{
// restore the previous color selection
setCurRgb ( getOrigR (), getOrigG (), getOrigB () );
// update in world item with original color via current swatch
LLColorSwatchCtrl::onColorChanged( getSwatch(), LLColorSwatchCtrl::COLOR_CANCEL );
// hide picker dialog
this->setVisible ( FALSE );
}
void LLFloaterColorPicker::setMouseDownInHueRegion ( BOOL mouse_down_in_region )
{
mMouseDownInHueRegion = mouse_down_in_region;
if (mouse_down_in_region)
{
if (gFocusMgr.childHasKeyboardFocus(this))
{
// get focus out of spinners so that they can update freely
mSelectBtn->setFocus(TRUE);
}
}
}
void LLFloaterColorPicker::setMouseDownInLumRegion ( BOOL mouse_down_in_region )
{
mMouseDownInLumRegion = mouse_down_in_region;
if (mouse_down_in_region)
{
if (gFocusMgr.childHasKeyboardFocus(this))
{
// get focus out of spinners so that they can update freely
mSelectBtn->setFocus(TRUE);
}
}
}
void LLFloaterColorPicker::setMouseDownInSwatch (BOOL mouse_down_in_swatch)
{
mMouseDownInSwatch = mouse_down_in_swatch;
if (mouse_down_in_swatch)
{
if (gFocusMgr.childHasKeyboardFocus(this))
{
// get focus out of spinners so that they can update freely
mSelectBtn->setFocus(TRUE);
}
}
}
void LLFloaterColorPicker::setActive(BOOL active)
{
// shut down pipette tool if active
if (!active && mPipetteBtn->getToggleState())
{
stopUsingPipette();
}
mActive = active;
}
void LLFloaterColorPicker::stopUsingPipette()
{
if (LLToolMgr::getInstance()->getCurrentTool() == LLToolPipette::getInstance())
{
LLToolMgr::getInstance()->clearTransientTool();
}
}
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