Beispiel #1
0
// assumes GL state is set for 2D
void LLColorSwatchCtrl::draw()
{
	// If we're in a focused floater, don't apply the floater's alpha to the color swatch (STORM-676).
	F32 alpha = getTransparencyType() == TT_ACTIVE ? 1.0f : getCurrentTransparency();

	mBorder->setKeyboardFocusHighlight(hasFocus());
	// Draw border
	LLRect border( 0, getRect().getHeight(), getRect().getWidth(), mLabelHeight );
	gl_rect_2d( border, mBorderColor.get(), FALSE );

	LLRect interior = border;
	interior.stretch( -1 );

	// Check state
	if ( mValid )
	{
		if (!mColor.isOpaque())
		{
			// Draw checker board.
			gl_rect_2d_checkerboard(interior, alpha);
		}

		// Draw the color swatch
		gl_rect_2d(interior, mColor % alpha, TRUE);

		if (!mColor.isOpaque())
		{
			// Draw semi-transparent center area in filled with mColor.
			LLColor4 opaque_color = mColor;
			opaque_color.mV[VALPHA] = alpha;
			gGL.color4fv(opaque_color.mV);
			if (mAlphaGradientImage.notNull())
			{
				gGL.pushMatrix();
				{
					mAlphaGradientImage->draw(interior, mColor % alpha);
				}
				gGL.popMatrix();
			}
		}
	}
	else
	{
		if (mFallbackImage.notNull())
		{
			mFallbackImage->draw(interior.mLeft, interior.mBottom, interior.getWidth(), interior.getHeight(), LLColor4::white % alpha);
		}
		else
		{
			// Draw grey and an X
			gl_rect_2d(interior, LLColor4::grey % alpha, TRUE);
			
			gl_draw_x(interior, LLColor4::black % alpha);
		}
	}

	LLUICtrl::draw();
}
void LLFacebookPhotoPanel::draw()
{ 
	LLSnapshotLivePreview * previewp = static_cast<LLSnapshotLivePreview *>(mPreviewHandle.get());

    // Enable interaction only if no transaction with the service is on-going (prevent duplicated posts)
    bool no_ongoing_connection = !(LLFacebookConnect::instance().isTransactionOngoing());
    mCancelButton->setEnabled(no_ongoing_connection);
    mCaptionTextBox->setEnabled(no_ongoing_connection);
    mResolutionComboBox->setEnabled(no_ongoing_connection);
    mFilterComboBox->setEnabled(no_ongoing_connection);
    mRefreshBtn->setEnabled(no_ongoing_connection);
    mBtnPreview->setEnabled(no_ongoing_connection);
	
    // Reassign the preview floater if we have the focus and the preview exists
    if (hasFocus() && isPreviewVisible())
    {
        attachPreview();
    }
    
    // Toggle the button state as appropriate
    bool preview_active = (isPreviewVisible() && mBigPreviewFloater->isFloaterOwner(getParentByType<LLFloater>()));
	mBtnPreview->setToggleState(preview_active);
    
    // Display the thumbnail if one is available
	if (previewp && previewp->getThumbnailImage())
	{
		const LLRect& thumbnail_rect = mThumbnailPlaceholder->getRect();
		const S32 thumbnail_w = previewp->getThumbnailWidth();
		const S32 thumbnail_h = previewp->getThumbnailHeight();

		// calc preview offset within the preview rect
		const S32 local_offset_x = (thumbnail_rect.getWidth()  - thumbnail_w) / 2 ;
		const S32 local_offset_y = (thumbnail_rect.getHeight() - thumbnail_h) / 2 ;
		S32 offset_x = thumbnail_rect.mLeft + local_offset_x;
		S32 offset_y = thumbnail_rect.mBottom + local_offset_y;

		gGL.matrixMode(LLRender::MM_MODELVIEW);
		// Apply floater transparency to the texture unless the floater is focused.
		F32 alpha = getTransparencyType() == TT_ACTIVE ? 1.0f : getCurrentTransparency();
		LLColor4 color = LLColor4::white;
		gl_draw_scaled_image(offset_x, offset_y, 
			thumbnail_w, thumbnail_h,
			previewp->getThumbnailImage(), color % alpha);
	}

    // Update the visibility of the working (computing preview) label
    mWorkingLabel->setVisible(!(previewp && previewp->getSnapshotUpToDate()));
    
    // Enable Post if we have a preview to send and no on going connection being processed
    mPostButton->setEnabled(no_ongoing_connection && (previewp && previewp->getSnapshotUpToDate()));
    
    // Draw the rest of the panel on top of it
	LLPanel::draw();
}
void LLScrollingPanelParam::draw()
{
	if( !mWearable )
	{
		return;
	}
	
	getChildView("less")->setVisible( mHintMin->getVisible());
	getChildView("more")->setVisible( mHintMax->getVisible());

	// hide borders if texture has been loaded
	getChildView("left_border")->setVisible( !mHintMin->getVisible());
	getChildView("right_border")->setVisible( !mHintMax->getVisible());

	// Draw all the children except for the labels
	getChildView("min param text")->setVisible( FALSE );
	getChildView("max param text")->setVisible( FALSE );
	LLPanel::draw();
	
	// If we're in a focused floater, don't apply the floater's alpha to visual param hint,
	// making its behavior similar to texture controls'.
	F32 alpha = getTransparencyType() == TT_ACTIVE ? 1.0f : getCurrentTransparency();

	// Draw the hints over the "less" and "more" buttons.
	gGL.pushUIMatrix();
	{
		const LLRect& r = mHintMin->getRect();
		gGL.translateUI((F32)r.mLeft, (F32)r.mBottom, 0.f);
		mHintMin->draw(alpha);
	}
	gGL.popUIMatrix();

	gGL.pushUIMatrix();
	{
		const LLRect& r = mHintMax->getRect();
		gGL.translateUI((F32)r.mLeft, (F32)r.mBottom, 0.f);
		mHintMax->draw(alpha);
	}
	gGL.popUIMatrix();


	// Draw labels on top of the buttons
	getChildView("min param text")->setVisible( TRUE );
	drawChild(getChild<LLView>("min param text"));

	getChildView("max param text")->setVisible( TRUE );
	drawChild(getChild<LLView>("max param text"));
}
Beispiel #4
0
// virtual
void LLFloaterTexturePicker::draw()
{
	S32 floater_header_size = getHeaderHeight();
	if (mOwner)
	{
		// draw cone of context pointing back to texture swatch	
		LLRect owner_rect;
		mOwner->localRectToOtherView(mOwner->getLocalRect(), &owner_rect, this);
		LLRect local_rect = getLocalRect();
		if (gFocusMgr.childHasKeyboardFocus(this) && mOwner->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(owner_rect.mLeft, owner_rect.mTop);
				gGL.vertex2i(owner_rect.mRight, owner_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(owner_rect.mLeft, owner_rect.mBottom);
				gGL.vertex2i(owner_rect.mLeft, owner_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(owner_rect.mRight, owner_rect.mTop);
				gGL.vertex2i(owner_rect.mRight, owner_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(owner_rect.mRight, owner_rect.mBottom);
				gGL.vertex2i(owner_rect.mLeft, owner_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));
	}

	updateImageStats();

	// if we're inactive, gray out "apply immediate" checkbox
	getChildView("show_folders_check")->setEnabled(mActive && mCanApplyImmediately && !mNoCopyTextureSelected);
	getChildView("Select")->setEnabled(mActive);
	getChildView("Pipette")->setEnabled(mActive);
	getChild<LLUICtrl>("Pipette")->setValue(LLToolMgr::getInstance()->getCurrentTool() == LLToolPipette::getInstance());

	//BOOL allow_copy = FALSE;
	if( mOwner ) 
	{
		mTexturep = NULL;
		if(mImageAssetID.notNull())
		{
			mTexturep = LLViewerTextureManager::getFetchedTexture(mImageAssetID, MIPMAP_YES);
			mTexturep->setBoostLevel(LLViewerTexture::BOOST_PREVIEW);
		}

		if (mTentativeLabel)
		{
			mTentativeLabel->setVisible( FALSE  );
		}

		getChildView("Default")->setEnabled(mImageAssetID != mOwner->getDefaultImageAssetID());
		getChildView("Blank")->setEnabled(mImageAssetID != mWhiteImageAssetID );
		getChildView("None")->setEnabled(mOwner->getAllowNoTexture() && !mImageAssetID.isNull() );

		LLFloater::draw();

		if( isMinimized() )
		{
			return;
		}

		// Border
		LLRect border( BORDER_PAD, 
					   getRect().getHeight() - floater_header_size - BORDER_PAD, 
					   ((getMinWidth() / 2) - TEXTURE_INVENTORY_PADDING - HPAD) - BORDER_PAD,
					   BORDER_PAD + FOOTER_HEIGHT + (getRect().getHeight() - getMinHeight()));
		gl_rect_2d( border, LLColor4::black, FALSE );


		// Interior
		LLRect interior = border;
		interior.stretch( -1 ); 

		// If the floater is focused, don't apply its alpha to the texture (STORM-677).
		const F32 alpha = getTransparencyType() == TT_ACTIVE ? 1.0f : getCurrentTransparency();
		if( mTexturep )
		{
			if( mTexturep->getComponents() == 4 )
			{
				gl_rect_2d_checkerboard( interior, alpha );
			}

			gl_draw_scaled_image( interior.mLeft, interior.mBottom, interior.getWidth(), interior.getHeight(), mTexturep, UI_VERTEX_COLOR % alpha );

			// Pump the priority
			mTexturep->addTextureStats( (F32)(interior.getWidth() * interior.getHeight()) );
		}
		else if (!mFallbackImage.isNull())
		{
			mFallbackImage->draw(interior, UI_VERTEX_COLOR % alpha);
		}
		else
		{
			gl_rect_2d( interior, LLColor4::grey % alpha, TRUE );

			// Draw X
			gl_draw_x(interior, LLColor4::black );
		}

		// Draw Tentative Label over the image
		if( mOwner->getTentative() && !mViewModel->isDirty() )
		{
			mTentativeLabel->setVisible( TRUE );
			drawChild(mTentativeLabel);
		}

		if (mSelectedItemPinned) return;

		LLFolderView* folder_view = mInventoryPanel->getRootFolder();
		if (!folder_view) return;

		LLInventoryFilter* filter = folder_view->getFilter();
		if (!filter) return;

		bool is_filter_active = folder_view->getCompletedFilterGeneration() < filter->getCurrentGeneration() &&
				filter->isNotDefault();

		// After inventory panel filter is applied we have to update
		// constraint rect for the selected item because of folder view
		// AutoSelectOverride set to TRUE. We force PinningSelectedItem
		// flag to FALSE state and setting filter "dirty" to update
		// scroll container to show selected item (see LLFolderView::doIdle()).
		if (!is_filter_active && !mSelectedItemPinned)
		{
			folder_view->setPinningSelectedItem(mSelectedItemPinned);
			folder_view->dirtyFilter();
			folder_view->arrangeFromRoot();

			mSelectedItemPinned = TRUE;
		}
	}
}
Beispiel #5
0
void LLTextureCtrl::draw()
{
	mBorder->setKeyboardFocusHighlight(hasFocus());

	if (!mValid)
	{
		mTexturep = NULL;
	}
	else if (!mImageAssetID.isNull())
	{
		LLPointer<LLViewerFetchedTexture> texture = LLViewerTextureManager::getFetchedTexture(mImageAssetID, MIPMAP_YES,LLViewerTexture::BOOST_NONE, LLViewerTexture::LOD_TEXTURE);
		
		texture->setBoostLevel(LLViewerTexture::BOOST_PREVIEW);
		texture->forceToSaveRawImage(0) ;

		mTexturep = texture;
	}
	else//mImageAssetID == LLUUID::null
	{
		mTexturep = NULL;
	}
	
	// Border
	LLRect border( 0, getRect().getHeight(), getRect().getWidth(), BTN_HEIGHT_SMALL );
	gl_rect_2d( border, mBorderColor.get(), FALSE );

	// Interior
	LLRect interior = border;
	interior.stretch( -1 ); 

	// If we're in a focused floater, don't apply the floater's alpha to the texture (STORM-677).
	const F32 alpha = getTransparencyType() == TT_ACTIVE ? 1.0f : getCurrentTransparency();
	if( mTexturep )
	{
		if( mTexturep->getComponents() == 4 )
		{
			gl_rect_2d_checkerboard( interior, alpha );
		}
		
		gl_draw_scaled_image( interior.mLeft, interior.mBottom, interior.getWidth(), interior.getHeight(), mTexturep, UI_VERTEX_COLOR % alpha);
		mTexturep->addTextureStats( (F32)(interior.getWidth() * interior.getHeight()) );
	}
	else if (!mFallbackImage.isNull())
	{
		mFallbackImage->draw(interior, UI_VERTEX_COLOR % alpha);
	}
	else
	{
		gl_rect_2d( interior, LLColor4::grey % alpha, TRUE );

		// Draw X
		gl_draw_x( interior, LLColor4::black );
	}

	mTentativeLabel->setVisible( !mTexturep.isNull() && getTentative() );
	
	// Show "Loading..." string on the top left corner while this texture is loading.
	// Using the discard level, do not show the string if the texture is almost but not 
	// fully loaded.
	if (mTexturep.notNull() &&
		(!mTexturep->isFullyLoaded()) &&
		(mShowLoadingPlaceholder == TRUE))
	{
		U32 v_offset = 25;
		LLFontGL* font = LLFontGL::getFontSansSerif();

		// Don't show as loaded if the texture is almost fully loaded (i.e. discard1) unless god
		if ((mTexturep->getDiscardLevel() > 1) || gAgent.isGodlike())
		{
			font->renderUTF8(
				mLoadingPlaceholderString, 
				0,
				llfloor(interior.mLeft+3), 
				llfloor(interior.mTop-v_offset),
				LLColor4::white,
				LLFontGL::LEFT,
				LLFontGL::BASELINE,
				LLFontGL::DROP_SHADOW);
		}

		// Optionally show more detailed information.
		if (gSavedSettings.getBOOL("DebugAvatarRezTime"))
		{
			LLFontGL* font = LLFontGL::getFontSansSerif();
			std::string tdesc;
			// Show what % the texture has loaded (0 to 100%, 100 is highest), and what level of detail (5 to 0, 0 is best).

			v_offset += 12;
			tdesc = llformat("  PK  : %d%%", U32(mTexturep->getDownloadProgress()*100.0));
			font->renderUTF8(tdesc, 0, llfloor(interior.mLeft+3), llfloor(interior.mTop-v_offset),
							 LLColor4::white, LLFontGL::LEFT, LLFontGL::BASELINE, LLFontGL::DROP_SHADOW);

			v_offset += 12;
			tdesc = llformat("  LVL: %d", mTexturep->getDiscardLevel());
			font->renderUTF8(tdesc, 0, llfloor(interior.mLeft+3), llfloor(interior.mTop-v_offset),
							 LLColor4::white, LLFontGL::LEFT, LLFontGL::BASELINE, LLFontGL::DROP_SHADOW);

			v_offset += 12;
			tdesc = llformat("  ID  : %s...", (mImageAssetID.asString().substr(0,7)).c_str());
			font->renderUTF8(tdesc, 0, llfloor(interior.mLeft+3), llfloor(interior.mTop-v_offset),
							 LLColor4::white, LLFontGL::LEFT, LLFontGL::BASELINE, LLFontGL::DROP_SHADOW);
		}
	}

	LLUICtrl::draw();
}
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();
}
Beispiel #7
0
// assumes GL state is set for 2D
void LLColorSwatchCtrl::draw()
{
	// If we're in a focused floater, don't apply the floater's alpha to the color swatch (STORM-676).
	F32 alpha = getTransparencyType() == TT_ACTIVE ? 1.0f : getCurrentTransparency();

	mBorder->setKeyboardFocusHighlight(hasFocus());
	// Draw border
	LLRect border( 0, getRect().getHeight(), getRect().getWidth(), mLabelHeight );
	gl_rect_2d( border, mBorderColor.get(), FALSE );

	LLRect interior = border;
	interior.stretch( -1 );

	// Check state
	if ( mValid )
	{
		if (!mColor.isOpaque())
		{
			// Draw checker board.
			gl_rect_2d_checkerboard(interior, alpha);
		}

		// Draw the color swatch
		gl_rect_2d(interior, mColor % alpha, TRUE);

		if (!mColor.isOpaque())
		{
			// Draw semi-transparent center area in filled with mColor.
			LLColor4 opaque_color = mColor;
			opaque_color.mV[VALPHA] = alpha;
			gGL.color4fv(opaque_color.mV);
			if (mAlphaGradientImage.notNull())
			{
				gGL.pushMatrix();
				{
					mAlphaGradientImage->draw(interior, mColor % alpha);
				}
				gGL.popMatrix();
			}
		}
	}
	else
	{
		if (!mFallbackImageName.empty())
		{
			LLPointer<LLViewerFetchedTexture> fallback_image = LLViewerTextureManager::getFetchedTextureFromFile(mFallbackImageName, TRUE, 
				LLViewerTexture::BOOST_NONE, LLViewerTexture::LOD_TEXTURE);
			if( fallback_image->getComponents() == 4 )
			{	
				gl_rect_2d_checkerboard( interior );
			}	
			gl_draw_scaled_image( interior.mLeft, interior.mBottom, interior.getWidth(), interior.getHeight(), fallback_image, LLColor4::white % alpha);
			fallback_image->addTextureStats( (F32)(interior.getWidth() * interior.getHeight()) );
		}
		else
		{
			// Draw grey and an X
			gl_rect_2d(interior, LLColor4::grey % alpha, TRUE);
			
			gl_draw_x(interior, LLColor4::black % alpha);
		}
	}

	LLUICtrl::draw();
}