Reenable blend mode and depth state options in Draw2d (#2254)
* Reenable blend mode and depth state options in Draw2d * Add back compile warning fix from last merge Signed-off-by: abrmich <abrmich@amazon.com>
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@@ -12,9 +12,6 @@
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#include <AzCore/Math/Color.h>
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#include <AzCore/std/string/string.h>
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// Forward declarations
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struct IFFont;
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////////////////////////////////////////////////////////////////////////////////////////////////////
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//! Class for 2D drawing in screen space
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//
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@@ -58,55 +55,6 @@ public: // types
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MAX_TEXT_STRING_LENGTH = 1024,
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};
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enum : int
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{
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//! Constant that indicates the built-in default value should be used
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UseDefault = -1
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};
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//! Struct used to pass additional image options.
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//
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//! If this is not passed then the defaults below are used
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struct ImageOptions
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{
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int blendMode; //!< default is GS_BLSRC_SRCALPHA|GS_BLDST_ONEMINUSSRCALPHA
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AZ::Vector3 color; //!< default is (1,1,1)
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Rounding pixelRounding; //!< default is Rounding::Nearest
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int baseState; //!< Additional flags for SetState. Default is GS_NODEPTHTEST
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};
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//! Struct used to pass additional text options - mostly ones that do not change from call to call.
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//
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//! If this is not passed then the defaults below are used
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struct TextOptions
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{
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AZStd::string fontName; //!< default is "default"
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unsigned int effectIndex; //!< default is 0
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AZ::Vector3 color; //!< default is (1,1,1)
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HAlign horizontalAlignment; //!< default is HAlign::Left
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VAlign verticalAlignment; //!< default is VAlign::Top
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AZ::Vector2 dropShadowOffset; //!< default is (0,0), zero offset means no drop shadow is drawn
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AZ::Color dropShadowColor; //!< default is (0,0,0,0), zero alpha means no drop shadow is drawn
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float rotation; //!< default is 0
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int baseState; //!< Additional flags for SetState. Default is GS_NODEPTHTEST
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};
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//! Used to pass in arrays of vertices (e.g. to DrawQuad)
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struct VertexPosColUV
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{
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VertexPosColUV(){}
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VertexPosColUV(const AZ::Vector2& inPos, const AZ::Color& inColor, const AZ::Vector2& inUV)
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{
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position = inPos;
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color = inColor;
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uv = inUV;
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}
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AZ::Vector2 position; //!< 2D position of vertex
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AZ::Color color; //!< Float color
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AZ::Vector2 uv; //!< Texture coordinate
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};
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public: // member functions
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//! Implement virtual destructor just for safety.
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