Initial phase of UI Canvas Editor rendering with Atom (#164)
* Move Draw2d.h to Include folder * Initial phase of UI Canvas Editor rendering with Atom * Simplify Draw2d by removing BeginDraw2d/EndDraw2d which is no longer needed * Fix compile errors for non-unity builds
This commit is contained in:
@@ -11,7 +11,7 @@
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*/
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#pragma once
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#include <LyShine/ILyShine.h>
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#include <IRenderer.h>
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#include <AzCore/Math/Vector2.h>
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#include <AzCore/Math/Vector3.h>
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#include <AzCore/Math/Color.h>
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@@ -115,355 +115,4 @@ public: // member functions
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//! Implement virtual destructor just for safety.
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virtual ~IDraw2d() {}
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//! Start a section of 2D drawing function calls. This will set appropriate render state.
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//
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//! \param deferCalls If true then actual render calls are deferred until the end of the frame
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virtual void BeginDraw2d(bool deferCalls = false) = 0;
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//! Start a section of 2D drawing function calls. This will set appropriate render state.
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//! This variant allows the viewport size to be specified
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//
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//! \param viewportSize The size of the viewport being rendered to
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//! \param deferCalls If true then actual render calls are deferred until the end of the frame
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virtual void BeginDraw2d(AZ::Vector2 viewportSize, bool deferCalls = false) = 0;
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//! End a section of 2D drawing function calls. This will reset some render state.
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virtual void EndDraw2d() = 0;
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//! Draw a textured quad with the top left corner at the given position.
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//
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//! The image is drawn with the color specified by SetShapeColor and the opacity
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//! passed as an argument.
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//! If rotation is non-zero then the quad is rotated. If the pivot point is
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//! provided then the points of the quad are rotated about that point, otherwise
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//! they are rotated about the top left corner of the quad.
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//! \param texId The texture ID returned by ITexture::GetTextureID()
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//! \param position Position of the top left corner of the quad (before rotation) in pixels
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//! \param size The width and height of the quad. Use texture width and height to avoid minification,
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//! magnification or stretching (assuming the minMaxTexCoords are left to the default)
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//! \param opacity The alpha value used when blending
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//! \param rotation Angle of rotation in degrees counter-clockwise
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//! \param pivotPoint The point about which the quad is rotated
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//! \param minMaxTexCoords An optional two component array. The first component is the UV coord for the top left
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//! point of the quad and the second is the UV coord of the bottom right point of the quad
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//! \param imageOptions Optional struct specifying options that tend to be the same from call to call
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virtual void DrawImage(int texId, AZ::Vector2 position, AZ::Vector2 size, float opacity = 1.0f,
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float rotation = 0.0f, const AZ::Vector2* pivotPoint = nullptr, const AZ::Vector2* minMaxTexCoords = nullptr,
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ImageOptions* imageOptions = nullptr) = 0;
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//! Draw a textured quad where the position specifies the point specified by the alignment.
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//
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//! Rotation is always around the position.
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//! \param texId The texture ID returned by ITexture::GetTextureID()
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//! \param position Position align point of the quad (before rotation) in pixels
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//! \param size The width and height of the quad. Use texture width and height to avoid minification,
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//! magnification or stretching (assuming the minMaxTexCoords are left to the default)
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//! \param horizontalAlignment Specifies how the quad is horizontally aligned to the given position
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//! \param verticalAlignment Specifies how the quad is vertically aligned to the given position
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//! \param opacity The alpha value used when blending
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//! \param rotation Angle of rotation in degrees counter-clockwise
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//! \param minMaxTexCoords An optional two component array. The first component is the UV coord for the top left
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//! point of the quad and the second is the UV coord of the bottom right point of the quad
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//! \param imageOptions Optional struct specifying options that tend to be the same from call to call
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virtual void DrawImageAligned(int texId, AZ::Vector2 position, AZ::Vector2 size,
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HAlign horizontalAlignment, VAlign verticalAlignment,
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float opacity = 1.0f, float rotation = 0.0f, const AZ::Vector2* minMaxTexCoords = nullptr,
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ImageOptions* imageOptions = nullptr) = 0;
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//! Draw a textured quad where the position, color and uv of each point is specified explicitly
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//
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//! \param texId The texture ID returned by ITexture::GetTextureID()
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//! \param verts An array of 4 vertices, in clockwise order (e.g. top left, top right, bottom right, bottom left)
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//! \param blendMode UseDefault means default blend mode (currently GS_BLSRC_SRCALPHA | GS_BLDST_ONEMINUSSRCALPHA)
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//! \param pixelRounding Whether and how to round pixel coordinates
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//! \param baseState Additional render state to pass to or into value passed to renderer SetState
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virtual void DrawQuad(int texId, VertexPosColUV* verts,
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int blendMode = UseDefault,
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Rounding pixelRounding = Rounding::Nearest,
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int baseState = UseDefault) = 0;
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//! Draw a line
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//
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//! \param start The start position
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//! \param end The end position
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//! \param color The color of the line
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//! \param blendMode UseDefault means default blend mode (currently GS_BLSRC_SRCALPHA | GS_BLDST_ONEMINUSSRCALPHA)
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//! \param pixelRounding Whether and how to round pixel coordinates
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//! \param baseState Additional render state to pass to or into value passed to renderer SetState
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virtual void DrawLine(AZ::Vector2 start, AZ::Vector2 end, AZ::Color color,
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int blendMode = UseDefault,
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IDraw2d::Rounding pixelRounding = IDraw2d::Rounding::Nearest,
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int baseState = UseDefault) = 0;
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//! Draw a line with a texture so it can be dotted or dashed
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//
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//! \param texId The texture ID returned by ITexture::GetTextureID()
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//! \param verts An array of 2 vertices for the start and end points of the line
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//! \param blendMode UseDefault means default blend mode (currently GS_BLSRC_SRCALPHA | GS_BLDST_ONEMINUSSRCALPHA)
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//! \param pixelRounding Whether and how to round pixel coordinates
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//! \param baseState Additional render state to pass to or into value passed to renderer SetState
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virtual void DrawLineTextured(int texId, VertexPosColUV* verts,
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int blendMode = UseDefault,
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IDraw2d::Rounding pixelRounding = IDraw2d::Rounding::Nearest,
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int baseState = UseDefault) = 0;
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//! Draw a text string. Only supports ASCII text.
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//
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//! The font and effect used to render the text are specified in the textOptions structure
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//! \param textString A null terminated ASCII text string. May contain \n characters
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//! \param position Position of the text in pixels. Alignment values in textOptions affect actual position
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//! \param pointSize The size of the font to use
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//! \param opacity The opacity (alpha value) to use to draw the text
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//! \param textOptions Pointer to an options struct. If null the default options are used
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virtual void DrawText(const char* textString, AZ::Vector2 position, float pointSize,
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float opacity = 1.0f, TextOptions* textOptions = nullptr) = 0;
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//! Get the width and height (in pixels) that would be used to draw the given text string.
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//
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//! Pass the same parameter values that would be used to draw the string
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virtual AZ::Vector2 GetTextSize(const char* textString, float pointSize, TextOptions* textOptions = nullptr) = 0;
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//! Get the width of the rendering viewport (in pixels).
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//
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//! If rendering full screen this is the native width from IRenderer
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virtual float GetViewportWidth() const = 0;
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//! Get the height of the rendering viewport (in pixels).
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//
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//! If rendering full screen this is the native width from IRenderer
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virtual float GetViewportHeight() const = 0;
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//! Get the default values that would be used if no image options were passed in
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//
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//! This is a convenient way to initialize the imageOptions struct
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virtual const ImageOptions& GetDefaultImageOptions() const = 0;
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//! Get the default values that would be used if no text options were passed in
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//
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//! This is a convenient way to initialize the textOptions struct
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virtual const TextOptions& GetDefaultTextOptions() const = 0;
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};
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////////////////////////////////////////////////////////////////////////////////////////////////////
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//! Helper class for using the IDraw2d interface
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//!
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//! The Draw2dHelper class is an inline wrapper that provides two convenience features:
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//! 1. It automatically calls BeginDraw2d/EndDraw2d in its construction/destruction.
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//! 2. It automatically sets member options structures to their defaults and provides set functions
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//! to set them.
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class Draw2dHelper
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{
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public: // member functions
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//! Start a section of 2D drawing function calls. This will set appropriate render state.
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Draw2dHelper(bool deferCalls = false)
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: m_draw2d(GetDraw2d())
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{
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if (m_draw2d)
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{
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m_draw2d->BeginDraw2d(deferCalls);
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m_imageOptions = m_draw2d->GetDefaultImageOptions();
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m_textOptions = m_draw2d->GetDefaultTextOptions();
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}
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}
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//! End a section of 2D drawing function calls. This will reset some render state.
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~Draw2dHelper()
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{
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if (m_draw2d)
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{
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m_draw2d->EndDraw2d();
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}
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}
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//! Draw a textured quad, optional rotation is counter-clockwise in degrees.
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//
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//! See IDraw2d:DrawImage for parameter descriptions
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void DrawImage(int texId, AZ::Vector2 position, AZ::Vector2 size, float opacity = 1.0f,
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float rotation = 0.0f, const AZ::Vector2* pivotPoint = nullptr, const AZ::Vector2* minMaxTexCoords = nullptr)
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{
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if (m_draw2d)
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{
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m_draw2d->DrawImage(texId, position, size, opacity, rotation, pivotPoint, minMaxTexCoords, &m_imageOptions);
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}
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}
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//! Draw a textured quad where the position specifies the point specified by the alignment.
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//
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//! See IDraw2d:DrawImageAligned for parameter descriptions
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void DrawImageAligned(int texId, AZ::Vector2 position, AZ::Vector2 size,
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IDraw2d::HAlign horizontalAlignment, IDraw2d::VAlign verticalAlignment,
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float opacity = 1.0f, float rotation = 0.0f, const AZ::Vector2* minMaxTexCoords = nullptr)
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{
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if (m_draw2d)
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{
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m_draw2d->DrawImageAligned(texId, position, size, horizontalAlignment, verticalAlignment,
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opacity, rotation, minMaxTexCoords, &m_imageOptions);
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}
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}
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//! Draw a textured quad where the position, color and uv of each point is specified explicitly
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//
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//! See IDraw2d:DrawQuad for parameter descriptions
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void DrawQuad(int texId, IDraw2d::VertexPosColUV* verts, int blendMode = IDraw2d::UseDefault,
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IDraw2d::Rounding pixelRounding = IDraw2d::Rounding::Nearest,
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int baseState = IDraw2d::UseDefault)
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{
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if (m_draw2d)
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{
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m_draw2d->DrawQuad(texId, verts, blendMode, pixelRounding, baseState);
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}
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}
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//! Draw a line
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//
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//! See IDraw2d:DrawLine for parameter descriptions
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void DrawLine(AZ::Vector2 start, AZ::Vector2 end, AZ::Color color, int blendMode = IDraw2d::UseDefault,
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IDraw2d::Rounding pixelRounding = IDraw2d::Rounding::Nearest,
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int baseState = IDraw2d::UseDefault)
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{
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if (m_draw2d)
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{
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m_draw2d->DrawLine(start, end, color, blendMode, pixelRounding, baseState);
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}
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}
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//! Draw a line with a texture so it can be dotted or dashed
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//
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//! See IDraw2d:DrawLineTextured for parameter descriptions
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void DrawLineTextured(int texId, IDraw2d::VertexPosColUV* verts, int blendMode = IDraw2d::UseDefault,
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IDraw2d::Rounding pixelRounding = IDraw2d::Rounding::Nearest,
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int baseState = IDraw2d::UseDefault)
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{
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if (m_draw2d)
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{
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m_draw2d->DrawLineTextured(texId, verts, blendMode, pixelRounding, baseState);
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}
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}
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//! Draw a text string. Only supports ASCII text.
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//
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//! See IDraw2d:DrawText for parameter descriptions
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void DrawText(const char* textString, AZ::Vector2 position, float pointSize, float opacity = 1.0f)
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{
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if (m_draw2d)
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{
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m_draw2d->DrawText(textString, position, pointSize, opacity, &m_textOptions);
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}
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}
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//! Get the width and height (in pixels) that would be used to draw the given text string.
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//
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//! See IDraw2d:GetTextSize for parameter descriptions
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AZ::Vector2 GetTextSize(const char* textString, float pointSize)
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{
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if (m_draw2d)
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{
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return m_draw2d->GetTextSize(textString, pointSize, &m_textOptions);
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}
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else
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{
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return AZ::Vector2(0, 0);
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}
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}
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// State management
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//! Set the blend mode used for images, default is GS_BLSRC_SRCALPHA|GS_BLDST_ONEMINUSSRCALPHA.
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void SetImageBlendMode(int mode) { m_imageOptions.blendMode = mode; }
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//! Set the color used for DrawImage and other image drawing.
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void SetImageColor(AZ::Vector3 color) { m_imageOptions.color = color; }
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//! Set whether images are rounded to have the points on exact pixel boundaries.
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void SetImagePixelRounding(IDraw2d::Rounding round) { m_imageOptions.pixelRounding = round; }
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//! Set the base state (that blend mode etc is combined with) used for images, default is GS_NODEPTHTEST.
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void SetImageBaseState(int state) { m_imageOptions.baseState = state; }
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//! Set the text font.
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void SetTextFont(IFFont* font) { m_textOptions.font = font; }
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//! Set the text font effect index.
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void SetTextEffectIndex(unsigned int effectIndex) { m_textOptions.effectIndex = effectIndex; }
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//! Set the text color.
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void SetTextColor(AZ::Vector3 color) { m_textOptions.color = color; }
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//! Set the text alignment.
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void SetTextAlignment(IDraw2d::HAlign horizontalAlignment, IDraw2d::VAlign verticalAlignment)
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{
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m_textOptions.horizontalAlignment = horizontalAlignment;
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m_textOptions.verticalAlignment = verticalAlignment;
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}
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//! Set a drop shadow for text drawing. An alpha of zero disables drop shadow.
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void SetTextDropShadow(AZ::Vector2 offset, AZ::Color color)
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{
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m_textOptions.dropShadowOffset = offset;
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m_textOptions.dropShadowColor = color;
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}
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//! Set a rotation for the text. The text rotates around its position (taking into account alignment).
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void SetTextRotation(float rotation)
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{
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m_textOptions.rotation = rotation;
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}
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//! Set the base state (that blend mode etc is combined with) used for text, default is GS_NODEPTHTEST.
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void SetTextBaseState(int state) { m_textOptions.baseState = state; }
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public: // static member functions
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//! Helper to get the IDraw2d interface
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static IDraw2d* GetDraw2d() { return (gEnv && gEnv->pLyShine) ? gEnv->pLyShine->GetDraw2d() : nullptr; }
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//! Get the width of the rendering viewport (in pixels).
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static float GetViewportWidth()
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{
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IDraw2d* draw2d = GetDraw2d();
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return (draw2d) ? draw2d->GetViewportWidth() : 0.0f;
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}
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//! Get the height of the rendering viewport (in pixels).
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static float GetViewportHeight()
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{
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IDraw2d* draw2d = GetDraw2d();
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return (draw2d) ? draw2d->GetViewportHeight() : 0.0f;
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}
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//! Round the X and Y coordinates of a point using the given rounding policy
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template<typename T>
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static T RoundXY(T value, IDraw2d::Rounding roundingType)
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{
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T result = value;
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switch (roundingType)
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{
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case IDraw2d::Rounding::None:
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// nothing to do
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break;
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case IDraw2d::Rounding::Nearest:
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result.SetX(floor(value.GetX() + 0.5f));
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result.SetY(floor(value.GetY() + 0.5f));
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break;
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case IDraw2d::Rounding::Down:
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result.SetX(floor(value.GetX()));
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result.SetY(floor(value.GetY()));
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break;
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case IDraw2d::Rounding::Up:
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result.SetX(ceil(value.GetX()));
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result.SetY(ceil(value.GetY()));
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break;
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}
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return result;
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}
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protected: // attributes
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IDraw2d::ImageOptions m_imageOptions; //!< image options are stored locally and updated by member functions
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IDraw2d::TextOptions m_textOptions; //!< text options are stored locally and updated by member functions
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IDraw2d* m_draw2d;
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};
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@@ -1,79 +0,0 @@
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/*
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* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
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* its licensors.
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*
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* For complete copyright and license terms please see the LICENSE at the root of this
|
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* distribution (the "License"). All use of this software is governed by the License,
|
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* or, if provided, by the license below or the license accompanying this file. Do not
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* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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*
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*/
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#pragma once
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#include <LyShine/IDraw2d.h>
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////////////////////////////////////////////////////////////////////////////////////////////////////
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//! Interface used by UI components to render to the canvas
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//
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//! The IUiRenderer provides helper functions for UI rendering and also manages state that
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//! persists between UI elements when rendering a UI canvas.
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//! For example one UI component can turn on stencil test and that affects all UI rendering
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//! until it is turned off.
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//!
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//! This is a singleton class that is accessed via IUiRenderer::Get() which is a shortcut for
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//! gEnv->pLyShine()->GetUiRenderer();
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class IUiRenderer
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{
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public: // types
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public: // member functions
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//! Implement virtual destructor for safety.
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virtual ~IUiRenderer() {}
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//! Start the rendering of a UI canvas
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virtual void BeginCanvasRender(AZ::Vector2 viewportSize) = 0;
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//! End the rendering of a UI canvas
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virtual void EndCanvasRender() = 0;
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//! Get the current base state
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virtual int GetBaseState() = 0;
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//! Set the base state
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virtual void SetBaseState(int state) = 0;
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//! Get the current stencil test reference value
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virtual uint32 GetStencilRef() = 0;
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//! Set the stencil test reference value
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virtual void SetStencilRef(uint32) = 0;
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//! Increment the current stencil reference value
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virtual void IncrementStencilRef() = 0;
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//! Decrement the current stencil reference value
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virtual void DecrementStencilRef() = 0;
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//! Get flag that indicates we are rendering into a mask. Used to avoid masks on child mask elements.
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virtual bool IsRenderingToMask() = 0;
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//! Set flag that we are rendering into a mask. Used to avoid masks on child mask elements.
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virtual void SetIsRenderingToMask(bool isRenderingToMask) = 0;
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|
||||
//! Push an alpha fade, this is multiplied with any existing alpha fade from parents
|
||||
virtual void PushAlphaFade(float alphaFadeValue) = 0;
|
||||
|
||||
//! Pop an alpha fade off the stack
|
||||
virtual void PopAlphaFade() = 0;
|
||||
|
||||
//! Get the current alpha fade value
|
||||
virtual float GetAlphaFade() const = 0;
|
||||
|
||||
public: // static member functions
|
||||
|
||||
//! Helper function to get the singleton UiRenderer
|
||||
static IUiRenderer* Get() { return gEnv->pLyShine->GetUiRenderer(); }
|
||||
};
|
||||
@@ -20,6 +20,7 @@
|
||||
#include <AzCore/Component/Entity.h>
|
||||
|
||||
#include <LyShine/UiAssetTypes.h>
|
||||
#include <LyShine/UiBase.h>
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
|
||||
Reference in New Issue
Block a user