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o3de/Gems/LyShine/Code/Editor/ViewportAlign.cpp

163 lines
6.7 KiB
C++

/*
* Copyright (c) Contributors to the Open 3D Engine Project.
* For complete copyright and license terms please see the LICENSE at the root of this distribution.
*
* SPDX-License-Identifier: Apache-2.0 OR MIT
*
*/
#include "EditorCommon.h"
#include "ViewportAlign.h"
#include <LyShine/UiComponentTypes.h>
void ViewportAlign::AlignSelectedElements(EditorWindow* editorWindow, AlignType alignType)
{
QTreeWidgetItemRawPtrQList selectedItems = editorWindow->GetHierarchy()->selectedItems();
LyShine::EntityArray selectedElements = SelectionHelpers::GetTopLevelSelectedElements(editorWindow->GetHierarchy(), selectedItems);
// elements that are controlled by a layout element cannot be moved. So make a list of the elements that
// can be aligned.
AZStd::vector<AZ::EntityId> elementsToAlign;
for (auto element : selectedElements)
{
if (!ViewportHelpers::IsControlledByLayout(element))
{
elementsToAlign.push_back(element->GetId());
}
}
// we have to have at least two elements in order to do the align operation
size_t numElements = elementsToAlign.size();
if (numElements < 2)
{
return;
}
// get mode to see if we are in MOVE or ANCHOR mode, in MOVE mode we modify offsets, in ANCHOR mode we modify anchors
ViewportInteraction::InteractionMode interactionMode = editorWindow->GetViewport()->GetViewportInteraction()->GetMode();
// start the undoable event
SerializeHelpers::SerializedEntryList preChangeState;
HierarchyClipboard::BeginUndoableEntitiesChange(editorWindow, preChangeState);
// get the AABB of each element plus the overall AABB of all the top level selected elements
const float minFloat = std::numeric_limits<float>::min();
const float maxFloat = std::numeric_limits<float>::max();
UiTransformInterface::Rect overallBoundingBox;
overallBoundingBox.Set(maxFloat, minFloat, maxFloat, minFloat);
AZStd::vector<UiTransformInterface::Rect> elementBoundingBoxes(numElements);
for (int i = 0; i < numElements; ++i)
{
AZ::EntityId entityId = elementsToAlign[i];
UiTransformInterface::RectPoints points;
EBUS_EVENT_ID(entityId, UiTransformBus, GetCanvasSpacePoints, points);
// setup the AABB for this element
AZ::Vector2 topLeft = points.GetAxisAlignedTopLeft();
AZ::Vector2 bottomRight = points.GetAxisAlignedBottomRight();
elementBoundingBoxes[i].left = topLeft.GetX();
elementBoundingBoxes[i].right = bottomRight.GetX();
elementBoundingBoxes[i].top = topLeft.GetY();
elementBoundingBoxes[i].bottom = bottomRight.GetY();
// update the overall AABB
overallBoundingBox.left = AZStd::GetMin(overallBoundingBox.left, topLeft.GetX());
overallBoundingBox.right = AZStd::GetMax(overallBoundingBox.right, bottomRight.GetX());
overallBoundingBox.top = AZStd::GetMin(overallBoundingBox.top, topLeft.GetY());
overallBoundingBox.bottom = AZStd::GetMax(overallBoundingBox.bottom, bottomRight.GetY());
}
// For each element, compute the delta of where it is from where it should be
// then adjust the offsets to align it
for (int i = 0; i < numElements; ++i)
{
UiTransformInterface::Rect& aabb = elementBoundingBoxes[i];
// the delta to move depends on the align type
AZ::Vector2 deltaInCanvasSpace;
switch (alignType)
{
case AlignType::HorizontalLeft:
deltaInCanvasSpace.Set(overallBoundingBox.left - aabb.left, 0.0f);
break;
case AlignType::HorizontalCenter:
deltaInCanvasSpace.Set(overallBoundingBox.GetCenterX() - aabb.GetCenterX(), 0.0f);
break;
case AlignType::HorizontalRight:
deltaInCanvasSpace.Set(overallBoundingBox.right - aabb.right, 0.0f);
break;
case AlignType::VerticalTop:
deltaInCanvasSpace.Set(0.0f, overallBoundingBox.top - aabb.top);
break;
case AlignType::VerticalCenter:
deltaInCanvasSpace.Set(0.0f, overallBoundingBox.GetCenterY() - aabb.GetCenterY());
break;
case AlignType::VerticalBottom:
deltaInCanvasSpace.Set(0.0f, overallBoundingBox.bottom - aabb.bottom);
break;
}
// If this element needs to move...
if (!deltaInCanvasSpace.IsZero())
{
AZ::EntityId entityId = elementsToAlign[i];
AZ::EntityId parentEntityId = EntityHelpers::GetParentElement(entityId)->GetId();
// compute the delta to move in local space (i.e. relative to the parent)
AZ::Vector2 deltaInLocalSpace = EntityHelpers::TransformDeltaFromCanvasToLocalSpace(parentEntityId, deltaInCanvasSpace);
// do the actual move of the element
if (interactionMode == ViewportInteraction::InteractionMode::MOVE)
{
EntityHelpers::MoveByLocalDeltaUsingOffsets(entityId, deltaInLocalSpace);
}
else if (interactionMode == ViewportInteraction::InteractionMode::ANCHOR)
{
EntityHelpers::MoveByLocalDeltaUsingAnchors(entityId, parentEntityId, deltaInLocalSpace, true);
}
// Let listeners know that the properties on this element have changed
EBUS_EVENT_ID(entityId, UiElementChangeNotificationBus, UiElementPropertyChanged);
}
}
// Tell the Properties panel to update
const AZ::Uuid transformComponentType = LyShine::UiTransform2dComponentUuid;
editorWindow->GetProperties()->TriggerRefresh(AzToolsFramework::PropertyModificationRefreshLevel::Refresh_Values, &transformComponentType);
// end the undoable event
HierarchyClipboard::EndUndoableEntitiesChange(editorWindow, "align", preChangeState);
}
bool ViewportAlign::IsAlignAllowed(EditorWindow* editorWindow)
{
// if nothing is selected then it is not allowed
QTreeWidgetItemRawPtrQList selectedItems = editorWindow->GetHierarchy()->selectedItems();
if (selectedItems.size() < 2)
{
return false;
}
LyShine::EntityArray selectedElements = SelectionHelpers::GetTopLevelSelectedElements(editorWindow->GetHierarchy(), selectedItems);
// elements that are controlled by a layout element cannot be moved. So make a list of the elements that
// can be aligned.
AZStd::vector<AZ::EntityId> elementsToAlign;
for (auto element : selectedElements)
{
if (!ViewportHelpers::IsControlledByLayout(element))
{
elementsToAlign.push_back(element->GetId());
}
}
// we have to have at least two elements in order to do the align operation
if (elementsToAlign.size() < 2)
{
return false;
}
return true;
}