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63 lines
2.5 KiB
C++
63 lines
2.5 KiB
C++
/*
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* Copyright (c) Contributors to the Open 3D Engine Project.
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* For complete copyright and license terms please see the LICENSE at the root of this distribution.
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*
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* SPDX-License-Identifier: Apache-2.0 OR MIT
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*
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*/
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#include <LyShine/UiSerializeHelpers.h>
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#include "EditorCommon.h"
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ViewportCanvasBackground::ViewportCanvasBackground()
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: m_canvasBackground(new ViewportIcon("Editor/Icons/Viewport/Canvas_Background.tif"))
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{
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}
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ViewportCanvasBackground::~ViewportCanvasBackground()
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{
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}
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void ViewportCanvasBackground::Draw(Draw2dHelper& draw2d, const AZ::Vector2& canvasSize, float canvasToViewportScale, const AZ::Vector3& canvasToViewportTranslation)
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{
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// Determine size of canvas on-screen by applying the current canvas-to-viewport scale
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const int scaledCanvasWidth = aznumeric_cast<int>(canvasSize.GetX() * canvasToViewportScale);
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const int scaledCanvasHeight = aznumeric_cast<int>(canvasSize.GetY() * canvasToViewportScale);
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// Take on-screen canvas panning/translation into account
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const float xCanvasPanOffset = canvasToViewportTranslation.GetX();
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const float yCanvasPanOffset = canvasToViewportTranslation.GetY();
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AZ::Vector2 topLeft(xCanvasPanOffset, yCanvasPanOffset);
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AZ::Vector2 topRight(xCanvasPanOffset + scaledCanvasWidth, yCanvasPanOffset);
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AZ::Vector2 bottomRight(xCanvasPanOffset + scaledCanvasWidth, yCanvasPanOffset + scaledCanvasHeight);
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AZ::Vector2 bottomLeft(xCanvasPanOffset, yCanvasPanOffset + scaledCanvasHeight);
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// points are a clockwise quad
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static const unsigned int quadVertCount = 4;
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AZ::Vector2 positions[quadVertCount] =
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{
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topLeft,
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topRight,
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bottomRight,
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bottomLeft
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};
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// scale UV's so that one texel is one pixel on screen
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AZ::Vector2 textureSize(m_canvasBackground->GetTextureSize());
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AZ::Vector2 rectSize(aznumeric_cast<float>(scaledCanvasWidth), aznumeric_cast<float>(scaledCanvasHeight));
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AZ::Vector2 uvScale(rectSize.GetX() / textureSize.GetX(), rectSize.GetY() / textureSize.GetY());
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// now draw the same as Stretched but with UV's adjusted
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const AZ::Vector2 uvs[4] = { AZ::Vector2(0, 0), AZ::Vector2(uvScale.GetX(), 0), AZ::Vector2(uvScale.GetX(), uvScale.GetY()), AZ::Vector2(0, uvScale.GetY()) };
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AZ::Color colorWhite(1.0f, 1.0f, 1.0f, 1.0f);
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IDraw2d::VertexPosColUV verts[4];
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for (int i = 0; i < 4; ++i)
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{
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verts[i].position = positions[i];
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verts[i].color = colorWhite;
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verts[i].uv = uvs[i];
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}
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m_canvasBackground->DrawImageTiled(draw2d, verts);
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}
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