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

386 lines
15 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 <LyShine/IDraw2d.h>
#include <Atom/RPI.Public/Image/StreamingImage.h>
#include <Atom/RPI.Reflect/Image/StreamingImageAsset.h>
float ViewportIcon::m_dpiScaleFactor = 1.0f;
ViewportIcon::ViewportIcon(const char* textureFilename)
{
m_image = Draw2dHelper::LoadTexture(textureFilename);
}
ViewportIcon::~ViewportIcon()
{
}
AZ::Vector2 ViewportIcon::GetTextureSize() const
{
if (m_image)
{
AZ::RHI::Size size = m_image->GetDescriptor().m_size;
AZ::Vector2 scaledSize(static_cast<float>(size.m_width), static_cast<float>(size.m_height));
if (m_applyDpiScaleFactorToSize)
{
scaledSize *= m_dpiScaleFactor;
}
return scaledSize;
}
return AZ::Vector2(0.0f, 0.0f);
}
void ViewportIcon::DrawImageAligned(Draw2dHelper& draw2d, AZ::Vector2& pivot, float opacity)
{
draw2d.DrawImageAligned(m_image,
pivot,
GetTextureSize(),
IDraw2d::HAlign::Center,
IDraw2d::VAlign::Center,
opacity);
}
void ViewportIcon::DrawImageTiled(Draw2dHelper& draw2d, IDraw2d::VertexPosColUV* verts)
{
// Use default blending and rounding modes
IDraw2d::Rounding rounding = IDraw2d::Rounding::Nearest;
draw2d.DrawQuad(m_image, verts, rounding);
}
void ViewportIcon::DrawAxisAlignedBoundingBox(Draw2dHelper& draw2d, AZ::Vector2 bound0, AZ::Vector2 bound1)
{
AZ::Color dottedColor(1.0f, 1.0f, 1.0f, 1.0f);
const float pixelLengthForDottedLineTexture = (1.0f / 8.0f);
float endTexCoordU = fabsf((bound1.GetX() - bound0.GetX()) * pixelLengthForDottedLineTexture);
float endTexCoordV = fabsf((bound1.GetY() - bound0.GetY()) * pixelLengthForDottedLineTexture);
IDraw2d::VertexPosColUV verts[2];
{
verts[0].color = dottedColor;
verts[1].color = dottedColor;
}
// bound0
// A----B
// | |
// C----D
// bound1
//
// Draw line segment A -> B.
{
verts[0].position = AZ::Vector2(bound0.GetX(), bound0.GetY());
verts[1].position = AZ::Vector2(bound1.GetX(), bound0.GetY());
verts[0].uv = AZ::Vector2(0.0f, 0.5f);
verts[1].uv = AZ::Vector2(endTexCoordU, 0.5f);
draw2d.DrawLineTextured(m_image, verts);
}
// bound0
// A----B
// | |
// C----D
// bound1
//
// Draw line segment A -> C.
{
verts[0].position = AZ::Vector2(bound0.GetX(), bound0.GetY());
verts[1].position = AZ::Vector2(bound0.GetX(), bound1.GetY());
verts[0].uv = AZ::Vector2(0.0f, 0.5f);
verts[1].uv = AZ::Vector2(endTexCoordV, 0.5f);
draw2d.DrawLineTextured(m_image, verts);
}
// bound0
// A----B
// | |
// C----D
// bound1
//
// Draw line segment C -> D.
{
verts[0].position = AZ::Vector2(bound0.GetX(), bound1.GetY());
verts[1].position = AZ::Vector2(bound1.GetX(), bound1.GetY());
verts[0].uv = AZ::Vector2(0.0f, 0.5f);
verts[1].uv = AZ::Vector2(endTexCoordU, 0.5f);
draw2d.DrawLineTextured(m_image, verts);
}
// bound0
// A----B
// | |
// C----D
// bound1
//
// Draw line segment B -> D.
{
verts[0].position = AZ::Vector2(bound1.GetX(), bound0.GetY());
verts[1].position = AZ::Vector2(bound1.GetX(), bound1.GetY());
verts[0].uv = AZ::Vector2(0.0f, 0.5f);
verts[1].uv = AZ::Vector2(endTexCoordV, 0.5f);
draw2d.DrawLineTextured(m_image, verts);
}
}
void ViewportIcon::Draw(Draw2dHelper& draw2d, AZ::Vector2 anchorPos, const AZ::Matrix4x4& transform, float iconRot, AZ::Color color) const
{
AZ::Vector2 iconSize = GetTextureSize();
// the icon images are authored with the "point" of the anchor in the center for all icons currently
const AZ::Vector2 originRatio(0.5f, 0.5f);
float iconOriginX = iconSize.GetX() * originRatio.GetX();
float iconOriginY = iconSize.GetY() * originRatio.GetY();
AZ::Vector2 tl(anchorPos.GetX() - iconOriginX, anchorPos.GetY() - iconOriginY);
UiTransformInterface::RectPoints iconPoints;
iconPoints.TopLeft() = tl;
iconPoints.TopRight() = AZ::Vector2(tl.GetX() + iconSize.GetX(), tl.GetY());
iconPoints.BottomLeft() = AZ::Vector2(tl.GetX(), tl.GetY() + iconSize.GetY());
iconPoints.BottomRight() = AZ::Vector2(tl.GetX() + iconSize.GetX(), tl.GetY() + iconSize.GetY());
// apply the rotation that rotates the anchor icon to point in the correct direction
AZ::Vector3 pivot3(anchorPos.GetX(), anchorPos.GetY(), 0);
float rotRad = DEG2RAD(iconRot);
AZ::Matrix4x4 moveToPivotSpaceMat = AZ::Matrix4x4::CreateTranslation(-pivot3);
AZ::Matrix4x4 rotMat = AZ::Matrix4x4::CreateRotationZ(rotRad);
AZ::Matrix4x4 moveFromPivotSpaceMat = AZ::Matrix4x4::CreateTranslation(pivot3);
AZ::Matrix4x4 newTransform = transform * moveFromPivotSpaceMat * rotMat * moveToPivotSpaceMat;
IDraw2d::VertexPosColUV verts[4];
// points are a clockwise quad
static const AZ::Vector2 uvs[4] = {
AZ::Vector2(0.0f, 0.0f), AZ::Vector2(1.0f, 0.0f), AZ::Vector2(1.0f, 1.0f), AZ::Vector2(0.0f, 1.0f)
};
for (int i = 0; i < 4; ++i)
{
verts[i].color = color;
verts[i].uv = uvs[i];
AZ::Vector3 point3(iconPoints.pt[i].GetX(), iconPoints.pt[i].GetY(), 0.0f);
point3 = newTransform * point3;
verts[i].position = AZ::Vector2(point3.GetX(), point3.GetY());
}
// in order to align the anchor icon correctly we do want rotation, shearing and negative scale
// in the transform to affect the icon, but we do not want its size to be affected.
// So we fix up the transformed points so that it has the correct icon width and height in viewport space.
if (transform.GetElement(0, 0) != 1.0f || transform.GetElement(1, 1) != 1.0f || transform.GetElement(2, 2) != 1.0f)
{
AZ::Vector2 widthVec = verts[1].position - verts[0].position;
AZ::Vector2 heightVec = verts[3].position - verts[0].position;
AZ::Vector2 originPos = verts[0].position + widthVec * originRatio.GetX() + heightVec * originRatio.GetY();
// adjust both vectors to be of the desired length (iconW and iconH)
// Avoid a divide by zero. We could compare with 0.0f here and that would avoid a divide
// by zero. However comparing with FLT_EPSILON also avoids the rare case of an overflow.
// FLT_EPSILON is small enough to be considered equivalent to zero in this application.
float widthVecLength = widthVec.GetLength();
float heightVecLength = heightVec.GetLength();
widthVec *= (fabsf(widthVecLength) > FLT_EPSILON) ? iconSize.GetX() / widthVecLength : 0.0f;
heightVec *= (fabsf(heightVecLength) > FLT_EPSILON) ? iconSize.GetY() / heightVecLength : 0.0f;
verts[0].position = originPos - widthVec * originRatio.GetX() - heightVec * originRatio.GetY();
verts[1].position = originPos + widthVec * (1.0f - originRatio.GetX()) - heightVec * originRatio.GetY();
verts[2].position = originPos + widthVec * (1.0f - originRatio.GetX()) + heightVec * (1.0f - originRatio.GetY());
verts[3].position = originPos - widthVec * originRatio.GetX() + heightVec * (1.0f - originRatio.GetY());
}
draw2d.DrawQuad(m_image, verts);
}
void ViewportIcon::DrawAnchorLines(Draw2dHelper& draw2d, AZ::Vector2 anchorPos, AZ::Vector2 targetPos, const AZ::Matrix4x4& transform,
bool xFirst, bool xText, bool yText)
{
AZ::Vector2 cornerPos = (xFirst) ? AZ::Vector2(targetPos.GetX(), anchorPos.GetY()) : AZ::Vector2(anchorPos.GetX(), targetPos.GetY());
AZ::Vector3 start3 = EntityHelpers::MakeVec3(anchorPos);
AZ::Vector3 end3 = EntityHelpers::MakeVec3(targetPos);
AZ::Vector3 corner3 = EntityHelpers::MakeVec3(cornerPos);
start3 = transform * start3;
corner3 = transform * corner3;
end3 = transform * end3;
AZ::Vector2 start2(start3.GetX(), start3.GetY());
AZ::Vector2 corner2(corner3.GetX(), corner3.GetY());
AZ::Vector2 end2(end3.GetX(), end3.GetY());
AZ::Color solidColor(1.0f, 1.0f, 1.0f, 0.2f);
if ((xFirst && xText) || (!xFirst && yText))
{
float displayDistance = (xFirst) ? cornerPos.GetX() - anchorPos.GetX() : cornerPos.GetY() - anchorPos.GetY();
DrawDistanceLine(draw2d, start2, corner2, displayDistance);
}
else
{
draw2d.DrawLine(start2, corner2, solidColor);
}
if ((!xFirst && xText) || (xFirst && yText))
{
float displayDistance = (!xFirst) ? targetPos.GetX() - cornerPos.GetX() : targetPos.GetY() - cornerPos.GetY();
DrawDistanceLine(draw2d, corner2, end2, displayDistance);
}
else
{
draw2d.DrawLine(corner2, end2, solidColor);
}
}
void ViewportIcon::DrawDistanceLine(Draw2dHelper& draw2d, AZ::Vector2 start, AZ::Vector2 end, float displayDistance, const char* suffix)
{
// draw a dotted line with the distance displayed on it
AZ::Color dottedColor(1.0f, 1.0f, 1.0f, 1.0f);
float length = AZ::Vector2(end - start).GetLength();
const float pixelLengthForDottedLineTexture = 8.0f;
float endTexCoordU = length / pixelLengthForDottedLineTexture;
IDraw2d::VertexPosColUV verts[2];
verts[0].position = start;
verts[0].color = dottedColor;
verts[0].uv = AZ::Vector2(0.0f, 0.5f);
verts[1].position = end;
verts[1].color = dottedColor;
verts[1].uv = AZ::Vector2(endTexCoordU, 0.5f);
draw2d.DrawLineTextured(m_image, verts);
// Now draw the text rotated to match the angle of the line and slightly offset from the center point
// first swap the start end such that the line always goes left to right
if (start.GetX() == end.GetX())
{
if (start.GetY() < end.GetY())
{
std::swap(start, end);
}
}
else if (start.GetX() > end.GetX())
{
std::swap(start, end);
}
// get the angle of the line (will always be > (-90 < angle <= 90)
float rotRad = atan2f(end.GetY() - start.GetY(), end.GetX() - start.GetX());
float rotation = RAD2DEG(rotRad);
// offset the bottom center of the text from the line by a fixed offset,
// we rotate the offset to match line angle
const float offsetDist = 2.0f;
AZ::Vector2 textOffset(offsetDist * sinf(rotRad), -offsetDist * cosf(rotRad));
// position for text is the midpoint of the line plus the offset
AZ::Vector2 textPos = (start + end) * 0.5f + textOffset;
const size_t bufSize = 32;
char textBuf[bufSize];
azsnprintf(textBuf, bufSize, "%.2f%s", displayDistance, suffix ? suffix : "");
draw2d.SetTextAlignment(IDraw2d::HAlign::Center, IDraw2d::VAlign::Bottom);
draw2d.SetTextRotation(rotation);
draw2d.DrawText(textBuf, textPos, 8.0f, 1.0f);
}
void ViewportIcon::DrawAnchorLinesSplit(Draw2dHelper& draw2d, AZ::Vector2 anchorPos1, AZ::Vector2 anchorPos2,
AZ::Vector2 targetPos, const AZ::Matrix4x4& transform, bool horizSplit, const char* suffix)
{
AZ::Vector2 cornerPos = (horizSplit) ? AZ::Vector2(targetPos.GetX(), anchorPos1.GetY()) : AZ::Vector2(anchorPos1.GetX(), targetPos.GetY());
AZ::Vector3 start1_3 = EntityHelpers::MakeVec3(anchorPos1);
AZ::Vector3 start2_3 = EntityHelpers::MakeVec3(anchorPos2);
AZ::Vector3 end3 = EntityHelpers::MakeVec3(targetPos);
AZ::Vector3 corner3 = EntityHelpers::MakeVec3(cornerPos);
start1_3 = transform * start1_3;
start2_3 = transform * start2_3;
corner3 = transform * corner3;
end3 = transform * end3;
AZ::Vector2 start1_2(start1_3.GetX(), start1_3.GetY());
AZ::Vector2 start2_2(start2_3.GetX(), start2_3.GetY());
AZ::Vector2 corner2(corner3.GetX(), corner3.GetY());
AZ::Vector2 end2(end3.GetX(), end3.GetY());
AZ::Color solidColor(1.0f, 1.0f, 1.0f, 0.2f);
draw2d.DrawLine(start1_2, corner2, solidColor);
draw2d.DrawLine(corner2, start2_2, solidColor);
float displayDistance = (!horizSplit) ? targetPos.GetX() - cornerPos.GetX() : targetPos.GetY() - cornerPos.GetY();
DrawDistanceLine(draw2d, corner2, end2, displayDistance, suffix);
}
void ViewportIcon::DrawDistanceLineWithTransform(Draw2dHelper& draw2d, AZ::Vector2 sourcePos, AZ::Vector2 targetPos, const AZ::Matrix4x4& transform,
float value, const char* suffix)
{
AZ::Vector3 start3 = EntityHelpers::MakeVec3(sourcePos);
AZ::Vector3 end3 = EntityHelpers::MakeVec3(targetPos);
start3 = transform * start3;
end3 = transform * end3;
AZ::Vector2 start2(start3.GetX(), start3.GetY());
AZ::Vector2 end2(end3.GetX(), end3.GetY());
AZ::Color solidColor(1.0f, 1.0f, 1.0f, 0.2f);
DrawDistanceLine(draw2d, start2, end2, value, suffix);
}
void ViewportIcon::DrawElementRectOutline(Draw2dHelper& draw2d, AZ::EntityId entityId, AZ::Color color)
{
// get the transformed rect for the element
UiTransformInterface::RectPoints points;
EBUS_EVENT_ID(entityId, UiTransformBus, GetViewportSpacePoints, points);
// work out if we should snap to exact pixel
AZ::EntityId canvasEntityId;
EBUS_EVENT_ID_RESULT(canvasEntityId, entityId, UiElementBus, GetCanvasEntityId);
bool isPixelAligned = true;
EBUS_EVENT_ID_RESULT(isPixelAligned, canvasEntityId, UiCanvasBus, GetIsPixelAligned);
IDraw2d::Rounding pixelRounding = isPixelAligned ? IDraw2d::Rounding::Nearest : IDraw2d::Rounding::None;
// round the points to the nearest pixel if the canvas is set to do that for elements since
// we want this outline to line up with the element
for (int i = 0; i < 4; ++i)
{
points.pt[i] = Draw2dHelper::RoundXY(points.pt[i], pixelRounding);
}
// since the rect is transformed we have to add the offsets by multiplying them
// by unit vectors parallel with the edges of the rect. However, the rect could be
// zero width and/or height so we can't use "points" to compute these unit vectors.
// So we instead get the transform matrix and transform two unit vectors
// and then normalize them (they have to be re-normalized since the transform can scale them)
AZ::Matrix4x4 transform;
EBUS_EVENT_ID(entityId, UiTransformBus, GetTransformToViewport, transform);
AZ::Vector3 rightVec3(1.0f, 0.0f, 0.0f);
AZ::Vector3 downVec3(0.0f, 1.0f, 0.0f);
rightVec3 = transform.Multiply3x3(rightVec3);
downVec3 = transform.Multiply3x3(downVec3);
AZ::Vector2 rightVec(rightVec3.GetX(), rightVec3.GetY());
AZ::Vector2 downVec(downVec3.GetX(), downVec3.GetY());
rightVec.NormalizeSafe();
downVec.NormalizeSafe();
uint32_t lineThickness = aznumeric_cast<uint32_t>(GetTextureSize().GetY());
draw2d.DrawRectOutlineTextured(m_image, points, rightVec, downVec, color, lineThickness);
}