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o3de/Gems/LyShine/Code/Editor/ViewportMoveInteraction.h

79 lines
2.9 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
*
*/
#pragma once
#include "ViewportDragInteraction.h"
#include "ViewportInteraction.h"
#include <LyShine/Bus/UiTransform2dBus.h>
//! Class used while a move interaction is in progress in move or anchor mode
class ViewportMoveInteraction
: public ViewportDragInteraction
{
public:
ViewportMoveInteraction(
HierarchyWidget* hierarchy,
const QTreeWidgetItemRawPtrQList& selectedItems,
AZ::EntityId canvasId,
AZ::Entity* activeElement,
ViewportInteraction::CoordinateSystem coordinateSystem,
ViewportHelpers::GizmoParts grabbedGizmoParts,
ViewportInteraction::InteractionMode interactionMode,
ViewportInteraction::InteractionType interactionType,
const AZ::Vector2& startDragMousePos);
virtual ~ViewportMoveInteraction();
// ViewportDragInteraction
void Update(const AZ::Vector2& mousePos) override;
// ~ViewportDragInteraction
protected:
bool ConstrainMovementDirection(const AZ::Vector2& mouseDelta, AZ::Vector2& canvasSpaceMouseDelta, AZ::Vector2& localMouseDelta);
void SnapMouseDeltas(AZ::Vector2& canvasSpaceMouseDelta, AZ::Vector2& localMouseDelta);
//! Move the primary element by the given delta. This can actually change the mouse deltas due to constraints.
void MovePrimaryElement(bool restrictDirection, AZ::Vector2& canvasSpaceMouseDelta, AZ::Vector2& localMouseDelta);
//! Move one of the additional selected elements
void MoveSecondaryElement(AZ::Entity* element, bool restrictDirection, const AZ::Vector2& canvasSpaceMouseDelta);
//! Get the offset of the pivot from the top-left anchor in local space pixels
AZ::Vector2 GetPivotRelativeToTopLeftAnchor(AZ::EntityId entityId);
protected:
// State that we will need every frame in the update is cached locally in this object
AZ::Entity* m_primaryElement = nullptr;
AZ::Entity* m_primaryElementParent = nullptr;
LyShine::EntityArray m_secondarySelectedElements;
AZ::Vector2 m_startingPrimaryLocalPivot;
AZ::Vector2 m_startingPrimaryCanvasSpacePivot;
bool m_isSnapping = false;
AZ::EntityId m_canvasId;
ViewportInteraction::CoordinateSystem m_coordinateSystem;
ViewportHelpers::GizmoParts m_grabbedGizmoParts;
ViewportInteraction::InteractionMode m_interactionMode;
ViewportInteraction::InteractionType m_interactionType;
// For all elements store the offsets or anchors at the start (depending on the mode)
// We could separate this class into 2 for the anchor and move modes and only need one of these.
AZStd::map<AZ::EntityId, UiTransform2dInterface::Offsets> m_startingOffsets;
AZStd::map<AZ::EntityId, UiTransform2dInterface::Anchors> m_startingAnchors;
};