1f9b284de2
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com> # Conflicts: # Code/Editor/Plugins/ComponentEntityEditorPlugin/ComponentEntityEditorPlugin_precompiled.h # Code/Editor/Plugins/EditorCommon/EditorCommon_precompiled.h # Code/Editor/Plugins/EditorCommon/stdafx.cpp # Code/Editor/Plugins/FFMPEGPlugin/FFMPEGPlugin_precompiled.h # Code/Editor/Plugins/PerforcePlugin/PerforcePlugin_precompiled.h # Code/Editor/Plugins/ProjectSettingsTool/ProjectSettingsTool_precompiled.h # Code/Framework/AzToolsFramework/AzToolsFramework/AzToolsFramework_precompiled.h # Code/Tools/AssetProcessor/native/precompiled.h # Code/Tools/Standalone/StandaloneTools_precompiled.h # Gems/AssetMemoryAnalyzer/Code/Source/AssetMemoryAnalyzer_precompiled.h # Gems/Atom/Asset/ImageProcessingAtom/Code/Source/ImageProcessing_precompiled.h # Gems/Atom/RHI/DX12/Code/Source/RHI/Atom_RHI_DX12_precompiled.h # Gems/Atom/RHI/Metal/Code/Include/Platform/Mac/Atom_RHI_Metal_precompiled_Platform.h # Gems/Atom/RHI/Metal/Code/Include/Platform/iOS/Atom_RHI_Metal_precompiled_Platform.h # Gems/Atom/RHI/Metal/Code/Source/Atom_RHI_Metal_precompiled.h # Gems/Atom/RHI/Metal/Code/atom_rhi_metal_common_files.cmake # Gems/Atom/RHI/Null/Code/Source/Atom_RHI_Null_precompiled.h # Gems/Atom/RHI/Null/Code/atom_rhi_null_common_files.cmake # Gems/Atom/RHI/Vulkan/Code/Include/Platform/Android/Atom_RHI_Vulkan_precompiled_Platform.h # Gems/Atom/RHI/Vulkan/Code/Include/Platform/Linux/Atom_RHI_Vulkan_precompiled_Platform.h # Gems/Atom/RHI/Vulkan/Code/Include/Platform/Mac/Atom_RHI_Vulkan_precompiled_Platform.h # Gems/Atom/RHI/Vulkan/Code/Include/Platform/Windows/Atom_RHI_Vulkan_precompiled_Platform.h # Gems/Atom/RHI/Vulkan/Code/Source/Atom_RHI_Vulkan_precompiled.h # Gems/Atom/RHI/Vulkan/Code/Source/RHI/SwapChain.cpp # Gems/Atom/RHI/Vulkan/Code/atom_rhi_vulkan_common_files.cmake # Gems/AtomLyIntegration/AtomFont/Code/Include/AtomLyIntegration/AtomFont/AtomFont_precompiled.h # Gems/Blast/Code/Source/StdAfx.cpp # Gems/Camera/Code/Source/Camera_precompiled.h # Gems/EMotionFX/Code/Source/EMotionFX_precompiled.h # Gems/FastNoise/Code/Source/FastNoise_precompiled.h # Gems/Gestures/Code/Source/Gestures_precompiled.h # Gems/GradientSignal/Code/Source/GradientSignal_precompiled.h # Gems/GraphCanvas/Code/precompiled.h # Gems/ImGui/Code/Source/ImGui_precompiled.h # Gems/InAppPurchases/Code/Source/InAppPurchases_precompiled.h # Gems/LmbrCentral/Code/Source/LmbrCentral_precompiled.h # Gems/LmbrCentral/Code/Tests/ShapeGeometryUtilTest.cpp # Gems/LyShine/Code/Editor/UiCanvasEditor_precompiled.h # Gems/LyShine/Code/Source/Animation/LyShine_precompiled.h # Gems/LyShine/Code/Source/LyShine_precompiled.h # Gems/LyShineExamples/Code/Source/LyShineExamples_precompiled.h # Gems/Maestro/Code/Source/Cinematics/Maestro_precompiled.h # Gems/Maestro/Code/Source/Maestro_precompiled.h # Gems/MessagePopup/Code/Source/MessagePopup_precompiled.h # Gems/Metastream/Code/Source/Metastream_precompiled.h # Gems/Microphone/Code/Source/Microphone_precompiled.h # Gems/Multiplayer/Code/Source/Multiplayer_precompiled.h # Gems/PhysX/Code/NumericalMethods/Source/NumericalMethods_precompiled.h # Gems/PhysX/Code/Source/PhysXUnsupported_precompiled.h # Gems/PhysX/Code/Source/PhysX_precompiled.h # Gems/PhysX/Code/physx_unsupported_files.cmake # Gems/PhysXDebug/Code/Source/PhysXDebugUnsupported_precompiled.h # Gems/PhysXDebug/Code/Source/PhysXDebug_precompiled.h # Gems/ScriptCanvas/Code/Editor/precompiled.h # Gems/ScriptCanvas/Code/Source/precompiled.h # Gems/ScriptCanvasDeveloper/Code/Source/precompiled.h # Gems/ScriptCanvasPhysics/Code/Source/ScriptCanvasPhysics_precompiled.h # Gems/ScriptEvents/Code/Source/precompiled.h # Gems/ScriptEvents/Code/Tests/Editor/EditorTests.cpp # Gems/ScriptedEntityTweener/Code/Source/ScriptedEntityTweener_precompiled.h # Gems/SliceFavorites/Code/Source/SliceFavorites_precompiled.h # Gems/StartingPointCamera/Code/Source/StartingPointCamera_precompiled.h # Gems/StartingPointInput/Code/Source/StartingPointInput_precompiled.h # Gems/StartingPointMovement/Code/Source/StartingPointMovement_precompiled.h # Gems/SurfaceData/Code/Source/SurfaceData_precompiled.h # Gems/TextureAtlas/Code/Source/TextureAtlas_precompiled.h # Gems/TickBusOrderViewer/Code/Source/TickBusOrderViewer_precompiled.h # Gems/Twitch/Code/Source/Twitch_precompiled.h # Gems/VirtualGamepad/Code/Source/VirtualGamepad_precompiled.h # Gems/WhiteBox/Code/Source/WhiteBoxUnsupported_precompiled.h # Gems/WhiteBox/Code/Source/WhiteBox_precompiled.h
163 lines
6.7 KiB
C++
163 lines
6.7 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 "EditorCommon.h"
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#include "ViewportAlign.h"
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#include <LyShine/UiComponentTypes.h>
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void ViewportAlign::AlignSelectedElements(EditorWindow* editorWindow, AlignType alignType)
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{
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QTreeWidgetItemRawPtrQList selectedItems = editorWindow->GetHierarchy()->selectedItems();
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LyShine::EntityArray selectedElements = SelectionHelpers::GetTopLevelSelectedElements(editorWindow->GetHierarchy(), selectedItems);
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// elements that are controlled by a layout element cannot be moved. So make a list of the elements that
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// can be aligned.
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AZStd::vector<AZ::EntityId> elementsToAlign;
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for (auto element : selectedElements)
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{
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if (!ViewportHelpers::IsControlledByLayout(element))
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{
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elementsToAlign.push_back(element->GetId());
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}
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}
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// we have to have at least two elements in order to do the align operation
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size_t numElements = elementsToAlign.size();
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if (numElements < 2)
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{
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return;
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}
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// get mode to see if we are in MOVE or ANCHOR mode, in MOVE mode we modify offsets, in ANCHOR mode we modify anchors
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ViewportInteraction::InteractionMode interactionMode = editorWindow->GetViewport()->GetViewportInteraction()->GetMode();
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// start the undoable event
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SerializeHelpers::SerializedEntryList preChangeState;
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HierarchyClipboard::BeginUndoableEntitiesChange(editorWindow, preChangeState);
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// get the AABB of each element plus the overall AABB of all the top level selected elements
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const float minFloat = std::numeric_limits<float>::min();
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const float maxFloat = std::numeric_limits<float>::max();
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UiTransformInterface::Rect overallBoundingBox;
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overallBoundingBox.Set(maxFloat, minFloat, maxFloat, minFloat);
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AZStd::vector<UiTransformInterface::Rect> elementBoundingBoxes(numElements);
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for (int i = 0; i < numElements; ++i)
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{
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AZ::EntityId entityId = elementsToAlign[i];
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UiTransformInterface::RectPoints points;
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EBUS_EVENT_ID(entityId, UiTransformBus, GetCanvasSpacePoints, points);
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// setup the AABB for this element
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AZ::Vector2 topLeft = points.GetAxisAlignedTopLeft();
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AZ::Vector2 bottomRight = points.GetAxisAlignedBottomRight();
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elementBoundingBoxes[i].left = topLeft.GetX();
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elementBoundingBoxes[i].right = bottomRight.GetX();
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elementBoundingBoxes[i].top = topLeft.GetY();
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elementBoundingBoxes[i].bottom = bottomRight.GetY();
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// update the overall AABB
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overallBoundingBox.left = AZStd::GetMin(overallBoundingBox.left, topLeft.GetX());
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overallBoundingBox.right = AZStd::GetMax(overallBoundingBox.right, bottomRight.GetX());
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overallBoundingBox.top = AZStd::GetMin(overallBoundingBox.top, topLeft.GetY());
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overallBoundingBox.bottom = AZStd::GetMax(overallBoundingBox.bottom, bottomRight.GetY());
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}
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// For each element, compute the delta of where it is from where it should be
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// then adjust the offsets to align it
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for (int i = 0; i < numElements; ++i)
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{
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UiTransformInterface::Rect& aabb = elementBoundingBoxes[i];
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// the delta to move depends on the align type
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AZ::Vector2 deltaInCanvasSpace;
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switch (alignType)
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{
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case AlignType::HorizontalLeft:
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deltaInCanvasSpace.Set(overallBoundingBox.left - aabb.left, 0.0f);
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break;
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case AlignType::HorizontalCenter:
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deltaInCanvasSpace.Set(overallBoundingBox.GetCenterX() - aabb.GetCenterX(), 0.0f);
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break;
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case AlignType::HorizontalRight:
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deltaInCanvasSpace.Set(overallBoundingBox.right - aabb.right, 0.0f);
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break;
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case AlignType::VerticalTop:
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deltaInCanvasSpace.Set(0.0f, overallBoundingBox.top - aabb.top);
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break;
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case AlignType::VerticalCenter:
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deltaInCanvasSpace.Set(0.0f, overallBoundingBox.GetCenterY() - aabb.GetCenterY());
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break;
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case AlignType::VerticalBottom:
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deltaInCanvasSpace.Set(0.0f, overallBoundingBox.bottom - aabb.bottom);
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break;
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}
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// If this element needs to move...
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if (!deltaInCanvasSpace.IsZero())
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{
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AZ::EntityId entityId = elementsToAlign[i];
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AZ::EntityId parentEntityId = EntityHelpers::GetParentElement(entityId)->GetId();
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// compute the delta to move in local space (i.e. relative to the parent)
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AZ::Vector2 deltaInLocalSpace = EntityHelpers::TransformDeltaFromCanvasToLocalSpace(parentEntityId, deltaInCanvasSpace);
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// do the actual move of the element
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if (interactionMode == ViewportInteraction::InteractionMode::MOVE)
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{
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EntityHelpers::MoveByLocalDeltaUsingOffsets(entityId, deltaInLocalSpace);
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}
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else if (interactionMode == ViewportInteraction::InteractionMode::ANCHOR)
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{
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EntityHelpers::MoveByLocalDeltaUsingAnchors(entityId, parentEntityId, deltaInLocalSpace, true);
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}
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// Let listeners know that the properties on this element have changed
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EBUS_EVENT_ID(entityId, UiElementChangeNotificationBus, UiElementPropertyChanged);
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}
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}
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// Tell the Properties panel to update
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const AZ::Uuid transformComponentType = LyShine::UiTransform2dComponentUuid;
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editorWindow->GetProperties()->TriggerRefresh(AzToolsFramework::PropertyModificationRefreshLevel::Refresh_Values, &transformComponentType);
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// end the undoable event
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HierarchyClipboard::EndUndoableEntitiesChange(editorWindow, "align", preChangeState);
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}
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bool ViewportAlign::IsAlignAllowed(EditorWindow* editorWindow)
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{
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// if nothing is selected then it is not allowed
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QTreeWidgetItemRawPtrQList selectedItems = editorWindow->GetHierarchy()->selectedItems();
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if (selectedItems.size() < 2)
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{
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return false;
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}
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LyShine::EntityArray selectedElements = SelectionHelpers::GetTopLevelSelectedElements(editorWindow->GetHierarchy(), selectedItems);
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// elements that are controlled by a layout element cannot be moved. So make a list of the elements that
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// can be aligned.
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AZStd::vector<AZ::EntityId> elementsToAlign;
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for (auto element : selectedElements)
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{
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if (!ViewportHelpers::IsControlledByLayout(element))
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{
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elementsToAlign.push_back(element->GetId());
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}
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}
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// we have to have at least two elements in order to do the align operation
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if (elementsToAlign.size() < 2)
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{
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return false;
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}
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return true;
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}
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