Files
o3de/Gems/LyShine/Code/Source/UiSerialize.h
T
Steve Pham 38261d0800 Shorten copyright headers by splitting into 2 lines (#2213)
* Updated all copyright headers to split the longer original copyright line into 2 shorter lines

Signed-off-by: Steve Pham <spham@amazon.com>
2021-07-16 15:25:48 -07:00

61 lines
2.5 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 <LyShine/IDraw2d.h>
#include <AzCore/Serialization/SerializeContext.h>
#include <LyShine/Bus/UiTransform2dBus.h>
#include <LyShine/Bus/UiLayoutBus.h>
namespace UiSerialize
{
//! Define the Cry and UI types for the AZ Serialize system
void ReflectUiTypes(AZ::ReflectContext* context);
//! Wrapper class for animation system data file. This allows us to use the old Cry
//! serialize for the animation data
class AnimationData
{
public:
virtual ~AnimationData() { }
AZ_CLASS_ALLOCATOR(AnimationData, AZ::SystemAllocator, 0);
AZ_RTTI(AnimationData, "{FDC58CF7-8109-48F2-8D5D-BCBAF774ABB7}");
AZStd::string m_serializeData;
};
//! Helper function for version conversion
bool MoveToInteractableStateActions(
AZ::SerializeContext& context,
AZ::SerializeContext::DataElementNode& srcClassElement,
const char* stateActionsElementName,
const char* colorElementName,
const char* alphaElementName,
const char* spriteElementName);
//! Setters for anchors
void SetAnchorLeft(UiTransform2dInterface::Anchors* anchor, float left);
void SetAnchorTop(UiTransform2dInterface::Anchors* anchor, float top);
void SetAnchorRight(UiTransform2dInterface::Anchors* anchor, float right);
void SetAnchorBottom(UiTransform2dInterface::Anchors* anchor, float bottom);
void SetAnchors(UiTransform2dInterface::Anchors* anchor, float left, float top, float right, float bottom);
//! Setters for offsets
void SetOffsetLeft(UiTransform2dInterface::Offsets* offset, float left);
void SetOffsetTop(UiTransform2dInterface::Offsets* offset, float top);
void SetOffsetRight(UiTransform2dInterface::Offsets* offset, float right);
void SetOffsetBottom(UiTransform2dInterface::Offsets* offset, float bottom);
void SetOffsets(UiTransform2dInterface::Offsets* offset, float left, float top, float right, float bottom);
//! Setters for padding
void SetPaddingLeft(UiLayoutInterface::Padding* anchor, int left);
void SetPaddingTop(UiLayoutInterface::Padding* anchor, int top);
void SetPaddingRight(UiLayoutInterface::Padding* anchor, int right);
void SetPaddingBottom(UiLayoutInterface::Padding* anchor, int bottom);
void SetPadding(UiLayoutInterface::Padding* anchor, int left, int top, int right, int bottom);
}