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o3de/Gems/LyShine/Code/Source/UiFaderComponent.h

174 lines
6.4 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/Bus/UiCanvasUpdateNotificationBus.h>
#include <LyShine/Bus/UiRenderControlBus.h>
#include <LyShine/Bus/UiFaderBus.h>
#include <LyShine/Bus/UiElementBus.h>
#include <LyShine/Bus/UiTransformBus.h>
#include <LyShine/Bus/UiAnimateEntityBus.h>
#include <LyShine/UiComponentTypes.h>
#include <LyShine/IRenderGraph.h>
#include <AzCore/Component/Component.h>
#include <AzCore/Math/Color.h>
#include <Atom/RHI.Reflect/AttachmentId.h>
////////////////////////////////////////////////////////////////////////////////////////////////////
class UiFaderComponent
: public AZ::Component
, public UiCanvasUpdateNotificationBus::Handler
, public UiRenderControlBus::Handler
, public UiFaderBus::Handler
, public UiAnimateEntityBus::Handler
, public UiElementNotificationBus::Handler
, public UiTransformChangeNotificationBus::Handler
{
public: // member functions
AZ_COMPONENT(UiFaderComponent, LyShine::UiFaderComponentUuid, AZ::Component);
UiFaderComponent();
~UiFaderComponent() override;
// UiCanvasUpdateNotification
void Update(float deltaTime) override;
// ~UiCanvasUpdateNotification
// UiRenderControlInterface
void Render(LyShine::IRenderGraph* renderGraph, UiElementInterface* elementInterface,
UiRenderInterface* renderInterface, int numChildren, bool isInGame) override;
// ~UiRenderControlInterface
// UiFaderInterface
float GetFadeValue() override;
void SetFadeValue(float fade) override;
void Fade(float targetValue, float speed) override;
bool IsFading() override;
bool GetUseRenderToTexture() override;
void SetUseRenderToTexture(bool useRenderToTexture) override;
// ~UiFaderInterface
// UiAnimateEntityInterface
void PropertyValuesChanged() override;
// ~UiAnimateEntityInterface
// UiElementNotifications
void OnUiElementFixup(AZ::EntityId canvasEntityId, AZ::EntityId parentEntityId) override;
// ~UiElementNotifications
// UiTransformChangeNotification
void OnCanvasSpaceRectChanged(AZ::EntityId entityId, const UiTransformInterface::Rect& oldRect, const UiTransformInterface::Rect& newRect) override;
void OnTransformToViewportChanged() override;
// ~UiTransformChangeNotification
public: // static member functions
static void GetProvidedServices(AZ::ComponentDescriptor::DependencyArrayType& provided)
{
provided.push_back(AZ_CRC("UiFaderService", 0x3c5847e9));
provided.push_back(AZ_CRC("UiRenderControlService", 0x4e302454));
}
static void GetIncompatibleServices(AZ::ComponentDescriptor::DependencyArrayType& incompatible)
{
incompatible.push_back(AZ_CRC("UiFaderService", 0x3c5847e9));
incompatible.push_back(AZ_CRC("UiRenderControlService", 0x4e302454));
}
static void GetRequiredServices(AZ::ComponentDescriptor::DependencyArrayType& required)
{
required.push_back(AZ_CRC("UiElementService", 0x3dca7ad4));
required.push_back(AZ_CRC("UiTransformService", 0x3a838e34));
}
static void Reflect(AZ::ReflectContext* context);
protected: // member functions
// AZ::Component
void Activate() override;
void Deactivate() override;
// ~AZ::Component
//! Called when the fade animation completes
void CompleteFade();
//! Common function for updating fade value
void SetFadeValueInternal(float fade);
//! Called when the fade property changed in property pane
void OnFadeValueChanged();
//! Called when something changed that invalidates render target
void OnRenderTargetChange();
//! Mark the render graph as dirty, this should be done when any change is made affects the structure of the graph
void MarkRenderGraphDirty();
//! When m_useRenderToTexture is true this is used to create the render target and depth surface or resize them if they exist
void CreateOrResizeRenderTarget(const AZ::Vector2& pixelAlignedTopLeft, const AZ::Vector2& pixelAlignedBottomRight);
//! Destroy the render target and depth surface that are used when m_useRenderToTexture is true
void DestroyRenderTarget();
//! Update cached primitive vertices
void UpdateCachedPrimitive(const AZ::Vector2& pixelAlignedTopLeft, const AZ::Vector2& pixelAlignedBottomRight);
// compute pixel aligned bounds of element in viewport space
void ComputePixelAlignedBounds(AZ::Vector2& pixelAlignedTopLeft, AZ::Vector2& pixelAlignedBottomRight);
// render the element and its children using standard fade (non-render-to-texture)
void RenderStandardFader(LyShine::IRenderGraph* renderGraph, UiElementInterface* elementInterface,
UiRenderInterface* renderInterface, int numChildren, bool isInGame);
// render the element and its children using render-to-texture fade
void RenderRttFader(LyShine::IRenderGraph* renderGraph, UiElementInterface* elementInterface,
UiRenderInterface* renderInterface, int numChildren, bool isInGame);
// render this element's visual component (if any) and child elements
void RenderElementAndChildren(LyShine::IRenderGraph* renderGraph, UiElementInterface* elementInterface,
UiRenderInterface* renderInterface, int numChildren, bool isInGame);
AZ_DISABLE_COPY_MOVE(UiFaderComponent);
private: // data
// Serialized members
float m_fade; //!< The initial/current fade value
bool m_useRenderToTexture = false; //!< If true, render this element and children to a separate render target and fade that
// Non-serialized members
// Used for fade animation
bool m_isFading;
float m_fadeTarget;
float m_fadeSpeedInSeconds;
//! This is generated from the entity ID and cached
AZStd::string m_renderTargetName;
//! When rendering to a texture this is the attachment image for the render target
AZ::RHI::AttachmentId m_attachmentImageId;
//! The positions used for the render to texture viewport and to render the render target to the screen
AZ::Vector2 m_viewportTopLeft;
AZ::Vector2 m_viewportSize;
// currently allocated size of render target
int m_renderTargetWidth = 0;
int m_renderTargetHeight = 0;
//! cached rendering data for performance optimization of rendering the render target to screen
DynUiPrimitive m_cachedPrimitive;
};