Files
o3de/Code/Legacy/CryCommon/LyShine/IRenderGraph.h
T
Artur K 45b2336dce Legacy cleanup (#3383)
* WIP - small legacy cleanup

Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>

* More cleanups + build fixes

Use AZstd instead of std types in a few places.
Remove m_nameTable.

Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>

* Legacy code cleanups

Remove unused methods using legacy functionality

* EditorViewportWidget::AdjustObjectPosition
* DisplayContext - remove `renderer` pointer
* DisplayContext - log errors when functions using `renderer` are called
* CTrackGizmo::DrawAxis - log errors when function uses `renderer`.
* Legacy CCamera - remove Project, Unproject and CalcScreenBounds
* Remove all unused methods from Cry_GeoDistance.h/Cry_GeoIntersect.h
* Remove Lineseg_Triangle from Cry_GeoOverlap.h
* IEntityRenderState.h - remove unused types
* SMeshColor remove Lerp method and associated constructor.
* IMaterial.h - remove unused types and a few methods
* IRenderMesh.h - remove a few unused methods and use int8 instead of
byte
* IRender.h - remove almost all of the contents
* IShader.h - remove unused types and a few methods
* IStatObj.h - remove unused types and a few methods
* SSystemGlobalEnvironment - remove `renderer` pointer
* IRenderGraph - remove 2 unused methods
* physinterface.h - remove almost all of the contents
* CXmlUtils no longer inherits ISystemEventListener
* CXmlNode no longer has custom new/delete
* Remove IRenderer from some test mocks.

Removed files:
* CryName.h
* Cry_MatrixDiag.h
* Cry_XOptimise.h
* HeapAllocator.h
* IRendererMock.h
* PoolAllocator.h

Things to consider:
* Remove GetMemoryUsage & friends.

Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>

* Apply review suggestions

IMovieSystem.h - remove unused includes.

Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>

* Move unreachable code to `#if 0` block

This is hopefully temporary measure until the original functionality is
re-implemented

Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>

* Fix bad merge I messed up.

Fix bad merge I messed up, by re-removing FrameProfiler.h from crycommon_files.cmake (this was removed in an earlier commit this morning: https://github.com/o3de/o3de/pull/3394).

Signed-off-by: bosnichd <bosnichd@amazon.com>

* Update Code/Framework/AzCore/AzCore/std/string/string_view.h

Co-authored-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>

* implement review suggestion

Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>

* following review, using LYSHINE_ATOM_TODO to guard

Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>

* Remove commented out include

Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>

* EditorViewportWidget.cpp: Convert commented out code to  guarded one

Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>

Co-authored-by: bosnichd <bosnichd@amazon.com>
Co-authored-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
2021-08-25 15:04:38 -06:00

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/*
* 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 <IRenderer.h>
#include <ITexture.h>
#include <LyShine/UiBase.h>
namespace AZ
{
class Color;
class Vector2;
}
namespace LyShine
{
////////////////////////////////////////////////////////////////////////////////////////////////////
// UI visual components use this interface to add primitives to the render graph, which is how the
// UI gets rendered.
// There is one render graph per UI canvas. The render graph (like a display list) is rebuilt when
// any visual change occurs on the canvas.
class IRenderGraph
{
public:
//! Virtual destructor
virtual ~IRenderGraph() {}
//---- Functions for creating and adding primitives to the render graph ----
//! Begin the setup of a mask render node, primitives added between this call and StartChildrenForMask define the mask
virtual void BeginMask(bool isMaskingEnabled, bool useAlphaTest, bool drawBehind, bool drawInFront) = 0;
//! Start defining the children (masked primitives) of a mask
virtual void StartChildrenForMask() = 0;
//! End the setup of a mask render node, this marks the end of adding child primitives
virtual void EndMask() = 0;
//! Begin rendering to a texture
virtual void BeginRenderToTexture(int renderTargetHandle, SDepthTexture* renderTargetDepthSurface,
const AZ::Vector2& viewportTopLeft, const AZ::Vector2& viewportSize, const AZ::Color& clearColor) = 0;
//! End rendering to a texture
virtual void EndRenderToTexture() = 0;
//! Get a dynamic quad primitive that can be added as an image primitive to the render graph
//! The graph handles the allocation of this DynUiPrimitive and deletes it when the graph is reset
//! This can be used if the UI component doesn't want to own the storage of the primitive. Used infrequently,
//! e.g. for the selection rect on a text component.
virtual DynUiPrimitive* GetDynamicQuadPrimitive(const AZ::Vector2* positions, uint32 packedColor) = 0;
//---- Functions for supporting masking (used during creation of the graph, not rendering ) ----
//! Get flag that indicates we are rendering into a mask. Used to avoid masks on child mask elements.
virtual bool IsRenderingToMask() const = 0;
//! Set flag that we are rendering into a mask. Used to avoid masks on child mask elements.
virtual void SetIsRenderingToMask(bool isRenderingToMask) = 0;
//---- Functions for supporting fading (used during creation of the graph, not rendering ) ----
//! Push an alpha fade, this is multiplied with any existing alpha fade from parents
virtual void PushAlphaFade(float alphaFadeValue) = 0;
//! Push a new alpha fade value, this replaces any existing alpha fade
virtual void PushOverrideAlphaFade(float alphaFadeValue) = 0;
//! Pop an alpha fade off the stack
virtual void PopAlphaFade() = 0;
//! Get the current alpha fade value
virtual float GetAlphaFade() const = 0;
};
}