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o3de/Gems/LyShineExamples/Code/Source/UiCustomImageComponent.h

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C++

/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
#pragma once
#include <LyShine/Bus/UiVisualBus.h>
#include <LyShine/Bus/UiRenderBus.h>
#include <LyShine/Bus/UiTransformBus.h>
#include <LyShine/UiComponentTypes.h>
#include <LyShine/IRenderGraph.h>
#include <LyShineExamples/UiCustomImageBus.h>
#include <AzCore/Component/Component.h>
#include <AzCore/Serialization/SerializeContext.h>
#include <AzCore/Math/Vector2.h>
#include <LmbrCentral/Rendering/MaterialAsset.h>
class ITexture;
class ISprite;
namespace LyShineExamples
{
////////////////////////////////////////////////////////////////////////////////////////////////////
//! This component is an example of how to implement a custom component. It is a simple image
//! component that takes UV coordinates instead of image and sprite types.
class UiCustomImageComponent
: public AZ::Component
, public UiVisualBus::Handler
, public UiRenderBus::Handler
, public UiCustomImageBus::Handler
, public UiTransformChangeNotificationBus::Handler
{
public: // member functions
AZ_COMPONENT(UiCustomImageComponent, "{466B78EC-A85C-4112-A89D-FF2D7EDE650E}", AZ::Component);
UiCustomImageComponent();
~UiCustomImageComponent() override;
// UiVisualInterface
void ResetOverrides() override;
void SetOverrideColor(const AZ::Color& color) override;
void SetOverrideAlpha(float alpha) override;
void SetOverrideSprite(ISprite* sprite, AZ::u32 cellIndex = 0) override;
// ~UiVisualInterface
// UiRenderInterface
void Render(LyShine::IRenderGraph* renderGraph) override;
// ~UiRenderInterface
// UiCustomImageInterface
AZ::Color GetColor() override;
void SetColor(const AZ::Color& color) override;
ISprite* GetSprite() override;
void SetSprite(ISprite* sprite) override;
AZStd::string GetSpritePathname() override;
void SetSpritePathname(AZStd::string spritePath) override;
UVRect GetUVs() override;
void SetUVs(UVRect uvs) override;
bool GetClamp() override;
void SetClamp(bool clamp) override;
// ~UiCustomImageInterface
// UiTransformChangeNotification
void OnCanvasSpaceRectChanged(AZ::EntityId entityId, const UiTransformInterface::Rect& oldRect, const UiTransformInterface::Rect& newRect) override;
void OnTransformToViewportChanged() override;
// ~UiTransformChangeNotification
private: // static member functions
static void GetProvidedServices(AZ::ComponentDescriptor::DependencyArrayType& provided)
{
provided.push_back(AZ_CRC("UiVisualService", 0xa864fdf8));
}
static void GetIncompatibleServices(AZ::ComponentDescriptor::DependencyArrayType& incompatible)
{
incompatible.push_back(AZ_CRC("UiVisualService", 0xa864fdf8));
}
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);
private: // member functions
void RenderToCache(LyShine::IRenderGraph* renderGraph);
void RenderSingleQuad(LyShine::IRenderGraph* renderGraph, const AZ::Vector2* positions, const AZ::Vector2* uvs);
bool IsPixelAligned();
//! ChangeNotify callback for sprite pathname change
void OnSpritePathnameChange();
//! ChangeNotify callback for color change
void OnColorChange();
//! ChangeNotify callback for other settings that need to make render cache dirty
void OnRenderSettingChange();
//! Mark the render graph as dirty, this should be done when any change is made affects the structure of the graph
void MarkRenderCacheDirty();
//! Mark the render graph as dirty, this should be done when any change is made affects the structure of the graph
void MarkRenderGraphDirty();
// AZ::Component
void Init() override;
void Activate() override;
void Deactivate() override;
// ~AZ::Component
AZ_DISABLE_COPY_MOVE(UiCustomImageComponent);
private: // data
AzFramework::SimpleAssetReference<LmbrCentral::TextureAsset> m_spritePathname;
AZ::Color m_color;
float m_alpha;
UVRect m_uvs;
bool m_clamp;
ISprite* m_sprite;
ISprite* m_overrideSprite;
AZ::Color m_overrideColor;
float m_overrideAlpha;
// cached rendering data for performance optimization
IRenderer::DynUiPrimitive m_cachedPrimitive;
bool m_isRenderCacheDirty = true;
};
}