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o3de/Gems/LyShine/Code/Source/UiImageSequenceComponent.cpp

624 lines
25 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
*
*/
#include "UiImageSequenceComponent.h"
#include "Sprite.h"
#include "RenderGraph.h"
#include <LyShine/IDraw2d.h>
#include <LyShine/ISprite.h>
#include <LyShine/IRenderGraph.h>
#include <LyShine/Bus/UiElementBus.h>
#include <LyShine/Bus/UiEditorChangeNotificationBus.h>
#include <LyShine/Bus/UiCanvasBus.h>
#include <LyShine/Bus/Sprite/UiSpriteBus.h>
#include <AzFramework/StringFunc/StringFunc.h>
#include <AzCore/Component/Entity.h>
#include <AzCore/RTTI/BehaviorContext.h>
namespace
{
//! Set the values for an image vertex
//! This helper function is used so that we only have to initialize textIndex and texHasColorChannel in one place
void SetVertex(LyShine::UiPrimitiveVertex& vert, const Vec2& pos, uint32 color, const Vec2& uv)
{
vert.xy = pos;
vert.color.dcolor = color;
vert.st = uv;
vert.texIndex = 0;
vert.texHasColorChannel = 1;
vert.texIndex2 = 0;
vert.pad = 0;
}
//! Set the values for an image vertex
//! This version of the helper function takes AZ vectors
void SetVertex(LyShine::UiPrimitiveVertex& vert, const AZ::Vector2& pos, uint32 color, const AZ::Vector2& uv)
{
SetVertex(vert, Vec2(pos.GetX(), pos.GetY()), color, Vec2(uv.GetX(), uv.GetY()));
}
//! \brief Loads assets from disk and populates the sprite list with loaded sprites.
void PopulateSpriteListFromImageList(UiImageSequenceComponent::SpriteList& spriteList, UiImageSequenceComponent::ImageList& imageList)
{
AZStd::unordered_set<AZStd::string> invalidTextures;
spriteList.clear();
spriteList.reserve(imageList.size());
for (auto& textureAssetRef : imageList)
{
ISprite* sprite = AZ::Interface<ILyShine>::Get()->LoadSprite(textureAssetRef.GetAssetPath().c_str());
if (sprite)
{
spriteList.push_back(sprite);
}
else
{
invalidTextures.insert(textureAssetRef.GetAssetPath());
}
}
auto newEndIter = AZStd::remove_if(imageList.begin(), imageList.end(),
[&invalidTextures](const UiImageSequenceComponent::TextureAssetRef& assetRef)
{
return invalidTextures.find(assetRef.GetAssetPath()) != invalidTextures.end();
});
imageList.erase(newEndIter, imageList.end());
}
}
////////////////////////////////////////////////////////////////////////////////////////////////////
UiImageSequenceComponent::UiImageSequenceComponent()
{
}
////////////////////////////////////////////////////////////////////////////////////////////////////
UiImageSequenceComponent::~UiImageSequenceComponent()
{
for (ISprite* sprite : m_spriteList)
{
SAFE_RELEASE(sprite);
}
ClearCachedVertices();
ClearCachedIndices();
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void UiImageSequenceComponent::Render(LyShine::IRenderGraph* renderGraph)
{
if (m_spriteList.empty())
{
return;
}
ISprite* sprite = m_spriteList[m_sequenceIndex];
// get fade value (tracked by UiRenderer) and compute the desired alpha for the image
float fade = renderGraph->GetAlphaFade();
uint8 desiredPackedAlpha = static_cast<uint8>(fade * 255.0f);
if (m_isRenderCacheDirty)
{
uint32 packedColor = 0xffffffff;
switch (m_imageType)
{
case ImageType::Stretched:
RenderStretchedSprite(sprite, 0, packedColor);
break;
case ImageType::Fixed:
AZ_Assert(sprite, "Should not get here if no sprite path is specified");
RenderFixedSprite(sprite, 0, packedColor);
break;
case ImageType::StretchedToFit:
AZ_Assert(sprite, "Should not get here if no sprite path is specified");
RenderStretchedToFitOrFillSprite(sprite, 0, packedColor, true);
break;
case ImageType::StretchedToFill:
AZ_Assert(sprite, "Should not get here if no sprite path is specified");
RenderStretchedToFitOrFillSprite(sprite, 0, packedColor, false);
break;
}
if (!UiCanvasPixelAlignmentNotificationBus::Handler::BusIsConnected())
{
AZ::EntityId canvasEntityId;
EBUS_EVENT_ID_RESULT(canvasEntityId, GetEntityId(), UiElementBus, GetCanvasEntityId);
UiCanvasPixelAlignmentNotificationBus::Handler::BusConnect(canvasEntityId);
}
}
// if desired alpha is zero then no need to do any more
if (desiredPackedAlpha == 0)
{
return;
}
if (m_cachedPrimitive.m_numVertices > 0)
{
// If the fade value has changed we need to update the alpha values in the vertex colors but we do
// not want to touch or recompute the RGB values
if (m_cachedPrimitive.m_vertices[0].color.a != desiredPackedAlpha)
{
// go through all the cached vertices and update the alpha values
LyShine::UCol desiredPackedColor = m_cachedPrimitive.m_vertices[0].color;
desiredPackedColor.a = desiredPackedAlpha;
for (int i = 0; i < m_cachedPrimitive.m_numVertices; ++i)
{
m_cachedPrimitive.m_vertices[i].color = desiredPackedColor;
}
}
AZ::Data::Instance<AZ::RPI::Image> image;
if (sprite)
{
image = sprite->GetImage();
}
bool isClampTextureMode = false;
bool isTextureSRGB = false;
bool isTexturePremultipliedAlpha = false;
LyShine::BlendMode blendMode = LyShine::BlendMode::Normal;
// Add the quad to the render graph
renderGraph->AddPrimitive(&m_cachedPrimitive, image,
isClampTextureMode, isTextureSRGB, isTexturePremultipliedAlpha, blendMode);
}
}
////////////////////////////////////////////////////////////////////////////////////////////////////
UiImageSequenceComponent::ImageType UiImageSequenceComponent::GetImageType()
{
return m_imageType;
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void UiImageSequenceComponent::SetImageType(ImageType imageType)
{
if (m_imageType != imageType)
{
m_imageType = imageType;
MarkRenderCacheDirty();
}
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void UiImageSequenceComponent::Reflect(AZ::ReflectContext* context)
{
AZ::SerializeContext* serializeContext = azrtti_cast<AZ::SerializeContext*>(context);
if (serializeContext)
{
serializeContext->Class<UiImageSequenceComponent, AZ::Component>()
->Version(0, &VersionConverter)
->Field("ImageType", &UiImageSequenceComponent::m_imageType)
->Field("ImageList", &UiImageSequenceComponent::m_imageList)
->Field("ImageSequenceDirectory", &UiImageSequenceComponent::m_imageSequenceDirectory)
->Field("Index", &UiImageSequenceComponent::m_sequenceIndex);
AZ::EditContext* ec = serializeContext->GetEditContext();
if (ec)
{
auto editInfo = ec->Class<UiImageSequenceComponent>("ImageSequence", "A visual component that displays one of multiple images in a sequence.");
// :TODO: update the icon for image sequence
editInfo->ClassElement(AZ::Edit::ClassElements::EditorData, "")
->Attribute(AZ::Edit::Attributes::Category, "UI")
->Attribute(AZ::Edit::Attributes::Icon, "Editor/Icons/Components/UiImage.png")
->Attribute(AZ::Edit::Attributes::ViewportIcon, "Editor/Icons/Components/Viewport/UiImage.png")
->Attribute(AZ::Edit::Attributes::AppearsInAddComponentMenu, AZ_CRC("UI", 0x27ff46b0))
->Attribute(AZ::Edit::Attributes::AutoExpand, true);
editInfo->DataElement(AZ::Edit::UIHandlers::ComboBox, &UiImageSequenceComponent::m_imageType, "ImageType", "The image type. Affects how the texture/sprite is mapped to the image rectangle.")
->EnumAttribute(UiImageSequenceInterface::ImageType::Stretched, "Stretched")
->EnumAttribute(UiImageSequenceInterface::ImageType::Fixed, "Fixed")
->EnumAttribute(UiImageSequenceInterface::ImageType::StretchedToFit, "Stretched To Fit")
->EnumAttribute(UiImageSequenceInterface::ImageType::StretchedToFill, "Stretched To Fill")
->Attribute(AZ::Edit::Attributes::ChangeNotify, &UiImageSequenceComponent::OnImageTypeChange);
editInfo->DataElement("Directory", &UiImageSequenceComponent::m_imageSequenceDirectory, "Sequence Directory", "A directory containing images of the sequence.")
->Attribute(AZ::Edit::Attributes::ChangeNotify, &UiImageSequenceComponent::OnImageSequenceDirectoryChange)
->Attribute(AZ::Edit::Attributes::ChangeNotify, AZ_CRC("RefreshEntireTree", 0xefbc823c));
editInfo->DataElement(AZ::Edit::UIHandlers::ComboBox, &UiImageSequenceComponent::m_sequenceIndex, "Sequence Index", "Image index to display.")
->Attribute(AZ::Edit::Attributes::ChangeNotify, &UiImageSequenceComponent::OnImageSequenceIndexChange)
->Attribute("EnumValues", &UiImageSequenceComponent::PopulateIndexStringList);
}
}
AZ::BehaviorContext* behaviorContext = azrtti_cast<AZ::BehaviorContext*>(context);
if (behaviorContext)
{
behaviorContext->Enum<(int)UiImageSequenceInterface::ImageType::Stretched>("eUiImageSequenceImageType_Stretched")
->Enum<(int)UiImageSequenceInterface::ImageType::Fixed>("eUiImageSequenceImageType_Fixed")
->Enum<(int)UiImageSequenceInterface::ImageType::StretchedToFit>("eUiImageSequenceImageType_StretchedToFit")
->Enum<(int)UiImageSequenceInterface::ImageType::StretchedToFill>("eUiImageSequenceImageType_StretchedToFill");
behaviorContext->EBus<UiImageSequenceBus>("UiImageSequenceBus")
->Event("GetImageType", &UiImageSequenceBus::Events::GetImageType)
->Event("SetImageType", &UiImageSequenceBus::Events::SetImageType);
behaviorContext->Class<UiImageSequenceComponent>()->RequestBus("UiImageSequenceBus");
}
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void UiImageSequenceComponent::SetImageIndex(AZ::u32 index)
{
if (index < m_spriteList.size())
{
m_sequenceIndex = index;
MarkRenderCacheDirty();
}
}
////////////////////////////////////////////////////////////////////////////////////////////////////
const AZ::u32 UiImageSequenceComponent::GetImageIndex()
{
return m_sequenceIndex;
}
////////////////////////////////////////////////////////////////////////////////////////////////////
const AZ::u32 UiImageSequenceComponent::GetImageIndexCount()
{
return static_cast<AZ::u32>(m_spriteList.size());
}
////////////////////////////////////////////////////////////////////////////////////////////////////
AZStd::string UiImageSequenceComponent::GetImageIndexAlias([[maybe_unused]] AZ::u32 index)
{
return AZStd::string();
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void UiImageSequenceComponent::SetImageIndexAlias([[maybe_unused]] AZ::u32 index, [[maybe_unused]] const AZStd::string& alias)
{
// Purposefully empty
}
////////////////////////////////////////////////////////////////////////////////////////////////////
AZ::u32 UiImageSequenceComponent::GetImageIndexFromAlias([[maybe_unused]] const AZStd::string& alias)
{
return 0;
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void UiImageSequenceComponent::OnCanvasSpaceRectChanged(AZ::EntityId /*entityId*/, const UiTransformInterface::Rect& /*oldRect*/, const UiTransformInterface::Rect& /*newRect*/)
{
MarkRenderCacheDirty();
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void UiImageSequenceComponent::OnTransformToViewportChanged()
{
MarkRenderCacheDirty();
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void UiImageSequenceComponent::OnCanvasPixelAlignmentChange()
{
MarkRenderCacheDirty();
}
////////////////////////////////////////////////////////////////////////////////////////////////////
LyShine::AZu32ComboBoxVec UiImageSequenceComponent::PopulateIndexStringList()
{
const AZ::u32 indexCount = GetImageIndexCount();
return LyShine::GetEnumSpriteIndexList(GetEntityId(), 0, indexCount - 1);
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void UiImageSequenceComponent::OnImageTypeChange()
{
MarkRenderCacheDirty();
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void UiImageSequenceComponent::OnImageSequenceDirectoryChange()
{
AZ::IO::FileIOBase* fileIO = AZ::IO::FileIOBase::GetInstance();
if (fileIO)
{
// Add all files in the directory - we'll try to load them all as sprites and toss
// out the ones that don't later.
AZStd::set<AZStd::string> spriteFilepaths;
fileIO->FindFiles(m_imageSequenceDirectory.c_str(), "*", [&spriteFilepaths](const char* pFilename) -> bool
{
spriteFilepaths.insert(pFilename);
return true;
});
// Take all non *.sprite files and look for *.sprite counterparts; if they exist,
// then keep the *.sprite counterpart but removed the other image from the
// list (to prevent loading duplicate images).
for (auto iter = spriteFilepaths.begin(); iter != spriteFilepaths.end(); )
{
AZStd::string filepathCopy = *iter;
AZStd::string fileExtension;
const bool hasExtension = AzFramework::StringFunc::Path::GetExtension(filepathCopy.c_str(), fileExtension);
const bool checkForSpriteFile = hasExtension ? fileExtension != ".sprite" : false;
if (checkForSpriteFile)
{
AzFramework::StringFunc::Path::ReplaceExtension(filepathCopy, "sprite");
const bool spriteFileExists = spriteFilepaths.find(filepathCopy) != spriteFilepaths.end();
if (spriteFileExists)
{
iter = spriteFilepaths.erase(iter);
continue;
}
}
++iter;
}
// Build list of TextureAssetRefs from list of paths that contain *.sprite
// files (for those images that have them)
m_imageList.clear();
for (const auto& spriteFilepath : spriteFilepaths)
{
TextureAssetRef textureAsset;
textureAsset.SetAssetPath(spriteFilepath.c_str());
m_imageList.push_back(textureAsset);
}
// Finally, load the sprites in the sequence and notify listeners accordingly
PopulateSpriteListFromImageList(m_spriteList, m_imageList);
m_sequenceIndex = 0;
MarkRenderCacheDirty();
EBUS_EVENT_ID(GetEntityId(), UiSpriteSourceNotificationBus, OnSpriteSourceChanged);
EBUS_EVENT(UiEditorChangeNotificationBus, OnEditorPropertiesRefreshEntireTree);
}
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void UiImageSequenceComponent::OnImageSequenceIndexChange()
{
MarkRenderCacheDirty();
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void UiImageSequenceComponent::Init()
{
// If this is called from RC.exe for example these pointers will not be set. In that case
// we only need to be able to load, init and save the component. It will never be
// activated.
if (!AZ::Interface<ILyShine>::Get())
{
return;
}
PopulateSpriteListFromImageList(m_spriteList, m_imageList);
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void UiImageSequenceComponent::Activate()
{
UiIndexableImageBus::Handler::BusConnect(m_entity->GetId());
UiEditorRefreshDirectoryNotificationBus::Handler::BusConnect();
UiRenderBus::Handler::BusConnect(m_entity->GetId());
UiTransformChangeNotificationBus::Handler::BusConnect(m_entity->GetId());
MarkRenderCacheDirty();
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void UiImageSequenceComponent::Deactivate()
{
UiIndexableImageBus::Handler::BusDisconnect();
UiEditorRefreshDirectoryNotificationBus::Handler::BusDisconnect();
UiRenderBus::Handler::BusDisconnect();
UiTransformChangeNotificationBus::Handler::BusDisconnect();
if (UiCanvasPixelAlignmentNotificationBus::Handler::BusIsConnected())
{
UiCanvasPixelAlignmentNotificationBus::Handler::BusDisconnect();
}
// reduce memory use on deactivate
ClearCachedVertices();
ClearCachedIndices();
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void UiImageSequenceComponent::RenderStretchedSprite(ISprite* sprite, int cellIndex, uint32 packedColor)
{
UiTransformInterface::RectPoints points;
EBUS_EVENT_ID(GetEntityId(), UiTransformBus, GetViewportSpacePoints, points);
if (sprite)
{
const UiTransformInterface::RectPoints& uvCoords = sprite->GetCellUvCoords(cellIndex);
const AZ::Vector2 uvs[4] =
{
uvCoords.TopLeft(),
uvCoords.TopRight(),
uvCoords.BottomRight(),
uvCoords.BottomLeft(),
};
RenderSingleQuad(points.pt, uvs, packedColor);
}
else
{
// points are a clockwise quad
static const AZ::Vector2 uvs[4] = { AZ::Vector2(0, 0), AZ::Vector2(1, 0), AZ::Vector2(1, 1), AZ::Vector2(0, 1) };
RenderSingleQuad(points.pt, uvs, packedColor);
}
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void UiImageSequenceComponent::RenderFixedSprite(ISprite* sprite, int cellIndex, uint32 packedColor)
{
AZ::Vector2 textureSize(sprite->GetCellSize(cellIndex));
UiTransformInterface::RectPoints points;
EBUS_EVENT_ID(GetEntityId(), UiTransformBus, GetCanvasSpacePointsNoScaleRotate, points);
AZ::Vector2 pivot;
EBUS_EVENT_ID_RESULT(pivot, GetEntityId(), UiTransformBus, GetPivot);
// change width and height to match texture
AZ::Vector2 rectSize = points.GetAxisAlignedSize();
AZ::Vector2 sizeDiff = textureSize - rectSize;
AZ::Vector2 topLeftOffset(sizeDiff.GetX() * pivot.GetX(), sizeDiff.GetY() * pivot.GetY());
AZ::Vector2 bottomRightOffset(sizeDiff.GetX() * (1.0f - pivot.GetX()), sizeDiff.GetY() * (1.0f - pivot.GetY()));
points.TopLeft() -= topLeftOffset;
points.BottomRight() += bottomRightOffset;
points.TopRight() = AZ::Vector2(points.BottomRight().GetX(), points.TopLeft().GetY());
points.BottomLeft() = AZ::Vector2(points.TopLeft().GetX(), points.BottomRight().GetY());
// now apply scale and rotation
EBUS_EVENT_ID(GetEntityId(), UiTransformBus, RotateAndScalePoints, points);
// now draw the same as Stretched
const UiTransformInterface::RectPoints& uvCoords = sprite->GetCellUvCoords(cellIndex);
const AZ::Vector2 uvs[4] =
{
uvCoords.TopLeft(),
uvCoords.TopRight(),
uvCoords.BottomRight(),
uvCoords.BottomLeft(),
};
RenderSingleQuad(points.pt, uvs, packedColor);
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void UiImageSequenceComponent::RenderStretchedToFitOrFillSprite(ISprite* sprite, int cellIndex, uint32 packedColor, bool toFit)
{
AZ::Vector2 textureSize = sprite->GetCellSize(cellIndex);
UiTransformInterface::RectPoints points;
EBUS_EVENT_ID(GetEntityId(), UiTransformBus, GetCanvasSpacePointsNoScaleRotate, points);
AZ::Vector2 pivot;
EBUS_EVENT_ID_RESULT(pivot, GetEntityId(), UiTransformBus, GetPivot);
// scale the texture so it either fits or fills the enclosing rect
AZ::Vector2 rectSize = points.GetAxisAlignedSize();
const float scaleFactorX = rectSize.GetX() / textureSize.GetX();
const float scaleFactorY = rectSize.GetY() / textureSize.GetY();
const float scaleFactor = toFit ?
AZ::GetMin(scaleFactorX, scaleFactorY) :
AZ::GetMax(scaleFactorX, scaleFactorY);
AZ::Vector2 scaledTextureSize = textureSize * scaleFactor;
AZ::Vector2 sizeDiff = scaledTextureSize - rectSize;
AZ::Vector2 topLeftOffset(sizeDiff.GetX() * pivot.GetX(), sizeDiff.GetY() * pivot.GetY());
AZ::Vector2 bottomRightOffset(sizeDiff.GetX() * (1.0f - pivot.GetX()), sizeDiff.GetY() * (1.0f - pivot.GetY()));
points.TopLeft() -= topLeftOffset;
points.BottomRight() += bottomRightOffset;
points.TopRight() = AZ::Vector2(points.BottomRight().GetX(), points.TopLeft().GetY());
points.BottomLeft() = AZ::Vector2(points.TopLeft().GetX(), points.BottomRight().GetY());
// now apply scale and rotation
EBUS_EVENT_ID(GetEntityId(), UiTransformBus, RotateAndScalePoints, points);
// now draw the same as Stretched
const UiTransformInterface::RectPoints& uvCoords = sprite->GetCellUvCoords(cellIndex);
const AZ::Vector2 uvs[4] =
{
uvCoords.TopLeft(),
uvCoords.TopRight(),
uvCoords.BottomRight(),
uvCoords.BottomLeft(),
};
RenderSingleQuad(points.pt, uvs, packedColor);
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void UiImageSequenceComponent::RenderSingleQuad(const AZ::Vector2* positions, const AZ::Vector2* uvs, uint32 packedColor)
{
// points are a clockwise quad
IDraw2d::Rounding pixelRounding = IsPixelAligned() ? IDraw2d::Rounding::Nearest : IDraw2d::Rounding::None;
const uint32 numVertices = 4;
LyShine::UiPrimitiveVertex vertices[numVertices];
for (int i = 0; i < numVertices; ++i)
{
AZ::Vector2 roundedPoint = Draw2dHelper::RoundXY(positions[i], pixelRounding);
SetVertex(vertices[i], roundedPoint, packedColor, uvs[i]);
}
const uint32 numIndices = 6;
uint16 indices[numIndices] = { 0, 1, 2, 2, 3, 0 };
RenderTriangleList(vertices, indices, numVertices, numIndices);
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void UiImageSequenceComponent::RenderTriangleList(const LyShine::UiPrimitiveVertex* vertices, const uint16* indices, int numVertices, int numIndices)
{
if (numVertices != m_cachedPrimitive.m_numVertices)
{
ClearCachedVertices();
m_cachedPrimitive.m_vertices = new LyShine::UiPrimitiveVertex[numVertices];
m_cachedPrimitive.m_numVertices = numVertices;
}
if (numIndices != m_cachedPrimitive.m_numIndices)
{
ClearCachedIndices();
m_cachedPrimitive.m_indices = new uint16[numIndices];
m_cachedPrimitive.m_numIndices = numIndices;
}
memcpy(m_cachedPrimitive.m_vertices, vertices, sizeof(LyShine::UiPrimitiveVertex) * numVertices);
memcpy(m_cachedPrimitive.m_indices, indices, sizeof(uint16) * numIndices);
m_isRenderCacheDirty = false;
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void UiImageSequenceComponent::ClearCachedVertices()
{
if (m_cachedPrimitive.m_vertices)
{
delete[] m_cachedPrimitive.m_vertices;
}
m_cachedPrimitive.m_vertices = nullptr;
m_cachedPrimitive.m_numVertices = 0;
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void UiImageSequenceComponent::ClearCachedIndices()
{
if (m_cachedPrimitive.m_indices)
{
delete[] m_cachedPrimitive.m_indices;
}
m_cachedPrimitive.m_indices = nullptr;
m_cachedPrimitive.m_numIndices = 0;
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void UiImageSequenceComponent::MarkRenderCacheDirty()
{
m_isRenderCacheDirty = true;
// tell the canvas to invalidate the render graph (never want to do this while rendering)
AZ::EntityId canvasEntityId;
EBUS_EVENT_ID_RESULT(canvasEntityId, GetEntityId(), UiElementBus, GetCanvasEntityId);
EBUS_EVENT_ID(canvasEntityId, UiCanvasComponentImplementationBus, MarkRenderGraphDirty);
}
////////////////////////////////////////////////////////////////////////////////////////////////////
bool UiImageSequenceComponent::IsPixelAligned()
{
AZ::EntityId canvasEntityId;
EBUS_EVENT_ID_RESULT(canvasEntityId, GetEntityId(), UiElementBus, GetCanvasEntityId);
bool isPixelAligned = true;
EBUS_EVENT_ID_RESULT(isPixelAligned, canvasEntityId, UiCanvasBus, GetIsPixelAligned);
return isPixelAligned;
}
////////////////////////////////////////////////////////////////////////////////////////////////////
bool UiImageSequenceComponent::VersionConverter([[maybe_unused]] AZ::SerializeContext& context,
[[maybe_unused]] AZ::SerializeContext::DataElementNode& classElement)
{
return true;
}