Files
o3de/Gems/LyShine/Code/Editor/ViewportCanvasBackground.cpp
T
Esteban Papp 1f9b284de2 Merge branch 'development' into cmake/SPEC-7179
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>

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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
*
*/
#include <LyShine/UiSerializeHelpers.h>
#include "EditorCommon.h"
ViewportCanvasBackground::ViewportCanvasBackground()
: m_canvasBackground(new ViewportIcon("Editor/Icons/Viewport/Canvas_Background.tif"))
{
}
ViewportCanvasBackground::~ViewportCanvasBackground()
{
}
void ViewportCanvasBackground::Draw(Draw2dHelper& draw2d, const AZ::Vector2& canvasSize, float canvasToViewportScale, const AZ::Vector3& canvasToViewportTranslation)
{
// Determine size of canvas on-screen by applying the current canvas-to-viewport scale
const int scaledCanvasWidth = aznumeric_cast<int>(canvasSize.GetX() * canvasToViewportScale);
const int scaledCanvasHeight = aznumeric_cast<int>(canvasSize.GetY() * canvasToViewportScale);
// Take on-screen canvas panning/translation into account
const float xCanvasPanOffset = canvasToViewportTranslation.GetX();
const float yCanvasPanOffset = canvasToViewportTranslation.GetY();
AZ::Vector2 topLeft(xCanvasPanOffset, yCanvasPanOffset);
AZ::Vector2 topRight(xCanvasPanOffset + scaledCanvasWidth, yCanvasPanOffset);
AZ::Vector2 bottomRight(xCanvasPanOffset + scaledCanvasWidth, yCanvasPanOffset + scaledCanvasHeight);
AZ::Vector2 bottomLeft(xCanvasPanOffset, yCanvasPanOffset + scaledCanvasHeight);
// points are a clockwise quad
static const unsigned int quadVertCount = 4;
AZ::Vector2 positions[quadVertCount] =
{
topLeft,
topRight,
bottomRight,
bottomLeft
};
// scale UV's so that one texel is one pixel on screen
AZ::Vector2 textureSize(m_canvasBackground->GetTextureSize());
AZ::Vector2 rectSize(aznumeric_cast<float>(scaledCanvasWidth), aznumeric_cast<float>(scaledCanvasHeight));
AZ::Vector2 uvScale(rectSize.GetX() / textureSize.GetX(), rectSize.GetY() / textureSize.GetY());
// now draw the same as Stretched but with UV's adjusted
const AZ::Vector2 uvs[4] = { AZ::Vector2(0, 0), AZ::Vector2(uvScale.GetX(), 0), AZ::Vector2(uvScale.GetX(), uvScale.GetY()), AZ::Vector2(0, uvScale.GetY()) };
AZ::Color colorWhite(1.0f, 1.0f, 1.0f, 1.0f);
IDraw2d::VertexPosColUV verts[4];
for (int i = 0; i < 4; ++i)
{
verts[i].position = positions[i];
verts[i].color = colorWhite;
verts[i].uv = uvs[i];
}
m_canvasBackground->DrawImageTiled(draw2d, verts, 1.0f);
}