Files
o3de/Code/Legacy/CryCommon/LyShine/Bus/UiTransform2dBus.h
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
*
*/
#pragma once
#include <AzCore/Component/ComponentBus.h>
#include <AzCore/Math/Vector2.h>
#include <LyShine/Bus/UiTransformBus.h>
#include <CryCommon/Cry_Color.h>
////////////////////////////////////////////////////////////////////////////////////////////////////
class UiTransform2dInterface
: public AZ::ComponentBus
{
public: // types
// Anchors members are always in range 0-1, they are normalized positions within the parent elements bounds
struct Anchors
{
AZ_TYPE_INFO(Anchors, "{65D4346C-FB16-4CB0-9BDC-1185B122C4A9}")
Anchors()
: m_left(0.5f)
, m_top(0.5f)
, m_right(0.5f)
, m_bottom(0.5f) {}
Anchors(float left, float top, float right, float bottom)
: m_left(left)
, m_top(top)
, m_right(right)
, m_bottom(bottom) {}
float m_left;
float m_top;
float m_right;
float m_bottom;
void UnitClamp()
{
m_left = FClamp(m_left, 0.0f, 1.0f);
m_top = FClamp(m_top, 0.0f, 1.0f);
m_right = FClamp(m_right, 0.0f, 1.0f);
m_bottom = FClamp(m_bottom, 0.0f, 1.0f);
}
bool operator==(const Anchors& rhs) const
{
return (m_left == rhs.m_left &&
m_right == rhs.m_right &&
m_top == rhs.m_top &&
m_bottom == rhs.m_bottom);
}
bool operator!=(const Anchors& rhs) const
{
return !(*this == rhs);
}
};
// Offsets are in pixels or physical units and are offsets from the anchors
// The left offset is the offset from the left anchor to the left edge of this UiElement
struct Offsets
{
AZ_TYPE_INFO(Offsets, "{F681BA9D-245C-4630-B20E-05DD752FAD57}")
Offsets()
: m_left(-50)
, m_top(-50)
, m_right(50)
, m_bottom(50) {}
Offsets(float left, float top, float right, float bottom)
: m_left(left)
, m_top(top)
, m_right(right)
, m_bottom(bottom) {}
float m_left;
float m_top;
float m_right;
float m_bottom;
Offsets& operator+=(const UiTransformInterface::RectPoints& rhs)
{
m_left += rhs.TopLeft().GetX();
m_right += rhs.BottomRight().GetX();
m_top += rhs.TopLeft().GetY();
m_bottom += rhs.BottomRight().GetY();
return *this;
}
Offsets operator+(const UiTransformInterface::RectPoints& rhs) const
{
Offsets result(*this);
result.m_left += rhs.TopLeft().GetX();
result.m_right += rhs.BottomRight().GetX();
result.m_top += rhs.TopLeft().GetY();
result.m_bottom += rhs.BottomRight().GetY();
return result;
}
Offsets& operator+=(const AZ::Vector2& rhs)
{
m_left += rhs.GetX();
m_right += rhs.GetX();
m_top += rhs.GetY();
m_bottom += rhs.GetY();
return *this;
}
Offsets operator+(const AZ::Vector2& rhs) const
{
Offsets result(*this);
result.m_left += rhs.GetX();
result.m_right += rhs.GetX();
result.m_top += rhs.GetY();
result.m_bottom += rhs.GetY();
return result;
}
bool operator==(const Offsets& rhs) const
{
return (m_left == rhs.m_left &&
m_right == rhs.m_right &&
m_top == rhs.m_top &&
m_bottom == rhs.m_bottom);
}
bool operator!=(const Offsets& rhs) const
{
return !(*this == rhs);
}
};
public: // member functions
virtual ~UiTransform2dInterface() {}
//! Get the anchors for the element
virtual Anchors GetAnchors() = 0;
//! Set the anchors for the element
//! \param adjustOffsets If true the offsets are adjusted to keep the rect in the same position
//! \param allowPush Only has effect if the anchors are invalid. If true changing an anchor
// to overlap its opposite anchor, will move the opposite anchor
virtual void SetAnchors(Anchors anchors, bool adjustOffsets, bool allowPush) = 0;
//! Get the offsets for the element
virtual Offsets GetOffsets() = 0;
//! Set the offsets for the element
virtual void SetOffsets(Offsets offsets) = 0;
//! Set the pivot and adjust the offsets to stay in same place
virtual void SetPivotAndAdjustOffsets(AZ::Vector2 pivot) = 0;
//! Modify left and right offsets relative the element's anchors
virtual void SetLocalWidth(float width) = 0;
//! Get the height of the element based off it's offsets
virtual float GetLocalWidth() = 0;
//! Modify top and bottom offsets relative the element's anchors
virtual void SetLocalHeight(float height) = 0;
//! Get the height of the element based off it's offsets
virtual float GetLocalHeight() = 0;
public: // static member data
//! Only one component on a entity can implement the events
static const AZ::EBusHandlerPolicy HandlerPolicy = AZ::EBusHandlerPolicy::Single;
};
typedef AZ::EBus<UiTransform2dInterface> UiTransform2dBus;