/* * 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 //////////////////////////////////////////////////////////////////////////////////////////////////// //! Interface used by UI components to render to the canvas // //! The IUiRenderer provides helper functions for UI rendering and also manages state that //! persists between UI elements when rendering a UI canvas. //! For example one UI component can turn on stencil test and that affects all UI rendering //! until it is turned off. //! //! This is a singleton class that is accessed via IUiRenderer::Get() which is a shortcut for //! gEnv->pLyShine()->GetUiRenderer(); class IUiRenderer { public: // types public: // member functions //! Implement virtual destructor for safety. virtual ~IUiRenderer() {} //! Start the rendering of a UI canvas virtual void BeginCanvasRender(AZ::Vector2 viewportSize) = 0; //! End the rendering of a UI canvas virtual void EndCanvasRender() = 0; //! Get the current base state virtual int GetBaseState() = 0; //! Set the base state virtual void SetBaseState(int state) = 0; //! Get the current stencil test reference value virtual uint32 GetStencilRef() = 0; //! Set the stencil test reference value virtual void SetStencilRef(uint32) = 0; //! Increment the current stencil reference value virtual void IncrementStencilRef() = 0; //! Decrement the current stencil reference value virtual void DecrementStencilRef() = 0; //! Get flag that indicates we are rendering into a mask. Used to avoid masks on child mask elements. virtual bool IsRenderingToMask() = 0; //! Set flag that we are rendering into a mask. Used to avoid masks on child mask elements. virtual void SetIsRenderingToMask(bool isRenderingToMask) = 0; //! Push an alpha fade, this is multiplied with any existing alpha fade from parents virtual void PushAlphaFade(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; public: // static member functions //! Helper function to get the singleton UiRenderer static IUiRenderer* Get() { return gEnv->pLyShine->GetUiRenderer(); } };