Fix several viewport issues (#1045)
* Fix some FOV calculation viewport issues: -Avoid calculating FOV if we've got an invalid viewport -Don't override game mode FOV, let the active camera components manage it instead * Fix viewport font positioning This updates code in a few places to respect an API change/fix made to AtomFont - also switched the default value of m_virtual800x600ScreenSize to false as it's really behavior you want to opt into * Don't activate CameraComponentController when in the Editor / not in game mode
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@@ -1328,7 +1328,7 @@ namespace AZ::AtomBridge
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params.m_hAlign = center ? AzFramework::TextHorizontalAlignment::Center : AzFramework::TextHorizontalAlignment::Left; //! Horizontal text alignment
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params.m_monospace = false; //! disable character proportional spacing
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params.m_depthTest = false; //! Test character against the depth buffer
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params.m_virtual800x600ScreenSize = true; //! Text placement and size are scaled relative to a virtual 800x600 resolution
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params.m_virtual800x600ScreenSize = false; //! Text placement and size are scaled in viewport pixel coordinates
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params.m_scaleWithWindow = false; //! Font gets bigger as the window gets bigger
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params.m_multiline = true; //! text respects ascii newline characters
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@@ -1364,7 +1364,7 @@ namespace AZ::AtomBridge
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params.m_hAlign = center ? AzFramework::TextHorizontalAlignment::Center : AzFramework::TextHorizontalAlignment::Left; //! Horizontal text alignment
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params.m_monospace = false; //! disable character proportional spacing
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params.m_depthTest = false; //! Test character against the depth buffer
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params.m_virtual800x600ScreenSize = true; //! Text placement and size are scaled relative to a virtual 800x600 resolution
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params.m_virtual800x600ScreenSize = false; //! Text placement and size are scaled in viewport pixel coordinates
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params.m_scaleWithWindow = false; //! Font gets bigger as the window gets bigger
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params.m_multiline = true; //! text respects ascii newline characters
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+1
-1
@@ -162,7 +162,7 @@ namespace AZ::Render
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m_drawParams.m_hAlign = AzFramework::TextHorizontalAlignment::Right;
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m_drawParams.m_monospace = false;
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m_drawParams.m_depthTest = false;
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m_drawParams.m_virtual800x600ScreenSize = true;
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m_drawParams.m_virtual800x600ScreenSize = false;
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m_drawParams.m_scaleWithWindow = false;
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m_drawParams.m_multiline = true;
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m_drawParams.m_lineSpacing = 0.5f;
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@@ -240,7 +240,9 @@ namespace Camera
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CameraBus::Handler::BusConnect();
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CameraNotificationBus::Broadcast(&CameraNotificationBus::Events::OnCameraAdded, m_entityId);
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if (m_config.m_makeActiveViewOnActivation)
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// Activate our camera if we're running from the launcher or Editor game mode
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// Otherwise, let the Editor keep managing the active camera
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if (m_config.m_makeActiveViewOnActivation && (!gEnv || !gEnv->IsEditor() || gEnv->IsEditorGameMode()))
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{
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MakeActiveView();
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}
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@@ -34,20 +34,9 @@ namespace Camera
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auto controllerConfig = m_controller.GetConfiguration();
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controllerConfig.m_editorEntityId = GetEntityId().operator AZ::u64();
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// The Editor manages active camera state, so while we're in Editor we explicitly
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// disable the request to make this the active view at edit component activation time.
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bool prevShouldActivateViewOnActivation = controllerConfig.m_makeActiveViewOnActivation;
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controllerConfig.m_makeActiveViewOnActivation = false;
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m_controller.SetConfiguration(controllerConfig);
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// Call base class activate, which in turn calls Activate on our controller.
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EditorCameraComponentBase::Activate();
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// Reset the original `m_makeActiveViewOnActivation' setting, so that the intended value is serialized, used in BuildGameEntity, etc.
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controllerConfig.m_makeActiveViewOnActivation = prevShouldActivateViewOnActivation;
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m_controller.SetConfiguration(controllerConfig);
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AzFramework::EntityDebugDisplayEventBus::Handler::BusConnect(GetEntityId());
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EditorCameraNotificationBus::Handler::BusConnect();
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EditorCameraViewRequestBus::Handler::BusConnect(GetEntityId());
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