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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