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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@@ -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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