Integrating github/staging through commit ab87ed9
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@@ -1556,7 +1556,6 @@ void CRenderViewport::OnEditorNotifyEvent(EEditorNotifyEvent event)
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m_previousContext = SetCurrentContext();
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}
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SetCurrentCursor(STD_CURSOR_GAME);
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AzFramework::InputSystemCursorConstraintRequestBus::Handler::BusConnect();
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}
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}
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break;
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@@ -1564,7 +1563,6 @@ void CRenderViewport::OnEditorNotifyEvent(EEditorNotifyEvent event)
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case eNotify_OnEndGameMode:
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if (GetIEditor()->GetViewManager()->GetGameViewport() == this)
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{
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AzFramework::InputSystemCursorConstraintRequestBus::Handler::BusDisconnect();
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SetCurrentCursor(STD_CURSOR_DEFAULT);
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if (m_renderer->GetCurrentContextHWND() != renderOverlayHWND())
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{
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@@ -2422,9 +2420,7 @@ void CRenderViewport::SetWindowTitle(const AZStd::string& title)
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AzFramework::WindowSize CRenderViewport::GetClientAreaSize() const
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{
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const QWidget* window = this->window();
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QSize windowSize = window->size();
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return AzFramework::WindowSize(windowSize.width(), windowSize.height());
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return AzFramework::WindowSize(m_rcClient.width(), m_rcClient.height());
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}
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@@ -2462,10 +2458,14 @@ void CRenderViewport::ConnectViewportInteractionRequestBus()
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AzToolsFramework::ViewportInteraction::ViewportInteractionRequestBus::Handler::BusConnect(GetViewportId());
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AzToolsFramework::ViewportInteraction::MainEditorViewportInteractionRequestBus::Handler::BusConnect(GetViewportId());
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m_viewportUi.ConnectViewportUiBus(GetViewportId());
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AzFramework::InputSystemCursorConstraintRequestBus::Handler::BusConnect();
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}
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void CRenderViewport::DisconnectViewportInteractionRequestBus()
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{
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AzFramework::InputSystemCursorConstraintRequestBus::Handler::BusDisconnect();
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m_viewportUi.DisconnectViewportUiBus();
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AzToolsFramework::ViewportInteraction::MainEditorViewportInteractionRequestBus::Handler::BusDisconnect();
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AzToolsFramework::ViewportInteraction::ViewportInteractionRequestBus::Handler::BusDisconnect();
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@@ -4617,6 +4617,22 @@ void CRenderViewport::BuildDragDropContext(AzQtComponents::ViewportDragContext&
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QtViewport::BuildDragDropContext(context, scaledPoint);
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}
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void* CRenderViewport::GetSystemCursorConstraintWindow() const
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{
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AzFramework::SystemCursorState systemCursorState = AzFramework::SystemCursorState::Unknown;
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AzFramework::InputSystemCursorRequestBus::EventResult(
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systemCursorState,
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AzFramework::InputDeviceMouse::Id,
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&AzFramework::InputSystemCursorRequests::GetSystemCursorState);
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const bool systemCursorConstrained =
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(systemCursorState == AzFramework::SystemCursorState::ConstrainedAndHidden ||
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systemCursorState == AzFramework::SystemCursorState::ConstrainedAndVisible);
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return systemCursorConstrained ? renderOverlayHWND() : nullptr;
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}
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void CRenderViewport::RestoreViewportAfterGameMode()
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{
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Matrix34 preGameModeViewTM = m_preGameModeViewTM;
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