Remove the legacy ViewSystem and some other tangentially related legacy code. (#5558)
Signed-off-by: bosnichd <bosnichd@amazon.com>
This commit is contained in:
@@ -17,7 +17,6 @@
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#include <AzCore/std/string/conversions.h>
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#include <LmbrCentral/Rendering/RenderNodeBus.h>
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#include <IRenderAuxGeom.h>
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#include <IViewSystem.h>
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#include <IConsole.h>
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#include "ImGuiColorDefines.h"
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@@ -16,8 +16,6 @@
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#include "PNoise3.h"
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#include "AnimSequence.h"
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#include <Cry_Camera.h>
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#include <AzCore/Serialization/SerializeContext.h>
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#include <AzCore/Component/ComponentApplicationBus.h>
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#include <LyShine/Bus/UiAnimateEntityBus.h>
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@@ -24,7 +24,6 @@
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#include <IConsole.h>
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#include <ITimer.h>
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#include <IRenderer.h>
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#include <IViewSystem.h>
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//////////////////////////////////////////////////////////////////////////
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namespace
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@@ -615,20 +614,6 @@ bool UiAnimationSystem::InternalStopSequence(IUiAnimSequence* pSequence, bool bA
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//////////////////////////////////////////////////////////////////////////
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bool UiAnimationSystem::AbortSequence(IUiAnimSequence* pSequence, bool bLeaveTime)
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{
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assert(pSequence);
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// to avoid any camera blending after aborting a cut scene
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IViewSystem* pViewSystem = gEnv->pSystem->GetIViewSystem();
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if (pViewSystem)
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{
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pViewSystem->SetBlendParams(0, 0, 0);
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IView* pView = pViewSystem->GetActiveView();
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if (pView)
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{
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pView->ResetBlending();
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}
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}
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return InternalStopSequence(pSequence, true, !bLeaveTime);
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}
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@@ -8,7 +8,6 @@
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#include "LyShineTest.h"
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#include <Mocks/ISystemMock.h>
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#include <Mocks/ITextureMock.h>
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#include <Sprite.h>
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namespace UnitTest
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@@ -37,7 +37,6 @@
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#include <IConsole.h>
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#include <ITimer.h>
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#include <IRenderer.h>
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#include <IViewSystem.h>
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#include <Maestro/Types/AnimNodeType.h>
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#include <Maestro/Types/SequenceType.h>
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#include <Maestro/Types/AnimParamType.h>
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@@ -835,20 +834,6 @@ bool CMovieSystem::InternalStopSequence(IAnimSequence* sequence, bool bAbort, bo
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//////////////////////////////////////////////////////////////////////////
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bool CMovieSystem::AbortSequence(IAnimSequence* sequence, bool bLeaveTime)
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{
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assert(sequence);
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// to avoid any camera blending after aborting a cut scene
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IViewSystem* pViewSystem = gEnv->pSystem->GetIViewSystem();
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if (pViewSystem)
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{
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pViewSystem->SetBlendParams(0, 0, 0);
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IView* pView = pViewSystem->GetActiveView();
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if (pView)
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{
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pView->ResetBlending();
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}
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}
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return InternalStopSequence(sequence, true, !bLeaveTime);
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}
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@@ -36,7 +36,6 @@
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#include <IAudioSystem.h>
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#include <IConsole.h>
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#include <IViewSystem.h>
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#define s_nodeParamsInitialized s_nodeParamsInitializedScene
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#define s_nodeParams s_nodeParamsSene
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@@ -796,22 +795,9 @@ void CAnimSceneNode::ApplyCameraKey(ISelectKey& key, SAnimContext& ec)
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cameraParams.fov = 0;
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cameraParams.justActivated = true;
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// Init the defaults with the current view settings.
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// With component entities, the fov and near plane may be animated on an
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// entity with a Camera component. Don't stomp the values if this update happens
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// after those properties are animated.
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AZ_Assert(gEnv && gEnv->pSystem, "Expected valid gEnv->pSystem");
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IViewSystem* viewSystem = gEnv->pSystem->GetIViewSystem();
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if (viewSystem)
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{
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IView* view = viewSystem->GetActiveView();
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if (view)
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{
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SViewParams params = *view->GetCurrentParams();
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cameraParams.fov = params.fov;
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cameraParams.nearZ = params.nearplane;
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}
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}
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///////////////////////////////////////////////////////////////////
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// find the Scene Camera (Camera Component Camera)
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@@ -16,7 +16,6 @@
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#include <PhysXDebug/PhysXDebugBus.h>
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#include <PxPhysicsAPI.h>
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#include <Cry_Camera.h>
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#include <IRenderAuxGeom.h>
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#include <CryCommon/CrySystemBus.h>
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