Fix viewport icon rendering on high DPI devices (#1006)
* Clarify ViewportWorldToScreen being in widget space and add DeviceScalingFactor * -Fix viewport icons being draw wrong on high DPI displays -Fix loading viewport icons from absolute paths, which * Address review feedback, fix build
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@@ -165,15 +165,18 @@ namespace AzToolsFramework
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virtual bool AngleSnappingEnabled() = 0;
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/// Return the angle snapping/step size.
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virtual float AngleStep() = 0;
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/// Transform a point in world space to screen space coordinates.
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/// Transform a point in world space to screen space coordinates in Qt Widget space.
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/// Multiply by DeviceScalingFactor to get the position in viewport pixel space.
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virtual AzFramework::ScreenPoint ViewportWorldToScreen(const AZ::Vector3& worldPosition) = 0;
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/// Transform a point in screen space coordinates to a vector in world space based on clip space depth.
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/// Transform a point from Qt widget screen space to world space based on the given clip space depth.
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/// Depth specifies a relative camera depth to project in the range of [0.f, 1.f].
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/// Returns the world space position if successful.
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virtual AZStd::optional<AZ::Vector3> ViewportScreenToWorld(const AzFramework::ScreenPoint& screenPosition, float depth) = 0;
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/// Casts a point in screen space to a ray in world space originating from the viewport camera frustum's near plane.
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/// Returns a ray containing the ray's origin and a direction normal, if successful.
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virtual AZStd::optional<ProjectedViewportRay> ViewportScreenToWorldRay(const AzFramework::ScreenPoint& screenPosition) = 0;
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/// Gets the DPI scaling factor that translates Qt widget space into viewport pixel space.
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virtual float DeviceScalingFactor() = 0;
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protected:
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~ViewportInteractionRequests() = default;
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