Camera Component, Editor Viewport Widget refactoring.
- Handle changing of active camera entirely inside CameraComponentController - Remove a LOT of legacy Cry things related to cameras - Add a CameraSystemComponent to handle ActiveCameraRequestBus and CameraSystemRequestBus Signed-off-by: Yuriy Toporovskyy <toporovskyy.y@gmail.com>
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@@ -44,7 +44,12 @@ namespace
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{
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const int g_useActiveViewportResolution = -1; // reserved value to indicate the use of the active viewport resolution
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int resolutions[][2] = {
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{ 1280, 720 }, { 1920, 1080 }, { 1998, 1080 }, { 2048, 858 }, { 2560, 1440 },
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{1280, 720},
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{1920, 1080},
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{1998, 1080},
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{2048, 858},
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{2560, 1440},
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{3840, 2160},
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{ g_useActiveViewportResolution, g_useActiveViewportResolution } // active viewport res must be the last element of the resolution array
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};
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@@ -1067,6 +1072,10 @@ void CSequenceBatchRenderDialog::OnUpdateEnd(IAnimSequence* sequence)
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{
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GetIEditor()->GetMovieSystem()->DisableFixedStepForCapture();
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// Important: End batch render mode BEFORE leaving Game Mode.
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// Otherwise track view will set the active camera based on the directors in the current sequence while leaving game mode
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GetIEditor()->GetMovieSystem()->EnableBatchRenderMode(false);
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GetIEditor()->GetMovieSystem()->RemoveMovieListener(sequence, this);
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GetIEditor()->SetInGameMode(false);
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GetIEditor()->GetGameEngine()->Update(); // Update is needed because SetInGameMode() queues game mode, Update() executes it.
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@@ -1186,7 +1195,6 @@ void CSequenceBatchRenderDialog::OnUpdateFinalize()
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m_ui->m_pGoBtn->setText(tr("Start"));
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m_ui->m_pGoBtn->setIcon(QPixmap(":/Trackview/clapperboard_ready.png"));
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GetIEditor()->GetMovieSystem()->EnableBatchRenderMode(false);
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m_renderContext.currentItemIndex = -1;
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m_ui->BATCH_RENDER_PRESS_ESC_TO_CANCEL->setText(m_ffmpegPluginStatusMsg);
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