Integrating latest 47acbe8
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@@ -21,6 +21,7 @@
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#include "ToolBox.h"
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#include "Include/IObjectManager.h"
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#include "Objects/SelectionGroup.h"
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#include "ViewManager.h"
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#include <AzFramework/API/AtomActiveInterface.h>
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#include <AzCore/Interface/Interface.h>
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@@ -765,7 +766,7 @@ QMenu* LevelEditorMenuHandler::CreateViewMenu()
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viewMenu.AddAction(ID_OPEN_QUICK_ACCESS_BAR);
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// Layouts
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if (!AZ::Interface<AzFramework::AtomActiveInterface>::Get()) // Only supports 1 viewport for now.
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if (CViewManager::IsMultiViewportEnabled()) // Only supports 1 viewport for now.
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{
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// Disable Layouts menu
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m_layoutsMenu = viewMenu.AddMenu(tr("Layouts"));
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@@ -804,7 +805,7 @@ QMenu* LevelEditorMenuHandler::CreateViewMenu()
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viewportViewsMenuWrapper.AddAction(ID_VIEW_GRIDSETTINGS);
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viewportViewsMenuWrapper.AddSeparator();
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if (!AZ::Interface<AzFramework::AtomActiveInterface>::Get()) // Only supports 1 viewport for now.
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if (CViewManager::IsMultiViewportEnabled())
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{
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viewportViewsMenuWrapper.AddAction(ID_VIEW_CONFIGURELAYOUT);
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}
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@@ -410,10 +410,9 @@ namespace Editor
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}
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}
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// Ensure that the Windows WM_INPUT messages get passed through to the AzFramework input system,
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// but only while in game mode so we don't accumulate raw input events before we start actually
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// ticking the input devices, otherwise the queued events will get sent when entering game mode.
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if (msg->message == WM_INPUT && GetIEditor()->IsInGameMode())
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// Ensure that the Windows WM_INPUT messages get passed through to the AzFramework input system.
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// These events are now consumed both in and out of game mode.
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if (msg->message == WM_INPUT)
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{
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UINT rawInputSize;
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const UINT rawInputHeaderSize = sizeof(RAWINPUTHEADER);
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