Integrating latest 47acbe8

This commit is contained in:
alexpete
2021-03-25 13:57:57 -07:00
parent 448c549698
commit 75dc720198
10312 changed files with 2711566 additions and 671451 deletions
@@ -21,6 +21,7 @@
#include "ToolBox.h"
#include "Include/IObjectManager.h"
#include "Objects/SelectionGroup.h"
#include "ViewManager.h"
#include <AzFramework/API/AtomActiveInterface.h>
#include <AzCore/Interface/Interface.h>
@@ -765,7 +766,7 @@ QMenu* LevelEditorMenuHandler::CreateViewMenu()
viewMenu.AddAction(ID_OPEN_QUICK_ACCESS_BAR);
// Layouts
if (!AZ::Interface<AzFramework::AtomActiveInterface>::Get()) // Only supports 1 viewport for now.
if (CViewManager::IsMultiViewportEnabled()) // Only supports 1 viewport for now.
{
// Disable Layouts menu
m_layoutsMenu = viewMenu.AddMenu(tr("Layouts"));
@@ -804,7 +805,7 @@ QMenu* LevelEditorMenuHandler::CreateViewMenu()
viewportViewsMenuWrapper.AddAction(ID_VIEW_GRIDSETTINGS);
viewportViewsMenuWrapper.AddSeparator();
if (!AZ::Interface<AzFramework::AtomActiveInterface>::Get()) // Only supports 1 viewport for now.
if (CViewManager::IsMultiViewportEnabled())
{
viewportViewsMenuWrapper.AddAction(ID_VIEW_CONFIGURELAYOUT);
}
@@ -410,10 +410,9 @@ namespace Editor
}
}
// Ensure that the Windows WM_INPUT messages get passed through to the AzFramework input system,
// but only while in game mode so we don't accumulate raw input events before we start actually
// ticking the input devices, otherwise the queued events will get sent when entering game mode.
if (msg->message == WM_INPUT && GetIEditor()->IsInGameMode())
// Ensure that the Windows WM_INPUT messages get passed through to the AzFramework input system.
// These events are now consumed both in and out of game mode.
if (msg->message == WM_INPUT)
{
UINT rawInputSize;
const UINT rawInputHeaderSize = sizeof(RAWINPUTHEADER);