Integrating github/staging through commit 5f214be
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@@ -16,13 +16,14 @@
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#include <AzCore/Android/APKFileHandler.h>
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#include <AzCore/Android/Utils.h>
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#include <AzCore/IO/IOUtils.h>
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#include <AzCore/IO/Path/Path.h>
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#include <AzCore/IO/SystemFile.h>
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#include <AzCore/std/functional.h>
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#include <android/api-level.h>
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#if __ANDROID_API__ == 19
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// The following were apparently introduced in API 21, however in earlier versions of the
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// The following were apparently introduced in API 21, however in earlier versions of the
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// platform specific headers they were defines. In the move to unified headers, the following
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// defines were removed from stat.h
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#ifndef stat64
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@@ -52,7 +53,7 @@ namespace AZ
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if (AZ::Android::Utils::IsApkPath(resolvedPath))
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{
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return AZ::Android::APKFileHandler::IsDirectory(AZ::Android::Utils::StripApkPrefix(resolvedPath));
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return AZ::Android::APKFileHandler::IsDirectory(AZ::Android::Utils::StripApkPrefix(resolvedPath).c_str());
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}
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struct stat result;
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@@ -108,7 +109,7 @@ namespace AZ
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if (isInAPK)
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{
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AZ::OSString strippedPath = AZ::Android::Utils::StripApkPrefix(pathWithoutSlash.c_str());
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AZ::IO::FixedMaxPath strippedPath = AZ::Android::Utils::StripApkPrefix(pathWithoutSlash.c_str());
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char tempBuffer[AZ_MAX_PATH_LEN] = {0};
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+1
-1
@@ -21,7 +21,7 @@ namespace AzFramework
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{
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AZStd::string GetPersistentName()
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{
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AZStd::string persistentName = "Lumberyard";
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AZStd::string persistentName = "Open 3D Engine";
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char procPath[AZ_MAX_PATH_LEN];
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AZ::Utils::GetExecutablePathReturnType ret = AZ::Utils::GetExecutablePath(procPath, AZ_MAX_PATH_LEN);
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+1
-1
@@ -56,7 +56,7 @@ namespace AzFramework
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bool m_isInBorderlessWindowFullScreenState = false; //!< Was a borderless window used to enter full screen state?
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};
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const char* NativeWindowImpl_Win32::s_defaultClassName = "LumberyardWin32Class";
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const char* NativeWindowImpl_Win32::s_defaultClassName = "O3DEWin32Class";
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NativeWindow::Implementation* NativeWindow::Implementation::Create()
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{
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+1
-1
@@ -85,7 +85,7 @@ namespace AzFramework
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//!
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//! return another vector relative to the specified display orientation, and such that the
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//! +y axis points out the back of the screen and z+ axis points out the top of the device.
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//! This flipping of axes is to match Lumberyard's z-up and left-handed coordinate system.
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//! This flipping of axes is to match Open 3D Engine's z-up and left-handed coordinate system.
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//!
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//! \param[in] x The x component of the vector to be aligned
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//! \param[in] y The y component of the vector to be aligned
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