Make Viewport input events fully Qt based (#2142)
* Make Viewport input events fully Qt based. This should fix an issue with Qt touch event -> mouse event translation in the Editor, and may also fix issues with the Mac Editor and remote desktop (though, lacking the requisite hardware, I can test precisely none of these things personally). See https://github.com/o3de/o3de/issues/1889 - Adapted LegacyViewportCameraController to use Movement::X & Y (mostly for testing purposes, it's on the slate for being removed soon) - Moved cursor capture logic from RenderViewportWidget into QtEventToAzInputManager so that it can make sure it generates correct movement deltas - Removed ViewportMouseCursorRequests::PreviousViewportCursorScreenPosition to have our viewport controllers use our dedicated Movement::X and Y channels instead, which will work in the launcher Signed-off-by: nvsickle <nvsickle@amazon.com> * Address review feedback Signed-off-by: nvsickle <nvsickle@amazon.com> * Fix Linux build Signed-off-by: nvsickle <nvsickle@amazon.com>
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@@ -69,7 +69,7 @@ namespace SandboxEditor
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AZ::RPI::ViewportContextPtr GetViewportContext();
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bool HandleMouseMove(const AzFramework::ScreenPoint& currentMousePos, const AzFramework::ScreenPoint& previousMousePos);
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bool HandleMouseMove(int dx, int dy);
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bool HandleMouseWheel(float zDelta);
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bool IsKeyDown(Qt::Key key) const;
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void UpdateCursorCapture(bool shouldCaptureCursor);
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