remove QPoint from lower-level interfaces, switch to use AzFramework::ScreenPoint
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+4
-3
@@ -38,8 +38,9 @@ namespace AzManipulatorTestFramework
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void SetGridSize(float size) override;
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void SetAngularStep(float step) override;
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int GetViewportId() const override;
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AZStd::optional<AZ::Vector3> ViewportScreenToWorld(const QPoint& screenPosition, float depth) override;
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AZStd::optional<AzToolsFramework::ViewportInteraction::ProjectedViewportRay> ViewportScreenToWorldRay(const QPoint& screenPosition) override;
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AZStd::optional<AZ::Vector3> ViewportScreenToWorld(const AzFramework::ScreenPoint& screenPosition, float depth) override;
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AZStd::optional<AzToolsFramework::ViewportInteraction::ProjectedViewportRay> ViewportScreenToWorldRay(
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const AzFramework::ScreenPoint& screenPosition) override;
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private:
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// ViewportInteractionRequestBus ...
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bool GridSnappingEnabled();
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@@ -47,7 +48,7 @@ namespace AzManipulatorTestFramework
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bool ShowGrid();
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bool AngleSnappingEnabled();
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float AngleStep();
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QPoint ViewportWorldToScreen(const AZ::Vector3& worldPosition);
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AzFramework::ScreenPoint ViewportWorldToScreen(const AZ::Vector3& worldPosition);
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private:
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AZStd::unique_ptr<NullDebugDisplayRequests> m_nullDebugDisplayRequests;
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const int m_viewportId = 1234; // Arbitrary viewport id for manipulator tests
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@@ -66,10 +66,10 @@ namespace AzManipulatorTestFramework
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return m_angularStep;
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}
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QPoint ViewportInteraction::ViewportWorldToScreen(const AZ::Vector3& worldPosition)
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AzFramework::ScreenPoint ViewportInteraction::ViewportWorldToScreen(const AZ::Vector3& worldPosition)
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{
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auto pos = AzFramework::WorldToScreen(worldPosition, m_cameraState);
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return QPoint(pos.m_x, pos.m_y);
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return AzFramework::ScreenPoint(pos.m_x, pos.m_y);
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}
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void ViewportInteraction::SetCameraState(const AzFramework::CameraState& cameraState)
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@@ -117,12 +117,14 @@ namespace AzManipulatorTestFramework
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return m_viewportId;
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}
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AZStd::optional<AZ::Vector3> ViewportInteraction::ViewportScreenToWorld([[maybe_unused]]const QPoint& screenPosition, [[maybe_unused]]float depth)
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AZStd::optional<AZ::Vector3> ViewportInteraction::ViewportScreenToWorld(
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[[maybe_unused]] const AzFramework::ScreenPoint& screenPosition, [[maybe_unused]] float depth)
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{
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return {};
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}
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AZStd::optional<AzToolsFramework::ViewportInteraction::ProjectedViewportRay> ViewportInteraction::ViewportScreenToWorldRay([[maybe_unused]]const QPoint& screenPosition)
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AZStd::optional<AzToolsFramework::ViewportInteraction::ProjectedViewportRay> ViewportInteraction::ViewportScreenToWorldRay(
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[[maybe_unused]] const AzFramework::ScreenPoint& screenPosition)
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{
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return {};
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}
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