remove QPoint from lower-level interfaces, switch to use AzFramework::ScreenPoint
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@@ -196,15 +196,15 @@ public:
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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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// AzToolsFramework::ViewportFreezeRequestBus
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bool IsViewportInputFrozen() override;
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void FreezeViewportInput(bool freeze) override;
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// AzToolsFramework::MainEditorViewportInteractionRequestBus
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AZ::EntityId PickEntity(const QPoint& point) override;
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AZ::Vector3 PickTerrain(const QPoint& point) override;
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AZ::EntityId PickEntity(const AzFramework::ScreenPoint& point) override;
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AZ::Vector3 PickTerrain(const AzFramework::ScreenPoint& point) override;
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float TerrainHeight(const AZ::Vector2& position) override;
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void FindVisibleEntities(AZStd::vector<AZ::EntityId>& visibleEntitiesOut) override;
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bool ShowingWorldSpace() override;
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@@ -557,8 +557,7 @@ private:
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void PushDisableRendering();
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void PopDisableRendering();
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bool IsRenderingDisabled() const;
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AzToolsFramework::ViewportInteraction::MousePick BuildMousePickInternal(
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const QPoint& point) const;
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AzToolsFramework::ViewportInteraction::MousePick BuildMousePickInternal(const QPoint& point) const;
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void RestoreViewportAfterGameMode();
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void UpdateCameraFromViewportContext();
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