fix for input being 'stuck' on
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@@ -276,7 +276,7 @@ namespace AzFramework
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}
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else if (input->m_state == InputChannel::State::Ended)
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{
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m_translation ^= translationFromKey(input->m_channelId);
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m_translation &= ~(translationFromKey(input->m_channelId));
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if (m_translation == TranslationType::Nil)
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{
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EndActivation();
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@@ -521,20 +521,19 @@ namespace AzFramework
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return button == inputChannelId;
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});
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if (inputChannelId == InputDeviceMouse::SystemCursorPosition)
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if (inputChannelId == InputDeviceMouse::Movement::X || inputChannelId == InputDeviceMouse::Movement::Y)
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{
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AZ::Vector2 systemCursorPositionNormalized = AZ::Vector2::CreateZero();
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InputSystemCursorRequestBus::EventResult(
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systemCursorPositionNormalized, inputDeviceId, &InputSystemCursorRequestBus::Events::GetSystemCursorPositionNormalized);
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const auto* position = inputChannel.GetCustomData<AzFramework::InputChannel::PositionData2D>();
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AZ_Assert(position, "Expected PositionData2D but found nullptr");
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return CursorMotionEvent{ScreenPoint(
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systemCursorPositionNormalized.GetX() * windowSize.m_width, systemCursorPositionNormalized.GetY() * windowSize.m_height)};
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position->m_normalizedPosition.GetX() * windowSize.m_width, position->m_normalizedPosition.GetY() * windowSize.m_height)};
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}
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else if (inputChannelId == InputDeviceMouse::Movement::Z)
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{
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return ScrollEvent{inputChannel.GetValue()};
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}
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else if ((InputDeviceMouse::IsMouseDevice(inputDeviceId) && wasMouseButton) || InputDeviceKeyboard::IsKeyboardDevice(inputDeviceId))
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else if (wasMouseButton || InputDeviceKeyboard::IsKeyboardDevice(inputDeviceId))
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{
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return DiscreteInputEvent{inputChannelId, inputChannel.GetState()};
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}
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@@ -372,6 +372,11 @@ namespace AzFramework
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return lhs;
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}
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friend TranslationType operator~(const TranslationType lhs)
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{
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return static_cast<TranslationType>(~static_cast<std::underlying_type_t<TranslationType>>(lhs));
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}
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static TranslationType translationFromKey(InputChannelId channelId);
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TranslationType m_translation = TranslationType::Nil;
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