Appending is standard and preferred but the tabs elide from the end (instead of middle) and cut it off
Signed-off-by: Guthrie Adams <guthadam@amazon.com>
Renamed document related buses and components to have generic names
Added a base document class with default implementation from which other application specific documents can be derived to work with the document system
Added document factory function registration to the document system request bus so that each application can specify the type of document it creates
Updated all comments and messaging to only refer to documents, not materials or material documents
Updated material editor and shader management console to conform to the new buses
This will provide a first pass of a common interface for a document management system that can be shared by multiple applications
Corrected status bar message copy and paste errors
Updated all test scripts to use the new buses
Signed-off-by: Guthrie Adams <guthadam@amazon.com>
fixed problems with status bar messages not appearing
added status bar messages to shader management console
got rid of central widget variable and moved layout to atom tools window base class
Signed-off-by: Guthrie Adams <guthadam@amazon.com>
* make 'should handle' logic customizable
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* updates to get priority function
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* minor comment tweak
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* add typename for struct initializer
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* fix for ensuring while the camera is 'active', events are consumed and not propagated
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* refactor how we decide which priority to repsond to events to
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* also -> only
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* 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>
-This includes implementations of the API for the Editor and Windows, all other platforms will have a 1.0 scale for now
Signed-off-by: nvsickle <nvsickle@amazon.com>
* Final update copyright headers to reference license files at the repo root
Signed-off-by: spham <spham@amazon.com>
* Fix copyright validator unit tests to support the stale O3DE header scenario
Signed-off-by: spham <spham@amazon.com>