UnrealImGui/Source/ImGui/Private/SImGuiWidget.h

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// Distributed under the MIT License (MIT) (see accompanying LICENSE file)
#pragma once
#include "ImGuiInputState.h"
#include <Widgets/SLeafWidget.h>
class FImGuiModuleManager;
// Slate widget for rendering ImGui output and storing Slate inputs.
class SImGuiWidget : public SLeafWidget
{
typedef SLeafWidget Super;
public:
SLATE_BEGIN_ARGS(SImGuiWidget)
{}
SLATE_ARGUMENT(FImGuiModuleManager*, ModuleManager)
SLATE_ARGUMENT(UGameViewportClient*, GameViewport)
SLATE_ARGUMENT(int32, ContextIndex)
SLATE_END_ARGS()
void Construct(const FArguments& InArgs);
~SImGuiWidget();
// Get index of the context that this widget is targeting.
int32 GetContextIndex() const { return ContextIndex; }
// Get input state associated with this widget.
const FImGuiInputState& GetInputState() const { return InputState; }
// Get the game viewport to which this widget is attached.
const TWeakObjectPtr<UGameViewportClient>& GetGameViewport() const { return GameViewport; }
// Detach widget from viewport assigned during construction (effectively allowing to dispose this widget).
void Detach();
//----------------------------------------------------------------------------------------------------
// SWidget overrides
//----------------------------------------------------------------------------------------------------
virtual void Tick(const FGeometry& AllottedGeometry, const double InCurrentTime, const float InDeltaTime) override;
virtual bool SupportsKeyboardFocus() const override { return bInputEnabled; }
virtual FReply OnKeyChar(const FGeometry& MyGeometry, const FCharacterEvent& CharacterEvent) override;
virtual FReply OnKeyDown(const FGeometry& MyGeometry, const FKeyEvent& KeyEvent) override;
virtual FReply OnKeyUp(const FGeometry& MyGeometry, const FKeyEvent& KeyEvent) override;
virtual FReply OnMouseButtonDown(const FGeometry& MyGeometry, const FPointerEvent& MouseEvent) override;
virtual FReply OnMouseButtonDoubleClick(const FGeometry& MyGeometry, const FPointerEvent& MouseEvent) override;
virtual FReply OnMouseButtonUp(const FGeometry& MyGeometry, const FPointerEvent& MouseEvent) override;
virtual FReply OnMouseWheel(const FGeometry& MyGeometry, const FPointerEvent& MouseEvent) override;
virtual FCursorReply OnCursorQuery(const FGeometry& MyGeometry, const FPointerEvent& CursorEvent) const override;
virtual FReply OnMouseMove(const FGeometry& MyGeometry, const FPointerEvent& MouseEvent) override;
virtual FReply OnFocusReceived(const FGeometry& MyGeometry, const FFocusEvent& FocusEvent) override;
virtual void OnFocusLost(const FFocusEvent& FocusEvent) override;
virtual void OnMouseEnter(const FGeometry& MyGeometry, const FPointerEvent& MouseEvent) override;
virtual void OnMouseLeave(const FPointerEvent& MouseEvent) override;
private:
enum class EInputMode : uint8
{
None,
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// Mouse pointer only without user focus
MousePointerOnly,
// Full input with user focus
MouseAndKeyboard
};
FORCEINLINE void CopyModifierKeys(const FInputEvent& InputEvent);
FORCEINLINE void CopyModifierKeys(const FPointerEvent& MouseEvent);
bool IsConsoleOpened() const;
bool IgnoreKeyEvent(const FKeyEvent& KeyEvent) const;
// Update visibility based on input enabled state.
void SetVisibilityFromInputEnabled();
// Update input enabled state from console variable.
void UpdateInputEnabled();
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// Determine new input mode based on hints.
void UpdateInputMode(bool bHasKeyboardFocus, bool bHasMousePointer);
void UpdateMouseStatus();
FORCEINLINE bool HasMouseEventNotification() const { return bReceivedMouseEvent; }
FORCEINLINE void NotifyMouseEvent() { bReceivedMouseEvent = true; }
FORCEINLINE void ClearMouseEventNotification() { bReceivedMouseEvent = false; }
void OnPostImGuiUpdate();
virtual int32 OnPaint(const FPaintArgs& Args, const FGeometry& AllottedGeometry, const FSlateRect& MyClippingRect, FSlateWindowElementList& OutDrawElements, int32 LayerId, const FWidgetStyle& WidgetStyle, bool bParentEnabled) const override;
virtual FVector2D ComputeDesiredSize(float) const override;
void OnDebugDraw();
FImGuiModuleManager* ModuleManager = nullptr;
TWeakObjectPtr<UGameViewportClient> GameViewport;
mutable TArray<FSlateVertex> VertexBuffer;
mutable TArray<SlateIndex> IndexBuffer;
int32 ContextIndex = 0;
EInputMode InputMode = EInputMode::None;
bool bInputEnabled = false;
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bool bReceivedMouseEvent = false;
FImGuiInputState InputState;
TWeakPtr<SWidget> PreviousUserFocusedWidget;
};