UnrealImGui/Source/ImGui/Private/ImGuiContextProxy.h

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// Distributed under the MIT License (MIT) (see accompanying LICENSE file)
#pragma once
#include "ImGuiDrawData.h"
#include <imgui.h>
class FImGuiInputState;
// Represents a single ImGui context. All the context updates should be done through this proxy. During update it
// broadcasts draw events to allow listeners draw their controls. After update it stores produced draw data.
// TODO: Add dynamically created contexts, so we can have a better support for multi-PIE.
class FImGuiContextProxy
{
public:
FImGuiContextProxy();
~FImGuiContextProxy();
FImGuiContextProxy(const FImGuiContextProxy&) = delete;
FImGuiContextProxy& operator=(const FImGuiContextProxy&) = delete;
FImGuiContextProxy(FImGuiContextProxy&&) = delete;
FImGuiContextProxy& operator=(FImGuiContextProxy&&) = delete;
// Get draw data from the last frame.
const TArray<FImGuiDrawList>& GetDrawData() const { return DrawLists; }
// Delegate called right before ending the frame to allows listeners draw their controls.
FSimpleMulticastDelegate& OnDraw() { return DrawEvent; }
// Tick to advance context to the next frame.
// @param DeltaSeconds - Time delta in seconds (will be passed to ImGui)
// @param InputState - Input state for ImGui IO or null if there is no input for this context
void Tick(float DeltaSeconds, const FImGuiInputState* InputState = nullptr);
private:
void BeginFrame(float DeltaTime = 1.f / 60.f, const FImGuiInputState* InputState = nullptr);
void EndFrame();
void UpdateDrawData(ImDrawData* DrawData);
TArray<FImGuiDrawList> DrawLists;
FSimpleMulticastDelegate DrawEvent;
bool bIsFrameStarted = false;
};