UnrealImGui/Source/ImGui/Private/ImGuiModuleCommands.cpp

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// Distributed under the MIT License (MIT) (see accompanying LICENSE file)
#include "ImGuiPrivatePCH.h"
#include "ImGuiModuleCommands.h"
#include "ImGuiSettings.h"
#include "Utilities/DebugExecBindings.h"
namespace CommandNames
{
namespace
{
const TCHAR* ToggleInput = TEXT("ImGui.ToggleInput");
}
}
FImGuiModuleCommands::FImGuiModuleCommands()
: ToggleInputCommand(CommandNames::ToggleInput,
TEXT("Switch ImGui input mode."),
FConsoleCommandDelegate::CreateRaw(this, &FImGuiModuleCommands::ToggleInput))
{
// Delegate initializer to support settings loaded after this object creation (in stand-alone builds) and potential
// reloading of settings.
UImGuiSettings::OnSettingsLoaded().AddRaw(this, &FImGuiModuleCommands::InitializeSettings);
// Call initializer to support settings already loaded (editor).
InitializeSettings();
}
FImGuiModuleCommands::~FImGuiModuleCommands()
{
UImGuiSettings::OnSettingsLoaded().RemoveAll(this);
UnregisterSettingsDelegates();
}
void FImGuiModuleCommands::InitializeSettings()
{
RegisterSettingsDelegates();
// We manually update key bindings based on ImGui settings rather than using input configuration. This works out
// of the box in packed and staged builds and it helps to avoid ambiguities where ImGui settings are stored.
UpdateToggleInputKeyBinding();
}
void FImGuiModuleCommands::RegisterSettingsDelegates()
{
if (GImGuiSettings && !GImGuiSettings->OnToggleInputKeyChanged.IsBoundToObject(this))
{
GImGuiSettings->OnToggleInputKeyChanged.AddRaw(this, &FImGuiModuleCommands::UpdateToggleInputKeyBinding);
}
}
void FImGuiModuleCommands::UnregisterSettingsDelegates()
{
if (GImGuiSettings)
{
GImGuiSettings->OnToggleInputKeyChanged.RemoveAll(this);
}
}
void FImGuiModuleCommands::UpdateToggleInputKeyBinding()
{
if (GImGuiSettings)
{
DebugExecBindings::UpdatePlayerInputs(GImGuiSettings->GetToggleInputKey(), CommandNames::ToggleInput);
}
}
void FImGuiModuleCommands::ToggleInput()
{
FImGuiModuleProperties::Get().ToggleInput(ECVF_SetByConsole);
}