UnrealImGui/Source/ImGui/Private/ImGuiModuleManager.h

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// Distributed under the MIT License (MIT) (see accompanying LICENSE file)
#pragma once
#include "ImGuiContextManager.h"
#include "ImGuiModuleCommands.h"
#include "SImGuiWidget.h"
#include "TextureManager.h"
// Central manager that implements module logic. It initializes and controls remaining module components.
class FImGuiModuleManager
{
// Allow module to control life-cycle of this class.
friend class FImGuiModule;
public:
// Get ImGui contexts manager.
FImGuiContextManager& GetContextManager() { return ContextManager; }
// Get texture resources manager.
FTextureManager& GetTextureManager() { return TextureManager; }
// Event called right after ImGui is updated, to give other subsystems chance to react.
FSimpleMulticastDelegate& OnPostImGuiUpdate() { return PostImGuiUpdateEvent; }
private:
FImGuiModuleManager();
~FImGuiModuleManager();
FImGuiModuleManager(const FImGuiModuleManager&) = delete;
FImGuiModuleManager& operator=(const FImGuiModuleManager&) = delete;
FImGuiModuleManager(FImGuiModuleManager&&) = delete;
FImGuiModuleManager& operator=(FImGuiModuleManager&&) = delete;
void LoadTextures();
bool IsTickRegistered() { return TickDelegateHandle.IsValid(); }
void RegisterTick();
void UnregisterTick();
void CreateTickInitializer();
void ReleaseTickInitializer();
bool IsInUpdateThread();
void Tick(float DeltaSeconds);
void OnViewportCreated();
void AddWidgetToViewport(UGameViewportClient* GameViewport);
void AddWidgetsToActiveViewports();
// Event that we call after ImGui is updated.
FSimpleMulticastDelegate PostImGuiUpdateEvent;
// Tying module console commands to life-cycle of this manager and module.
FImGuiModuleCommands Commands;
// Manager for ImGui contexts.
FImGuiContextManager ContextManager;
// Manager for textures resources.
FTextureManager TextureManager;
// Slate widgets that we created.
TArray<TWeakPtr<SImGuiWidget>> Widgets;
FDelegateHandle TickInitializerHandle;
FDelegateHandle TickDelegateHandle;
FDelegateHandle ViewportCreatedHandle;
bool bTexturesLoaded = false;
};