2017-03-17 23:22:13 +00:00
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// Distributed under the MIT License (MIT) (see accompanying LICENSE file)
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#pragma once
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2017-10-03 20:16:17 +00:00
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#include "ImGuiDelegates.h"
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2017-03-17 23:22:13 +00:00
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#include <ModuleManager.h>
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class FImGuiModule : public IModuleInterface
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{
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public:
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2017-10-03 20:16:17 +00:00
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/**
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* Singleton-like access to this module's interface. This is just for convenience!
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* Beware of calling this during the shutdown phase, though. Your module might have been unloaded already.
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*
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* @return Returns singleton instance, loading the module on demand if needed
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*/
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static inline FImGuiModule& Get()
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{
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return FModuleManager::LoadModuleChecked<FImGuiModule>("ImGui");
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}
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/**
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* Checks to see if this module is loaded and ready. It is only valid to call Get() if IsAvailable() returns true.
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*
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* @return True if the module is loaded and ready to use
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*/
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static inline bool IsAvailable()
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{
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return FModuleManager::Get().IsModuleLoaded("ImGui");
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}
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#if WITH_EDITOR
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/**
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* Add a delegate called at the end of editor debug frame to draw debug controls in its ImGui context, creating
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* that context on demand.
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*
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* @param Delegate - Delegate that we want to add (@see FImGuiDelegate::Create...)
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* @returns Returns handle that can be used to remove delegate (@see RemoveImGuiDelegate)
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*/
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virtual FImGuiDelegateHandle AddEditorImGuiDelegate(const FImGuiDelegate& Delegate);
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#endif
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/**
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* Add a delegate called at the end of current world debug frame to draw debug controls in its ImGui context,
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* creating that context on demand.
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* This function will throw if called outside of a world context (i.e. current world cannot be found).
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*
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* @param Delegate - Delegate that we want to add (@see FImGuiDelegate::Create...)
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* @returns Returns handle that can be used to remove delegate (@see RemoveImGuiDelegate)
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*/
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virtual FImGuiDelegateHandle AddWorldImGuiDelegate(const FImGuiDelegate& Delegate);
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/**
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* Add shared delegate called for each ImGui context at the end of debug frame, after calling context specific
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* delegate. This delegate will be used for any ImGui context, created before or after it is registered.
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*
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* @param Delegate - Delegate that we want to add (@see FImGuiDelegate::Create...)
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* @returns Returns handle that can be used to remove delegate (@see RemoveImGuiDelegate)
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*/
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virtual FImGuiDelegateHandle AddMultiContextImGuiDelegate(const FImGuiDelegate& Delegate);
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/**
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* Remove delegate added with any version of Add...ImGuiDelegate
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*
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* @param Handle - Delegate handle that was returned by adding function
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*/
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virtual void RemoveImGuiDelegate(const FImGuiDelegateHandle& Handle);
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2018-01-10 22:53:11 +00:00
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/**
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* Check whether Input Mode is enabled (tests ImGui.InputEnabled console variable).
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*
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* @returns True, if Input Mode is enabled (ImGui.InputEnabled != 0) and false otherwise.
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*/
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virtual bool IsInputMode() const;
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/**
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* Set Input Mode state (sets ImGui.InputEnabled console variable, so it can be used together with a console).
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*
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* @param bEnabled - Whether Input Mode should be enabled (ImGui.InputEnabled = 1) or not (ImGui.InputEnabled = 0).
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*/
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virtual void SetInputMode(bool bEnabled);
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/**
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* Toggle Input Mode state (changes ImGui.InputEnabled console variable).
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*/
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virtual void ToggleInputMode();
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/**
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* Check whether ImGui Demo is shown (tests ImGui.ShowDemo console variable).
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*
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* @returns True, if demo is shown (ImGui.ShowDemo != 0) and false otherwise.
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*/
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virtual bool IsShowingDemo() const;
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/**
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* Set whether to show ImGui Demo (sets ImGui.ShowDemo console variable, so it can be used together with a console).
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*
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* @param bShow - Whether to show ImGui Demo (ImGui.ShowDemo = 1) or not (ImGui.ShowDemo = 0).
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*/
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virtual void SetShowDemo(bool bShow);
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/**
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* Toggle ImGui Demo (changes ImGui.ShowDemo console variable).
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*/
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virtual void ToggleShowDemo();
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2017-03-17 23:22:13 +00:00
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/** IModuleInterface implementation */
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virtual void StartupModule() override;
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virtual void ShutdownModule() override;
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};
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