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https://github.com/kevinporetti/UnrealImGui.git
synced 2025-01-18 08:20:32 +00:00
Updated to Unreal Engine 4.18 (backward compatible).
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@ -146,12 +146,12 @@ FImGuiContextManager::FContextData& FImGuiContextManager::GetWorldContextData(co
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const int32 Index = GetWorldContextIndex(*WorldContext);
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checkf(Index != Utilities::INVALID_CONTEXT_INDEX, TEXT("Couldn't find context index for world %s: WorldType = %d"),
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*World.GetName(), World.WorldType);
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*World.GetName(), static_cast<int32>(World.WorldType));
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#if WITH_EDITOR
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checkf(!GEngine->IsEditor() || Index != Utilities::EDITOR_CONTEXT_INDEX,
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TEXT("Context index %d is reserved for editor and cannot be used for world %s: WorldType = %d, NetMode = %d"),
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Index, *World.GetName(), World.WorldType, World.GetNetMode());
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Index, *World.GetName(), static_cast<int32>(World.WorldType), static_cast<int32>(World.GetNetMode()));
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#endif
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FContextData* Data = Contexts.Find(Index);
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@ -7,6 +7,8 @@
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#include "ImGuiImplementation.h"
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#include "ImGuiInteroperability.h"
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#include <Runtime/Launch/Resources/Version.h>
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static constexpr float DEFAULT_CANVAS_WIDTH = 3840.f;
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static constexpr float DEFAULT_CANVAS_HEIGHT = 2160.f;
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@ -16,7 +18,13 @@ namespace
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{
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FString GetSaveDirectory()
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{
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FString Directory = FPaths::Combine(*FPaths::GameSavedDir(), TEXT("ImGui"));
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#if (ENGINE_MAJOR_VERSION > 4 || (ENGINE_MAJOR_VERSION == 4 && ENGINE_MINOR_VERSION >= 18))
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const FString SavedDir = FPaths::ProjectSavedDir();
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#else
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const FString SavedDir = FPaths::GameSavedDir();
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#endif
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FString Directory = FPaths::Combine(*SavedDir, TEXT("ImGui"));
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// Make sure that directory is created.
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IPlatformFile::GetPlatformPhysical().CreateDirectory(*Directory);
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@ -87,7 +95,7 @@ FImGuiContextProxy::FImGuiContextProxy(FImGuiContextProxy&& Other)
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FImGuiContextProxy& FImGuiContextProxy::operator=(FImGuiContextProxy&& Other)
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{
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// Swapping context so it can be destroyed with the other object.
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using std::swap;
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using std::swap;
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swap(Context, Other.Context);
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// Just moving remaining data that doesn't affect cleanup.
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