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https://github.com/kevinporetti/UnrealImGui.git
synced 2025-01-18 08:20:32 +00:00
Fixed duplicated registrations of ImGui Demo that were introduced in recent changes.
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@ -16,6 +16,9 @@ FImGuiModuleManager::FImGuiModuleManager()
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: ModuleCommands(*this)
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, ImGuiDemo(*this)
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{
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// Register in context manager to get information whenever a new context proxy is created.
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ContextManager.OnContextProxyCreated().AddRaw(this, &FImGuiModuleManager::OnContextProxyCreated);
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// Typically we will use viewport created events to add widget to new game viewports.
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ViewportCreatedHandle = UGameViewportClient::OnViewportCreated().AddRaw(this, &FImGuiModuleManager::OnViewportCreated);
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@ -169,7 +172,6 @@ void FImGuiModuleManager::AddWidgetToViewport(UGameViewportClient* GameViewport)
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// Make sure that we have a context for this viewport's world and get its index.
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int32 ContextIndex;
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auto& ContextProxy = ContextManager.GetWorldContextProxy(*GameViewport->GetWorld(), ContextIndex);
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ContextProxy.OnDraw().AddLambda([this, ContextIndex]() { ImGuiDemo.DrawControls(ContextIndex); });
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// Make sure that textures are loaded before the first Slate widget is created.
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LoadTextures();
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@ -208,3 +210,8 @@ void FImGuiModuleManager::AddWidgetsToActiveViewports()
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}
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}
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}
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void FImGuiModuleManager::OnContextProxyCreated(int32 ContextIndex, FImGuiContextProxy& ContextProxy)
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{
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ContextProxy.OnDraw().AddLambda([this, ContextIndex]() { ImGuiDemo.DrawControls(ContextIndex); });
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}
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@ -59,6 +59,8 @@ private:
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void AddWidgetToViewport(UGameViewportClient* GameViewport);
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void AddWidgetsToActiveViewports();
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void OnContextProxyCreated(int32 ContextIndex, FImGuiContextProxy& ContextProxy);
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// Event that we call after ImGui is updated.
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FSimpleMulticastDelegate PostImGuiUpdateEvent;
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