Initial commit:

- License file and initial readme file.
- Plugin and module base configuration.
- Repository configuration.
This commit is contained in:
Sebastian 2017-03-17 23:22:13 +00:00
commit cd98f86005
9 changed files with 146 additions and 0 deletions

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/Binaries/
/Intermediate/

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ImGui.uplugin Normal file
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{
"FileVersion": 3,
"Version": 1,
"VersionName": "1.0",
"FriendlyName": "ImGui",
"Description": "",
"Category": "Debug",
"CreatedBy": "",
"CreatedByURL": "",
"DocsURL": "",
"MarketplaceURL": "",
"SupportURL": "",
"CanContainContent": true,
"IsBetaVersion": false,
"Installed": false,
"Modules": [
{
"Name": "ImGui",
"Type": "RuntimeNoCommandlet",
"LoadingPhase": "PreDefault"
}
]
}

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LICENSE Normal file
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The MIT License (MIT)
Copyright (c) 2017 Sebastian Gross
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.

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Unreal Engine plugin integrating Omar Cornut's Dear ImGui framework (https://github.com/ocornut/imgui).

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// Distributed under the MIT License (MIT) (see accompanying LICENSE file)
using UnrealBuildTool;
public class ImGui : ModuleRules
{
public ImGui(TargetInfo Target)
{
PublicIncludePaths.AddRange(
new string[] {
"ImGui/Public"
// ... add public include paths required here ...
}
);
PrivateIncludePaths.AddRange(
new string[] {
"ImGui/Private"
// ... add other private include paths required here ...
}
);
PublicDependencyModuleNames.AddRange(
new string[]
{
"Core",
"Projects"
// ... add other public dependencies that you statically link with here ...
}
);
PrivateDependencyModuleNames.AddRange(
new string[]
{
// ... add private dependencies that you statically link with here ...
}
);
DynamicallyLoadedModuleNames.AddRange(
new string[]
{
// ... add any modules that your module loads dynamically here ...
}
);
}
}

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// Distributed under the MIT License (MIT) (see accompanying LICENSE file)
#include "ImGuiPrivatePCH.h"
#include <IPluginManager.h>
#define LOCTEXT_NAMESPACE "FImGuiModule"
void FImGuiModule::StartupModule()
{
// This code will execute after your module is loaded into memory; the exact timing is specified in the .uplugin file per-module
}
void FImGuiModule::ShutdownModule()
{
// This function may be called during shutdown to clean up your module. For modules that support dynamic reloading,
// we call this function before unloading the module.
}
#undef LOCTEXT_NAMESPACE
IMPLEMENT_MODULE(FImGuiModule, ImGui)

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// Distributed under the MIT License (MIT) (see accompanying LICENSE file)
// Module
#include "ImGuiModule.h"
// Engine
#include <Core.h>
// You should place include statements to your module's private header files here. You only need to
// add includes for headers that are used in most of your module's source files though.

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// Distributed under the MIT License (MIT) (see accompanying LICENSE file)
#pragma once
#include <ModuleManager.h>
class FImGuiModule : public IModuleInterface
{
public:
/** IModuleInterface implementation */
virtual void StartupModule() override;
virtual void ShutdownModule() override;
};