- Added to SImGuiWidget and FImGuiInputHandler handling of touch started, move and ended events.
- Events are passed to FImGuiInputState to be copied to ImGui IO as a mouse move and left button down.
- Added one frame lag between touch ending event and ending processing, to allow ImGui handle mouse-up event.
Merged 4 commits fixing build errors when compiling this as an engine plugin:
- Changed include directives to use full paths (ex. <ICursor.h> -> <GenericPlatform/ICursor.h>).
- Added categories to FImGuiKeyInfo properties (required for all blueprint exposed types in engine plugins).
- Added explicit configuration of PCHUsage (without that it is assumed to be UseExplicitOrSharedPCHs in engine plugins and UseSharedPCHs in game ones) - amended to work also in the older engine versions.
- With the mouse sharing enabled, SImGuiWidget can update mouse position without enabling hit-tests. Actual input mode depends whether mouse cursor is hovering any ImGui window or not.
- Added to context proxy interface to read whether that context has mouse hovering any window.
- Added boilerplate code to support mouse sharing settings, properties and commands.
- Moved responsibility for updating input state from the widget to the input handler.
- Changed the widget to fully delegate input events to the input handler and only manage its own input state.
- Changed the input handler interface to allow handling of all the necessary input events.
- Changed the input handler interface to use FReply as a response type and removed obsolete FImGuiInputResponse.
- Added to FImGuiDelegates interface early debug delegates called during world tick start.
- Delegates are called in fixed order: multi-context early debug, world early debug (called during world tick start), world debug, multi-context debug (called during world post actor tick or if not available, during world tick start).
- Removed from build script configuration of debug delegates.
- Added new FImGuiDelegates interface for ImGui debug delegates.
- Added FImGuiDelegatesContainer for ImGui delegates.
- Added code preserving delegates during hot-reloading and moving them to a new module.
- Depreciated old FImGuiModule delegates interface and FImGuiDelegateHandle.
- Delegates registered with depreciated interface are redirected and get benefit of being preserved during hot-reloading. This can be controlled with IMGUI_REDIRECT_OBSOLETE_DELEGATES.
- Added IMGUI_WITH_OBSOLETE_DELEGATES allowing to strip depreciated interface from builds.
- Modified context manager and context proxy to work with FImGuiDelegatesContainer.
- Divided ImGui settings into UImGuiSettings persistent object and FImGuiModuleSettings proxy that provides interface for other classes and handles delayed loading of UImGuiSettings.
- Removed from FImGuiModuleProperties and FImGuiModuleCommands direct dependencies on UImGuiSettings.
- Simplified FImGuiModuleProperties making it more robust when moving data after hot-reloading.
- Inverted binding logic by injecting FImGuiModuleProperties and FImGuiModuleCommands into FImGuiModuleSettings and letting it take care of synchronization. Dependencies are setup by module manager.
- Added to module manager FImGuiModuleSettings and interface to access it.
- Cleaned interface of FImGuiInputHandlerFactory and removed direct dependency on settings.
- Added properties defining whether keyboard or gamepad input should be shared between ImGui and game.
- Added interface and commands to dynamically change introduced properties.
- Updated ImGui Input Handler to base default input responses on sharing properties.
Note that this commit contains a minor breaking change for custom implementations of UImGuiInputHandler.
- Changed "ImGui.SwitchInputMode" command name to "ImGui.ToggleInput".
- Changed SwitchInputModeKey property in settings to ToggleInput.
- Added temporary mechanism protecting from losing data by moving it from SwitchInputModeKey to ToggleInput and removing deprecated entry from the default config file.
- Renamed UImGuiInputHandler protected function from IsSwitchInputModeEvent to IsToggleInputEvent, so custom implementations of that class may require update.
- Added ImGuiTextureHandle that is implicitly convertible to ImTextureID and can be used directly with ImGui interface.
- Added to ImGui Module interface allowing to register, update and release textures or find handles to existing resources.
- Refactored Texture Manager and added functions allowing create, update or release resources for user textures.
- Loosened resource verification policy in Texture Manager to work smoothly with external requests and to handle gracefully situations when invalid texture id is passed to ImGui.
- Introduced ‘error texture’ that is used for invalid resources.
- Added ImGui Input Handler class that allows to customize handling of the keyboard and gamepad input.
- Added ImGui Settings to allow specify custom input handler implementation.
- Added editor support for ImGui Settings.
- Input handling in ImGui Widget is divided for querying the handler (more customizable) and actual input processing based on the handler’s response (fixed and simplified).
- Removed a need for checking console state in different input handling functions in ImGui Widget by suppressing keyboard focus support when console is opened.