Commit Graph

19 Commits

Author SHA1 Message Date
Sebastian
82729a12c8 Enabled experimental ImGui gamepad navigation feature:
- Updated InputNavigation CVar to support 1: keyboard navigation, 2: gamepad navigation and 3: keyboard + gamepad navigation simultaneously.
- Added ImGui interoperability utilities mapping gamepad input events to values in ImGui navigation inputs array.
- Added to ImGui Input State support for gamepad navigation inputs.
- Refactored ImGui Input State to keep consistent interface for keyboard, mouse and gamepad updates.
2018-05-17 23:25:47 +01:00
Sebastian
e83f37d518 Enabled experimental ImGui keyboard navigation feature. 2018-05-10 12:15:14 +01:00
Sebastian
413b4f407a Upgraded to ImGui 1.61:
- Upgraded ImGui framework to 1.61 WIP, which adds a few improvements to context management.
- Removed from plugin implementation all the references to default ImGui context.
- Removed from ImGui Context Proxy destructor code switching to default ImGui context (there is no default context and decision is left for a higher level manager when to switch and to what context).
- Added own font atlas that is shared by all contexts and used explicitly to create Slate resources.
- Removed from ImGui Context Proxy workaround that was previously needed for copying cursor data to dynamically created contexts.
- Removed explicit saving of context settings before its destruction as this is now handled in ImGui::DestroyContext().
- Reimplemented ImGuiImplementation::GetCursorData() to use new interface.
2018-05-09 20:22:48 +01:00
Sebastian
fa32fd95e3 Added to ImGui Widget a canvas map mode that allows to drag and change scale of the ImGui canvas.
Map mode allows to reach areas of the canvas that otherwise would be inaccessible (for instance modal windows positioned in the centre of the canvas) and to modify which part should be visible by default.
2018-04-21 22:43:15 +01:00
Sebastian
f8e689561f Switched to FTransform2D when processing ImGui output before rendering it in Slate. This allows for more flexibility when transforming that data. Changed interface of FImGuiDrawList to enforce consistent transformation of vertices and clipping rectangle. 2018-04-17 20:28:29 +01:00
Sebastian
052ae0a201 Reduced lag between producing ImGui output and rendering it:
- ImGui Context Proxy Tick function has been split for Tick and Draw. Both functions may now be called separately from different places but they will be processed only once per frame. This opens possibility to define own mechanisms to trigger draw events and to independently update contexts.
- Multi-context draw event delegate is passed to ImGui Context Proxy during construction rather than as an argument of Tick function.
- To minimise lag between ending ImGui frame and rendering its output, ImGui Widget updates its own context just before painting.
- Contexts without widget (editor, dedicated server) are updated by manager during post-tick event.
- Instead of setting global CurrentContextIndex by ImGui Context Manager, information about context is passed to ImGui Demo as part of a closure.
- Fixed bug in ImGui Demo where inactive contexts were triggering multi-PIE warning.
2018-03-18 19:45:08 +00:00
Sebastian
f18e1f0b68 Changed to hardware cursor as a default cursor in input mode and added ImGui.DrawMouseCursor console variable to allow to switch to ImGui cursor.
Using ImGui to draw cursor helps to reduce visual error between mouse cursor and position in ImGui. But it has been reported that this works really bad when frame-rate drops and becomes unusable below ~20 FPS. Taking that into account hardware cursor seems like a better default option. Old behaviour can be enabled with ImGui.DrawMouseCursor console variable.
2018-03-13 23:42:37 +00:00
Sebastian
f40efc265f Fixed input issues when application loses focus and added debug code for ImGui input state. 2018-01-15 23:48:51 +00:00
Sebastian
9db4abcb0a Updated to Unreal Engine 4.17 (backward compatible):
- Removed usage of per-vertex ClipRect.
- Replaced usage of GSlateScissorRect with new FSlateWindowElementList::PushClip/PopClip functions.
- Defined WITH_OBSOLETE_CLIPPING_API to switch to old implementation for older engine versions.
2017-11-05 19:41:34 +00:00
Sebastian
1a6aa98f51 Added support for session reloading and updated contexts and widgets management:
- Added to ImGui Context Proxy a name that is mapped to ini file set in ImGui context.
- ImGui Context Manager generates unique context names from world type and context index.
- Refactored ImGui Context Manager to have a cleaner separation between editor and non-editor bits.
- Fixed context update rules in ImGui Context Manager.
- Changed widgets management in ImGui Module Manager to allow automatic garbage collection after viewports are closed and manual removal when module is shutting down.
- ImGui Widgets are in full control of communication with context proxies.
- Added basic world context utilities.
- Refactored world context index utilities and replaced ambiguous 'default context index' with 'editor' and 'game' ones.
2017-09-27 21:16:54 +01:00
Sebastian
9c62196cbb Using ImGui to draw mouse cursor. 2017-09-21 22:09:03 +01:00
Sebastian
5625365310 Added handling of special input cases:
- Different handling of 'Esc' key. If ImGui has active items then it is used to exit edit mode, otherwise it is passed to editor to cancel session.
- Suppressing keyboard input when console is opened and retaking it when it is closed.
- Fixed issue with losing input when console is closed.
2017-09-16 21:52:14 +01:00
Sebastian
c47d911f22 Fixed issues with passing input focus between viewport and ImGui Widget. 2017-09-10 21:05:37 +01:00
Sebastian
f696393089 Added debug code to ImGui Widget:
- Added ImGui.Debug.Widget console variable to enable/disable widget state debugging.
- Added ImGui ImGui debug for widget state.
- Added logging for widget state transitions.
2017-09-09 11:40:44 +01:00
Sebastian
f7816ee1fd Added ImGui.InputEnabled console variable to control when ImGui should receive inputs. 2017-09-02 18:42:41 +01:00
Sebastian
77bb73dbce Added Multi-PIE support:
- Added ImGui Context Manager to create and manage ImGui Context Proxies.
- Changed ImGui Context Proxy to dynamically create context and allow pairing with input state.
- Changed ImGui Module Manager to create one widget per context.
- Changed ImGui Widget to work in different input modes.
- Changed ImGui Input State to allow partial reset (only mouse or keyboard).
2017-08-28 20:29:07 +01:00
Sebastian
53387cf88b Changed modifier keys handling and cleaned ImGui Input State:
- Separate modifier keys interface and data from generic keys.
- Cleaned interface to better differentiate between full reset and clearing update data.
- Fixed bug in code clearing characters.
2017-08-19 21:19:38 +01:00
Sebastian
393460f330 Added input support:
- Added ImGui Input State to collect and store input updates.
- Changed Slate ImGui Widget to handle Slate input events and store them in input state.
- Changed ImGui Context Proxy to copy input state to its context.
2017-04-22 16:38:04 +01:00
Sebastian
35f2d342a0 Added support for ImGui context update and rendering:
- Added ImGui Module Manager that that implements module logic and manages other module resources.
- Added Texture Manager to manage texture resources and maps them to index that can be passed to ImGui context.
- Added Context Proxy that represents and manages a single ImGui context.
- Added Slate ImGui Widget to render ImGui output.
2017-03-26 21:32:57 +01:00