// Distributed under the MIT License (MIT) (see accompanying LICENSE file) #pragma once #include "ImGuiDelegates.h" #include "ImGuiModuleProperties.h" #include "ImGuiTextureHandle.h" #include class FImGuiModule : public IModuleInterface { public: /** * Singleton-like access to this module's interface. This is just for convenience! * Beware of calling this during the shutdown phase, though. Your module might have been unloaded already. * * @return Returns singleton instance, loading the module on demand if needed */ static inline FImGuiModule& Get() { return FModuleManager::LoadModuleChecked("ImGui"); } /** * Checks to see if this module is loaded and ready. It is only valid to call Get() if IsAvailable() returns true. * * @return True if the module is loaded and ready to use */ static inline bool IsAvailable() { return FModuleManager::Get().IsModuleLoaded("ImGui"); } #if IMGUI_WITH_OBSOLETE_DELEGATES #if WITH_EDITOR /** * Add a delegate called at the end of editor debug frame to draw debug controls in its ImGui context, creating * that context on demand. * * @param Delegate - Delegate that we want to add (@see FImGuiDelegate::Create...) * @returns Returns handle that can be used to remove delegate (@see RemoveImGuiDelegate) */ virtual FImGuiDelegateHandle AddEditorImGuiDelegate(const FImGuiDelegate& Delegate); #endif /** * Add a delegate called at the end of current world debug frame to draw debug controls in its ImGui context, * creating that context on demand. * This function will throw if called outside of a world context (i.e. current world cannot be found). * * @param Delegate - Delegate that we want to add (@see FImGuiDelegate::Create...) * @returns Returns handle that can be used to remove delegate (@see RemoveImGuiDelegate) */ virtual FImGuiDelegateHandle AddWorldImGuiDelegate(const FImGuiDelegate& Delegate); /** * Add a delegate called at the end of a specific world's debug frame to draw debug controls in its ImGui context, * creating that context on demand. * * @param World - A specific world to add the delegate to to * @param Delegate - Delegate that we want to add (@see FImGuiDelegate::Create...) * @returns Returns handle that can be used to remove delegate (@see RemoveImGuiDelegate) */ virtual FImGuiDelegateHandle AddWorldImGuiDelegate(const UWorld* World, const FImGuiDelegate& Delegate); /** * Add shared delegate called for each ImGui context at the end of debug frame, after calling context specific * delegate. This delegate will be used for any ImGui context, created before or after it is registered. * * @param Delegate - Delegate that we want to add (@see FImGuiDelegate::Create...) * @returns Returns handle that can be used to remove delegate (@see RemoveImGuiDelegate) */ virtual FImGuiDelegateHandle AddMultiContextImGuiDelegate(const FImGuiDelegate& Delegate); /** * Remove delegate added with any version of Add...ImGuiDelegate * * @param Handle - Delegate handle that was returned by adding function */ virtual void RemoveImGuiDelegate(const FImGuiDelegateHandle& Handle); #endif // #if IMGUI_WITH_OBSOLETE_DELEGATES /** * If it exists, get a handle to the texture with given resource name. * * @param Name - Resource name of a texture to find * @returns Handle to a registered texture or invalid handle if resources could not be found or were not valid */ virtual FImGuiTextureHandle FindTextureHandle(const FName& Name); /** * Register texture and create its Slate resources. If texture with that name already exists then it may be updated * or if bMakeUnique is true, exception will be thrown. Throws exception, if name argument is NAME_None or texture * is null. * * Note, that updating texture resources doesn't invalidate already existing handles and returned handle will have * the same value. * * @param Name - Resource name for the texture that needs to be registered or updated * @param Texture - Texture for which we want to create or update Slate resources * @param bMakeUnique - If false then existing resources are updated/overwritten (default). If true, then stricter * policy is applied and if resource with that name exists then exception is thrown. * @returns Handle to the texture resources, which can be used to release allocated resources and as an argument to * relevant ImGui functions */ virtual FImGuiTextureHandle RegisterTexture(const FName& Name, class UTexture* Texture, bool bMakeUnique = false); /** * Unregister texture and release its Slate resources. If handle is null or not valid, this function fails silently * (for definition of 'valid' look @ FImGuiTextureHandle). * * @returns ImGui Texture Handle to texture that needs to be unregistered */ virtual void ReleaseTexture(const FImGuiTextureHandle& Handle); /** * Get ImGui module properties. * * @returns Reference to an instance of ImGui module properties that allows to read and/or modify module state. */ virtual FImGuiModuleProperties& GetProperties(); virtual const FImGuiModuleProperties& GetProperties() const; /** * DEPRECIATED: Please use GetProperties() as this function is scheduled for removal. * Check whether Input Mode is enabled (tests ImGui.InputEnabled console variable). * * @returns True, if Input Mode is enabled (ImGui.InputEnabled != 0) and false otherwise. */ virtual bool IsInputMode() const; /** * DEPRECIATED: Please use GetProperties() as this function is scheduled for removal. * Set Input Mode state (sets ImGui.InputEnabled console variable, so it can be used together with a console). * * @param bEnabled - Whether Input Mode should be enabled (ImGui.InputEnabled = 1) or not (ImGui.InputEnabled = 0). */ virtual void SetInputMode(bool bEnabled); /** * DEPRECIATED: Please use GetProperties() as this function is scheduled for removal. * Toggle Input Mode state (changes ImGui.InputEnabled console variable). */ virtual void ToggleInputMode(); /** * DEPRECIATED: Please use GetProperties() as this function is scheduled for removal. * Check whether ImGui Demo is shown (tests ImGui.ShowDemo console variable). * * @returns True, if demo is shown (ImGui.ShowDemo != 0) and false otherwise. */ virtual bool IsShowingDemo() const; /** * DEPRECIATED: Please use GetProperties() as this function is scheduled for removal. * Set whether to show ImGui Demo (sets ImGui.ShowDemo console variable, so it can be used together with a console). * * @param bShow - Whether to show ImGui Demo (ImGui.ShowDemo = 1) or not (ImGui.ShowDemo = 0). */ virtual void SetShowDemo(bool bShow); /** * DEPRECIATED: Please use GetProperties() as this function is scheduled for removal. * Toggle ImGui Demo (changes ImGui.ShowDemo console variable). */ virtual void ToggleShowDemo(); /** IModuleInterface implementation */ virtual void StartupModule() override; virtual void ShutdownModule() override; private: #if WITH_EDITOR virtual void SetProperties(const FImGuiModuleProperties& Properties); struct FImGuiContextHandle* ImGuiContextHandle = nullptr; struct FImGuiDelegatesContainerHandle* DelegatesContainerHandle = nullptr; friend struct FImGuiContextHandle; friend struct FImGuiDelegatesContainerHandle; #endif };