// Distributed under the MIT License (MIT) (see accompanying LICENSE file) #pragma once #include "ImGuiInputState.h" #include class FImGuiModuleManager; // Slate widget for rendering ImGui output and storing Slate inputs. class SImGuiWidget : public SLeafWidget { typedef SLeafWidget Super; public: SLATE_BEGIN_ARGS(SImGuiWidget) {} SLATE_ARGUMENT(FImGuiModuleManager*, ModuleManager) SLATE_ARGUMENT(int32, ContextIndex) SLATE_END_ARGS() void Construct(const FArguments& InArgs); ~SImGuiWidget(); // Get index of the context that this widget is targeting. int32 GetContextIndex() const { return ContextIndex; } // Get input state associated with this widget. const FImGuiInputState& GetInputState() const { return InputState; } // Get the game viewport to which this widget is attached. const TWeakObjectPtr& GetGameViewport() const { return GameViewport; } // Attach this widget to a target game viewport. // Widget can be attached to only one viewport at a time but can be reused after its last viewport becomes invalid // at the end of a session. Widgets are weakly attached, so once destroyed they are automatically removed. // @param InGameViewport - Target game viewport // @param bResetInput - If true (default), input will be reset back to a default state void AttachToViewport(UGameViewportClient* InGameViewport, bool bResetInput = true); //---------------------------------------------------------------------------------------------------- // SWidget overrides //---------------------------------------------------------------------------------------------------- virtual void Tick(const FGeometry& AllottedGeometry, const double InCurrentTime, const float InDeltaTime) override; virtual bool SupportsKeyboardFocus() const override { return bInputEnabled; } virtual FReply OnKeyChar(const FGeometry& MyGeometry, const FCharacterEvent& CharacterEvent) override; virtual FReply OnKeyDown(const FGeometry& MyGeometry, const FKeyEvent& KeyEvent) override; virtual FReply OnKeyUp(const FGeometry& MyGeometry, const FKeyEvent& KeyEvent) override; virtual FReply OnMouseButtonDown(const FGeometry& MyGeometry, const FPointerEvent& MouseEvent) override; virtual FReply OnMouseButtonDoubleClick(const FGeometry& MyGeometry, const FPointerEvent& MouseEvent) override; virtual FReply OnMouseButtonUp(const FGeometry& MyGeometry, const FPointerEvent& MouseEvent) override; virtual FReply OnMouseWheel(const FGeometry& MyGeometry, const FPointerEvent& MouseEvent) override; virtual FReply OnMouseMove(const FGeometry& MyGeometry, const FPointerEvent& MouseEvent) override; virtual FReply OnFocusReceived(const FGeometry& MyGeometry, const FFocusEvent& FocusEvent) override; virtual void OnFocusLost(const FFocusEvent& FocusEvent) override; virtual void OnMouseEnter(const FGeometry& MyGeometry, const FPointerEvent& MouseEvent) override; virtual void OnMouseLeave(const FPointerEvent& MouseEvent) override; private: enum class EInputMode : uint8 { None, MouseOnly, MouseAndKeyboard }; FORCEINLINE void CopyModifierKeys(const FInputEvent& InputEvent); FORCEINLINE void CopyModifierKeys(const FPointerEvent& MouseEvent); bool IsConsoleOpened() const; bool IgnoreKeyEvent(const FKeyEvent& KeyEvent) const; void ResetInputState(); // Update visibility based on input enabled state. void SetVisibilityFromInputEnabled(); // Update input enabled state from console variable. void UpdateInputEnabled(); // Determine new input mode based on requirement hints. void UpdateInputMode(bool bNeedKeyboard, bool bNeedMouse); void OnPostImGuiUpdate(); virtual int32 OnPaint(const FPaintArgs& Args, const FGeometry& AllottedGeometry, const FSlateRect& MyClippingRect, FSlateWindowElementList& OutDrawElements, int32 LayerId, const FWidgetStyle& WidgetStyle, bool bParentEnabled) const override; virtual FVector2D ComputeDesiredSize(float) const override; void OnDebugDraw(); FImGuiModuleManager* ModuleManager = nullptr; TWeakObjectPtr GameViewport; mutable TArray VertexBuffer; mutable TArray IndexBuffer; int32 ContextIndex = 0; EInputMode InputMode = EInputMode::None; bool bInputEnabled = false; FImGuiInputState InputState; TWeakPtr PreviousUserFocusedWidget; };