// Copyright 1998-2018 Epic Games, Inc. All Rights Reserved. #pragma once #include "ImGuiInputHandler.h" #include #include // Select right soft class reference header to avoid warning. #if ENGINE_COMPATIBILITY_LEGACY_STRING_CLASS_REF #include #else #include #endif #include "ImGuiSettings.generated.h" /** * Struct containing key information that can be used for key binding. Using 'Undetermined' value for modifier keys * means that those keys should be ignored when testing for a match. */ USTRUCT() struct FImGuiKeyInfo { GENERATED_BODY() UPROPERTY(EditAnywhere) FKey Key; UPROPERTY(EditAnywhere) ECheckBoxState Shift = ECheckBoxState::Undetermined; UPROPERTY(EditAnywhere) ECheckBoxState Ctrl = ECheckBoxState::Undetermined; UPROPERTY(EditAnywhere) ECheckBoxState Alt = ECheckBoxState::Undetermined; UPROPERTY(EditAnywhere) ECheckBoxState Cmd = ECheckBoxState::Undetermined; }; // Settings for ImGui module. UCLASS(config=ImGui, defaultconfig) class UImGuiSettings : public UObject { GENERATED_BODY() public: UImGuiSettings(); ~UImGuiSettings(); // Path to custom implementation of ImGui Input Handler. const FStringClassReference& GetImGuiInputHandlerClass() const { return ImGuiInputHandlerClass; } // Get mapping for 'ImGui.SwitchInputMode' command. const FImGuiKeyInfo& GetSwitchInputModeKey() const { return SwitchInputModeKey; } // Delegate raised when ImGuiInputHandlerClass property has changed. FSimpleMulticastDelegate OnImGuiInputHandlerClassChanged; virtual void PostInitProperties() override; protected: // Path to own implementation of ImGui Input Handler allowing to customize handling of keyboard and gamepad input. // If not set then default handler is used. UPROPERTY(EditAnywhere, config, Category = "Extensions", meta = (MetaClass = "ImGuiInputHandler")) FStringClassReference ImGuiInputHandlerClass; // Define a custom key binding to 'ImGui.SwitchInputMode' command. Binding is only set if key is valid. // Note that modifier key properties can be set to one of the three values: undetermined means that state of the given // modifier is not tested, checked means that it needs to be pressed and unchecked means that it cannot be pressed. // // This binding is using Player Input's DebugExecBindings which only works in non-shipment builds. UPROPERTY(EditAnywhere, config, Category = "Keyboard Shortcuts") FImGuiKeyInfo SwitchInputModeKey; private: #if WITH_EDITOR void RegisterPropertyChangedDelegate(); void UnregisterPropertyChangedDelegate(); void OnPropertyChanged(class UObject* ObjectBeingModified, struct FPropertyChangedEvent& PropertyChangedEvent); #endif // WITH_EDITOR };