// Distributed under the MIT License (MIT) (see accompanying LICENSE file) #include "ImGuiPrivatePCH.h" #include "SImGuiWidget.h" #include "ImGuiContextManager.h" #include "ImGuiContextProxy.h" #include "ImGuiInteroperability.h" #include "ImGuiModuleManager.h" #include "TextureManager.h" #include "Utilities/ScopeGuards.h" namespace CVars { TAutoConsoleVariable InputEnabled(TEXT("ImGui.InputEnabled"), 0, TEXT("Allows to enable or disable ImGui input mode.\n") TEXT("0: disabled (default)\n") TEXT("1: enabled, input is routed to ImGui and with a few exceptions is consumed."), ECVF_Default); } BEGIN_SLATE_FUNCTION_BUILD_OPTIMIZATION void SImGuiWidget::Construct(const FArguments& InArgs) { checkf(InArgs._ModuleManager, TEXT("Null Module Manager argument")); ModuleManager = InArgs._ModuleManager; ContextIndex = InArgs._ContextIndex; ModuleManager->OnPostImGuiUpdate().AddRaw(this, &SImGuiWidget::OnPostImGuiUpdate); // Sync visibility with default input enabled state. SetVisibilityFromInputEnabled(); } END_SLATE_FUNCTION_BUILD_OPTIMIZATION SImGuiWidget::~SImGuiWidget() { ModuleManager->OnPostImGuiUpdate().RemoveAll(this); } void SImGuiWidget::Tick(const FGeometry& AllottedGeometry, const double InCurrentTime, const float InDeltaTime) { Super::Tick(AllottedGeometry, InCurrentTime, InDeltaTime); // Note: Moving that update to console variable sink or callback might seem like a better alternative but input // setup in this function is better handled here. UpdateInputEnabled(); } FReply SImGuiWidget::OnKeyChar(const FGeometry& MyGeometry, const FCharacterEvent& CharacterEvent) { InputState.AddCharacter(CharacterEvent.GetCharacter()); return FReply::Handled(); } FReply SImGuiWidget::OnKeyDown(const FGeometry& MyGeometry, const FKeyEvent& KeyEvent) { InputState.SetKeyDown(ImGuiInterops::GetKeyIndex(KeyEvent), true); CopyModifierKeys(KeyEvent); // If this is tilde key then let input through and release the focus to allow console to process it. if (KeyEvent.GetKey() == EKeys::Tilde) { return FReply::Unhandled(); } return FReply::Handled(); } FReply SImGuiWidget::OnKeyUp(const FGeometry& MyGeometry, const FKeyEvent& KeyEvent) { InputState.SetKeyDown(ImGuiInterops::GetKeyIndex(KeyEvent), false); CopyModifierKeys(KeyEvent); return FReply::Handled(); } FReply SImGuiWidget::OnMouseButtonDown(const FGeometry& MyGeometry, const FPointerEvent& MouseEvent) { InputState.SetMouseDown(ImGuiInterops::GetMouseIndex(MouseEvent), true); CopyModifierKeys(MouseEvent); return FReply::Handled(); } FReply SImGuiWidget::OnMouseButtonDoubleClick(const FGeometry& MyGeometry, const FPointerEvent& MouseEvent) { InputState.SetMouseDown(ImGuiInterops::GetMouseIndex(MouseEvent), true); CopyModifierKeys(MouseEvent); return FReply::Handled(); } FReply SImGuiWidget::OnMouseButtonUp(const FGeometry& MyGeometry, const FPointerEvent& MouseEvent) { InputState.SetMouseDown(ImGuiInterops::GetMouseIndex(MouseEvent), false); CopyModifierKeys(MouseEvent); return FReply::Handled(); } FReply SImGuiWidget::OnMouseWheel(const FGeometry& MyGeometry, const FPointerEvent& MouseEvent) { InputState.AddMouseWheelDelta(MouseEvent.GetWheelDelta()); CopyModifierKeys(MouseEvent); return FReply::Handled(); } FReply SImGuiWidget::OnMouseMove(const FGeometry& MyGeometry, const FPointerEvent& MouseEvent) { InputState.SetMousePosition(MouseEvent.GetScreenSpacePosition() - MyGeometry.AbsolutePosition); CopyModifierKeys(MouseEvent); return FReply::Handled(); } FReply SImGuiWidget::OnFocusReceived(const FGeometry& MyGeometry, const FFocusEvent& FocusEvent) { Super::OnFocusReceived(MyGeometry, FocusEvent); // If widget has a keyboard focus we always maintain mouse input. Technically, if mouse is outside of the widget // area it won't generate events but we freeze its state until it either comes back or input is completely lost. UpdateInputMode(true, true); return FReply::Handled(); } void SImGuiWidget::OnFocusLost(const FFocusEvent& FocusEvent) { Super::OnFocusLost(FocusEvent); UpdateInputMode(false, IsHovered()); } void SImGuiWidget::OnMouseEnter(const FGeometry& MyGeometry, const FPointerEvent& MouseEvent) { Super::OnMouseEnter(MyGeometry, MouseEvent); // If mouse enters while input is active then we need to update mouse buttons because there is a chance that we // missed some events. if (InputMode != EInputMode::None) { for (const FKey& Button : { EKeys::LeftMouseButton, EKeys::MiddleMouseButton, EKeys::RightMouseButton, EKeys::ThumbMouseButton, EKeys::ThumbMouseButton2 }) { InputState.SetMouseDown(ImGuiInterops::GetMouseIndex(Button), MouseEvent.IsMouseButtonDown(Button)); } } UpdateInputMode(HasKeyboardFocus(), true); } void SImGuiWidget::OnMouseLeave(const FPointerEvent& MouseEvent) { Super::OnMouseLeave(MouseEvent); UpdateInputMode(HasKeyboardFocus(), false); } void SImGuiWidget::CopyModifierKeys(const FInputEvent& InputEvent) { InputState.SetControlDown(InputEvent.IsControlDown()); InputState.SetShiftDown(InputEvent.IsShiftDown()); InputState.SetAltDown(InputEvent.IsAltDown()); } void SImGuiWidget::CopyModifierKeys(const FPointerEvent& MouseEvent) { if (InputMode == EInputMode::MouseOnly) { CopyModifierKeys(static_cast(MouseEvent)); } } void SImGuiWidget::SetVisibilityFromInputEnabled() { // If we don't use input disable hit test to make this widget invisible for cursors hit detection. SetVisibility(bInputEnabled ? EVisibility::Visible : EVisibility::HitTestInvisible); } void SImGuiWidget::UpdateInputEnabled() { const bool bEnabled = CVars::InputEnabled.GetValueOnGameThread() > 0; if (bInputEnabled != bEnabled) { bInputEnabled = bEnabled; SetVisibilityFromInputEnabled(); // Setup input to show cursor and take focus when we use input or clear state and pass focus back to viewport // when we don't. auto& Slate = FSlateApplication::Get(); if (bInputEnabled) { Slate.ResetToDefaultPointerInputSettings(); Slate.SetKeyboardFocus(SharedThis(this)); } else { if (Slate.GetKeyboardFocusedWidget().Get() == this) { Slate.SetUserFocusToGameViewport(Slate.GetUserIndexForKeyboard()); } UpdateInputMode(false, false); } } } void SImGuiWidget::UpdateInputMode(bool bNeedKeyboard, bool bNeedMouse) { const EInputMode NewInputMode = bNeedKeyboard ? EInputMode::MouseAndKeyboard : bNeedMouse ? EInputMode::MouseOnly : EInputMode::None; if (InputMode != NewInputMode) { // We need to reset input components if we are either fully shutting down or we are downgrading from full to // mouse-only input mode. if (NewInputMode == EInputMode::None) { InputState.ResetState(); } else if (InputMode == EInputMode::MouseAndKeyboard) { InputState.ResetKeyboardState(); } InputMode = NewInputMode; } } void SImGuiWidget::OnPostImGuiUpdate() { if (InputMode != EInputMode::None) { InputState.ClearUpdateState(); } } int32 SImGuiWidget::OnPaint(const FPaintArgs& Args, const FGeometry& AllottedGeometry, const FSlateRect& MyClippingRect, FSlateWindowElementList& OutDrawElements, int32 LayerId, const FWidgetStyle& WidgetStyle, bool bParentEnabled) const { if (FImGuiContextProxy* ContextProxy = ModuleManager->GetContextManager().GetContextProxy(ContextIndex)) { // Calculate offset that will transform vertex positions to screen space - rounded to avoid half pixel offsets. const FVector2D VertexPositionOffset{ FMath::RoundToFloat(MyClippingRect.Left), FMath::RoundToFloat(MyClippingRect.Top) }; // Convert clipping rectangle to format required by Slate vertex. const FSlateRotatedRect VertexClippingRect{ MyClippingRect }; for (const auto& DrawList : ContextProxy->GetDrawData()) { DrawList.CopyVertexData(VertexBuffer, VertexPositionOffset, VertexClippingRect); // Get access to the Slate scissor rectangle defined in Slate Core API, so we can customize elements drawing. extern SLATECORE_API TOptional GSlateScissorRect; auto GSlateScissorRectSaver = ScopeGuards::MakeStateSaver(GSlateScissorRect); int IndexBufferOffset = 0; for (int CommandNb = 0; CommandNb < DrawList.NumCommands(); CommandNb++) { const auto& DrawCommand = DrawList.GetCommand(CommandNb); DrawList.CopyIndexData(IndexBuffer, IndexBufferOffset, DrawCommand.NumElements); // Advance offset by number of copied elements to position it for the next command. IndexBufferOffset += DrawCommand.NumElements; // Get texture resource handle for this draw command (null index will be also mapped to a valid texture). const FSlateResourceHandle& Handle = ModuleManager->GetTextureManager().GetTextureHandle(DrawCommand.TextureId); // Transform clipping rectangle to screen space and set in Slate, to apply it to elements that we draw. GSlateScissorRect = FShortRect{ DrawCommand.ClippingRect.OffsetBy(MyClippingRect.GetTopLeft()).IntersectionWith(MyClippingRect) }; // Add elements to the list. FSlateDrawElement::MakeCustomVerts(OutDrawElements, LayerId, Handle, VertexBuffer, IndexBuffer, nullptr, 0, 0); } } } return LayerId; } FVector2D SImGuiWidget::ComputeDesiredSize(float) const { return FVector2D{ 3840.f, 2160.f }; }