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https://github.com/kevinporetti/UnrealImGui.git
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66 lines
1.7 KiB
C++
66 lines
1.7 KiB
C++
// Distributed under the MIT License (MIT) (see accompanying LICENSE file)
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#pragma once
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#include "Utilities/WorldContext.h"
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// Utilities mapping worlds to indices that we use to identify ImGui contexts.
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namespace Utilities
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{
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// Invalid context index for parameters that cannot be resolved to a valid world.
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static constexpr int32 INVALID_CONTEXT_INDEX = -10;
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// Standalone context index.
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static constexpr int32 STANDALONE_GAME_CONTEXT_INDEX = -2;
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#if WITH_EDITOR
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// Editor context index. We are lacking flexibility here, so we might need to change it somehow.
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static constexpr int32 EDITOR_CONTEXT_INDEX = -1;
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FORCEINLINE int32 GetWorldContextIndex(const FWorldContext& WorldContext)
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{
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switch (WorldContext.WorldType)
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{
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case EWorldType::PIE:
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return WorldContext.PIEInstance;
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case EWorldType::Game:
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return STANDALONE_GAME_CONTEXT_INDEX;
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case EWorldType::Editor:
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return EDITOR_CONTEXT_INDEX;
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default:
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return INVALID_CONTEXT_INDEX;
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}
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}
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template<typename T>
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FORCEINLINE int32 GetWorldContextIndex(const T& Obj)
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{
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const FWorldContext* WorldContext = GetWorldContext(Obj);
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return WorldContext ? GetWorldContextIndex(*WorldContext) : INVALID_CONTEXT_INDEX;
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}
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FORCEINLINE int32 GetWorldContextIndex(const UWorld& World)
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{
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return (World.WorldType == EWorldType::Editor) ? EDITOR_CONTEXT_INDEX : GetWorldContextIndex(World.GetGameInstance());
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}
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FORCEINLINE int32 GetWorldContextIndex(const UWorld* World)
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{
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return World ? GetWorldContextIndex(*World) : INVALID_CONTEXT_INDEX;
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}
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#else
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template<typename T>
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constexpr int32 GetWorldContextIndex(const T&)
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{
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// The only option is standalone game with one context.
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return STANDALONE_GAME_CONTEXT_INDEX;
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}
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#endif // #if WITH_EDITOR
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}
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