UnrealImGui/Source/ImGui/Private/Widgets/SImGuiWidget.cpp
ben cb89223375 Merged changes from WiggleWizard
Removed ImPlot stuff from WiggleWizard
Also has some changes on sharing mouse input
2022-04-01 11:41:38 -07:00

1011 lines
30 KiB
C++

// Distributed under the MIT License (MIT) (see accompanying LICENSE file)
#include "SImGuiWidget.h"
#include "SImGuiCanvasControl.h"
#include "ImGuiContextManager.h"
#include "ImGuiContextProxy.h"
#include "ImGuiInputHandler.h"
#include "ImGuiInputHandlerFactory.h"
#include "ImGuiInteroperability.h"
#include "ImGuiModuleManager.h"
#include "ImGuiModuleSettings.h"
#include "TextureManager.h"
#include "Utilities/Arrays.h"
#include "VersionCompatibility.h"
#include <Engine/Console.h>
#include <Engine/GameViewportClient.h>
#include <Engine/LocalPlayer.h>
#include <Framework/Application/SlateApplication.h>
#include <GameFramework/GameUserSettings.h>
#include <SlateOptMacros.h>
#include <Widgets/SViewport.h>
#include <utility>
#if IMGUI_WIDGET_DEBUG
DEFINE_LOG_CATEGORY_STATIC(LogImGuiWidget, Warning, All);
#define IMGUI_WIDGET_LOG(Verbosity, Format, ...) UE_LOG(LogImGuiWidget, Verbosity, Format, __VA_ARGS__)
#define TEXT_INPUT_MODE(Val) (\
(Val) == EInputMode::Full ? TEXT("Full") :\
(Val) == EInputMode::MousePointerOnly ? TEXT("MousePointerOnly") :\
TEXT("None"))
#define TEXT_BOOL(Val) ((Val) ? TEXT("true") : TEXT("false"))
#else
#define IMGUI_WIDGET_LOG(...)
#endif // IMGUI_WIDGET_DEBUG
#if IMGUI_WIDGET_DEBUG
namespace CVars
{
TAutoConsoleVariable<int> DebugWidget(TEXT("ImGui.Debug.Widget"), 0,
TEXT("Show debug for SImGuiWidget.\n")
TEXT("0: disabled (default)\n")
TEXT("1: enabled"),
ECVF_Default);
TAutoConsoleVariable<int> DebugInput(TEXT("ImGui.Debug.Input"), 0,
TEXT("Show debug for input state.\n")
TEXT("0: disabled (default)\n")
TEXT("1: enabled"),
ECVF_Default);
}
#endif // IMGUI_WIDGET_DEBUG
namespace
{
FORCEINLINE FVector2D MaxVector(const FVector2D& A, const FVector2D& B)
{
return FVector2D(FMath::Max(A.X, B.X), FMath::Max(A.Y, B.Y));
}
FORCEINLINE FVector2D RoundVector(const FVector2D& Vector)
{
return FVector2D(FMath::RoundToFloat(Vector.X), FMath::RoundToFloat(Vector.Y));
}
FORCEINLINE FSlateRenderTransform RoundTranslation(const FSlateRenderTransform& Transform)
{
return FSlateRenderTransform(Transform.GetMatrix(), RoundVector(Transform.GetTranslation()));
}
}
BEGIN_SLATE_FUNCTION_BUILD_OPTIMIZATION
void SImGuiWidget::Construct(const FArguments& InArgs)
{
checkf(InArgs._ModuleManager, TEXT("Null Module Manager argument"));
checkf(InArgs._GameViewport, TEXT("Null Game Viewport argument"));
ModuleManager = InArgs._ModuleManager;
GameViewport = InArgs._GameViewport;
ContextIndex = InArgs._ContextIndex;
// Register to get post-update notifications.
ModuleManager->OnPostImGuiUpdate().AddRaw(this, &SImGuiWidget::OnPostImGuiUpdate);
// Register debug delegate.
auto* ContextProxy = ModuleManager->GetContextManager().GetContextProxy(ContextIndex);
checkf(ContextProxy, TEXT("Missing context during widget construction: ContextIndex = %d"), ContextIndex);
#if IMGUI_WIDGET_DEBUG
ContextProxy->OnDraw().AddRaw(this, &SImGuiWidget::OnDebugDraw);
#endif // IMGUI_WIDGET_DEBUG
// Register for settings change.
RegisterImGuiSettingsDelegates();
// Get initial settings.
const auto& Settings = ModuleManager->GetSettings();
SetHideMouseCursor(Settings.UseSoftwareCursor());
CreateInputHandler(Settings.GetImGuiInputHandlerClass());
SetDPIScale(Settings.GetDPIScaleInfo());
SetCanvasSizeInfo(Settings.GetCanvasSizeInfo());
// Initialize state.
UpdateVisibility();
UpdateMouseCursor();
ChildSlot
[
SAssignNew(CanvasControlWidget, SImGuiCanvasControl).OnTransformChanged(this, &SImGuiWidget::SetImGuiTransform)
];
ImGuiTransform = CanvasControlWidget->GetTransform();
}
END_SLATE_FUNCTION_BUILD_OPTIMIZATION
SImGuiWidget::~SImGuiWidget()
{
// Stop listening for settings change.
UnregisterImGuiSettingsDelegates();
// Release ImGui Input Handler.
ReleaseInputHandler();
// Remove binding between this widget and its context proxy.
if (auto* ContextProxy = ModuleManager->GetContextManager().GetContextProxy(ContextIndex))
{
#if IMGUI_WIDGET_DEBUG
ContextProxy->OnDraw().RemoveAll(this);
#endif // IMGUI_WIDGET_DEBUG
}
// Unregister from post-update notifications.
ModuleManager->OnPostImGuiUpdate().RemoveAll(this);
}
void SImGuiWidget::Tick(const FGeometry& AllottedGeometry, const double InCurrentTime, const float InDeltaTime)
{
Super::Tick(AllottedGeometry, InCurrentTime, InDeltaTime);
UpdateInputState();
UpdateTransparentMouseInput(AllottedGeometry);
HandleWindowFocusLost();
UpdateCanvasSize();
}
FReply SImGuiWidget::OnKeyChar(const FGeometry& MyGeometry, const FCharacterEvent& CharacterEvent)
{
return InputHandler->OnKeyChar(CharacterEvent);
}
FReply SImGuiWidget::OnKeyDown(const FGeometry& MyGeometry, const FKeyEvent& KeyEvent)
{
UpdateCanvasControlMode(KeyEvent);
return InputHandler->OnKeyDown(KeyEvent);
}
FReply SImGuiWidget::OnKeyUp(const FGeometry& MyGeometry, const FKeyEvent& KeyEvent)
{
UpdateCanvasControlMode(KeyEvent);
return InputHandler->OnKeyUp(KeyEvent);
}
FReply SImGuiWidget::OnAnalogValueChanged(const FGeometry& MyGeometry, const FAnalogInputEvent& AnalogInputEvent)
{
return InputHandler->OnAnalogValueChanged(AnalogInputEvent);
}
FReply SImGuiWidget::OnMouseButtonDown(const FGeometry& MyGeometry, const FPointerEvent& MouseEvent)
{
return InputHandler->OnMouseButtonDown(MouseEvent).LockMouseToWidget(SharedThis(this));
}
FReply SImGuiWidget::OnMouseButtonDoubleClick(const FGeometry& MyGeometry, const FPointerEvent& MouseEvent)
{
return InputHandler->OnMouseButtonDoubleClick(MouseEvent).LockMouseToWidget(SharedThis(this));
}
namespace
{
bool NeedMouseLock(const FPointerEvent& MouseEvent)
{
#if FROM_ENGINE_VERSION(4, 20)
return FSlateApplication::Get().GetPressedMouseButtons().Num() > 0;
#else
return MouseEvent.IsMouseButtonDown(EKeys::LeftMouseButton) || MouseEvent.IsMouseButtonDown(EKeys::MiddleMouseButton)
|| MouseEvent.IsMouseButtonDown(EKeys::RightMouseButton);
#endif
}
}
FReply SImGuiWidget::OnMouseButtonUp(const FGeometry& MyGeometry, const FPointerEvent& MouseEvent)
{
FReply Reply = InputHandler->OnMouseButtonUp(MouseEvent);
if (!NeedMouseLock(MouseEvent))
{
Reply.ReleaseMouseLock();
}
return Reply;
}
FReply SImGuiWidget::OnMouseWheel(const FGeometry& MyGeometry, const FPointerEvent& MouseEvent)
{
return InputHandler->OnMouseWheel(MouseEvent);
}
FReply SImGuiWidget::OnMouseMove(const FGeometry& MyGeometry, const FPointerEvent& MouseEvent)
{
return InputHandler->OnMouseMove(TransformScreenPointToImGui(MyGeometry, MouseEvent.GetScreenSpacePosition()), MouseEvent);
}
FReply SImGuiWidget::OnFocusReceived(const FGeometry& MyGeometry, const FFocusEvent& FocusEvent)
{
Super::OnFocusReceived(MyGeometry, FocusEvent);
IMGUI_WIDGET_LOG(VeryVerbose, TEXT("ImGui Widget %d - Focus Received."), ContextIndex);
bForegroundWindow = GameViewport->Viewport->IsForegroundWindow();
InputHandler->OnKeyboardInputEnabled();
InputHandler->OnGamepadInputEnabled();
FSlateApplication::Get().ResetToDefaultPointerInputSettings();
return FReply::Handled();
}
void SImGuiWidget::OnFocusLost(const FFocusEvent& FocusEvent)
{
Super::OnFocusLost(FocusEvent);
IMGUI_WIDGET_LOG(VeryVerbose, TEXT("ImGui Widget %d - Focus Lost."), ContextIndex);
InputHandler->OnKeyboardInputDisabled();
InputHandler->OnGamepadInputDisabled();
}
void SImGuiWidget::OnMouseEnter(const FGeometry& MyGeometry, const FPointerEvent& MouseEvent)
{
Super::OnMouseEnter(MyGeometry, MouseEvent);
IMGUI_WIDGET_LOG(VeryVerbose, TEXT("ImGui Widget %d - Mouse Enter."), ContextIndex);
InputHandler->OnMouseInputEnabled();
}
void SImGuiWidget::OnMouseLeave(const FPointerEvent& MouseEvent)
{
Super::OnMouseLeave(MouseEvent);
IMGUI_WIDGET_LOG(VeryVerbose, TEXT("ImGui Widget %d - Mouse Leave."), ContextIndex);
InputHandler->OnMouseInputDisabled();
}
FReply SImGuiWidget::OnTouchStarted(const FGeometry& MyGeometry, const FPointerEvent& TouchEvent)
{
return InputHandler->OnTouchStarted(TransformScreenPointToImGui(MyGeometry, TouchEvent.GetScreenSpacePosition()), TouchEvent);
}
FReply SImGuiWidget::OnTouchMoved(const FGeometry& MyGeometry, const FPointerEvent& TouchEvent)
{
return InputHandler->OnTouchMoved(TransformScreenPointToImGui(MyGeometry, TouchEvent.GetScreenSpacePosition()), TouchEvent);
}
FReply SImGuiWidget::OnTouchEnded(const FGeometry& MyGeometry, const FPointerEvent& TouchEvent)
{
UpdateVisibility();
return InputHandler->OnTouchEnded(TransformScreenPointToImGui(MyGeometry, TouchEvent.GetScreenSpacePosition()), TouchEvent);
}
void SImGuiWidget::CreateInputHandler(const FSoftClassPath& HandlerClassReference)
{
ReleaseInputHandler();
if (!InputHandler.IsValid())
{
InputHandler = FImGuiInputHandlerFactory::NewHandler(HandlerClassReference, ModuleManager, GameViewport.Get(), ContextIndex);
}
}
void SImGuiWidget::ReleaseInputHandler()
{
if (InputHandler.IsValid())
{
FImGuiInputHandlerFactory::ReleaseHandler(InputHandler.Get());
InputHandler.Reset();
}
}
void SImGuiWidget::RegisterImGuiSettingsDelegates()
{
auto& Settings = ModuleManager->GetSettings();
if (!Settings.OnImGuiInputHandlerClassChanged.IsBoundToObject(this))
{
Settings.OnImGuiInputHandlerClassChanged.AddRaw(this, &SImGuiWidget::CreateInputHandler);
}
if (!Settings.OnUseSoftwareCursorChanged.IsBoundToObject(this))
{
Settings.OnUseSoftwareCursorChanged.AddRaw(this, &SImGuiWidget::SetHideMouseCursor);
}
if (!Settings.OnDPIScaleChangedDelegate.IsBoundToObject(this))
{
Settings.OnDPIScaleChangedDelegate.AddRaw(this, &SImGuiWidget::SetDPIScale);
}
if (!Settings.OnCanvasSizeChangedDelegate.IsBoundToObject(this))
{
Settings.OnCanvasSizeChangedDelegate.AddRaw(this, &SImGuiWidget::SetCanvasSizeInfo);
}
}
void SImGuiWidget::UnregisterImGuiSettingsDelegates()
{
auto& Settings = ModuleManager->GetSettings();
Settings.OnImGuiInputHandlerClassChanged.RemoveAll(this);
Settings.OnUseSoftwareCursorChanged.RemoveAll(this);
Settings.OnDPIScaleChangedDelegate.RemoveAll(this);
Settings.OnCanvasSizeChangedDelegate.RemoveAll(this);
}
void SImGuiWidget::SetHideMouseCursor(bool bHide)
{
if (bHideMouseCursor != bHide)
{
bHideMouseCursor = bHide;
UpdateMouseCursor();
}
}
bool SImGuiWidget::IsConsoleOpened() const
{
return GameViewport->ViewportConsole && GameViewport->ViewportConsole->ConsoleState != NAME_None;
}
void SImGuiWidget::UpdateVisibility()
{
// Make sure that we do not occlude other widgets, if input is disabled or if mouse is set to work in a transparent
// mode (hit-test invisible).
SetVisibility(bInputEnabled && !bTransparentMouseInput ? EVisibility::Visible : EVisibility::HitTestInvisible);
IMGUI_WIDGET_LOG(VeryVerbose, TEXT("ImGui Widget %d - Visibility updated to '%s'."),
ContextIndex, *GetVisibility().ToString());
}
void SImGuiWidget::UpdateMouseCursor()
{
if (!bHideMouseCursor)
{
const FImGuiContextProxy* ContextProxy = ModuleManager->GetContextManager().GetContextProxy(ContextIndex);
SetCursor(ContextProxy ? ContextProxy->GetMouseCursor() : EMouseCursor::Default);
}
else
{
SetCursor(EMouseCursor::None);
}
}
ULocalPlayer* SImGuiWidget::GetLocalPlayer() const
{
if (GameViewport.IsValid())
{
if (UWorld* World = GameViewport->GetWorld())
{
if (ULocalPlayer* LocalPlayer = World->GetFirstLocalPlayerFromController())
{
return World->GetFirstLocalPlayerFromController();
}
}
}
return nullptr;
}
void SImGuiWidget::TakeFocus()
{
auto& SlateApplication = FSlateApplication::Get();
PreviousUserFocusedWidget = SlateApplication.GetUserFocusedWidget(SlateApplication.GetUserIndexForKeyboard());
if (ULocalPlayer* LocalPlayer = GetLocalPlayer())
{
TSharedRef<SWidget> FocusWidget = SharedThis(this);
LocalPlayer->GetSlateOperations().CaptureMouse(FocusWidget);
LocalPlayer->GetSlateOperations().SetUserFocus(FocusWidget);
}
else
{
SlateApplication.SetKeyboardFocus(SharedThis(this));
}
}
void SImGuiWidget::ReturnFocus()
{
if (HasKeyboardFocus())
{
auto FocusWidgetPtr = PreviousUserFocusedWidget.IsValid()
? PreviousUserFocusedWidget.Pin()
: GameViewport->GetGameViewportWidget();
if (ULocalPlayer* LocalPlayer = GetLocalPlayer())
{
auto FocusWidgetRef = FocusWidgetPtr.ToSharedRef();
LocalPlayer->GetSlateOperations().CaptureMouse(FocusWidgetRef);
LocalPlayer->GetSlateOperations().SetUserFocus(FocusWidgetRef);
}
else
{
auto& SlateApplication = FSlateApplication::Get();
SlateApplication.ResetToDefaultPointerInputSettings();
SlateApplication.SetUserFocus(SlateApplication.GetUserIndexForKeyboard(), FocusWidgetPtr);
}
}
PreviousUserFocusedWidget.Reset();
}
void SImGuiWidget::UpdateInputState()
{
auto& Properties = ModuleManager->GetProperties();
auto* ContextProxy = ModuleManager->GetContextManager().GetContextProxy(ContextIndex);
const bool bEnableTransparentMouseInput = Properties.IsMouseInputShared()
#if PLATFORM_ANDROID || PLATFORM_IOS
&& (FSlateApplication::Get().GetCursorPos() != FVector2D::ZeroVector)
#endif
&& !(ContextProxy->WantsMouseCapture() || ContextProxy->HasActiveItem());
if (bTransparentMouseInput != bEnableTransparentMouseInput)
{
bTransparentMouseInput = bEnableTransparentMouseInput;
if (bInputEnabled)
{
UpdateVisibility();
}
}
const bool bPropertiesInputEnabled = Properties.IsInputEnabled();
if (bInputEnabled != bPropertiesInputEnabled)
{
IMGUI_WIDGET_LOG(Log, TEXT("ImGui Widget %d - Input Enabled changed to '%s'."),
ContextIndex, TEXT_BOOL(bPropertiesInputEnabled));
bInputEnabled = bPropertiesInputEnabled;
UpdateVisibility();
UpdateMouseCursor();
if (bInputEnabled)
{
// We won't get mouse enter, if viewport is already hovered.
if (GameViewport->GetGameViewportWidget()->IsHovered())
{
InputHandler->OnMouseInputEnabled();
}
TakeFocus();
}
else
{
ReturnFocus();
}
}
else if(bInputEnabled)
{
const auto& ViewportWidget = GameViewport->GetGameViewportWidget();
if (bTransparentMouseInput)
{
// If mouse is in transparent input mode and focus is lost to viewport, let viewport keep it and disable
// the whole input to match that state.
if (GameViewport->GetGameViewportWidget()->HasMouseCapture())
{
// DON'T DISABLE OUR INPUT WHEN WE LOSE FOCUS
//Properties.SetInputEnabled(false);
//UpdateInputState();
}
}
else
{
// Widget tends to lose keyboard focus after console is opened. With non-transparent mouse we can fix that
// by manually restoring it.
if (!HasKeyboardFocus() && !IsConsoleOpened() && (ViewportWidget->HasKeyboardFocus() || ViewportWidget->HasFocusedDescendants()))
{
TakeFocus();
}
}
}
}
void SImGuiWidget::UpdateTransparentMouseInput(const FGeometry& AllottedGeometry)
{
if (bInputEnabled && bTransparentMouseInput)
{
if (!GameViewport->GetGameViewportWidget()->HasMouseCapture())
{
InputHandler->OnMouseMove(TransformScreenPointToImGui(AllottedGeometry, FSlateApplication::Get().GetCursorPos()));
}
}
}
void SImGuiWidget::HandleWindowFocusLost()
{
// We can use window foreground status to notify about application losing or receiving focus. In some situations
// we get mouse leave or enter events, but they are only sent if mouse pointer is inside of the viewport.
if (bInputEnabled && HasKeyboardFocus())
{
if (bForegroundWindow != GameViewport->Viewport->IsForegroundWindow())
{
bForegroundWindow = !bForegroundWindow;
IMGUI_WIDGET_LOG(VeryVerbose, TEXT("ImGui Widget %d - Updating input after %s foreground window status."),
ContextIndex, bForegroundWindow ? TEXT("getting") : TEXT("losing"));
if (bForegroundWindow)
{
InputHandler->OnKeyboardInputEnabled();
InputHandler->OnGamepadInputEnabled();
}
else
{
InputHandler->OnKeyboardInputDisabled();
InputHandler->OnGamepadInputDisabled();
}
}
}
}
void SImGuiWidget::SetDPIScale(const FImGuiDPIScaleInfo& ScaleInfo)
{
const float Scale = ScaleInfo.GetSlateScale();
if (DPIScale != Scale)
{
DPIScale = Scale;
bUpdateCanvasSize = true;
}
}
void SImGuiWidget::SetCanvasSizeInfo(const FImGuiCanvasSizeInfo& CanvasSizeInfo)
{
switch (CanvasSizeInfo.SizeType)
{
case EImGuiCanvasSizeType::Custom:
MinCanvasSize = { static_cast<float>(CanvasSizeInfo.Width), static_cast<float>(CanvasSizeInfo.Height) };
bAdaptiveCanvasSize = CanvasSizeInfo.bExtendToViewport;
bCanvasControlEnabled = true;
break;
case EImGuiCanvasSizeType::Desktop:
MinCanvasSize = (GEngine && GEngine->GameUserSettings)
? GEngine->GameUserSettings->GetDesktopResolution() : FVector2D::ZeroVector;
bAdaptiveCanvasSize = CanvasSizeInfo.bExtendToViewport;
bCanvasControlEnabled = true;
break;
case EImGuiCanvasSizeType::Viewport:
default:
MinCanvasSize = FVector2D::ZeroVector;
bAdaptiveCanvasSize = true;
bCanvasControlEnabled = false;
}
// We only update canvas control widget when canvas control is enabled. Make sure that we will not leave
// that widget active after disabling canvas control.
if (CanvasControlWidget.IsValid() && !bCanvasControlEnabled)
{
CanvasControlWidget->SetActive(false);
}
bUpdateCanvasSize = true;
}
void SImGuiWidget::UpdateCanvasSize()
{
if (bUpdateCanvasSize)
{
if (auto* ContextProxy = ModuleManager->GetContextManager().GetContextProxy(ContextIndex))
{
CanvasSize = MinCanvasSize;
if (bAdaptiveCanvasSize && GameViewport.IsValid())
{
FVector2D ViewportSize;
GameViewport->GetViewportSize(ViewportSize);
CanvasSize = MaxVector(CanvasSize, ViewportSize);
}
else
{
// No need for more updates, if we successfully processed fixed-canvas size.
bUpdateCanvasSize = false;
}
// Clamping DPI Scale to keep the canvas size from getting too big.
CanvasSize /= FMath::Max(DPIScale, 0.01f);
CanvasSize = RoundVector(CanvasSize);
ContextProxy->SetDisplaySize(CanvasSize);
}
}
}
void SImGuiWidget::UpdateCanvasControlMode(const FInputEvent& InputEvent)
{
if (bCanvasControlEnabled)
{
CanvasControlWidget->SetActive(InputEvent.IsLeftAltDown() && InputEvent.IsLeftShiftDown());
}
}
void SImGuiWidget::OnPostImGuiUpdate()
{
ImGuiRenderTransform = ImGuiTransform;
UpdateMouseCursor();
}
FVector2D SImGuiWidget::TransformScreenPointToImGui(const FGeometry& MyGeometry, const FVector2D& Point) const
{
const FSlateRenderTransform ImGuiToScreen = ImGuiTransform.Concatenate(MyGeometry.GetAccumulatedRenderTransform());
return ImGuiToScreen.Inverse().TransformPoint(Point);
}
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))
{
// Manually update ImGui context to minimise lag between creating and rendering ImGui output. This will also
// keep frame tearing at minimum because it is executed at the very end of the frame.
ContextProxy->Tick(FSlateApplication::Get().GetDeltaTime());
// Calculate transform from ImGui to screen space. Rounding translation is necessary to keep it pixel-perfect
// in older engine versions.
const FSlateRenderTransform& WidgetToScreen = AllottedGeometry.GetAccumulatedRenderTransform();
const FSlateRenderTransform ImGuiToScreen = RoundTranslation(ImGuiRenderTransform.Concatenate(WidgetToScreen));
#if ENGINE_COMPATIBILITY_LEGACY_CLIPPING_API
// Convert clipping rectangle to format required by Slate vertex.
const FSlateRotatedRect VertexClippingRect{ MyClippingRect };
#endif // ENGINE_COMPATIBILITY_LEGACY_CLIPPING_API
for (const auto& DrawList : ContextProxy->GetDrawData())
{
#if ENGINE_COMPATIBILITY_LEGACY_CLIPPING_API
DrawList.CopyVertexData(VertexBuffer, ImGuiToScreen, VertexClippingRect);
#else
DrawList.CopyVertexData(VertexBuffer, ImGuiToScreen);
#endif // ENGINE_COMPATIBILITY_LEGACY_CLIPPING_API
int IndexBufferOffset = 0;
for (int CommandNb = 0; CommandNb < DrawList.NumCommands(); CommandNb++)
{
const auto& DrawCommand = DrawList.GetCommand(CommandNb, ImGuiToScreen);
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 apply to elements that we draw.
const FSlateRect ClippingRect = DrawCommand.ClippingRect.IntersectionWith(MyClippingRect);
#if ENGINE_COMPATIBILITY_LEGACY_CLIPPING_API
// Get access to the Slate scissor rectangle defined in Slate Core API, so we can customize elements drawing.
extern SLATECORE_API TOptional<FShortRect> GSlateScissorRect;
TGuardValue<TOptional<FShortRect>> GSlateScissorRecGuard(GSlateScissorRect, FShortRect{ ClippingRect });
#else
OutDrawElements.PushClip(FSlateClippingZone{ ClippingRect });
#endif // ENGINE_COMPATIBILITY_LEGACY_CLIPPING_API
// Add elements to the list.
FSlateDrawElement::MakeCustomVerts(OutDrawElements, LayerId, Handle, VertexBuffer, IndexBuffer, nullptr, 0, 0);
#if !ENGINE_COMPATIBILITY_LEGACY_CLIPPING_API
OutDrawElements.PopClip();
#endif // ENGINE_COMPATIBILITY_LEGACY_CLIPPING_API
}
}
}
return Super::OnPaint(Args, AllottedGeometry, MyClippingRect, OutDrawElements, LayerId, WidgetStyle, bParentEnabled);
}
FVector2D SImGuiWidget::ComputeDesiredSize(float Scale) const
{
return CanvasSize * Scale;
}
#if IMGUI_WIDGET_DEBUG
static TArray<FKey> GetImGuiMappedKeys()
{
TArray<FKey> Keys;
Keys.Reserve(Utilities::ArraySize<ImGuiInterops::ImGuiTypes::FKeyMap>::value + 8);
// ImGui IO key map.
Keys.Emplace(EKeys::Tab);
Keys.Emplace(EKeys::Left);
Keys.Emplace(EKeys::Right);
Keys.Emplace(EKeys::Up);
Keys.Emplace(EKeys::Down);
Keys.Emplace(EKeys::PageUp);
Keys.Emplace(EKeys::PageDown);
Keys.Emplace(EKeys::Home);
Keys.Emplace(EKeys::End);
Keys.Emplace(EKeys::Delete);
Keys.Emplace(EKeys::BackSpace);
Keys.Emplace(EKeys::Enter);
Keys.Emplace(EKeys::Escape);
Keys.Emplace(EKeys::A);
Keys.Emplace(EKeys::C);
Keys.Emplace(EKeys::V);
Keys.Emplace(EKeys::X);
Keys.Emplace(EKeys::Y);
Keys.Emplace(EKeys::Z);
// Modifier keys.
Keys.Emplace(EKeys::LeftShift);
Keys.Emplace(EKeys::RightShift);
Keys.Emplace(EKeys::LeftControl);
Keys.Emplace(EKeys::RightControl);
Keys.Emplace(EKeys::LeftAlt);
Keys.Emplace(EKeys::RightAlt);
Keys.Emplace(EKeys::LeftCommand);
Keys.Emplace(EKeys::RightCommand);
return Keys;
}
namespace
{
void Text(const char* Str)
{
ImGui::Text("%s:", Str);
}
void Text(const wchar_t* Str)
{
ImGui::Text("%ls:", Str);
}
template<typename CharType = std::enable_if_t<!std::is_same<TCHAR, char>::value && !std::is_same<TCHAR, wchar_t>::value, TCHAR>>
void Text(const CharType* Str)
{
ImGui::Text("%ls", TCHAR_TO_WCHAR(Str));
}
}
// Column layout utilities.
namespace Columns
{
template<typename FunctorType>
static void CollapsingGroup(const char* Name, int Columns, FunctorType&& DrawContent)
{
if (ImGui::CollapsingHeader(Name, ImGuiTreeNodeFlags_DefaultOpen))
{
const int LastColumns = ImGui::GetColumnsCount();
ImGui::Columns(Columns, nullptr, false);
DrawContent();
ImGui::Columns(LastColumns);
}
}
}
// Controls tweaked for 2-columns layout.
namespace TwoColumns
{
template<typename FunctorType>
static inline void CollapsingGroup(const char* Name, FunctorType&& DrawContent)
{
Columns::CollapsingGroup(Name, 2, std::forward<FunctorType>(DrawContent));
}
template<typename LabelType>
static void Value(LabelType&& Label, int32 Value)
{
Text(Label); ImGui::NextColumn();
ImGui::Text("%d", Value); ImGui::NextColumn();
}
template<typename LabelType>
static void Value(LabelType&& Label, uint32 Value)
{
Text(Label); ImGui::NextColumn();
ImGui::Text("%u", Value); ImGui::NextColumn();
}
template<typename LabelType>
static void Value(LabelType&& Label, float Value)
{
Text(Label); ImGui::NextColumn();
ImGui::Text("%f", Value); ImGui::NextColumn();
}
template<typename LabelType>
static void Value(LabelType&& Label, bool bValue)
{
Text(Label); ImGui::NextColumn();
Text(TEXT_BOOL(bValue)); ImGui::NextColumn();
}
template<typename LabelType>
static void Value(LabelType&& Label, const TCHAR* Value)
{
Text(Label); ImGui::NextColumn();
Text(Value); ImGui::NextColumn();
}
template<typename LabelType>
static void ValueWidthHeight(LabelType&& Label, const FVector2D& Value)
{
Text(Label); ImGui::NextColumn();
ImGui::Text("Width = %.0f, Height = %.0f", Value.X, Value.Y); ImGui::NextColumn();
}
}
namespace Styles
{
template<typename FunctorType>
static void TextHighlight(bool bHighlight, FunctorType&& DrawContent)
{
if (bHighlight)
{
ImGui::PushStyleColor(ImGuiCol_Text, { 1.f, 1.f, 0.5f, 1.f });
}
DrawContent();
if (bHighlight)
{
ImGui::PopStyleColor();
}
}
}
void SImGuiWidget::OnDebugDraw()
{
FImGuiContextProxy* ContextProxy = ModuleManager->GetContextManager().GetContextProxy(ContextIndex);
if (CVars::DebugWidget.GetValueOnGameThread() > 0)
{
bool bDebug = true;
ImGui::SetNextWindowSize(ImVec2(380, 480), ImGuiCond_Once);
if (ImGui::Begin("ImGui Widget Debug", &bDebug))
{
ImGui::Spacing();
TwoColumns::CollapsingGroup("Context", [&]()
{
TwoColumns::Value("Context Index", ContextIndex);
TwoColumns::Value("Context Name", ContextProxy ? *ContextProxy->GetName() : TEXT("< Null >"));
TwoColumns::Value("Game Viewport", *GameViewport->GetName());
});
TwoColumns::CollapsingGroup("Canvas Size", [&]()
{
TwoColumns::Value("Is Adaptive", bAdaptiveCanvasSize);
TwoColumns::Value("Is Updating", bUpdateCanvasSize);
TwoColumns::ValueWidthHeight("Min Canvas Size", MinCanvasSize);
TwoColumns::ValueWidthHeight("Canvas Size", CanvasSize);
});
TwoColumns::CollapsingGroup("DPI Scale", [&]()
{
TwoColumns::Value("Slate Scale", DPIScale);
TwoColumns::Value("ImGui Scale", ContextProxy ? ContextProxy->GetDPIScale() : 1.f);
});
TwoColumns::CollapsingGroup("Input Mode", [&]()
{
TwoColumns::Value("Input Enabled", bInputEnabled);
});
TwoColumns::CollapsingGroup("Widget", [&]()
{
TwoColumns::Value("Visibility", *GetVisibility().ToString());
TwoColumns::Value("Is Hovered", IsHovered());
TwoColumns::Value("Is Directly Hovered", IsDirectlyHovered());
TwoColumns::Value("Has Keyboard Input", HasKeyboardFocus());
});
TwoColumns::CollapsingGroup("Viewport", [&]()
{
const auto& ViewportWidget = GameViewport->GetGameViewportWidget();
TwoColumns::Value("Is Foreground Window", GameViewport->Viewport->IsForegroundWindow());
TwoColumns::Value("Is Hovered", ViewportWidget->IsHovered());
TwoColumns::Value("Is Directly Hovered", ViewportWidget->IsDirectlyHovered());
TwoColumns::Value("Has Mouse Capture", ViewportWidget->HasMouseCapture());
TwoColumns::Value("Has Keyboard Input", ViewportWidget->HasKeyboardFocus());
TwoColumns::Value("Has Focused Descendants", ViewportWidget->HasFocusedDescendants());
auto Widget = PreviousUserFocusedWidget.Pin();
TwoColumns::Value("Previous User Focused", Widget.IsValid() ? *Widget->GetTypeAsString() : TEXT("None"));
});
}
ImGui::End();
if (!bDebug)
{
CVars::DebugWidget->Set(0, ECVF_SetByConsole);
}
}
if (ContextProxy && CVars::DebugInput.GetValueOnGameThread() > 0)
{
FImGuiInputState& InputState = ContextProxy->GetInputState();
bool bDebug = true;
ImGui::SetNextWindowSize(ImVec2(460, 480), ImGuiCond_Once);
if (ImGui::Begin("ImGui Input State", &bDebug))
{
const ImVec4 HiglightColor{ 1.f, 1.f, 0.5f, 1.f };
Columns::CollapsingGroup("Mapped Keys", 4, [&]()
{
static const auto& Keys = GetImGuiMappedKeys();
const int32 Num = Keys.Num();
// Simplified when slicing for two 2.
const int32 RowsNum = (Num + 1) / 2;
for (int32 Row = 0; Row < RowsNum; Row++)
{
for (int32 Col = 0; Col < 2; Col++)
{
const int32 Idx = Row + Col * RowsNum;
if (Idx < Num)
{
const FKey& Key = Keys[Idx];
const uint32 KeyIndex = ImGuiInterops::GetKeyIndex(Key);
Styles::TextHighlight(InputState.GetKeys()[KeyIndex], [&]()
{
TwoColumns::Value(*Key.GetDisplayName().ToString(), KeyIndex);
});
}
else
{
ImGui::NextColumn(); ImGui::NextColumn();
}
}
}
});
Columns::CollapsingGroup("Modifier Keys", 4, [&]()
{
Styles::TextHighlight(InputState.IsShiftDown(), [&]() { ImGui::Text("Shift"); }); ImGui::NextColumn();
Styles::TextHighlight(InputState.IsControlDown(), [&]() { ImGui::Text("Control"); }); ImGui::NextColumn();
Styles::TextHighlight(InputState.IsAltDown(), [&]() { ImGui::Text("Alt"); }); ImGui::NextColumn();
ImGui::NextColumn();
});
Columns::CollapsingGroup("Mouse Buttons", 4, [&]()
{
static const FKey Buttons[] = { EKeys::LeftMouseButton, EKeys::RightMouseButton,
EKeys::MiddleMouseButton, EKeys::ThumbMouseButton, EKeys::ThumbMouseButton2 };
const int32 Num = Utilities::GetArraySize(Buttons);
// Simplified when slicing for two 2.
const int32 RowsNum = (Num + 1) / 2;
for (int32 Row = 0; Row < RowsNum; Row++)
{
for (int32 Col = 0; Col < 2; Col++)
{
const int32 Idx = Row + Col * RowsNum;
if (Idx < Num)
{
const FKey& Button = Buttons[Idx];
const uint32 MouseIndex = ImGuiInterops::GetMouseIndex(Button);
Styles::TextHighlight(InputState.GetMouseButtons()[MouseIndex], [&]()
{
TwoColumns::Value(*Button.GetDisplayName().ToString(), MouseIndex);
});
}
else
{
ImGui::NextColumn(); ImGui::NextColumn();
}
}
}
});
Columns::CollapsingGroup("Mouse Axes", 4, [&]()
{
TwoColumns::Value("Position X", InputState.GetMousePosition().X);
TwoColumns::Value("Position Y", InputState.GetMousePosition().Y);
TwoColumns::Value("Wheel Delta", InputState.GetMouseWheelDelta());
ImGui::NextColumn(); ImGui::NextColumn();
});
if (!bDebug)
{
CVars::DebugInput->Set(0, ECVF_SetByConsole);
}
}
ImGui::End();
}
}
#undef TEXT_INPUT_MODE
#undef TEXT_BOOL
#endif // IMGUI_WIDGET_DEBUG
#undef IMGUI_WIDGET_LOG