UnrealImGui/Source/ImGui/Private/Widgets/SImGuiWidget.h

161 lines
5.3 KiB
C++

// Distributed under the MIT License (MIT) (see accompanying LICENSE file)
#pragma once
#include "ImGuiModuleDebug.h"
#include "ImGuiModuleSettings.h"
#include <Rendering/RenderingCommon.h>
#include <UObject/WeakObjectPtr.h>
#include <Widgets/DeclarativeSyntaxSupport.h>
#include <Widgets/SCompoundWidget.h>
// Hide ImGui Widget debug in non-developer mode.
#define IMGUI_WIDGET_DEBUG IMGUI_MODULE_DEVELOPER
class FImGuiModuleManager;
class SImGuiCanvasControl;
class UImGuiInputHandler;
class UGameViewportClient;
class ULocalPlayer;
// Slate widget for rendering ImGui output and storing Slate inputs.
class SImGuiWidget : public SCompoundWidget
{
typedef SCompoundWidget Super;
public:
SLATE_BEGIN_ARGS(SImGuiWidget)
{}
SLATE_ARGUMENT(FImGuiModuleManager*, ModuleManager)
SLATE_ARGUMENT(UGameViewportClient*, GameViewport)
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; }
//----------------------------------------------------------------------------------------------------
// SWidget overrides
//----------------------------------------------------------------------------------------------------
virtual void Tick(const FGeometry& AllottedGeometry, const double InCurrentTime, const float InDeltaTime) override;
virtual bool SupportsKeyboardFocus() const override { return bInputEnabled && !IsConsoleOpened(); }
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 OnAnalogValueChanged(const FGeometry& MyGeometry, const FAnalogInputEvent& AnalogInputEvent) 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;
virtual FReply OnTouchStarted(const FGeometry& MyGeometry, const FPointerEvent& TouchEvent) override;
virtual FReply OnTouchMoved(const FGeometry& MyGeometry, const FPointerEvent& TouchEvent) override;
virtual FReply OnTouchEnded(const FGeometry& MyGeometry, const FPointerEvent& TouchEvent) override;
private:
void CreateInputHandler(const FSoftClassPath& HandlerClassReference);
void ReleaseInputHandler();
void RegisterImGuiSettingsDelegates();
void UnregisterImGuiSettingsDelegates();
void SetHideMouseCursor(bool bHide);
bool IsConsoleOpened() const;
// Update visibility based on input state.
void UpdateVisibility();
// Update cursor based on input state.
void UpdateMouseCursor();
ULocalPlayer* GetLocalPlayer() const;
void TakeFocus();
void ReturnFocus();
// Update input state.
void UpdateInputState();
void UpdateTransparentMouseInput(const FGeometry& AllottedGeometry);
void HandleWindowFocusLost();
void SetDPIScale(const FImGuiDPIScaleInfo& ScaleInfo);
void SetCanvasSizeInfo(const FImGuiCanvasSizeInfo& CanvasSizeInfo);
void UpdateCanvasSize();
void UpdateCanvasControlMode(const FInputEvent& InputEvent);
void OnPostImGuiUpdate();
FVector2D TransformScreenPointToImGui(const FGeometry& MyGeometry, const FVector2D& Point) const;
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 SetImGuiTransform(const FSlateRenderTransform& Transform) { ImGuiTransform = Transform; }
#if IMGUI_WIDGET_DEBUG
void OnDebugDraw();
#endif // IMGUI_WIDGET_DEBUG
FImGuiModuleManager* ModuleManager = nullptr;
TWeakObjectPtr<UGameViewportClient> GameViewport;
TWeakObjectPtr<UImGuiInputHandler> InputHandler;
FSlateRenderTransform ImGuiTransform;
FSlateRenderTransform ImGuiRenderTransform;
mutable TArray<FSlateVertex> VertexBuffer;
mutable TArray<SlateIndex> IndexBuffer;
int32 ContextIndex = 0;
FVector2D MinCanvasSize = FVector2D::ZeroVector;
FVector2D CanvasSize = FVector2D::ZeroVector;
float DPIScale = 1.f;
bool bInputEnabled = false;
bool bForegroundWindow = false;
bool bHideMouseCursor = true;
bool bTransparentMouseInput = false;
bool bAdaptiveCanvasSize = false;
bool bUpdateCanvasSize = false;
bool bCanvasControlEnabled = false;
TSharedPtr<SImGuiCanvasControl> CanvasControlWidget;
TWeakPtr<SWidget> PreviousUserFocusedWidget;
};