mirror of
https://github.com/kevinporetti/UnrealImGui.git
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161 lines
5.3 KiB
C++
161 lines
5.3 KiB
C++
// Distributed under the MIT License (MIT) (see accompanying LICENSE file)
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#pragma once
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#include "ImGuiModuleDebug.h"
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#include "ImGuiModuleSettings.h"
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#include <Rendering/RenderingCommon.h>
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#include <UObject/WeakObjectPtr.h>
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#include <Widgets/DeclarativeSyntaxSupport.h>
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#include <Widgets/SCompoundWidget.h>
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// Hide ImGui Widget debug in non-developer mode.
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#define IMGUI_WIDGET_DEBUG IMGUI_MODULE_DEVELOPER
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class FImGuiModuleManager;
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class SImGuiCanvasControl;
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class UImGuiInputHandler;
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class UGameViewportClient;
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class ULocalPlayer;
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// Slate widget for rendering ImGui output and storing Slate inputs.
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class SImGuiWidget : public SCompoundWidget
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{
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typedef SCompoundWidget Super;
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public:
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SLATE_BEGIN_ARGS(SImGuiWidget)
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{}
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SLATE_ARGUMENT(FImGuiModuleManager*, ModuleManager)
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SLATE_ARGUMENT(UGameViewportClient*, GameViewport)
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SLATE_ARGUMENT(int32, ContextIndex)
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SLATE_END_ARGS()
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void Construct(const FArguments& InArgs);
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~SImGuiWidget();
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// Get index of the context that this widget is targeting.
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int32 GetContextIndex() const { return ContextIndex; }
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//----------------------------------------------------------------------------------------------------
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// SWidget overrides
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//----------------------------------------------------------------------------------------------------
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virtual void Tick(const FGeometry& AllottedGeometry, const double InCurrentTime, const float InDeltaTime) override;
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virtual bool SupportsKeyboardFocus() const override { return bInputEnabled && !IsConsoleOpened(); }
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virtual FReply OnKeyChar(const FGeometry& MyGeometry, const FCharacterEvent& CharacterEvent) override;
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virtual FReply OnKeyDown(const FGeometry& MyGeometry, const FKeyEvent& KeyEvent) override;
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virtual FReply OnKeyUp(const FGeometry& MyGeometry, const FKeyEvent& KeyEvent) override;
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virtual FReply OnAnalogValueChanged(const FGeometry& MyGeometry, const FAnalogInputEvent& AnalogInputEvent) override;
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virtual FReply OnMouseButtonDown(const FGeometry& MyGeometry, const FPointerEvent& MouseEvent) override;
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virtual FReply OnMouseButtonDoubleClick(const FGeometry& MyGeometry, const FPointerEvent& MouseEvent) override;
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virtual FReply OnMouseButtonUp(const FGeometry& MyGeometry, const FPointerEvent& MouseEvent) override;
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virtual FReply OnMouseWheel(const FGeometry& MyGeometry, const FPointerEvent& MouseEvent) override;
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virtual FReply OnMouseMove(const FGeometry& MyGeometry, const FPointerEvent& MouseEvent) override;
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virtual FReply OnFocusReceived(const FGeometry& MyGeometry, const FFocusEvent& FocusEvent) override;
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virtual void OnFocusLost(const FFocusEvent& FocusEvent) override;
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virtual void OnMouseEnter(const FGeometry& MyGeometry, const FPointerEvent& MouseEvent) override;
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virtual void OnMouseLeave(const FPointerEvent& MouseEvent) override;
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virtual FReply OnTouchStarted(const FGeometry& MyGeometry, const FPointerEvent& TouchEvent) override;
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virtual FReply OnTouchMoved(const FGeometry& MyGeometry, const FPointerEvent& TouchEvent) override;
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virtual FReply OnTouchEnded(const FGeometry& MyGeometry, const FPointerEvent& TouchEvent) override;
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private:
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void CreateInputHandler(const FSoftClassPath& HandlerClassReference);
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void ReleaseInputHandler();
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void RegisterImGuiSettingsDelegates();
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void UnregisterImGuiSettingsDelegates();
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void SetHideMouseCursor(bool bHide);
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bool IsConsoleOpened() const;
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// Update visibility based on input state.
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void UpdateVisibility();
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// Update cursor based on input state.
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void UpdateMouseCursor();
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ULocalPlayer* GetLocalPlayer() const;
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void TakeFocus();
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void ReturnFocus();
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// Update input state.
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void UpdateInputState();
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void UpdateTransparentMouseInput(const FGeometry& AllottedGeometry);
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void HandleWindowFocusLost();
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void SetDPIScale(const FImGuiDPIScaleInfo& ScaleInfo);
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void SetCanvasSizeInfo(const FImGuiCanvasSizeInfo& CanvasSizeInfo);
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void UpdateCanvasSize();
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void UpdateCanvasControlMode(const FInputEvent& InputEvent);
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void OnPostImGuiUpdate();
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FVector2D TransformScreenPointToImGui(const FGeometry& MyGeometry, const FVector2D& Point) const;
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virtual int32 OnPaint(const FPaintArgs& Args, const FGeometry& AllottedGeometry, const FSlateRect& MyClippingRect, FSlateWindowElementList& OutDrawElements, int32 LayerId, const FWidgetStyle& WidgetStyle, bool bParentEnabled) const override;
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virtual FVector2D ComputeDesiredSize(float) const override;
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void SetImGuiTransform(const FSlateRenderTransform& Transform) { ImGuiTransform = Transform; }
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#if IMGUI_WIDGET_DEBUG
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void OnDebugDraw();
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#endif // IMGUI_WIDGET_DEBUG
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FImGuiModuleManager* ModuleManager = nullptr;
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TWeakObjectPtr<UGameViewportClient> GameViewport;
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TWeakObjectPtr<UImGuiInputHandler> InputHandler;
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FSlateRenderTransform ImGuiTransform;
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FSlateRenderTransform ImGuiRenderTransform;
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mutable TArray<FSlateVertex> VertexBuffer;
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mutable TArray<SlateIndex> IndexBuffer;
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int32 ContextIndex = 0;
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FVector2D MinCanvasSize = FVector2D::ZeroVector;
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FVector2D CanvasSize = FVector2D::ZeroVector;
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float DPIScale = 1.f;
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bool bInputEnabled = false;
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bool bForegroundWindow = false;
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bool bHideMouseCursor = true;
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bool bTransparentMouseInput = false;
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bool bAdaptiveCanvasSize = false;
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bool bUpdateCanvasSize = false;
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bool bCanvasControlEnabled = false;
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TSharedPtr<SImGuiCanvasControl> CanvasControlWidget;
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TWeakPtr<SWidget> PreviousUserFocusedWidget;
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};
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