mirror of
https://github.com/kevinporetti/UnrealImGui.git
synced 2025-01-18 16:30:32 +00:00
09572a8ef9
- Divided ImGui settings into UImGuiSettings persistent object and FImGuiModuleSettings proxy that provides interface for other classes and handles delayed loading of UImGuiSettings. - Removed from FImGuiModuleProperties and FImGuiModuleCommands direct dependencies on UImGuiSettings. - Simplified FImGuiModuleProperties making it more robust when moving data after hot-reloading. - Inverted binding logic by injecting FImGuiModuleProperties and FImGuiModuleCommands into FImGuiModuleSettings and letting it take care of synchronization. Dependencies are setup by module manager. - Added to module manager FImGuiModuleSettings and interface to access it. - Cleaned interface of FImGuiInputHandlerFactory and removed direct dependency on settings.
24 lines
786 B
C
24 lines
786 B
C
// Distributed under the MIT License (MIT) (see accompanying LICENSE file)
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// Module-wide macros
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#include "VersionCompatibility.h"
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#include "ImGuiModuleDebug.h"
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// Module
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#include "ImGuiModule.h"
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// Engine
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#include <Core.h>
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#include <Engine.h>
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// For backward compatibility we will use FStringClassReference which in newer engine versions is a typedef for
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// FSoftClassPath. Include right soft class reference header to avoid warnings in newer engine version.
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#if ENGINE_COMPATIBILITY_LEGACY_STRING_CLASS_REF
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#include <StringClassReference.h>
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#else
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#include <UObject/SoftObjectPath.h>
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#endif
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// You should place include statements to your module's private header files here. You only need to
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// add includes for headers that are used in most of your module's source files though.
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