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https://github.com/kevinporetti/UnrealImGui.git
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99 lines
3.5 KiB
C++
99 lines
3.5 KiB
C++
// Distributed under the MIT License (MIT) (see accompanying LICENSE file)
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#pragma once
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struct ImFontConfig;
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/** Properties that define state of the ImGui module. */
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class IMGUI_API FImGuiModuleProperties
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{
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public:
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/** Check whether input is enabled. */
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bool IsInputEnabled() const { return bInputEnabled; }
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/** Enable or disable ImGui input. */
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void SetInputEnabled(bool bEnabled) { bInputEnabled = bEnabled; }
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/** Toggle ImGui input. */
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void ToggleInput() { SetInputEnabled(!IsInputEnabled()); }
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/** Check whether keyboard navigation is enabled. */
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bool IsKeyboardNavigationEnabled() const { return bKeyboardNavigationEnabled; }
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/** Enable or disable keyboard navigation. */
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void SetKeyboardNavigationEnabled(bool bEnabled) { bKeyboardNavigationEnabled = bEnabled; }
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/** Toggle keyboard navigation. */
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void ToggleKeyboardNavigation() { SetKeyboardNavigationEnabled(!IsKeyboardNavigationEnabled()); }
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/** Check whether gamepad navigation is enabled. */
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bool IsGamepadNavigationEnabled() const { return bGamepadNavigationEnabled; }
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/** Enable or disable gamepad navigation. */
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void SetGamepadNavigationEnabled(bool bEnabled) { bGamepadNavigationEnabled = bEnabled; }
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/** Toggle gamepad navigation. */
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void ToggleGamepadNavigation() { SetGamepadNavigationEnabled(!IsGamepadNavigationEnabled()); }
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/** Check whether keyboard input is shared with game. */
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bool IsKeyboardInputShared() const { return bKeyboardInputShared; }
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/** Set whether keyboard input should be shared with game. */
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void SetKeyboardInputShared(bool bShared) { bKeyboardInputShared = bShared; }
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/** Toggle whether keyboard input should be shared with game. */
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void ToggleKeyboardInputSharing() { SetKeyboardInputShared(!IsKeyboardInputShared()); }
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/** Check whether gamepad input is shared with game. */
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bool IsGamepadInputShared() const { return bGamepadInputShared; }
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/** Set whether gamepad input should be shared with game. */
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void SetGamepadInputShared(bool bShared) { bGamepadInputShared = bShared; }
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/** Toggle whether gamepad input should be shared with game. */
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void ToggleGamepadInputSharing() { SetGamepadInputShared(!IsGamepadInputShared()); }
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/** Check whether mouse input is shared with game. */
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bool IsMouseInputShared() const { return bMouseInputShared; }
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/** Set whether mouse input should be shared with game. */
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void SetMouseInputShared(bool bShared) { bMouseInputShared = bShared; }
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/** Toggle whether mouse input should be shared with game. */
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void ToggleMouseInputSharing() { SetMouseInputShared(!IsMouseInputShared()); }
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/** Check whether ImGui demo is visible. */
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bool ShowDemo() const { return bShowDemo; }
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/** Show or hide ImGui demo. */
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void SetShowDemo(bool bShow) { bShowDemo = bShow; }
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/** Toggle ImGui demo. */
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void ToggleDemo() { SetShowDemo(!ShowDemo()); }
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/** Adds a new font to initialize */
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void AddCustomFont(FName FontName, TSharedPtr<ImFontConfig> Font) { CustomFonts.Emplace(FontName, Font); }
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/** Removes a font from the custom font list */
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void RemoveCustomFont(FName FontName) { CustomFonts.Remove(FontName); }
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/** Gets the map of registered custom fonts */
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TMap<FName, TSharedPtr<ImFontConfig>>& GetCustomFonts() { return CustomFonts; }
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private:
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bool bInputEnabled = false;
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bool bKeyboardNavigationEnabled = false;
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bool bGamepadNavigationEnabled = false;
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bool bKeyboardInputShared = false;
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bool bGamepadInputShared = false;
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bool bMouseInputShared = false;
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bool bShowDemo = false;
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TMap<FName, TSharedPtr<ImFontConfig>> CustomFonts;
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};
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