UnrealImGui/Source/ImGui/Private/ImGuiDelegatesContainer.cpp
2020-08-26 22:31:30 +01:00

86 lines
2.1 KiB
C++

// Distributed under the MIT License (MIT) (see accompanying LICENSE file)
#include "ImGuiDelegatesContainer.h"
#include "ImGuiModule.h"
#include "Utilities/WorldContextIndex.h"
#if !WITH_EDITOR
//
// Non-editor version without container redirection
//
static FImGuiDelegatesContainer DelegatesContainer;
FImGuiDelegatesContainer& FImGuiDelegatesContainer::Get()
{
return DelegatesContainer;
}
#endif // !WITH_EDITOR
#if WITH_EDITOR
//
// Editor version supporting container redirection needed for hot-reloading
//
#include "Utilities/RedirectingHandle.h"
// Redirecting handle which will always bind to a container from the currently loaded module.
struct FImGuiDelegatesContainerHandle : Utilities::TRedirectingHandle<FImGuiDelegatesContainer>
{
FImGuiDelegatesContainerHandle(FImGuiDelegatesContainer& InDefaultContainer)
: Utilities::TRedirectingHandle<FImGuiDelegatesContainer>(InDefaultContainer)
{
if (FImGuiModule* Module = FModuleManager::GetModulePtr<FImGuiModule>("ImGui"))
{
SetParent(&Module->GetDelegatesContainerHandle());
}
}
};
static FImGuiDelegatesContainer DelegatesContainer;
static FImGuiDelegatesContainerHandle DelegatesHandle(DelegatesContainer);
FImGuiDelegatesContainer& FImGuiDelegatesContainer::Get()
{
return GetHandle().Get();
}
FImGuiDelegatesContainerHandle& FImGuiDelegatesContainer::GetHandle()
{
return DelegatesHandle;
}
void FImGuiDelegatesContainer::MoveContainer(FImGuiDelegatesContainerHandle& OtherContainerHandle)
{
// Only move data if pointer points to default instance, otherwise our data has already been moved and we only
// keep pointer to a more recent version.
if (GetHandle().IsDefault())
{
OtherContainerHandle.Get() = MoveTemp(GetHandle().Get());
GetHandle().Get().Clear();
}
// Update pointer to the most recent version.
GetHandle().SetParent(&OtherContainerHandle);
}
#endif // WITH_EDITOR
int32 FImGuiDelegatesContainer::GetContextIndex(UWorld* World)
{
return Utilities::GetWorldContextIndex(*World);
}
void FImGuiDelegatesContainer::Clear()
{
WorldEarlyDebugDelegates.Empty();
WorldDebugDelegates.Empty();
MultiContextEarlyDebugDelegate.Clear();
MultiContextDebugDelegate.Clear();
}