UnrealImGui/Source/ImGui/Private/ImGuiContextManager.h
2020-01-27 21:51:42 +00:00

110 lines
3.8 KiB
C++

// Distributed under the MIT License (MIT) (see accompanying LICENSE file)
#pragma once
#include "ImGuiContextProxy.h"
// TODO: It might be useful to broadcast FContextProxyCreatedDelegate to users, to support similar cases to our ImGui
// demo, but we would need to remove from that interface internal classes.
// Delegate called when new context proxy is created.
// @param ContextIndex - Index for that world
// @param ContextProxy - Created context proxy
DECLARE_MULTICAST_DELEGATE_TwoParams(FContextProxyCreatedDelegate, int32, FImGuiContextProxy&);
// Manages ImGui context proxies.
class FImGuiContextManager
{
public:
FImGuiContextManager();
FImGuiContextManager(const FImGuiContextManager&) = delete;
FImGuiContextManager& operator=(const FImGuiContextManager&) = delete;
FImGuiContextManager(FImGuiContextManager&&) = delete;
FImGuiContextManager& operator=(FImGuiContextManager&&) = delete;
~FImGuiContextManager();
ImFontAtlas& GetFontAtlas() { return FontAtlas; }
const ImFontAtlas& GetFontAtlas() const { return FontAtlas; }
#if WITH_EDITOR
// Get or create editor ImGui context proxy.
FORCEINLINE FImGuiContextProxy& GetEditorContextProxy() { return *GetEditorContextData().ContextProxy; }
#endif
#if !WITH_EDITOR
// Get or create standalone game ImGui context proxy.
FORCEINLINE FImGuiContextProxy& GetWorldContextProxy() { return *GetStandaloneWorldContextData().ContextProxy; }
#endif
// Get or create ImGui context proxy for given world.
FORCEINLINE FImGuiContextProxy& GetWorldContextProxy(const UWorld& World) { return *GetWorldContextData(World).ContextProxy; }
// Get or create ImGui context proxy for given world. Additionally get context index for that proxy.
FORCEINLINE FImGuiContextProxy& GetWorldContextProxy(const UWorld& World, int32& OutContextIndex) { return *GetWorldContextData(World, &OutContextIndex).ContextProxy; }
// Get context proxy by index, or null if context with that index doesn't exist.
FORCEINLINE FImGuiContextProxy* GetContextProxy(int32 ContextIndex)
{
FContextData* Data = Contexts.Find(ContextIndex);
return Data ? Data->ContextProxy.Get() : nullptr;
}
// Delegate called for all contexts in manager, right after calling context specific draw event. Allows listeners
// draw the same content to multiple contexts.
FSimpleMulticastDelegate& OnDrawMultiContext() { return DrawMultiContextEvent; }
// Delegate called when new context proxy is created.
FContextProxyCreatedDelegate& OnContextProxyCreated() { return ContextProxyCreatedEvent; }
void Tick(float DeltaSeconds);
private:
struct FContextData
{
FContextData(const FString& ContextName, int32 ContextIndex, FSimpleMulticastDelegate& SharedDrawEvent, ImFontAtlas& FontAtlas, int32 InPIEInstance = -1)
: PIEInstance(InPIEInstance)
, ContextProxy(new FImGuiContextProxy(ContextName, ContextIndex, &SharedDrawEvent, &FontAtlas))
{
}
FORCEINLINE bool CanTick() const { return PIEInstance < 0 || GEngine->GetWorldContextFromPIEInstance(PIEInstance); }
int32 PIEInstance = -1;
TUniquePtr<FImGuiContextProxy> ContextProxy;
};
#if ENGINE_COMPATIBILITY_LEGACY_WORLD_ACTOR_TICK
void OnWorldTickStart(ELevelTick TickType, float DeltaSeconds);
#endif
void OnWorldTickStart(UWorld* World, ELevelTick TickType, float DeltaSeconds);
#if ENGINE_COMPATIBILITY_WITH_WORLD_POST_ACTOR_TICK
void OnWorldPostActorTick(UWorld* World, ELevelTick TickType, float DeltaSeconds);
#endif
#if WITH_EDITOR
FContextData& GetEditorContextData();
#endif
#if !WITH_EDITOR
FContextData& GetStandaloneWorldContextData();
#endif
FContextData& GetWorldContextData(const UWorld& World, int32* OutContextIndex = nullptr);
TMap<int32, FContextData> Contexts;
FSimpleMulticastDelegate DrawMultiContextEvent;
FContextProxyCreatedDelegate ContextProxyCreatedEvent;
ImFontAtlas FontAtlas;
};