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