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https://github.com/kevinporetti/UnrealImGui.git
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90 lines
3.1 KiB
C++
90 lines
3.1 KiB
C++
// Distributed under the MIT License (MIT) (see accompanying LICENSE file)
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#pragma once
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#include "TextureManager.h"
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#include <imgui.h>
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class FImGuiInputState;
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// Utilities to help standardise operations between Unreal and ImGui.
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namespace ImGuiInterops
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{
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//====================================================================================================
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// ImGui Types
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//====================================================================================================
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namespace ImGuiTypes
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{
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using FMouseButtonsArray = decltype(ImGuiIO::MouseDown);
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using FKeysArray = decltype(ImGuiIO::KeysDown);
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using FInputCharactersBuffer = decltype(ImGuiIO::InputCharacters);
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using FKeyMap = decltype(ImGuiIO::KeyMap);
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}
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//====================================================================================================
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// Input Mapping
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//====================================================================================================
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// Set in ImGui IO mapping to recognize indices generated from Unreal input events.
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void SetUnrealKeyMap(ImGuiIO& IO);
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// Map FKey to index in keys buffer.
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uint32 GetKeyIndex(const FKey& Key);
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// Map key event to index in keys buffer.
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uint32 GetKeyIndex(const FKeyEvent& KeyEvent) { return KeyEvent.GetKeyCode(); }
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// Map mouse FKey to index in mouse buttons buffer.
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uint32 GetMouseIndex(const FKey& MouseButton);
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// Map pointer event to index in mouse buttons buffer.
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uint32 GetMouseIndex(const FPointerEvent& MouseEvent) { return GetMouseIndex(MouseEvent.GetEffectingButton()); }
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//====================================================================================================
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// Input State Copying
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//====================================================================================================
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// Copy input to ImGui IO.
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// @param IO - Target ImGui IO
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// @param InputState - Input state to copy
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void CopyInput(ImGuiIO& IO, const FImGuiInputState& InputState);
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//====================================================================================================
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// Conversions
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//====================================================================================================
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// Convert from ImGui packed color to FColor.
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FORCEINLINE FColor UnpackImU32Color(ImU32 Color)
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{
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// We use IM_COL32_R/G/B/A_SHIFT macros to support different ImGui configurations.
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return FColor{ (uint8)((Color >> IM_COL32_R_SHIFT) & 0xFF), (uint8)((Color >> IM_COL32_G_SHIFT) & 0xFF),
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(uint8)((Color >> IM_COL32_B_SHIFT) & 0xFF), (uint8)((Color >> IM_COL32_A_SHIFT) & 0xFF) };
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}
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// Convert from ImVec4 rectangle to FSlateRect.
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FORCEINLINE FSlateRect ToSlateRect(const ImVec4& ImGuiRect)
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{
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return FSlateRect{ ImGuiRect.x, ImGuiRect.y, ImGuiRect.z, ImGuiRect.w };
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}
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// Convert from ImGui Texture Id to Texture Index that we use for texture resources.
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FORCEINLINE TextureIndex ToTextureIndex(ImTextureID Index)
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{
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return static_cast<TextureIndex>(reinterpret_cast<intptr_t>(Index));
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}
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// Convert from Texture Index to ImGui Texture Id that we pass to ImGui.
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FORCEINLINE ImTextureID ToImTextureID(TextureIndex Index)
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{
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return reinterpret_cast<ImTextureID>(static_cast<intptr_t>(Index));
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}
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}
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