mirror of
https://github.com/kevinporetti/UnrealImGui.git
synced 2025-01-18 16:30:32 +00:00
1a6aa98f51
- Added to ImGui Context Proxy a name that is mapped to ini file set in ImGui context. - ImGui Context Manager generates unique context names from world type and context index. - Refactored ImGui Context Manager to have a cleaner separation between editor and non-editor bits. - Fixed context update rules in ImGui Context Manager. - Changed widgets management in ImGui Module Manager to allow automatic garbage collection after viewports are closed and manual removal when module is shutting down. - ImGui Widgets are in full control of communication with context proxies. - Added basic world context utilities. - Refactored world context index utilities and replaced ambiguous 'default context index' with 'editor' and 'game' ones.
145 lines
3.5 KiB
C++
145 lines
3.5 KiB
C++
// Distributed under the MIT License (MIT) (see accompanying LICENSE file)
|
|
|
|
#include "ImGuiPrivatePCH.h"
|
|
|
|
#include "ImGuiContextManager.h"
|
|
|
|
#include "ImGuiImplementation.h"
|
|
#include "Utilities/WorldContext.h"
|
|
#include "Utilities/WorldContextIndex.h"
|
|
|
|
#include <imgui.h>
|
|
|
|
|
|
namespace
|
|
{
|
|
#if WITH_EDITOR
|
|
|
|
// Name for editor ImGui context.
|
|
FORCEINLINE FString GetEditorContextName()
|
|
{
|
|
return TEXT("Editor");
|
|
}
|
|
|
|
// Name for world ImGui context.
|
|
FORCEINLINE FString GetWorldContextName(const UWorld& World)
|
|
{
|
|
using namespace Utilities;
|
|
|
|
const FWorldContext* WorldContext = GetWorldContext(World);
|
|
switch (WorldContext->WorldType)
|
|
{
|
|
case EWorldType::PIE:
|
|
return FString::Printf(TEXT("PIEContext%d"), GetWorldContextIndex(*WorldContext));
|
|
case EWorldType::Game:
|
|
return TEXT("Game");
|
|
case EWorldType::Editor:
|
|
return TEXT("Editor");
|
|
default:
|
|
return TEXT("Other");
|
|
}
|
|
}
|
|
|
|
#else
|
|
|
|
FORCEINLINE FString GetWorldContextName()
|
|
{
|
|
return TEXT("Game");
|
|
}
|
|
|
|
FORCEINLINE FString GetWorldContextName(const UWorld&)
|
|
{
|
|
return TEXT("Game");
|
|
}
|
|
|
|
#endif // WITH_EDITOR
|
|
}
|
|
|
|
FImGuiContextManager::~FImGuiContextManager()
|
|
{
|
|
Contexts.Empty();
|
|
ImGui::Shutdown();
|
|
}
|
|
|
|
void FImGuiContextManager::Tick(float DeltaSeconds)
|
|
{
|
|
// In editor, worlds can get invalid. We could remove corresponding entries, but that would mean resetting ImGui
|
|
// context every time when PIE session is restarted. Instead we freeze contexts until their worlds are re-created.
|
|
|
|
for (auto& Pair : Contexts)
|
|
{
|
|
auto& ContextData = Pair.Value;
|
|
if (ContextData.CanTick())
|
|
{
|
|
ContextData.ContextProxy.SetAsCurrent();
|
|
ContextData.ContextProxy.Tick(DeltaSeconds);
|
|
}
|
|
}
|
|
}
|
|
|
|
#if WITH_EDITOR
|
|
FImGuiContextManager::FContextData& FImGuiContextManager::GetEditorContextData()
|
|
{
|
|
FContextData* Data = Contexts.Find(Utilities::EDITOR_CONTEXT_INDEX);
|
|
|
|
if (UNLIKELY(!Data))
|
|
{
|
|
Data = &Contexts.Emplace(Utilities::EDITOR_CONTEXT_INDEX, FContextData{ GetEditorContextName(), ImGuiDemo });
|
|
}
|
|
|
|
return *Data;
|
|
}
|
|
#endif // WITH_EDITOR
|
|
|
|
#if !WITH_EDITOR
|
|
FImGuiContextManager::FContextData& FImGuiContextManager::GetStandaloneWorldContextData()
|
|
{
|
|
FContextData* Data = Contexts.Find(Utilities::STANDALONE_GAME_CONTEXT_INDEX);
|
|
|
|
if (UNLIKELY(!Data))
|
|
{
|
|
Data = &Contexts.Emplace(Utilities::STANDALONE_GAME_CONTEXT_INDEX, FContextData{ GetWorldContextName(), ImGuiDemo });
|
|
}
|
|
|
|
return *Data;
|
|
}
|
|
#endif // !WITH_EDITOR
|
|
|
|
FImGuiContextManager::FContextData& FImGuiContextManager::GetWorldContextData(const UWorld& World)
|
|
{
|
|
using namespace Utilities;
|
|
|
|
const FWorldContext* WorldContext = GetWorldContext(World);
|
|
const int32 Index = GetWorldContextIndex(*WorldContext);
|
|
|
|
checkf(Index != Utilities::INVALID_CONTEXT_INDEX, TEXT("Couldn't find context index for world %s: WorldType = %d"),
|
|
*World.GetName(), World.WorldType);
|
|
|
|
#if WITH_EDITOR
|
|
checkf(!GEngine->IsEditor() || Index != Utilities::EDITOR_CONTEXT_INDEX,
|
|
TEXT("Context index %d is reserved for editor and cannot be used for world %s: WorldType = %d, NetMode = %d"),
|
|
Index, *World.GetName(), World.WorldType, World.GetNetMode());
|
|
#endif
|
|
|
|
FContextData* Data = Contexts.Find(Index);
|
|
|
|
#if WITH_EDITOR
|
|
if (UNLIKELY(!Data))
|
|
{
|
|
Data = &Contexts.Emplace(Index, FContextData{ GetWorldContextName(World), ImGuiDemo, WorldContext->PIEInstance });
|
|
}
|
|
else
|
|
{
|
|
// Because we allow (for the sake of continuity) to map different PIE instances to the same index.
|
|
Data->PIEInstance = WorldContext->PIEInstance;
|
|
}
|
|
#else
|
|
if (UNLIKELY(!Data))
|
|
{
|
|
Data = &Contexts.Emplace(Index, FContextData{ GetWorldContextName(World), ImGuiDemo });
|
|
}
|
|
#endif
|
|
|
|
return *Data;
|
|
}
|