mirror of
https://github.com/kevinporetti/UnrealImGui.git
synced 2025-01-18 16:30:32 +00:00
413b4f407a
- Upgraded ImGui framework to 1.61 WIP, which adds a few improvements to context management. - Removed from plugin implementation all the references to default ImGui context. - Removed from ImGui Context Proxy destructor code switching to default ImGui context (there is no default context and decision is left for a higher level manager when to switch and to what context). - Added own font atlas that is shared by all contexts and used explicitly to create Slate resources. - Removed from ImGui Context Proxy workaround that was previously needed for copying cursor data to dynamically created contexts. - Removed explicit saving of context settings before its destruction as this is now handled in ImGui::DestroyContext(). - Reimplemented ImGuiImplementation::GetCursorData() to use new interface.
113 lines
3.4 KiB
C++
113 lines
3.4 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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#include "ImGuiDemo.h"
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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) : 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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void Tick(float DeltaSeconds);
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private:
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#if WITH_EDITOR
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struct FContextData
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{
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FContextData(const FString& ContextName, int32 ContextIndex, FSimpleMulticastDelegate& SharedDrawEvent, ImFontAtlas& FontAtlas, FImGuiDemo& Demo, int32 InPIEInstance = -1)
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: PIEInstance(InPIEInstance)
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, ContextProxy(ContextName, &SharedDrawEvent, &FontAtlas)
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{
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ContextProxy.OnDraw().AddLambda([&Demo, ContextIndex]() { Demo.DrawControls(ContextIndex); });
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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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FImGuiContextProxy ContextProxy;
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};
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#else
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struct FContextData
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{
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FContextData(const FString& ContextName, int32 ContextIndex, FSimpleMulticastDelegate& SharedDrawEvent, ImFontAtlas& FontAtlas, FImGuiDemo& Demo)
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: ContextProxy(ContextName, &SharedDrawEvent, &FontAtlas)
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{
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ContextProxy.OnDraw().AddLambda([&Demo, ContextIndex]() { Demo.DrawControls(ContextIndex); });
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}
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FORCEINLINE bool CanTick() const { return true; }
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FImGuiContextProxy ContextProxy;
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};
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#endif // WITH_EDITOR
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void OnWorldTickStart(ELevelTick TickType, float DeltaSeconds);
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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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FImGuiDemo ImGuiDemo;
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FSimpleMulticastDelegate DrawMultiContextEvent;
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ImFontAtlas FontAtlas;
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};
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