mirror of
https://github.com/kevinporetti/UnrealImGui.git
synced 2025-01-18 16:30:32 +00:00
5e4b7084de
Merged 4 commits fixing build errors when compiling this as an engine plugin: - Changed include directives to use full paths (ex. <ICursor.h> -> <GenericPlatform/ICursor.h>). - Added categories to FImGuiKeyInfo properties (required for all blueprint exposed types in engine plugins). - Added explicit configuration of PCHUsage (without that it is assumed to be UseExplicitOrSharedPCHs in engine plugins and UseSharedPCHs in game ones) - amended to work also in the older engine versions.
175 lines
6.6 KiB
C++
175 lines
6.6 KiB
C++
// Distributed under the MIT License (MIT) (see accompanying LICENSE file)
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#pragma once
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#include "ImGuiDelegates.h"
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#include "ImGuiModuleProperties.h"
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#include "ImGuiTextureHandle.h"
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#include <Modules/ModuleManager.h>
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class FImGuiModule : public IModuleInterface
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{
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public:
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/**
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* Singleton-like access to this module's interface. This is just for convenience!
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* Beware of calling this during the shutdown phase, though. Your module might have been unloaded already.
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*
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* @return Returns singleton instance, loading the module on demand if needed
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*/
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static inline FImGuiModule& Get()
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{
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return FModuleManager::LoadModuleChecked<FImGuiModule>("ImGui");
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}
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/**
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* Checks to see if this module is loaded and ready. It is only valid to call Get() if IsAvailable() returns true.
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*
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* @return True if the module is loaded and ready to use
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*/
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static inline bool IsAvailable()
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{
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return FModuleManager::Get().IsModuleLoaded("ImGui");
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}
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#if IMGUI_WITH_OBSOLETE_DELEGATES
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#if WITH_EDITOR
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/**
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* Add a delegate called at the end of editor debug frame to draw debug controls in its ImGui context, creating
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* that context on demand.
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*
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* @param Delegate - Delegate that we want to add (@see FImGuiDelegate::Create...)
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* @returns Returns handle that can be used to remove delegate (@see RemoveImGuiDelegate)
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*/
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virtual FImGuiDelegateHandle AddEditorImGuiDelegate(const FImGuiDelegate& Delegate);
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#endif
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/**
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* Add a delegate called at the end of current world debug frame to draw debug controls in its ImGui context,
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* creating that context on demand.
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* This function will throw if called outside of a world context (i.e. current world cannot be found).
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*
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* @param Delegate - Delegate that we want to add (@see FImGuiDelegate::Create...)
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* @returns Returns handle that can be used to remove delegate (@see RemoveImGuiDelegate)
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*/
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virtual FImGuiDelegateHandle AddWorldImGuiDelegate(const FImGuiDelegate& Delegate);
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/**
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* Add shared delegate called for each ImGui context at the end of debug frame, after calling context specific
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* delegate. This delegate will be used for any ImGui context, created before or after it is registered.
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*
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* @param Delegate - Delegate that we want to add (@see FImGuiDelegate::Create...)
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* @returns Returns handle that can be used to remove delegate (@see RemoveImGuiDelegate)
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*/
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virtual FImGuiDelegateHandle AddMultiContextImGuiDelegate(const FImGuiDelegate& Delegate);
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/**
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* Remove delegate added with any version of Add...ImGuiDelegate
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*
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* @param Handle - Delegate handle that was returned by adding function
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*/
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virtual void RemoveImGuiDelegate(const FImGuiDelegateHandle& Handle);
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#endif // #if IMGUI_WITH_OBSOLETE_DELEGATES
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/**
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* If it exists, get a handle to the texture with given resource name.
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*
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* @param Name - Resource name of a texture to find
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* @returns Handle to a registered texture or invalid handle if resources could not be found or were not valid
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*/
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virtual FImGuiTextureHandle FindTextureHandle(const FName& Name);
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/**
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* Register texture and create its Slate resources. If texture with that name already exists then it may be updated
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* or if bMakeUnique is true, exception will be thrown. Throws exception, if name argument is NAME_None or texture
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* is null.
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*
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* Note, that updating texture resources doesn't invalidate already existing handles and returned handle will have
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* the same value.
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*
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* @param Name - Resource name for the texture that needs to be registered or updated
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* @param Texture - Texture for which we want to create or update Slate resources
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* @param bMakeUnique - If false then existing resources are updated/overwritten (default). If true, then stricter
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* policy is applied and if resource with that name exists then exception is thrown.
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* @returns Handle to the texture resources, which can be used to release allocated resources and as an argument to
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* relevant ImGui functions
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*/
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virtual FImGuiTextureHandle RegisterTexture(const FName& Name, class UTexture2D* Texture, bool bMakeUnique = false);
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/**
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* Unregister texture and release its Slate resources. If handle is null or not valid, this function fails silently
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* (for definition of 'valid' look @ FImGuiTextureHandle).
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*
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* @returns ImGui Texture Handle to texture that needs to be unregistered
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*/
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virtual void ReleaseTexture(const FImGuiTextureHandle& Handle);
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/**
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* Get ImGui module properties.
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*
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* @returns Reference to an instance of ImGui module properties that allows to read and/or modify module state.
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*/
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virtual FImGuiModuleProperties& GetProperties();
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virtual const FImGuiModuleProperties& GetProperties() const;
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/**
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* DEPRECIATED: Please use GetProperties() as this function is scheduled for removal.
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* Check whether Input Mode is enabled (tests ImGui.InputEnabled console variable).
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*
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* @returns True, if Input Mode is enabled (ImGui.InputEnabled != 0) and false otherwise.
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*/
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virtual bool IsInputMode() const;
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/**
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* DEPRECIATED: Please use GetProperties() as this function is scheduled for removal.
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* Set Input Mode state (sets ImGui.InputEnabled console variable, so it can be used together with a console).
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*
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* @param bEnabled - Whether Input Mode should be enabled (ImGui.InputEnabled = 1) or not (ImGui.InputEnabled = 0).
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*/
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virtual void SetInputMode(bool bEnabled);
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/**
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* DEPRECIATED: Please use GetProperties() as this function is scheduled for removal.
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* Toggle Input Mode state (changes ImGui.InputEnabled console variable).
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*/
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virtual void ToggleInputMode();
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/**
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* DEPRECIATED: Please use GetProperties() as this function is scheduled for removal.
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* Check whether ImGui Demo is shown (tests ImGui.ShowDemo console variable).
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*
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* @returns True, if demo is shown (ImGui.ShowDemo != 0) and false otherwise.
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*/
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virtual bool IsShowingDemo() const;
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/**
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* DEPRECIATED: Please use GetProperties() as this function is scheduled for removal.
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* Set whether to show ImGui Demo (sets ImGui.ShowDemo console variable, so it can be used together with a console).
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*
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* @param bShow - Whether to show ImGui Demo (ImGui.ShowDemo = 1) or not (ImGui.ShowDemo = 0).
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*/
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virtual void SetShowDemo(bool bShow);
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/**
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* DEPRECIATED: Please use GetProperties() as this function is scheduled for removal.
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* Toggle ImGui Demo (changes ImGui.ShowDemo console variable).
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*/
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virtual void ToggleShowDemo();
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/** IModuleInterface implementation */
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virtual void StartupModule() override;
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virtual void ShutdownModule() override;
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private:
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#if WITH_EDITOR
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virtual void SetProperties(const FImGuiModuleProperties& Properties);
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virtual struct ImGuiContext** GetImGuiContextHandle();
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virtual struct FImGuiDelegatesContainer& GetDelegatesContainer();
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#endif
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};
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