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.
131 lines
4.3 KiB
C++
131 lines
4.3 KiB
C++
// Distributed under the MIT License (MIT) (see accompanying LICENSE file)
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#pragma once
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#include "ImGuiInputState.h"
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#include <Widgets/SLeafWidget.h>
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class FImGuiModuleManager;
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// Slate widget for rendering ImGui output and storing Slate inputs.
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class SImGuiWidget : public SLeafWidget
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{
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typedef SLeafWidget Super;
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public:
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SLATE_BEGIN_ARGS(SImGuiWidget)
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{}
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SLATE_ARGUMENT(FImGuiModuleManager*, ModuleManager)
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SLATE_ARGUMENT(UGameViewportClient*, GameViewport)
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SLATE_ARGUMENT(int32, ContextIndex)
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SLATE_END_ARGS()
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void Construct(const FArguments& InArgs);
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~SImGuiWidget();
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// Get index of the context that this widget is targeting.
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int32 GetContextIndex() const { return ContextIndex; }
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// Get input state associated with this widget.
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const FImGuiInputState& GetInputState() const { return InputState; }
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// Get the game viewport to which this widget is attached.
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const TWeakObjectPtr<UGameViewportClient>& GetGameViewport() const { return GameViewport; }
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// Detach widget from viewport assigned during construction (effectively allowing to dispose this widget).
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void Detach();
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//----------------------------------------------------------------------------------------------------
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// SWidget overrides
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//----------------------------------------------------------------------------------------------------
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virtual void Tick(const FGeometry& AllottedGeometry, const double InCurrentTime, const float InDeltaTime) override;
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virtual bool SupportsKeyboardFocus() const override { return bInputEnabled; }
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virtual FReply OnKeyChar(const FGeometry& MyGeometry, const FCharacterEvent& CharacterEvent) override;
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virtual FReply OnKeyDown(const FGeometry& MyGeometry, const FKeyEvent& KeyEvent) override;
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virtual FReply OnKeyUp(const FGeometry& MyGeometry, const FKeyEvent& KeyEvent) override;
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virtual FReply OnMouseButtonDown(const FGeometry& MyGeometry, const FPointerEvent& MouseEvent) override;
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virtual FReply OnMouseButtonDoubleClick(const FGeometry& MyGeometry, const FPointerEvent& MouseEvent) override;
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virtual FReply OnMouseButtonUp(const FGeometry& MyGeometry, const FPointerEvent& MouseEvent) override;
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virtual FReply OnMouseWheel(const FGeometry& MyGeometry, const FPointerEvent& MouseEvent) override;
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virtual FReply OnMouseMove(const FGeometry& MyGeometry, const FPointerEvent& MouseEvent) override;
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virtual FReply OnFocusReceived(const FGeometry& MyGeometry, const FFocusEvent& FocusEvent) override;
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virtual void OnFocusLost(const FFocusEvent& FocusEvent) override;
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virtual void OnMouseEnter(const FGeometry& MyGeometry, const FPointerEvent& MouseEvent) override;
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virtual void OnMouseLeave(const FPointerEvent& MouseEvent) override;
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private:
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enum class EInputMode : uint8
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{
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None,
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// Mouse pointer only without user focus
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MousePointerOnly,
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// Full input with user focus
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MouseAndKeyboard
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};
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FORCEINLINE void CopyModifierKeys(const FInputEvent& InputEvent);
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FORCEINLINE void CopyModifierKeys(const FPointerEvent& MouseEvent);
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bool IsConsoleOpened() const;
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bool IgnoreKeyEvent(const FKeyEvent& KeyEvent) const;
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// Update visibility based on input enabled state.
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void SetVisibilityFromInputEnabled();
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// Update input enabled state from console variable.
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void UpdateInputEnabled();
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// Determine new input mode based on hints.
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void UpdateInputMode(bool bHasKeyboardFocus, bool bHasMousePointer);
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void UpdateMouseStatus();
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FORCEINLINE bool HasMouseEventNotification() const { return bReceivedMouseEvent; }
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FORCEINLINE void NotifyMouseEvent() { bReceivedMouseEvent = true; }
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FORCEINLINE void ClearMouseEventNotification() { bReceivedMouseEvent = false; }
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void OnPostImGuiUpdate();
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virtual int32 OnPaint(const FPaintArgs& Args, const FGeometry& AllottedGeometry, const FSlateRect& MyClippingRect, FSlateWindowElementList& OutDrawElements, int32 LayerId, const FWidgetStyle& WidgetStyle, bool bParentEnabled) const override;
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virtual FVector2D ComputeDesiredSize(float) const override;
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void OnDebugDraw();
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FImGuiModuleManager* ModuleManager = nullptr;
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TWeakObjectPtr<UGameViewportClient> GameViewport;
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mutable TArray<FSlateVertex> VertexBuffer;
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mutable TArray<SlateIndex> IndexBuffer;
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int32 ContextIndex = 0;
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EInputMode InputMode = EInputMode::None;
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bool bInputEnabled = false;
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bool bReceivedMouseEvent = false;
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FImGuiInputState InputState;
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TWeakPtr<SWidget> PreviousUserFocusedWidget;
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};
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