UnrealImGui/Source/ImGui/Private/ImGuiInteroperability.h
Sebastian 35f2d342a0 Added support for ImGui context update and rendering:
- Added ImGui Module Manager that that implements module logic and manages other module resources.
- Added Texture Manager to manage texture resources and maps them to index that can be passed to ImGui context.
- Added Context Proxy that represents and manages a single ImGui context.
- Added Slate ImGui Widget to render ImGui output.
2017-03-26 21:32:57 +01:00

43 lines
1.4 KiB
C++

// Distributed under the MIT License (MIT) (see accompanying LICENSE file)
#pragma once
#include "TextureManager.h"
#include <imgui.h>
// Utilities to help standardise operations between Unreal and ImGui.
namespace ImGuiInterops
{
//====================================================================================================
// Conversions
//====================================================================================================
// Convert from ImGui packed color to FColor.
FORCEINLINE FColor UnpackImU32Color(ImU32 Color)
{
// We use IM_COL32_R/G/B/A_SHIFT macros to support different ImGui configurations.
return FColor{ ((Color >> IM_COL32_R_SHIFT) & 0xFF), ((Color >> IM_COL32_G_SHIFT) & 0xFF),
((Color >> IM_COL32_B_SHIFT) & 0xFF), ((Color >> IM_COL32_A_SHIFT) & 0xFF) };
}
// Convert from ImVec4 rectangle to FSlateRect.
FORCEINLINE FSlateRect ToSlateRect(const ImVec4& ImGuiRect)
{
return FSlateRect{ ImGuiRect.x, ImGuiRect.y, ImGuiRect.z, ImGuiRect.w };
}
// Convert from ImGui Texture Id to Texture Index that we use for texture resources.
FORCEINLINE TextureIndex ToTextureIndex(ImTextureID Index)
{
return static_cast<TextureIndex>(reinterpret_cast<intptr_t>(Index));
}
// Convert from Texture Index to ImGui Texture Id that we pass to ImGui.
FORCEINLINE ImTextureID ToImTextureID(TextureIndex Index)
{
return reinterpret_cast<ImTextureID>(static_cast<intptr_t>(Index));
}
}