UnrealImGui/Source/ImGui/Private/ImGuiInteroperability.h

116 lines
4.2 KiB
C++

// Distributed under the MIT License (MIT) (see accompanying LICENSE file)
#pragma once
#include "TextureManager.h"
#include <GenericPlatform/ICursor.h>
#include <Input/Events.h>
#include <imgui.h>
class FImGuiInputState;
// Utilities to help standardise operations between Unreal and ImGui.
namespace ImGuiInterops
{
//====================================================================================================
// ImGui Types
//====================================================================================================
namespace ImGuiTypes
{
using FMouseButtonsArray = decltype(ImGuiIO::MouseDown);
using FKeysArray = decltype(ImGuiIO::KeysDown);
using FNavInputArray = decltype(ImGuiIO::NavInputs);
using FKeyMap = decltype(ImGuiIO::KeyMap);
}
//====================================================================================================
// Input Mapping
//====================================================================================================
// Set in ImGui IO mapping to recognize indices generated from Unreal input events.
void SetUnrealKeyMap(ImGuiIO& IO);
// Map FKey to index in keys buffer.
uint32 GetKeyIndex(const FKey& Key);
// Map key event to index in keys buffer.
uint32 GetKeyIndex(const FKeyEvent& KeyEvent);
// Map mouse FKey to index in mouse buttons buffer.
uint32 GetMouseIndex(const FKey& MouseButton);
// Map pointer event to index in mouse buttons buffer.
FORCEINLINE uint32 GetMouseIndex(const FPointerEvent& MouseEvent)
{
return GetMouseIndex(MouseEvent.GetEffectingButton());
}
// Convert from ImGuiMouseCursor type to EMouseCursor.
EMouseCursor::Type ToSlateMouseCursor(ImGuiMouseCursor MouseCursor);
// Set in the target array navigation input corresponding to gamepad key.
// @param NavInputs - Target array
// @param Key - Gamepad key mapped to navigation input (non-mapped keys will be ignored)
// @param bIsDown - True, if key is down
void SetGamepadNavigationKey(ImGuiTypes::FNavInputArray& NavInputs, const FKey& Key, bool bIsDown);
// Set in the target array navigation input corresponding to gamepad axis.
// @param NavInputs - Target array
// @param Key - Gamepad axis key mapped to navigation input (non-axis or non-mapped inputs will be ignored)
// @param Value - Axis value (-1..1 values from Unreal are mapped to separate ImGui axes with values in range 0..1)
void SetGamepadNavigationAxis(ImGuiTypes::FNavInputArray& NavInputs, const FKey& Key, float Value);
//====================================================================================================
// Input State Copying
//====================================================================================================
// Copy input to ImGui IO.
// @param IO - Target ImGui IO
// @param InputState - Input state to copy
void CopyInput(ImGuiIO& IO, const FImGuiInputState& InputState);
//====================================================================================================
// 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{ (uint8)((Color >> IM_COL32_R_SHIFT) & 0xFF), (uint8)((Color >> IM_COL32_G_SHIFT) & 0xFF),
(uint8)((Color >> IM_COL32_B_SHIFT) & 0xFF), (uint8)((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 ImVec2 rectangle to FVector2D.
FORCEINLINE FVector2D ToVector2D(const ImVec2& ImGuiVector)
{
return FVector2D{ ImGuiVector.x, ImGuiVector.y };
}
// 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));
}
}