UnrealImGui/Source/ImGui/Private/SImGuiWidget.cpp
Sebastian 5625365310 Added handling of special input cases:
- Different handling of 'Esc' key. If ImGui has active items then it is used to exit edit mode, otherwise it is passed to editor to cancel session.
- Suppressing keyboard input when console is opened and retaking it when it is closed.
- Fixed issue with losing input when console is closed.
2017-09-16 21:52:14 +01:00

507 lines
16 KiB
C++

// Distributed under the MIT License (MIT) (see accompanying LICENSE file)
#include "ImGuiPrivatePCH.h"
#include "SImGuiWidget.h"
#include "ImGuiContextManager.h"
#include "ImGuiContextProxy.h"
#include "ImGuiInteroperability.h"
#include "ImGuiModuleManager.h"
#include "TextureManager.h"
#include "Utilities/ScopeGuards.h"
#include <Engine/Console.h>
// High enough z-order guarantees that ImGui output is rendered on top of the game UI.
constexpr int32 IMGUI_WIDGET_Z_ORDER = 10000;
DEFINE_LOG_CATEGORY_STATIC(LogImGuiWidget, Warning, All);
#define TEXT_INPUT_MODE(Val) ((Val) == EInputMode::MouseAndKeyboard ? TEXT("MouseAndKeyboard") : (Val) == EInputMode::MouseOnly ? TEXT("MouseOnly") : TEXT("None"))
#define TEXT_BOOL(Val) ((Val) ? TEXT("true") : TEXT("false"))
namespace CVars
{
TAutoConsoleVariable<int> InputEnabled(TEXT("ImGui.InputEnabled"), 0,
TEXT("Allows to enable or disable ImGui input mode.\n")
TEXT("0: disabled (default)\n")
TEXT("1: enabled, input is routed to ImGui and with a few exceptions is consumed."),
ECVF_Default);
TAutoConsoleVariable<int> DebugWidget(TEXT("ImGui.Debug.Widget"), 0,
TEXT("Show debug for SImGuiWidget.\n")
TEXT("0: disabled (default)\n")
TEXT("1: enabled."),
ECVF_Default);
}
BEGIN_SLATE_FUNCTION_BUILD_OPTIMIZATION
void SImGuiWidget::Construct(const FArguments& InArgs)
{
checkf(InArgs._ModuleManager, TEXT("Null Module Manager argument"));
ModuleManager = InArgs._ModuleManager;
ContextIndex = InArgs._ContextIndex;
// Sync visibility with default input enabled state.
SetVisibilityFromInputEnabled();
// Register to get post-update notifications, so we can clean frame updates.
ModuleManager->OnPostImGuiUpdate().AddRaw(this, &SImGuiWidget::OnPostImGuiUpdate);
// Register self-debug function.
auto* ContextProxy = ModuleManager->GetContextManager().GetContextProxy(ContextIndex);
checkf(ContextProxy, TEXT("Missing context during widget construction: ContextIndex = %d"), ContextIndex);
ContextProxy->OnDraw().AddRaw(this, &SImGuiWidget::OnDebugDraw);
}
END_SLATE_FUNCTION_BUILD_OPTIMIZATION
SImGuiWidget::~SImGuiWidget()
{
// Remove binding between this widget and its context proxy.
if (auto* ContextProxy = ModuleManager->GetContextManager().GetContextProxy(ContextIndex))
{
ContextProxy->OnDraw().RemoveAll(this);
}
// Unregister from post-update notifications.
ModuleManager->OnPostImGuiUpdate().RemoveAll(this);
}
void SImGuiWidget::AttachToViewport(UGameViewportClient* InGameViewport, bool bResetInput)
{
checkf(InGameViewport, TEXT("Null InGameViewport"));
checkf(!GameViewport.IsValid() || GameViewport.Get() == InGameViewport,
TEXT("Widget is attached to another game viewport and will be available for reuse only after this session ")
TEXT("ends. ContextIndex = %d, CurrentGameViewport = %s, InGameViewport = %s"),
ContextIndex, *GameViewport->GetName(), InGameViewport->GetName());
if (bResetInput)
{
ResetInputState();
}
GameViewport = InGameViewport;
GameViewport->AddViewportWidgetContent(SNew(SWeakWidget).PossiblyNullContent(SharedThis(this)), IMGUI_WIDGET_Z_ORDER);
}
void SImGuiWidget::Tick(const FGeometry& AllottedGeometry, const double InCurrentTime, const float InDeltaTime)
{
Super::Tick(AllottedGeometry, InCurrentTime, InDeltaTime);
// Note: Moving that update to console variable sink or callback might seem like a better alternative but input
// setup in this function is better handled here.
UpdateInputEnabled();
}
FReply SImGuiWidget::OnKeyChar(const FGeometry& MyGeometry, const FCharacterEvent& CharacterEvent)
{
if (IsConsoleOpened())
{
return FReply::Unhandled();
}
InputState.AddCharacter(CharacterEvent.GetCharacter());
return FReply::Handled();
}
FReply SImGuiWidget::OnKeyDown(const FGeometry& MyGeometry, const FKeyEvent& KeyEvent)
{
if (IsConsoleOpened() || IgnoreKeyEvent(KeyEvent))
{
return FReply::Unhandled();
}
InputState.SetKeyDown(ImGuiInterops::GetKeyIndex(KeyEvent), true);
CopyModifierKeys(KeyEvent);
// If this is tilde key then let input through and release the focus to allow console to process it.
if (KeyEvent.GetKey() == EKeys::Tilde)
{
return FReply::Unhandled();
}
return FReply::Handled();
}
FReply SImGuiWidget::OnKeyUp(const FGeometry& MyGeometry, const FKeyEvent& KeyEvent)
{
// Even if we don't send new keystrokes to ImGui, we still handle key up events, to make sure that we clear keys
// pressed before suppressing keyboard input.
InputState.SetKeyDown(ImGuiInterops::GetKeyIndex(KeyEvent), false);
CopyModifierKeys(KeyEvent);
// If console is opened we notify key change but we also let event trough, so it can be handled by console.
return IsConsoleOpened() ? FReply::Unhandled() : FReply::Handled();
}
FReply SImGuiWidget::OnMouseButtonDown(const FGeometry& MyGeometry, const FPointerEvent& MouseEvent)
{
InputState.SetMouseDown(ImGuiInterops::GetMouseIndex(MouseEvent), true);
CopyModifierKeys(MouseEvent);
return FReply::Handled();
}
FReply SImGuiWidget::OnMouseButtonDoubleClick(const FGeometry& MyGeometry, const FPointerEvent& MouseEvent)
{
InputState.SetMouseDown(ImGuiInterops::GetMouseIndex(MouseEvent), true);
CopyModifierKeys(MouseEvent);
return FReply::Handled();
}
FReply SImGuiWidget::OnMouseButtonUp(const FGeometry& MyGeometry, const FPointerEvent& MouseEvent)
{
InputState.SetMouseDown(ImGuiInterops::GetMouseIndex(MouseEvent), false);
CopyModifierKeys(MouseEvent);
return FReply::Handled();
}
FReply SImGuiWidget::OnMouseWheel(const FGeometry& MyGeometry, const FPointerEvent& MouseEvent)
{
InputState.AddMouseWheelDelta(MouseEvent.GetWheelDelta());
CopyModifierKeys(MouseEvent);
return FReply::Handled();
}
FReply SImGuiWidget::OnMouseMove(const FGeometry& MyGeometry, const FPointerEvent& MouseEvent)
{
InputState.SetMousePosition(MouseEvent.GetScreenSpacePosition() - MyGeometry.AbsolutePosition);
CopyModifierKeys(MouseEvent);
return FReply::Handled();
}
FReply SImGuiWidget::OnFocusReceived(const FGeometry& MyGeometry, const FFocusEvent& FocusEvent)
{
Super::OnFocusReceived(MyGeometry, FocusEvent);
UE_LOG(LogImGuiWidget, VeryVerbose, TEXT("ImGui Widget %d - Focus Received."), ContextIndex);
// If widget has a keyboard focus we always maintain mouse input. Technically, if mouse is outside of the widget
// area it won't generate events but we freeze its state until it either comes back or input is completely lost.
UpdateInputMode(true, true);
FSlateApplication::Get().ResetToDefaultPointerInputSettings();
return FReply::Handled();
}
void SImGuiWidget::OnFocusLost(const FFocusEvent& FocusEvent)
{
Super::OnFocusLost(FocusEvent);
UE_LOG(LogImGuiWidget, VeryVerbose, TEXT("ImGui Widget %d - Focus Lost."), ContextIndex);
UpdateInputMode(false, IsHovered());
}
void SImGuiWidget::OnMouseEnter(const FGeometry& MyGeometry, const FPointerEvent& MouseEvent)
{
Super::OnMouseEnter(MyGeometry, MouseEvent);
UE_LOG(LogImGuiWidget, VeryVerbose, TEXT("ImGui Widget %d - Mouse Enter."), ContextIndex);
// If mouse enters while input is active then we need to update mouse buttons because there is a chance that we
// missed some events.
if (InputMode != EInputMode::None)
{
for (const FKey& Button : { EKeys::LeftMouseButton, EKeys::MiddleMouseButton, EKeys::RightMouseButton, EKeys::ThumbMouseButton, EKeys::ThumbMouseButton2 })
{
InputState.SetMouseDown(ImGuiInterops::GetMouseIndex(Button), MouseEvent.IsMouseButtonDown(Button));
}
}
UpdateInputMode(HasKeyboardFocus(), true);
}
void SImGuiWidget::OnMouseLeave(const FPointerEvent& MouseEvent)
{
Super::OnMouseLeave(MouseEvent);
UE_LOG(LogImGuiWidget, VeryVerbose, TEXT("ImGui Widget %d - Mouse Leave."), ContextIndex);
UpdateInputMode(HasKeyboardFocus(), false);
}
void SImGuiWidget::CopyModifierKeys(const FInputEvent& InputEvent)
{
InputState.SetControlDown(InputEvent.IsControlDown());
InputState.SetShiftDown(InputEvent.IsShiftDown());
InputState.SetAltDown(InputEvent.IsAltDown());
}
void SImGuiWidget::CopyModifierKeys(const FPointerEvent& MouseEvent)
{
if (InputMode == EInputMode::MouseOnly)
{
CopyModifierKeys(static_cast<const FInputEvent&>(MouseEvent));
}
}
bool SImGuiWidget::IsConsoleOpened() const
{
return GameViewport->ViewportConsole && GameViewport->ViewportConsole->ConsoleState != NAME_None;
}
bool SImGuiWidget::IgnoreKeyEvent(const FKeyEvent& KeyEvent) const
{
// Ignore console open/close events.
if (KeyEvent.GetKey() == EKeys::Tilde)
{
return true;
}
// Ignore escape keys unless they are needed to cancel operations in ImGui.
if (KeyEvent.GetKey() == EKeys::Escape)
{
auto* ContextProxy = ModuleManager->GetContextManager().GetContextProxy(ContextIndex);
if (!ContextProxy || !ContextProxy->HasActiveItem())
{
return true;
}
}
return false;
}
void SImGuiWidget::ResetInputState()
{
bInputEnabled = false;
SetVisibilityFromInputEnabled();
UpdateInputMode(false, false);
}
void SImGuiWidget::SetVisibilityFromInputEnabled()
{
// If we don't use input disable hit test to make this widget invisible for cursors hit detection.
SetVisibility(bInputEnabled ? EVisibility::Visible : EVisibility::HitTestInvisible);
UE_LOG(LogImGuiWidget, VeryVerbose, TEXT("ImGui Widget %d - Visibility updated to '%s'."),
ContextIndex, *GetVisibility().ToString());
}
void SImGuiWidget::UpdateInputEnabled()
{
const bool bEnabled = CVars::InputEnabled.GetValueOnGameThread() > 0;
if (bInputEnabled != bEnabled)
{
bInputEnabled = bEnabled;
UE_LOG(LogImGuiWidget, Log, TEXT("ImGui Widget %d - Input Enabled changed to '%s'."),
ContextIndex, TEXT_BOOL(bInputEnabled));
SetVisibilityFromInputEnabled();
if (!bInputEnabled)
{
auto& Slate = FSlateApplication::Get();
if (Slate.GetKeyboardFocusedWidget().Get() == this)
{
Slate.ResetToDefaultPointerInputSettings();
Slate.SetUserFocus(Slate.GetUserIndexForKeyboard(),
PreviousUserFocusedWidget.IsValid() ? PreviousUserFocusedWidget.Pin() : GameViewport->GetGameViewportWidget());
}
PreviousUserFocusedWidget.Reset();
UpdateInputMode(false, false);
}
}
// Note: Some widgets, like console, can reset focus to viewport after we already grabbed it. If we detect that
// viewport has a focus while input is enabled we will take it.
if (bInputEnabled && !HasKeyboardFocus() && !IsConsoleOpened())
{
const auto& ViewportWidget = GameViewport->GetGameViewportWidget();
if (ViewportWidget->HasKeyboardFocus() || ViewportWidget->HasFocusedDescendants())
{
auto& Slate = FSlateApplication::Get();
PreviousUserFocusedWidget = Slate.GetUserFocusedWidget(Slate.GetUserIndexForKeyboard());
Slate.SetKeyboardFocus(SharedThis(this));
}
}
}
void SImGuiWidget::UpdateInputMode(bool bNeedKeyboard, bool bNeedMouse)
{
const EInputMode NewInputMode =
bNeedKeyboard ? EInputMode::MouseAndKeyboard :
bNeedMouse ? EInputMode::MouseOnly :
EInputMode::None;
if (InputMode != NewInputMode)
{
UE_LOG(LogImGuiWidget, Verbose, TEXT("ImGui Widget %d - Input Mode changed from '%s' to '%s'."),
ContextIndex, TEXT_INPUT_MODE(InputMode), TEXT_INPUT_MODE(NewInputMode));
// We need to reset input components if we are either fully shutting down or we are downgrading from full to
// mouse-only input mode.
if (NewInputMode == EInputMode::None)
{
InputState.ResetState();
}
else if (InputMode == EInputMode::MouseAndKeyboard)
{
InputState.ResetKeyboardState();
}
InputMode = NewInputMode;
}
}
void SImGuiWidget::OnPostImGuiUpdate()
{
if (InputMode != EInputMode::None)
{
InputState.ClearUpdateState();
}
}
int32 SImGuiWidget::OnPaint(const FPaintArgs& Args, const FGeometry& AllottedGeometry, const FSlateRect& MyClippingRect,
FSlateWindowElementList& OutDrawElements, int32 LayerId, const FWidgetStyle& WidgetStyle, bool bParentEnabled) const
{
if (FImGuiContextProxy* ContextProxy = ModuleManager->GetContextManager().GetContextProxy(ContextIndex))
{
// Calculate offset that will transform vertex positions to screen space - rounded to avoid half pixel offsets.
const FVector2D VertexPositionOffset{ FMath::RoundToFloat(MyClippingRect.Left), FMath::RoundToFloat(MyClippingRect.Top) };
// Convert clipping rectangle to format required by Slate vertex.
const FSlateRotatedRect VertexClippingRect{ MyClippingRect };
for (const auto& DrawList : ContextProxy->GetDrawData())
{
DrawList.CopyVertexData(VertexBuffer, VertexPositionOffset, VertexClippingRect);
// Get access to the Slate scissor rectangle defined in Slate Core API, so we can customize elements drawing.
extern SLATECORE_API TOptional<FShortRect> GSlateScissorRect;
auto GSlateScissorRectSaver = ScopeGuards::MakeStateSaver(GSlateScissorRect);
int IndexBufferOffset = 0;
for (int CommandNb = 0; CommandNb < DrawList.NumCommands(); CommandNb++)
{
const auto& DrawCommand = DrawList.GetCommand(CommandNb);
DrawList.CopyIndexData(IndexBuffer, IndexBufferOffset, DrawCommand.NumElements);
// Advance offset by number of copied elements to position it for the next command.
IndexBufferOffset += DrawCommand.NumElements;
// Get texture resource handle for this draw command (null index will be also mapped to a valid texture).
const FSlateResourceHandle& Handle = ModuleManager->GetTextureManager().GetTextureHandle(DrawCommand.TextureId);
// Transform clipping rectangle to screen space and set in Slate, to apply it to elements that we draw.
GSlateScissorRect = FShortRect{ DrawCommand.ClippingRect.OffsetBy(MyClippingRect.GetTopLeft()).IntersectionWith(MyClippingRect) };
// Add elements to the list.
FSlateDrawElement::MakeCustomVerts(OutDrawElements, LayerId, Handle, VertexBuffer, IndexBuffer, nullptr, 0, 0);
}
}
}
return LayerId;
}
FVector2D SImGuiWidget::ComputeDesiredSize(float) const
{
return FVector2D{ 3840.f, 2160.f };
}
// Controls tweaked for 2-columns layout.
namespace TwoColumns
{
static void GroupName(const char* Name)
{
ImGui::TextColored({ 0.5f, 0.5f, 0.5f, 1.f }, Name); ImGui::NextColumn(); ImGui::NextColumn();
}
static void Value(const char* Label, int Value)
{
ImGui::Text("%s:", Label); ImGui::NextColumn();
ImGui::Text("%d", Value); ImGui::NextColumn();
}
static void Value(const char* Label, bool bValue)
{
ImGui::Text("%s:", Label); ImGui::NextColumn();
ImGui::Text("%ls", TEXT_BOOL(bValue)); ImGui::NextColumn();
}
static void Value(const char* Label, const TCHAR* Value)
{
ImGui::Text("%s:", Label); ImGui::NextColumn();
ImGui::Text("%ls", Value); ImGui::NextColumn();
}
}
void SImGuiWidget::OnDebugDraw()
{
bool bDebug = CVars::DebugWidget.GetValueOnGameThread() > 0;
if (bDebug)
{
ImGui::SetNextWindowSize(ImVec2(380, 320), ImGuiSetCond_Once);
if (ImGui::Begin("ImGui Widget Debug", &bDebug))
{
ImGui::Columns(2, nullptr, false);
TwoColumns::Value("Context Index", ContextIndex);
TwoColumns::Value("Game Viewport", *GameViewport->GetName());
ImGui::Separator();
TwoColumns::Value("Input Enabled", bInputEnabled);
TwoColumns::Value("Input Mode", TEXT_INPUT_MODE(InputMode));
ImGui::Separator();
const float GroupIndent = 5.f;
TwoColumns::GroupName("Widget");
ImGui::Indent(GroupIndent);
{
TwoColumns::Value("Visibility", *GetVisibility().ToString());
TwoColumns::Value("Is Hovered", IsHovered());
TwoColumns::Value("Is Directly Hovered", IsDirectlyHovered());
TwoColumns::Value("Has Keyboard Input", HasKeyboardFocus());
}
ImGui::Unindent(GroupIndent);
ImGui::Separator();
TwoColumns::GroupName("Viewport Widget");
ImGui::Indent(GroupIndent);
{
const auto& ViewportWidget = GameViewport->GetGameViewportWidget();
TwoColumns::Value("Is Hovered", ViewportWidget->IsHovered());
TwoColumns::Value("Is Directly Hovered", ViewportWidget->IsDirectlyHovered());
TwoColumns::Value("Has Mouse Capture", ViewportWidget->HasMouseCapture());
TwoColumns::Value("Has Keyboard Input", ViewportWidget->HasKeyboardFocus());
TwoColumns::Value("Has Focused Descendants", ViewportWidget->HasFocusedDescendants());
auto Widget = PreviousUserFocusedWidget.Pin();
TwoColumns::Value("Previous User Focused", Widget.IsValid() ? *Widget->GetTypeAsString() : TEXT("None"));
}
ImGui::Unindent(GroupIndent);
ImGui::Columns(1);
}
ImGui::End();
if (!bDebug)
{
CVars::DebugWidget->ClearFlags(ECVF_SetByConsole);
CVars::DebugWidget->Set(0);
}
}
}
#undef TEXT_INPUT_MODE
#undef TEXT_BOOL