UnrealImGui/Source/ImGui/Private/ImGuiContextProxy.cpp

268 lines
6.8 KiB
C++

// Distributed under the MIT License (MIT) (see accompanying LICENSE file)
#include "ImGuiPrivatePCH.h"
#include "ImGuiContextProxy.h"
#include "ImGuiDelegatesContainer.h"
#include "ImGuiImplementation.h"
#include "ImGuiInteroperability.h"
#include "Utilities/Arrays.h"
#include <Runtime/Launch/Resources/Version.h>
static constexpr float DEFAULT_CANVAS_WIDTH = 3840.f;
static constexpr float DEFAULT_CANVAS_HEIGHT = 2160.f;
namespace
{
FString GetSaveDirectory()
{
#if ENGINE_COMPATIBILITY_LEGACY_SAVED_DIR
const FString SavedDir = FPaths::GameSavedDir();
#else
const FString SavedDir = FPaths::ProjectSavedDir();
#endif
FString Directory = FPaths::Combine(*SavedDir, TEXT("ImGui"));
// Make sure that directory is created.
IPlatformFile::GetPlatformPhysical().CreateDirectory(*Directory);
return Directory;
}
FString GetIniFile(const FString& Name)
{
static FString SaveDirectory = GetSaveDirectory();
return FPaths::Combine(SaveDirectory, Name + TEXT(".ini"));
}
}
FImGuiContextProxy::FImGuiContextProxy(const FString& InName, int32 InContextIndex, FSimpleMulticastDelegate* InSharedDrawEvent, ImFontAtlas* InFontAtlas)
: Name(InName)
, ContextIndex(InContextIndex)
, SharedDrawEvent(InSharedDrawEvent)
, IniFilename(TCHAR_TO_ANSI(*GetIniFile(InName)))
{
// Create context.
Context = ImGui::CreateContext(InFontAtlas);
// Set this context in ImGui for initialization (any allocations will be tracked in this context).
SetAsCurrent();
// Start initialization.
ImGuiIO& IO = ImGui::GetIO();
// Set session data storage.
IO.IniFilename = IniFilename.c_str();
// Use pre-defined canvas size.
IO.DisplaySize = { DEFAULT_CANVAS_WIDTH, DEFAULT_CANVAS_HEIGHT };
DisplaySize = ImGuiInterops::ToVector2D(IO.DisplaySize);
// Initialize key mapping, so context can correctly interpret input state.
ImGuiInterops::SetUnrealKeyMap(IO);
// Begin frame to complete context initialization (this is to avoid problems with other systems calling to ImGui
// during startup).
BeginFrame();
}
FImGuiContextProxy::~FImGuiContextProxy()
{
if (Context)
{
// It seems that to properly shutdown context we need to set it as the current one (at least in this framework
// version), even though we can pass it to the destroy function.
SetAsCurrent();
// Save context data and destroy.
ImGui::DestroyContext(Context);
}
}
void FImGuiContextProxy::DrawEarlyDebug()
{
if (bIsFrameStarted && !bIsDrawEarlyDebugCalled)
{
bIsDrawEarlyDebugCalled = true;
SetAsCurrent();
// Delegates called in order specified in FImGuiDelegates.
BroadcastMultiContextEarlyDebug();
BroadcastWorldEarlyDebug();
}
}
void FImGuiContextProxy::DrawDebug()
{
if (bIsFrameStarted && !bIsDrawDebugCalled)
{
bIsDrawDebugCalled = true;
// Make sure that early debug is always called first to guarantee order specified in FImGuiDelegates.
DrawEarlyDebug();
SetAsCurrent();
// Delegates called in order specified in FImGuiDelegates.
BroadcastWorldDebug();
BroadcastMultiContextDebug();
}
}
void FImGuiContextProxy::Tick(float DeltaSeconds)
{
// Making sure that we tick only once per frame.
if (LastFrameNumber < GFrameNumber)
{
LastFrameNumber = GFrameNumber;
SetAsCurrent();
if (bIsFrameStarted)
{
// Make sure that draw events are called before the end of the frame.
DrawDebug();
// Ending frame will produce render output that we capture and store for later use. This also puts context to
// state in which it does not allow to draw controls, so we want to immediately start a new frame.
EndFrame();
}
// Update context information (some data need to be collected before starting a new frame while some other data
// may need to be collected after).
bHasActiveItem = ImGui::IsAnyItemActive();
MouseCursor = ImGuiInterops::ToSlateMouseCursor(ImGui::GetMouseCursor());
// Begin a new frame and set the context back to a state in which it allows to draw controls.
BeginFrame(DeltaSeconds);
// Update remaining context information.
bWantsMouseCapture = ImGui::GetIO().WantCaptureMouse;
}
}
void FImGuiContextProxy::SetAdaptiveCanvasSize(bool bAdaptive)
{
bAdaptiveCanvasSize = bAdaptive;
}
void FImGuiContextProxy::BeginFrame(float DeltaTime)
{
if (!bIsFrameStarted)
{
ImGuiIO& IO = ImGui::GetIO();
IO.DeltaTime = DeltaTime;
ImGuiInterops::CopyInput(IO, InputState);
InputState.ClearUpdateState();
if (bAdaptiveCanvasSize) {
if (GEngine && GEngine->GameViewport)
{
GEngine->GameViewport->GetViewportSize(DisplaySize);
IO.DisplaySize = ImVec2(DisplaySize.X, DisplaySize.Y);
}
} else {
IO.DisplaySize = { DEFAULT_CANVAS_WIDTH, DEFAULT_CANVAS_HEIGHT };
DisplaySize = ImGuiInterops::ToVector2D(IO.DisplaySize);
}
ImGui::NewFrame();
bIsFrameStarted = true;
bIsDrawEarlyDebugCalled = false;
bIsDrawDebugCalled = false;
}
}
void FImGuiContextProxy::EndFrame()
{
if (bIsFrameStarted)
{
// Prepare draw data (after this call we cannot draw to this context until we start a new frame).
ImGui::Render();
// Update our draw data, so we can use them later during Slate rendering while ImGui is in the middle of the
// next frame.
UpdateDrawData(ImGui::GetDrawData());
bIsFrameStarted = false;
}
}
void FImGuiContextProxy::UpdateDrawData(ImDrawData* DrawData)
{
if (DrawData && DrawData->CmdListsCount > 0)
{
DrawLists.SetNum(DrawData->CmdListsCount, false);
for (int Index = 0; Index < DrawData->CmdListsCount; Index++)
{
DrawLists[Index].TransferDrawData(*DrawData->CmdLists[Index]);
}
}
else
{
// If we are not rendering then this might be a good moment to empty the array.
DrawLists.Empty();
}
}
void FImGuiContextProxy::BroadcastWorldEarlyDebug()
{
if (ContextIndex != Utilities::INVALID_CONTEXT_INDEX)
{
FSimpleMulticastDelegate& WorldEarlyDebugEvent = FImGuiDelegatesContainer::Get().OnWorldEarlyDebug(ContextIndex);
if (WorldEarlyDebugEvent.IsBound())
{
WorldEarlyDebugEvent.Broadcast();
}
}
}
void FImGuiContextProxy::BroadcastMultiContextEarlyDebug()
{
FSimpleMulticastDelegate& MultiContextEarlyDebugEvent = FImGuiDelegatesContainer::Get().OnMultiContextEarlyDebug();
if (MultiContextEarlyDebugEvent.IsBound())
{
MultiContextEarlyDebugEvent.Broadcast();
}
}
void FImGuiContextProxy::BroadcastWorldDebug()
{
if (DrawEvent.IsBound())
{
DrawEvent.Broadcast();
}
if (ContextIndex != Utilities::INVALID_CONTEXT_INDEX)
{
FSimpleMulticastDelegate& WorldDebugEvent = FImGuiDelegatesContainer::Get().OnWorldDebug(ContextIndex);
if (WorldDebugEvent.IsBound())
{
WorldDebugEvent.Broadcast();
}
}
}
void FImGuiContextProxy::BroadcastMultiContextDebug()
{
if (SharedDrawEvent && SharedDrawEvent->IsBound())
{
SharedDrawEvent->Broadcast();
}
FSimpleMulticastDelegate& MultiContextDebugEvent = FImGuiDelegatesContainer::Get().OnMultiContextDebug();
if (MultiContextDebugEvent.IsBound())
{
MultiContextDebugEvent.Broadcast();
}
}