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https://github.com/kevinporetti/UnrealImGui.git
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115 lines
3.5 KiB
C++
115 lines
3.5 KiB
C++
// Distributed under the MIT License (MIT) (see accompanying LICENSE file)
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#pragma once
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#include "ImGuiDrawData.h"
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#include "ImGuiInputState.h"
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#include "Utilities/WorldContextIndex.h"
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#include <GenericPlatform/ICursor.h>
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#include <imgui.h>
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#include <string>
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// Represents a single ImGui context. All the context updates should be done through this proxy. During update it
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// broadcasts draw events to allow listeners draw their controls. After update it stores draw data.
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class FImGuiContextProxy
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{
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public:
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FImGuiContextProxy(const FString& Name, int32 InContextIndex, FSimpleMulticastDelegate* InSharedDrawEvent, ImFontAtlas* InFontAtlas);
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~FImGuiContextProxy();
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FImGuiContextProxy(const FImGuiContextProxy&) = delete;
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FImGuiContextProxy& operator=(const FImGuiContextProxy&) = delete;
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FImGuiContextProxy(FImGuiContextProxy&&) = delete;
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FImGuiContextProxy& operator=(FImGuiContextProxy&&) = delete;
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// Get the name of this context.
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const FString& GetName() const { return Name; }
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// Get draw data from the last frame.
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const TArray<FImGuiDrawList>& GetDrawData() const { return DrawLists; }
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// Get input state used by this context.
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FImGuiInputState& GetInputState() { return InputState; }
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const FImGuiInputState& GetInputState() const { return InputState; }
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// Is this context the current ImGui context.
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bool IsCurrentContext() const { return ImGui::GetCurrentContext() == Context; }
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// Set this context as current ImGui context.
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void SetAsCurrent() { ImGui::SetCurrentContext(Context); }
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// Context display size (read once per frame during context update).
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const FVector2D& GetDisplaySize() const { return DisplaySize; }
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// Whether this context has an active item (read once per frame during context update).
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bool HasActiveItem() const { return bHasActiveItem; }
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// Whether ImGui will use the mouse inputs (read once per frame during context update).
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bool WantsMouseCapture() const { return bWantsMouseCapture; }
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// Cursor type desired by this context (updated once per frame during context update).
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EMouseCursor::Type GetMouseCursor() const { return MouseCursor; }
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// Delegate called right before ending the frame to allows listeners draw their controls.
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FSimpleMulticastDelegate& OnDraw() { return DrawEvent; }
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// Call early debug events to allow listeners draw their debug widgets.
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void DrawEarlyDebug();
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// Call debug events to allow listeners draw their debug widgets.
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void DrawDebug();
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// Tick to advance context to the next frame. Only one call per frame will be processed.
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void Tick(float DeltaSeconds);
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// Set the adaptive canvas size configuration.
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void SetAdaptiveCanvasSize(bool);
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private:
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void BeginFrame(float DeltaTime = 1.f / 60.f);
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void EndFrame();
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void UpdateDrawData(ImDrawData* DrawData);
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void BroadcastWorldEarlyDebug();
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void BroadcastMultiContextEarlyDebug();
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void BroadcastWorldDebug();
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void BroadcastMultiContextDebug();
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ImGuiContext* Context;
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FVector2D DisplaySize = FVector2D::ZeroVector;
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EMouseCursor::Type MouseCursor = EMouseCursor::None;
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bool bHasActiveItem = false;
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bool bWantsMouseCapture = false;
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bool bIsFrameStarted = false;
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bool bIsDrawEarlyDebugCalled = false;
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bool bIsDrawDebugCalled = false;
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FImGuiInputState InputState;
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TArray<FImGuiDrawList> DrawLists;
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FString Name;
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int32 ContextIndex = Utilities::INVALID_CONTEXT_INDEX;
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uint32 LastFrameNumber = 0;
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FSimpleMulticastDelegate DrawEvent;
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FSimpleMulticastDelegate* SharedDrawEvent = nullptr;
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std::string IniFilename;
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bool bAdaptiveCanvasSize = false;
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};
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