mirror of
https://github.com/kevinporetti/UnrealImGui.git
synced 2025-01-18 16:30:32 +00:00
09572a8ef9
- Divided ImGui settings into UImGuiSettings persistent object and FImGuiModuleSettings proxy that provides interface for other classes and handles delayed loading of UImGuiSettings. - Removed from FImGuiModuleProperties and FImGuiModuleCommands direct dependencies on UImGuiSettings. - Simplified FImGuiModuleProperties making it more robust when moving data after hot-reloading. - Inverted binding logic by injecting FImGuiModuleProperties and FImGuiModuleCommands into FImGuiModuleSettings and letting it take care of synchronization. Dependencies are setup by module manager. - Added to module manager FImGuiModuleSettings and interface to access it. - Cleaned interface of FImGuiInputHandlerFactory and removed direct dependency on settings.
49 lines
1.2 KiB
C++
49 lines
1.2 KiB
C++
// Distributed under the MIT License (MIT) (see accompanying LICENSE file)
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#include "ImGuiPrivatePCH.h"
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#include "ImGuiInputHandlerFactory.h"
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#include "ImGuiInputHandler.h"
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UImGuiInputHandler* FImGuiInputHandlerFactory::NewHandler(const FStringClassReference& HandlerClassReference, FImGuiModuleManager* ModuleManager, UGameViewportClient* GameViewport, int32 ContextIndex)
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{
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UClass* HandlerClass = nullptr;
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if (HandlerClassReference.IsValid())
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{
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HandlerClass = HandlerClassReference.TryLoadClass<UImGuiInputHandler>();
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if (!HandlerClass)
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{
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UE_LOG(LogImGuiInputHandler, Error, TEXT("Couldn't load ImGui Input Handler class '%s'."), *HandlerClassReference.ToString());
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}
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}
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if (!HandlerClass)
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{
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HandlerClass = UImGuiInputHandler::StaticClass();
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}
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UImGuiInputHandler* Handler = NewObject<UImGuiInputHandler>(GameViewport, HandlerClass);
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if (Handler)
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{
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Handler->Initialize(ModuleManager, GameViewport, ContextIndex);
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Handler->AddToRoot();
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}
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else
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{
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UE_LOG(LogImGuiInputHandler, Error, TEXT("Failed attempt to create Input Handler: HandlerClass = %s."), *GetNameSafe(HandlerClass));
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}
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return Handler;
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}
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void FImGuiInputHandlerFactory::ReleaseHandler(UImGuiInputHandler* Handler)
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{
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if (Handler)
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{
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Handler->RemoveFromRoot();
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}
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}
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