UnrealImGui/Source/ImGui/Private/ImGuiModuleManager.h
Sebastian 2d728f1f26 Removed from FImGuiModuleManager custom check for a game thread as both reasons to have it are not relevant any more.
Current implementation of the IsInGameThread() doesn't make exceptions for a loading thread and lazy initialization of the Unreal resources ensures that plugin doesn't do any work before the game starts.
2019-06-15 13:37:11 +01:00

96 lines
2.6 KiB
C++

// Distributed under the MIT License (MIT) (see accompanying LICENSE file)
#pragma once
#include "ImGuiContextManager.h"
#include "ImGuiDemo.h"
#include "ImGuiModuleCommands.h"
#include "ImGuiModuleProperties.h"
#include "ImGuiModuleSettings.h"
#include "TextureManager.h"
#include "Widgets/SImGuiLayout.h"
// Central manager that implements module logic. It initializes and controls remaining module components.
class FImGuiModuleManager
{
// Allow module to control life-cycle of this class.
friend class FImGuiModule;
public:
// Get interface to module settings.
FImGuiModuleSettings& GetSettings() { return Settings; }
// Get interface to module state properties.
FImGuiModuleProperties& GetProperties() { return Properties; }
// Get ImGui contexts manager.
FImGuiContextManager& GetContextManager() { return ContextManager; }
// Get texture resources manager.
FTextureManager& GetTextureManager() { return TextureManager; }
// Event called right after ImGui is updated, to give other subsystems chance to react.
FSimpleMulticastDelegate& OnPostImGuiUpdate() { return PostImGuiUpdateEvent; }
private:
FImGuiModuleManager();
~FImGuiModuleManager();
FImGuiModuleManager(const FImGuiModuleManager&) = delete;
FImGuiModuleManager& operator=(const FImGuiModuleManager&) = delete;
FImGuiModuleManager(FImGuiModuleManager&&) = delete;
FImGuiModuleManager& operator=(FImGuiModuleManager&&) = delete;
void LoadTextures();
bool IsTickRegistered() { return TickDelegateHandle.IsValid(); }
void RegisterTick();
void UnregisterTick();
void CreateTickInitializer();
void ReleaseTickInitializer();
void Tick(float DeltaSeconds);
void OnViewportCreated();
void AddWidgetToViewport(UGameViewportClient* GameViewport);
void AddWidgetsToActiveViewports();
void OnContextProxyCreated(int32 ContextIndex, FImGuiContextProxy& ContextProxy);
// Event that we call after ImGui is updated.
FSimpleMulticastDelegate PostImGuiUpdateEvent;
// Collection of module state properties.
FImGuiModuleProperties Properties;
// Tying module console commands to life-cycle of this manager and module.
FImGuiModuleCommands Commands;
// ImGui settings proxy (valid in every loading stage).
FImGuiModuleSettings Settings;
// Widget that we add to all created contexts to draw ImGui demo.
FImGuiDemo ImGuiDemo;
// Manager for ImGui contexts.
FImGuiContextManager ContextManager;
// Manager for textures resources.
FTextureManager TextureManager;
// Slate widgets that we created.
TArray<TWeakPtr<SImGuiLayout>> Widgets;
FDelegateHandle TickInitializerHandle;
FDelegateHandle TickDelegateHandle;
FDelegateHandle ViewportCreatedHandle;
bool bTexturesLoaded = false;
};