mirror of
https://github.com/kevinporetti/UnrealImGui.git
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212 lines
7.5 KiB
C++
212 lines
7.5 KiB
C++
// Distributed under the MIT License (MIT) (see accompanying LICENSE file)
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#pragma once
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#include "ImGuiInputState.h"
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#include "ImGuiModuleDebug.h"
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#include "ImGuiModuleSettings.h"
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#include <Widgets/SLeafWidget.h>
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// Hide ImGui Widget debug in non-developer mode.
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#define IMGUI_WIDGET_DEBUG IMGUI_MODULE_DEVELOPER
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class FImGuiModuleManager;
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class UImGuiInputHandler;
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// Slate widget for rendering ImGui output and storing Slate inputs.
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class SImGuiWidget : public SLeafWidget
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{
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typedef SLeafWidget Super;
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public:
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SLATE_BEGIN_ARGS(SImGuiWidget)
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{}
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SLATE_ARGUMENT(FImGuiModuleManager*, ModuleManager)
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SLATE_ARGUMENT(UGameViewportClient*, GameViewport)
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SLATE_ARGUMENT(int32, ContextIndex)
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SLATE_END_ARGS()
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void Construct(const FArguments& InArgs);
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~SImGuiWidget();
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// Get index of the context that this widget is targeting.
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int32 GetContextIndex() const { return ContextIndex; }
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// Get input state associated with this widget.
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const FImGuiInputState& GetInputState() const { return InputState; }
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// Get the game viewport to which this widget is attached.
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const TWeakObjectPtr<UGameViewportClient>& GetGameViewport() const { return GameViewport; }
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// Detach widget from viewport assigned during construction (effectively allowing to dispose this widget).
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void Detach();
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//----------------------------------------------------------------------------------------------------
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// SWidget overrides
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//----------------------------------------------------------------------------------------------------
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virtual void Tick(const FGeometry& AllottedGeometry, const double InCurrentTime, const float InDeltaTime) override;
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virtual bool SupportsKeyboardFocus() const override { return bInputEnabled && !IsConsoleOpened(); }
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virtual FReply OnKeyChar(const FGeometry& MyGeometry, const FCharacterEvent& CharacterEvent) override;
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virtual FReply OnKeyDown(const FGeometry& MyGeometry, const FKeyEvent& KeyEvent) override;
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virtual FReply OnKeyUp(const FGeometry& MyGeometry, const FKeyEvent& KeyEvent) override;
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virtual FReply OnAnalogValueChanged(const FGeometry& MyGeometry, const FAnalogInputEvent& AnalogInputEvent) override;
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virtual FReply OnMouseButtonDown(const FGeometry& MyGeometry, const FPointerEvent& MouseEvent) override;
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virtual FReply OnMouseButtonDoubleClick(const FGeometry& MyGeometry, const FPointerEvent& MouseEvent) override;
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virtual FReply OnMouseButtonUp(const FGeometry& MyGeometry, const FPointerEvent& MouseEvent) override;
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virtual FReply OnMouseWheel(const FGeometry& MyGeometry, const FPointerEvent& MouseEvent) override;
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virtual FReply OnMouseMove(const FGeometry& MyGeometry, const FPointerEvent& MouseEvent) override;
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virtual FReply OnFocusReceived(const FGeometry& MyGeometry, const FFocusEvent& FocusEvent) override;
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virtual void OnFocusLost(const FFocusEvent& FocusEvent) override;
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virtual void OnMouseEnter(const FGeometry& MyGeometry, const FPointerEvent& MouseEvent) override;
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virtual void OnMouseLeave(const FPointerEvent& MouseEvent) override;
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virtual FCursorReply OnCursorQuery(const FGeometry& MyGeometry, const FPointerEvent& CursorEvent) const override;
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private:
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enum class EInputMode : uint8
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{
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None,
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// Mouse pointer only without user focus
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MousePointerOnly,
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// Full input with user focus (mouse, keyboard and depending on navigation mode gamepad)
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Full
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};
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void CreateInputHandler(const FStringClassReference& HandlerClassReference);
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void ReleaseInputHandler();
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void SetUseSoftwareCursor(bool bUse) { bUseSoftwareCursor = bUse; }
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void RegisterImGuiSettingsDelegates();
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void UnregisterImGuiSettingsDelegates();
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// If needed, add to event reply a mouse lock or unlock request.
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FORCEINLINE FReply WithMouseLockRequests(FReply&& Reply);
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FORCEINLINE void CopyModifierKeys(const FInputEvent& InputEvent);
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FORCEINLINE void CopyModifierKeys(const FPointerEvent& MouseEvent);
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bool IsConsoleOpened() const;
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void SetMouseCursorOverride(EMouseCursor::Type InMouseCursorOverride);
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// Update visibility based on input enabled state.
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void SetVisibilityFromInputEnabled();
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ULocalPlayer* GetLocalPlayer() const;
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void TakeFocus();
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void ReturnFocus();
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// Update input enabled state from console variable.
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void UpdateInputEnabled();
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// Determine new input mode based on hints.
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void UpdateInputMode(bool bHasKeyboardFocus, bool bHasMousePointer);
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void UpdateMouseStatus();
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FORCEINLINE bool HasMouseEventNotification() const { return bReceivedMouseEvent; }
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FORCEINLINE void NotifyMouseEvent() { bReceivedMouseEvent = true; }
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FORCEINLINE void ClearMouseEventNotification() { bReceivedMouseEvent = false; }
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void OnPostImGuiUpdate();
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// Update canvas map mode based on input state.
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void UpdateCanvasMapMode(const FInputEvent& InputEvent);
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void SetCanvasMapMode(bool bEnabled);
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void AddCanvasScale(float Delta);
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void UdateCanvasScale(float DeltaSeconds);
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void UpdateCanvasDraggingConditions(const FPointerEvent& MouseEvent);
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void UpdateCanvasDragging(const FGeometry& MyGeometry, const FPointerEvent& MouseEvent);
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// Canvas scale in which the whole canvas is visible in the viewport. We don't scale below that value.
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float GetMinCanvasScale() const;
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// Normalized canvas scale mapping range [MinCanvasScale..1] to [0..1].
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float GetNormalizedCanvasScale(float Scale) const;
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// Position of the canvas origin, given the current canvas scale and offset. Uses NormalizedCanvasScale to smoothly
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// transition between showing visible canvas area at scale 1 and the whole canvas at min canvas scale.
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FVector2D GetCanvasPosition(float Scale, const FVector2D& Offset) const;
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bool InFrameGrabbingRange(const FVector2D& Position, float Scale, const FVector2D& Offset) const;
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FVector2D GetViewportSize() const;
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virtual int32 OnPaint(const FPaintArgs& Args, const FGeometry& AllottedGeometry, const FSlateRect& MyClippingRect, FSlateWindowElementList& OutDrawElements, int32 LayerId, const FWidgetStyle& WidgetStyle, bool bParentEnabled) const override;
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virtual FVector2D ComputeDesiredSize(float) const override;
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#if IMGUI_WIDGET_DEBUG
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void OnDebugDraw();
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#endif // IMGUI_WIDGET_DEBUG
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FImGuiModuleManager* ModuleManager = nullptr;
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TWeakObjectPtr<UGameViewportClient> GameViewport;
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TWeakObjectPtr<UImGuiInputHandler> InputHandler;
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mutable TArray<FSlateVertex> VertexBuffer;
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mutable TArray<SlateIndex> IndexBuffer;
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int32 ContextIndex = 0;
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FImGuiInputState InputState;
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EInputMode InputMode = EInputMode::None;
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bool bInputEnabled = false;
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bool bReceivedMouseEvent = false;
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bool bMouseLock = false;
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// Whether or not ImGui should draw its own cursor.
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bool bUseSoftwareCursor = false;
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// Canvas map mode allows to zoom in/out and navigate between different parts of ImGui canvas.
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bool bCanvasMapMode = false;
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// If enabled (only if not fully zoomed out), allows to drag ImGui canvas. Dragging canvas modifies canvas offset.
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bool bCanvasDragging = false;
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// If enabled (only if zoomed out), allows to drag a frame that represents a visible area of the ImGui canvas.
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// Mouse deltas are converted to canvas offset by linear formula derived from GetCanvasPosition function.
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bool bFrameDragging = false;
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// True, if mouse and input are in state that allows to start frame dragging. Used for highlighting.
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bool bFrameDraggingReady = false;
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bool bFrameDraggingSkipMouseMove = false;
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EMouseCursor::Type MouseCursorOverride = EMouseCursor::None;
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float TargetCanvasScale = 1.f;
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float CanvasScale = 1.f;
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FVector2D CanvasOffset = FVector2D::ZeroVector;
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float ImGuiFrameCanvasScale = 1.f;
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FVector2D ImGuiFrameCanvasOffset = FVector2D::ZeroVector;
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TWeakPtr<SWidget> PreviousUserFocusedWidget;
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};
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