mirror of
https://github.com/kevinporetti/UnrealImGui.git
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102 lines
3.1 KiB
C++
102 lines
3.1 KiB
C++
// Distributed under the MIT License (MIT) (see accompanying LICENSE file)
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#include "ImGuiPrivatePCH.h"
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#include "ImGuiModuleCommands.h"
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#include "ImGuiSettings.h"
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#include "Utilities/DebugExecBindings.h"
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namespace CommandNames
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{
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namespace
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{
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const TCHAR* ToggleInput = TEXT("ImGui.ToggleInput");
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const TCHAR* ToggleKeyboardNavigation = TEXT("ImGui.ToggleKeyboardNavigation");
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const TCHAR* ToggleGamepadNavigation = TEXT("ImGui.ToggleGamepadNavigation");
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const TCHAR* ToggleDemo = TEXT("ImGui.ToggleDemo");
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}
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}
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FImGuiModuleCommands::FImGuiModuleCommands()
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: ToggleInputCommand(CommandNames::ToggleInput,
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TEXT("Toggle ImGui input mode."),
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FConsoleCommandDelegate::CreateRaw(this, &FImGuiModuleCommands::ToggleInput))
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, ToggleKeyboardNavigationCommand(CommandNames::ToggleKeyboardNavigation,
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TEXT("Toggle ImGui keyboard navigation."),
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FConsoleCommandDelegate::CreateRaw(this, &FImGuiModuleCommands::ToggleKeyboardNavigation))
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, ToggleGamepadNavigationCommand(CommandNames::ToggleGamepadNavigation,
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TEXT("Toggle ImGui gamepad navigation."),
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FConsoleCommandDelegate::CreateRaw(this, &FImGuiModuleCommands::ToggleGamepadNavigation))
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, ToggleDemoCommand(CommandNames::ToggleDemo,
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TEXT("Toggle ImGui demo."),
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FConsoleCommandDelegate::CreateRaw(this, &FImGuiModuleCommands::ToggleDemo))
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{
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// Delegate initializer to support settings loaded after this object creation (in stand-alone builds) and potential
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// reloading of settings.
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UImGuiSettings::OnSettingsLoaded().AddRaw(this, &FImGuiModuleCommands::InitializeSettings);
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// Call initializer to support settings already loaded (editor).
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InitializeSettings();
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}
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FImGuiModuleCommands::~FImGuiModuleCommands()
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{
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UImGuiSettings::OnSettingsLoaded().RemoveAll(this);
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UnregisterSettingsDelegates();
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}
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void FImGuiModuleCommands::InitializeSettings()
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{
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RegisterSettingsDelegates();
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// We manually update key bindings based on ImGui settings rather than using input configuration. This works out
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// of the box in packed and staged builds and it helps to avoid ambiguities where ImGui settings are stored.
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UpdateToggleInputKeyBinding();
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}
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void FImGuiModuleCommands::RegisterSettingsDelegates()
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{
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if (GImGuiSettings && !GImGuiSettings->OnToggleInputKeyChanged.IsBoundToObject(this))
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{
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GImGuiSettings->OnToggleInputKeyChanged.AddRaw(this, &FImGuiModuleCommands::UpdateToggleInputKeyBinding);
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}
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}
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void FImGuiModuleCommands::UnregisterSettingsDelegates()
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{
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if (GImGuiSettings)
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{
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GImGuiSettings->OnToggleInputKeyChanged.RemoveAll(this);
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}
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}
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void FImGuiModuleCommands::UpdateToggleInputKeyBinding()
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{
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if (GImGuiSettings)
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{
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DebugExecBindings::UpdatePlayerInputs(GImGuiSettings->GetToggleInputKey(), CommandNames::ToggleInput);
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}
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}
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void FImGuiModuleCommands::ToggleInput()
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{
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FImGuiModuleProperties::Get().ToggleInput();
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}
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void FImGuiModuleCommands::ToggleKeyboardNavigation()
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{
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FImGuiModuleProperties::Get().ToggleKeyboardNavigation();
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}
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void FImGuiModuleCommands::ToggleGamepadNavigation()
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{
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FImGuiModuleProperties::Get().ToggleGamepadNavigation();
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}
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void FImGuiModuleCommands::ToggleDemo()
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{
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FImGuiModuleProperties::Get().ToggleDemo();
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}
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