UnrealImGui/Source/ImGui/Private/ImGuiImplementation.cpp

75 lines
2.3 KiB
C++

// Distributed under the MIT License (MIT) (see accompanying LICENSE file)
#include "ImGuiPrivatePCH.h"
// We build ImGui source code as part of this module. This is for convenience (no need to manually build libraries for
// different target platforms) but it also exposes the whole ImGui source for inspection, which can be pretty handy.
// Source files are included from Third Party directory, so we can wrap them in required by Unreal Build System headers
// without modifications in ImGui source code.
//
// We don't need to define IMGUI_API manually because it is already done for this module.
#if PLATFORM_XBOXONE
// Disable Win32 functions used in ImGui and not supported on XBox.
#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS
#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS
#endif // PLATFORM_XBOXONE
#if WITH_EDITOR
// Global ImGui context pointer.
ImGuiContext* GImGuiContextPtr = nullptr;
// Handle to the global ImGui context pointer.
ImGuiContext** GImGuiContextPtrHandle = &GImGuiContextPtr;
// Get the global ImGui context pointer (GImGui) indirectly to allow redirections in obsolete modules.
#define GImGui (*GImGuiContextPtrHandle)
#endif // WITH_EDITOR
#if PLATFORM_WINDOWS
#include <AllowWindowsPlatformTypes.h>
#endif // PLATFORM_WINDOWS
#include "imgui.cpp"
#include "imgui_demo.cpp"
#include "imgui_draw.cpp"
#if PLATFORM_WINDOWS
#include <HideWindowsPlatformTypes.h>
#endif // PLATFORM_WINDOWS
#include "ImGuiInteroperability.h"
namespace ImGuiImplementation
{
bool GetCursorData(ImGuiMouseCursor CursorType, FVector2D& OutSize, FVector2D& OutUVMin, FVector2D& OutUVMax, FVector2D& OutOutlineUVMin, FVector2D& OutOutlineUVMax)
{
ImFontAtlas* FontAtlas = ImGui::GetIO().Fonts;
ImVec2 Offset, Size, UV[4];
if (FontAtlas && FontAtlas->GetMouseCursorTexData(CursorType, &Offset, &Size, &UV[0], &UV[2]))
{
using namespace ImGuiInterops;
OutSize = ToVector2D(Size);
OutUVMin = ToVector2D(UV[0]);
OutUVMax = ToVector2D(UV[1]);
OutOutlineUVMin = ToVector2D(UV[2]);
OutOutlineUVMax = ToVector2D(UV[3]);
return true;
}
else
{
return false;
}
}
#if WITH_EDITOR
ImGuiContext** GetImGuiContextHandle()
{
return GImGuiContextPtrHandle;
}
void SetImGuiContextHandle(ImGuiContext** Handle)
{
GImGuiContextPtrHandle = Handle;
}
#endif // WITH_EDITOR
}