mirror of
https://github.com/kevinporetti/UnrealImGui.git
synced 2025-01-19 00:40:32 +00:00
852a501022
Moving input state to context proxy decouples it a bit from a particular input source and although not used right now, it allows multiple sources to send input in parallel.
148 lines
4.8 KiB
C++
148 lines
4.8 KiB
C++
// Distributed under the MIT License (MIT) (see accompanying LICENSE file)
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#pragma once
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#include "ImGuiModuleDebug.h"
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#include "ImGuiModuleSettings.h"
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#include <Widgets/SCompoundWidget.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 FImGuiInputState;
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class FImGuiModuleManager;
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class SImGuiCanvasControl;
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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 SCompoundWidget
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{
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typedef SCompoundWidget 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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//----------------------------------------------------------------------------------------------------
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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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FORCEINLINE void CopyModifierKeys(const FInputEvent& InputEvent);
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bool IsConsoleOpened() const;
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// Update visibility based on input enabled state.
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void UpdateVisibility();
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ULocalPlayer* GetLocalPlayer() const;
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void TakeFocus();
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void ReturnFocus();
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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 UpdateCanvasControlMode(const FInputEvent& InputEvent);
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void OnPostImGuiUpdate();
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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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void SetImGuiTransform(const FSlateRenderTransform& Transform) { ImGuiTransform = Transform; }
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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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FSlateRenderTransform ImGuiTransform;
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FSlateRenderTransform ImGuiRenderTransform;
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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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// Whether or not ImGui should draw its own cursor.
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bool bUseSoftwareCursor = false;
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TSharedPtr<SImGuiCanvasControl> CanvasControlWidget;
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TWeakPtr<SWidget> PreviousUserFocusedWidget;
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};
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