mirror of
https://github.com/kevinporetti/UnrealImGui.git
synced 2025-01-19 00:40:32 +00:00
1a6aa98f51
- Added to ImGui Context Proxy a name that is mapped to ini file set in ImGui context. - ImGui Context Manager generates unique context names from world type and context index. - Refactored ImGui Context Manager to have a cleaner separation between editor and non-editor bits. - Fixed context update rules in ImGui Context Manager. - Changed widgets management in ImGui Module Manager to allow automatic garbage collection after viewports are closed and manual removal when module is shutting down. - ImGui Widgets are in full control of communication with context proxies. - Added basic world context utilities. - Refactored world context index utilities and replaced ambiguous 'default context index' with 'editor' and 'game' ones.
42 lines
1012 B
C++
42 lines
1012 B
C++
// Distributed under the MIT License (MIT) (see accompanying LICENSE file)
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#pragma once
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#include <Core.h>
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#include <Engine.h>
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// Utilities helping to get a World Context.
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namespace Utilities
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{
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template<typename T>
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FORCEINLINE const FWorldContext* GetWorldContext(const TWeakObjectPtr<T>& Obj)
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{
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return Obj.IsValid() ? GetWorldContext(*Obj.Get()) : nullptr;
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}
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template<typename T>
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FORCEINLINE const FWorldContext* GetWorldContext(const T* Obj)
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{
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return Obj ? GetWorldContext(*Obj) : nullptr;
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}
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FORCEINLINE const FWorldContext* GetWorldContext(const UGameInstance& GameInstance)
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{
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return GameInstance.GetWorldContext();
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}
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FORCEINLINE const FWorldContext* GetWorldContext(const UGameViewportClient& GameViewportClient)
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{
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return GetWorldContext(GameViewportClient.GetGameInstance());
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}
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FORCEINLINE const FWorldContext* GetWorldContext(const UWorld& World)
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{
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return GetWorldContext(World.GetGameInstance());
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}
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const FWorldContext* GetWorldContextFromNetMode(ENetMode NetMode);
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}
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