UnrealImGui/Source/ImGui/Private/ImGuiContextProxy.h
Sebastian 71dd082f69 Changed FImGuiContextManager to prevent moving created context proxies and to allow other objects with the same or shorter lifespan safely use cached pointers to those resources.
- Disabled move semantics in FImGuiContextProxy and removed code related to moving ImGui context.
- Changed FImGuiContextManager to store proxies as unique pointers.
2019-08-03 17:45:53 +01:00

110 lines
3.4 KiB
C++

// Distributed under the MIT License (MIT) (see accompanying LICENSE file)
#pragma once
#include "ImGuiDrawData.h"
#include "ImGuiInputState.h"
#include "Utilities/WorldContextIndex.h"
#include <GenericPlatform/ICursor.h>
#include <imgui.h>
#include <string>
// Represents a single ImGui context. All the context updates should be done through this proxy. During update it
// broadcasts draw events to allow listeners draw their controls. After update it stores draw data.
class FImGuiContextProxy
{
public:
FImGuiContextProxy(const FString& Name, int32 InContextIndex, FSimpleMulticastDelegate* InSharedDrawEvent, ImFontAtlas* InFontAtlas);
~FImGuiContextProxy();
FImGuiContextProxy(const FImGuiContextProxy&) = delete;
FImGuiContextProxy& operator=(const FImGuiContextProxy&) = delete;
FImGuiContextProxy(FImGuiContextProxy&&) = delete;
FImGuiContextProxy& operator=(FImGuiContextProxy&&) = delete;
// Get the name of this context.
const FString& GetName() const { return Name; }
// Get draw data from the last frame.
const TArray<FImGuiDrawList>& GetDrawData() const { return DrawLists; }
// Get input state used by this context.
FImGuiInputState& GetInputState() { return InputState; }
const FImGuiInputState& GetInputState() const { return InputState; }
// Is this context the current ImGui context.
bool IsCurrentContext() const { return ImGui::GetCurrentContext() == Context; }
// Set this context as current ImGui context.
void SetAsCurrent() { ImGui::SetCurrentContext(Context); }
// Context display size (read once per frame during context update).
const FVector2D& GetDisplaySize() const { return DisplaySize; }
// Whether this context has an active item (read once per frame during context update).
bool HasActiveItem() const { return bHasActiveItem; }
// Whether this context has mouse hovering any window (read once per frame during context update).
bool IsMouseHoveringAnyWindow() const { return bIsMouseHoveringAnyWindow; }
// Cursor type desired by this context (updated once per frame during context update).
EMouseCursor::Type GetMouseCursor() const { return MouseCursor; }
// Delegate called right before ending the frame to allows listeners draw their controls.
FSimpleMulticastDelegate& OnDraw() { return DrawEvent; }
// Call early debug events to allow listeners draw their debug widgets.
void DrawEarlyDebug();
// Call debug events to allow listeners draw their debug widgets.
void DrawDebug();
// Tick to advance context to the next frame. Only one call per frame will be processed.
void Tick(float DeltaSeconds);
private:
void BeginFrame(float DeltaTime = 1.f / 60.f);
void EndFrame();
void UpdateDrawData(ImDrawData* DrawData);
void BroadcastWorldEarlyDebug();
void BroadcastMultiContextEarlyDebug();
void BroadcastWorldDebug();
void BroadcastMultiContextDebug();
ImGuiContext* Context;
FVector2D DisplaySize = FVector2D::ZeroVector;
EMouseCursor::Type MouseCursor = EMouseCursor::None;
bool bHasActiveItem = false;
bool bIsMouseHoveringAnyWindow = false;
bool bIsFrameStarted = false;
bool bIsDrawEarlyDebugCalled = false;
bool bIsDrawDebugCalled = false;
FImGuiInputState InputState;
TArray<FImGuiDrawList> DrawLists;
FString Name;
int32 ContextIndex = Utilities::INVALID_CONTEXT_INDEX;
uint32 LastFrameNumber = 0;
FSimpleMulticastDelegate DrawEvent;
FSimpleMulticastDelegate* SharedDrawEvent = nullptr;
std::string IniFilename;
};