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https://github.com/kevinporetti/UnrealImGui.git
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118 lines
3.4 KiB
C++
118 lines
3.4 KiB
C++
// Distributed under the MIT License (MIT) (see accompanying LICENSE file)
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#pragma once
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#include <Delegates/Delegate.h>
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class UWorld;
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/**
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* Delegates to ImGui debug events. World delegates are called once per frame during world updates and have invocation
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* lists cleared after their worlds become invalid. Multi-context delegates are called once for every updated world.
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* Early debug delegates are called during world tick start and debug delegates are called during world post actor tick
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* or in engine versions below 4.18 during world tick start.
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*
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* Order of events is defined in a way that multi-context delegates can be used to draw headers and/or footers:
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* multi-context early debug, world early debug, world debug, multi-context debug.
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*/
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class IMGUI_API FImGuiDelegates
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{
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public:
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/**
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* Get a delegate to ImGui world early debug event for current world (GWorld).
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* @returns Simple multicast delegate to debug events called once per frame to debug current world
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*/
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static FSimpleMulticastDelegate& OnWorldEarlyDebug();
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/**
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* Get a delegate to ImGui world early debug event for given world.
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* @param World - World for which we need a delegate
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* @returns Simple multicast delegate to debug events called once per frame to debug given world
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*/
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static FSimpleMulticastDelegate& OnWorldEarlyDebug(UWorld* World);
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/**
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* Get a delegate to ImGui multi-context early debug event.
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* @returns Simple multicast delegate to debug events called once per frame for every world to debug
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*/
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static FSimpleMulticastDelegate& OnMultiContextEarlyDebug();
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/**
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* Get a delegate to ImGui world debug event for current world (GWorld).
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* @returns Simple multicast delegate to debug events called once per frame to debug current world
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*/
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static FSimpleMulticastDelegate& OnWorldDebug();
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/**
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* Get a delegate to ImGui world debug event for given world.
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* @param World - World for which we need a delegate
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* @returns Simple multicast delegate to debug events called once per frame to debug given world
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*/
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static FSimpleMulticastDelegate& OnWorldDebug(UWorld* World);
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/**
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* Get a delegate to ImGui multi-context debug event.
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* @returns Simple multicast delegate to debug events called once per frame for every world to debug
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*/
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static FSimpleMulticastDelegate& OnMultiContextDebug();
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};
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/** Enable to support legacy ImGui delegates API. */
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#define IMGUI_WITH_OBSOLETE_DELEGATES 1
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#if IMGUI_WITH_OBSOLETE_DELEGATES
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/** Delegate that allows to subscribe for ImGui events. */
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typedef FSimpleMulticastDelegate::FDelegate FImGuiDelegate;
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/**
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* Handle to ImGui delegate. Contains additional information locating delegates in different contexts.
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*/
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class FImGuiDelegateHandle
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{
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public:
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FImGuiDelegateHandle() = default;
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bool IsValid() const
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{
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return Handle.IsValid();
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}
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void Reset()
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{
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Handle.Reset();
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Index = 0;
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}
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private:
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FImGuiDelegateHandle(const FDelegateHandle& InHandle, int32 InCategory, int32 InIndex = 0)
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: Handle(InHandle)
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, Category(InCategory)
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, Index(InIndex)
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{
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}
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friend bool operator==(const FImGuiDelegateHandle& Lhs, const FImGuiDelegateHandle& Rhs)
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{
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return Lhs.Handle == Rhs.Handle && Lhs.Category == Rhs.Category && Lhs.Index == Rhs.Index;
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}
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friend bool operator!=(const FImGuiDelegateHandle& Lhs, const FImGuiDelegateHandle& Rhs)
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{
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return !(Lhs == Rhs);
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}
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FDelegateHandle Handle;
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int32 Category = 0;
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int32 Index = 0;
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friend class FImGuiModule;
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};
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#endif // IMGUI_WITH_OBSOLETE_DELEGATES
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