UnrealImGui/Source/ImGui/Public/ImGuiModule.h
2022-04-01 01:33:38 +01:00

189 lines
7.3 KiB
C++

// Distributed under the MIT License (MIT) (see accompanying LICENSE file)
#pragma once
#include "ImGuiDelegates.h"
#include "ImGuiModuleProperties.h"
#include "ImGuiTextureHandle.h"
#include <Modules/ModuleManager.h>
class FImGuiModule : public IModuleInterface
{
public:
/**
* Singleton-like access to this module's interface. This is just for convenience!
* Beware of calling this during the shutdown phase, though. Your module might have been unloaded already.
*
* @return Returns singleton instance, loading the module on demand if needed
*/
static inline FImGuiModule& Get()
{
return FModuleManager::LoadModuleChecked<FImGuiModule>("ImGui");
}
/**
* Checks to see if this module is loaded and ready. It is only valid to call Get() if IsAvailable() returns true.
*
* @return True if the module is loaded and ready to use
*/
static inline bool IsAvailable()
{
return FModuleManager::Get().IsModuleLoaded("ImGui");
}
#if IMGUI_WITH_OBSOLETE_DELEGATES
#if WITH_EDITOR
/**
* Add a delegate called at the end of editor debug frame to draw debug controls in its ImGui context, creating
* that context on demand.
*
* @param Delegate - Delegate that we want to add (@see FImGuiDelegate::Create...)
* @returns Returns handle that can be used to remove delegate (@see RemoveImGuiDelegate)
*/
virtual FImGuiDelegateHandle AddEditorImGuiDelegate(const FImGuiDelegate& Delegate);
#endif
/**
* Add a delegate called at the end of current world debug frame to draw debug controls in its ImGui context,
* creating that context on demand.
* This function will throw if called outside of a world context (i.e. current world cannot be found).
*
* @param Delegate - Delegate that we want to add (@see FImGuiDelegate::Create...)
* @returns Returns handle that can be used to remove delegate (@see RemoveImGuiDelegate)
*/
virtual FImGuiDelegateHandle AddWorldImGuiDelegate(const FImGuiDelegate& Delegate);
/**
* Add a delegate called at the end of a specific world's debug frame to draw debug controls in its ImGui context,
* creating that context on demand.
*
* @param World - A specific world to add the delegate to to
* @param Delegate - Delegate that we want to add (@see FImGuiDelegate::Create...)
* @returns Returns handle that can be used to remove delegate (@see RemoveImGuiDelegate)
*/
virtual FImGuiDelegateHandle AddWorldImGuiDelegate(const UWorld* World, const FImGuiDelegate& Delegate);
/**
* Add shared delegate called for each ImGui context at the end of debug frame, after calling context specific
* delegate. This delegate will be used for any ImGui context, created before or after it is registered.
*
* @param Delegate - Delegate that we want to add (@see FImGuiDelegate::Create...)
* @returns Returns handle that can be used to remove delegate (@see RemoveImGuiDelegate)
*/
virtual FImGuiDelegateHandle AddMultiContextImGuiDelegate(const FImGuiDelegate& Delegate);
/**
* Remove delegate added with any version of Add...ImGuiDelegate
*
* @param Handle - Delegate handle that was returned by adding function
*/
virtual void RemoveImGuiDelegate(const FImGuiDelegateHandle& Handle);
#endif // #if IMGUI_WITH_OBSOLETE_DELEGATES
/**
* If it exists, get a handle to the texture with given resource name.
*
* @param Name - Resource name of a texture to find
* @returns Handle to a registered texture or invalid handle if resources could not be found or were not valid
*/
virtual FImGuiTextureHandle FindTextureHandle(const FName& Name);
/**
* Register texture and create its Slate resources. If texture with that name already exists then it may be updated
* or if bMakeUnique is true, exception will be thrown. Throws exception, if name argument is NAME_None or texture
* is null.
*
* Note, that updating texture resources doesn't invalidate already existing handles and returned handle will have
* the same value.
*
* @param Name - Resource name for the texture that needs to be registered or updated
* @param Texture - Texture for which we want to create or update Slate resources
* @param bMakeUnique - If false then existing resources are updated/overwritten (default). If true, then stricter
* policy is applied and if resource with that name exists then exception is thrown.
* @returns Handle to the texture resources, which can be used to release allocated resources and as an argument to
* relevant ImGui functions
*/
virtual FImGuiTextureHandle RegisterTexture(const FName& Name, class UTexture* Texture, bool bMakeUnique = false);
/**
* Unregister texture and release its Slate resources. If handle is null or not valid, this function fails silently
* (for definition of 'valid' look @ FImGuiTextureHandle).
*
* @returns ImGui Texture Handle to texture that needs to be unregistered
*/
virtual void ReleaseTexture(const FImGuiTextureHandle& Handle);
virtual void RebuildFontAtlas();
/**
* Get ImGui module properties.
*
* @returns Reference to an instance of ImGui module properties that allows to read and/or modify module state.
*/
virtual FImGuiModuleProperties& GetProperties();
virtual const FImGuiModuleProperties& GetProperties() const;
/**
* DEPRECIATED: Please use GetProperties() as this function is scheduled for removal.
* Check whether Input Mode is enabled (tests ImGui.InputEnabled console variable).
*
* @returns True, if Input Mode is enabled (ImGui.InputEnabled != 0) and false otherwise.
*/
virtual bool IsInputMode() const;
/**
* DEPRECIATED: Please use GetProperties() as this function is scheduled for removal.
* Set Input Mode state (sets ImGui.InputEnabled console variable, so it can be used together with a console).
*
* @param bEnabled - Whether Input Mode should be enabled (ImGui.InputEnabled = 1) or not (ImGui.InputEnabled = 0).
*/
virtual void SetInputMode(bool bEnabled);
/**
* DEPRECIATED: Please use GetProperties() as this function is scheduled for removal.
* Toggle Input Mode state (changes ImGui.InputEnabled console variable).
*/
virtual void ToggleInputMode();
/**
* DEPRECIATED: Please use GetProperties() as this function is scheduled for removal.
* Check whether ImGui Demo is shown (tests ImGui.ShowDemo console variable).
*
* @returns True, if demo is shown (ImGui.ShowDemo != 0) and false otherwise.
*/
virtual bool IsShowingDemo() const;
/**
* DEPRECIATED: Please use GetProperties() as this function is scheduled for removal.
* Set whether to show ImGui Demo (sets ImGui.ShowDemo console variable, so it can be used together with a console).
*
* @param bShow - Whether to show ImGui Demo (ImGui.ShowDemo = 1) or not (ImGui.ShowDemo = 0).
*/
virtual void SetShowDemo(bool bShow);
/**
* DEPRECIATED: Please use GetProperties() as this function is scheduled for removal.
* Toggle ImGui Demo (changes ImGui.ShowDemo console variable).
*/
virtual void ToggleShowDemo();
/** IModuleInterface implementation */
virtual void StartupModule() override;
virtual void ShutdownModule() override;
private:
#if WITH_EDITOR
virtual void SetProperties(const FImGuiModuleProperties& Properties);
struct FImGuiContextHandle* ImGuiContextHandle = nullptr;
struct FImGuiDelegatesContainerHandle* DelegatesContainerHandle = nullptr;
friend struct FImGuiContextHandle;
friend struct FImGuiDelegatesContainerHandle;
#endif
};