UnrealImGui/Source/ImGui/Private/ImGuiModuleManager.cpp
Sebastian dd06fcbbdf Added support for registering in module user textures to them in ImGui:
- Added ImGuiTextureHandle that is implicitly convertible to ImTextureID and can be used directly with ImGui interface.
- Added to ImGui Module interface allowing to register, update and release textures or find handles to existing resources.
- Refactored Texture Manager and added functions allowing create, update or release resources for user textures.
- Loosened resource verification policy in Texture Manager to work smoothly with external requests and to handle gracefully situations when invalid texture id is passed to ImGui.
- Introduced ‘error texture’ that is used for invalid resources.
2018-08-15 22:20:46 +01:00

208 lines
5.8 KiB
C++

// Distributed under the MIT License (MIT) (see accompanying LICENSE file)
#include "ImGuiPrivatePCH.h"
#include "ImGuiModuleManager.h"
#include "ImGuiInteroperability.h"
#include "Utilities/WorldContextIndex.h"
#include <ModuleManager.h>
#include <imgui.h>
FImGuiModuleManager::FImGuiModuleManager()
{
// Typically we will use viewport created events to add widget to new game viewports.
ViewportCreatedHandle = UGameViewportClient::OnViewportCreated().AddRaw(this, &FImGuiModuleManager::OnViewportCreated);
// Try to register tick delegate (it may fail if Slate application isn't yet ready).
RegisterTick();
// If we failed to register, create an initializer that will do it later.
if (!IsTickRegistered())
{
CreateTickInitializer();
}
// We need to add widgets to active game viewports as they won't generate on-created events. This is especially
// important during hot-reloading.
AddWidgetsToActiveViewports();
}
FImGuiModuleManager::~FImGuiModuleManager()
{
// We are no longer interested with adding widgets to viewports.
if (ViewportCreatedHandle.IsValid())
{
UGameViewportClient::OnViewportCreated().Remove(ViewportCreatedHandle);
ViewportCreatedHandle.Reset();
}
// Remove still active widgets (important during hot-reloading).
for (auto& Widget : Widgets)
{
if (Widget.IsValid())
{
Widget.Pin()->Detach();
}
}
// Deactivate this manager.
ReleaseTickInitializer();
UnregisterTick();
}
void FImGuiModuleManager::LoadTextures()
{
checkf(FSlateApplication::IsInitialized(), TEXT("Slate should be initialized before we can create textures."));
if (!bTexturesLoaded)
{
bTexturesLoaded = true;
TextureManager.InitializeErrorTexture(FColor::Magenta);
// Create an empty texture at index 0. We will use it for ImGui outputs with null texture id.
TextureManager.CreatePlainTexture(FName{ "ImGuiModule_Plain" }, 2, 2, FColor::White);
// Create a font atlas texture.
ImFontAtlas& Fonts = ContextManager.GetFontAtlas();
unsigned char* Pixels;
int Width, Height, Bpp;
Fonts.GetTexDataAsRGBA32(&Pixels, &Width, &Height, &Bpp);
TextureIndex FontsTexureIndex = TextureManager.CreateTexture(FName{ "ImGuiModule_FontAtlas" }, Width, Height, Bpp, Pixels);
// Set font texture index in ImGui.
Fonts.TexID = ImGuiInterops::ToImTextureID(FontsTexureIndex);
}
}
void FImGuiModuleManager::RegisterTick()
{
// Slate Post-Tick is a good moment to end and advance ImGui frame as it minimises a tearing.
if (!TickDelegateHandle.IsValid() && FSlateApplication::IsInitialized())
{
TickDelegateHandle = FSlateApplication::Get().OnPostTick().AddRaw(this, &FImGuiModuleManager::Tick);
}
}
void FImGuiModuleManager::UnregisterTick()
{
if (TickDelegateHandle.IsValid())
{
if (FSlateApplication::IsInitialized())
{
FSlateApplication::Get().OnPostTick().Remove(TickDelegateHandle);
}
TickDelegateHandle.Reset();
}
}
void FImGuiModuleManager::CreateTickInitializer()
{
if (!TickInitializerHandle.IsValid())
{
// Try to register tick delegate until we finally succeed.
TickInitializerHandle = FModuleManager::Get().OnModulesChanged().AddLambda([this](FName Name, EModuleChangeReason Reason)
{
if (Reason == EModuleChangeReason::ModuleLoaded)
{
RegisterTick();
}
if (IsTickRegistered())
{
ReleaseTickInitializer();
}
});
}
}
void FImGuiModuleManager::ReleaseTickInitializer()
{
if (TickInitializerHandle.IsValid())
{
FModuleManager::Get().OnModulesChanged().Remove(TickInitializerHandle);
TickInitializerHandle.Reset();
}
}
bool FImGuiModuleManager::IsInUpdateThread()
{
// We can get ticks from the Game thread and Slate loading thread. In both cases IsInGameThread() is true, so we
// need to make additional test to filter out loading thread.
return IsInGameThread() && !IsInSlateThread();
}
void FImGuiModuleManager::Tick(float DeltaSeconds)
{
if (IsInUpdateThread())
{
// Update context manager to advance all ImGui contexts to the next frame.
ContextManager.Tick(DeltaSeconds);
// Inform that we finished updating ImGui, so other subsystems can react.
PostImGuiUpdateEvent.Broadcast();
}
}
void FImGuiModuleManager::OnViewportCreated()
{
checkf(FSlateApplication::IsInitialized(), TEXT("We expect Slate to be initialized when game viewport is created."));
// Create widget to viewport responsible for this event.
AddWidgetToViewport(GEngine->GameViewport);
}
void FImGuiModuleManager::AddWidgetToViewport(UGameViewportClient* GameViewport)
{
checkf(GameViewport, TEXT("Null game viewport."));
checkf(FSlateApplication::IsInitialized(), TEXT("Slate should be initialized before we can add widget to game viewports."));
// Make sure that we have a context for this viewport's world and get its index.
int32 ContextIndex;
auto& Proxy = ContextManager.GetWorldContextProxy(*GameViewport->GetWorld(), ContextIndex);
// Make sure that textures are loaded before the first Slate widget is created.
LoadTextures();
// Create and initialize the widget.
TSharedPtr<SImGuiWidget> SharedWidget;
SAssignNew(SharedWidget, SImGuiWidget).ModuleManager(this).GameViewport(GameViewport).ContextIndex(ContextIndex);
// We transfer widget ownerships to viewports but we keep weak references in case we need to manually detach active
// widgets during module shutdown (important during hot-reloading).
if (TWeakPtr<SImGuiWidget>* Slot = Widgets.FindByPredicate([](auto& Widget) { return !Widget.IsValid(); }))
{
*Slot = SharedWidget;
}
else
{
Widgets.Emplace(SharedWidget);
}
}
void FImGuiModuleManager::AddWidgetsToActiveViewports()
{
if (FSlateApplication::IsInitialized() && GEngine)
{
// Loop as long as we have a valid viewport or until we detect a cycle.
UGameViewportClient* GameViewport = GEngine->GameViewport;
while (GameViewport)
{
AddWidgetToViewport(GameViewport);
GameViewport = GEngine->GetNextPIEViewport(GameViewport);
if (GameViewport == GEngine->GameViewport)
{
break;
}
}
}
}