mirror of
https://github.com/kevinporetti/UnrealImGui.git
synced 2025-01-18 16:30:32 +00:00
dd06fcbbdf
- 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.
208 lines
5.8 KiB
C++
208 lines
5.8 KiB
C++
// Distributed under the MIT License (MIT) (see accompanying LICENSE file)
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#include "ImGuiPrivatePCH.h"
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#include "ImGuiModuleManager.h"
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#include "ImGuiInteroperability.h"
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#include "Utilities/WorldContextIndex.h"
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#include <ModuleManager.h>
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#include <imgui.h>
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FImGuiModuleManager::FImGuiModuleManager()
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{
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// Typically we will use viewport created events to add widget to new game viewports.
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ViewportCreatedHandle = UGameViewportClient::OnViewportCreated().AddRaw(this, &FImGuiModuleManager::OnViewportCreated);
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// Try to register tick delegate (it may fail if Slate application isn't yet ready).
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RegisterTick();
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// If we failed to register, create an initializer that will do it later.
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if (!IsTickRegistered())
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{
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CreateTickInitializer();
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}
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// We need to add widgets to active game viewports as they won't generate on-created events. This is especially
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// important during hot-reloading.
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AddWidgetsToActiveViewports();
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}
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FImGuiModuleManager::~FImGuiModuleManager()
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{
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// We are no longer interested with adding widgets to viewports.
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if (ViewportCreatedHandle.IsValid())
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{
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UGameViewportClient::OnViewportCreated().Remove(ViewportCreatedHandle);
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ViewportCreatedHandle.Reset();
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}
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// Remove still active widgets (important during hot-reloading).
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for (auto& Widget : Widgets)
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{
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if (Widget.IsValid())
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{
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Widget.Pin()->Detach();
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}
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}
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// Deactivate this manager.
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ReleaseTickInitializer();
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UnregisterTick();
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}
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void FImGuiModuleManager::LoadTextures()
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{
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checkf(FSlateApplication::IsInitialized(), TEXT("Slate should be initialized before we can create textures."));
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if (!bTexturesLoaded)
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{
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bTexturesLoaded = true;
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TextureManager.InitializeErrorTexture(FColor::Magenta);
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// Create an empty texture at index 0. We will use it for ImGui outputs with null texture id.
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TextureManager.CreatePlainTexture(FName{ "ImGuiModule_Plain" }, 2, 2, FColor::White);
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// Create a font atlas texture.
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ImFontAtlas& Fonts = ContextManager.GetFontAtlas();
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unsigned char* Pixels;
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int Width, Height, Bpp;
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Fonts.GetTexDataAsRGBA32(&Pixels, &Width, &Height, &Bpp);
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TextureIndex FontsTexureIndex = TextureManager.CreateTexture(FName{ "ImGuiModule_FontAtlas" }, Width, Height, Bpp, Pixels);
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// Set font texture index in ImGui.
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Fonts.TexID = ImGuiInterops::ToImTextureID(FontsTexureIndex);
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}
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}
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void FImGuiModuleManager::RegisterTick()
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{
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// Slate Post-Tick is a good moment to end and advance ImGui frame as it minimises a tearing.
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if (!TickDelegateHandle.IsValid() && FSlateApplication::IsInitialized())
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{
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TickDelegateHandle = FSlateApplication::Get().OnPostTick().AddRaw(this, &FImGuiModuleManager::Tick);
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}
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}
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void FImGuiModuleManager::UnregisterTick()
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{
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if (TickDelegateHandle.IsValid())
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{
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if (FSlateApplication::IsInitialized())
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{
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FSlateApplication::Get().OnPostTick().Remove(TickDelegateHandle);
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}
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TickDelegateHandle.Reset();
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}
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}
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void FImGuiModuleManager::CreateTickInitializer()
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{
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if (!TickInitializerHandle.IsValid())
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{
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// Try to register tick delegate until we finally succeed.
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TickInitializerHandle = FModuleManager::Get().OnModulesChanged().AddLambda([this](FName Name, EModuleChangeReason Reason)
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{
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if (Reason == EModuleChangeReason::ModuleLoaded)
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{
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RegisterTick();
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}
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if (IsTickRegistered())
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{
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ReleaseTickInitializer();
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}
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});
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}
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}
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void FImGuiModuleManager::ReleaseTickInitializer()
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{
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if (TickInitializerHandle.IsValid())
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{
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FModuleManager::Get().OnModulesChanged().Remove(TickInitializerHandle);
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TickInitializerHandle.Reset();
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}
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}
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bool FImGuiModuleManager::IsInUpdateThread()
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{
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// We can get ticks from the Game thread and Slate loading thread. In both cases IsInGameThread() is true, so we
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// need to make additional test to filter out loading thread.
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return IsInGameThread() && !IsInSlateThread();
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}
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void FImGuiModuleManager::Tick(float DeltaSeconds)
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{
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if (IsInUpdateThread())
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{
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// Update context manager to advance all ImGui contexts to the next frame.
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ContextManager.Tick(DeltaSeconds);
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// Inform that we finished updating ImGui, so other subsystems can react.
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PostImGuiUpdateEvent.Broadcast();
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}
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}
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void FImGuiModuleManager::OnViewportCreated()
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{
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checkf(FSlateApplication::IsInitialized(), TEXT("We expect Slate to be initialized when game viewport is created."));
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// Create widget to viewport responsible for this event.
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AddWidgetToViewport(GEngine->GameViewport);
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}
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void FImGuiModuleManager::AddWidgetToViewport(UGameViewportClient* GameViewport)
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{
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checkf(GameViewport, TEXT("Null game viewport."));
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checkf(FSlateApplication::IsInitialized(), TEXT("Slate should be initialized before we can add widget to game viewports."));
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// Make sure that we have a context for this viewport's world and get its index.
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int32 ContextIndex;
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auto& Proxy = ContextManager.GetWorldContextProxy(*GameViewport->GetWorld(), ContextIndex);
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// Make sure that textures are loaded before the first Slate widget is created.
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LoadTextures();
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// Create and initialize the widget.
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TSharedPtr<SImGuiWidget> SharedWidget;
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SAssignNew(SharedWidget, SImGuiWidget).ModuleManager(this).GameViewport(GameViewport).ContextIndex(ContextIndex);
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// We transfer widget ownerships to viewports but we keep weak references in case we need to manually detach active
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// widgets during module shutdown (important during hot-reloading).
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if (TWeakPtr<SImGuiWidget>* Slot = Widgets.FindByPredicate([](auto& Widget) { return !Widget.IsValid(); }))
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{
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*Slot = SharedWidget;
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}
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else
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{
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Widgets.Emplace(SharedWidget);
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}
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}
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void FImGuiModuleManager::AddWidgetsToActiveViewports()
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{
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if (FSlateApplication::IsInitialized() && GEngine)
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{
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// Loop as long as we have a valid viewport or until we detect a cycle.
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UGameViewportClient* GameViewport = GEngine->GameViewport;
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while (GameViewport)
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{
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AddWidgetToViewport(GameViewport);
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GameViewport = GEngine->GetNextPIEViewport(GameViewport);
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if (GameViewport == GEngine->GameViewport)
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{
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break;
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}
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}
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}
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}
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