mirror of
https://github.com/kevinporetti/UnrealImGui.git
synced 2025-01-18 16:30:32 +00:00
195 lines
4.9 KiB
C++
195 lines
4.9 KiB
C++
// Distributed under the MIT License (MIT) (see accompanying LICENSE file)
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#include "ImGuiPrivatePCH.h"
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#include "ImGuiContextProxy.h"
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#include "ImGuiImplementation.h"
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#include "ImGuiInteroperability.h"
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#include <Runtime/Launch/Resources/Version.h>
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static constexpr float DEFAULT_CANVAS_WIDTH = 3840.f;
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static constexpr float DEFAULT_CANVAS_HEIGHT = 2160.f;
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namespace
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{
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FString GetSaveDirectory()
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{
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#if ENGINE_COMPATIBILITY_LEGACY_SAVED_DIR
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const FString SavedDir = FPaths::GameSavedDir();
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#else
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const FString SavedDir = FPaths::ProjectSavedDir();
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#endif
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FString Directory = FPaths::Combine(*SavedDir, TEXT("ImGui"));
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// Make sure that directory is created.
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IPlatformFile::GetPlatformPhysical().CreateDirectory(*Directory);
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return Directory;
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}
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FString GetIniFile(const FString& Name)
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{
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static FString SaveDirectory = GetSaveDirectory();
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return FPaths::Combine(SaveDirectory, Name + TEXT(".ini"));
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}
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}
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FImGuiContextProxy::FImGuiContextPtr::~FImGuiContextPtr()
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{
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if (Context)
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{
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// Setting this as a current context. is still required in the current framework version to properly shutdown
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// and save data.
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ImGui::SetCurrentContext(Context);
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// Save context data and destroy.
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ImGui::DestroyContext(Context);
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}
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}
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FImGuiContextProxy::FImGuiContextProxy(const FString& InName, FSimpleMulticastDelegate* InSharedDrawEvent, ImFontAtlas* InFontAtlas)
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: Name(InName)
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, SharedDrawEvent(InSharedDrawEvent)
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, IniFilename(TCHAR_TO_ANSI(*GetIniFile(InName)))
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{
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// Create context.
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Context = FImGuiContextPtr(ImGui::CreateContext(InFontAtlas));
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// Set this context in ImGui for initialization (any allocations will be tracked in this context).
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SetAsCurrent();
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// Start initialization.
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ImGuiIO& IO = ImGui::GetIO();
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// Set session data storage.
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IO.IniFilename = IniFilename.c_str();
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// Use pre-defined canvas size.
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IO.DisplaySize = { DEFAULT_CANVAS_WIDTH, DEFAULT_CANVAS_HEIGHT };
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DisplaySize = ImGuiInterops::ToVector2D(IO.DisplaySize);
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// Initialize key mapping, so context can correctly interpret input state.
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ImGuiInterops::SetUnrealKeyMap(IO);
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// Begin frame to complete context initialization (this is to avoid problems with other systems calling to ImGui
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// during startup).
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BeginFrame();
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}
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void FImGuiContextProxy::Draw()
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{
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if (bIsFrameStarted && !bIsDrawCalled)
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{
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bIsDrawCalled = true;
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SetAsCurrent();
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// Broadcast draw event to allow listeners to draw their controls to this context.
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#if DRAW_EVENTS_ORDER_WORLD_BEFORE_MULTI_CONTEXT
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if (DrawEvent.IsBound())
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{
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DrawEvent.Broadcast();
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}
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#endif // DRAW_EVENTS_ORDER_WORLD_BEFORE_MULTI_CONTEXT
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if (SharedDrawEvent && SharedDrawEvent->IsBound())
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{
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SharedDrawEvent->Broadcast();
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}
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#if !DRAW_EVENTS_ORDER_WORLD_BEFORE_MULTI_CONTEXT
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if (DrawEvent.IsBound())
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{
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DrawEvent.Broadcast();
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}
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#endif // !DRAW_EVENTS_ORDER_WORLD_BEFORE_MULTI_CONTEXT
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}
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}
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void FImGuiContextProxy::Tick(float DeltaSeconds)
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{
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// Making sure that we tick only once per frame.
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if (LastFrameNumber < GFrameNumber)
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{
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LastFrameNumber = GFrameNumber;
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SetAsCurrent();
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if (bIsFrameStarted)
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{
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// Make sure that draw events are called before the end of the frame.
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Draw();
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// Ending frame will produce render output that we capture and store for later use. This also puts context to
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// state in which it does not allow to draw controls, so we want to immediately start a new frame.
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EndFrame();
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}
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// Update context information (some data, like mouse cursor, may be cleaned in new frame, so we should collect it
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// beforehand).
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bHasActiveItem = ImGui::IsAnyItemActive();
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MouseCursor = ImGuiInterops::ToSlateMouseCursor(ImGui::GetMouseCursor());
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DisplaySize = ImGuiInterops::ToVector2D(ImGui::GetIO().DisplaySize);
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// Begin a new frame and set the context back to a state in which it allows to draw controls.
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BeginFrame(DeltaSeconds);
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}
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}
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void FImGuiContextProxy::BeginFrame(float DeltaTime)
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{
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if (!bIsFrameStarted)
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{
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ImGuiIO& IO = ImGui::GetIO();
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IO.DeltaTime = DeltaTime;
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if (InputState)
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{
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ImGuiInterops::CopyInput(IO, *InputState);
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}
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ImGui::NewFrame();
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bIsFrameStarted = true;
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bIsDrawCalled = false;
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}
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}
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void FImGuiContextProxy::EndFrame()
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{
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if (bIsFrameStarted)
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{
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// Prepare draw data (after this call we cannot draw to this context until we start a new frame).
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ImGui::Render();
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// Update our draw data, so we can use them later during Slate rendering while ImGui is in the middle of the
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// next frame.
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UpdateDrawData(ImGui::GetDrawData());
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bIsFrameStarted = false;
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}
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}
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void FImGuiContextProxy::UpdateDrawData(ImDrawData* DrawData)
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{
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if (DrawData && DrawData->CmdListsCount > 0)
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{
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DrawLists.SetNum(DrawData->CmdListsCount, false);
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for (int Index = 0; Index < DrawData->CmdListsCount; Index++)
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{
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DrawLists[Index].TransferDrawData(*DrawData->CmdLists[Index]);
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}
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}
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else
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{
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// If we are not rendering then this might be a good moment to empty the array.
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DrawLists.Empty();
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}
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}
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