mirror of
https://github.com/kevinporetti/UnrealImGui.git
synced 2025-01-19 00:40:32 +00:00
190 lines
4.7 KiB
C++
190 lines
4.7 KiB
C++
// Distributed under the MIT License (MIT) (see accompanying LICENSE file)
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#include "ImGuiPrivatePCH.h"
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#include "ImGuiContextManager.h"
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#include "ImGuiImplementation.h"
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#include "Utilities/ScopeGuards.h"
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#include "Utilities/WorldContext.h"
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#include "Utilities/WorldContextIndex.h"
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#include <imgui.h>
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// Index of the currently updated context. Only valid during context manager tick.
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// TODO: Move to public interface (but probably as a current world/viewport etc.)
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int32 CurrentContextIndex = Utilities::INVALID_CONTEXT_INDEX;
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namespace
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{
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#if WITH_EDITOR
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// Name for editor ImGui context.
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FORCEINLINE FString GetEditorContextName()
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{
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return TEXT("Editor");
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}
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// Name for world ImGui context.
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FORCEINLINE FString GetWorldContextName(const UWorld& World)
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{
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using namespace Utilities;
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const FWorldContext* WorldContext = GetWorldContext(World);
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switch (WorldContext->WorldType)
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{
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case EWorldType::PIE:
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return FString::Printf(TEXT("PIEContext%d"), GetWorldContextIndex(*WorldContext));
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case EWorldType::Game:
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return TEXT("Game");
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case EWorldType::Editor:
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return TEXT("Editor");
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default:
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return TEXT("Other");
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}
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}
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#else
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FORCEINLINE FString GetWorldContextName()
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{
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return TEXT("Game");
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}
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FORCEINLINE FString GetWorldContextName(const UWorld&)
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{
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return TEXT("Game");
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}
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#endif // WITH_EDITOR
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}
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FImGuiContextManager::FImGuiContextManager()
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{
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#if WITH_EDITOR
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FWorldDelegates::OnWorldTickStart.AddRaw(this, &FImGuiContextManager::OnWorldTickStart);
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#endif
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}
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FImGuiContextManager::~FImGuiContextManager()
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{
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#if WITH_EDITOR
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// Order matters because contexts can be created during World Tick Start events.
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FWorldDelegates::OnWorldTickStart.RemoveAll(this);
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#endif
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Contexts.Empty();
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ImGui::Shutdown();
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}
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void FImGuiContextManager::Tick(float DeltaSeconds)
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{
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// In editor, worlds can get invalid. We could remove corresponding entries, but that would mean resetting ImGui
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// context every time when PIE session is restarted. Instead we freeze contexts until their worlds are re-created.
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for (auto& Pair : Contexts)
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{
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auto ContextIndexSave = ScopeGuards::MakeStateSaver(CurrentContextIndex);
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CurrentContextIndex = Pair.Key;
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auto& ContextData = Pair.Value;
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if (ContextData.CanTick())
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{
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ContextData.ContextProxy.SetAsCurrent();
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ContextData.ContextProxy.Tick(DeltaSeconds, &DrawMultiContextEvent);
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}
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}
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}
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#if WITH_EDITOR
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void FImGuiContextManager::OnWorldTickStart(ELevelTick TickType, float DeltaSeconds)
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{
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if (GWorld)
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{
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GetWorldContextProxy(*GWorld).SetAsCurrent();
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}
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}
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#endif // WITH_EDITOR
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#if WITH_EDITOR
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FImGuiContextManager::FContextData& FImGuiContextManager::GetEditorContextData()
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{
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FContextData* Data = Contexts.Find(Utilities::EDITOR_CONTEXT_INDEX);
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if (UNLIKELY(!Data))
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{
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Data = &Contexts.Emplace(Utilities::EDITOR_CONTEXT_INDEX, FContextData{ GetEditorContextName(), ImGuiDemo });
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}
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return *Data;
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}
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#endif // WITH_EDITOR
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#if !WITH_EDITOR
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FImGuiContextManager::FContextData& FImGuiContextManager::GetStandaloneWorldContextData()
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{
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FContextData* Data = Contexts.Find(Utilities::STANDALONE_GAME_CONTEXT_INDEX);
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if (UNLIKELY(!Data))
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{
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Data = &Contexts.Emplace(Utilities::STANDALONE_GAME_CONTEXT_INDEX, FContextData{ GetWorldContextName(), ImGuiDemo });
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}
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return *Data;
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}
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#endif // !WITH_EDITOR
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FImGuiContextManager::FContextData& FImGuiContextManager::GetWorldContextData(const UWorld& World, int32* OutIndex)
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{
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using namespace Utilities;
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#if WITH_EDITOR
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if (World.WorldType == EWorldType::Editor)
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{
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if (OutIndex)
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{
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*OutIndex = Utilities::EDITOR_CONTEXT_INDEX;
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}
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return GetEditorContextData();
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}
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#endif
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const FWorldContext* WorldContext = GetWorldContext(World);
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const int32 Index = GetWorldContextIndex(*WorldContext);
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checkf(Index != Utilities::INVALID_CONTEXT_INDEX, TEXT("Couldn't find context index for world %s: WorldType = %d"),
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*World.GetName(), static_cast<int32>(World.WorldType));
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#if WITH_EDITOR
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checkf(!GEngine->IsEditor() || Index != Utilities::EDITOR_CONTEXT_INDEX,
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TEXT("Context index %d is reserved for editor and cannot be used for world %s: WorldType = %d, NetMode = %d"),
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Index, *World.GetName(), static_cast<int32>(World.WorldType), static_cast<int32>(World.GetNetMode()));
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#endif
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FContextData* Data = Contexts.Find(Index);
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#if WITH_EDITOR
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if (UNLIKELY(!Data))
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{
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Data = &Contexts.Emplace(Index, FContextData{ GetWorldContextName(World), ImGuiDemo, WorldContext->PIEInstance });
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}
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else
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{
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// Because we allow (for the sake of continuity) to map different PIE instances to the same index.
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Data->PIEInstance = WorldContext->PIEInstance;
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}
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#else
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if (UNLIKELY(!Data))
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{
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Data = &Contexts.Emplace(Index, FContextData{ GetWorldContextName(World), ImGuiDemo });
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}
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#endif
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if (OutIndex)
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{
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*OutIndex = Index;
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}
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return *Data;
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}
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