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https://github.com/kevinporetti/UnrealImGui.git
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123 lines
4.2 KiB
C++
123 lines
4.2 KiB
C++
// Distributed under the MIT License (MIT) (see accompanying LICENSE file)
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#pragma once
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#include "ImGuiInputState.h"
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#include <Widgets/SLeafWidget.h>
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class FImGuiModuleManager;
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// Slate widget for rendering ImGui output and storing Slate inputs.
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class SImGuiWidget : public SLeafWidget
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{
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typedef SLeafWidget Super;
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public:
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SLATE_BEGIN_ARGS(SImGuiWidget)
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{}
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SLATE_ARGUMENT(FImGuiModuleManager*, ModuleManager)
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SLATE_ARGUMENT(int32, ContextIndex)
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SLATE_END_ARGS()
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void Construct(const FArguments& InArgs);
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~SImGuiWidget();
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// Get index of the context that this widget is targeting.
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int32 GetContextIndex() const { return ContextIndex; }
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// Get input state associated with this widget.
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const FImGuiInputState& GetInputState() const { return InputState; }
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// Get the game viewport to which this widget is attached.
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const TWeakObjectPtr<UGameViewportClient>& GetGameViewport() const { return GameViewport; }
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// Attach this widget to a target game viewport.
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// Widget can be attached to only one viewport at a time but can be reused after its last viewport becomes invalid
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// at the end of a session. Widgets are weakly attached, so once destroyed they are automatically removed.
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// @param InGameViewport - Target game viewport
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// @param bResetInput - If true (default), input will be reset back to a default state
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void AttachToViewport(UGameViewportClient* InGameViewport, bool bResetInput = true);
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//----------------------------------------------------------------------------------------------------
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// SWidget overrides
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//----------------------------------------------------------------------------------------------------
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virtual void Tick(const FGeometry& AllottedGeometry, const double InCurrentTime, const float InDeltaTime) override;
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virtual bool SupportsKeyboardFocus() const override { return bInputEnabled; }
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virtual FReply OnKeyChar(const FGeometry& MyGeometry, const FCharacterEvent& CharacterEvent) override;
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virtual FReply OnKeyDown(const FGeometry& MyGeometry, const FKeyEvent& KeyEvent) override;
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virtual FReply OnKeyUp(const FGeometry& MyGeometry, const FKeyEvent& KeyEvent) override;
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virtual FReply OnMouseButtonDown(const FGeometry& MyGeometry, const FPointerEvent& MouseEvent) override;
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virtual FReply OnMouseButtonDoubleClick(const FGeometry& MyGeometry, const FPointerEvent& MouseEvent) override;
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virtual FReply OnMouseButtonUp(const FGeometry& MyGeometry, const FPointerEvent& MouseEvent) override;
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virtual FReply OnMouseWheel(const FGeometry& MyGeometry, const FPointerEvent& MouseEvent) override;
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virtual FReply OnMouseMove(const FGeometry& MyGeometry, const FPointerEvent& MouseEvent) override;
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virtual FReply OnFocusReceived(const FGeometry& MyGeometry, const FFocusEvent& FocusEvent) override;
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virtual void OnFocusLost(const FFocusEvent& FocusEvent) override;
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virtual void OnMouseEnter(const FGeometry& MyGeometry, const FPointerEvent& MouseEvent) override;
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virtual void OnMouseLeave(const FPointerEvent& MouseEvent) override;
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private:
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enum class EInputMode : uint8
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{
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None,
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MouseOnly,
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MouseAndKeyboard
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};
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FORCEINLINE void CopyModifierKeys(const FInputEvent& InputEvent);
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FORCEINLINE void CopyModifierKeys(const FPointerEvent& MouseEvent);
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void ResetInputState();
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// Update visibility based on input enabled state.
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void SetVisibilityFromInputEnabled();
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// Update input enabled state from console variable.
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void UpdateInputEnabled();
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// Determine new input mode based on requirement hints.
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void UpdateInputMode(bool bNeedKeyboard, bool bNeedMouse);
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void OnPostImGuiUpdate();
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virtual int32 OnPaint(const FPaintArgs& Args, const FGeometry& AllottedGeometry, const FSlateRect& MyClippingRect, FSlateWindowElementList& OutDrawElements, int32 LayerId, const FWidgetStyle& WidgetStyle, bool bParentEnabled) const override;
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virtual FVector2D ComputeDesiredSize(float) const override;
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void OnDebugDraw();
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FImGuiModuleManager* ModuleManager = nullptr;
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TWeakObjectPtr<UGameViewportClient> GameViewport;
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mutable TArray<FSlateVertex> VertexBuffer;
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mutable TArray<SlateIndex> IndexBuffer;
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int32 ContextIndex = 0;
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EInputMode InputMode = EInputMode::None;
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bool bInputEnabled = false;
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FImGuiInputState InputState;
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TWeakPtr<SWidget> PreviousUserFocusedWidget;
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};
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