mirror of
https://github.com/kevinporetti/UnrealImGui.git
synced 2025-01-18 16:30:32 +00:00
c5f3759664
- Moved property variables to ImGui Module Properties. - Moved console command to ImGui Module Commands (one for now but more will be added). - ImGui Module Commands is created by ImGui Module Manager, what means that commands are registered after module is loaded and unregistered when it is unloaded. - Updated settings to allow more convenient use: Added global pointer to default object and event raised when it is loaded.
75 lines
2.0 KiB
C++
75 lines
2.0 KiB
C++
// Distributed under the MIT License (MIT) (see accompanying LICENSE file)
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#include "ImGuiPrivatePCH.h"
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#include "ImGuiModuleCommands.h"
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#include "ImGuiSettings.h"
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#include "Utilities/DebugExecBindings.h"
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namespace CommandNames
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{
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namespace
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{
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const TCHAR* SwitchInputMode = TEXT("ImGui.SwitchInputMode");
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}
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}
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FImGuiModuleCommands::FImGuiModuleCommands()
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: ToggleInputCommand(CommandNames::SwitchInputMode,
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TEXT("Switch ImGui input mode."),
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FConsoleCommandDelegate::CreateRaw(this, &FImGuiModuleCommands::ToggleInput))
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{
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// Delegate initializer to support settings loaded after this object creation (in stand-alone builds) and potential
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// reloading of settings.
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UImGuiSettings::OnSettingsLoaded().AddRaw(this, &FImGuiModuleCommands::InitializeSettings);
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// Call initializer to support settings already loaded (editor).
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InitializeSettings();
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}
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FImGuiModuleCommands::~FImGuiModuleCommands()
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{
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UImGuiSettings::OnSettingsLoaded().RemoveAll(this);
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UnregisterSettingsDelegates();
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}
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void FImGuiModuleCommands::InitializeSettings()
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{
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RegisterSettingsDelegates();
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// We manually update key bindings based on ImGui settings rather than using input configuration. This works out
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// of the box in packed and staged builds and it helps to avoid ambiguities where ImGui settings are stored.
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UpdateToggleInputKeyBinding();
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}
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void FImGuiModuleCommands::RegisterSettingsDelegates()
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{
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if (GImGuiSettings && !GImGuiSettings->OnSwitchInputModeKeyChanged.IsBoundToObject(this))
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{
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GImGuiSettings->OnSwitchInputModeKeyChanged.AddRaw(this, &FImGuiModuleCommands::UpdateToggleInputKeyBinding);
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}
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}
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void FImGuiModuleCommands::UnregisterSettingsDelegates()
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{
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if (GImGuiSettings)
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{
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GImGuiSettings->OnSwitchInputModeKeyChanged.RemoveAll(this);
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}
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}
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void FImGuiModuleCommands::UpdateToggleInputKeyBinding()
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{
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if (GImGuiSettings)
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{
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DebugExecBindings::UpdatePlayerInputs(GImGuiSettings->GetSwitchInputModeKey(), CommandNames::SwitchInputMode);
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}
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}
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void FImGuiModuleCommands::ToggleInput()
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{
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FImGuiModuleProperties::Get().ToggleInput(ECVF_SetByConsole);
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}
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