UnrealImGui/Source/ImGui/Private/Widgets/SImGuiWidget.cpp
Sebastian c144658f37 Refactored ImGui widget and removed dependency on ImGui internal cursor data:
- Added SImGuiLayout to resets layout and house SImGuiWidget.
- Module manager creates SImGuiLayout instead of SImGuiWidget (eventually it should be replaced with a higher level object, like AHUD).
- Reworked ImGui canvas dragging and scaling and moved to SImGuiCanvasControl.
- Removed dependency on ImGui internal cursor data. New presentation is cleaner and doesn't use cursor data.
- Rendering code could be simplified after layout reset provided by SImGuiLayout.
- SImGuiWidget still handles input, rendering of ImGui draw data and activation of SImGuiCanvasControl.
- All widgets are in own subfolder.
2019-03-13 20:40:13 +00:00

957 lines
29 KiB
C++

// Distributed under the MIT License (MIT) (see accompanying LICENSE file)
#include "ImGuiPrivatePCH.h"
#include "SImGuiWidget.h"
#include "SImGuiCanvasControl.h"
#include "ImGuiContextManager.h"
#include "ImGuiContextProxy.h"
#include "ImGuiImplementation.h"
#include "ImGuiInputHandler.h"
#include "ImGuiInputHandlerFactory.h"
#include "ImGuiInteroperability.h"
#include "ImGuiModuleManager.h"
#include "ImGuiModuleSettings.h"
#include "TextureManager.h"
#include "Utilities/Arrays.h"
#include "Utilities/ScopeGuards.h"
#include <Engine/Console.h>
#include <utility>
#if IMGUI_WIDGET_DEBUG
DEFINE_LOG_CATEGORY_STATIC(LogImGuiWidget, Warning, All);
#define IMGUI_WIDGET_LOG(Verbosity, Format, ...) UE_LOG(LogImGuiWidget, Verbosity, Format, __VA_ARGS__)
#define TEXT_INPUT_MODE(Val) (\
(Val) == EInputMode::Full ? TEXT("Full") :\
(Val) == EInputMode::MousePointerOnly ? TEXT("MousePointerOnly") :\
TEXT("None"))
#define TEXT_BOOL(Val) ((Val) ? TEXT("true") : TEXT("false"))
#else
#define IMGUI_WIDGET_LOG(...)
#endif // IMGUI_WIDGET_DEBUG
#if IMGUI_WIDGET_DEBUG
namespace CVars
{
TAutoConsoleVariable<int> DebugWidget(TEXT("ImGui.Debug.Widget"), 0,
TEXT("Show debug for SImGuiWidget.\n")
TEXT("0: disabled (default)\n")
TEXT("1: enabled"),
ECVF_Default);
TAutoConsoleVariable<int> DebugInput(TEXT("ImGui.Debug.Input"), 0,
TEXT("Show debug for input state.\n")
TEXT("0: disabled (default)\n")
TEXT("1: enabled"),
ECVF_Default);
}
#endif // IMGUI_WIDGET_DEBUG
BEGIN_SLATE_FUNCTION_BUILD_OPTIMIZATION
void SImGuiWidget::Construct(const FArguments& InArgs)
{
checkf(InArgs._ModuleManager, TEXT("Null Module Manager argument"));
checkf(InArgs._GameViewport, TEXT("Null Game Viewport argument"));
ModuleManager = InArgs._ModuleManager;
GameViewport = InArgs._GameViewport;
ContextIndex = InArgs._ContextIndex;
// Disable mouse cursor over this widget as we will use ImGui to draw it.
SetCursor(EMouseCursor::None);
// Sync visibility with default input enabled state.
UpdateVisibility();
// Register to get post-update notifications, so we can clean frame updates.
ModuleManager->OnPostImGuiUpdate().AddRaw(this, &SImGuiWidget::OnPostImGuiUpdate);
// Bind this widget to its context proxy.
auto* ContextProxy = ModuleManager->GetContextManager().GetContextProxy(ContextIndex);
checkf(ContextProxy, TEXT("Missing context during widget construction: ContextIndex = %d"), ContextIndex);
#if IMGUI_WIDGET_DEBUG
ContextProxy->OnDraw().AddRaw(this, &SImGuiWidget::OnDebugDraw);
#endif // IMGUI_WIDGET_DEBUG
ContextProxy->SetInputState(&InputState);
// Register for settings change.
RegisterImGuiSettingsDelegates();
const auto& Settings = ModuleManager->GetSettings();
// Cache locally software cursor mode.
SetUseSoftwareCursor(Settings.UseSoftwareCursor());
// Create ImGui Input Handler.
CreateInputHandler(Settings.GetImGuiInputHandlerClass());
ChildSlot
[
SAssignNew(CanvasControlWidget, SImGuiCanvasControl).OnTransformChanged(this, &SImGuiWidget::SetImGuiTransform)
];
ImGuiTransform = CanvasControlWidget->GetTransform();
}
END_SLATE_FUNCTION_BUILD_OPTIMIZATION
SImGuiWidget::~SImGuiWidget()
{
// Stop listening for settings change.
UnregisterImGuiSettingsDelegates();
// Release ImGui Input Handler.
ReleaseInputHandler();
// Remove binding between this widget and its context proxy.
if (auto* ContextProxy = ModuleManager->GetContextManager().GetContextProxy(ContextIndex))
{
#if IMGUI_WIDGET_DEBUG
ContextProxy->OnDraw().RemoveAll(this);
#endif // IMGUI_WIDGET_DEBUG
ContextProxy->RemoveInputState(&InputState);
}
// Unregister from post-update notifications.
ModuleManager->OnPostImGuiUpdate().RemoveAll(this);
}
void SImGuiWidget::Tick(const FGeometry& AllottedGeometry, const double InCurrentTime, const float InDeltaTime)
{
Super::Tick(AllottedGeometry, InCurrentTime, InDeltaTime);
UpdateMouseStatus();
// Note: Moving that update to console variable sink or callback might seem like a better alternative but input
// setup in this function is better handled here.
UpdateInputEnabled();
}
namespace
{
FReply ToSlateReply(const FImGuiInputResponse& HandlingResponse)
{
return HandlingResponse.HasConsumeRequest() ? FReply::Handled() : FReply::Unhandled();
}
}
FReply SImGuiWidget::OnKeyChar(const FGeometry& MyGeometry, const FCharacterEvent& CharacterEvent)
{
const FImGuiInputResponse Response = InputHandler->OnKeyChar(CharacterEvent);
if (Response.HasProcessingRequest())
{
InputState.AddCharacter(CharacterEvent.GetCharacter());
}
return ToSlateReply(Response);
}
FReply SImGuiWidget::OnKeyDown(const FGeometry& MyGeometry, const FKeyEvent& KeyEvent)
{
if (KeyEvent.GetKey().IsGamepadKey())
{
if (InputState.IsGamepadNavigationEnabled())
{
const FImGuiInputResponse Response = InputHandler->OnGamepadKeyDown(KeyEvent);
if (Response.HasProcessingRequest())
{
InputState.SetGamepadNavigationKey(KeyEvent, true);
}
return ToSlateReply(Response);
}
else
{
return Super::OnKeyDown(MyGeometry, KeyEvent);
}
}
else
{
UpdateCanvasControlMode(KeyEvent);
const FImGuiInputResponse Response = InputHandler->OnKeyDown(KeyEvent);
if (Response.HasProcessingRequest())
{
InputState.SetKeyDown(KeyEvent, true);
CopyModifierKeys(KeyEvent);
}
return ToSlateReply(Response);
}
}
FReply SImGuiWidget::OnKeyUp(const FGeometry& MyGeometry, const FKeyEvent& KeyEvent)
{
if (KeyEvent.GetKey().IsGamepadKey())
{
if (InputState.IsGamepadNavigationEnabled())
{
// Always handle key up events to protect from leaving accidental keys not cleared in ImGui input state.
InputState.SetGamepadNavigationKey(KeyEvent, false);
return ToSlateReply(InputHandler->OnGamepadKeyUp(KeyEvent));
}
else
{
return Super::OnKeyUp(MyGeometry, KeyEvent);
}
}
else
{
UpdateCanvasControlMode(KeyEvent);
// Always handle key up events to protect from leaving accidental keys not cleared in ImGui input state.
InputState.SetKeyDown(KeyEvent, false);
CopyModifierKeys(KeyEvent);
return ToSlateReply(InputHandler->OnKeyUp(KeyEvent));
}
}
FReply SImGuiWidget::OnAnalogValueChanged(const FGeometry& MyGeometry, const FAnalogInputEvent& AnalogInputEvent)
{
if (AnalogInputEvent.GetKey().IsGamepadKey() && InputState.IsGamepadNavigationEnabled())
{
const FImGuiInputResponse Response = InputHandler->OnGamepadAxis(AnalogInputEvent);
if (Response.HasProcessingRequest())
{
InputState.SetGamepadNavigationAxis(AnalogInputEvent, AnalogInputEvent.GetAnalogValue());
}
return ToSlateReply(Response);
}
else
{
return Super::OnAnalogValueChanged(MyGeometry, AnalogInputEvent);
}
}
FReply SImGuiWidget::OnMouseButtonDown(const FGeometry& MyGeometry, const FPointerEvent& MouseEvent)
{
InputState.SetMouseDown(MouseEvent, true);
CopyModifierKeys(MouseEvent);
return FReply::Handled();
}
FReply SImGuiWidget::OnMouseButtonDoubleClick(const FGeometry& MyGeometry, const FPointerEvent& MouseEvent)
{
InputState.SetMouseDown(MouseEvent, true);
CopyModifierKeys(MouseEvent);
return FReply::Handled();
}
FReply SImGuiWidget::OnMouseButtonUp(const FGeometry& MyGeometry, const FPointerEvent& MouseEvent)
{
InputState.SetMouseDown(MouseEvent, false);
CopyModifierKeys(MouseEvent);
return FReply::Handled();
}
FReply SImGuiWidget::OnMouseWheel(const FGeometry& MyGeometry, const FPointerEvent& MouseEvent)
{
InputState.AddMouseWheelDelta(MouseEvent.GetWheelDelta());
CopyModifierKeys(MouseEvent);
return FReply::Handled();
}
FReply SImGuiWidget::OnMouseMove(const FGeometry& MyGeometry, const FPointerEvent& MouseEvent)
{
const FSlateRenderTransform ImGuiToScreen = ImGuiTransform.Concatenate(MyGeometry.GetAccumulatedRenderTransform());
InputState.SetMousePosition(ImGuiToScreen.Inverse().TransformPoint(MouseEvent.GetScreenSpacePosition()));
CopyModifierKeys(MouseEvent);
// This event is called in every frame when we have a mouse, so we can use it to raise notifications.
NotifyMouseEvent();
return FReply::Handled();
}
FReply SImGuiWidget::OnFocusReceived(const FGeometry& MyGeometry, const FFocusEvent& FocusEvent)
{
Super::OnFocusReceived(MyGeometry, FocusEvent);
IMGUI_WIDGET_LOG(VeryVerbose, TEXT("ImGui Widget %d - Focus Received."), ContextIndex);
// If widget has a keyboard focus we always maintain mouse input. Technically, if mouse is outside of the widget
// area it won't generate events but we freeze its state until it either comes back or input is completely lost.
UpdateInputMode(true, IsDirectlyHovered());
FSlateApplication::Get().ResetToDefaultPointerInputSettings();
return FReply::Handled();
}
void SImGuiWidget::OnFocusLost(const FFocusEvent& FocusEvent)
{
Super::OnFocusLost(FocusEvent);
IMGUI_WIDGET_LOG(VeryVerbose, TEXT("ImGui Widget %d - Focus Lost."), ContextIndex);
UpdateInputMode(false, IsDirectlyHovered());
}
void SImGuiWidget::OnMouseEnter(const FGeometry& MyGeometry, const FPointerEvent& MouseEvent)
{
Super::OnMouseEnter(MyGeometry, MouseEvent);
IMGUI_WIDGET_LOG(VeryVerbose, TEXT("ImGui Widget %d - Mouse Enter."), ContextIndex);
// If mouse enters while input is active then we need to update mouse buttons because there is a chance that we
// missed some events.
if (InputMode != EInputMode::None)
{
for (const FKey& Button : { EKeys::LeftMouseButton, EKeys::MiddleMouseButton, EKeys::RightMouseButton, EKeys::ThumbMouseButton, EKeys::ThumbMouseButton2 })
{
InputState.SetMouseDown(Button, MouseEvent.IsMouseButtonDown(Button));
}
}
UpdateInputMode(HasKeyboardFocus(), true);
}
void SImGuiWidget::OnMouseLeave(const FPointerEvent& MouseEvent)
{
Super::OnMouseLeave(MouseEvent);
IMGUI_WIDGET_LOG(VeryVerbose, TEXT("ImGui Widget %d - Mouse Leave."), ContextIndex);
// We don't get any events when application loses focus, but often this is followed by OnMouseLeave, so we can use
// this event to immediately disable keyboard input if application lost focus.
UpdateInputMode(HasKeyboardFocus() && GameViewport->Viewport->IsForegroundWindow(), false);
}
FCursorReply SImGuiWidget::OnCursorQuery(const FGeometry& MyGeometry, const FPointerEvent& CursorEvent) const
{
EMouseCursor::Type MouseCursor = EMouseCursor::None;
if (!bUseSoftwareCursor)
{
if (FImGuiContextProxy* ContextProxy = ModuleManager->GetContextManager().GetContextProxy(ContextIndex))
{
MouseCursor = ContextProxy->GetMouseCursor();
}
}
return FCursorReply::Cursor(MouseCursor);
}
void SImGuiWidget::CreateInputHandler(const FStringClassReference& HandlerClassReference)
{
ReleaseInputHandler();
if (!InputHandler.IsValid())
{
InputHandler = FImGuiInputHandlerFactory::NewHandler(HandlerClassReference, ModuleManager, GameViewport.Get(), ContextIndex);
}
}
void SImGuiWidget::ReleaseInputHandler()
{
if (InputHandler.IsValid())
{
FImGuiInputHandlerFactory::ReleaseHandler(InputHandler.Get());
InputHandler.Reset();
}
}
void SImGuiWidget::RegisterImGuiSettingsDelegates()
{
auto& Settings = ModuleManager->GetSettings();
if (!Settings.OnImGuiInputHandlerClassChanged.IsBoundToObject(this))
{
Settings.OnImGuiInputHandlerClassChanged.AddRaw(this, &SImGuiWidget::CreateInputHandler);
}
if (!Settings.OnUseSoftwareCursorChanged.IsBoundToObject(this))
{
Settings.OnUseSoftwareCursorChanged.AddRaw(this, &SImGuiWidget::SetUseSoftwareCursor);
}
}
void SImGuiWidget::UnregisterImGuiSettingsDelegates()
{
auto& Settings = ModuleManager->GetSettings();
Settings.OnImGuiInputHandlerClassChanged.RemoveAll(this);
Settings.OnUseSoftwareCursorChanged.RemoveAll(this);
}
void SImGuiWidget::CopyModifierKeys(const FInputEvent& InputEvent)
{
InputState.SetControlDown(InputEvent.IsControlDown());
InputState.SetShiftDown(InputEvent.IsShiftDown());
InputState.SetAltDown(InputEvent.IsAltDown());
}
void SImGuiWidget::CopyModifierKeys(const FPointerEvent& MouseEvent)
{
if (InputMode == EInputMode::MousePointerOnly)
{
CopyModifierKeys(static_cast<const FInputEvent&>(MouseEvent));
}
}
bool SImGuiWidget::IsConsoleOpened() const
{
return GameViewport->ViewportConsole && GameViewport->ViewportConsole->ConsoleState != NAME_None;
}
void SImGuiWidget::UpdateVisibility()
{
// If we don't use input disable hit test to make this widget invisible for cursors hit detection.
SetVisibility(bInputEnabled ? EVisibility::Visible : EVisibility::HitTestInvisible);
IMGUI_WIDGET_LOG(VeryVerbose, TEXT("ImGui Widget %d - Visibility updated to '%s'."),
ContextIndex, *GetVisibility().ToString());
}
ULocalPlayer* SImGuiWidget::GetLocalPlayer() const
{
if (GameViewport.IsValid())
{
if (UWorld* World = GameViewport->GetWorld())
{
if (ULocalPlayer* LocalPlayer = World->GetFirstLocalPlayerFromController())
{
return World->GetFirstLocalPlayerFromController();
}
}
}
return nullptr;
}
void SImGuiWidget::TakeFocus()
{
auto& SlateApplication = FSlateApplication::Get();
PreviousUserFocusedWidget = SlateApplication.GetUserFocusedWidget(SlateApplication.GetUserIndexForKeyboard());
if (ULocalPlayer* LocalPlayer = GetLocalPlayer())
{
TSharedRef<SWidget> FocusWidget = SharedThis(this);
LocalPlayer->GetSlateOperations().CaptureMouse(FocusWidget);
LocalPlayer->GetSlateOperations().SetUserFocus(FocusWidget);
}
else
{
SlateApplication.SetKeyboardFocus(SharedThis(this));
}
}
void SImGuiWidget::ReturnFocus()
{
if (HasKeyboardFocus())
{
auto FocusWidgetPtr = PreviousUserFocusedWidget.IsValid()
? PreviousUserFocusedWidget.Pin()
: GameViewport->GetGameViewportWidget();
if (ULocalPlayer* LocalPlayer = GetLocalPlayer())
{
auto FocusWidgetRef = FocusWidgetPtr.ToSharedRef();
LocalPlayer->GetSlateOperations().CaptureMouse(FocusWidgetRef);
LocalPlayer->GetSlateOperations().SetUserFocus(FocusWidgetRef);
}
else
{
auto& SlateApplication = FSlateApplication::Get();
SlateApplication.ResetToDefaultPointerInputSettings();
SlateApplication.SetUserFocus(SlateApplication.GetUserIndexForKeyboard(), FocusWidgetPtr);
}
}
PreviousUserFocusedWidget.Reset();
}
void SImGuiWidget::UpdateInputEnabled()
{
const bool bEnabled = ModuleManager && ModuleManager->GetProperties().IsInputEnabled();
if (bInputEnabled != bEnabled)
{
bInputEnabled = bEnabled;
IMGUI_WIDGET_LOG(Log, TEXT("ImGui Widget %d - Input Enabled changed to '%s'."),
ContextIndex, TEXT_BOOL(bInputEnabled));
UpdateVisibility();
if (!bInputEnabled)
{
ReturnFocus();
UpdateInputMode(false, false);
}
}
// Note: Some widgets, like console, can reset focus to viewport after we already grabbed it. If we detect that
// viewport has a focus while input is enabled we will take it.
if (bInputEnabled && !HasKeyboardFocus() && !IsConsoleOpened())
{
const auto& ViewportWidget = GameViewport->GetGameViewportWidget();
if (ViewportWidget->HasKeyboardFocus() || ViewportWidget->HasFocusedDescendants())
{
TakeFocus();
}
}
// We don't get any events when application loses focus (we get OnMouseLeave but not always) but we fix it with
// this manual check. We still allow the above code to run, even if we need to suppress keyboard input right after
// that.
if (bInputEnabled && !GameViewport->Viewport->IsForegroundWindow() && InputMode == EInputMode::Full)
{
UpdateInputMode(false, IsDirectlyHovered());
}
if (bInputEnabled)
{
InputState.SetKeyboardNavigationEnabled(ModuleManager && ModuleManager->GetProperties().IsKeyboardNavigationEnabled());
InputState.SetGamepadNavigationEnabled(ModuleManager && ModuleManager->GetProperties().IsGamepadNavigationEnabled());
const auto& Application = FSlateApplication::Get().GetPlatformApplication();
InputState.SetGamepad(Application.IsValid() && Application->IsGamepadAttached());
}
}
void SImGuiWidget::UpdateInputMode(bool bHasKeyboardFocus, bool bHasMousePointer)
{
const EInputMode NewInputMode =
bHasKeyboardFocus ? EInputMode::Full :
bHasMousePointer ? EInputMode::MousePointerOnly :
EInputMode::None;
if (InputMode != NewInputMode)
{
IMGUI_WIDGET_LOG(Verbose, TEXT("ImGui Widget %d - Input Mode changed from '%s' to '%s'."),
ContextIndex, TEXT_INPUT_MODE(InputMode), TEXT_INPUT_MODE(NewInputMode));
// We need to reset input components if we are either fully shutting down or we are downgrading from full to
// mouse-only input mode.
if (NewInputMode == EInputMode::None)
{
InputState.ResetState();
}
else if (InputMode == EInputMode::Full)
{
InputState.ResetKeyboardState();
InputState.ResetNavigationState();
}
InputMode = NewInputMode;
ClearMouseEventNotification();
}
InputState.SetMousePointer(bUseSoftwareCursor && bHasMousePointer);
}
void SImGuiWidget::UpdateMouseStatus()
{
// Note: Mouse leave events can get lost if other viewport takes mouse capture (for instance console is opened by
// different viewport when this widget is hovered). With that we lose a chance to cleanup and hide ImGui pointer.
// We could either update ImGui pointer in every frame or like below, use mouse events to catch when mouse is lost.
if (InputMode == EInputMode::MousePointerOnly)
{
if (!HasMouseEventNotification())
{
UpdateInputMode(false, IsDirectlyHovered());
}
ClearMouseEventNotification();
}
}
void SImGuiWidget::UpdateCanvasControlMode(const FInputEvent& InputEvent)
{
CanvasControlWidget->SetActive(InputEvent.IsLeftAltDown() && InputEvent.IsLeftShiftDown());
}
void SImGuiWidget::OnPostImGuiUpdate()
{
if (InputMode != EInputMode::None)
{
InputState.ClearUpdateState();
}
ImGuiRenderTransform = ImGuiTransform;
}
namespace
{
FORCEINLINE FSlateRenderTransform RoundTranslation(const FSlateRenderTransform& Transform)
{
const FVector2D& Translation = Transform.GetTranslation();
return FSlateRenderTransform{ Transform.GetMatrix(),
FVector2D{ FMath::RoundToFloat(Translation.X), FMath::RoundToFloat(Translation.Y) } };
}
}
int32 SImGuiWidget::OnPaint(const FPaintArgs& Args, const FGeometry& AllottedGeometry, const FSlateRect& MyClippingRect,
FSlateWindowElementList& OutDrawElements, int32 LayerId, const FWidgetStyle& WidgetStyle, bool bParentEnabled) const
{
if (FImGuiContextProxy* ContextProxy = ModuleManager->GetContextManager().GetContextProxy(ContextIndex))
{
// Manually update ImGui context to minimise lag between creating and rendering ImGui output. This will also
// keep frame tearing at minimum because it is executed at the very end of the frame.
ContextProxy->Tick(FSlateApplication::Get().GetDeltaTime());
// Calculate transform from ImGui to screen space. Rounding translation is necessary to keep it pixel-perfect
// in older engine versions.
const FSlateRenderTransform& WidgetToScreen = AllottedGeometry.GetAccumulatedRenderTransform();
const FSlateRenderTransform ImGuiToScreen = RoundTranslation(ImGuiRenderTransform.Concatenate(WidgetToScreen));
#if ENGINE_COMPATIBILITY_LEGACY_CLIPPING_API
// Convert clipping rectangle to format required by Slate vertex.
const FSlateRotatedRect VertexClippingRect{ MyClippingRect };
#endif // ENGINE_COMPATIBILITY_LEGACY_CLIPPING_API
for (const auto& DrawList : ContextProxy->GetDrawData())
{
#if ENGINE_COMPATIBILITY_LEGACY_CLIPPING_API
DrawList.CopyVertexData(VertexBuffer, ImGuiToScreen, VertexClippingRect);
// Get access to the Slate scissor rectangle defined in Slate Core API, so we can customize elements drawing.
extern SLATECORE_API TOptional<FShortRect> GSlateScissorRect;
auto GSlateScissorRectSaver = ScopeGuards::MakeStateSaver(GSlateScissorRect);
#else
DrawList.CopyVertexData(VertexBuffer, ImGuiToScreen);
#endif // ENGINE_COMPATIBILITY_LEGACY_CLIPPING_API
int IndexBufferOffset = 0;
for (int CommandNb = 0; CommandNb < DrawList.NumCommands(); CommandNb++)
{
const auto& DrawCommand = DrawList.GetCommand(CommandNb, ImGuiToScreen);
DrawList.CopyIndexData(IndexBuffer, IndexBufferOffset, DrawCommand.NumElements);
// Advance offset by number of copied elements to position it for the next command.
IndexBufferOffset += DrawCommand.NumElements;
// Get texture resource handle for this draw command (null index will be also mapped to a valid texture).
const FSlateResourceHandle& Handle = ModuleManager->GetTextureManager().GetTextureHandle(DrawCommand.TextureId);
// Transform clipping rectangle to screen space and apply to elements that we draw.
const FSlateRect ClippingRect = DrawCommand.ClippingRect.IntersectionWith(MyClippingRect);
#if ENGINE_COMPATIBILITY_LEGACY_CLIPPING_API
GSlateScissorRect = FShortRect{ ClippingRect };
#else
OutDrawElements.PushClip(FSlateClippingZone{ ClippingRect });
#endif // ENGINE_COMPATIBILITY_LEGACY_CLIPPING_API
// Add elements to the list.
FSlateDrawElement::MakeCustomVerts(OutDrawElements, LayerId, Handle, VertexBuffer, IndexBuffer, nullptr, 0, 0);
#if !ENGINE_COMPATIBILITY_LEGACY_CLIPPING_API
OutDrawElements.PopClip();
#endif // ENGINE_COMPATIBILITY_LEGACY_CLIPPING_API
}
}
}
return Super::OnPaint(Args, AllottedGeometry, MyClippingRect, OutDrawElements, LayerId, WidgetStyle, bParentEnabled);
}
FVector2D SImGuiWidget::ComputeDesiredSize(float Scale) const
{
return FVector2D{ 3840.f, 2160.f } * Scale;
}
#if IMGUI_WIDGET_DEBUG
static TArray<FKey> GetImGuiMappedKeys()
{
TArray<FKey> Keys;
Keys.Reserve(Utilities::ArraySize<ImGuiInterops::ImGuiTypes::FKeyMap>::value + 8);
// ImGui IO key map.
Keys.Emplace(EKeys::Tab);
Keys.Emplace(EKeys::Left);
Keys.Emplace(EKeys::Right);
Keys.Emplace(EKeys::Up);
Keys.Emplace(EKeys::Down);
Keys.Emplace(EKeys::PageUp);
Keys.Emplace(EKeys::PageDown);
Keys.Emplace(EKeys::Home);
Keys.Emplace(EKeys::End);
Keys.Emplace(EKeys::Delete);
Keys.Emplace(EKeys::BackSpace);
Keys.Emplace(EKeys::Enter);
Keys.Emplace(EKeys::Escape);
Keys.Emplace(EKeys::A);
Keys.Emplace(EKeys::C);
Keys.Emplace(EKeys::V);
Keys.Emplace(EKeys::X);
Keys.Emplace(EKeys::Y);
Keys.Emplace(EKeys::Z);
// Modifier keys.
Keys.Emplace(EKeys::LeftShift);
Keys.Emplace(EKeys::RightShift);
Keys.Emplace(EKeys::LeftControl);
Keys.Emplace(EKeys::RightControl);
Keys.Emplace(EKeys::LeftAlt);
Keys.Emplace(EKeys::RightAlt);
Keys.Emplace(EKeys::LeftCommand);
Keys.Emplace(EKeys::RightCommand);
return Keys;
}
// Column layout utilities.
namespace Columns
{
template<typename FunctorType>
static void CollapsingGroup(const char* Name, int Columns, FunctorType&& DrawContent)
{
if (ImGui::CollapsingHeader(Name, ImGuiTreeNodeFlags_DefaultOpen))
{
const int LastColumns = ImGui::GetColumnsCount();
ImGui::Columns(Columns, nullptr, false);
DrawContent();
ImGui::Columns(LastColumns);
}
}
}
// Controls tweaked for 2-columns layout.
namespace TwoColumns
{
template<typename FunctorType>
static inline void CollapsingGroup(const char* Name, FunctorType&& DrawContent)
{
Columns::CollapsingGroup(Name, 2, std::forward<FunctorType>(DrawContent));
}
namespace
{
void LabelText(const char* Label)
{
ImGui::Text("%s:", Label);
}
void LabelText(const wchar_t* Label)
{
ImGui::Text("%ls:", Label);
}
}
template<typename LabelType>
static void Value(LabelType&& Label, int32 Value)
{
LabelText(Label); ImGui::NextColumn();
ImGui::Text("%d", Value); ImGui::NextColumn();
}
template<typename LabelType>
static void Value(LabelType&& Label, uint32 Value)
{
LabelText(Label); ImGui::NextColumn();
ImGui::Text("%u", Value); ImGui::NextColumn();
}
template<typename LabelType>
static void Value(LabelType&& Label, float Value)
{
LabelText(Label); ImGui::NextColumn();
ImGui::Text("%f", Value); ImGui::NextColumn();
}
template<typename LabelType>
static void Value(LabelType&& Label, bool bValue)
{
LabelText(Label); ImGui::NextColumn();
ImGui::Text("%ls", TEXT_BOOL(bValue)); ImGui::NextColumn();
}
template<typename LabelType>
static void Value(LabelType&& Label, const TCHAR* Value)
{
LabelText(Label); ImGui::NextColumn();
ImGui::Text("%ls", Value); ImGui::NextColumn();
}
}
namespace Styles
{
template<typename FunctorType>
static void TextHighlight(bool bHighlight, FunctorType&& DrawContent)
{
if (bHighlight)
{
ImGui::PushStyleColor(ImGuiCol_Text, { 1.f, 1.f, 0.5f, 1.f });
}
DrawContent();
if (bHighlight)
{
ImGui::PopStyleColor();
}
}
}
void SImGuiWidget::OnDebugDraw()
{
if (CVars::DebugWidget.GetValueOnGameThread() > 0)
{
bool bDebug = true;
ImGui::SetNextWindowSize(ImVec2(380, 480), ImGuiSetCond_Once);
if (ImGui::Begin("ImGui Widget Debug", &bDebug))
{
ImGui::Spacing();
TwoColumns::CollapsingGroup("Context", [&]()
{
TwoColumns::Value("Context Index", ContextIndex);
FImGuiContextProxy* ContextProxy = ModuleManager->GetContextManager().GetContextProxy(ContextIndex);
TwoColumns::Value("Context Name", ContextProxy ? *ContextProxy->GetName() : TEXT("< Null >"));
TwoColumns::Value("Game Viewport", *GameViewport->GetName());
});
TwoColumns::CollapsingGroup("Input Mode", [&]()
{
TwoColumns::Value("Input Enabled", bInputEnabled);
TwoColumns::Value("Input Mode", TEXT_INPUT_MODE(InputMode));
TwoColumns::Value("Input Has Mouse Pointer", InputState.HasMousePointer());
});
TwoColumns::CollapsingGroup("Widget", [&]()
{
TwoColumns::Value("Visibility", *GetVisibility().ToString());
TwoColumns::Value("Is Hovered", IsHovered());
TwoColumns::Value("Is Directly Hovered", IsDirectlyHovered());
TwoColumns::Value("Has Keyboard Input", HasKeyboardFocus());
});
TwoColumns::CollapsingGroup("Viewport", [&]()
{
const auto& ViewportWidget = GameViewport->GetGameViewportWidget();
TwoColumns::Value("Is Foreground Window", GameViewport->Viewport->IsForegroundWindow());
TwoColumns::Value("Is Hovered", ViewportWidget->IsHovered());
TwoColumns::Value("Is Directly Hovered", ViewportWidget->IsDirectlyHovered());
TwoColumns::Value("Has Mouse Capture", ViewportWidget->HasMouseCapture());
TwoColumns::Value("Has Keyboard Input", ViewportWidget->HasKeyboardFocus());
TwoColumns::Value("Has Focused Descendants", ViewportWidget->HasFocusedDescendants());
auto Widget = PreviousUserFocusedWidget.Pin();
TwoColumns::Value("Previous User Focused", Widget.IsValid() ? *Widget->GetTypeAsString() : TEXT("None"));
});
}
ImGui::End();
if (!bDebug)
{
CVars::DebugWidget->Set(0, ECVF_SetByConsole);
}
}
if (CVars::DebugInput.GetValueOnGameThread() > 0)
{
bool bDebug = true;
ImGui::SetNextWindowSize(ImVec2(460, 480), ImGuiSetCond_Once);
if (ImGui::Begin("ImGui Input State", &bDebug))
{
const ImVec4 HiglightColor{ 1.f, 1.f, 0.5f, 1.f };
Columns::CollapsingGroup("Mapped Keys", 4, [&]()
{
static const auto& Keys = GetImGuiMappedKeys();
const int32 Num = Keys.Num();
// Simplified when slicing for two 2.
const int32 RowsNum = (Num + 1) / 2;
for (int32 Row = 0; Row < RowsNum; Row++)
{
for (int32 Col = 0; Col < 2; Col++)
{
const int32 Idx = Row + Col * RowsNum;
if (Idx < Num)
{
const FKey& Key = Keys[Idx];
const uint32 KeyIndex = ImGuiInterops::GetKeyIndex(Key);
Styles::TextHighlight(InputState.GetKeys()[KeyIndex], [&]()
{
TwoColumns::Value(*Key.GetDisplayName().ToString(), KeyIndex);
});
}
else
{
ImGui::NextColumn(); ImGui::NextColumn();
}
}
}
});
Columns::CollapsingGroup("Modifier Keys", 4, [&]()
{
Styles::TextHighlight(InputState.IsShiftDown(), [&]() { ImGui::Text("Shift"); }); ImGui::NextColumn();
Styles::TextHighlight(InputState.IsControlDown(), [&]() { ImGui::Text("Control"); }); ImGui::NextColumn();
Styles::TextHighlight(InputState.IsAltDown(), [&]() { ImGui::Text("Alt"); }); ImGui::NextColumn();
ImGui::NextColumn();
});
Columns::CollapsingGroup("Mouse Buttons", 4, [&]()
{
static const FKey Buttons[] = { EKeys::LeftMouseButton, EKeys::RightMouseButton,
EKeys::MiddleMouseButton, EKeys::ThumbMouseButton, EKeys::ThumbMouseButton2 };
const int32 Num = Utilities::GetArraySize(Buttons);
// Simplified when slicing for two 2.
const int32 RowsNum = (Num + 1) / 2;
for (int32 Row = 0; Row < RowsNum; Row++)
{
for (int32 Col = 0; Col < 2; Col++)
{
const int32 Idx = Row + Col * RowsNum;
if (Idx < Num)
{
const FKey& Button = Buttons[Idx];
const uint32 MouseIndex = ImGuiInterops::GetMouseIndex(Button);
Styles::TextHighlight(InputState.GetMouseButtons()[MouseIndex], [&]()
{
TwoColumns::Value(*Button.GetDisplayName().ToString(), MouseIndex);
});
}
else
{
ImGui::NextColumn(); ImGui::NextColumn();
}
}
}
});
Columns::CollapsingGroup("Mouse Axes", 4, [&]()
{
TwoColumns::Value("Position X", InputState.GetMousePosition().X);
TwoColumns::Value("Position Y", InputState.GetMousePosition().Y);
TwoColumns::Value("Wheel Delta", InputState.GetMouseWheelDelta());
ImGui::NextColumn(); ImGui::NextColumn();
});
if (!bDebug)
{
CVars::DebugInput->Set(0, ECVF_SetByConsole);
}
}
ImGui::End();
}
}
#undef TEXT_INPUT_MODE
#undef TEXT_BOOL
#endif // IMGUI_WIDGET_DEBUG
#undef IMGUI_WIDGET_LOG