mirror of
https://github.com/kevinporetti/UnrealImGui.git
synced 2025-01-19 00:40:32 +00:00
782 lines
24 KiB
C++
782 lines
24 KiB
C++
// Distributed under the MIT License (MIT) (see accompanying LICENSE file)
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#include "ImGuiPrivatePCH.h"
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#include "SImGuiWidget.h"
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#include "ImGuiContextManager.h"
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#include "ImGuiContextProxy.h"
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#include "ImGuiInteroperability.h"
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#include "ImGuiModuleManager.h"
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#include "TextureManager.h"
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#include "Utilities/ScopeGuards.h"
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#include <Engine/Console.h>
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#include <utility>
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// High enough z-order guarantees that ImGui output is rendered on top of the game UI.
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constexpr int32 IMGUI_WIDGET_Z_ORDER = 10000;
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DEFINE_LOG_CATEGORY_STATIC(LogImGuiWidget, Warning, All);
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#define TEXT_INPUT_MODE(Val) (\
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(Val) == EInputMode::MouseAndKeyboard ? TEXT("MouseAndKeyboard") :\
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(Val) == EInputMode::MousePointerOnly ? TEXT("MousePointerOnly") :\
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TEXT("None"))
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#define TEXT_BOOL(Val) ((Val) ? TEXT("true") : TEXT("false"))
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namespace CVars
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{
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TAutoConsoleVariable<int> InputEnabled(TEXT("ImGui.InputEnabled"), 0,
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TEXT("Enable or disable ImGui input mode.\n")
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TEXT("0: disabled (default)\n")
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TEXT("1: enabled, input is routed to ImGui and with a few exceptions is consumed"),
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ECVF_Default);
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TAutoConsoleVariable<int> DrawMouseCursor(TEXT("ImGui.DrawMouseCursor"), 0,
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TEXT("Whether or not mouse cursor in input mode should be drawn by ImGui.\n")
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TEXT("0: disabled, hardware cursor will be used (default)\n")
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TEXT("1: enabled, ImGui will take care for drawing mouse cursor"),
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ECVF_Default);
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TAutoConsoleVariable<int> DebugWidget(TEXT("ImGui.Debug.Widget"), 0,
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TEXT("Show debug for SImGuiWidget.\n")
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TEXT("0: disabled (default)\n")
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TEXT("1: enabled"),
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ECVF_Default);
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TAutoConsoleVariable<int> DebugInput(TEXT("ImGui.Debug.Input"), 0,
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TEXT("Show debug for input state.\n")
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TEXT("0: disabled (default)\n")
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TEXT("1: enabled"),
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ECVF_Default);
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}
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BEGIN_SLATE_FUNCTION_BUILD_OPTIMIZATION
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void SImGuiWidget::Construct(const FArguments& InArgs)
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{
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checkf(InArgs._ModuleManager, TEXT("Null Module Manager argument"));
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checkf(InArgs._GameViewport, TEXT("Null Game Viewport argument"));
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ModuleManager = InArgs._ModuleManager;
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GameViewport = InArgs._GameViewport;
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ContextIndex = InArgs._ContextIndex;
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// NOTE: We could allow null game viewports (for instance to attach to non-viewport widgets) but we would need
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// to modify a few functions that assume valid viewport pointer.
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GameViewport->AddViewportWidgetContent(SharedThis(this), IMGUI_WIDGET_Z_ORDER);
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// Disable mouse cursor over this widget as we will use ImGui to draw it.
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SetCursor(EMouseCursor::None);
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// Sync visibility with default input enabled state.
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SetVisibilityFromInputEnabled();
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// Register to get post-update notifications, so we can clean frame updates.
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ModuleManager->OnPostImGuiUpdate().AddRaw(this, &SImGuiWidget::OnPostImGuiUpdate);
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// Bind this widget to its context proxy.
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auto* ContextProxy = ModuleManager->GetContextManager().GetContextProxy(ContextIndex);
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checkf(ContextProxy, TEXT("Missing context during widget construction: ContextIndex = %d"), ContextIndex);
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ContextProxy->OnDraw().AddRaw(this, &SImGuiWidget::OnDebugDraw);
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ContextProxy->SetInputState(&InputState);
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}
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END_SLATE_FUNCTION_BUILD_OPTIMIZATION
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SImGuiWidget::~SImGuiWidget()
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{
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// Remove binding between this widget and its context proxy.
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if (auto* ContextProxy = ModuleManager->GetContextManager().GetContextProxy(ContextIndex))
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{
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ContextProxy->OnDraw().RemoveAll(this);
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ContextProxy->RemoveInputState(&InputState);
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}
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// Unregister from post-update notifications.
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ModuleManager->OnPostImGuiUpdate().RemoveAll(this);
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}
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void SImGuiWidget::Detach()
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{
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if (GameViewport.IsValid())
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{
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GameViewport->RemoveViewportWidgetContent(SharedThis(this));
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GameViewport.Reset();
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}
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}
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void SImGuiWidget::Tick(const FGeometry& AllottedGeometry, const double InCurrentTime, const float InDeltaTime)
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{
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Super::Tick(AllottedGeometry, InCurrentTime, InDeltaTime);
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UpdateMouseStatus();
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// Note: Moving that update to console variable sink or callback might seem like a better alternative but input
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// setup in this function is better handled here.
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UpdateInputEnabled();
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}
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FReply SImGuiWidget::OnKeyChar(const FGeometry& MyGeometry, const FCharacterEvent& CharacterEvent)
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{
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if (IsConsoleOpened())
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{
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return FReply::Unhandled();
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}
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InputState.AddCharacter(CharacterEvent.GetCharacter());
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return FReply::Handled();
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}
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FReply SImGuiWidget::OnKeyDown(const FGeometry& MyGeometry, const FKeyEvent& KeyEvent)
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{
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if (IsConsoleOpened() || IgnoreKeyEvent(KeyEvent))
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{
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return FReply::Unhandled();
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}
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InputState.SetKeyDown(ImGuiInterops::GetKeyIndex(KeyEvent), true);
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CopyModifierKeys(KeyEvent);
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// If this is tilde key then let input through and release the focus to allow console to process it.
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if (KeyEvent.GetKey() == EKeys::Tilde)
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{
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return FReply::Unhandled();
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}
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return FReply::Handled();
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}
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FReply SImGuiWidget::OnKeyUp(const FGeometry& MyGeometry, const FKeyEvent& KeyEvent)
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{
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// Even if we don't send new keystrokes to ImGui, we still handle key up events, to make sure that we clear keys
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// pressed before suppressing keyboard input.
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InputState.SetKeyDown(ImGuiInterops::GetKeyIndex(KeyEvent), false);
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CopyModifierKeys(KeyEvent);
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// If console is opened we notify key change but we also let event trough, so it can be handled by console.
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return IsConsoleOpened() ? FReply::Unhandled() : FReply::Handled();
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}
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FReply SImGuiWidget::OnMouseButtonDown(const FGeometry& MyGeometry, const FPointerEvent& MouseEvent)
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{
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InputState.SetMouseDown(ImGuiInterops::GetMouseIndex(MouseEvent), true);
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CopyModifierKeys(MouseEvent);
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return FReply::Handled();
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}
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FReply SImGuiWidget::OnMouseButtonDoubleClick(const FGeometry& MyGeometry, const FPointerEvent& MouseEvent)
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{
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InputState.SetMouseDown(ImGuiInterops::GetMouseIndex(MouseEvent), true);
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CopyModifierKeys(MouseEvent);
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return FReply::Handled();
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}
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FReply SImGuiWidget::OnMouseButtonUp(const FGeometry& MyGeometry, const FPointerEvent& MouseEvent)
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{
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InputState.SetMouseDown(ImGuiInterops::GetMouseIndex(MouseEvent), false);
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CopyModifierKeys(MouseEvent);
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return FReply::Handled();
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}
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FReply SImGuiWidget::OnMouseWheel(const FGeometry& MyGeometry, const FPointerEvent& MouseEvent)
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{
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InputState.AddMouseWheelDelta(MouseEvent.GetWheelDelta());
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CopyModifierKeys(MouseEvent);
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return FReply::Handled();
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}
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FCursorReply SImGuiWidget::OnCursorQuery(const FGeometry& MyGeometry, const FPointerEvent& CursorEvent) const
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{
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EMouseCursor::Type MouseCursor = EMouseCursor::None;
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if (CVars::DrawMouseCursor.GetValueOnGameThread() <= 0)
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{
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if (FImGuiContextProxy* ContextProxy = ModuleManager->GetContextManager().GetContextProxy(ContextIndex))
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{
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MouseCursor = ContextProxy->GetMouseCursor();
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}
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}
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return FCursorReply::Cursor(MouseCursor);
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}
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FReply SImGuiWidget::OnMouseMove(const FGeometry& MyGeometry, const FPointerEvent& MouseEvent)
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{
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InputState.SetMousePosition(MouseEvent.GetScreenSpacePosition() - MyGeometry.AbsolutePosition);
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CopyModifierKeys(MouseEvent);
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// This event is called in every frame when we have a mouse, so we can use it to raise notifications.
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NotifyMouseEvent();
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return FReply::Handled();
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}
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FReply SImGuiWidget::OnFocusReceived(const FGeometry& MyGeometry, const FFocusEvent& FocusEvent)
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{
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Super::OnFocusReceived(MyGeometry, FocusEvent);
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UE_LOG(LogImGuiWidget, VeryVerbose, TEXT("ImGui Widget %d - Focus Received."), ContextIndex);
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// If widget has a keyboard focus we always maintain mouse input. Technically, if mouse is outside of the widget
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// area it won't generate events but we freeze its state until it either comes back or input is completely lost.
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UpdateInputMode(true, IsDirectlyHovered());
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FSlateApplication::Get().ResetToDefaultPointerInputSettings();
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return FReply::Handled();
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}
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void SImGuiWidget::OnFocusLost(const FFocusEvent& FocusEvent)
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{
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Super::OnFocusLost(FocusEvent);
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UE_LOG(LogImGuiWidget, VeryVerbose, TEXT("ImGui Widget %d - Focus Lost."), ContextIndex);
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UpdateInputMode(false, IsDirectlyHovered());
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}
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void SImGuiWidget::OnMouseEnter(const FGeometry& MyGeometry, const FPointerEvent& MouseEvent)
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{
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Super::OnMouseEnter(MyGeometry, MouseEvent);
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UE_LOG(LogImGuiWidget, VeryVerbose, TEXT("ImGui Widget %d - Mouse Enter."), ContextIndex);
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// If mouse enters while input is active then we need to update mouse buttons because there is a chance that we
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// missed some events.
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if (InputMode != EInputMode::None)
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{
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for (const FKey& Button : { EKeys::LeftMouseButton, EKeys::MiddleMouseButton, EKeys::RightMouseButton, EKeys::ThumbMouseButton, EKeys::ThumbMouseButton2 })
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{
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InputState.SetMouseDown(ImGuiInterops::GetMouseIndex(Button), MouseEvent.IsMouseButtonDown(Button));
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}
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}
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UpdateInputMode(HasKeyboardFocus(), true);
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}
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void SImGuiWidget::OnMouseLeave(const FPointerEvent& MouseEvent)
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{
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Super::OnMouseLeave(MouseEvent);
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UE_LOG(LogImGuiWidget, VeryVerbose, TEXT("ImGui Widget %d - Mouse Leave."), ContextIndex);
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// We don't get any events when application loses focus, but often this is followed by OnMouseLeave, so we can use
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// this event to immediately disable keyboard input if application lost focus.
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UpdateInputMode(HasKeyboardFocus() && GameViewport->Viewport->IsForegroundWindow(), false);
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}
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void SImGuiWidget::CopyModifierKeys(const FInputEvent& InputEvent)
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{
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InputState.SetControlDown(InputEvent.IsControlDown());
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InputState.SetShiftDown(InputEvent.IsShiftDown());
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InputState.SetAltDown(InputEvent.IsAltDown());
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}
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void SImGuiWidget::CopyModifierKeys(const FPointerEvent& MouseEvent)
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{
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if (InputMode == EInputMode::MousePointerOnly)
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{
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CopyModifierKeys(static_cast<const FInputEvent&>(MouseEvent));
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}
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}
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bool SImGuiWidget::IsConsoleOpened() const
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{
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return GameViewport->ViewportConsole && GameViewport->ViewportConsole->ConsoleState != NAME_None;
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}
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bool SImGuiWidget::IgnoreKeyEvent(const FKeyEvent& KeyEvent) const
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{
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// Ignore console open/close events.
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if (KeyEvent.GetKey() == EKeys::Tilde)
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{
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return true;
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}
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// Ignore escape keys unless they are needed to cancel operations in ImGui.
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if (KeyEvent.GetKey() == EKeys::Escape)
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{
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auto* ContextProxy = ModuleManager->GetContextManager().GetContextProxy(ContextIndex);
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if (!ContextProxy || !ContextProxy->HasActiveItem())
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{
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return true;
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}
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}
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return false;
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}
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void SImGuiWidget::SetVisibilityFromInputEnabled()
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{
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// If we don't use input disable hit test to make this widget invisible for cursors hit detection.
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SetVisibility(bInputEnabled ? EVisibility::Visible : EVisibility::HitTestInvisible);
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UE_LOG(LogImGuiWidget, VeryVerbose, TEXT("ImGui Widget %d - Visibility updated to '%s'."),
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ContextIndex, *GetVisibility().ToString());
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}
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void SImGuiWidget::UpdateInputEnabled()
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{
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const bool bEnabled = CVars::InputEnabled.GetValueOnGameThread() > 0;
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if (bInputEnabled != bEnabled)
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{
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bInputEnabled = bEnabled;
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UE_LOG(LogImGuiWidget, Log, TEXT("ImGui Widget %d - Input Enabled changed to '%s'."),
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ContextIndex, TEXT_BOOL(bInputEnabled));
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SetVisibilityFromInputEnabled();
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if (!bInputEnabled)
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{
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auto& Slate = FSlateApplication::Get();
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if (Slate.GetKeyboardFocusedWidget().Get() == this)
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{
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Slate.ResetToDefaultPointerInputSettings();
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Slate.SetUserFocus(Slate.GetUserIndexForKeyboard(),
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PreviousUserFocusedWidget.IsValid() ? PreviousUserFocusedWidget.Pin() : GameViewport->GetGameViewportWidget());
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}
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PreviousUserFocusedWidget.Reset();
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UpdateInputMode(false, false);
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}
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}
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// Note: Some widgets, like console, can reset focus to viewport after we already grabbed it. If we detect that
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// viewport has a focus while input is enabled we will take it.
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if (bInputEnabled && !HasKeyboardFocus() && !IsConsoleOpened())
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{
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const auto& ViewportWidget = GameViewport->GetGameViewportWidget();
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if (ViewportWidget->HasKeyboardFocus() || ViewportWidget->HasFocusedDescendants())
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{
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auto& Slate = FSlateApplication::Get();
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PreviousUserFocusedWidget = Slate.GetUserFocusedWidget(Slate.GetUserIndexForKeyboard());
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Slate.SetKeyboardFocus(SharedThis(this));
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}
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}
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// We don't get any events when application loses focus (we get OnMouseLeave but not always) but we fix it with
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// this manual check. We still allow the above code to run, even if we need to suppress keyboard input right after
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// that.
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if (bInputEnabled && !GameViewport->Viewport->IsForegroundWindow() && InputMode == EInputMode::MouseAndKeyboard)
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{
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UpdateInputMode(false, IsDirectlyHovered());
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}
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}
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void SImGuiWidget::UpdateInputMode(bool bHasKeyboardFocus, bool bHasMousePointer)
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{
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const EInputMode NewInputMode =
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bHasKeyboardFocus ? EInputMode::MouseAndKeyboard :
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bHasMousePointer ? EInputMode::MousePointerOnly :
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EInputMode::None;
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if (InputMode != NewInputMode)
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{
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UE_LOG(LogImGuiWidget, Verbose, TEXT("ImGui Widget %d - Input Mode changed from '%s' to '%s'."),
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ContextIndex, TEXT_INPUT_MODE(InputMode), TEXT_INPUT_MODE(NewInputMode));
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// We need to reset input components if we are either fully shutting down or we are downgrading from full to
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// mouse-only input mode.
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if (NewInputMode == EInputMode::None)
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{
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InputState.ResetState();
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}
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else if (InputMode == EInputMode::MouseAndKeyboard)
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{
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InputState.ResetKeyboardState();
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}
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InputMode = NewInputMode;
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ClearMouseEventNotification();
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}
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InputState.SetMousePointer(bHasMousePointer && CVars::DrawMouseCursor.GetValueOnGameThread() > 0);
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}
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void SImGuiWidget::UpdateMouseStatus()
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{
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// Note: Mouse leave events can get lost if other viewport takes mouse capture (for instance console is opened by
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// different viewport when this widget is hovered). With that we lose a chance to cleanup and hide ImGui pointer.
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// We could either update ImGui pointer in every frame or like below, use mouse events to catch when mouse is lost.
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if (InputMode == EInputMode::MousePointerOnly)
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{
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if (!HasMouseEventNotification())
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{
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UpdateInputMode(false, IsDirectlyHovered());
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}
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ClearMouseEventNotification();
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}
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}
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void SImGuiWidget::OnPostImGuiUpdate()
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{
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if (InputMode != EInputMode::None)
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{
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InputState.ClearUpdateState();
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}
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}
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int32 SImGuiWidget::OnPaint(const FPaintArgs& Args, const FGeometry& AllottedGeometry, const FSlateRect& MyClippingRect,
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FSlateWindowElementList& OutDrawElements, int32 LayerId, const FWidgetStyle& WidgetStyle, bool bParentEnabled) const
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{
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if (FImGuiContextProxy* ContextProxy = ModuleManager->GetContextManager().GetContextProxy(ContextIndex))
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{
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// Manually update ImGui context to minimise lag between creating and rendering ImGui output. This will also
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// keep frame tearing at minimum because it is executed at the very end of the frame.
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ContextProxy->Tick(FSlateApplication::Get().GetDeltaTime());
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// Calculate offset that will transform vertex positions to screen space - rounded to avoid half pixel offsets.
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const FVector2D VertexPositionOffset{ FMath::RoundToFloat(MyClippingRect.Left), FMath::RoundToFloat(MyClippingRect.Top) };
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// Convert clipping rectangle to format required by Slate vertex.
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const FSlateRotatedRect VertexClippingRect{ MyClippingRect };
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// Scale -> CanvasOffset in Screen Space
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const FTransform2D Transform{ VertexPositionOffset };
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for (const auto& DrawList : ContextProxy->GetDrawData())
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{
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#if WITH_OBSOLETE_CLIPPING_API
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DrawList.CopyVertexData(VertexBuffer, Transform, VertexClippingRect);
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// Get access to the Slate scissor rectangle defined in Slate Core API, so we can customize elements drawing.
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extern SLATECORE_API TOptional<FShortRect> GSlateScissorRect;
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auto GSlateScissorRectSaver = ScopeGuards::MakeStateSaver(GSlateScissorRect);
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#else
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DrawList.CopyVertexData(VertexBuffer, Transform);
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#endif // WITH_OBSOLETE_CLIPPING_API
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int IndexBufferOffset = 0;
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for (int CommandNb = 0; CommandNb < DrawList.NumCommands(); CommandNb++)
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{
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const auto& DrawCommand = DrawList.GetCommand(CommandNb, Transform);
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DrawList.CopyIndexData(IndexBuffer, IndexBufferOffset, DrawCommand.NumElements);
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// Advance offset by number of copied elements to position it for the next command.
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IndexBufferOffset += DrawCommand.NumElements;
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// Get texture resource handle for this draw command (null index will be also mapped to a valid texture).
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const FSlateResourceHandle& Handle = ModuleManager->GetTextureManager().GetTextureHandle(DrawCommand.TextureId);
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// Transform clipping rectangle to screen space and apply to elements that we draw.
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const FSlateRect ClippingRect = DrawCommand.ClippingRect.IntersectionWith(MyClippingRect);
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#if WITH_OBSOLETE_CLIPPING_API
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GSlateScissorRect = FShortRect{ ClippingRect };
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#else
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OutDrawElements.PushClip(FSlateClippingZone{ ClippingRect });
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#endif // WITH_OBSOLETE_CLIPPING_API
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// Add elements to the list.
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FSlateDrawElement::MakeCustomVerts(OutDrawElements, LayerId, Handle, VertexBuffer, IndexBuffer, nullptr, 0, 0);
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#if !WITH_OBSOLETE_CLIPPING_API
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OutDrawElements.PopClip();
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#endif // WITH_OBSOLETE_CLIPPING_API
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}
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}
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}
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return LayerId;
|
|
}
|
|
|
|
FVector2D SImGuiWidget::ComputeDesiredSize(float) const
|
|
{
|
|
return FVector2D{ 3840.f, 2160.f };
|
|
}
|
|
|
|
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
|