mirror of
https://github.com/kevinporetti/UnrealImGui.git
synced 2025-01-18 16:30:32 +00:00
e00c1ff9e3
Note that this commit contains a minor breaking change for custom implementations of UImGuiInputHandler. - Changed "ImGui.SwitchInputMode" command name to "ImGui.ToggleInput". - Changed SwitchInputModeKey property in settings to ToggleInput. - Added temporary mechanism protecting from losing data by moving it from SwitchInputModeKey to ToggleInput and removing deprecated entry from the default config file. - Renamed UImGuiInputHandler protected function from IsSwitchInputModeEvent to IsToggleInputEvent, so custom implementations of that class may require update.
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* ToggleInput = TEXT("ImGui.ToggleInput");
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}
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}
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FImGuiModuleCommands::FImGuiModuleCommands()
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: ToggleInputCommand(CommandNames::ToggleInput,
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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->OnToggleInputKeyChanged.IsBoundToObject(this))
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{
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GImGuiSettings->OnToggleInputKeyChanged.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->OnToggleInputKeyChanged.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->GetToggleInputKey(), CommandNames::ToggleInput);
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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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