UnrealImGui/Source/ImGui/Private/ImGuiModuleCommands.cpp
Sebastian e00c1ff9e3 Renamed SwitchInputMode to ToggleInput command and interface to provide a better consistency with the engine and between module functions.
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.
2018-11-24 21:16:25 +00:00

75 lines
2.0 KiB
C++

// Distributed under the MIT License (MIT) (see accompanying LICENSE file)
#include "ImGuiPrivatePCH.h"
#include "ImGuiModuleCommands.h"
#include "ImGuiSettings.h"
#include "Utilities/DebugExecBindings.h"
namespace CommandNames
{
namespace
{
const TCHAR* ToggleInput = TEXT("ImGui.ToggleInput");
}
}
FImGuiModuleCommands::FImGuiModuleCommands()
: ToggleInputCommand(CommandNames::ToggleInput,
TEXT("Switch ImGui input mode."),
FConsoleCommandDelegate::CreateRaw(this, &FImGuiModuleCommands::ToggleInput))
{
// Delegate initializer to support settings loaded after this object creation (in stand-alone builds) and potential
// reloading of settings.
UImGuiSettings::OnSettingsLoaded().AddRaw(this, &FImGuiModuleCommands::InitializeSettings);
// Call initializer to support settings already loaded (editor).
InitializeSettings();
}
FImGuiModuleCommands::~FImGuiModuleCommands()
{
UImGuiSettings::OnSettingsLoaded().RemoveAll(this);
UnregisterSettingsDelegates();
}
void FImGuiModuleCommands::InitializeSettings()
{
RegisterSettingsDelegates();
// We manually update key bindings based on ImGui settings rather than using input configuration. This works out
// of the box in packed and staged builds and it helps to avoid ambiguities where ImGui settings are stored.
UpdateToggleInputKeyBinding();
}
void FImGuiModuleCommands::RegisterSettingsDelegates()
{
if (GImGuiSettings && !GImGuiSettings->OnToggleInputKeyChanged.IsBoundToObject(this))
{
GImGuiSettings->OnToggleInputKeyChanged.AddRaw(this, &FImGuiModuleCommands::UpdateToggleInputKeyBinding);
}
}
void FImGuiModuleCommands::UnregisterSettingsDelegates()
{
if (GImGuiSettings)
{
GImGuiSettings->OnToggleInputKeyChanged.RemoveAll(this);
}
}
void FImGuiModuleCommands::UpdateToggleInputKeyBinding()
{
if (GImGuiSettings)
{
DebugExecBindings::UpdatePlayerInputs(GImGuiSettings->GetToggleInputKey(), CommandNames::ToggleInput);
}
}
void FImGuiModuleCommands::ToggleInput()
{
FImGuiModuleProperties::Get().ToggleInput(ECVF_SetByConsole);
}