UnrealImGui/Source/ImGui/Private/ImGuiImplementation.cpp
Sebastian 413b4f407a Upgraded to ImGui 1.61:
- Upgraded ImGui framework to 1.61 WIP, which adds a few improvements to context management.
- Removed from plugin implementation all the references to default ImGui context.
- Removed from ImGui Context Proxy destructor code switching to default ImGui context (there is no default context and decision is left for a higher level manager when to switch and to what context).
- Added own font atlas that is shared by all contexts and used explicitly to create Slate resources.
- Removed from ImGui Context Proxy workaround that was previously needed for copying cursor data to dynamically created contexts.
- Removed explicit saving of context settings before its destruction as this is now handled in ImGui::DestroyContext().
- Reimplemented ImGuiImplementation::GetCursorData() to use new interface.
2018-05-09 20:22:48 +01:00

54 lines
1.7 KiB
C++

// Distributed under the MIT License (MIT) (see accompanying LICENSE file)
#include "ImGuiPrivatePCH.h"
// We build ImGui source code as part of this module. This is for convenience (no need to manually build libraries for
// different target platforms) but it also exposes the whole ImGui source for inspection, which can be pretty handy.
// Source files are included from Third Party directory, so we can wrap them in required by Unreal Build System headers
// without modifications in ImGui source code.
//
// We don't need to define IMGUI_API manually because it is already done for this module.
#if PLATFORM_XBOXONE
// Disable Win32 functions used in ImGui and not supported on XBox.
#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS
#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS
#endif // PLATFORM_XBOXONE
#if PLATFORM_WINDOWS
#include <AllowWindowsPlatformTypes.h>
#endif // PLATFORM_WINDOWS
#include "imgui.cpp"
#include "imgui_demo.cpp"
#include "imgui_draw.cpp"
#if PLATFORM_WINDOWS
#include <HideWindowsPlatformTypes.h>
#endif // PLATFORM_WINDOWS
#include "ImGuiInteroperability.h"
namespace ImGuiImplementation
{
bool GetCursorData(ImGuiMouseCursor CursorType, FVector2D& OutSize, FVector2D& OutUVMin, FVector2D& OutUVMax, FVector2D& OutOutlineUVMin, FVector2D& OutOutlineUVMax)
{
ImFontAtlas* FontAtlas = ImGui::GetIO().Fonts;
ImVec2 Offset, Size, UV[4];
if (FontAtlas && FontAtlas->GetMouseCursorTexData(CursorType, &Offset, &Size, &UV[0], &UV[2]))
{
using namespace ImGuiInterops;
OutSize = ToVector2D(Size);
OutUVMin = ToVector2D(UV[0]);
OutUVMax = ToVector2D(UV[1]);
OutOutlineUVMin = ToVector2D(UV[2]);
OutOutlineUVMax = ToVector2D(UV[3]);
return true;
}
else
{
return false;
}
}
}