UnrealImGui/Source/ImGui/Private/ImGuiContextProxy.cpp

204 lines
5.4 KiB
C++

// Distributed under the MIT License (MIT) (see accompanying LICENSE file)
#include "ImGuiPrivatePCH.h"
#include "ImGuiContextProxy.h"
#include "ImGuiImplementation.h"
#include "ImGuiInteroperability.h"
#include <Runtime/Launch/Resources/Version.h>
static constexpr float DEFAULT_CANVAS_WIDTH = 3840.f;
static constexpr float DEFAULT_CANVAS_HEIGHT = 2160.f;
namespace
{
FString GetSaveDirectory()
{
#if (ENGINE_MAJOR_VERSION > 4 || (ENGINE_MAJOR_VERSION == 4 && ENGINE_MINOR_VERSION >= 18))
const FString SavedDir = FPaths::ProjectSavedDir();
#else
const FString SavedDir = FPaths::GameSavedDir();
#endif
FString Directory = FPaths::Combine(*SavedDir, TEXT("ImGui"));
// Make sure that directory is created.
IPlatformFile::GetPlatformPhysical().CreateDirectory(*Directory);
return Directory;
}
FString GetIniFile(const FString& Name)
{
static FString SaveDirectory = GetSaveDirectory();
return FPaths::Combine(SaveDirectory, Name + TEXT(".ini"));
}
}
FImGuiContextProxy::FImGuiContextProxy(const FString& InName)
: Name(InName)
, IniFilename(TCHAR_TO_ANSI(*GetIniFile(InName)))
{
// Create context.
Context = ImGui::CreateContext();
// Set this context in ImGui for initialization (any allocations will be tracked in this context).
SetAsCurrent();
// Start initialization.
ImGuiIO& IO = ImGui::GetIO();
// Set session data storage.
IO.IniFilename = IniFilename.c_str();
// Use pre-defined canvas size.
IO.DisplaySize = { DEFAULT_CANVAS_WIDTH, DEFAULT_CANVAS_HEIGHT };
// When GetTexData is called for the first time it builds atlas texture and copies mouse cursor data to context.
// When multiple contexts share atlas then only the first one will get mouse data. A simple workaround is to use
// a temporary atlas if shared one is already built.
unsigned char* Pixels;
const bool bIsAltasBuilt = IO.Fonts->TexPixelsAlpha8 != nullptr;
if (bIsAltasBuilt)
{
ImFontAtlas().GetTexDataAsRGBA32(&Pixels, nullptr, nullptr);
}
else
{
IO.Fonts->GetTexDataAsRGBA32(&Pixels, nullptr, nullptr);
}
// Initialize key mapping, so context can correctly interpret input state.
ImGuiInterops::SetUnrealKeyMap(IO);
// Begin frame to complete context initialization (this is to avoid problems with other systems calling to ImGui
// during startup).
BeginFrame();
}
FImGuiContextProxy::FImGuiContextProxy(FImGuiContextProxy&& Other)
: Context(std::move(Other.Context))
, bHasActiveItem(Other.bHasActiveItem)
, DrawEvent(std::move(Other.DrawEvent))
, InputState(std::move(Other.InputState))
, DrawLists(std::move(Other.DrawLists))
, Name(std::move(Other.Name))
, IniFilename(std::move(Other.IniFilename))
{
Other.Context = nullptr;
}
FImGuiContextProxy& FImGuiContextProxy::operator=(FImGuiContextProxy&& Other)
{
// Swapping context so it can be destroyed with the other object.
using std::swap;
swap(Context, Other.Context);
// Just moving remaining data that doesn't affect cleanup.
bHasActiveItem = Other.bHasActiveItem;
DrawEvent = std::move(Other.DrawEvent);
InputState = std::move(Other.InputState);
DrawLists = std::move(Other.DrawLists);
Name = std::move(Other.Name);
IniFilename = std::move(Other.IniFilename);
return *this;
}
FImGuiContextProxy::~FImGuiContextProxy()
{
if (Context)
{
// Set this context in ImGui for de-initialization (any de-allocations will be tracked in this context).
SetAsCurrent();
// Save context data and destroy.
ImGuiImplementation::SaveCurrentContextIniSettings(IniFilename.c_str());
ImGui::DestroyContext(Context);
// Set default context in ImGui to keep global context pointer valid.
ImGui::SetCurrentContext(&ImGuiImplementation::GetDefaultContext());
}
}
void FImGuiContextProxy::Tick(float DeltaSeconds, FSimpleMulticastDelegate* SharedDrawEvent)
{
if (bIsFrameStarted)
{
// Broadcast draw event to allow listeners to draw their controls to this context.
if (DrawEvent.IsBound())
{
DrawEvent.Broadcast();
}
if (SharedDrawEvent && SharedDrawEvent->IsBound())
{
SharedDrawEvent->Broadcast();
}
// Ending frame will produce render output that we capture and store for later use. This also puts context to
// state in which it does not allow to draw controls, so we want to immediately start a new frame.
EndFrame();
}
// Begin a new frame and set the context back to a state in which it allows to draw controls.
BeginFrame(DeltaSeconds);
// Update context information.
bHasActiveItem = ImGui::IsAnyItemActive();
}
void FImGuiContextProxy::BeginFrame(float DeltaTime)
{
if (!bIsFrameStarted)
{
ImGuiIO& IO = ImGui::GetIO();
IO.DeltaTime = DeltaTime;
if (InputState)
{
ImGuiInterops::CopyInput(IO, *InputState);
}
ImGui::NewFrame();
bIsFrameStarted = true;
}
}
void FImGuiContextProxy::EndFrame()
{
if (bIsFrameStarted)
{
// Prepare draw data (after this call we cannot draw to this context until we start a new frame).
ImGui::Render();
// Update our draw data, so we can use them later during Slate rendering while ImGui is in the middle of the
// next frame.
UpdateDrawData(ImGui::GetDrawData());
bIsFrameStarted = false;
}
}
void FImGuiContextProxy::UpdateDrawData(ImDrawData* DrawData)
{
if (DrawData && DrawData->CmdListsCount > 0)
{
DrawLists.SetNum(DrawData->CmdListsCount, false);
for (int Index = 0; Index < DrawData->CmdListsCount; Index++)
{
DrawLists[Index].TransferDrawData(*DrawData->CmdLists[Index]);
}
}
else
{
// If we are not rendering then this might be a good moment to empty the array.
DrawLists.Empty();
}
}