UnrealImGui/Source/ImGui/Private/ImGuiContextManager.cpp
Sebastian b492932055 Replaced 'ImGui.DebugDrawOnWorldTick' console variable with conditional compilation switches and extended support to post actor tick event:
- Replaced 'ImGui.DebugDrawOnWorldTick' with DRAW_EVENTS_ON_WORLD_TICK_START switch to enforce consistency in project setup.
- Added DRAW_EVENTS_ON_POST_ACTOR_TICK to support post actor tick events (only for UE 4.18 or later).
- Added DRAW_EVENTS_ORDER_WORLD_BEFORE_MULTI_CONTEXT to allow explicitly define order between multi-context and world-context draw events.
- Rules can be configured in ImGui.Build.cs file.
2018-10-28 19:54:18 +00:00

198 lines
5.2 KiB
C++

// Distributed under the MIT License (MIT) (see accompanying LICENSE file)
#include "ImGuiPrivatePCH.h"
#include "ImGuiContextManager.h"
#include "ImGuiImplementation.h"
#include "Utilities/ScopeGuards.h"
#include "Utilities/WorldContext.h"
#include "Utilities/WorldContextIndex.h"
#include <imgui.h>
namespace
{
#if WITH_EDITOR
// Name for editor ImGui context.
FORCEINLINE FString GetEditorContextName()
{
return TEXT("Editor");
}
// Name for world ImGui context.
FORCEINLINE FString GetWorldContextName(const UWorld& World)
{
using namespace Utilities;
const FWorldContext* WorldContext = GetWorldContext(World);
switch (WorldContext->WorldType)
{
case EWorldType::PIE:
return FString::Printf(TEXT("PIEContext%d"), GetWorldContextIndex(*WorldContext));
case EWorldType::Game:
return TEXT("Game");
case EWorldType::Editor:
return TEXT("Editor");
default:
return TEXT("Other");
}
}
#else
FORCEINLINE FString GetWorldContextName()
{
return TEXT("Game");
}
FORCEINLINE FString GetWorldContextName(const UWorld&)
{
return TEXT("Game");
}
#endif // WITH_EDITOR
}
FImGuiContextManager::FImGuiContextManager()
{
unsigned char* Pixels;
int Width, Height, Bpp;
FontAtlas.GetTexDataAsRGBA32(&Pixels, &Width, &Height, &Bpp);
FWorldDelegates::OnWorldTickStart.AddRaw(this, &FImGuiContextManager::OnWorldTickStart);
#if DRAW_EVENTS_ON_POST_ACTOR_TICK
FWorldDelegates::OnWorldPostActorTick.AddRaw(this, &FImGuiContextManager::OnWorldPostActorTick);
#endif
}
FImGuiContextManager::~FImGuiContextManager()
{
// Order matters because contexts can be created during World Tick Start events.
FWorldDelegates::OnWorldTickStart.RemoveAll(this);
#if DRAW_EVENTS_ON_POST_ACTOR_TICK
FWorldDelegates::OnWorldPostActorTick.RemoveAll(this);
#endif
}
void FImGuiContextManager::Tick(float DeltaSeconds)
{
// In editor, worlds can get invalid. We could remove corresponding entries, but that would mean resetting ImGui
// context every time when PIE session is restarted. Instead we freeze contexts until their worlds are re-created.
for (auto& Pair : Contexts)
{
auto& ContextData = Pair.Value;
if (ContextData.CanTick())
{
ContextData.ContextProxy.Tick(DeltaSeconds);
}
}
}
void FImGuiContextManager::OnWorldTickStart(ELevelTick TickType, float DeltaSeconds)
{
if (GWorld)
{
FImGuiContextProxy& ContextProxy = GetWorldContextProxy(*GWorld);
ContextProxy.SetAsCurrent();
#if DRAW_EVENTS_ON_WORLD_TICK_START
ContextProxy.Draw();
#endif
}
}
#if DRAW_EVENTS_ON_POST_ACTOR_TICK
void FImGuiContextManager::OnWorldPostActorTick(UWorld* World, ELevelTick TickType, float DeltaSeconds)
{
FImGuiContextProxy& ContextProxy = GetWorldContextProxy(*GWorld);
ContextProxy.SetAsCurrent();
ContextProxy.Draw();
}
#endif // DRAW_EVENTS_ON_POST_ACTOR_TICK
#if WITH_EDITOR
FImGuiContextManager::FContextData& FImGuiContextManager::GetEditorContextData()
{
FContextData* Data = Contexts.Find(Utilities::EDITOR_CONTEXT_INDEX);
if (UNLIKELY(!Data))
{
Data = &Contexts.Emplace(Utilities::EDITOR_CONTEXT_INDEX, FContextData{ GetEditorContextName(), Utilities::EDITOR_CONTEXT_INDEX, DrawMultiContextEvent, FontAtlas, ImGuiDemo, -1 });
}
return *Data;
}
#endif // WITH_EDITOR
#if !WITH_EDITOR
FImGuiContextManager::FContextData& FImGuiContextManager::GetStandaloneWorldContextData()
{
FContextData* Data = Contexts.Find(Utilities::STANDALONE_GAME_CONTEXT_INDEX);
if (UNLIKELY(!Data))
{
Data = &Contexts.Emplace(Utilities::STANDALONE_GAME_CONTEXT_INDEX, FContextData{ GetWorldContextName(), Utilities::STANDALONE_GAME_CONTEXT_INDEX, DrawMultiContextEvent, FontAtlas, ImGuiDemo });
}
return *Data;
}
#endif // !WITH_EDITOR
FImGuiContextManager::FContextData& FImGuiContextManager::GetWorldContextData(const UWorld& World, int32* OutIndex)
{
using namespace Utilities;
#if WITH_EDITOR
if (World.WorldType == EWorldType::Editor)
{
if (OutIndex)
{
*OutIndex = Utilities::EDITOR_CONTEXT_INDEX;
}
return GetEditorContextData();
}
#endif
const FWorldContext* WorldContext = GetWorldContext(World);
const int32 Index = GetWorldContextIndex(*WorldContext);
checkf(Index != Utilities::INVALID_CONTEXT_INDEX, TEXT("Couldn't find context index for world %s: WorldType = %d"),
*World.GetName(), static_cast<int32>(World.WorldType));
#if WITH_EDITOR
checkf(!GEngine->IsEditor() || Index != Utilities::EDITOR_CONTEXT_INDEX,
TEXT("Context index %d is reserved for editor and cannot be used for world %s: WorldType = %d, NetMode = %d"),
Index, *World.GetName(), static_cast<int32>(World.WorldType), static_cast<int32>(World.GetNetMode()));
#endif
FContextData* Data = Contexts.Find(Index);
#if WITH_EDITOR
if (UNLIKELY(!Data))
{
Data = &Contexts.Emplace(Index, FContextData{ GetWorldContextName(World), Index, DrawMultiContextEvent, FontAtlas, ImGuiDemo, WorldContext->PIEInstance });
}
else
{
// Because we allow (for the sake of continuity) to map different PIE instances to the same index.
Data->PIEInstance = WorldContext->PIEInstance;
}
#else
if (UNLIKELY(!Data))
{
Data = &Contexts.Emplace(Index, FContextData{ GetWorldContextName(World), Index, DrawMultiContextEvent, FontAtlas, ImGuiDemo });
}
#endif
if (OutIndex)
{
*OutIndex = Index;
}
return *Data;
}