UnrealImGui/Source/ImGui/Private/ImGuiContextProxy.cpp
Sebastian 77bb73dbce Added Multi-PIE support:
- Added ImGui Context Manager to create and manage ImGui Context Proxies.
- Changed ImGui Context Proxy to dynamically create context and allow pairing with input state.
- Changed ImGui Module Manager to create one widget per context.
- Changed ImGui Widget to work in different input modes.
- Changed ImGui Input State to allow partial reset (only mouse or keyboard).
2017-08-28 20:29:07 +01:00

146 lines
3.6 KiB
C++

// Distributed under the MIT License (MIT) (see accompanying LICENSE file)
#include "ImGuiPrivatePCH.h"
#include "ImGuiContextProxy.h"
#include "ImGuiImplementation.h"
#include "ImGuiInteroperability.h"
static constexpr float DEFAULT_CANVAS_WIDTH = 3840.f;
static constexpr float DEFAULT_CANVAS_HEIGHT = 2160.f;
FImGuiContextProxy::FImGuiContextProxy()
{
// 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();
// Use pre-defined canvas size.
IO.DisplaySize = { DEFAULT_CANVAS_WIDTH, DEFAULT_CANVAS_HEIGHT };
// Load texture atlas.
unsigned char* Pixels;
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))
, DrawEvent(std::move(Other.DrawEvent))
, InputState(std::move(Other.InputState))
, DrawLists(std::move(Other.DrawLists))
{
Other.Context = nullptr;
}
FImGuiContextProxy& FImGuiContextProxy::operator=(FImGuiContextProxy&& Other)
{
Context = std::move(Other.Context);
Other.Context = nullptr;
DrawEvent = std::move(Other.DrawEvent);
InputState = std::move(Other.InputState);
DrawLists = std::move(Other.DrawLists);
return *this;
}
FImGuiContextProxy::~FImGuiContextProxy()
{
if (Context)
{
// Set this context in ImGui for de-initialization (any de-allocations will be tracked in this context).
SetAsCurrent();
// Shutdown to save data etc.
ImGui::Shutdown();
// Destroy the context.
ImGui::DestroyContext(Context);
// Set default context in ImGui to keep global context pointer valid.
ImGui::SetCurrentContext(&GetDefaultContext());
}
}
void FImGuiContextProxy::Tick(float DeltaSeconds)
{
if (bIsFrameStarted)
{
// Broadcast draw event to allow listeners to draw their controls to this context.
if (DrawEvent.IsBound())
{
DrawEvent.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);
}
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();
}
}