mirror of
https://github.com/kevinporetti/UnrealImGui.git
synced 2025-01-18 16:30:32 +00:00
77bb73dbce
- 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).
63 lines
1.8 KiB
C++
63 lines
1.8 KiB
C++
// Distributed under the MIT License (MIT) (see accompanying LICENSE file)
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#pragma once
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#include "ImGuiDrawData.h"
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#include <imgui.h>
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class FImGuiInputState;
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// Represents a single ImGui context. All the context updates should be done through this proxy. During update it
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// broadcasts draw events to allow listeners draw their controls. After update it stores draw data.
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class FImGuiContextProxy
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{
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public:
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FImGuiContextProxy();
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~FImGuiContextProxy();
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FImGuiContextProxy(const FImGuiContextProxy&) = delete;
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FImGuiContextProxy& operator=(const FImGuiContextProxy&) = delete;
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FImGuiContextProxy(FImGuiContextProxy&& Other);
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FImGuiContextProxy& operator=(FImGuiContextProxy&& Other);
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// Get draw data from the last frame.
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const TArray<FImGuiDrawList>& GetDrawData() const { return DrawLists; }
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// Get input state used by this context.
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const FImGuiInputState* GetInputState() const { return InputState; }
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// Set input state to be used by this context.
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void SetInputState(const FImGuiInputState* SourceInputState) { InputState = SourceInputState; }
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// Is this context the current ImGui context.
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bool IsCurrentContext() const { return ImGui::GetCurrentContext() == Context; }
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// Set this context as current ImGui context.
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void SetAsCurrent() { ImGui::SetCurrentContext(Context); }
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// Delegate called right before ending the frame to allows listeners draw their controls.
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FSimpleMulticastDelegate& OnDraw() { return DrawEvent; }
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// Tick to advance context to the next frame.
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void Tick(float DeltaSeconds);
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private:
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void BeginFrame(float DeltaTime = 1.f / 60.f);
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void EndFrame();
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void UpdateDrawData(ImDrawData* DrawData);
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ImGuiContext* Context = nullptr;
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bool bIsFrameStarted = false;
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FSimpleMulticastDelegate DrawEvent;
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const FImGuiInputState* InputState = nullptr;
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TArray<FImGuiDrawList> DrawLists;
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};
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