mirror of
https://github.com/kevinporetti/UnrealImGui.git
synced 2025-01-18 16:30:32 +00:00
1a6aa98f51
- Added to ImGui Context Proxy a name that is mapped to ini file set in ImGui context. - ImGui Context Manager generates unique context names from world type and context index. - Refactored ImGui Context Manager to have a cleaner separation between editor and non-editor bits. - Fixed context update rules in ImGui Context Manager. - Changed widgets management in ImGui Module Manager to allow automatic garbage collection after viewports are closed and manual removal when module is shutting down. - ImGui Widgets are in full control of communication with context proxies. - Added basic world context utilities. - Refactored world context index utilities and replaced ambiguous 'default context index' with 'editor' and 'game' ones.
72 lines
1.8 KiB
C++
72 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 "ImGuiContextManager.h"
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#include "SImGuiWidget.h"
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#include "TextureManager.h"
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// Central manager that implements module logic. It initializes and controls remaining module components.
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class FImGuiModuleManager
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{
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// Allow module to control life-cycle of this class.
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friend class FImGuiModule;
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public:
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// Get ImGui contexts manager.
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FImGuiContextManager& GetContextManager() { return ContextManager; }
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// Get texture resources manager.
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FTextureManager& GetTextureManager() { return TextureManager; }
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// Event called right after ImGui is updated, to give other subsystems chance to react.
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FSimpleMulticastDelegate& OnPostImGuiUpdate() { return PostImGuiUpdateEvent; }
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private:
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FImGuiModuleManager();
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~FImGuiModuleManager();
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FImGuiModuleManager(const FImGuiModuleManager&) = delete;
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FImGuiModuleManager& operator=(const FImGuiModuleManager&) = delete;
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FImGuiModuleManager(FImGuiModuleManager&&) = delete;
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FImGuiModuleManager& operator=(FImGuiModuleManager&&) = delete;
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void Initialize();
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void Uninitialize();
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void LoadTextures();
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void RegisterTick();
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void UnregisterTick();
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bool IsInUpdateThread();
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void Tick(float DeltaSeconds);
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void OnViewportCreated();
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void AddWidgetToViewport(UGameViewportClient* GameViewport);
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void AddWidgetToAllViewports();
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// Event that we call after ImGui is updated.
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FSimpleMulticastDelegate PostImGuiUpdateEvent;
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// Manager for ImGui contexts.
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FImGuiContextManager ContextManager;
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// Manager for textures resources.
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FTextureManager TextureManager;
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// Slate widgets that we created.
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TArray<TWeakPtr<SImGuiWidget>> Widgets;
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FDelegateHandle TickDelegateHandle;
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FDelegateHandle ViewportCreatedHandle;
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bool bInitialized = false;
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};
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