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- /*
- * All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
- * its licensors.
- *
- * For complete copyright and license terms please see the LICENSE at the root of this
- * distribution (the "License"). All use of this software is governed by the License,
- * or, if provided, by the license below or the license accompanying this file. Do not
- * remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
- * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
- *
- */
- #pragma once
- #include <AzCore/RTTI/RTTI.h>
- #include <AzCore/std/string/string.h>
- #include <AzCore/std/containers/unordered_map.h>
- #include <AzCore/Math/Vector3.h>
- #include <imgui/imgui.h>
- #define SCRIPTABLE_IMGUI
- #ifdef SCRIPTABLE_IMGUI
- #define Scriptable_ImGui AtomSampleViewer::ScriptableImGui
- #endif
- namespace AtomSampleViewer
- {
- class ScriptManager;
- //! Wraps the ImGui API in a reflection system that automatically exposes ImGui data elements
- //! to the scripting system. It enhances standard ImGui functions to check for scripted
- //! actions that can perform the same actions as a user.
- class ScriptableImGui final
- {
- friend class ScriptManager;
- public:
- AZ_CLASS_ALLOCATOR(ScriptableImGui, AZ::SystemAllocator, 0);
- //! Utility for calling ScriptableImGui::PushNameContext and ScriptableImGui::PopNameContext
- class ScopedNameContext final
- {
- public:
- ScopedNameContext(const AZStd::string& nameContext) { ScriptableImGui::PushNameContext(nameContext); }
- ~ScopedNameContext() { ScriptableImGui::PopNameContext(); }
- };
- //! This can be used to add some context around the ImGui labels that are exposed to the script system.
- //! Each call to PushNameContext() will add a prefix the ImGui labels to form the script field IDs.
- //! For example, the following will result in a script field ID of "A/B/MyButton" instead of just "MyButton".
- //! PushNameContext("A");
- //! PushNameContext("B");
- //! Button("MyButton",...);
- //! PopNameContext();
- //! PopNameContext();
- //! This is especially useful for disambiguating similar ImGui labels.
- //! There is also a ScopedNameContext utility class for managing the push/pop using the call stack.
- static void PushNameContext(const AZStd::string& nameContext);
- static void PopNameContext();
- //////////////////////////////////////////////////////////////////
- // ImGui bridge functions...
- // These follow the same API as the corresponding ImGui functions.
- // Add more bridge functions as needed.
- static bool Begin(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0);
- static void End();
- static bool Checkbox(const char* label, bool* v);
- static bool Button(const char* label, const ImVec2& size_arg = ImVec2(0, 0));
- static bool ListBox(const char* label, int* current_item, bool(*items_getter)(void* data, int idx, const char** out_text), void* data, int items_count, int height_in_items = -1);
- static bool Combo(const char* label, int* current_item, const char* const items[], int items_count, int height_in_items = -1);
- static bool SliderInt(const char* label, int* v, int v_min, int v_max, const char* format = "%d");
- static bool SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format = "%.3f", float power = 1.0f);
- static bool SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format = "%.3f", float power = 1.0f);
- static bool SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format = "%.3f", float power = 1.0f);
- static bool SliderAngle(const char* label, float* v, float v_min = -360.0f, float v_max = 360.0f, const char* format = "%.0f deg");
- static bool ColorEdit3(const char* label, float v[3], ImGuiColorEditFlags flags);
- static bool ColorPicker3(const char* label, float v[3], ImGuiColorEditFlags flags);
- static bool Selectable(const char* label, bool selected = false, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0, 0));
- static bool Selectable(const char* label, bool* p_selected, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0, 0));
- static bool TreeNodeEx(const char* label, ImGuiSelectableFlags flags = 0);
- static void TreePop();
- static bool BeginCombo(const char* label, const char* preview_value, ImGuiComboFlags flags = 0);
- static void EndCombo();
- static bool BeginMenu(const char* label, bool enabled = true);
- static void EndMenu();
- static bool MenuItem(const char* label, const char* shortcut = NULL, bool selected = false, bool enabled = true);
- static bool RadioButton(const char* label, int* v, int v_button);
- private:
- /////////////////////////////////////////////////////////////////////////////////////////////////
- // Private API for ScriptManager to call...
- static void Create();
- static void Destory();
- //! Call this every frame to report errors when scripted actions aren't consumed through ImGui API function calls.
- //! This usually indicates that a script is trying to manipulate ImGui elements that don't exist.
- static void CheckAllActionsConsumed();
- //! Clears any scripted actions that were scheduled. This should be called every frame to make sure old actions
- //! don't hang around indefinitely and get consumed later and cause unexpected behavior.
- static void ClearActions();
- //! These functions are called through scripts to schedule a scripted action.
- //! This data will be consumed by subsequent calls to ImGui API functions.
- //! @param pathToImGuiItem - full path to an ImGui item, including the name context
- static void SetBool(const AZStd::string& name, bool value);
- static void SetNumber(const AZStd::string& name, float value);
- static void SetVector(const AZStd::string& name, const AZ::Vector2& value);
- static void SetVector(const AZStd::string& name, const AZ::Vector3& value);
- static void SetString(const AZStd::string& name, const AZStd::string& value);
- /////////////////////////////////////////////////////////////////////////////////////////////////
- using InvalidActionItem = AZStd::monostate;
- // Note we don't include an int type because Lua only supports floats
- using ActionItem = AZStd::variant<InvalidActionItem, bool, float, AZ::Vector2, AZ::Vector3, AZStd::string>;
- //! This utility function factors out common steps that most of the ImGui API bridge functions must perform.
- template<typename ActionDataT>
- static bool ActionHelper(
- const char* label,
- AZStd::function<bool()> imguiAction,
- AZStd::function<void(const AZStd::string& /*pathToImGuiItem*/)> reportScriptableAction,
- AZStd::function<bool(ActionDataT /*scriptArg*/)> handleScriptedAction,
- bool shouldReportScriptableActionAfterAnyChange = false);
- template<typename ImGuiActionType>
- static bool ThreeComponentHelper(const char* label, float v[3], ImGuiActionType& imguiAction);
- //! Finds a scheduled script action and removes it from the list of actions.
- //! @param pathToImGuiItem - full path to an ImGui item, including the name context
- static ActionItem FindAndRemoveAction(const AZStd::string& pathToImGuiItem);
- //! Makes a full script field ID path for the given ImGui label, by prefixing the current name context
- static AZStd::string MakeFullPath(const AZStd::string& forLabel);
- //! Utility function to ensure all script errors use a similar format
- static void ReportScriptError(const char* message);
- //! Provides a name context prefix to script field IDs for disambiguation.
- AZStd::vector<AZStd::string> m_nameContextStack;
- using ActionMap = AZStd::unordered_map<AZStd::string, ActionItem>;
- ActionMap m_scriptedActions;
- bool m_isInScriptedComboPopup = false;
- static ScriptableImGui* s_instance;
- };
- } // namespace AtomSampleViewer
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