Updates ImGui to release version 1.82, builds out some better initial multiplayer metrics
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@@ -143,7 +143,7 @@ namespace
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void ImGuiManager::Initialize()
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{
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// Register for Buses
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ImGuiManagerListenerBus::Handler::BusConnect();
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ImGuiManagerBus::Handler::BusConnect();
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// Register for Input Notifications
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InputChannelEventListener::Connect();
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@@ -236,10 +236,14 @@ void ImGuiManager::Initialize()
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// Future work here could include responding to the mouse being connected and disconnected at run-time, but this is fine for now.
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const AzFramework::InputDevice* mouseDevice = AzFramework::InputDeviceRequests::FindInputDevice(AzFramework::InputDeviceMouse::Id);
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m_hardwardeMouseConnected = mouseDevice && mouseDevice->IsConnected();
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AZ::Interface<ImGui::IImGuiManager>::Register(this);
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}
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void ImGuiManager::Shutdown()
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{
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AZ::Interface<ImGui::IImGuiManager>::Unregister(this);
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if (!gEnv)
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{
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AZ_Warning("ImGuiManager", false, "%s %s", __func__, "gEnv Invalid -- Skipping ImGui Shutdown.");
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@@ -253,7 +257,7 @@ void ImGuiManager::Shutdown()
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#endif
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// Unregister from Buses
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ImGuiManagerListenerBus::Handler::BusDisconnect();
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ImGuiManagerBus::Handler::BusDisconnect();
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InputChannelEventListener::Disconnect();
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InputTextEventListener::Disconnect();
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AzFramework::WindowNotificationBus::Handler::BusDisconnect();
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@@ -317,7 +321,7 @@ void ImGuiManager::Render()
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}
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// If no item and no window is focused, we should artificially add focus to the Main Menu Bar, to save 1 step when navigating with a controller.
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if (!ImGui::IsAnyItemFocused() && !ImGui::IsAnyWindowFocused())
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if (!ImGui::IsAnyItemFocused() && !ImGui::IsWindowFocused(ImGuiFocusedFlags_AnyWindow))
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{
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ImGuiWindow* mainMenuWin = ImGui::FindWindowByName("##MainMenuBar");
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if (mainMenuWin)
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@@ -814,27 +818,27 @@ void OnEnableCameraMonitorCBFunc(ICVar* pArgs)
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void OnShowImGuiCBFunc(ICVar* pArgs)
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{
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ImGui::ImGuiManagerListenerBus::Broadcast(&ImGui::IImGuiManagerListener::SetClientMenuBarState, pArgs->GetIVal() != 0 ? ImGui::DisplayState::Visible : ImGui::DisplayState::Hidden);
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ImGui::ImGuiManagerBus::Broadcast(&ImGui::IImGuiManager::SetClientMenuBarState, pArgs->GetIVal() != 0 ? ImGui::DisplayState::Visible : ImGui::DisplayState::Hidden);
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}
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void OnDiscreteInputModeCBFunc(ICVar* pArgs)
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{
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ImGui::ImGuiManagerListenerBus::Broadcast(&ImGui::IImGuiManagerListener::SetEnableDiscreteInputMode, pArgs->GetIVal() != 0 );
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ImGui::ImGuiManagerBus::Broadcast(&ImGui::IImGuiManager::SetEnableDiscreteInputMode, pArgs->GetIVal() != 0 );
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}
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void OnEnableControllerCBFunc(ICVar* pArgs)
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{
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ImGui::ImGuiManagerListenerBus::Broadcast(&ImGui::IImGuiManagerListener::EnableControllerSupportMode, ImGuiControllerModeFlags::Contextual, (pArgs->GetIVal() != 0));
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ImGui::ImGuiManagerBus::Broadcast(&ImGui::IImGuiManager::EnableControllerSupportMode, ImGuiControllerModeFlags::Contextual, (pArgs->GetIVal() != 0));
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}
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void OnEnableControllerMouseCBFunc(ICVar* pArgs)
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{
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ImGui::ImGuiManagerListenerBus::Broadcast(&ImGui::IImGuiManagerListener::EnableControllerSupportMode, ImGuiControllerModeFlags::Mouse, (pArgs->GetIVal() != 0));
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ImGui::ImGuiManagerBus::Broadcast(&ImGui::IImGuiManager::EnableControllerSupportMode, ImGuiControllerModeFlags::Mouse, (pArgs->GetIVal() != 0));
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}
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void OnControllerMouseSensitivityCBFunc(ICVar* pArgs)
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{
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ImGui::ImGuiManagerListenerBus::Broadcast(&ImGui::IImGuiManagerListener::SetControllerMouseSensitivity, pArgs->GetFVal());
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ImGui::ImGuiManagerBus::Broadcast(&ImGui::IImGuiManager::SetControllerMouseSensitivity, pArgs->GetFVal());
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}
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