diff --git a/Gems/Atom/Feature/Common/Code/Source/ImGui/ImGuiPass.cpp b/Gems/Atom/Feature/Common/Code/Source/ImGui/ImGuiPass.cpp index 0ff8d2c165..7197b95917 100644 --- a/Gems/Atom/Feature/Common/Code/Source/ImGui/ImGuiPass.cpp +++ b/Gems/Atom/Feature/Common/Code/Source/ImGui/ImGuiPass.cpp @@ -140,9 +140,18 @@ namespace AZ m_drawData.push_back(drawData); } + int ImGuiPass::GetTickOrder() + { + // We have to call ImGui::NewFrame (which happens in ImGuiPass::OnTick) after setting + // ImGui::GetIO().NavInputs (which happens in ImGuiPass::OnInputChannelEventFiltered), + // but before ImGui::Render (which happens in ImGuiPass::SetupFrameGraphDependencies). + return AZ::ComponentTickBus::TICK_PRE_RENDER; + } + void ImGuiPass::OnTick(float deltaTime, [[maybe_unused]] AZ::ScriptTimePoint timePoint) { auto imguiContextScope = ImguiContextScope(m_imguiContext); + ImGui::NewFrame(); auto& io = ImGui::GetIO(); io.DeltaTime = deltaTime; @@ -413,6 +422,7 @@ namespace AZ void ImGuiPass::Init() { + auto imguiContextScope = ImguiContextScope(m_imguiContext); auto& io = ImGui::GetIO(); // ImGui IO Setup @@ -421,7 +431,6 @@ namespace AZ { io.KeyMap[static_cast(i)] = static_cast(i); } - io.NavActive = true; // Touch input const AzFramework::InputDevice* inputDevice = nullptr; @@ -434,6 +443,17 @@ namespace AZ io.ConfigFlags |= ImGuiConfigFlags_IsTouchScreen; } + // Gamepad input + inputDevice = nullptr; + AzFramework::InputDeviceRequestBus::EventResult(inputDevice, + AzFramework::InputDeviceGamepad::IdForIndex0, + &AzFramework::InputDeviceRequests::GetInputDevice); + if (inputDevice && inputDevice->IsSupported()) + { + io.BackendFlags |= ImGuiBackendFlags_HasGamepad; + io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; + } + // Set initial display size to something reasonable (this will be updated in FramePrepare) io.DisplaySize.x = 1920; io.DisplaySize.y = 1080; @@ -571,7 +591,6 @@ namespace AZ auto imguiContextScope = ImguiContextScope(m_imguiContext); ImGui::GetIO().MouseWheel = m_lastFrameMouseWheel; m_lastFrameMouseWheel = 0.0; - ImGui::NewFrame(); } void ImGuiPass::BuildCommandListInternal(const RHI::FrameGraphExecuteContext& context) diff --git a/Gems/Atom/Feature/Common/Code/Source/ImGui/ImGuiPass.h b/Gems/Atom/Feature/Common/Code/Source/ImGui/ImGuiPass.h index 018d2d46b7..6c9dd11914 100644 --- a/Gems/Atom/Feature/Common/Code/Source/ImGui/ImGuiPass.h +++ b/Gems/Atom/Feature/Common/Code/Source/ImGui/ImGuiPass.h @@ -77,6 +77,7 @@ namespace AZ void RenderImguiDrawData(const ImDrawData& drawData); // TickBus::Handler overrides... + int GetTickOrder() override; void OnTick(float deltaTime, AZ::ScriptTimePoint timePoint) override; // AzFramework::InputTextEventListener overrides... diff --git a/Gems/ImGui/Code/Source/ImGuiManager.cpp b/Gems/ImGui/Code/Source/ImGuiManager.cpp index b30eda8825..f90aa60a88 100644 --- a/Gems/ImGui/Code/Source/ImGuiManager.cpp +++ b/Gems/ImGui/Code/Source/ImGuiManager.cpp @@ -172,7 +172,6 @@ void ImGuiManager::Initialize() // Broadcast ImGui Ready to Listeners ImGuiUpdateListenerBus::Broadcast(&IImGuiUpdateListener::OnImGuiInitialize); - m_currentControllerIndex = -1; m_button1Pressed = m_button2Pressed = false; m_menuBarStatusChanged = false; @@ -227,6 +226,7 @@ void ImGui::ImGuiManager::RestoreRenderWindowSizeToDefault() void ImGui::ImGuiManager::SetDpiScalingFactor(float dpiScalingFactor) { + ImGui::ImGuiContextScope contextScope(m_imguiContext); ImGuiIO& io = ImGui::GetIO(); // Set the global font scale to size our UI to the scaling factor // Note: Currently we use the default, 13px fixed-size IMGUI font, so this can get somewhat blurry @@ -235,6 +235,7 @@ void ImGui::ImGuiManager::SetDpiScalingFactor(float dpiScalingFactor) float ImGui::ImGuiManager::GetDpiScalingFactor() const { + ImGui::ImGuiContextScope contextScope(m_imguiContext); ImGuiIO& io = ImGui::GetIO(); return io.FontGlobalScale; } @@ -406,7 +407,7 @@ bool ImGuiManager::OnInputChannelEventFiltered(const InputChannel& inputChannel) // Cycle through ImGui Menu Bar States on Home button press if (inputChannelId == InputDeviceKeyboard::Key::NavigationHome) { - ToggleThroughImGuiVisibleState(-1); + ToggleThroughImGuiVisibleState(); } // Cycle through Standalone Editor Window States @@ -453,19 +454,10 @@ bool ImGuiManager::OnInputChannelEventFiltered(const InputChannel& inputChannel) } // Handle Controller Inputs - int inputControllerIndex = -1; - bool controllerInput = false; if (InputDeviceGamepad::IsGamepadDevice(inputDeviceId)) { - inputControllerIndex = inputDeviceId.GetIndex(); - controllerInput = true; - } - - - if (controllerInput) - { - // Only pipe in Controller Nav Inputs if we are the current Controller Index and at least 1 of the two controller modes are enabled. - if (m_currentControllerIndex == inputControllerIndex && m_controllerModeFlags) + // Only pipe in Controller Nav Inputs when at least 1 of the two controller modes are enabled. + if (m_controllerModeFlags) { const auto lyButtonToImGuiNav = s_lyInputToImGuiNavIndexMap.find(inputChannelId); if (lyButtonToImGuiNav != s_lyInputToImGuiNavIndexMap.end()) @@ -476,7 +468,7 @@ bool ImGuiManager::OnInputChannelEventFiltered(const InputChannel& inputChannel) } //Switch menu bar display only if two buttons are pressed at the same time - if (inputChannelId == InputDeviceGamepad::Button::L3) + if (inputChannelId == InputDeviceGamepad::Button::L1) { if (inputChannel.IsStateBegan()) { @@ -488,7 +480,7 @@ bool ImGuiManager::OnInputChannelEventFiltered(const InputChannel& inputChannel) m_menuBarStatusChanged = false; } } - if (inputChannelId == InputDeviceGamepad::Button::R3) + if (inputChannelId == InputDeviceGamepad::Button::R1) { if (inputChannel.IsStateBegan()) { @@ -502,7 +494,7 @@ bool ImGuiManager::OnInputChannelEventFiltered(const InputChannel& inputChannel) } if (!m_menuBarStatusChanged && m_button1Pressed && m_button2Pressed) { - ToggleThroughImGuiVisibleState(inputControllerIndex); + ToggleThroughImGuiVisibleState(); } // If we have the Discrete Input Mode Enabled.. and we are in the Visible State, then consume input here @@ -627,14 +619,13 @@ bool ImGuiManager::OnInputTextEventFiltered(const AZStd::string& textUTF8) return io.WantTextInput && m_clientMenuBarState == DisplayState::Visible;; } -void ImGuiManager::ToggleThroughImGuiVisibleState(int controllerIndex) +void ImGuiManager::ToggleThroughImGuiVisibleState() { ImGui::ImGuiContextScope contextScope(m_imguiContext); switch (m_clientMenuBarState) { case DisplayState::Hidden: - m_currentControllerIndex = controllerIndex; m_clientMenuBarState = DisplayState::Visible; // Draw the ImGui Mouse cursor if either the hardware mouse is connected, or the controller mouse is enabled. @@ -669,7 +660,6 @@ void ImGuiManager::ToggleThroughImGuiVisibleState(int controllerIndex) default: m_clientMenuBarState = DisplayState::Hidden; - m_currentControllerIndex = -1; // Enable system cursor if it's in editor and it's not editor game mode if (gEnv->IsEditor() && !gEnv->IsEditorGameMode()) @@ -686,12 +676,6 @@ void ImGuiManager::ToggleThroughImGuiVisibleState(int controllerIndex) m_setEnabledEvent.Signal(m_clientMenuBarState == DisplayState::Hidden); } -void ImGuiManager::ToggleThroughImGuiVisibleState() -{ - ToggleThroughImGuiVisibleState(-1); -} - - void ImGuiManager::RenderImGuiBuffers(const ImVec2& scaleRects) { ImGui::ImGuiContextScope contextScope(m_imguiContext); diff --git a/Gems/ImGui/Code/Source/ImGuiManager.h b/Gems/ImGui/Code/Source/ImGuiManager.h index c4fa5169f7..c0071c94c5 100644 --- a/Gems/ImGui/Code/Source/ImGuiManager.h +++ b/Gems/ImGui/Code/Source/ImGuiManager.h @@ -76,9 +76,6 @@ namespace ImGui // Sets up initial window size and listens for changes void InitWindowSize(); - // A function to toggle through the available ImGui Visibility States - void ToggleThroughImGuiVisibleState(int controllerIndex); - private: ImGuiContext* m_imguiContext = nullptr; DisplayState m_clientMenuBarState = DisplayState::Hidden; @@ -96,8 +93,6 @@ namespace ImGui std::vector m_idxBuffer; //Controller navigation - static const int MaxControllerNumber = 4; - int m_currentControllerIndex; bool m_button1Pressed, m_button2Pressed, m_menuBarStatusChanged; bool m_hardwardeMouseConnected = false;