G1R AngelScript
Scripting reference for the Gothic 1 Remake
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UImGuiSettings Class Reference

UObject used for loading and saving ImGui settings. To access actual settings use FImGuiModuleSettings interface. More...

Static Public Member Functions

Static Functions
static UClass StaticClass ()
Static Public Member Functions inherited from UObject
static UClass StaticClass ()

Public Attributes

Canvas Size
FImGuiCanvasSizeInfo CanvasSize
 Chose how to define the ImGui canvas size. Select between custom, desktop and viewport.
DPI Scale
FImGuiDPIScaleInfo DPIScale
 Setup DPI Scale.
Extensions
FSoftClassPath ImGuiInputHandlerClass
 Path to own implementation of ImGui Input Handler allowing to customize handling of keyboard and gamepad input. If not set then default handler is used.
Input
bool bUseSoftwareCursor
 If true, then in input mode ImGui will draw its own cursor in place of the hardware one. When disabled (default) there is a noticeable difference between cursor position seen by ImGui and position on the screen. Enabling this option removes that effect but with lower frame-rates UI becomes quickly unusable.
bool bShareMouseInput
 Whether ImGui should share mouse input with game. This defines initial behaviour which can be later changed using 'ImGui.ToggleMouseInputSharing' command or module properties interface.
bool bShareGamepadInput
 Whether ImGui should share gamepad input with game. This defines initial behaviour which can be later changed using 'ImGui.ToggleGamepadInputSharing' command or module properties interface.
bool bShareKeyboardInput
 Whether ImGui should share keyboard input with game. This defines initial behaviour which can be later changed using 'ImGui.ToggleKeyboardInputSharing' command or module properties interface.
int InputProcessorPriority
 The input processor priority when registering. This is used to fix an issue where the CommonAnalogCursor preprocessor would consume "accept" button presses on controller. An earlier priority means it will receive input earlier and other processors won't be able to block it from receiving events. A later priority means it won't block other processors when inputs are pressed. The priority needs to have a value that balances between these 2 scenarios. -1 means the input processor will be added to the end of the input processor list.
bool bToggleImGuiByDefault
 Whether ImGui is enabled (visible) when the game starts.
Keyboard Shortcuts
FImGuiKeyInfo ToggleImGui
 Define a shortcut key to 'ImGui.ToggleImGui' command. Binding is only set if the key field is valid.
FImGuiKeyInfo ToggleInput
 Define a shortcut key to 'ImGui.ToggleInput' command. Binding is only set if the key field is valid. Note that modifier key properties can be set to one of the three values: undetermined means that state of the given modifier is not important, checked means that it needs to be pressed and unchecked means that it cannot be pressed.
TTF Fonts
FImGuiTtfFontInfo TtfFonts
 Paths to the TTF fonts used by ImGui (regular, mono, bold, icons).
Public Attributes inherited from UObject
const UClass Class
const UObject Outer
const UPackage Outermost
const UPackage Package
const UWorld World
const FName Name
const bool IsRooted

Additional Inherited Members

Public Member Functions inherited from UObject
bool MarkPackageDirty () const
void RemoveFromRoot ()
bool GetIsRooted () const
bool IsTransient () const
bool Modify (bool bAlwaysMarkDirty=true)
void SetTransactional (bool bTransactional)
bool IsSupportedForNetworking () const
UClass GetClass () const
UObject GetOuter () const
UObject GetTypedOuter (TSubclassOf< UObject > Target) const
 Traverses the outer chain searching for the next object of a certain type.
UPackage GetOutermost () const
UPackage GetPackage () const
void AddToRoot ()
UWorld GetWorld () const
FName GetName () const
FString GetFullName (const UObject StopOuter=nullptr) const
FString GetPathName (const UObject StopOuter=nullptr) const
bool IsA (const UClass Class) const
 Returns true if this object is of the specified type, or a child of that type.
void SaveConfig ()
void LoadConfig ()
void ReloadConfig ()
void CopyScriptPropertiesFrom (const UObject OtherObject)
void opCast (?&Address) const
FString ToString () const

Detailed Description

UObject used for loading and saving ImGui settings. To access actual settings use FImGuiModuleSettings interface.

Member Function Documentation

◆ StaticClass()

UClass StaticClass ( )
static

Member Data Documentation

◆ bShareGamepadInput

bool bShareGamepadInput

Whether ImGui should share gamepad input with game. This defines initial behaviour which can be later changed using 'ImGui.ToggleGamepadInputSharing' command or module properties interface.

◆ bShareKeyboardInput

bool bShareKeyboardInput

Whether ImGui should share keyboard input with game. This defines initial behaviour which can be later changed using 'ImGui.ToggleKeyboardInputSharing' command or module properties interface.

◆ bShareMouseInput

bool bShareMouseInput

Whether ImGui should share mouse input with game. This defines initial behaviour which can be later changed using 'ImGui.ToggleMouseInputSharing' command or module properties interface.

◆ bToggleImGuiByDefault

bool bToggleImGuiByDefault

Whether ImGui is enabled (visible) when the game starts.

◆ bUseSoftwareCursor

bool bUseSoftwareCursor

If true, then in input mode ImGui will draw its own cursor in place of the hardware one. When disabled (default) there is a noticeable difference between cursor position seen by ImGui and position on the screen. Enabling this option removes that effect but with lower frame-rates UI becomes quickly unusable.

◆ CanvasSize

Chose how to define the ImGui canvas size. Select between custom, desktop and viewport.

◆ DPIScale

Setup DPI Scale.

◆ ImGuiInputHandlerClass

FSoftClassPath ImGuiInputHandlerClass

Path to own implementation of ImGui Input Handler allowing to customize handling of keyboard and gamepad input. If not set then default handler is used.

◆ InputProcessorPriority

int InputProcessorPriority

The input processor priority when registering. This is used to fix an issue where the CommonAnalogCursor preprocessor would consume "accept" button presses on controller. An earlier priority means it will receive input earlier and other processors won't be able to block it from receiving events. A later priority means it won't block other processors when inputs are pressed. The priority needs to have a value that balances between these 2 scenarios. -1 means the input processor will be added to the end of the input processor list.

◆ ToggleImGui

FImGuiKeyInfo ToggleImGui

Define a shortcut key to 'ImGui.ToggleImGui' command. Binding is only set if the key field is valid.

◆ ToggleInput

FImGuiKeyInfo ToggleInput

Define a shortcut key to 'ImGui.ToggleInput' command. Binding is only set if the key field is valid. Note that modifier key properties can be set to one of the three values: undetermined means that state of the given modifier is not important, checked means that it needs to be pressed and unchecked means that it cannot be pressed.

This binding is using Player Input's DebugExecBindings which only works in non-shipment builds.

◆ TtfFonts

Paths to the TTF fonts used by ImGui (regular, mono, bold, icons).