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-rw-r--r--vendor/rlImGui-main/examples/asset_browser/asset_browser.cpp280
-rw-r--r--vendor/rlImGui-main/examples/asset_browser/asset_browser.h95
-rw-r--r--vendor/rlImGui-main/examples/asset_browser/imgui_utils.cpp94
-rw-r--r--vendor/rlImGui-main/examples/asset_browser/imgui_utils.h19
-rw-r--r--vendor/rlImGui-main/examples/asset_browser/item_view.h47
-rw-r--r--vendor/rlImGui-main/examples/asset_browser/item_views.cpp53
-rw-r--r--vendor/rlImGui-main/examples/asset_browser/main.cpp96
7 files changed, 0 insertions, 684 deletions
diff --git a/vendor/rlImGui-main/examples/asset_browser/asset_browser.cpp b/vendor/rlImGui-main/examples/asset_browser/asset_browser.cpp
deleted file mode 100644
index a09070a..0000000
--- a/vendor/rlImGui-main/examples/asset_browser/asset_browser.cpp
+++ /dev/null
@@ -1,280 +0,0 @@
-/*******************************************************************************************
-*
-* raylib-extras [ImGui] example - asset browser
-*
-* This is a more complex ImGui Integration
-* It shows how to build windows on top of 2d and 3d views using a render texture
-*
-* Copyright (c) 2024 Jeffery Myers
-*
-********************************************************************************************/
-
-#define _CRT_NONSTDC_NO_WARNINGS
-
-#include "asset_browser.h"
-#include "imgui_utils.h"
-#include "imgui.h"
-#include "imgui_internal.h"
-#include "raylib.h"
-#include "extras/IconsFontAwesome6.h"
-
-#include <algorithm>
-
-
-AssetBrowserPanel::AssetBrowserPanel()
-{
- AssetRoot = GetWorkingDirectory();
- RebuildFolderTree();
- SetCurrentFolder(&FolderRoot);
-
- CurrentView = &ListView;
-}
-
-void AssetBrowserPanel::Show()
-{
- ShowHeader();
-
- ImGuiTableFlags flags = ImGuiTableFlags_Resizable | ImGuiTableFlags_SizingStretchSame | ImGuiTableFlags_Borders;
-
- if (ImGui::BeginTable("AssetBrowserTab", 2, flags, ImGui::GetContentRegionAvail()))
- {
- ImGui::TableSetupColumn("FolderView", ImGuiTableColumnFlags_None, 0.25f);
- ImGui::TableSetupColumn("AssetView", ImGuiTableColumnFlags_None, 0.75f);
- ImGui::TableNextRow();
- ImGui::TableNextColumn();
-
- if (ImGui::BeginChild("FolderList", ImGui::GetContentRegionAvail(),ImGuiChildFlags_None, ImGuiWindowFlags_None))
- {
- ShowFolderTree();
- ImGui::EndChild();
- }
-
- ImGui::TableNextColumn();
- ShowFilePane();
- ImGui::EndTable();
- }
-}
-
-void AssetBrowserPanel::RebuildFolderTree()
-{
- FolderRoot.Children.clear();
-
- FolderRoot.FullPath = AssetRoot;
- FolderRoot.Name = GetFileNameWithoutExt(AssetRoot.c_str());
- FolderRoot.Parent = nullptr;
- FolderRoot.Icon = ICON_FA_SERVER;
- FolderRoot.ForceOpenNextFrame = true;
- FolderRoot.PopulateChildren();
-}
-
-void AssetBrowserPanel::SetCurrentFolder(FolderInfo* folder)
-{
- if (CurrentFolderContents.Folder == folder)
- return;
-
- CurrentFolderContents.Folder = folder;
- CurrentFolderContents.Files.clear();
-
- if (folder == nullptr)
- return;
-
- FolderInfo* openFolder = folder;
- while (openFolder != nullptr)
- {
- openFolder->ForceOpenNextFrame = true;
- openFolder = openFolder->Parent;
- }
-
- auto files = LoadDirectoryFiles(CurrentFolderContents.Folder->FullPath.c_str());
-
- for (unsigned int i = 0; i < files.count; i++)
- {
- if (DirectoryExists(files.paths[i]))
- continue;
-
- const char* name = GetFileName(files.paths[i]);
- if (!name || *name == '.')
- continue;
-
- FileInfo& file = CurrentFolderContents.Files.emplace_back();
- file.FullPath = files.paths[i];
- file.Name = name;
- file.Icon = GetFileIcon(name);
- }
-
- UnloadDirectoryFiles(files);
-}
-
-void AssetBrowserPanel::FolderInfo::PopulateChildren()
-{
- constexpr Color folderColor = { 255,255,145,255 };
-
- auto folders = LoadDirectoryFiles(FullPath.c_str());
-
- for (unsigned int i = 0; i < folders.count; i++)
- {
- if (DirectoryExists(folders.paths[i]))
- {
- const char* name = GetFileNameWithoutExt(folders.paths[i]);
- if (!name || *name == '.')
- continue;
-
- FolderInfo& child = Children.emplace_back();
- child.FullPath = folders.paths[i];
- child.Name = name;
- child.Parent = this;
- child.Tint = folderColor;
- child.Icon = ICON_FA_FOLDER;
- child.PopulateChildren();
- }
- }
- UnloadDirectoryFiles(folders);
-}
-
-bool AssetBrowserPanel::ShowFolderTreeNode(FolderInfo& info)
-{
- ImGuiTreeNodeFlags flags = ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick;
- if (info.Children.empty())
- flags |= ImGuiTreeNodeFlags_Leaf;
-
- if (CurrentFolderContents.Folder == &info)
- flags |= ImGuiTreeNodeFlags_Selected;
-
- if (info.ForceOpenNextFrame)
- {
- ImGui::SetNextItemOpen(true);
- }
-
- bool open = ImGui::TreeNodeEx(info.Name.c_str(), flags, "%s %s", info.Icon.c_str(), info.Name.c_str());
-
- if (info.ForceOpenNextFrame && CurrentFolderContents.Folder == &info)
- ImGui::ScrollToItem(ImGuiScrollFlags_KeepVisibleCenterY);
-
- info.ForceOpenNextFrame = false;
- if (ImGui::IsItemClicked())
- SetCurrentFolder(&info);
-
- if (open)
- {
- for (auto& node : info.Children)
- ShowFolderTreeNode(node);
-
- ImGui::TreePop();
- }
-
- return CurrentFolderContents.Folder == &info;
-}
-
-void AssetBrowserPanel::ShowHeader()
-{
- ImGui::PushStyleVar(ImGuiStyleVar_ChildBorderSize, 1);
- if (ImGui::BeginChild("Header", ImVec2{ ImGui::GetContentRegionAvail().x, ImGui::GetFrameHeight() }))
- {
- ImGui::Text("%s Root", ICON_FA_FOLDER_OPEN);
- ImGui::SameLine();
- ImGui::SetNextItemWidth(ImGui::GetContentRegionAvail().x * 0.33f);
- ImGui::InputText("###Path", (char*)(CurrentFolderContents.Folder->FullPath.c_str() + AssetRoot.size()), CurrentFolderContents.Folder->FullPath.size(), ImGuiInputTextFlags_ReadOnly);
-
- ImGui::EndChild();
- }
- ImGui::PopStyleVar();
-}
-
-void AssetBrowserPanel::ShowFolderTree()
-{
- ShowFolderTreeNode(FolderRoot);
-}
-
-void AssetBrowserPanel::ShowFilePane()
-{
- if (ImGui::BeginChild("FileList", ImGui::GetContentRegionAvail(), ImGuiChildFlags_None, ImGuiWindowFlags_None))
- {
- if (CurrentView)
- {
- auto *item = CurrentView->Show(CurrentFolderContents);
- if (item)
- {
- AssetItemInfo* assetItem = static_cast<AssetItemInfo*>(item);
- if (!assetItem->IsFile())
- SetCurrentFolder(static_cast<FolderInfo*>(item));
- }
- }
- ImGui::EndChild();
- }
-}
-
-ViewableItem* AssetBrowserPanel::AssetContainer::Reset()
-{
- FileItr = Files.begin();
- FolderItr = Folder->Children.begin();
- if (FileItr != Files.end())
- return &(*FileItr);
- if (FolderItr != Folder->Children.end())
- return &(*FolderItr);
-
- return nullptr;
-}
-
-size_t AssetBrowserPanel::AssetContainer::Count()
-{
- return Files.size() + Folder->Children.size();
-}
-
-ViewableItem* AssetBrowserPanel::AssetContainer::Next()
-{
- if (FileItr != Files.end())
- {
- FileItr++;
- if (FileItr != Files.end())
- return &(*FileItr);
- else
- {
- if (FolderItr != Folder->Children.end())
- return &(*FolderItr);
- else
- return nullptr;
- }
- }
-
- if (FolderItr != Folder->Children.end())
- {
- FolderItr++;
- if (FolderItr != Folder->Children.end())
- return &(*FolderItr);
- }
-
- return nullptr;
-}
-
-const char* AssetBrowserPanel::GetFileIcon(const char* filename)
-{
- const char* e = GetFileExtension(filename);
-
- if (e == nullptr)
- return ICON_FA_FILE;
-
- std::string ext = e;
-
- std::transform(ext.begin(), ext.end(), ext.begin(),
- [](unsigned char c) { return std::tolower(c); } // correct
- );
-
- if (!ext.empty())
- {
- if (ext==".png")
- return ICON_FA_FILE_IMAGE;
-
- if (ext==".wav" || ext==".mp3" || ext==".oog")
- return ICON_FA_FILE_AUDIO;
-
- if (ext==".ttf" || ext==".otf" || ext==".fnt")
- return ICON_FA_FONT;
-
- if (ext==".txt" || ext==".md")
- return ICON_FA_FILE_LINES;
-
- if (ext==".lua" || ext==".c" || ext==".h" || ext==".cpp")
- return ICON_FA_FILE_CODE;
- }
- return ICON_FA_FILE;
-} \ No newline at end of file
diff --git a/vendor/rlImGui-main/examples/asset_browser/asset_browser.h b/vendor/rlImGui-main/examples/asset_browser/asset_browser.h
deleted file mode 100644
index 206e699..0000000
--- a/vendor/rlImGui-main/examples/asset_browser/asset_browser.h
+++ /dev/null
@@ -1,95 +0,0 @@
-/*******************************************************************************************
-*
-* raylib-extras [ImGui] example - asset browser
-*
-* This is a more complex ImGui Integration
-* It shows how to build windows on top of 2d and 3d views using a render texture
-*
-* Copyright (c) 2024 Jeffery Myers
-*
-********************************************************************************************/
-
-#pragma once
-
-#include "item_view.h"
-#include "raylib.h"
-
-#include <string>
-#include <vector>
-#include <list>
-
-class AssetBrowserPanel
-{
-public:
- AssetBrowserPanel();
-
- void Show();
-
-private:
- std::string AssetRoot;
-
- class AssetItemInfo : public ViewableItem
- {
- protected:
- bool File = false;
-
- public:
- AssetItemInfo(bool file) : File(file) {}
- bool IsFile() const { return File; }
- };
-
- class FileInfo : public AssetItemInfo
- {
- public:
- FileInfo() : AssetItemInfo(true) {}
-
- std::string FullPath;
- };
-
- class FolderInfo : public AssetItemInfo
- {
- public:
- FolderInfo() : AssetItemInfo(false) {}
-
- std::string FullPath;
- FolderInfo* Parent = nullptr;
- std::list<FolderInfo> Children;
-
- bool ForceOpenNextFrame = false;
-
- void PopulateChildren();
- };
-
- FolderInfo FolderRoot;
-
- class AssetContainer : public ViewableItemContainer
- {
- public:
- ViewableItem* Reset() override;
- size_t Count() override;
- ViewableItem* Next() override;
-
- FolderInfo* Folder = nullptr;
- std::vector<FileInfo> Files;
-
- std::vector<FileInfo>::iterator FileItr;
- std::list<FolderInfo>::iterator FolderItr;
- };
-
- AssetContainer CurrentFolderContents;
-
- ListItemView ListView;
-
- ItemView* CurrentView = nullptr;
-
- void RebuildFolderTree();
-
- void SetCurrentFolder(FolderInfo* folder);
-
- bool ShowFolderTreeNode(FolderInfo& folder);
- void ShowFolderTree();
- void ShowFilePane();
- void ShowHeader();
-
- const char* GetFileIcon(const char* filename);
-}; \ No newline at end of file
diff --git a/vendor/rlImGui-main/examples/asset_browser/imgui_utils.cpp b/vendor/rlImGui-main/examples/asset_browser/imgui_utils.cpp
deleted file mode 100644
index da87520..0000000
--- a/vendor/rlImGui-main/examples/asset_browser/imgui_utils.cpp
+++ /dev/null
@@ -1,94 +0,0 @@
-/*******************************************************************************************
-*
-* raylib-extras [ImGui] example - asset browser
-*
-* This is a more complex ImGui Integration
-* It shows how to build windows on top of 2d and 3d views using a render texture
-*
-* Copyright (c) 2024 Jeffery Myers
-*
-********************************************************************************************/
-
-#include "imgui_utils.h"
-
-#include "imgui.h"
-#include "imgui_internal.h"
-
-namespace ImGuiUtils
-{
-
- bool IsSpace(char aCharacter)
- {
- // all space characters are values 32 or less (space is 32)
- // so we can convert them to a bitmask and use a single condition
- const int mask = (1 << (' ' - 1)) | (1 << ('\f' - 1)) | (1 << ('\n' - 1)) | (1 << ('\r' - 1)) | (1 << ('\t' - 1)) | (1 << ('\v' - 1));
- return (mask & (1 << ((aCharacter && aCharacter <= 32) * (aCharacter - 1)))) != 0;
- }
-
- //-------------------------------------------------------------------------------------------------
- // Todo: Add support for soft-hyphens when using word boundaries?
- //-------------------------------------------------------------------------------------------------
- void TextWithEllipsis(const char* string, float aMaxWidth, bool useWordBoundaries, float aSpacing)
- {
- char const* partStart = string;
- char const* partEnd = string;
-
- ImWchar elipsisChar = ImGui::GetFont()->EllipsisChar;
- char elipsisText[8];
- ImTextStrToUtf8(elipsisText, sizeof(elipsisText), &elipsisChar, (&elipsisChar) + 1);
-
- if (aSpacing < 0.0f) aSpacing = ImGui::GetStyle().ItemSpacing.x;
-
- float const ellipsisWidth = ImGui::CalcTextSize(elipsisText).x + aSpacing;
- float width = 0;
- bool addElipsis = false;
-
- while (*partStart != 0 )
- {
- // Add space to next segment
- while (IsSpace(*partEnd))
- partEnd++;
-
- if (useWordBoundaries)
- {
- // get next 'word' by looking for space after non-space
- while (*partEnd != 0 && !IsSpace(*partEnd))
- ++partEnd;
- }
- else
- {
- if (*partEnd != 0)
- ++partEnd;
- }
-
- ImVec2 const wordSize = ImGui::CalcTextSize(partStart, partEnd);
-
- // Clearly we have space for this word so just add it
- if (wordSize.x + width + ellipsisWidth < aMaxWidth)
- {
- width += wordSize.x;
- partStart = partEnd;
- }
- // If we're just at the end of the word and we just fit then we can commit here
- else if (*partEnd == 0 && wordSize.x + width < aMaxWidth)
- {
- width += wordSize.x;
- partStart = partEnd;
- }
- // we're done so add elipsis where the current segment starts
- else
- {
- addElipsis = true;
- break;
- }
- }
-
- ImGui::TextUnformatted(string, partStart);
-
- if (addElipsis)
- {
- ImGui::SameLine(0.0f, aSpacing);
- ImGui::TextUnformatted(elipsisText);
- }
- }
-} \ No newline at end of file
diff --git a/vendor/rlImGui-main/examples/asset_browser/imgui_utils.h b/vendor/rlImGui-main/examples/asset_browser/imgui_utils.h
deleted file mode 100644
index 124ff8b..0000000
--- a/vendor/rlImGui-main/examples/asset_browser/imgui_utils.h
+++ /dev/null
@@ -1,19 +0,0 @@
-/*******************************************************************************************
-*
-* raylib-extras [ImGui] example - asset browser
-*
-* This is a more complex ImGui Integration
-* It shows how to build windows on top of 2d and 3d views using a render texture
-*
-* Copyright (c) 2024 Jeffery Myers
-*
-********************************************************************************************/
-
-#pragma once
-
-#include <string>
-
-namespace ImGuiUtils
-{
- void TextWithEllipsis(const char* string, float maxWidth, bool useWordBoundaries = false, float aSpacing = 0);
-} \ No newline at end of file
diff --git a/vendor/rlImGui-main/examples/asset_browser/item_view.h b/vendor/rlImGui-main/examples/asset_browser/item_view.h
deleted file mode 100644
index c70191b..0000000
--- a/vendor/rlImGui-main/examples/asset_browser/item_view.h
+++ /dev/null
@@ -1,47 +0,0 @@
-/*******************************************************************************************
-*
-* raylib-extras [ImGui] example - asset browser
-*
-* This is a more complex ImGui Integration
-* It shows how to build windows on top of 2d and 3d views using a render texture
-*
-* Copyright (c) 2024 Jeffery Myers
-*
-********************************************************************************************/
-
-#pragma once
-
-#include <string>
-#include "raylib.h"
-
-class ViewableItem
-{
-public:
- virtual ~ViewableItem() = default;
-
- std::string Name;
- std::string Icon;
- Color Tint = BLANK;
-};
-
-class ViewableItemContainer
-{
-public:
- virtual ~ViewableItemContainer() = default;
- virtual ViewableItem* Reset() = 0;
- virtual size_t Count() = 0;
- virtual ViewableItem* Next() = 0;
-};
-
-class ItemView
-{
-public:
- virtual ~ItemView() = default;
- virtual ViewableItem* Show(ViewableItemContainer& container) = 0;
-};
-
-class ListItemView : public ItemView
-{
-public:
- ViewableItem* Show(ViewableItemContainer& container) override;
-};
diff --git a/vendor/rlImGui-main/examples/asset_browser/item_views.cpp b/vendor/rlImGui-main/examples/asset_browser/item_views.cpp
deleted file mode 100644
index 0c66a57..0000000
--- a/vendor/rlImGui-main/examples/asset_browser/item_views.cpp
+++ /dev/null
@@ -1,53 +0,0 @@
-/*******************************************************************************************
-*
-* raylib-extras [ImGui] example - asset browser
-*
-* This is a more complex ImGui Integration
-* It shows how to build windows on top of 2d and 3d views using a render texture
-*
-* Copyright (c) 2024 Jeffery Myers
-*
-********************************************************************************************/
-
-#include "item_view.h"
-
-#include "imgui.h"
-#include "imgui_utils.h"
-#include "rlImGuiColors.h"
-#include "raylib.h"
-
-extern ImFont* IconFont;
-
-ViewableItem* ListItemView::Show(ViewableItemContainer& container)
-{
- ViewableItem* item = container.Reset();
-
- ViewableItem* selected = nullptr;
- while (item)
- {
- float x = ImGui::GetCursorPosX();
-
- const char* name = TextFormat("###%s", item->Name.c_str());
- if (item->Tint.a > 0)
- ImGui::TextColored(rlImGuiColors::Convert(item->Tint), " %s", item->Icon.c_str());
- else
- ImGui::Text(" %s", item->Icon.c_str());
-
- ImGui::SameLine(0, 0);
- ImGui::Text(" %s", item->Name.c_str());
- ImGui::SameLine(0, 0);
-
- ImGui::SetCursorPosX(x);
- //ImGui::SetItemAllowOverlap();
-
- ImGui::Selectable(name);
- if (ImGui::IsItemHovered() && ImGui::IsMouseDoubleClicked(0))
- {
- selected = item;
- }
-
- item = container.Next();
- }
-
- return selected;
-} \ No newline at end of file
diff --git a/vendor/rlImGui-main/examples/asset_browser/main.cpp b/vendor/rlImGui-main/examples/asset_browser/main.cpp
deleted file mode 100644
index 5119ce9..0000000
--- a/vendor/rlImGui-main/examples/asset_browser/main.cpp
+++ /dev/null
@@ -1,96 +0,0 @@
-/*******************************************************************************************
-*
-* raylib-extras [ImGui] example - asset browser
-*
-* This is a more complex ImGui Integration
-* It shows how to build windows on top of 2d and 3d views using a render texture
-*
-* Copyright (c) 2024 Jeffery Myers
-*
-********************************************************************************************/
-
-
-#include "raylib.h"
-#include "raymath.h"
-
-#include "imgui.h"
-#include "rlImGui.h"
-#include "rlImGuiColors.h"
-#include "extras/FA6FreeSolidFontData.h"
-
-#include "asset_browser.h"
-
-#include <limits>
-
-
-ImFont* IconFont = nullptr;
-
-int main(int argc, char* argv[])
-{
- // Initialization
- //--------------------------------------------------------------------------------------
- int screenWidth = 1900;
- int screenHeight = 900;
-
- SetConfigFlags(FLAG_MSAA_4X_HINT | FLAG_VSYNC_HINT);
- InitWindow(screenWidth, screenHeight, "raylib-Extras [ImGui] example - Asset browser");
- SetTargetFPS(144);
-
- rlImGuiBeginInitImGui();
- ImGui::StyleColorsDark();
-
-
- static const ImWchar icons_ranges[] = { ICON_MIN_FA, ICON_MAX_FA, 0 };
- ImFontConfig icons_config;
- icons_config.MergeMode = true;
- icons_config.PixelSnapH = true;
- icons_config.FontDataOwnedByAtlas = false;
-
- icons_config.GlyphMaxAdvanceX = std::numeric_limits<float>::max();
- icons_config.RasterizerMultiply = 1.0f;
- icons_config.OversampleH = 2;
- icons_config.OversampleV = 1;
-
- icons_config.GlyphRanges = icons_ranges;
-
- ImGuiIO& io = ImGui::GetIO();
- io.Fonts->AddFontFromMemoryCompressedTTF((void*)fa_solid_900_compressed_data, fa_solid_900_compressed_size, 12, &icons_config, icons_ranges);
-
- icons_config.MergeMode = false;
- IconFont = io.Fonts->AddFontFromMemoryCompressedTTF((void*)fa_solid_900_compressed_data, fa_solid_900_compressed_size, 72, &icons_config, icons_ranges);
-
- rlImGuiEndInitImGui();
-
- AssetBrowserPanel assetBrowser;
-
- // Main game loop
- while (!WindowShouldClose()) // Detect window close button or ESC key
- {
-
- BeginDrawing();
- ClearBackground(DARKGRAY);
-
- rlImGuiBegin();
-
- ImGui::SetNextWindowPos(ImVec2(0, 0));
- ImGui::SetNextWindowSize(ImVec2(float(GetScreenWidth()), float(GetScreenHeight())));
- if (ImGui::Begin("Frame", 0, ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoSavedSettings))
- {
- assetBrowser.Show();
- }
- ImGui::End();
-
- rlImGuiEnd();
-
- EndDrawing();
- //----------------------------------------------------------------------------------
- }
- rlImGuiShutdown();
-
- // De-Initialization
- //--------------------------------------------------------------------------------------
- CloseWindow(); // Close window and OpenGL context
- //--------------------------------------------------------------------------------------
-
- return 0;
-} \ No newline at end of file