move DungeonEditor, merge widgets with style, split up CMakeLists
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@@ -1,9 +1,17 @@
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#ifndef YAZE_APP_CORE_STYLE_H
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#define YAZE_APP_CORE_STYLE_H
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#include <ImGuiColorTextEdit/TextEditor.h>
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#include <imgui/imgui.h>
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#include <imgui/misc/cpp/imgui_stdlib.h>
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#include <functional>
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#include <vector>
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#include "absl/status/status.h"
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#include "absl/strings/string_view.h"
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#include "app/core/constants.h"
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#include "app/gfx/bitmap.h"
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namespace yaze {
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namespace app {
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@@ -21,7 +29,7 @@ void EndPadding();
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void BeginNoPadding();
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void EndNoPadding();
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void BeginChildWithScrollbar(const char *str_id);
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void BeginChildWithScrollbar(const char* str_id);
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void BeginChildBothScrollbars(int id);
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@@ -31,6 +39,111 @@ void TextWithSeparators(const absl::string_view& text);
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void ColorsYaze();
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TextEditor::LanguageDefinition GetAssemblyLanguageDef();
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void RenderTabItem(const std::string& title,
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const std::function<void()>& render_func);
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class BitmapViewer {
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public:
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BitmapViewer() : current_bitmap_index_(0) {}
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void Display(const std::vector<gfx::Bitmap>& bitmaps, float scale = 1.0f) {
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if (bitmaps.empty()) {
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ImGui::Text("No bitmaps available.");
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return;
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}
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// Display the current bitmap index and total count.
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ImGui::Text("Viewing Bitmap %d / %zu", current_bitmap_index_ + 1,
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bitmaps.size());
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// Buttons to navigate through bitmaps.
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if (ImGui::Button("<- Prev")) {
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if (current_bitmap_index_ > 0) {
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--current_bitmap_index_;
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}
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}
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ImGui::SameLine();
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if (ImGui::Button("Next ->")) {
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if (current_bitmap_index_ < bitmaps.size() - 1) {
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++current_bitmap_index_;
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}
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}
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// Display the current bitmap.
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const gfx::Bitmap& current_bitmap = bitmaps[current_bitmap_index_];
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// Assuming Bitmap has a function to get its texture ID, and width and
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// height.
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ImTextureID tex_id = current_bitmap.texture();
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ImVec2 size(current_bitmap.width() * scale,
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current_bitmap.height() * scale);
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// ImGui::Image(tex_id, size);
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// Scroll if the image is larger than the display area.
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if (ImGui::BeginChild("BitmapScrollArea", ImVec2(0, 0), false,
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ImGuiWindowFlags_HorizontalScrollbar)) {
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ImGui::Image(tex_id, size);
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ImGui::EndChild();
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}
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}
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private:
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int current_bitmap_index_;
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};
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// ============================================================================
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static const char* ExampleNames[] = {
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"Artichoke", "Arugula", "Asparagus", "Avocado",
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"Bamboo Shoots", "Bean Sprouts", "Beans", "Beet",
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"Belgian Endive", "Bell Pepper", "Bitter Gourd", "Bok Choy",
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"Broccoli", "Brussels Sprouts", "Burdock Root", "Cabbage",
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"Calabash", "Capers", "Carrot", "Cassava",
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"Cauliflower", "Celery", "Celery Root", "Celcuce",
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"Chayote", "Chinese Broccoli", "Corn", "Cucumber"};
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struct MultiSelectWithClipper {
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const int ITEMS_COUNT = 10000;
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void Update() {
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// Use default selection.Adapter: Pass index to
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// SetNextItemSelectionUserData(), store index in Selection
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static ImGuiSelectionBasicStorage selection;
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ImGui::Text("Selection: %d/%d", selection.Size, ITEMS_COUNT);
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if (ImGui::BeginChild(
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"##Basket", ImVec2(-FLT_MIN, ImGui::GetFontSize() * 20),
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ImGuiChildFlags_FrameStyle | ImGuiChildFlags_ResizeY)) {
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ImGuiMultiSelectFlags flags = ImGuiMultiSelectFlags_ClearOnEscape |
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ImGuiMultiSelectFlags_BoxSelect1d;
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ImGuiMultiSelectIO* ms_io =
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ImGui::BeginMultiSelect(flags, selection.Size, ITEMS_COUNT);
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selection.ApplyRequests(ms_io);
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ImGuiListClipper clipper;
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clipper.Begin(ITEMS_COUNT);
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if (ms_io->RangeSrcItem != -1)
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clipper.IncludeItemByIndex(
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(int)ms_io->RangeSrcItem); // Ensure RangeSrc item is not clipped.
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while (clipper.Step()) {
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for (int n = clipper.DisplayStart; n < clipper.DisplayEnd; n++) {
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char label[64];
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// sprintf(label, "Object %05d: %s", n,
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// ExampleNames[n % IM_ARRAYSIZE(ExampleNames)]);
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bool item_is_selected = selection.Contains((ImGuiID)n);
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ImGui::SetNextItemSelectionUserData(n);
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ImGui::Selectable(label, item_is_selected);
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}
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}
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ms_io = ImGui::EndMultiSelect();
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selection.ApplyRequests(ms_io);
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}
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ImGui::EndChild();
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ImGui::TreePop();
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}
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};
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} // namespace gui
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} // namespace app
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} // namespace yaze
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