#include "asset_browser.h" #include "absl/strings/str_format.h" namespace yaze { namespace app { namespace gui { using namespace ImGui; const ImGuiTableSortSpecs* AssetObject::s_current_sort_specs = NULL; void GfxSheetAssetBrowser::Draw(gfx::BitmapManager* bmp_manager) { PushItemWidth(GetFontSize() * 10); SeparatorText("Contents"); Checkbox("Show Type Overlay", &ShowTypeOverlay); SameLine(); Checkbox("Allow Sorting", &AllowSorting); SameLine(); Checkbox("Stretch Spacing", &StretchSpacing); SameLine(); Checkbox("Allow dragging unselected item", &AllowDragUnselected); SameLine(); Checkbox("Allow box-selection", &AllowBoxSelect); SameLine(); SliderFloat("Icon Size", &IconSize, 16.0f, 128.0f, "%.0f"); SameLine(); SliderInt("Icon Spacing", &IconSpacing, 0, 32); SameLine(); SliderInt("Icon Hit Spacing", &IconHitSpacing, 0, 32); PopItemWidth(); // Filter by types static bool filter_type[4] = {true, true, true, true}; Text("Filter by type:"); SameLine(); Checkbox("Unsorted", &filter_type[0]); SameLine(); Checkbox("Dungeon", &filter_type[1]); SameLine(); Checkbox("Overworld", &filter_type[2]); SameLine(); Checkbox("Sprite", &filter_type[3]); // Show a table with ONLY one header row to showcase the idea/possibility of // using this to provide a sorting UI if (AllowSorting) { PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0, 0)); ImGuiTableFlags table_flags_for_sort_specs = ImGuiTableFlags_Sortable | ImGuiTableFlags_SortMulti | ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_Borders; if (BeginTable("for_sort_specs_only", 2, table_flags_for_sort_specs, ImVec2(0.0f, GetFrameHeight()))) { TableSetupColumn("Index"); TableSetupColumn("Type"); TableHeadersRow(); if (ImGuiTableSortSpecs* sort_specs = TableGetSortSpecs()) if (sort_specs->SpecsDirty || RequestSort) { AssetObject::SortWithSortSpecs(sort_specs, Items.Data, Items.Size); sort_specs->SpecsDirty = RequestSort = false; } EndTable(); } PopStyleVar(); } ImGuiIO& io = GetIO(); SetNextWindowContentSize(ImVec2( 0.0f, LayoutOuterPadding + LayoutLineCount * (LayoutItemSize.x + LayoutItemSpacing))); if (BeginChild("Assets", ImVec2(0.0f, -GetTextLineHeightWithSpacing()), ImGuiChildFlags_Border, ImGuiWindowFlags_NoMove)) { ImDrawList* draw_list = GetWindowDrawList(); const float avail_width = GetContentRegionAvail().x; UpdateLayoutSizes(avail_width); // Calculate and store start position. ImVec2 start_pos = GetCursorScreenPos(); start_pos = ImVec2(start_pos.x + LayoutOuterPadding, start_pos.y + LayoutOuterPadding); SetCursorScreenPos(start_pos); // Multi-select ImGuiMultiSelectFlags ms_flags = ImGuiMultiSelectFlags_ClearOnEscape | ImGuiMultiSelectFlags_ClearOnClickVoid; // - Enable box-select (in 2D mode, so that changing box-select rectangle // X1/X2 boundaries will affect clipped items) if (AllowBoxSelect) ms_flags |= ImGuiMultiSelectFlags_BoxSelect2d; // - This feature allows dragging an unselected item without selecting it // (rarely used) if (AllowDragUnselected) ms_flags |= ImGuiMultiSelectFlags_SelectOnClickRelease; // - Enable keyboard wrapping on X axis // (FIXME-MULTISELECT: We haven't designed/exposed a general nav wrapping // api yet, so this flag is provided as a courtesy to avoid doing: // NavMoveRequestTryWrapping(GetCurrentWindow(), // ImGuiNavMoveFlags_WrapX); // When we finish implementing a more general API for this, we will // obsolete this flag in favor of the new system) ms_flags |= ImGuiMultiSelectFlags_NavWrapX; ImGuiMultiSelectIO* ms_io = BeginMultiSelect(ms_flags, Selection.Size, Items.Size); // Use custom selection adapter: store ID in selection (recommended) Selection.UserData = this; Selection.AdapterIndexToStorageId = [](ImGuiSelectionBasicStorage* self_, int idx) { GfxSheetAssetBrowser* self = (GfxSheetAssetBrowser*)self_->UserData; return self->Items[idx].ID; }; Selection.ApplyRequests(ms_io); const bool want_delete = (Shortcut(ImGuiKey_Delete, ImGuiInputFlags_Repeat) && (Selection.Size > 0)) || RequestDelete; const int item_curr_idx_to_focus = want_delete ? Selection.ApplyDeletionPreLoop(ms_io, Items.Size) : -1; RequestDelete = false; // Push LayoutSelectableSpacing (which is LayoutItemSpacing minus // hit-spacing, if we decide to have hit gaps between items) Altering // style ItemSpacing may seem unnecessary as we position every items using // SetCursorScreenPos()... But it is necessary for two reasons: // - Selectables uses it by default to visually fill the space between two // items. // - The vertical spacing would be measured by Clipper to calculate line // height if we didn't provide it explicitly (here we do). PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(LayoutSelectableSpacing, LayoutSelectableSpacing)); // Rendering parameters const ImU32 icon_type_overlay_colors[5] = { 0, IM_COL32(200, 70, 70, 255), IM_COL32(70, 170, 70, 255), IM_COL32(70, 70, 200, 255), IM_COL32(200, 200, 200, 255)}; const ImU32 icon_bg_color = GetColorU32(ImGuiCol_MenuBarBg); const ImVec2 icon_type_overlay_size = ImVec2(5.0f, 5.0f); const bool display_label = (LayoutItemSize.x >= CalcTextSize("999").x); const int column_count = LayoutColumnCount; ImGuiListClipper clipper; clipper.Begin(LayoutLineCount, LayoutItemStep.y); // Ensure focused item line is not clipped. if (item_curr_idx_to_focus != -1) clipper.IncludeItemByIndex(item_curr_idx_to_focus / column_count); // Ensure RangeSrc item line is not clipped. if (ms_io->RangeSrcItem != -1) clipper.IncludeItemByIndex((int)ms_io->RangeSrcItem / column_count); while (clipper.Step()) { for (int line_idx = clipper.DisplayStart; line_idx < clipper.DisplayEnd; line_idx++) { const int item_min_idx_for_current_line = line_idx * column_count; const int item_max_idx_for_current_line = IM_MIN((line_idx + 1) * column_count, Items.Size); for (int item_idx = item_min_idx_for_current_line; item_idx < item_max_idx_for_current_line; ++item_idx) { AssetObject* item_data = &Items[item_idx]; PushID((int)item_data->ID); // Position item ImVec2 pos = ImVec2(start_pos.x + (item_idx % column_count) * LayoutItemStep.x, start_pos.y + line_idx * LayoutItemStep.y); SetCursorScreenPos(pos); SetNextItemSelectionUserData(item_idx); bool item_is_selected = Selection.Contains((ImGuiID)item_data->ID); bool item_is_visible = IsRectVisible(LayoutItemSize); Selectable("", item_is_selected, ImGuiSelectableFlags_None, LayoutItemSize); // Update our selection state immediately (without waiting for // EndMultiSelect() requests) because we use this to alter the color // of our text/icon. if (IsItemToggledSelection()) item_is_selected = !item_is_selected; // Focus (for after deletion) if (item_curr_idx_to_focus == item_idx) SetKeyboardFocusHere(-1); // Drag and drop if (BeginDragDropSource()) { // Create payload with full selection OR single unselected item. // (the later is only possible when using // ImGuiMultiSelectFlags_SelectOnClickRelease) if (GetDragDropPayload() == NULL) { ImVector payload_items; void* it = NULL; ImGuiID id = 0; if (!item_is_selected) payload_items.push_back(item_data->ID); else while (Selection.GetNextSelectedItem(&it, &id)) payload_items.push_back(id); SetDragDropPayload("ASSETS_BROWSER_ITEMS", payload_items.Data, (size_t)payload_items.size_in_bytes()); } // Display payload content in tooltip, by extracting it from the // payload data (we could read from selection, but it is more // correct and reusable to read from payload) const ImGuiPayload* payload = GetDragDropPayload(); const int payload_count = (int)payload->DataSize / (int)sizeof(ImGuiID); Text("%d assets", payload_count); EndDragDropSource(); } // Render icon (a real app would likely display an image/thumbnail // here) Because we use ImGuiMultiSelectFlags_BoxSelect2d, clipping // vertical may occasionally be larger, so we coarse-clip our // rendering as well. if (item_is_visible) { ImVec2 box_min(pos.x - 1, pos.y - 1); ImVec2 box_max(box_min.x + LayoutItemSize.x + 2, box_min.y + LayoutItemSize.y + 2); // Dubious draw_list->AddRectFilled(box_min, box_max, icon_bg_color); // Background color if (display_label) { ImU32 label_col = GetColorU32( item_is_selected ? ImGuiCol_Text : ImGuiCol_TextDisabled); draw_list->AddImage( (void*)bmp_manager->mutable_bitmap(item_data->ID)->texture(), box_min, box_max, ImVec2(0, 0), ImVec2(1, 1), GetColorU32(ImVec4(1, 1, 1, 1))); draw_list->AddText(ImVec2(box_min.x, box_max.y - GetFontSize()), label_col, absl::StrFormat("%X", item_data->ID).c_str()); } if (ShowTypeOverlay && item_data->Type != 0) { ImU32 type_col = icon_type_overlay_colors [item_data->Type % IM_ARRAYSIZE(icon_type_overlay_colors)]; draw_list->AddRectFilled( ImVec2(box_max.x - 2 - icon_type_overlay_size.x, box_min.y + 2), ImVec2(box_max.x - 2, box_min.y + 2 + icon_type_overlay_size.y), type_col); } } PopID(); } } } clipper.End(); PopStyleVar(); // ImGuiStyleVar_ItemSpacing // Context menu if (BeginPopupContextWindow()) { Text("Selection: %d items", Selection.Size); Separator(); if (BeginMenu("Set Type")) { if (MenuItem("Unsorted")) { void* it = NULL; ImGuiID id = 0; while (Selection.GetNextSelectedItem(&it, &id)) Items[id].Type = 0; } if (MenuItem("Dungeon")) { void* it = NULL; ImGuiID id = 0; while (Selection.GetNextSelectedItem(&it, &id)) Items[id].Type = 1; } if (MenuItem("Overworld")) { void* it = NULL; ImGuiID id = 0; while (Selection.GetNextSelectedItem(&it, &id)) Items[id].Type = 2; } if (MenuItem("Sprite")) { void* it = NULL; ImGuiID id = 0; while (Selection.GetNextSelectedItem(&it, &id)) Items[id].Type = 3; } EndMenu(); } Separator(); if (MenuItem("Delete", "Del", false, Selection.Size > 0)) RequestDelete = true; EndPopup(); } ms_io = EndMultiSelect(); Selection.ApplyRequests(ms_io); if (want_delete) Selection.ApplyDeletionPostLoop(ms_io, Items, item_curr_idx_to_focus); // Zooming with CTRL+Wheel if (IsWindowAppearing()) ZoomWheelAccum = 0.0f; if (IsWindowHovered() && io.MouseWheel != 0.0f && IsKeyDown(ImGuiMod_Ctrl) && IsAnyItemActive() == false) { ZoomWheelAccum += io.MouseWheel; if (fabsf(ZoomWheelAccum) >= 1.0f) { // Calculate hovered item index from mouse location // FIXME: Locking aiming on 'hovered_item_idx' (with a cool-down // timer) would ensure zoom keeps on it. const float hovered_item_nx = (io.MousePos.x - start_pos.x + LayoutItemSpacing * 0.5f) / LayoutItemStep.x; const float hovered_item_ny = (io.MousePos.y - start_pos.y + LayoutItemSpacing * 0.5f) / LayoutItemStep.y; const int hovered_item_idx = ((int)hovered_item_ny * LayoutColumnCount) + (int)hovered_item_nx; // SetTooltip("%f,%f -> item %d", hovered_item_nx, // hovered_item_ny, hovered_item_idx); // Move those 4 lines in block // above for easy debugging // Zoom IconSize *= powf(1.1f, (float)(int)ZoomWheelAccum); IconSize = IM_CLAMP(IconSize, 16.0f, 128.0f); ZoomWheelAccum -= (int)ZoomWheelAccum; UpdateLayoutSizes(avail_width); // Manipulate scroll to that we will land at the same Y location of // currently hovered item. // - Calculate next frame position of item under mouse // - Set new scroll position to be used in next BeginChild() // call. float hovered_item_rel_pos_y = ((float)(hovered_item_idx / LayoutColumnCount) + fmodf(hovered_item_ny, 1.0f)) * LayoutItemStep.y; hovered_item_rel_pos_y += GetStyle().WindowPadding.y; float mouse_local_y = io.MousePos.y - GetWindowPos().y; SetScrollY(hovered_item_rel_pos_y - mouse_local_y); } } } EndChild(); Text("Selected: %d/%d items", Selection.Size, Items.Size); } } // namespace gui } // namespace app } // namespace yaze