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