Files
yaze/src/app/gui/modules/asset_browser.h
2024-12-28 21:28:51 -05:00

248 lines
9.1 KiB
C++

#ifndef YAZE_APP_GUI_ASSET_BROWSER_H
#define YAZE_APP_GUI_ASSET_BROWSER_H
#include <array>
#include <string>
#include "app/gfx/bitmap.h"
#include "app/rom.h"
#include "imgui/imgui.h"
#define IM_MIN(A, B) (((A) < (B)) ? (A) : (B))
#define IM_MAX(A, B) (((A) >= (B)) ? (A) : (B))
#define IM_CLAMP(V, MN, MX) ((V) < (MN) ? (MN) : (V) > (MX) ? (MX) : (V))
namespace yaze {
namespace gui {
// Extra functions to add deletion support to ImGuiSelectionBasicStorage
struct ExampleSelectionWithDeletion : ImGuiSelectionBasicStorage {
// Find which item should be Focused after deletion.
// Call _before_ item submission. Retunr an index in the before-deletion item
// list, your item loop should call SetKeyboardFocusHere() on it. The
// subsequent ApplyDeletionPostLoop() code will use it to apply Selection.
// - We cannot provide this logic in core Dear ImGui because we don't have
// access to selection data.
// - We don't actually manipulate the ImVector<> here, only in
// ApplyDeletionPostLoop(), but using similar API for consistency and
// flexibility.
// - Important: Deletion only works if the underlying ImGuiID for your items
// are stable: aka not depend on their index, but on e.g. item id/ptr.
// FIXME-MULTISELECT: Doesn't take account of the possibility focus target
// will be moved during deletion. Need refocus or scroll offset.
int ApplyDeletionPreLoop(ImGuiMultiSelectIO* ms_io, int items_count) {
if (Size == 0) return -1;
// If focused item is not selected...
const int focused_idx =
(int)ms_io->NavIdItem; // Index of currently focused item
if (ms_io->NavIdSelected ==
false) // This is merely a shortcut, ==
// Contains(adapter->IndexToStorage(items, focused_idx))
{
ms_io->RangeSrcReset =
true; // Request to recover RangeSrc from NavId next frame. Would be
// ok to reset even when NavIdSelected==true, but it would take
// an extra frame to recover RangeSrc when deleting a selected
// item.
return focused_idx; // Request to focus same item after deletion.
}
// If focused item is selected: land on first unselected item after focused
// item.
for (int idx = focused_idx + 1; idx < items_count; idx++)
if (!Contains(GetStorageIdFromIndex(idx))) return idx;
// If focused item is selected: otherwise return last unselected item before
// focused item.
for (int idx = IM_MIN(focused_idx, items_count) - 1; idx >= 0; idx--)
if (!Contains(GetStorageIdFromIndex(idx))) return idx;
return -1;
}
// Rewrite item list (delete items) + update selection.
// - Call after EndMultiSelect()
// - We cannot provide this logic in core Dear ImGui because we don't have
// access to your items, nor to selection data.
template <typename ITEM_TYPE>
void ApplyDeletionPostLoop(ImGuiMultiSelectIO* ms_io,
ImVector<ITEM_TYPE>& items,
int item_curr_idx_to_select) {
// Rewrite item list (delete items) + convert old selection index (before
// deletion) to new selection index (after selection). If NavId was not part
// of selection, we will stay on same item.
ImVector<ITEM_TYPE> new_items;
new_items.reserve(items.Size - Size);
int item_next_idx_to_select = -1;
for (int idx = 0; idx < items.Size; idx++) {
if (!Contains(GetStorageIdFromIndex(idx)))
new_items.push_back(items[idx]);
if (item_curr_idx_to_select == idx)
item_next_idx_to_select = new_items.Size - 1;
}
items.swap(new_items);
// Update selection
Clear();
if (item_next_idx_to_select != -1 && ms_io->NavIdSelected)
SetItemSelected(GetStorageIdFromIndex(item_next_idx_to_select), true);
}
};
struct AssetObject {
ImGuiID ID;
int Type;
AssetObject(ImGuiID id, int type) {
ID = id;
Type = type;
}
static const ImGuiTableSortSpecs* s_current_sort_specs;
static void SortWithSortSpecs(ImGuiTableSortSpecs* sort_specs,
AssetObject* items, int items_count) {
// Store in variable accessible by the sort function.
s_current_sort_specs = sort_specs;
if (items_count > 1)
qsort(items, (size_t)items_count, sizeof(items[0]),
AssetObject::CompareWithSortSpecs);
s_current_sort_specs = NULL;
}
// Compare function to be used by qsort()
static int CompareWithSortSpecs(const void* lhs, const void* rhs) {
const AssetObject* a = (const AssetObject*)lhs;
const AssetObject* b = (const AssetObject*)rhs;
for (int n = 0; n < s_current_sort_specs->SpecsCount; n++) {
const ImGuiTableColumnSortSpecs* sort_spec =
&s_current_sort_specs->Specs[n];
int delta = 0;
if (sort_spec->ColumnIndex == 0)
delta = ((int)a->ID - (int)b->ID);
else if (sort_spec->ColumnIndex == 1)
delta = (a->Type - b->Type);
if (delta > 0)
return (sort_spec->SortDirection == ImGuiSortDirection_Ascending) ? +1
: -1;
if (delta < 0)
return (sort_spec->SortDirection == ImGuiSortDirection_Ascending) ? -1
: +1;
}
return ((int)a->ID - (int)b->ID);
}
};
struct UnsortedAsset : public AssetObject {
UnsortedAsset(ImGuiID id) : AssetObject(id, 0) {}
};
struct DungeonAsset : public AssetObject {
DungeonAsset(ImGuiID id) : AssetObject(id, 1) {}
};
struct OverworldAsset : public AssetObject {
OverworldAsset(ImGuiID id) : AssetObject(id, 2) {}
};
struct SpriteAsset : public AssetObject {
SpriteAsset(ImGuiID id) : AssetObject(id, 3) {}
};
struct GfxSheetAssetBrowser {
// Options
bool ShowTypeOverlay = true;
bool AllowSorting = true;
bool AllowDragUnselected = false;
bool AllowBoxSelect = true;
float IconSize = 32.0f;
int IconSpacing = 10;
// Increase hit-spacing if you want to make it possible to clear or
// box-select from gaps. Some spacing is required to able to amend
// with Shift+box-select. Value is small in Explorer.
int IconHitSpacing = 4;
bool StretchSpacing = true;
// State
ImVector<AssetObject> Items;
// (ImGuiSelectionBasicStorage + helper funcs to handle deletion)
ExampleSelectionWithDeletion Selection;
ImGuiID NextItemId = 0; // Unique identifier when creating new items
bool RequestDelete = false; // Deferred deletion request
bool RequestSort = false; // Deferred sort request
// Mouse wheel accumulator to handle smooth wheels better
float ZoomWheelAccum = 0.0f;
// Calculated sizes for layout, output of UpdateLayoutSizes(). Could be locals
// but our code is simpler this way.
ImVec2 LayoutItemSize;
ImVec2 LayoutItemStep; // == LayoutItemSize + LayoutItemSpacing
float LayoutItemSpacing = 0.0f;
float LayoutSelectableSpacing = 0.0f;
float LayoutOuterPadding = 0.0f;
int LayoutColumnCount = 0;
int LayoutLineCount = 0;
bool Initialized = false;
void Initialize(const std::array<gfx::Bitmap, kNumGfxSheets>& bmp_manager) {
// Load the assets
for (int i = 0; i < kNumGfxSheets; i++) {
Items.push_back(UnsortedAsset(i));
}
Initialized = true;
}
void AddItems(int count) {
if (Items.Size == 0) NextItemId = 0;
Items.reserve(Items.Size + count);
for (int n = 0; n < count; n++, NextItemId++)
Items.push_back(AssetObject(NextItemId, (NextItemId % 20) < 15 ? 0
: (NextItemId % 20) < 18 ? 1
: 2));
RequestSort = true;
}
void ClearItems() {
Items.clear();
Selection.Clear();
}
// Logic would be written in the main code BeginChild() and outputing to local
// variables. We extracted it into a function so we can call it easily from
// multiple places.
void UpdateLayoutSizes(float avail_width) {
// Layout: when not stretching: allow extending into right-most spacing.
LayoutItemSpacing = (float)IconSpacing;
if (StretchSpacing == false)
avail_width += floorf(LayoutItemSpacing * 0.5f);
// Layout: calculate number of icon per line and number of lines
LayoutItemSize = ImVec2(floorf(IconSize * 4), floorf(IconSize));
LayoutColumnCount =
IM_MAX((int)(avail_width / (LayoutItemSize.x + LayoutItemSpacing)), 1);
LayoutLineCount = (Items.Size + LayoutColumnCount - 1) / LayoutColumnCount;
// Layout: when stretching: allocate remaining space to more spacing. Round
// before division, so item_spacing may be non-integer.
if (StretchSpacing && LayoutColumnCount > 1)
LayoutItemSpacing =
floorf(avail_width - LayoutItemSize.x * LayoutColumnCount) /
LayoutColumnCount;
LayoutItemStep = ImVec2(LayoutItemSize.x + LayoutItemSpacing,
LayoutItemSize.y + LayoutItemSpacing);
LayoutSelectableSpacing =
IM_MAX(floorf(LayoutItemSpacing) - IconHitSpacing, 0.0f);
LayoutOuterPadding = floorf(LayoutItemSpacing * 0.5f);
}
void Draw(const std::array<gfx::Bitmap, kNumGfxSheets>& bmp_manager);
};
} // namespace gui
} // namespace yaze
#endif // YAZE_APP_GUI_ASSET_BROWSER_H