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