From a1bd9dc9a3362a4b2d46902e805bfb1fb3fedd5b Mon Sep 17 00:00:00 2001 From: Hane Date: Fri, 12 Jan 2024 01:13:48 +0100 Subject: [PATCH 1/3] demo source cleanu --- demo/main.cpp | 53 ++++------------------------------------------- demo/unityBuild.h | 29 +++++++++----------------- 2 files changed, 14 insertions(+), 68 deletions(-) diff --git a/demo/main.cpp b/demo/main.cpp index 0b229e9..af59500 100644 --- a/demo/main.cpp +++ b/demo/main.cpp @@ -1,26 +1,15 @@ -// Dear ImGui: standalone example application for GLFW + OpenGL 3, using programmable pipeline -// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.) -// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. -// Read online: https://github.com/ocornut/imgui/tree/master/docs +//Demo executable based on GLFW #define IMGUI_IMPLEMENTATION #define GL_SILENCE_DEPRECATION #include "unityBuild.h" -#include "filepicker.hpp" +#include "../filepicker.hpp" -// [Win32] Our example includes a copy of glfw3.lib pre-compiled with VS2010 to maximize ease of testing and compatibility with old VS compilers. -// To link with VS2010-era libraries, VS2015+ requires linking with legacy_stdio_definitions.lib, which we do using this pragma. -// Your own project should not be affected, as you are likely to link with a newer binary of GLFW that is adequate for your version of Visual Studio. -#if defined(_MSC_VER) && (_MSC_VER >= 1900) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) -#pragma comment(lib, "legacy_stdio_definitions") -#endif -static void glfw_error_callback(int error, const char* description) -{ +static void glfw_error_callback(int error, const char* description) { fprintf(stderr, "Glfw Error %d: %s\n", error, description); } - int main(int, char**) { // Setup window glfwSetErrorCallback(glfw_error_callback); @@ -61,8 +50,6 @@ int main(int, char**) { IMGUI_CHECKVERSION(); ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); (void)io; - //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls - //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls // Setup Dear ImGui style ImGui::StyleColorsDark(); @@ -72,22 +59,6 @@ int main(int, char**) { ImGui_ImplGlfw_InitForOpenGL(window, true); ImGui_ImplOpenGL3_Init(glsl_version); - // Load Fonts - // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. - // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. - // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). - // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. - // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. - // - Read 'docs/FONTS.md' for more instructions and details. - // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! - //io.Fonts->AddFontDefault(); - //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); - //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese()); - //IM_ASSERT(font != NULL); - // Our state bool show_demo_window = true; ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); @@ -96,9 +67,6 @@ int main(int, char**) { while (!glfwWindowShouldClose(window)) { // Poll and handle events (inputs, window resize, etc.) // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. - // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data. - // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. - // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. glfwPollEvents(); // Start the Dear ImGui frame @@ -114,8 +82,7 @@ int main(int, char**) { if (show_demo_window) ImGui::ShowDemoWindow(&show_demo_window); - - + // Rendering ImGui::Render(); int display_w, display_h; @@ -128,18 +95,6 @@ int main(int, char**) { glfwSwapBuffers(window); } - - - - - - - - - - - - // Cleanup ImGui_ImplOpenGL3_Shutdown(); ImGui_ImplGlfw_Shutdown(); diff --git a/demo/unityBuild.h b/demo/unityBuild.h index 502c54c..d2a675a 100644 --- a/demo/unityBuild.h +++ b/demo/unityBuild.h @@ -1,25 +1,16 @@ -// dear imgui: single-file wrapper include -// We use this to validate compiling all *.cpp files in a same compilation unit. -// Users of that technique (also called "Unity builds") can generally provide this themselves, -// so we don't really recommend you use this in your projects. - -// Do this: -// #define IMGUI_IMPLEMENTATION -// Before you include this file in *one* C++ file to create the implementation. -// Using this in your project will leak the contents of imgui_internal.h and ImVec2 operators in this compilation unit. #define WIN32_LEAN_AND_MEAN #define UNICODE #define _UNICODE -#include "imgui/imgui.h" +#include "../imgui/imgui.h" #ifdef IMGUI_IMPLEMENTATION -#include "imgui/imgui.cpp" -#include "imgui/imgui_demo.cpp" -#include "imgui/imgui_draw.cpp" -#include "imgui/imgui_tables.cpp" -#include "imgui/imgui_widgets.cpp" -#include "imgui/backends/imgui_impl_glfw.h" -#include "imgui/backends/imgui_impl_opengl3.h" -#include "imgui/backends/imgui_impl_opengl3.cpp" -#include "imgui/backends/imgui_impl_glfw.cpp" +#include "../imgui/imgui.cpp" +#include "../imgui/imgui_demo.cpp" +#include "../imgui/imgui_draw.cpp" +#include "../imgui/imgui_tables.cpp" +#include "../imgui/imgui_widgets.cpp" +#include "../imgui/backends/imgui_impl_glfw.h" +#include "../imgui/backends/imgui_impl_opengl3.h" +#include "../imgui/backends/imgui_impl_opengl3.cpp" +#include "../imgui/backends/imgui_impl_glfw.cpp" #endif From f9370695605689cbad8b7c6ac9aa3cda62abbb25 Mon Sep 17 00:00:00 2001 From: Hane Date: Fri, 12 Jan 2024 01:13:48 +0100 Subject: [PATCH 2/3] demo source cleanup --- demo/main.cpp | 53 ++++------------------------------------------- demo/unityBuild.h | 29 +++++++++----------------- 2 files changed, 14 insertions(+), 68 deletions(-) diff --git a/demo/main.cpp b/demo/main.cpp index 0b229e9..af59500 100644 --- a/demo/main.cpp +++ b/demo/main.cpp @@ -1,26 +1,15 @@ -// Dear ImGui: standalone example application for GLFW + OpenGL 3, using programmable pipeline -// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.) -// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. -// Read online: https://github.com/ocornut/imgui/tree/master/docs +//Demo executable based on GLFW #define IMGUI_IMPLEMENTATION #define GL_SILENCE_DEPRECATION #include "unityBuild.h" -#include "filepicker.hpp" +#include "../filepicker.hpp" -// [Win32] Our example includes a copy of glfw3.lib pre-compiled with VS2010 to maximize ease of testing and compatibility with old VS compilers. -// To link with VS2010-era libraries, VS2015+ requires linking with legacy_stdio_definitions.lib, which we do using this pragma. -// Your own project should not be affected, as you are likely to link with a newer binary of GLFW that is adequate for your version of Visual Studio. -#if defined(_MSC_VER) && (_MSC_VER >= 1900) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) -#pragma comment(lib, "legacy_stdio_definitions") -#endif -static void glfw_error_callback(int error, const char* description) -{ +static void glfw_error_callback(int error, const char* description) { fprintf(stderr, "Glfw Error %d: %s\n", error, description); } - int main(int, char**) { // Setup window glfwSetErrorCallback(glfw_error_callback); @@ -61,8 +50,6 @@ int main(int, char**) { IMGUI_CHECKVERSION(); ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); (void)io; - //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls - //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls // Setup Dear ImGui style ImGui::StyleColorsDark(); @@ -72,22 +59,6 @@ int main(int, char**) { ImGui_ImplGlfw_InitForOpenGL(window, true); ImGui_ImplOpenGL3_Init(glsl_version); - // Load Fonts - // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. - // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. - // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). - // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. - // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. - // - Read 'docs/FONTS.md' for more instructions and details. - // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! - //io.Fonts->AddFontDefault(); - //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); - //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese()); - //IM_ASSERT(font != NULL); - // Our state bool show_demo_window = true; ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); @@ -96,9 +67,6 @@ int main(int, char**) { while (!glfwWindowShouldClose(window)) { // Poll and handle events (inputs, window resize, etc.) // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. - // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data. - // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. - // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. glfwPollEvents(); // Start the Dear ImGui frame @@ -114,8 +82,7 @@ int main(int, char**) { if (show_demo_window) ImGui::ShowDemoWindow(&show_demo_window); - - + // Rendering ImGui::Render(); int display_w, display_h; @@ -128,18 +95,6 @@ int main(int, char**) { glfwSwapBuffers(window); } - - - - - - - - - - - - // Cleanup ImGui_ImplOpenGL3_Shutdown(); ImGui_ImplGlfw_Shutdown(); diff --git a/demo/unityBuild.h b/demo/unityBuild.h index 502c54c..d2a675a 100644 --- a/demo/unityBuild.h +++ b/demo/unityBuild.h @@ -1,25 +1,16 @@ -// dear imgui: single-file wrapper include -// We use this to validate compiling all *.cpp files in a same compilation unit. -// Users of that technique (also called "Unity builds") can generally provide this themselves, -// so we don't really recommend you use this in your projects. - -// Do this: -// #define IMGUI_IMPLEMENTATION -// Before you include this file in *one* C++ file to create the implementation. -// Using this in your project will leak the contents of imgui_internal.h and ImVec2 operators in this compilation unit. #define WIN32_LEAN_AND_MEAN #define UNICODE #define _UNICODE -#include "imgui/imgui.h" +#include "../imgui/imgui.h" #ifdef IMGUI_IMPLEMENTATION -#include "imgui/imgui.cpp" -#include "imgui/imgui_demo.cpp" -#include "imgui/imgui_draw.cpp" -#include "imgui/imgui_tables.cpp" -#include "imgui/imgui_widgets.cpp" -#include "imgui/backends/imgui_impl_glfw.h" -#include "imgui/backends/imgui_impl_opengl3.h" -#include "imgui/backends/imgui_impl_opengl3.cpp" -#include "imgui/backends/imgui_impl_glfw.cpp" +#include "../imgui/imgui.cpp" +#include "../imgui/imgui_demo.cpp" +#include "../imgui/imgui_draw.cpp" +#include "../imgui/imgui_tables.cpp" +#include "../imgui/imgui_widgets.cpp" +#include "../imgui/backends/imgui_impl_glfw.h" +#include "../imgui/backends/imgui_impl_opengl3.h" +#include "../imgui/backends/imgui_impl_opengl3.cpp" +#include "../imgui/backends/imgui_impl_glfw.cpp" #endif From 809a5abcd5c601a468630d8d8fb739e96f190cd8 Mon Sep 17 00:00:00 2001 From: Hane Date: Sun, 14 Jan 2024 22:01:14 +0100 Subject: [PATCH 3/3] Add README.md --- README.md | 60 ++++++++++++++++++++++++++++++++++++++++++++++++++ filepicker.hpp | 6 ++--- 2 files changed, 63 insertions(+), 3 deletions(-) create mode 100644 README.md diff --git a/README.md b/README.md new file mode 100644 index 0000000..642ed45 --- /dev/null +++ b/README.md @@ -0,0 +1,60 @@ +Single-header file picker Windows library for ImGui. + +# How to use + +int renderFilePicker(wchar_t* userPath, bool* windowOpen, int windowFlags = 0) { + + Call `int fp::renderFilePicker(wchar_t* userPath, bool* windowOpen, int windowFlags = 0);` within the render loop providing a pre-allocated C-string buffer of MAX_PATH characters in `userPath`. `windowOpen` must be initially set to `true`, and will set itself to `false` when execution is done. If succesful, your buffer will contain a valid path. You can check the file picker state each frame by parsing this function's return value. You can provide `windowFlags` to customize its appearance. + +## Window states + +``` + - fp::ExitFlags::EXIT_CONTINUE : Window will render next frame. + - fp::ExitFlags::EXIT_SELECTED : A path has been successfully returned, window will close. + - fp::ExitFlags::EXIT_CLOSED : User has closed the window. No path is returned. + - fp::ExitFlags::EXIT_ERROR : An unexpected error has ocurred. No path is returned. +``` + +## Valid window flags +``` + - fp::WindowFlags::FP_FULLSCREEN`: Render window in full screen, without decorations. +``` + +# Library dependencies + + - **C++ STL**: This library uses `vector` and `w\string`. + +## Build considerations + + Define `DEBUG` to print relevant information to the console. + +# Demo build instructions + +## Build requirements + + - [**GLFW v3**](https://github.com/glfw/glfw/releases): used as rendering backend. Executable in releases is compiled with version [`3.3.8`](https://github.com/glfw/glfw/releases/tag/3.3.8). + - Compiled with `clang` using [**llvm-mingw 20220906**](https://github.com/mstorsjo/llvm-mingw/releases/tag/20220906). + +## How to compile + + Download GLFW and pick your libraries according to your toolchain(`mingw-w64` in this example). + + Then, call your compiler directly (`clang` is demonstrated here) specifying both libs needed and your paths to the necessary header and lib files: + + ``` + clang++ demo/main.cpp -o demo/demo.exe -L C:/pathtollvmmingw/x86_64-w64-mingw32/bin -I C:\pathtollvmmingw\include -L C:/pathtoglfw/lib-mingw-w64 -I C:\pathtoglfw\include -lglfw3 -l libc++ + ``` + + If you want to statically link: + + ``` + clang++ demo/main.cpp -o demo/si.exe -DDEBUG -L C:\capybara\libclang\x86_64-w64-mingw32\bin -L C:\capybara\libclang\x86_64-w64-mingw32\lib -I C:\capybara\libclang\include -std=c++17 -lglfw3 -l opengl32 -l gdi32 -l user32 -l kernel32 -l imm32 -static-libstdc++ --verbose + ``` + + Add `-DDEBUG` to print filepicker's debug information, if you so desire. + +# To-Dos + + - Implement a file watcher to check for changes on the current directory. + - Add Linux support. + - Allow users to provide their own memory allocations as an option. diff --git a/filepicker.hpp b/filepicker.hpp index 2e5f8a4..6d0f1d5 100644 --- a/filepicker.hpp +++ b/filepicker.hpp @@ -126,7 +126,7 @@ enum WindowFlags { FP_DIRECTORY_SELECT = (1<<4) }; -enum exitFlags { +enum ExitFlags { EXIT_CONTINUE = (1<<0), EXIT_SELECTED = (1<<1), EXIT_CLOSED = (1<<2), @@ -762,14 +762,14 @@ int windowRendering(wchar_t* userPath, bool* windowOpen, int windowFlags = 0){ if(ImGui::Button("Select")) { log_wdebugcpp(chosenPath << " TRIED TO RETURN"); ImGui::End(); - return exitWindow(userPath, windowOpen, exitFlags::EXIT_SELECTED); + return exitWindow(userPath, windowOpen, ExitFlags::EXIT_SELECTED); } //listFlags = handleFolderAccessResult(listFlags, addrBarVal, &showError, error, ErrorMessages::addrBarError, history, currentPath, addrBarVal); ImGui::End(); if(windowOpen) return EXIT_CONTINUE; - else return exitWindow(userPath, windowOpen, exitFlags::EXIT_CLOSED); + else return exitWindow(userPath, windowOpen, ExitFlags::EXIT_CLOSED); }