ImGuiFilePicker/main.cpp

301 lines
12 KiB
C++

// 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
#define IMGUI_IMPLEMENTATION
#define GL_SILENCE_DEPRECATION
#include "imgui/misc/single_file/imgui_single_file.h"
#include <iostream>
#include <vector>
#include <Windows.h>
#include <stdio.h>
#include <stdlib.h>
// [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)
{
fprintf(stderr, "Glfw Error %d: %s\n", error, description);
}
/* FILE PICKER MOMENTO */
bool retrieveCurrentDirectory(char** currentPath){
if(GetCurrentDirectory(MAX_PATH, *currentPath)) return true;
return false;
}
bool moveDirectory(char** currentPath){
if(SetCurrentDirectory(*currentPath)) return true;
return false;
}
int listDirectory(std::string path, std::vector<char*> *directoryContents){
HANDLE hFind = INVALID_HANDLE_VALUE;
WIN32_FIND_DATA ffd;
LARGE_INTEGER filesize;
int numFiles = 0;
if (path.length() > (MAX_PATH - 3)) return -1;
path = path + "\\*";
hFind = FindFirstFile(path.c_str(), &ffd);
if (INVALID_HANDLE_VALUE == hFind) return -2;
do {
char* itemPath;
if (directoryContents->size() <= numFiles){
itemPath = (char*)calloc(1, MAX_PATH * sizeof(WCHAR));
directoryContents->push_back(itemPath);
} else {
itemPath = directoryContents->at(numFiles);
}
uint64_t idx = 0;
do {
itemPath[idx] = ffd.cFileName[idx];
idx++;
} while (ffd.cFileName[idx]);
if (ffd.dwFileAttributes & FILE_ATTRIBUTE_DIRECTORY) {
//strcat(itemPath, " <DIR>");
} else {
// filesize.QuadPart = ((ffd.nFileSizeHigh * (MAXDWORD+1)) + ffd.nFileSizeLow);
// char buf[16]; buf[0] = ' ';
// itoa(filesize.QuadPart, buf + 1 , 10 );
// strcat(itemPath, buf);
}
numFiles++;
} while (FindNextFile(hFind, &ffd) != 0);
FindClose(hFind);
return numFiles;
}
/* FIN FILE PICKER MOMENTO */
int main(int, char**)
{
// Setup window
glfwSetErrorCallback(glfw_error_callback);
if (!glfwInit())
return 1;
// Decide GL+GLSL versions
#if defined(IMGUI_IMPL_OPENGL_ES2)
// GL ES 2.0 + GLSL 100
const char* glsl_version = "#version 100";
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API);
#elif defined(__APPLE__)
// GL 3.2 + GLSL 150
const char* glsl_version = "#version 150";
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // 3.2+ only
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // Required on Mac
#else
// GL 3.0 + GLSL 130
const char* glsl_version = "#version 130";
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
//glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // 3.2+ only
//glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // 3.0+ only
#endif
// Create window with graphics context
GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+OpenGL3 example", NULL, NULL);
if (window == NULL)
return 1;
glfwMakeContextCurrent(window);
glfwSwapInterval(1); // Enable vsync
// Setup Dear ImGui context
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();
//ImGui::StyleColorsLight();
// Setup Platform/Renderer backends
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;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
// Main loop
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
ImGui_ImplOpenGL3_NewFrame();
ImGui_ImplGlfw_NewFrame();
ImGui::NewFrame();
// 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
if (show_demo_window)
ImGui::ShowDemoWindow(&show_demo_window);
// 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
{
static float f = 0.0f;
static int counter = 0;
ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
ImGui::Checkbox("Another Window", &show_another_window);
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
counter++;
ImGui::SameLine();
ImGui::Text("counter = %d", counter);
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
ImGui::End();
}
{
ImGui::Begin("File Picker in 4K");
//cursed C momento: necesario ptr en otra var para mandar a char** de firma
static bool renderList = true;
static char currentPath[MAX_PATH];
static char* ptr = &currentPath[0];
static int currentItemIdx = -1;
static std::vector<char*> displayContents;
std::vector<char*> directoryContents;
ImGui::Text("%s primir", currentPath);
static int numFiles = 0;
if(renderList) {
renderList = false;
if(!retrieveCurrentDirectory(&ptr))
goto filepickerFailure;
//
numFiles = (listDirectory(std::string(currentPath), &directoryContents));
//std::cout << numFiles;
if (numFiles < 0)
goto filepickerFailure;
displayContents = std::move(directoryContents);
}
if(numFiles > 0){
ImGui::Text("Select a file:");
//TODO quitar
ImGui::Text("%s %d", currentPath, currentItemIdx);
if (ImGui::BeginListBox("fpLb", ImVec2(-FLT_MIN, 25 * ImGui::GetTextLineHeightWithSpacing()))){
for (int i = 0; i < numFiles; i++) {
// ImGui::Selectable(directoryContents.at(i), false);
const bool isSelected = (currentItemIdx == i);
if (ImGui::Selectable(displayContents.at(i), isSelected))
currentItemIdx = i;
//Set the initial focus when opening the combo (scrolling + keyboard navigation focus)
if (isSelected) {
strcat(currentPath, "\\");
strcat(currentPath, displayContents.at(i));
moveDirectory(&ptr);
currentItemIdx = -1;
renderList = true;
}
//ImGui::SetItemDefaultFocus();
}
ImGui::EndListBox();
}
} else {
ImGui::Text("cagaste");
}
//ImGui::TreePop();
filepickerFailure:
ImGui::End();
}
// 3. Show another simple window.
if (show_another_window)
{
ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
ImGui::Text("Hello from another window!");
if (ImGui::Button("Close Me"))
show_another_window = false;
ImGui::End();
}
// Rendering
ImGui::Render();
int display_w, display_h;
glfwGetFramebufferSize(window, &display_w, &display_h);
glViewport(0, 0, display_w, display_h);
glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w);
glClear(GL_COLOR_BUFFER_BIT);
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
glfwSwapBuffers(window);
}
// Cleanup
ImGui_ImplOpenGL3_Shutdown();
ImGui_ImplGlfw_Shutdown();
ImGui::DestroyContext();
glfwDestroyWindow(window);
glfwTerminate();
return 0;
}