422 lines
16 KiB
C++
422 lines
16 KiB
C++
// Dear ImGui: standalone example application for GLFW + OpenGL 3, using programmable pipeline
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// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)
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// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
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// Read online: https://github.com/ocornut/imgui/tree/master/docs
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#define IMGUI_IMPLEMENTATION
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#define GL_SILENCE_DEPRECATION
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#include "imgui/misc/single_file/imgui_single_file.h"
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#include <iostream>
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#include <vector>
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#include <Windows.h>
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#include <stdio.h>
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#include <stdlib.h>
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// [Win32] Our example includes a copy of glfw3.lib pre-compiled with VS2010 to maximize ease of testing and compatibility with old VS compilers.
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// To link with VS2010-era libraries, VS2015+ requires linking with legacy_stdio_definitions.lib, which we do using this pragma.
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// 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.
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#if defined(_MSC_VER) && (_MSC_VER >= 1900) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS)
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#pragma comment(lib, "legacy_stdio_definitions")
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#endif
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static void glfw_error_callback(int error, const char* description)
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{
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fprintf(stderr, "Glfw Error %d: %s\n", error, description);
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}
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bool debug = true;
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typedef struct {
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std::vector<uint64_t> size;
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std::vector<char*> name;
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} directoriesInfo, volumesInfo;
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//TODO UNICORDEO
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/* FILE PICKER MOMENTO */
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/* DIRECTORIES */
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bool retrieveCurrentDirectory(char** currentPath){
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if(GetCurrentDirectory(MAX_PATH, *currentPath)) return true;
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return false;
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}
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bool moveDirectory(char** currentPath){
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if(SetCurrentDirectory(*currentPath)) return true;
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return false;
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}
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int listDirectory(std::string path, std::vector<char*> *directoryContents){
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HANDLE hFind = INVALID_HANDLE_VALUE;
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WIN32_FIND_DATA ffd;
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LARGE_INTEGER filesize;
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int numFiles = 0;
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if (path.length() > (MAX_PATH - 3)) return -1;
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path = path + "\\*";
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hFind = FindFirstFile(path.c_str(), &ffd);
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if (INVALID_HANDLE_VALUE == hFind) return -2;
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do {
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char* itemPath;
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if (directoryContents->size() <= numFiles){
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itemPath = (char*)calloc(1, MAX_PATH * sizeof(WCHAR));
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directoryContents->push_back(itemPath);
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} else {
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itemPath = directoryContents->at(numFiles);
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}
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uint64_t idx = 0;
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do {
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itemPath[idx] = ffd.cFileName[idx];
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idx++;
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} while (ffd.cFileName[idx]);
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if (ffd.dwFileAttributes & FILE_ATTRIBUTE_DIRECTORY) {
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//strcat(itemPath, " <DIR>");
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} else {
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// filesize.QuadPart = ((ffd.nFileSizeHigh * (MAXDWORD+1)) + ffd.nFileSizeLow);
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// char buf[16]; buf[0] = ' ';
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// itoa(filesize.QuadPart, buf + 1 , 10 );
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// strcat(itemPath, buf);
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}
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numFiles++;
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} while (FindNextFile(hFind, &ffd) != 0);
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FindClose(hFind);
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return numFiles;
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}
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/* VOLUMES */
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//new char*[CharCount * sizeof(WCHAR)
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/*idea, si quisiera que empezase en punto X del string
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coger el param opcional y crear un puntero a la posicion X del array para empezar desde ahi
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int explodePaths(TCHAR* volumePaths, int volumePathLength, int volumePathBufferSize,
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char separator, std::vector<char*> *dest, , int startingFrom = 0);
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if (nextOcurrence == NULL) return 0;
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*/
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int explodePaths(TCHAR* volumePaths, int volumePathsBufferSize, char separator, std::vector<char*> *dest){
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static int lmao = 0;
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char* nextOcurrence = strchr(volumePaths, separator);
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//TODO Test de cadena original
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char* itemPath;
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itemPath = (char*)calloc(1, volumePathsBufferSize);
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//for (int i = 0; &volumePaths[i] == nextOcurrence; i++) {
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for (int i = 0; volumePaths[i] != nextOcurrence[0]; i++) {
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itemPath[i] = volumePaths[i];
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}
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dest->push_back(itemPath);
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//TODO Test de recursividad
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//if (debug) { std::cout << dest->at(0) << std::endl; exit(1); }
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if (debug && lmao == 3) { std::cout << volumePaths << std::endl; exit(1); }
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lmao++;
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if (nextOcurrence[0] == nextOcurrence[sizeof(TCHAR)]) return 0;
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return explodePaths(nextOcurrence, volumePathsBufferSize, separator, dest);
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}
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int listVolumes(std::vector<char*> *onPresentPaths){
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//int listVolumes(){
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HANDLE hFind = INVALID_HANDLE_VALUE;
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const char separator = '\0';
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int numVolumes = 0;
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//Volume name
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TCHAR volumeName[MAX_PATH];
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int volumeNameSize = sizeof volumeName / sizeof volumeName[0];
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//Paths
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int volumePathsBufferSize = (MAX_PATH + 1) * sizeof(TCHAR);
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unsigned long volumePathLength;
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TCHAR volumePaths[volumePathsBufferSize];
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//TODO BORRAR
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std::fill(volumePaths, volumePaths + volumePathsBufferSize, '4');
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for (int i = 0; i < volumePathsBufferSize; i++){
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std::cout << std::to_string(i) + ": ";
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std::cout << volumePaths[i];
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std::cout << " | ";
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}
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std::cout << std::endl << "I IA" << std::endl;
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hFind = FindFirstVolume(volumeName, volumeNameSize);
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//if (debug) std::cout << volumeNameSize << std::endl;
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if (INVALID_HANDLE_VALUE == hFind) return -2;
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do {
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//if (debug) std::cout << volumeName << std::endl;
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if(GetVolumePathNamesForVolumeName(volumeName, volumePaths, volumePathsBufferSize, &volumePathLength)){
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if (volumePathLength == 1) { if (debug) std::cout << "Skill Issue" << std::endl; continue; }
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if (debug) std::cout << volumeName;
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if (debug) {
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if (debug && volumePaths[0] == 'E') {
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std::cout << volumePathLength << std::endl;
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/*exit(1);*/
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for (int i = 0; i < volumePathsBufferSize; i++){
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std::cout << std::to_string(i) + ": ";
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std::cout << volumePaths[i];
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std::cout << " | ";
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}
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std::cout << std::endl << "I IA" << std::endl;
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exit(1);
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}
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if(explodePaths(volumePaths, volumePathsBufferSize, separator, onPresentPaths)){
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if (debug) std::cout << volumePaths << std::endl;
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for (int i = 0; i < onPresentPaths->size(); i++){
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std::cout << onPresentPaths->at(i) << std::endl;
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}
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}
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//std::cout << volumePaths << std::endl;
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}
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if (debug) std::cout << std::to_string(volumePathLength) + " " ;
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if (debug) std::cout << "THE END" << std::endl;
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}else{
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if (debug) std::cout << "cagaste" << std::endl;
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}
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numVolumes++;
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} while (FindNextVolume(hFind, volumeName, volumeNameSize) != 0);
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FindVolumeClose(hFind);
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return numVolumes;
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}
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/* FIN FILE PICKER MOMENTO */
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int main(int, char**)
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{
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// Setup window
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glfwSetErrorCallback(glfw_error_callback);
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if (!glfwInit())
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return 1;
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// Decide GL+GLSL versions
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#if defined(IMGUI_IMPL_OPENGL_ES2)
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// GL ES 2.0 + GLSL 100
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const char* glsl_version = "#version 100";
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
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glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API);
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#elif defined(__APPLE__)
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// GL 3.2 + GLSL 150
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const char* glsl_version = "#version 150";
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // 3.2+ only
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glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // Required on Mac
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#else
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// GL 3.0 + GLSL 130
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const char* glsl_version = "#version 130";
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
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//glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // 3.2+ only
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//glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // 3.0+ only
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#endif
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// Create window with graphics context
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GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+OpenGL3 example", NULL, NULL);
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if (window == NULL)
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return 1;
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glfwMakeContextCurrent(window);
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glfwSwapInterval(1); // Enable vsync
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// Setup Dear ImGui context
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IMGUI_CHECKVERSION();
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO(); (void)io;
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
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// Setup Dear ImGui style
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ImGui::StyleColorsDark();
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//ImGui::StyleColorsLight();
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// Setup Platform/Renderer backends
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ImGui_ImplGlfw_InitForOpenGL(window, true);
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ImGui_ImplOpenGL3_Init(glsl_version);
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// Load Fonts
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// - 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.
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// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
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// - 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).
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// - 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.
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// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
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// - Read 'docs/FONTS.md' for more instructions and details.
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// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
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//io.Fonts->AddFontDefault();
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//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
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//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
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//IM_ASSERT(font != NULL);
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// Our state
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bool show_demo_window = true;
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bool show_another_window = false;
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ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
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// Main loop
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while (!glfwWindowShouldClose(window)) {
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// Poll and handle events (inputs, window resize, etc.)
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// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
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// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
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// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
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// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
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glfwPollEvents();
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// Start the Dear ImGui frame
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ImGui_ImplOpenGL3_NewFrame();
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ImGui_ImplGlfw_NewFrame();
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ImGui::NewFrame();
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// 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!).
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if (show_demo_window)
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ImGui::ShowDemoWindow(&show_demo_window);
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// 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
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{
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static float f = 0.0f;
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static int counter = 0;
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ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
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ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
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ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
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ImGui::Checkbox("Another Window", &show_another_window);
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ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
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ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
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if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
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counter++;
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ImGui::SameLine();
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ImGui::Text("counter = %d", counter);
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ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
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ImGui::End();
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}
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{
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ImGui::Begin("File Picker in 4K");
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//TODO test listar volumenes
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static bool isListVolumesAdequate = true;
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if (debug && isListVolumesAdequate) {
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isListVolumesAdequate = false;
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std::cout << isListVolumesAdequate << std::endl;
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std::vector<char*> onPresentPaths;
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listVolumes(&onPresentPaths);
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}
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//
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static bool renderListbox = true;
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//cursed C momento: necesario ptr en otra var para mandar a char** de firma
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static char currentPath[MAX_PATH];
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static char* ptr = ¤tPath[0];
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static int currentItemIdx = -1;
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static std::vector<char*> displayContents;
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std::vector<char*> directoryContents;
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static int numFiles = 0;
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if (debug) ImGui::Text("%s primir", currentPath);
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if(renderListbox) {
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if (debug) std::cout << "renderiso" << std::endl;
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renderListbox = false;
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if(!retrieveCurrentDirectory(&ptr)) {
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if (debug) std::cout << "pencaste";
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goto filepickerFailure;
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}
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//
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numFiles = (listDirectory(std::string(currentPath), &directoryContents));
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//std::cout << numFiles;
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if (numFiles < 0) {
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if (debug) std::cout << "pencaste 2 el repencazo";
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goto filepickerFailure;
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}
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displayContents = std::move(directoryContents);
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}
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if(numFiles > 0){
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ImGui::Text("Select a file:");
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if (debug) ImGui::Text("%s %d", currentPath, currentItemIdx);
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if (ImGui::BeginListBox("fpLb", ImVec2(-FLT_MIN, 25 * ImGui::GetTextLineHeightWithSpacing()))){
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for (int i = 0; i < numFiles; i++) {
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const bool isSelected = (currentItemIdx == i);
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if (ImGui::Selectable(displayContents.at(i), isSelected))
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currentItemIdx = i;
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if (isSelected) {
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strcat(currentPath, "\\");
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strcat(currentPath, displayContents.at(i));
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moveDirectory(&ptr);
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currentItemIdx = -1;
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renderListbox = true;
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}
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//ImGui::SetItemDefaultFocus();
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}
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ImGui::EndListBox();
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}
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} else {
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ImGui::Text("cagaste");
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}
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//ImGui::TreePop();
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filepickerFailure:
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ImGui::End();
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}
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// 3. Show another simple window.
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if (show_another_window)
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{
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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)
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ImGui::Text("Hello from another window!");
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if (ImGui::Button("Close Me"))
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show_another_window = false;
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ImGui::End();
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}
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// Rendering
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ImGui::Render();
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int display_w, display_h;
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glfwGetFramebufferSize(window, &display_w, &display_h);
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glViewport(0, 0, display_w, display_h);
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glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w);
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glClear(GL_COLOR_BUFFER_BIT);
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ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
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glfwSwapBuffers(window);
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}
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// Cleanup
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ImGui_ImplOpenGL3_Shutdown();
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ImGui_ImplGlfw_Shutdown();
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ImGui::DestroyContext();
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glfwDestroyWindow(window);
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glfwTerminate();
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return 0;
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}
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