Fixes
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97
Src/Editor/imp/cpp/View/AssetBrowser.cpp
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97
Src/Editor/imp/cpp/View/AssetBrowser.cpp
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// IAEngine: 2D Game Engine by IA
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// Copyright (C) 2025 IASoft (PVT) LTD (oss@iasoft.dev)
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program. If not, see <https://www.gnu.org/licenses/>.
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#include <View/AssetBrowser.hpp>
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namespace ia::iae
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{
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VOID View_AssetBrowser::Initialize()
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{
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if (!std::filesystem::exists("Assets"))
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THROW_INVALID_DATA("Not a valid IAEngine project directory");
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m_assetDirectoryPath = std::filesystem::current_path() / "Assets/";
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ChangeCurrentOpenDirectory(m_assetDirectoryPath);
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FillFileEntries(m_assetDirectoryPath, m_assetDirectoryFiles);
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}
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VOID View_AssetBrowser::Terminate()
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{
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}
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VOID View_AssetBrowser::Render()
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{
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PreRender();
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if (ImGui::BeginTable("root", 2, ImGuiTableFlags_Borders | ImGuiTableFlags_SizingStretchProp))
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{
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ImGui::TableSetupColumn("Navigation", ImGuiTableColumnFlags_WidthStretch, 0.25f);
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ImGui::TableSetupColumn("Asset Browser", ImGuiTableColumnFlags_WidthStretch, 0.75f);
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ImGui::TableNextColumn();
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if (ImGui::BeginChild("Navigation", ImVec2(0, -FLT_MIN)))
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{
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for (const auto &t : m_assetDirectoryFiles)
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{
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ImGui::Text("%s %s", t.Icon, t.Name.c_str());
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}
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}
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ImGui::EndChild();
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ImGui::TableNextColumn();
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if (ImGui::BeginChild("Asset Browser", ImVec2(0, -FLT_MIN)))
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{
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}
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ImGui::EndChild();
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ImGui::EndTable();
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}
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PostRender();
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}
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VOID View_AssetBrowser::ChangeCurrentOpenDirectory(IN CONST std::filesystem::path &path)
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{
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m_currentOpenDirectoryPath = path;
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std::filesystem::current_path(m_currentOpenDirectoryPath);
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FillFileEntries(m_currentOpenDirectoryPath, m_currentOpenDirectoryFiles);
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}
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VOID View_AssetBrowser::FillFileEntries(IN CONST std::filesystem::path &path, IN Vector<FileEntry> &fileEntries)
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{
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for (const auto &t : std::filesystem::directory_iterator(path))
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{
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if (!t.is_directory())
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continue;
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fileEntries.pushBack(
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{.Icon = ICON_FA_FOLDER, .Name = t.path().filename().string().c_str(), .IsDirectory = true});
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}
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for (const auto &t : std::filesystem::directory_iterator(path))
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{
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if (t.is_directory())
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continue;
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fileEntries.pushBack({.Icon = GetFileEntryIcon(t.path().extension().string().c_str()),
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.Name = t.path().filename().string().c_str(),
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.IsDirectory = false});
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}
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}
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PCCHAR View_AssetBrowser::GetFileEntryIcon(IN PCCHAR extension)
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{
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if(!strcmp(extension, ".xml"))
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return ICON_FA_CODE;
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return "";
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}
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} // namespace ia::iae::editor
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