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path: root/source/EditorResources.cpp
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#include "EditorResources.hpp"

#include "EditorCore.hpp"
#include "EditorNotification.hpp"
#include "EditorUtils.hpp"
#include "Shader.hpp"

#include <imgui.h>

EditorContentBrowser::EditorContentBrowser(EditorInstance* editor)
	: mEditor{ editor } {
}

EditorContentBrowser::~EditorContentBrowser() {
}

void EditorContentBrowser::Show(bool* open) {
	ImGuiWindowFlags windowFlags;
	if (docked) {
		// Center window horizontally, align bottom  vertically
		auto& viewportSize = ImGui::GetMainViewport()->Size;
		ImGui::SetNextWindowPos(ImVec2(viewportSize.x / 2, viewportSize.y), ImGuiCond_Always, ImVec2(0.5f, 1.0f));
		ImGui::SetNextWindowSizeRelScreen(0.8f, 0.5f);
		windowFlags = ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoCollapse;
	} else {
		windowFlags = 0;
	}
	ImGui::Begin("Content Browser", open, windowFlags);

	ImGui::Splitter(true, kSplitterThickness, &splitterLeft, &splitterRight, kLeftPaneMinWidth, kRightPaneMinWidth);

	ImGui::BeginChild("LeftPane", ImVec2(splitterLeft - kPadding, 0.0f));
	{
		if (ImGui::Selectable("Settings", mPane == P_Settings)) {
			mPane = P_Settings;
		}
		if (ImGui::Selectable("Shaders", mPane == P_Shader)) {
			mPane = P_Shader;
		}
	}
	ImGui::EndChild();

	ImGui::SameLine(0.0f, kPadding + kSplitterThickness + kPadding);
	ImGui::BeginChild("RightPane"); // Fill remaining space
	{
		switch (mPane) {
			case P_Settings: {
				ImGui::Checkbox("Docked", &docked);
			} break;

			case P_Shader: {
				// TODO reload shaders while keeping existing references working
				// if (ImGui::Button("Reload from disk")) {
				// 	ShaderManager::instance->DiscoverShaders();
				// }

				auto& shaders = ShaderManager::instance->GetShaders();
				for (auto it = shaders.begin(); it != shaders.end(); ++it) {
					auto name = it->first;
					auto shader = it->second.Get();

					shader->GatherInfoIfAbsent();
					auto details = shader->GetInfo();

					bool selected = mEditor->GetSelectedItPtr() == shader;
					if (ImGui::Selectable(name.data(), selected)) {
						mEditor->SelectIt(shader, EditorInstance::ITT_Shader);
					}
				}
			} break;
		}
	}
	ImGui::EndChild();

	ImGui::End();
}