h2-mod/src/client/component/gui_asset_list.cpp

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#include <std_include.hpp>
#include "loader/component_loader.hpp"
#include "game/game.hpp"
#include "game/dvars.hpp"
#include "scheduler.hpp"
#include "command.hpp"
#include "gui.hpp"
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#include "fastfiles.hpp"
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#include <utils/string.hpp>
#include <utils/hook.hpp>
namespace asset_list
{
namespace
{
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bool shown_assets[game::XAssetType::ASSET_TYPE_COUNT];
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std::string asset_type_filter;
std::string assets_name_filter;
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void on_frame()
{
if (!gui::enabled_menus["asset_list"])
{
return;
}
{
ImGui::Begin("Asset list", &gui::enabled_menus["asset_list"]);
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ImGui::InputText("asset type", &asset_type_filter);
ImGui::BeginChild("asset type list");
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for (auto i = 0; i < game::XAssetType::ASSET_TYPE_COUNT; i++)
{
const auto name = game::g_assetNames[i];
const auto type = static_cast<game::XAssetType>(i);
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if (utils::string::find_lower(name, asset_type_filter))
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{
ImGui::Checkbox(name, &shown_assets[type]);
}
}
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ImGui::EndChild();
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ImGui::End();
}
for (auto i = 0; i < game::XAssetType::ASSET_TYPE_COUNT; i++)
{
const auto name = game::g_assetNames[i];
const auto type = static_cast<game::XAssetType>(i);
if (!shown_assets[type])
{
continue;
}
ImGui::SetNextWindowSizeConstraints(ImVec2(500, 500), ImVec2(1000, 1000));
ImGui::Begin(name, &shown_assets[type]);
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ImGui::InputText("asset name", &assets_name_filter);
ImGui::BeginChild("assets list");
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fastfiles::enum_assets(type, [type](const game::XAssetHeader header)
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{
const auto asset = game::XAsset{type, header};
const auto* const asset_name = game::DB_GetXAssetName(&asset);
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if (utils::string::find_lower(asset_name, assets_name_filter) && ImGui::Button(asset_name))
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{
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gui::copy_to_clipboard(asset_name);
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}
}, true);
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ImGui::EndChild();
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ImGui::End();
}
}
}
class component final : public component_interface
{
public:
void post_unpack() override
{
gui::on_frame(on_frame);
}
};
}
REGISTER_COMPONENT(asset_list::component)