Asset explorer showing files
After loading a project the asset explorer now show all the project files.
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@ -3,7 +3,7 @@
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#include <iostream>
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#include "../../YoggieEngine/src/Scene/Components.h"
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#include "../../YoggieEngine/src/Scene/Entity.h"
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#include "../AssetManagement/AssetManager.h"
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class Editor;
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void ComponentView(const std::string& componentName, voidFunction func)
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@ -184,28 +184,38 @@ void AssetsFinder() {
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ImGui::PushStyleColor(ImGuiCol_ButtonActive, ImVec4(0.f, 0.f, 0.f, 0.f));
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ImGui::PushStyleColor(ImGuiCol_ButtonHovered, ImVec4(1.f, 1.f, 1.f, 0.2f));
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for (int row = 0; row < 4; row++) {
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ImGui::TableNextRow();
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for (int column = 0; column < 3; column++) {
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ImGui::TableSetColumnIndex(column);
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if (column % 2) {
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ImGui::ImageButton(
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(ImTextureID)folderIcon.GetID(),
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ImVec2{ (float)iconSize,(float)iconSize });
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ImGui::Text("Folder %d", row);
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}
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else {
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ImGui::ImageButton(
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(ImTextureID)AssetIcon.GetID(),
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ImVec2{ (float)iconSize, (float)iconSize });
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ImGui::Text("Asset %d", row);
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}
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int row = 0;
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int column = 0 ;
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for (auto& asset : AssetManager::assets) {
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if (column % 3 == 0) {
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ImGui::TableNextRow();
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column = 0;
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row++;
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}
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ImGui::TableSetColumnIndex(column);
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if (asset.isFolder) {
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ImGui::ImageButton(
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(ImTextureID)folderIcon.GetID(),
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ImVec2{ (float)iconSize,(float)iconSize });
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ImGui::Text(asset.GetName(), row);
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}
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}
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else {
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ImGui::ImageButton(
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(ImTextureID)AssetIcon.GetID(),
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ImVec2{ (float)iconSize, (float)iconSize });
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ImGui::Text(asset.GetName(), row);
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}
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column++;
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}
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ImGui::PopStyleColor(3);
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ImGui::EndTable();
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