dirent
imgui
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dirent
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Iterate filesystem and store information in a struct array
#include #include #include #include #include #include #include typedef struct file_info { char *path; // ToDo: more info in the future } file_info; // Function prototypes bool is_special_file(const char *file); file_info **find_all_files(const char *root_dir); int find_files(const char *dir_path, file_info ***files, int *cap, int *cnt); file_info *file_info_new(const char *path); int main(int argc, char **argv) { find_all_files("/tmp/test"); // ToDo: Free all the memory correctly return 0; } file_info *file_info_new(const char *path) { file_info *file = malloc(sizeof(file_info)); if (!file) return NULL; file->path = path; return file; } file_info **find_all_files(const char *root_dir) { file_info **files = malloc(sizeof(file_info *)); int capacity = 1; int count = 0; int result = find_files(root_dir, &files, &capacity, &count); printf("Array cap: %d\n", capacity); printf("Array count: %d\n", count); printf("-------------------\n"); for (int i = 0; i < count; i++) { printf("%s\n", files[i]->path); } return files; } // Based on the implementation from https://github.com/tronkko/dirent int find_files(const char *dir_path, file_info ***files, int *cap, int *cnt) { char buffer[PATH_MAX + 2]; char *p = buffer; char *end = &buffer[PATH_MAX]; // Copy directory name to buffer const char *src = dir_path; while (p < end && *src != '\0') { *p++ = *src++; } *p = '\0'; // Open directory stream DIR *dir_stream = opendir(dir_path); if (!dir_stream) { printf("Failed to open %s (%s)\n", dir_path, strerror(errno)); return -1; } // Iterate all files/directories within the directory struct dirent *ent; while ((ent = readdir(dir_stream)) != NULL) { char *q = p; char c; // Get final character of directory name if (buffer < q) c = q[-1]; else c = ':'; // Append directory separator if not already there if (c != ':' && c != '/' && c != '\\') *q++ = '/'; // Append file name to current directory path src = ent->d_name; while (q < end && *src != '\0') { *q++ = *src++; } *q = '\0'; // Resize array if needed if (*cnt == *cap) { int realloc_size = (*cap) * 2; file_info **tmp_files = realloc(*files, realloc_size * sizeof(file_info *)); if (!tmp_files) exit(1); *cap *= 2; *files = tmp_files; } // Process every dirent type switch (ent->d_type) { case DT_LNK: { printf("[LINK] %s\n", buffer); (*files)[*cnt] = file_info_new(buffer); (*cnt)++; break; } case DT_REG: { printf("[FILE] %s\n", buffer); (*files)[*cnt] = file_info_new(buffer); (*cnt)++; break; } case DT_DIR: { if (!is_special_file(ent->d_name)) { printf("[DIR] %s\n", buffer); (*files)[*cnt] = file_info_new(buffer); (*cnt)++; find_files(buffer, files, cap, cnt); } break; } default: break; } } return 0; } bool is_special_file(const char *file) { if (strcmp(file, ".") != 0 && strcmp(file, "..") != 0) return false; return true; }
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Iterate files/directories/subdirectories in C ?
Thanks for the reply. Yea, I wonder how I would go about implementing an iterative approach tho. I am currently working with the following implementation: https://github.com/tronkko/dirent/blob/master/include/dirent.h
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How can you iterate up the directory tree until the program gets to the first?
You can use dirent for both if you include a compatibility shim for windows.
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OGL - A Great Cross Platform OpenGL Base Library With Almost Everything OpenGL You might Ever need
dirent
imgui
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Using raylib with Dear ImGui: Game Dev Debugging UI
include(cmake/CPM.cmake) function(raylib_imgui_setup_dependencies) message(STATUS "Include Dear ImGui") FetchContent_Declare( ImGui GIT_REPOSITORY https://github.com/ocornut/imgui GIT_TAG 277ae93c41314ba5f4c7444f37c4319cdf07e8cf) # v1.90.4 FetchContent_MakeAvailable(ImGui) FetchContent_GetProperties(ImGui SOURCE_DIR IMGUI_DIR) add_library( imgui STATIC ${imgui_SOURCE_DIR}/imgui.cpp ${imgui_SOURCE_DIR}/imgui_draw.cpp ${imgui_SOURCE_DIR}/imgui_widgets.cpp ${imgui_SOURCE_DIR}/imgui_tables.cpp) target_include_directories(imgui INTERFACE ${imgui_SOURCE_DIR}) include(cmake/CPM.cmake) message(STATUS "Include dbg-macro") cpmaddpackage( "gh:sharkdp/dbg-macro#fb9976f410f8b29105818b20278cd0be0e853fe8" )# v0.5.1 message(STATUS "Include fmtlib") cpmaddpackage("gh:fmtlib/fmt#e69e5f977d458f2650bb346dadf2ad30c5320281" )# 10.x message(STATUS "Include raylib") cpmaddpackage("gh:raysan5/raylib#ae50bfa2cc569c0f8d5bc4315d39db64005b1b0" )# v5.0 message(STATUS "Include spdlog") cpmaddpackage("gh:gabime/spdlog#7c02e204c92545f869e2f04edaab1f19fe8b19fd" )# v1.13.0 message(STATUS "Include rlImGui") FetchContent_Declare( rlImGui GIT_REPOSITORY https://github.com/raylib-extras/rlImGui GIT_TAG d765c1ef3d37cf939f88aaa272a59a2713d654c9) FetchContent_MakeAvailable(rlImGui) FetchContent_GetProperties(rlImGui SOURCE_DIR RLIMGUI_DIR) add_library(rlimgui STATIC ${rlimgui_SOURCE_DIR}/rlImgui.cpp) target_link_libraries(rlimgui PRIVATE imgui raylib) target_include_directories(rlimgui INTERFACE ${rlimgui_SOURCE_DIR}) endfunction()
- Ask HN: Fastest cross-platform GUI stack/strategy
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Immediate Mode GUI Programming
Immediate mode is a fuzzy concept, as witnessed by this writeup: https://github.com/ocornut/imgui/wiki/About-the-IMGUI-paradi...
- Nebula is an open-source and free-to-use modern C++ game engine
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Black Triangles
It's fun to see the evolution in e.g. these examples of image loading for Dear Imgui:
https://github.com/ocornut/imgui/wiki/Image-Loading-and-Disp...
DirectX9 will even load the image for you, DirectX11 okay we get a few more structures to fill out, DirectX12 is where it goes off the rails and we are filling out a bunch of UNKNOWN DONT_CARE JUST_DO_IT. Then of course Vulkan is the one that gets the big fat "this probably won't actually work for you" warning.
I understand whats happening, but you know sometimes I just want to display a fucking image.
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Dear ImGui: Bloat-free Graphical User interface with minimal dependencies
ImGui is engine/GPU agnostic
Themeing isn't a just a retained mode thing, you can do wonders with immediate UIs, even thought (dear)ImGui doesn't provide much, you can still do wonders: https://github.com/ocornut/imgui/issues/707#issuecomment-362...
More on that topic: https://www.youtube.com/watch?v=Z1qyvQsjK5Y
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Where do I start to learn C++ for a game development
Bonus: If you want to make desktop app with UI, then this is another great C++ library and it's also simple to learn as well. https://github.com/ocornut/imgui.
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GUI library for fast prototyping
AFAIK the Rust equivalent to C++'s Dear ImGui is egui.
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Stretching myself thin with Dear ImGui projects
They use a Dear ImGui, a C++ GUI library.
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PCSX2 Disables Wayland Support
Aside from bugs and driver issues, Wayland has some unfortunate design limitations. For example, Dear ImGui multi-viewports don't work because "Wayland doesn't let application read or write windows positions."
https://github.com/ocornut/imgui/wiki/Multi-Viewports
This is a feature available on Windows, macOS, and of course X11. Making choices like this means desktop Linux becomes even more of a weird island that nobody wants to support.
What are some alternatives?
imgui-node-editor - Node Editor built using Dear ImGui
wxWidgets - Cross-Platform C++ GUI Library
TinyErode - A portable C++ library for simulating hydraulic erosion.
nuklear - A single-header ANSI C immediate mode cross-platform GUI library
libcake - Librairie en C
NanoGUI - Minimalistic GUI library for OpenGL
glm
GTK+ - Read-only mirror of https://gitlab.gnome.org/GNOME/gtk
stb - stb single-file public domain libraries for C/C++
egui - egui: an easy-to-use immediate mode GUI in Rust that runs on both web and native
avir - High-quality pro HDR image resizing / scaling C++ library, including a very fast, precise, SIMD Lanczos resizer (header-only C++)
CEGUI