commit 360f78def8ec44d6dee70ee6681e2e173e7dd11b
Author: david.sorber <david.sorber@gmail.com>
Date:   Fri Nov 29 14:55:23 2024 -0500

    Setting default focus on filter text box for account screen. Also adding
    ImGui example program for reference.

diff --git a/CMakeLists.txt b/CMakeLists.txt
index 54fd927..c62302b 100644
--- a/CMakeLists.txt
+++ b/CMakeLists.txt
@@ -133,6 +133,19 @@ TARGET_LINK_LIBRARIES(pwmgr ${SDL2_LIBRARIES}
                             sodium)
 
 
+################################################################################
+# Target: example
+################################################################################
+
+ADD_EXECUTABLE(example
+        ${imgui_sources}
+        ${backend_sources}
+        ${CMAKE_CURRENT_SOURCE_DIR}/src/example.cc)
+
+TARGET_INCLUDE_DIRECTORIES(example PUBLIC ${SDL2_INCLUDE_DIRS})
+TARGET_LINK_LIBRARIES(example ${SDL2_LIBRARIES})
+
+
 ################################################################################
 # Target: crypt_util
 ################################################################################
diff --git a/src/example.cc b/src/example.cc
new file mode 100644
index 0000000..31fa3f9
--- /dev/null
+++ b/src/example.cc
@@ -0,0 +1,177 @@
+// Dear ImGui: standalone example application for SDL2 + SDL_Renderer
+// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)
+
+// Learn about Dear ImGui:
+// - FAQ                  https://dearimgui.com/faq
+// - Getting Started      https://dearimgui.com/getting-started
+// - Documentation        https://dearimgui.com/docs (same as your local docs/ folder).
+// - Introduction, links and more at the top of imgui.cpp
+
+// Important to understand: SDL_Renderer is an _optional_ component of SDL2.
+// For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX.
+
+#include "imgui.h"
+#include "imgui_impl_sdl2.h"
+#include "imgui_impl_sdlrenderer2.h"
+#include <stdio.h>
+#include <SDL.h>
+
+#if !SDL_VERSION_ATLEAST(2,0,17)
+#error This backend requires SDL 2.0.17+ because of SDL_RenderGeometry() function
+#endif
+
+// Main code
+int main(int, char**)
+{
+    // Setup SDL
+    if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
+    {
+        printf("Error: %s\n", SDL_GetError());
+        return -1;
+    }
+
+    // From 2.0.18: Enable native IME.
+#ifdef SDL_HINT_IME_SHOW_UI
+    SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");
+#endif
+
+    // Create window with SDL_Renderer graphics context
+    SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
+    SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+SDL_Renderer example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags);
+    if (window == nullptr)
+    {
+        printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError());
+        return -1;
+    }
+    SDL_Renderer* renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_ACCELERATED);
+    if (renderer == nullptr)
+    {
+        SDL_Log("Error creating SDL_Renderer!");
+        return -1;
+    }
+    //SDL_RendererInfo info;
+    //SDL_GetRendererInfo(renderer, &info);
+    //SDL_Log("Current SDL_Renderer: %s", info.name);
+
+    // Setup Dear ImGui context
+    IMGUI_CHECKVERSION();
+    ImGui::CreateContext();
+    ImGuiIO& io = ImGui::GetIO(); (void)io;
+    io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;     // Enable Keyboard Controls
+    io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad;      // Enable Gamepad Controls
+
+    // Setup Dear ImGui style
+    ImGui::StyleColorsDark();
+    //ImGui::StyleColorsLight();
+
+    // Setup Platform/Renderer backends
+    ImGui_ImplSDL2_InitForSDLRenderer(window, renderer);
+    ImGui_ImplSDLRenderer2_Init(renderer);
+
+    // Load Fonts
+    // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
+    // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
+    // - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
+    // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
+    // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
+    // - Read 'docs/FONTS.md' for more instructions and details.
+    // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
+    //io.Fonts->AddFontDefault();
+    //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
+    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
+    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
+    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
+    //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
+    //IM_ASSERT(font != nullptr);
+
+    // Our state
+    bool show_demo_window = true;
+    bool show_another_window = false;
+    ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
+
+    // Main loop
+    bool done = false;
+    while (!done)
+    {
+        // Poll and handle events (inputs, window resize, etc.)
+        // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
+        // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
+        // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
+        // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
+        SDL_Event event;
+        while (SDL_PollEvent(&event))
+        {
+            ImGui_ImplSDL2_ProcessEvent(&event);
+            if (event.type == SDL_QUIT)
+                done = true;
+            if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window))
+                done = true;
+        }
+        if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)
+        {
+            SDL_Delay(10);
+            continue;
+        }
+
+        // Start the Dear ImGui frame
+        ImGui_ImplSDLRenderer2_NewFrame();
+        ImGui_ImplSDL2_NewFrame();
+        ImGui::NewFrame();
+
+        // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
+        if (show_demo_window)
+            ImGui::ShowDemoWindow(&show_demo_window);
+
+        // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
+        {
+            static float f = 0.0f;
+            static int counter = 0;
+
+            ImGui::Begin("Hello, world!");                          // Create a window called "Hello, world!" and append into it.
+
+            ImGui::Text("This is some useful text.");               // Display some text (you can use a format strings too)
+            ImGui::Checkbox("Demo Window", &show_demo_window);      // Edit bools storing our window open/close state
+            ImGui::Checkbox("Another Window", &show_another_window);
+
+            ImGui::SliderFloat("float", &f, 0.0f, 1.0f);            // Edit 1 float using a slider from 0.0f to 1.0f
+            ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
+
+            if (ImGui::Button("Button"))                            // Buttons return true when clicked (most widgets return true when edited/activated)
+                counter++;
+            ImGui::SameLine();
+            ImGui::Text("counter = %d", counter);
+
+            ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
+            ImGui::End();
+        }
+
+        // 3. Show another simple window.
+        if (show_another_window)
+        {
+            ImGui::Begin("Another Window", &show_another_window);   // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
+            ImGui::Text("Hello from another window!");
+            if (ImGui::Button("Close Me"))
+                show_another_window = false;
+            ImGui::End();
+        }
+
+        // Rendering
+        ImGui::Render();
+        SDL_RenderSetScale(renderer, io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y);
+        SDL_SetRenderDrawColor(renderer, (Uint8)(clear_color.x * 255), (Uint8)(clear_color.y * 255), (Uint8)(clear_color.z * 255), (Uint8)(clear_color.w * 255));
+        SDL_RenderClear(renderer);
+        ImGui_ImplSDLRenderer2_RenderDrawData(ImGui::GetDrawData(), renderer);
+        SDL_RenderPresent(renderer);
+    }
+
+    // Cleanup
+    ImGui_ImplSDLRenderer2_Shutdown();
+    ImGui_ImplSDL2_Shutdown();
+    ImGui::DestroyContext();
+
+    SDL_DestroyRenderer(renderer);
+    SDL_DestroyWindow(window);
+    SDL_Quit();
+
+    return 0;
+}
diff --git a/src/main.cc b/src/main.cc
index 92bf6fd..479ac89 100644
--- a/src/main.cc
+++ b/src/main.cc
@@ -393,6 +393,15 @@ int main(int argc, char** argv)
                                       ImVec2(0,
                                              -ImGui::GetFrameHeightWithSpacing()));
 
+                    // Set default focus on the filter text box
+                    // See: https://github.com/ocornut/imgui/issues/455
+                    if (ImGui::IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows) &&
+                        !ImGui::IsAnyItemActive() &&
+                        !ImGui::IsMouseClicked(0))
+                    {
+                        ImGui::SetKeyboardFocusHere(0);
+                    }
+
                     ImGui::InputText("Filter", filterBuffer,
                                      IM_ARRAYSIZE(filterBuffer),
                                      ImGuiInputTextFlags_CallbackEdit,
