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// pwmgr main
// 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.)
//
// TODO: consider switching to the below
// 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 <cstdio>
#include <cstdint>
#include <cstring>
#include <iostream>
#include <map>
#include <string>
#include <vector>

#include <SDL.h>

#include "imgui.h"
#include "imgui_impl_sdl2.h"
#include "imgui_impl_sdlrenderer2.h"

#include "Catalog.h"
#include "RobotoMedium.h"


#if !SDL_VERSION_ATLEAST(2,0,17)
#error This backend requires SDL 2.0.17+ because of SDL_RenderGeometry() function
#endif

const std::string APP_NAME("pwmgr");
const std::string VERSION("v0.1.2");
const std::string DEFAULT_FILEPATH("/home/dsorber/Documents/chicken_soup/chicken_soup.txt.enc");

const std::string BOLD{"\033[1m"};
const std::string ENDC{"\033[0m"};
const std::string RED{"\033[31m"};
const std::string YELLOW{"\033[33m"};
const std::string PURPLE{"\033[35m"};
const std::string LBLUE{"\033[1;34m"};
const std::string UP_ONE = "\033[1A";

const uint32_t BUFFER_SIZE{2048};


#define ERROR_MSG BOLD << RED << "ERROR: " << ENDC

Catalog catalog;

const char* STR_EMPTY = "";
const char* STR_LOADING = "Loading...";

static ImGuiInputTextFlags MULTILINE_TEXT_FLAGS =
ImGuiInputTextFlags_AllowTabInput | ImGuiInputTextFlags_ReadOnly;

int catalogFilterCallback(ImGuiInputTextCallbackData* data)
{
if (data->BufTextLen > 0)
{
// Lowercase the buffer in place
for (uint32_t idx = 0; idx < data->BufTextLen; ++idx)
{
if ((data->Buf[idx] >= 'A') && (data->Buf[idx] <= 'Z'))
{
data->Buf[idx] |= 32;
}
}

// Debuggery
// std::cout << "BUFFER: " << data->Buf << std::endl;

// Now filter the catalog
catalog.filter(data->Buf);
}
else
{
catalog.setAllVisible();
}

return 0;
}

// Main code
int main(int argc, char** argv)
{
// Setup SDL
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
{
std::cerr << BOLD << RED << "ERROR: " << ENDC << SDL_GetError() << "\n"
<< std::endl;
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(APP_NAME.c_str(),
SDL_WINDOWPOS_CENTERED,
SDL_WINDOWPOS_CENTERED,
1280, 720, window_flags);
if (window == nullptr)
{
std::cerr << ERROR_MSG << 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 0;
}

//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();

ImGuiStyle& style = ImGui::GetStyle();
style.ScaleAllSizes(2.0);

// 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();
//ImFont* font = io.Fonts->AddFontFromFileTTF("../misc/fonts/ProggyClean.ttf", 28.0f);
//ImFont* font = io.Fonts->AddFontFromFileTTF("../misc/fonts/Roboto-Medium.ttf", 28.0f);
ImFont* font = io.Fonts->AddFontFromMemoryCompressedTTF(RobotoMedium_compressed_data,
RobotoMedium_compressed_size,
28.0f);
//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);

// GUI state

// Main loop
bool done = false;
bool dataLoaded = false;
bool loading = false;
char filterBuffer[128]{};
char filePathBuffer[BUFFER_SIZE]{};
std::memcpy(filePathBuffer, DEFAULT_FILEPATH.data(), DEFAULT_FILEPATH.size());
const char* statusText = STR_EMPTY;

char passwdBuffer[BUFFER_SIZE]{};
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;
}
}

// Start the Dear ImGui frame
ImGui_ImplSDLRenderer2_NewFrame();
ImGui_ImplSDL2_NewFrame();
ImGui::NewFrame();

#ifdef IMGUI_HAS_VIEWPORT
ImGuiViewport* viewport = ImGui::GetMainViewport();
ImGui::SetNextWindowPos(viewport->GetWorkPos());
ImGui::SetNextWindowSize(viewport->GetWorkSize());
ImGui::SetNextWindowViewport(viewport->ID);
#else
ImGui::SetNextWindowPos(ImVec2(0.0f, 0.0f));
ImGui::SetNextWindowSize(ImGui::GetIO().DisplaySize);
#endif
ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f);
ImGui::Begin("inner_window", nullptr,
ImGuiWindowFlags_NoDecoration |
ImGuiWindowFlags_MenuBar |
ImGuiWindowFlags_NoSavedSettings);


ImGui::PushFont(font);
{
if (! dataLoaded)
{
//---Data loading screen----------------------------------------
ImGui::Text("Hello from the loading screen");
ImGui::InputText("Input file", filePathBuffer,
IM_ARRAYSIZE(filePathBuffer));

// Set default focus on the password text box
// See: https://github.com/ocornut/imgui/issues/455
if (ImGui::IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows) &&
!ImGui::IsAnyItemActive() &&
!ImGui::IsMouseClicked(0))
{
ImGui::SetKeyboardFocusHere(0);
}

if (ImGui::InputText("Password", passwdBuffer,
IM_ARRAYSIZE(passwdBuffer),
ImGuiInputTextFlags_Password |
ImGuiInputTextFlags_EnterReturnsTrue))
{
loading = true;
}


if (ImGui::Button("Exit"))
{
done = true;
}
ImGui::SameLine();

if (ImGui::Button("Load"))
{
loading = true;
statusText = STR_LOADING;
}
ImGui::SameLine();

ImGui::Text(statusText);

if (loading)
{


// Load the catalog from the encrypted file
int rc = catalog.load(filePathBuffer,
passwdBuffer,
BUFFER_SIZE,
nullptr);

// ImGui::ProgressBar(
// sinf((float) ImGui::GetTime()) * 0.5f + 0.5f,
// ImVec2(ImGui::GetFontSize() * 25, 0.0f));

// Switch modes once loaded
if (rc == 0 && catalog.getLoaded())
{
dataLoaded = true;
}
else
{
// Display error to terminal and status
std::cerr << ERROR_MSG << Catalog::errToString(rc) << std::endl;
statusText = Catalog::errToString(rc);
}

loading = false;
}

}
else
{
//---[Menu bar]-----------------------------------------------------
if (ImGui::BeginMenuBar())
{
if (ImGui::BeginMenu("File"))
{
if (ImGui::MenuItem("Close", "Ctrl+W"))
{
std::cerr << ERROR_MSG << "Closing it out"
<< std::endl;
done = true;
}
ImGui::EndMenu();
}

// Experimental.. maybe make this the "About" window?
if (ImGui::BeginMenu("Misc"))
{
if (ImGui::MenuItem("About", "Ctrl+M"))
{ ;
}
ImGui::EndMenu();
}
ImGui::EndMenuBar();
}

//---[Left side]----------------------------------------------------
static int selected = 0;
{
ImGui::BeginChild("left_pane", ImVec2(150, 0),
ImGuiChildFlags_Border |
ImGuiChildFlags_ResizeX);

for (auto &iter: catalog)
{
// ImGuiInputTextFlags_ReadOnly
if (iter.visible() &&
ImGui::CollapsingHeader(iter.getKey().c_str()))
{
ImGui::InputTextMultiline(
iter.getLcKey().c_str(),
iter.getValueBuffer(),
iter.getValueBufferSize(),
ImVec2(-FLT_MIN,
ImGui::GetTextLineHeight() * 4),
MULTILINE_TEXT_FLAGS);
}
}

ImGui::EndChild();
}
ImGui::SameLine();

//---[Right side]---------------------------------------------------
{
ImGui::BeginGroup();
ImGui::BeginChild("item view",
ImVec2(0,
-ImGui::GetFrameHeightWithSpacing()));

ImGui::InputText("Filter", filterBuffer,
IM_ARRAYSIZE(filterBuffer),
ImGuiInputTextFlags_CallbackEdit,
catalogFilterCallback);
ImGui::SameLine();
if (ImGui::Button("Clear Filter"))
{
filterBuffer[0] = 0;
catalog.setAllVisible();
}

ImGui::Separator();
if (ImGui::BeginTabBar("##Tabs", ImGuiTabBarFlags_None))
{
if (ImGui::BeginTabItem("Options"))
{
ImGui::TextWrapped(
"Lorem ipsum dolor sit amet, consectetur adipiscing "
"elit, sed do eiusmod tempor incididunt ut labore et"
" dolore magna aliqua. ");
ImGui::EndTabItem();
}

if (ImGui::BeginTabItem("About"))
{
ImGui::Text("%s version: %s", APP_NAME.c_str(),
VERSION.c_str());
ImGui::Text("Compiled on: %s ", __TIMESTAMP__);
ImGui::Text("Created by: dsorber");
ImGui::EndTabItem();
}
ImGui::EndTabBar();
}
ImGui::EndChild();

if (ImGui::Button("Save"))
{
// I'll make this do something someday
}
ImGui::EndGroup();
}
}
}

ImGui::PopFont();

ImGui::End();
ImGui::PopStyleVar(1);

// Rendering
ImGui::Render();
SDL_RenderSetScale(renderer,
io.DisplayFramebufferScale.x,
io.DisplayFramebufferScale.y);
SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255);

SDL_RenderClear(renderer);
ImGui_ImplSDLRenderer2_RenderDrawData(ImGui::GetDrawData());
SDL_RenderPresent(renderer);
}

// Cleanup
ImGui_ImplSDLRenderer2_Shutdown();
ImGui_ImplSDL2_Shutdown();
ImGui::DestroyContext();

SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
SDL_Quit();

return 0;
}
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