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// pwmgr main
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// Dear ImGui: standalone example application for SDL2 + SDL_Renderer
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// (SDL is a cross-platform general purpose library for handling windows, inputs,
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// OpenGL/Vulkan/Metal graphics context creation, etc.)
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//
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// TODO: consider switching to the below
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// Important to understand: SDL_Renderer is an _optional_ component of SDL2.
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// For a multi-platform app consider using e.g. SDL+DirectX on Windows and
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// SDL+OpenGL on Linux/OSX.
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#include <cstdio>
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#include <cstdint>
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#include <cstring>
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#include <iostream>
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#include <map>
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#include <string>
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#include <vector>
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#include <SDL.h>
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#include "imgui.h"
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#include "imgui_impl_sdl2.h"
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#include "imgui_impl_sdlrenderer2.h"
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#include "Catalog.h"
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#include "RobotoMedium.h"
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#if !SDL_VERSION_ATLEAST(2,0,17)
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#error This backend requires SDL 2.0.17+ because of SDL_RenderGeometry() function
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#endif
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const std::string APP_NAME("pwmgr");
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const std::string VERSION("v0.1.1");
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const std::string DEFAULT_FILEPATH("/home/dsorber/Documents/chicken_soup/chicken_soup.txt.enc");
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const std::string BOLD{"\033[1m"};
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const std::string ENDC{"\033[0m"};
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const std::string RED{"\033[31m"};
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const std::string YELLOW{"\033[33m"};
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const std::string PURPLE{"\033[35m"};
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const std::string LBLUE{"\033[1;34m"};
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const std::string UP_ONE = "\033[1A";
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const uint32_t BUFFER_SIZE{2048};
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#define ERROR_MSG BOLD << RED << "ERROR: " << ENDC
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Catalog catalog;
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static ImGuiInputTextFlags MULTILINE_TEXT_FLAGS =
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ImGuiInputTextFlags_AllowTabInput | ImGuiInputTextFlags_ReadOnly;
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int catalogFilterCallback(ImGuiInputTextCallbackData* data)
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{
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if (data->BufTextLen > 0)
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{
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// Lowercase the buffer in place
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for (uint32_t idx = 0; idx < data->BufTextLen; ++idx)
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{
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if ((data->Buf[idx] >= 'A') && (data->Buf[idx] <= 'Z'))
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{
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data->Buf[idx] |= 32;
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}
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}
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// Debuggery
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// std::cout << "BUFFER: " << data->Buf << std::endl;
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// Now filter the catalog
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catalog.filter(data->Buf);
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}
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else
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{
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catalog.setAllVisible();
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}
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return 0;
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}
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// Main code
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int main(int argc, char** argv)
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{
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// Setup SDL
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if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
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{
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std::cerr << BOLD << RED << "ERROR: " << ENDC << SDL_GetError() << "\n"
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<< std::endl;
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return -1;
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}
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// From 2.0.18: Enable native IME.
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#ifdef SDL_HINT_IME_SHOW_UI
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SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");
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#endif
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// Create window with SDL_Renderer graphics context
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SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
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SDL_Window* window = SDL_CreateWindow(APP_NAME.c_str(),
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SDL_WINDOWPOS_CENTERED,
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SDL_WINDOWPOS_CENTERED,
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1280, 720, window_flags);
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if (window == nullptr)
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{
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std::cerr << ERROR_MSG << SDL_GetError();
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return -1;
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}
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SDL_Renderer* renderer = SDL_CreateRenderer(window, -1,
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SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_ACCELERATED);
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if (renderer == nullptr)
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{
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SDL_Log("Error creating SDL_Renderer!");
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return 0;
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}
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//SDL_RendererInfo info;
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//SDL_GetRendererInfo(renderer, &info);
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//SDL_Log("Current SDL_Renderer: %s", info.name);
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// Setup Dear ImGui context
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IMGUI_CHECKVERSION();
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO(); (void)io;
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io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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// io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
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// Setup Dear ImGui style
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ImGui::StyleColorsDark();
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// ImGui::StyleColorsLight();
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ImGuiStyle& style = ImGui::GetStyle();
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style.ScaleAllSizes(2.0);
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// Setup Platform/Renderer backends
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ImGui_ImplSDL2_InitForSDLRenderer(window, renderer);
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ImGui_ImplSDLRenderer2_Init(renderer);
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// Load Fonts
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// - If no fonts are loaded, dear imgui will use the default font. You can
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// also load multiple fonts and use ImGui::PushFont()/PopFont() to select
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// them.
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// - AddFontFromFileTTF() will return the ImFont* so you can store it if you
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// need to select the font among multiple.
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// - If the file cannot be loaded, the function will return a nullptr. Please
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// handle those errors in your application (e.g. use an assertion, or display
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// an error and quit).
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// - The fonts will be rasterized at a given size (w/ oversampling) and stored
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// into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(),
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// which ImGui_ImplXXXX_NewFrame below will call.
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// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype
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// for higher quality font rendering.
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// - Read 'docs/FONTS.md' for more instructions and details.
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// - Remember that in C/C++ if you want to include a backslash \ in a string
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// literal you need to write a double backslash \\ !
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io.Fonts->AddFontDefault();
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//ImFont* font = io.Fonts->AddFontFromFileTTF("../misc/fonts/ProggyClean.ttf", 28.0f);
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//ImFont* font = io.Fonts->AddFontFromFileTTF("../misc/fonts/Roboto-Medium.ttf", 28.0f);
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ImFont* font = io.Fonts->AddFontFromMemoryCompressedTTF(RobotoMedium_compressed_data,
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RobotoMedium_compressed_size,
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28.0f);
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
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//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
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//IM_ASSERT(font != nullptr);
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// GUI state
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// Main loop
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bool done = false;
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bool dataLoaded = false;
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bool loading = false;
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bool showOptionsWin = false;
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char filterBuffer[128]{};
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char filePathBuffer[BUFFER_SIZE]{};
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std::memcpy(filePathBuffer, DEFAULT_FILEPATH.data(), DEFAULT_FILEPATH.size());
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char passwdBuffer[BUFFER_SIZE]{};
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while (! done)
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{
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// Poll and handle events (inputs, window resize, etc.)
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// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to
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// tell if dear imgui wants to use your inputs.
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// - When io.WantCaptureMouse is true, do not dispatch mouse input data
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// to your main application, or clear/overwrite your copy of the mouse
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// data.
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// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input
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// data to your main application, or clear/overwrite your copy of the
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// keyboard data.
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// Generally you may always pass all inputs to dear imgui, and hide them
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// from your application based on those two flags.
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SDL_Event event;
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while (SDL_PollEvent(&event))
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{
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ImGui_ImplSDL2_ProcessEvent(&event);
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if (event.type == SDL_QUIT)
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{
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done = true;
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}
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if (event.type == SDL_WINDOWEVENT &&
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event.window.event == SDL_WINDOWEVENT_CLOSE &&
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event.window.windowID == SDL_GetWindowID(window))
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{
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done = true;
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}
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}
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// Start the Dear ImGui frame
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ImGui_ImplSDLRenderer2_NewFrame();
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ImGui_ImplSDL2_NewFrame();
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ImGui::NewFrame();
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#ifdef IMGUI_HAS_VIEWPORT
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ImGuiViewport* viewport = ImGui::GetMainViewport();
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ImGui::SetNextWindowPos(viewport->GetWorkPos());
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ImGui::SetNextWindowSize(viewport->GetWorkSize());
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ImGui::SetNextWindowViewport(viewport->ID);
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#else
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ImGui::SetNextWindowPos(ImVec2(0.0f, 0.0f));
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ImGui::SetNextWindowSize(ImGui::GetIO().DisplaySize);
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#endif
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ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f);
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ImGui::Begin("inner_window", nullptr,
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ImGuiWindowFlags_NoDecoration |
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ImGuiWindowFlags_MenuBar |
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ImGuiWindowFlags_NoSavedSettings);
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ImGui::PushFont(font);
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{
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if (! dataLoaded)
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{
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//---Data loading screen----------------------------------------
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ImGui::Text("Hello from the loading screen");
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ImGui::InputText("Input file", filePathBuffer,
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IM_ARRAYSIZE(filePathBuffer));
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// Set default focus on the password text box
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// See: https://github.com/ocornut/imgui/issues/455
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if (ImGui::IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows) &&
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!ImGui::IsAnyItemActive() &&
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!ImGui::IsMouseClicked(0))
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{
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ImGui::SetKeyboardFocusHere(0);
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}
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if (ImGui::InputText("Password", passwdBuffer,
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IM_ARRAYSIZE(passwdBuffer),
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ImGuiInputTextFlags_Password |
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ImGuiInputTextFlags_EnterReturnsTrue))
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{
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loading = true;
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}
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if (ImGui::Button("Exit"))
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{
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done = true;
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}
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ImGui::SameLine();
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if (ImGui::Button("Load"))
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{
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loading = true;
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}
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ImGui::SameLine();
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if (loading)
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{
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ImGui::Text("Loading...");
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// Load the catalog from the encrypted file
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int rc = catalog.load(filePathBuffer,
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passwdBuffer,
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BUFFER_SIZE,
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nullptr);
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// ImGui::ProgressBar(
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// sinf((float) ImGui::GetTime()) * 0.5f + 0.5f,
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// ImVec2(ImGui::GetFontSize() * 25, 0.0f));
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// Switch modes once loaded
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if (rc == 0 && catalog.getLoaded())
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{
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dataLoaded = true;
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}
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else
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{
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// Display error
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std::cerr << ERROR_MSG << Catalog::errToString(rc) << std::endl;
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}
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}
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}
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else
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{
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//---[Menu bar]-----------------------------------------------------
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if (ImGui::BeginMenuBar())
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{
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if (ImGui::BeginMenu("File"))
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{
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if (ImGui::MenuItem("Close", "Ctrl+W"))
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{
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std::cerr << ERROR_MSG << "Closing it out"
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<< std::endl;
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done = true;
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}
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ImGui::EndMenu();
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}
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// Experimental.. maybe make this the "About" window?
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if (ImGui::BeginMenu("Misc"))
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{
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if (ImGui::MenuItem("About", "Ctrl+M"))
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{ ;
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}
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ImGui::EndMenu();
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}
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ImGui::EndMenuBar();
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}
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//---[Left side]----------------------------------------------------
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static int selected = 0;
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{
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ImGui::BeginChild("left_pane", ImVec2(150, 0),
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ImGuiChildFlags_Border |
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ImGuiChildFlags_ResizeX);
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for (auto &iter: catalog)
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{
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// ImGuiInputTextFlags_ReadOnly
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if (iter.visible() &&
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ImGui::CollapsingHeader(iter.getKey().c_str()))
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{
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ImGui::InputTextMultiline(
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iter.getLcKey().c_str(),
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iter.getValueBuffer(),
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iter.getValueBufferSize(),
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ImVec2(-FLT_MIN,
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ImGui::GetTextLineHeight() * 4),
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MULTILINE_TEXT_FLAGS);
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}
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}
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ImGui::EndChild();
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}
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ImGui::SameLine();
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//---[Right side]---------------------------------------------------
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{
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ImGui::BeginGroup();
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ImGui::BeginChild("item view",
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ImVec2(0,
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-ImGui::GetFrameHeightWithSpacing()));
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ImGui::InputText("Filter", filterBuffer,
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IM_ARRAYSIZE(filterBuffer),
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ImGuiInputTextFlags_CallbackEdit,
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catalogFilterCallback);
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ImGui::SameLine();
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if (ImGui::Button("Clear Filter"))
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{
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filterBuffer[0] = 0;
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catalog.setAllVisible();
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}
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ImGui::Separator();
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if (ImGui::BeginTabBar("##Tabs", ImGuiTabBarFlags_None))
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{
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if (ImGui::BeginTabItem("Options"))
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{
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ImGui::TextWrapped(
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"Lorem ipsum dolor sit amet, consectetur adipiscing "
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"elit, sed do eiusmod tempor incididunt ut labore et"
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" dolore magna aliqua. ");
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ImGui::EndTabItem();
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}
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if (ImGui::BeginTabItem("About"))
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{
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ImGui::Text("%s version: %s", APP_NAME.c_str(),
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VERSION.c_str());
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ImGui::Text("Compiled on: %s ", __TIMESTAMP__);
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ImGui::Text("Created by: dsorber");
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ImGui::EndTabItem();
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}
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ImGui::EndTabBar();
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}
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ImGui::EndChild();
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if (ImGui::Button("Save"))
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{
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// I'll make this do something someday
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}
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ImGui::EndGroup();
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}
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}
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}
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ImGui::PopFont();
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ImGui::End();
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ImGui::PopStyleVar(1);
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// Rendering
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ImGui::Render();
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SDL_RenderSetScale(renderer,
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io.DisplayFramebufferScale.x,
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io.DisplayFramebufferScale.y);
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SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255);
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SDL_RenderClear(renderer);
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ImGui_ImplSDLRenderer2_RenderDrawData(ImGui::GetDrawData());
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SDL_RenderPresent(renderer);
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}
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// Cleanup
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ImGui_ImplSDLRenderer2_Shutdown();
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ImGui_ImplSDL2_Shutdown();
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ImGui::DestroyContext();
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SDL_DestroyRenderer(renderer);
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SDL_DestroyWindow(window);
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SDL_Quit();
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return 0;
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}
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