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main.cpp
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main.cpp
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// Dear ImGui: standalone example application for SDL2 + OpenGL
// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
// **Prefer using the code in the example_sdl2_opengl3/ folder**
// See imgui_impl_sdl2.cpp for details.
#include "imgui.h"
#include "backends/imgui_impl_sdl2.h"
#include "backends/imgui_impl_opengl2.h"
#include <stdio.h>
#include <SDL.h>
#include <SDL_opengl.h>
#include <iostream>
#include "misc/cpp/imgui_stdlib.h"
#include <fstream>
#include <sstream>
#include <regex>
std::string slurp(std::ifstream& in) {
std::ostringstream sstr;
sstr << in.rdbuf();
return sstr.str();
}
// 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");
std::cout << "HIIIIIIII" std::endl;
#endif
// Setup window
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+OpenGL example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags);
SDL_GLContext gl_context = SDL_GL_CreateContext(window);
SDL_GL_MakeCurrent(window, gl_context);
SDL_GL_SetSwapInterval(1); // Enable vsync
// 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_InitForOpenGL(window, gl_context);
ImGui_ImplOpenGL2_Init();
// 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 NULL. 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, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
// Our state
// bool show_demo_window = true;
// bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
std::string buf = "test";
std::string filecont;
std::string ebuf;
std::regex e;
std::string rep;
std::string regedCont;
std::ifstream ifs;
ImVec4 col;
std::vector<int> index_matches;
std::string matchidxs;
buf.reserve(250);
filecont.reserve(10000);
// buf.clear();
// 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;
}
// Start the Dear ImGui frame
ImGui_ImplOpenGL2_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;
// buf = "LICENSE.txt";
// ifs.open(buf.c_str(), std::ifstream::in);
// std::cout << ifs.is_open() << std::endl;
ImGui::Begin("ORIGINAL"); // Create a window called "Hello, world!" and append into it.
// buf = "LICENSE.txt";
if (ImGui::InputText("File Name", &buf, 32))
{
if (ifs.is_open())
{
std::cout << "Closing old file" << std::endl;
ifs.close();
}
std::cout << "Opening " << buf << std::endl;
ifs.open(buf.c_str(), std::ifstream::in);
if (ifs.is_open())
{
filecont = slurp(ifs);
std::cout << filecont << std::endl;
}
else
{
std::cout << false << std::endl;
}
}
if (ifs.is_open())
{
// std::cout << ifs.is_open() << std::endl;
// ImGui::TextUnformatted(std::string("hello").c_str());
ImGui::TextUnformatted(filecont.c_str());
}
ImGui::End();
ImGui::Begin("AFFECTED");
ImGui::InputText("Regex", &ebuf);
ImGui::InputText("Rep", &rep);
try {
e.assign(ebuf);
regedCont = std::regex_replace(filecont, e, rep);
index_matches.clear();
for (auto it = std::sregex_iterator(filecont.begin(), filecont.end(), e);
it != std::sregex_iterator();
++it)
{
index_matches.push_back(it->position());
}
} catch (std::regex_error& e) {
std::cerr << "Not a valid expression" << std::endl;
}
matchidxs.clear();
for(int n: index_matches)
{
matchidxs += std::to_string(n) + ", ";
}
ImGui::TextWrapped("%s", matchidxs.c_str());
ImGui::TextUnformatted(regedCont.c_str());
ImGui::End();
// static float col1[3] = { 1.0f, 0.0f, 0.2f };
// static float col2[4] = { 0.4f, 0.7f, 0.0f, 0.5f };
// ImGui::ColorEdit3("color 1", col1);
// ImGui::SameLine();
// ImGui::ColorEdit4("color 2", col2);
// col.x = col1[0],
// col.y = col1[1];
// col.z = col1[2];
// col.w = 255;
// ImGui::TextColored(col, "%s", "Hello there");
// ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
// ImGui::TextWrapped("This is some useful text.");
// 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::Begin("AFFECTED");
// ImGui::Text("Hello");
// 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();
glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w);
glClear(GL_COLOR_BUFFER_BIT);
//glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound
ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData());
SDL_GL_SwapWindow(window);
}
if (ifs.is_open())
ifs.close();
// Cleanup
ImGui_ImplOpenGL2_Shutdown();
ImGui_ImplSDL2_Shutdown();
ImGui::DestroyContext();
SDL_GL_DeleteContext(gl_context);
SDL_DestroyWindow(window);
SDL_Quit();
return 0;
}