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// Step 12: Dear ImGui shell - Window + empty layout
//
// Dear ImGui + SDL2 scaffold: opens a window with docking enabled.
// Empty panes: file tree (left), editor area (center), panel (bottom).
// Test: app launches, window renders, panes are resizable.
# include "imgui.h"
# include "imgui_impl_sdl2.h"
# include "imgui_impl_opengl3.h"
# include <SDL2/SDL.h>
# include <SDL2/SDL_opengl.h>
# include <stdio.h>
# ifdef __EMSCRIPTEN__
# include <emscripten.h>
# 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 ;
}
// Decide GL+GLSL versions
# if defined(IMGUI_IMPL_OPENGL_ES2)
// GL ES 2.0 + GLSL 100
const char * glsl_version = " #version 100 " ;
SDL_GL_SetAttribute ( SDL_GL_CONTEXT_FLAGS , 0 ) ;
SDL_GL_SetAttribute ( SDL_GL_CONTEXT_PROFILE_MASK , SDL_GL_CONTEXT_PROFILE_ES ) ;
SDL_GL_SetAttribute ( SDL_GL_CONTEXT_MAJOR_VERSION , 2 ) ;
SDL_GL_SetAttribute ( SDL_GL_CONTEXT_MINOR_VERSION , 0 ) ;
# elif defined(__APPLE__)
// GL 3.2 Core + GLSL 150
const char * glsl_version = " #version 150 " ;
SDL_GL_SetAttribute ( SDL_GL_CONTEXT_FLAGS , SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG ) ; // Always required on Mac
SDL_GL_SetAttribute ( SDL_GL_CONTEXT_PROFILE_MASK , SDL_GL_CONTEXT_PROFILE_CORE ) ;
SDL_GL_SetAttribute ( SDL_GL_CONTEXT_MAJOR_VERSION , 3 ) ;
SDL_GL_SetAttribute ( SDL_GL_CONTEXT_MINOR_VERSION , 2 ) ;
# else
// GL 3.0 + GLSL 130
const char * glsl_version = " #version 130 " ;
SDL_GL_SetAttribute ( SDL_GL_CONTEXT_FLAGS , 0 ) ;
SDL_GL_SetAttribute ( SDL_GL_CONTEXT_PROFILE_MASK , SDL_GL_CONTEXT_PROFILE_CORE ) ;
SDL_GL_SetAttribute ( SDL_GL_CONTEXT_MAJOR_VERSION , 3 ) ;
SDL_GL_SetAttribute ( SDL_GL_CONTEXT_MINOR_VERSION , 0 ) ;
# endif
// Create window with graphics context
SDL_GL_SetAttribute ( SDL_GL_DOUBLEBUFFER , 1 ) ;
SDL_GL_SetAttribute ( SDL_GL_DEPTH_SIZE , 24 ) ;
SDL_GL_SetAttribute ( SDL_GL_STENCIL_SIZE , 8 ) ;
SDL_WindowFlags window_flags = ( SDL_WindowFlags ) ( SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI ) ;
SDL_Window * window = SDL_CreateWindow ( " Whetstone Editor " , 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
io . ConfigFlags | = ImGuiConfigFlags_DockingEnable ; // Enable Docking
io . ConfigFlags | = ImGuiConfigFlags_ViewportsEnable ; // Enable Multi-Viewport / Platform Windows
// Setup Dear ImGui style
ImGui : : StyleColorsDark ( ) ;
//ImGui::StyleColorsLight();
// When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
ImGuiStyle & style = ImGui : : GetStyle ( ) ;
if ( io . ConfigFlags & ImGuiConfigFlags_ViewportsEnable )
{
style . WindowRounding = 0.0f ;
style . Colors [ ImGuiCol_WindowBg ] . w = 1.0f ;
}
// Setup Platform/Renderer backends
ImGui_ImplSDL2_InitForOpenGL ( window , gl_context ) ;
ImGui_ImplOpenGL3_Init ( glsl_version ) ;
// 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);
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_ImplOpenGL3_NewFrame ( ) ;
ImGui_ImplSDL2_NewFrame ( ) ;
ImGui : : NewFrame ( ) ;
// Create docking environment
static bool dockspace_open = true ;
static bool opt_fullscreen = true ;
static ImGuiDockNodeFlags dockspace_flags = ImGuiDockNodeFlags_None ;
// We are using the ImGuiWindowFlags_NoDocking flag to make the parent window not dockable into,
// because it would be confusing to have two docking targets within each others.
ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoDocking ;
if ( opt_fullscreen )
{
const ImGuiViewport * viewport = ImGui : : GetMainViewport ( ) ;
ImGui : : SetNextWindowPos ( viewport - > WorkPos ) ;
ImGui : : SetNextWindowSize ( viewport - > WorkSize ) ;
ImGui : : SetNextWindowViewport ( viewport - > ID ) ;
ImGui : : PushStyleVar ( ImGuiStyleVar_WindowRounding , 0.0f ) ;
ImGui : : PushStyleVar ( ImGuiStyleVar_WindowBorderSize , 0.0f ) ;
window_flags | = ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove ;
window_flags | = ImGuiWindowFlags_NoBringToFrontOnFocus | ImGuiWindowFlags_NoNavFocus ;
}
// When using ImGuiDockNodeFlags_PassthruCentralNode, DockSpace() will render our background
// and handle the pass-thru hole, so we ask Begin() to not render a background.
if ( dockspace_flags & ImGuiDockNodeFlags_PassthruCentralNode )
window_flags | = ImGuiWindowFlags_NoBackground ;
// Important: note that we proceed even if Begin() returns false (aka window is collapsed).
// This is because we want to keep our DockSpace() active. If a DockSpace() is inactive,
// all active windows docked into it will lose their parent and become undocked.
// We cannot preserve the docking relationship between an active window and an inactive docking, otherwise
// any change of dockspace/settings would lead to windows being stuck in limbo and never being visible.
ImGui : : PushStyleVar ( ImGuiStyleVar_WindowPadding , ImVec2 ( 0.0f , 0.0f ) ) ;
ImGui : : Begin ( " DockSpace Demo " , & dockspace_open , window_flags ) ;
ImGui : : PopStyleVar ( ) ;
if ( opt_fullscreen )
ImGui : : PopStyleVar ( 2 ) ;
// Submit the DockSpace
ImGuiIO & io = ImGui : : GetIO ( ) ;
if ( io . ConfigFlags & ImGuiConfigFlags_DockingEnable )
{
ImGuiID dockspace_id = ImGui : : GetID ( " MyDockSpace " ) ;
ImGui : : DockSpace ( dockspace_id , ImVec2 ( 0.0f , 0.0f ) , dockspace_flags ) ;
}
ImGui : : End ( ) ;
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// Load Calculator JSON, build AST, run Python generator, display in viewport
// For now, we'll simulate this with a hardcoded example
// In a real implementation, this would load from a file and process through the AST
// Simulate loading Calculator AST and generating Python code
std : : string generatedPythonCode =
" \" \" \" Module: Calculator \" \" \" \n \n "
" PI = 3.14159 \n \n "
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" def add(x: int, y: int): \n "
" result = x + y \n "
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" return result \n \n "
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" def multiply(a: int, b: int): \n "
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" return a * b \n \n "
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" # @deref(batched) \n "
" def calculate_sum(items: List[int]): \n "
" total = 0 \n "
" for item in items: \n "
" total += item \n "
" return total \n " ;
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// Convert to static buffer for ImGui
static char textBuffer [ 4096 ] ;
strncpy ( textBuffer , generatedPythonCode . c_str ( ) , sizeof ( textBuffer ) - 1 ) ;
textBuffer [ sizeof ( textBuffer ) - 1 ] = ' \0 ' ;
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// Show the editor area - this will be docked by the docking system
ImGui : : Begin ( " Editor Area " ) ;
// Add line numbers in the left margin
ImGui : : BeginChild ( " LineNumberArea " , ImVec2 ( 50 , 0 ) , true , ImGuiWindowFlags_AlwaysVerticalScrollbar ) ;
ImGui : : PushStyleColor ( ImGuiCol_Text , ImVec4 ( 0.5f , 0.5f , 0.5f , 1.0f ) ) ; // Gray color for line numbers
int lineCount = 1 ;
const char * ptr = textBuffer ;
while ( * ptr ) {
if ( * ptr = = ' \n ' ) {
lineCount + + ;
}
ptr + + ;
}
for ( int i = 1 ; i < = lineCount ; i + + ) {
ImGui : : Text ( " %4d " , i ) ;
ImGui : : Spacing ( ) ;
}
ImGui : : PopStyleColor ( ) ;
ImGui : : EndChild ( ) ;
ImGui : : SameLine ( ) ;
// Text display area with scrolling
ImGui : : BeginChild ( " TextEditArea " , ImVec2 ( 0 , 0 ) , true , ImGuiWindowFlags_AlwaysVerticalScrollbar ) ;
// Use a monospace font if available
ImFont * font = nullptr ;
// Try to find a monospace font - for now use default
// if (io.Fonts->Fonts.Size > 1) font = io.Fonts->Fonts[1]; // Use second font if available
if ( font ) ImGui : : PushFont ( font ) ;
// Display the text content
ImGui : : TextUnformatted ( textBuffer ) ;
if ( font ) ImGui : : PopFont ( ) ;
ImGui : : EndChild ( ) ;
ImGui : : End ( ) ;
// Also create file tree and bottom panel for completeness
ImGui : : Begin ( " File Tree " ) ;
ImGui : : Text ( " Calculator.py " ) ;
ImGui : : Text ( " ConditionalExample.py " ) ;
ImGui : : Text ( " SimpleFunctionExample.py " ) ;
ImGui : : End ( ) ;
ImGui : : Begin ( " Panel " ) ;
ImGui : : Text ( " Status: Ready " ) ;
ImGui : : Text ( " Lines: %d " , lineCount ) ;
ImGui : : End ( ) ;
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// Rendering
ImGui : : Render ( ) ;
glViewport ( 0 , 0 , ( int ) io . DisplaySize . x , ( int ) io . DisplaySize . y ) ;
glClearColor ( 0.45f , 0.55f , 0.60f , 1.00f ) ;
glClear ( GL_COLOR_BUFFER_BIT ) ;
ImGui_ImplOpenGL3_RenderDrawData ( ImGui : : GetDrawData ( ) ) ;
// Update and Render additional Platform Windows
// (Platform functions may change the current OpenGL context, so we save/restore it to make it easier to paste this code elsewhere.
// For this specific demo app we could also call SDL_GL_MakeCurrent(window, gl_context) directly)
if ( io . ConfigFlags & ImGuiConfigFlags_ViewportsEnable )
{
SDL_Window * backup_current_window = SDL_GL_GetCurrentWindow ( ) ;
SDL_GLContext backup_current_context = SDL_GL_GetCurrentContext ( ) ;
ImGui : : UpdatePlatformWindows ( ) ;
ImGui : : RenderPlatformWindowsDefault ( ) ;
SDL_GL_MakeCurrent ( backup_current_window , backup_current_context ) ;
}
SDL_GL_SwapBuffers ( window ) ;
}
// Cleanup
ImGui_ImplOpenGL3_Shutdown ( ) ;
ImGui_ImplSDL2_Shutdown ( ) ;
ImGui : : DestroyContext ( ) ;
SDL_GL_DeleteContext ( gl_context ) ;
SDL_DestroyWindow ( window ) ;
SDL_Quit ( ) ;
return 0 ;
}