// 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 #include #include #include #include #include #include using json = nlohmann::json; // Simple JSON-RPC client to communicate with orchestrator class JsonRpcClient { private: FILE* rpc_out; // For sending requests to orchestrator FILE* rpc_in; // For receiving responses from orchestrator public: JsonRpcClient() : rpc_out(stdout), rpc_in(stdin) {} // Constructor that could connect to orchestrator process (simplified for now) JsonRpcClient(FILE* out, FILE* in) : rpc_out(out), rpc_in(in) {} json call(const std::string& method, const json& params = json::object()) { // Create the JSON-RPC request json request = json::object({ {"jsonrpc", "2.0"}, {"method", method}, {"params", params}, {"id", 1} // Simple ID for this example }); // Send the request to the orchestrator fprintf(rpc_out, "%s\n", request.dump().c_str()); fflush(rpc_out); // Read the response from the orchestrator char buffer[4096]; if (fgets(buffer, sizeof(buffer), rpc_in)) { try { json response = json::parse(buffer); if (response.contains("result")) { return response["result"]; } else if (response.contains("error")) { printf("RPC Error: %s\n", response["error"].dump().c_str()); return json(nullptr); } } catch (...) { printf("Failed to parse RPC response\n"); return json(nullptr); } } return json(nullptr); } }; static JsonRpcClient g_rpc_client; #ifdef __EMSCRIPTEN__ #include #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(); // Connect to orchestrator and get AST content // Request initial AST from orchestrator static char textBuffer[4096] = "Loading from orchestrator..."; static bool initialized = false; if (!initialized) { json result = g_rpc_client.call("getAST"); if (!result.is_null()) { std::string newText = result.dump(2); strncpy(textBuffer, newText.c_str(), sizeof(textBuffer) - 1); textBuffer[sizeof(textBuffer) - 1] = '\0'; } else { // Fallback to default content if RPC fails std::string defaultContent = "\"\"\"Module: Calculator\"\"\"\n\n" "PI = 3.14159\n\n" "def add(x: int, y: int):\n" " result = x + y\n" " return result\n\n" "def multiply(a: int, b: int):\n" " return a * b\n\n" "# @deref(batched)\n" "def calculate_sum(items: List[int]):\n" " total = 0\n" " for item in items:\n" " total += item\n" " return total\n"; strncpy(textBuffer, defaultContent.c_str(), sizeof(textBuffer) - 1); textBuffer[sizeof(textBuffer) - 1] = '\0'; } initialized = true; } // 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(); // Add projection toggle buttons and mutation buttons static int projectionMode = 0; // 0 = Python, 1 = AST ImGui::Begin("Toolbar"); if (ImGui::Button("Python")) projectionMode = 0; ImGui::SameLine(); if (ImGui::Button("AST")) projectionMode = 1; ImGui::SameLine(); // Add parameter button - sends RPC to orchestrator to add a parameter if (ImGui::Button("Add Parameter")) { // Send RPC to orchestrator to insert a new parameter json params = json::object({ {"parentId", "Calc_F001"}, // Example function ID {"role", "parameters"}, {"concept", "Parameter"}, {"properties", json::object({ {"name", "newParam"} })} }); json result = g_rpc_client.call("insertNode", params); // The result would contain the new parameter node that was inserted } ImGui::SameLine(); // Undo button - sends RPC to orchestrator to undo last operation if (ImGui::Button("Undo")) { json result = g_rpc_client.call("undo"); // The result indicates whether the undo was successful } ImGui::SameLine(); // Redo button - sends RPC to orchestrator to redo last undone operation if (ImGui::Button("Redo")) { json result = g_rpc_client.call("redo"); // The result indicates whether the redo was successful } ImGui::SameLine(); // Load File button - sends RPC to orchestrator to load a file via Emacs if (ImGui::Button("Load File")) { // For now, we'll use a hardcoded path - in a real implementation, this would open a file dialog json params = json::object({ {"path", "Calculator.py"} }); json result = g_rpc_client.call("loadFile", params); // The result would contain the file content loaded via Emacs if (!result.is_null() && !result.is_discarded()) { // Update the text buffer with the loaded content std::string loadedContent = result.dump(2); strncpy(textBuffer, loadedContent.c_str(), sizeof(textBuffer) - 1); textBuffer[sizeof(textBuffer) - 1] = '\0'; } } ImGui::SameLine(); // Save File button - sends RPC to orchestrator to save content to a file via Emacs if (ImGui::Button("Save File")) { // For now, we'll use a hardcoded path - in a real implementation, this would open a save dialog json params = json::object({ {"path", "output.py"}, {"content", std::string(textBuffer)} }); json result = g_rpc_client.call("saveFile", params); // The result indicates whether the save was successful } ImGui::End(); // Show the editor area based on projection mode ImGui::Begin("Editor Area"); if (projectionMode == 0) { // Python projection - show generated Python code // 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 // Count lines in the Python code 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); // Display the Python text content ImGui::TextUnformatted(textBuffer); ImGui::EndChild(); } else { // AST projection - show JSON representation of the AST ImGui::BeginChild("ASTViewArea", ImVec2(0, 0), true, ImGuiWindowFlags_AlwaysVerticalScrollbar); // Show a sample AST JSON representation static const char astJson[] = "{\n" " \"id\": \"Calc_M001\",\n" " \"concept\": \"Module\",\n" " \"properties\": {\n" " \"name\": \"Calculator\",\n" " \"targetLanguage\": \"python\"\n" " },\n" " \"children\": {\n" " \"functions\": [\n" " {\n" " \"id\": \"Calc_F001\",\n" " \"concept\": \"Function\",\n" " \"properties\": { \"name\": \"add\" },\n" " \"children\": {\n" " \"parameters\": [\n" " {\n" " \"id\": \"Calc_P001\",\n" " \"concept\": \"Parameter\",\n" " \"properties\": { \"name\": \"x\" },\n" " \"children\": {\n" " \"type\": [{\n" " \"id\": \"Calc_PT001\",\n" " \"concept\": \"PrimitiveType\",\n" " \"properties\": { \"kind\": \"int\" }\n" " }]\n" " }\n" " }\n" " ],\n" " \"body\": [\n" " {\n" " \"id\": \"Calc_A001\",\n" " \"concept\": \"Assignment\",\n" " \"children\": {\n" " \"target\": [...],\n" " \"value\": [...]\n" " }\n" " }\n" " ]\n" " }\n" " }\n" " ]\n" " }\n" "}"; ImGui::TextUnformatted(astJson); 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"); if (projectionMode == 0) { ImGui::Text("Projection: Python"); } else { ImGui::Text("Projection: AST"); } ImGui::End(); // Update the text content from orchestrator periodically static float lastUpdate = 0.0f; if (io.DeltaTime > 0) { lastUpdate += io.DeltaTime; if (lastUpdate > 2.0f) { // Update every 2 seconds // Request AST from orchestrator json result = g_rpc_client.call("getAST"); if (!result.is_null()) { // Update the text buffer with the result std::string newText = result.dump(2); strncpy(textBuffer, newText.c_str(), sizeof(textBuffer) - 1); textBuffer[sizeof(textBuffer) - 1] = '\0'; } lastUpdate = 0.0f; } } // 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; }