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schenity.cpp
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schenity.cpp
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#include <iostream>
#include <fstream>
#include <filesystem>
#include <ImJSchema/ImJSchema.h>
#include <SDL.h>
#include <imgui.h>
#if !SDL_VERSION_ATLEAST(2,0,17)
#error This backend requires SDL 2.0.17+ because of SDL_RenderGeometry() function
#endif
#include <../res/bindings/imgui_impl_sdl2.h>
#include <../res/bindings/imgui_impl_sdlrenderer2.h>
namespace IJS = ImJSchema;
bool BeginFullScreen(const char* name, bool* p_open = nullptr, ImGuiWindowFlags _flags = 0)
{
static bool use_work_area = true;
static ImGuiWindowFlags flags = ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoSavedSettings | _flags;
// We demonstrate using the full viewport area or the work area (without menu-bars, task-bars etc.)
// Based on your use case you may want one or the other.
const ImGuiViewport* viewport = ImGui::GetMainViewport();
ImGui::SetNextWindowPos( use_work_area ? viewport->WorkPos : viewport->Pos);
ImGui::SetNextWindowSize(use_work_area ? viewport->WorkSize : viewport->Size);
return ImGui::Begin(name, p_open, flags);
}
IJS::json _value;
IJS::json _cache;
IJS::json _schema = IJS::json::parse(
R"foo({
"$defs": {
"normalized_number": {
"type" : "number",
"maximum": 1.0,
"minimum": 0.0,
"default": 0.0,
"ui:widget" : "slider"
}
},
"ui:order" : ["albedo", "metallic", "roughness", "emissive", "emissiveFactor", "unlit"],
"description" : "Execute using \n\n schenity schema.json",
"properties" : {
"metallic" : { "$ref": "#/$defs/normalized_number" },
"roughness" : { "$ref": "#/$defs/normalized_number" },
"albedo" : { "type" : "string", "ui:widget" : "color" },
"emissive" : { "type" : "string", "ui:widget" : "color" },
"emissiveFactor" : {
"type" : "number",
"minimum" : 0.0,
"ui:speed" : 0.01,
"ui:widget" : "drag"
},
"unlit" : {
"type" : "boolean"
}
},
"type": "object"
})foo"
);
int runApp()
{
BeginFullScreen("Object");
int ret = 255;
auto width = ImGui::GetContentRegionAvail().x / 2;
ImVec2 ButtonSize = {width,100};
if(IJS::drawSchemaWidget("object",
_value,
_schema,
_cache))
{
// dont do anything when the user
// changes values
}
auto height = ImGui::GetContentRegionAvail().y;
ImGui::Dummy({5,height-ButtonSize.y});
if( ImGui::Button("Cancel", ButtonSize) )
{
ret = 1;
}
ImGui::SameLine();
if( ImGui::Button("Confirm", ButtonSize) )
{
std::cout << _value.dump();
ret = 0;
}
ImGui::End();
return ret;
}
int main(int argc, char** argv)
{
if(argc==2)
{
std::string inputFile= argv[1];
if( std::filesystem::exists(inputFile))
{
std::ifstream in(inputFile);
auto cpy = _schema;
try
{
in >> _schema;
} catch( std::exception & E)
{
_schema = cpy;
_schema["description"] = std::string("Error parsing json: ") + E.what();
}
}
}
// we need to make sure we expand all the references
// otherwise it will throw an error
// when it tries to read
IJS::jsonExpandAllReferences(_schema);
// 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");
#endif
int windowWidth = 64*8;
int windowHeight = 64*10;
// Create window with SDL_Renderer graphics context
SDL_WindowFlags window_flags = static_cast<SDL_WindowFlags>(SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI );
SDL_Window* window = SDL_CreateWindow("schenity: Like Zenity, but with Schemas", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, windowWidth, windowHeight, window_flags);
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();
// 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();
//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);
// Our state
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
// Main loop
bool done = false;
int returnValue=0;
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();
returnValue = runApp();
if(returnValue != 255)
done = true;
// Rendering
ImGui::Render();
SDL_RenderSetScale(renderer, io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y);
SDL_SetRenderDrawColor(renderer, static_cast<Uint8>(clear_color.x * 255), static_cast<Uint8>(clear_color.y * 255), static_cast<Uint8>(clear_color.z * 255), static_cast<Uint8>(clear_color.w * 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 returnValue;
}