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ImGuiWrapper.cpp
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#include "imgui.h"
#include "imgui_impl_dx9.h"
#include "imgui_impl_win32.h"
#include <d3d9.h>
#include <tchar.h>
#include <String>
#include "imgui_stdlib.h"
#include "MultiVaultHandler.h"
#include <iostream>
#include "MultiVaultHandler.h"
#include <shlobj.h>
#include <shlwapi.h>
#include <objbase.h>
#include <cctype>
#include <iomanip>
#include <sstream>
#include <string>
static LPDIRECT3D9 g_pD3D = NULL;
static LPDIRECT3DDEVICE9 g_pd3dDevice = NULL;
static D3DPRESENT_PARAMETERS g_d3dpp = {};
// Forward declarations of helper functions
bool CreateDeviceD3D_(HWND hWnd);
void CleanupDeviceD3D_();
void ResetDevice_();
//GLOBAL VARIABLES
std::string user_search_text;
std::vector<obsidian_result> searchResults = {};
LRESULT WINAPI WndProc_(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
WNDCLASSEXW wc;
HWND hwnd;
ImGuiIO io;
// https://stackoverflow.com/questions/154536/encode-decode-urls-in-c
std::string url_encode(const std::string &value) {
std::ostringstream escaped;
escaped.fill('0');
escaped << std::hex;
for (std::string::const_iterator i = value.begin(), n = value.end(); i != n; ++i) {
std::string::value_type c = (*i);
// Keep alphanumeric and other accepted characters intact
if (isalnum(c) || c == '-' || c == '_' || c == '.' || c == '~') {
escaped << c;
continue;
}
// Any other characters are percent-encoded
escaped << std::uppercase;
escaped << '%' << std::setw(2) << int((unsigned char) c);
escaped << std::nouppercase;
}
return escaped.str();
}
void render_dear_imgui_with_obsidian(MultiVaultHandler *obsidian_handle) {
// this links the dear imgui window with the obsidian instance (logic)
ImGui::SetNextWindowSize(ImVec2(500, 500));
ImGui::SetNextWindowPos(ImVec2(0, 0));
ImGui::Begin("Obsidian MultiVault Search", NULL, ImGuiWindowFlags_NoCollapse |
ImGuiWindowFlags_NoResize | ImGuiCond_FirstUseEver);
ImGui::InputText("Search Term", &user_search_text);
// TODO: this needs a way better interface, e.g memory leaks
if (ImGui::Button("Search")) {
searchResults = obsidian_handle->searchForHashtags(
user_search_text); // problem this result might go out of scope
}
if (ImGui::Button("Set Path")) {
obsidian_handle->addFolderPath();
}
for (const auto &result: obsidian_handle->getResults()) {
auto multiple_results = result.second;
for (const auto &single_entry: multiple_results) {
ImGui::Text(single_entry.hashtag.c_str());
ImGui::Text(single_entry.path.c_str());
}
}
ImGui::End();
// Second window for the vault paths
ImGui::SetNextWindowPos(ImVec2(0, 500));
ImGui::SetNextWindowSize(ImVec2(500, 500));
ImGui::Begin("Vault Paths", NULL, ImGuiWindowFlags_NoCollapse |
ImGuiWindowFlags_NoResize | ImGuiCond_FirstUseEver);
for (auto const &path: obsidian_handle->getVaultPaths()) {
// is this bad code?
std::string string_path = path.string();
const char *text_pointer = string_path.c_str();
if(ImGui::Button(text_pointer)){
obsidian_handle->deletePath(path);
}
}
//ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate,
//ImGui::GetIO().Framerate);
ImGui::End();
ImGui::SetNextWindowPos(ImVec2(500, 0));
ImGui::SetNextWindowSize(ImVec2(500, 500));
ImGui::Begin("Results", NULL, ImGuiWindowFlags_NoCollapse |
ImGuiWindowFlags_NoResize | ImGuiCond_FirstUseEver);
for (auto const &single_result: searchResults) {
std::string button_text = single_result.path;
button_text += "in line " + single_result.line_number;
if (ImGui::Button(button_text.c_str())) {
//std::string command_to_open = "start obsidian://open?file=" + single_result.path;
std::string command_to_open = "%windir%\\explorer.exe /select, "+ single_result.path ;
std::cout << "User pressed " << command_to_open << single_result.path << std::endl;
system(command_to_open.c_str());
}
}
ImGui::End();
}
int create_dear_imgui() {
// Create application window
//ImGui_ImplWin32_EnableDpiAwareness();
wc = {sizeof(wc), CS_CLASSDC, WndProc_, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL,
L"Obsidian Multi Vault Search", NULL};
::RegisterClassExW(&wc);
hwnd = ::CreateWindowW(wc.lpszClassName, L"Obsidian Multi Vault Search", WS_OVERLAPPEDWINDOW, 100, 100, 800,
600, NULL, NULL, wc.hInstance, NULL);
// Initialize Direct3D
if (!CreateDeviceD3D_(hwnd)) {
CleanupDeviceD3D_();
::UnregisterClassW(wc.lpszClassName, wc.hInstance);
return 1;
}
// Show the window
::ShowWindow(hwnd, SW_SHOWDEFAULT);
::UpdateWindow(hwnd);
// Setup Dear ImGui context
IMGUI_CHECKVERSION();
ImGui::CreateContext();
io = ImGui::GetIO();
(void) io;
io.ConfigWindowsMoveFromTitleBarOnly = true;
//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_ImplWin32_Init(hwnd);
ImGui_ImplDX9_Init(g_pd3dDevice);
// TODO change window size
return 0;
}
int stop_dear_imgui() {
ImGui_ImplDX9_Shutdown();
ImGui_ImplWin32_Shutdown();
ImGui::DestroyContext();
CleanupDeviceD3D_();
::DestroyWindow(hwnd);
::UnregisterClassW(wc.lpszClassName, wc.hInstance);
std::cout << "Ending Programm now" << std::endl;
return 0;
}
void render_dear_imgui(bool *done, MultiVaultHandler *obsidian_handle) {
// function to handle rendering everything is copied from the example
//
// Poll and handle messages (inputs, window resize, etc.)
// See the WndProc_() function below for our to dispatch events to the Win32 backend.
MSG msg;
while (::PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE)) {
::TranslateMessage(&msg);
::DispatchMessage(&msg);
if (msg.message == WM_QUIT)
// USER Closes the app delete more stuff otherwise this will leak memory
*done = true;
}
// Start the Dear ImGui frame
ImGui_ImplDX9_NewFrame();
ImGui_ImplWin32_NewFrame();
ImGui::NewFrame();
render_dear_imgui_with_obsidian(obsidian_handle);
// Rendering
ImGui::EndFrame();
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE);
D3DCOLOR clear_col_dx = D3DCOLOR_RGBA((int) (clear_color.x * clear_color.w * 255.0f),
(int) (clear_color.y * clear_color.w * 255.0f),
(int) (clear_color.z * clear_color.w * 255.0f),
(int) (clear_color.w * 255.0f));
g_pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, clear_col_dx, 1.0f, 0);
if (g_pd3dDevice->BeginScene() >= 0) {
ImGui::Render();
ImGui_ImplDX9_RenderDrawData(ImGui::GetDrawData());
g_pd3dDevice->EndScene();
}
HRESULT result = g_pd3dDevice->Present(NULL, NULL, NULL, NULL);
// Handle loss of D3D9 device
if (result == D3DERR_DEVICELOST && g_pd3dDevice->TestCooperativeLevel() == D3DERR_DEVICENOTRESET)
ResetDevice_();
}
bool CreateDeviceD3D_(HWND hWnd) {
if ((g_pD3D = Direct3DCreate9(D3D_SDK_VERSION)) == NULL)
return false;
// Create the D3DDevice
ZeroMemory(&g_d3dpp, sizeof(g_d3dpp));
g_d3dpp.Windowed = TRUE;
g_d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
g_d3dpp.BackBufferFormat = D3DFMT_UNKNOWN; // Need to use an explicit format with alpha if needing per-pixel alpha composition.
g_d3dpp.EnableAutoDepthStencil = TRUE;
g_d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
g_d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_ONE; // Present with vsync
//g_d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; // Present without vsync, maximum unthrottled framerate
if (g_pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd, D3DCREATE_HARDWARE_VERTEXPROCESSING, &g_d3dpp,
&g_pd3dDevice) < 0)
return false;
return true;
}
void CleanupDeviceD3D_() {
if (g_pd3dDevice) {
g_pd3dDevice->Release();
g_pd3dDevice = NULL;
}
if (g_pD3D) {
g_pD3D->Release();
g_pD3D = NULL;
}
}
void ResetDevice_() {
ImGui_ImplDX9_InvalidateDeviceObjects();
HRESULT hr = g_pd3dDevice->Reset(&g_d3dpp);
if (hr == D3DERR_INVALIDCALL)
IM_ASSERT(0);
ImGui_ImplDX9_CreateDeviceObjects();
}
// Forward declare message handler from imgui_impl_win32.cpp
extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
// Win32 message handler
// 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.
LRESULT WINAPI WndProc_(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) {
if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
return true;
switch (msg) {
case WM_SIZE:
if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED) {
g_d3dpp.BackBufferWidth = LOWORD(lParam);
g_d3dpp.BackBufferHeight = HIWORD(lParam);
ResetDevice_();
}
return 0;
case WM_SYSCOMMAND:
if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
return 0;
break;
case WM_DESTROY:
::PostQuitMessage(0);
return 0;
}
return ::DefWindowProcW(hWnd, msg, wParam, lParam);
}