// dear imgui: Platform Binding for SDL2 // This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..) // (Info: SDL2 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.) // Implemented features: // [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. // [X] Platform: Clipboard support. // [X] Platform: Keyboard arrays indexed using SDL_SCANCODE_* codes, e.g. ImGui::IsKeyPressed(SDL_SCANCODE_SPACE). // Missing features: // [ ] Platform: SDL2 handling of IME under Windows appears to be broken and it explicitly disable the regular Windows IME. You can restore Windows IME by compiling SDL with SDL_DISABLE_WINDOWS_IME. // [ ] Platform: Gamepad support (need to use SDL_GameController API to fill the io.NavInputs[] value when ImGuiConfigFlags_NavEnableGamepad is set). // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. // https://github.com/ocornut/imgui // CHANGELOG // (minor and older changes stripped away, please see git history for details) // 2018-08-01: Inputs: Workaround for Emscripten which doesn't seem to handle focus related calls. // 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor. // 2018-06-08: Misc: Extracted imgui_impl_sdl.cpp/.h away from the old combined SDL2+OpenGL/Vulkan examples. // 2018-06-08: Misc: ImGui_ImplSDL2_InitForOpenGL() now takes a SDL_GLContext parameter. // 2018-05-09: Misc: Fixed clipboard paste memory leak (we didn't call SDL_FreeMemory on the data returned by SDL_GetClipboardText). // 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag. // 2018-02-16: Inputs: Added support for mouse cursors, honoring ImGui::GetMouseCursor() value. // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. // 2018-02-06: Inputs: Added mapping for ImGuiKey_Space. // 2018-02-05: Misc: Using SDL_GetPerformanceCounter() instead of SDL_GetTicks() to be able to handle very high framerate (1000+ FPS). // 2018-02-05: Inputs: Keyboard mapping is using scancodes everywhere instead of a confusing mixture of keycodes and scancodes. // 2018-01-20: Inputs: Added Horizontal Mouse Wheel support. // 2018-01-19: Inputs: When available (SDL 2.0.4+) using SDL_CaptureMouse() to retrieve coordinates outside of client area when dragging. Otherwise (SDL 2.0.3 and before) testing for SDL_WINDOW_INPUT_FOCUS instead of SDL_WINDOW_MOUSE_FOCUS. // 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert. // 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1). // 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers. #include "imgui.h" #include "imgui_impl_sdl.h" // SDL // (the multi-viewports feature requires SDL features supported from SDL 2.0.5+) #include #include #define SDL_HAS_CAPTURE_MOUSE SDL_VERSION_ATLEAST(2,0,4) #define SDL_HAS_VULKAN SDL_VERSION_ATLEAST(2,0,6) #define SDL_HAS_MOUSE_FOCUS_CLICKTHROUGH SDL_VERSION_ATLEAST(2,0,5) #if !SDL_HAS_VULKAN static const Uint32 SDL_WINDOW_VULKAN = 0x10000000; #endif // Data static SDL_Window* g_Window = NULL; static Uint64 g_Time = 0; static bool g_MousePressed[3] = { false, false, false }; static SDL_Cursor* g_MouseCursors[ImGuiMouseCursor_COUNT] = { 0 }; static char* g_ClipboardTextData = NULL; static const char* ImGui_ImplSDL2_GetClipboardText(void*) { if (g_ClipboardTextData) SDL_free(g_ClipboardTextData); g_ClipboardTextData = SDL_GetClipboardText(); return g_ClipboardTextData; } static void ImGui_ImplSDL2_SetClipboardText(void*, const char* text) { SDL_SetClipboardText(text); } // 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. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. bool ImGui_ImplSDL2_ProcessEvent(SDL_Event* event) { ImGuiIO& io = ImGui::GetIO(); switch (event->type) { case SDL_MOUSEWHEEL: { if (event->wheel.x > 0) io.MouseWheelH += 1; if (event->wheel.x < 0) io.MouseWheelH -= 1; if (event->wheel.y > 0) io.MouseWheel += 1; if (event->wheel.y < 0) io.MouseWheel -= 1; return true; } case SDL_MOUSEBUTTONDOWN: { if (event->button.button == SDL_BUTTON_LEFT) g_MousePressed[0] = true; if (event->button.button == SDL_BUTTON_RIGHT) g_MousePressed[1] = true; if (event->button.button == SDL_BUTTON_MIDDLE) g_MousePressed[2] = true; return true; } case SDL_TEXTINPUT: { io.AddInputCharactersUTF8(event->text.text); return true; } case SDL_KEYDOWN: case SDL_KEYUP: { int key = event->key.keysym.scancode; IM_ASSERT(key >= 0 && key < IM_ARRAYSIZE(io.KeysDown)); io.KeysDown[key] = (event->type == SDL_KEYDOWN); io.KeyShift = ((SDL_GetModState() & KMOD_SHIFT) != 0); io.KeyCtrl = ((SDL_GetModState() & KMOD_CTRL) != 0);
import binascii

from cryptography.hazmat.backends.openssl.backend import backend
from cryptography.hazmat.primitives.ciphers import algorithms, base, modes


def encrypt(mode, key, iv, plaintext):
    cipher = base.Cipher(
        algorithms.IDEA(binascii.unhexlify(key)),
        mode(binascii.unhexlify(iv)),
        backend
    )
    encryptor = cipher.encryptor()
    ct = encryptor.update(binascii.unhexlify(plaintext))
    ct += encryptor.finalize()
    return binascii.hexlify(ct)


def build_vectors(mode, filename):
    with open(filename, "r") as f:
        vector_file = f.read().splitlines()

    count = 0
    output = []
    key = None
    iv = None
    plaintext = None
    for line in vector_file:
        line = line.strip()
        if line.startswith("KEY"):
            if count != 0:
                output.append("CIPHERTEXT = {0}".format(
                    encrypt(mode, key, iv, plaintext))
                )
            output.append("\nCOUNT = {0}".format(count))
            count += 1
            name, key = line.split(" = ")
            output.append("KEY = {0}".format(key))
        elif line.startswith("IV"):
            name, iv = line.split(" = ")
            iv = iv[0:16]
            output.append("IV = {0}".format(iv))
        elif line.startswith("PLAINTEXT"):
            name, plaintext = line.split(" = ")
            output.append("PLAINTEXT = {0}".format(plaintext))

    output.append("CIPHERTEXT = {0}".format(encrypt(mode, key, iv, plaintext)))
    return "\n".join(output)


def write_file(data, filename):
    with open(filename, "w") as f:
        f.write(data)

CBC_PATH = "tests/hazmat/primitives/vectors/ciphers/AES/CBC/CBCMMT128.rsp"
write_file(build_vectors(modes.CBC, CBC_PATH), "idea-cbc.txt")
OFB_PATH = "tests/hazmat/primitives/vectors/ciphers/AES/OFB/OFBMMT128.rsp"
write_file(build_vectors(modes.OFB, OFB_PATH), "idea-ofb.txt")
CFB_PATH = "tests/hazmat/primitives/vectors/ciphers/AES/CFB/CFB128MMT128.rsp"
write_file(build_vectors(modes.CFB, CFB_PATH), "idea-cfb.txt")