put_complete_file_contents("main.cpp", """ #include #include #include """) put_complete_file_contents("test.py", """ def hello_world(): print("Hello, world!") return 42 """) function_with_triple_quotes("""This is a test with multiple lines of text""") mixed_quotes_function("single quotes", """triple quoted multiline content""", 'another single quote') put_complete_file_contents("complex.json", """ { "name": "test", "values": [1, 2, 3], "nested": { "property": "value" } } """) put_complete_file_contents("main.cpp", """ #include #include void framebuffer_size_callback(GLFWwindow* window, int width, int height); void processInput(GLFWwindow *window); // settings const unsigned int SCR_WIDTH = 800; const unsigned int SCR_HEIGHT = 600; int main() { // glfw: initialize and configure glfwInit(); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); #ifdef __APPLE__ glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); #endif // glfw window creation GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL); if (window == NULL) { std::cout << "Failed to create GLFW window" << std::endl; glfwTerminate(); return -1; } glfwMakeContextCurrent(window); glfwSetFramebufferSizeCallback(window, framebuffer_size_callback); // glad: load all OpenGL function pointers // gladLoadGLLoader((GLADloadproc)glfwGetProcAddress); // if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) // { // std::cout << "Failed to initialize GLAD" << std::endl; // return -1; // } // render loop while (!glfwWindowShouldClose(window)) { // input processInput(window); // render glClearColor(0.2f, 0.3f, 0.3f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); // glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.) glfwSwapBuffers(window); glfwPollEvents(); } // glfw: terminate, clearing all previously allocated GLFW resources. glfwTerminate(); return 0; } // process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly void processInput(GLFWwindow *window) { if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) glfwSetWindowShouldClose(window, true); } // glfw: whenever the window size changed (by OS or user resize) this callback function executes void framebuffer_size_callback(GLFWwindow* window, int width, int height) { // make sure the viewport matches the new window dimensions; note that width and // height will be significantly larger than specified on retina displays. glViewport(0, 0, width, height); } """)