feat(framework): assets/ subfolder para distribuibles read-only
Refina la convencion de layout: el top de cada app distribuible solo lleva el .exe + DLLs nativas; todo lo demas (TTFs, enrichers, runtime Python, MCP servers) vive en <exe_dir>/assets/. Cambios: - cpp/CMakeLists.txt::add_imgui_app — copia las 5 TTFs (Karla, Roboto, DroidSans, Cousine, tabler-icons) a $<TARGET_FILE_DIR>/assets/ en lugar de junto al exe. - framework/app_base: nuevas funciones fn::asset_dir() y fn::asset_path(name) que resuelven a <exe_dir>/assets/<name>. - functions/core/icon_font.cpp::find_asset — anade fn::asset_path(filename) como PRIMERA ruta de busqueda, antes de las legacy ./<file> y ./assets/<file>. Mantiene los fallbacks para dev (FN_ASSETS_DIR, FN_CPP_ROOT). - .claude/commands/compile.md — el deploy a Desktop pone TTFs + enrichers/ + runtime/ + gx-cli en <DEST>/assets/. Solo .exe y DLLs nativas (duckdb.dll) quedan en el top. local_files/ se preserva si existe. Layout final: Desktop/apps/<APP>/ ├── <APP>.exe + *.dll (binario + DLLs Windows) ├── assets/ (read-only distribuible) │ ├── *.ttf, enrichers/, runtime/, gx-cli, ... └── local_files/ (per-PC, creado al primer arranque) Esto cierra la separacion conceptual de la convencion: la carpeta es trivial de zippear (solo .exe + assets/), el reset/sync es trivial (local_files/), y todas las apps del registry adoptan el mismo layout via fn_framework. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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+17
-8
@@ -154,8 +154,11 @@ add_library(fn_framework STATIC
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functions/core/panel_menu.cpp
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functions/core/layouts_menu.cpp
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functions/core/app_menubar.cpp
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functions/core/logger.cpp
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functions/core/log_window.cpp
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functions/gfx/gl_loader.cpp
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functions/core/layout_storage.cpp
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functions/core/selectable_text.cpp
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)
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target_include_directories(fn_framework PUBLIC
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${CMAKE_CURRENT_SOURCE_DIR}/framework
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@@ -194,25 +197,31 @@ function(add_imgui_app target)
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target_include_directories(${target} PRIVATE
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${FN_CPP_ROOT_DIR}/functions
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)
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# Copia las fuentes junto al ejecutable para deploys autonomos (sin
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# FN_CPP_ROOT en runtime). 4 TTFs vectoriales para el menu Settings + Tabler
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# para los iconos TI_*.
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# Convencion de layout (cpp_apps.md §7):
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# <exe_dir>/<app>.exe + <app>.dll (binario + DLLs Windows convention)
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# <exe_dir>/assets/ (read-only: ttfs, enrichers, runtime, etc.)
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# <exe_dir>/local_files/ (creado en runtime: ini, db, projects)
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#
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# add_imgui_app copia las TTFs a <exe_dir>/assets/. La app las
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# encuentra en runtime via fn::asset_path() (icon_font.cpp).
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set(_ASSETS_DIR $<TARGET_FILE_DIR:${target}>/assets)
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add_custom_command(TARGET ${target} POST_BUILD
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COMMAND ${CMAKE_COMMAND} -E make_directory ${_ASSETS_DIR}
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COMMAND ${CMAKE_COMMAND} -E copy_if_different
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${FN_CPP_ROOT_DIR}/vendor/imgui/misc/fonts/Karla-Regular.ttf
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$<TARGET_FILE_DIR:${target}>/Karla-Regular.ttf
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${_ASSETS_DIR}/Karla-Regular.ttf
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COMMAND ${CMAKE_COMMAND} -E copy_if_different
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${FN_CPP_ROOT_DIR}/vendor/imgui/misc/fonts/Roboto-Medium.ttf
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$<TARGET_FILE_DIR:${target}>/Roboto-Medium.ttf
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${_ASSETS_DIR}/Roboto-Medium.ttf
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COMMAND ${CMAKE_COMMAND} -E copy_if_different
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${FN_CPP_ROOT_DIR}/vendor/imgui/misc/fonts/DroidSans.ttf
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$<TARGET_FILE_DIR:${target}>/DroidSans.ttf
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${_ASSETS_DIR}/DroidSans.ttf
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COMMAND ${CMAKE_COMMAND} -E copy_if_different
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${FN_CPP_ROOT_DIR}/vendor/imgui/misc/fonts/Cousine-Regular.ttf
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$<TARGET_FILE_DIR:${target}>/Cousine-Regular.ttf
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${_ASSETS_DIR}/Cousine-Regular.ttf
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COMMAND ${CMAKE_COMMAND} -E copy_if_different
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${FN_CPP_ROOT_DIR}/vendor/tabler-icons/tabler-icons.ttf
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$<TARGET_FILE_DIR:${target}>/tabler-icons.ttf
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${_ASSETS_DIR}/tabler-icons.ttf
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VERBATIM
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)
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endfunction()
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@@ -106,6 +106,30 @@ const char* local_path(const char* name) {
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return buf.c_str();
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}
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namespace {
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const std::string& asset_dir_ref() {
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static std::string cached;
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static bool inited = false;
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if (inited) return cached;
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const std::string& edir = exe_dir_ref();
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cached = edir.empty() ? std::string("assets") : edir + "/assets";
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inited = true;
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return cached;
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}
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} // namespace
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const char* asset_dir() { return asset_dir_ref().c_str(); }
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const char* asset_path(const char* name) {
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static thread_local std::string buf;
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buf = asset_dir_ref();
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if (name && *name) {
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if (!buf.empty() && buf.back() != '/' && buf.back() != '\\') buf += '/';
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buf += name;
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}
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return buf.c_str();
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}
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void migrate_to_local_files(const char* const* names, std::size_t n) {
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if (!names || n == 0) return;
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const std::string& ldir = local_dir_ref();
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@@ -68,6 +68,15 @@ const char* local_dir();
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// proxima llamada — copia el valor si vas a guardarlo.
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const char* local_path(const char* name);
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// Devuelve `<exe_dir>/assets/` — read-only sidecar shipped con la
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// app (ttfs, enrichers, runtime Python, etc.). NO crea la carpeta;
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// si no existe, la app debe fallback a buscar los assets en
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// FN_CPP_ROOT u otras rutas. Sin trailing slash.
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const char* asset_dir();
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// Construye `<asset_dir>/<name>`. Mismo lifetime que local_path.
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const char* asset_path(const char* name);
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// Mueve los archivos listados de cwd o exe_dir a local_files/ si
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// existen ahi pero NO existen ya en local_files/. Idempotente. Las
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// apps lo llaman al iniciar para migrar instalaciones viejas.
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@@ -1,6 +1,7 @@
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#include "icon_font.h"
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#include "app_settings.h"
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#include "../../framework/app_base.h"
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#include "imgui.h"
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#include <cstdio>
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@@ -25,13 +26,18 @@ bool file_exists(const char* path) {
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return false;
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}
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// Busca un asset (TTF) en las rutas estandar del registry. Devuelve la primera
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// Busca un asset (TTF) en las rutas estandar. Devuelve la primera
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// ruta valida o vacio.
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//
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// Orden: ./<filename> → ./assets/<filename> → $FN_ASSETS_DIR/<filename>
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// → ${FN_CPP_ROOT}/<repo_subpath>
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// Orden:
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// 1. fn::asset_path(filename) <exe_dir>/assets/<filename>
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// 2. ./<filename> cwd directo (legacy)
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// 3. ./assets/<filename> cwd subdir (legacy / dev)
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// 4. $FN_ASSETS_DIR/<filename> override env
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// 5. ${FN_CPP_ROOT}/<repo_subpath> fuente del repo (dev sin build)
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std::string find_asset(const char* filename, const char* repo_subpath) {
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std::string p;
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p = fn::asset_path(filename); if (file_exists(p.c_str())) return p;
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p = std::string("./") + filename; if (file_exists(p.c_str())) return p;
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p = std::string("./assets/") + filename; if (file_exists(p.c_str())) return p;
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if (const char* env = std::getenv("FN_ASSETS_DIR")) {
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