Files
fn_registry/cpp/framework/app_base.cpp
T
egutierrez 32f892c656 feat: add multi-viewport support and SQLite amalgamation to C++ framework
- AppConfig.viewports flag para ventanas OS reales fuera del main window
- Multi-viewport render loop en app_base.cpp (UpdatePlatformWindows)
- SQLite amalgamation vendoreada para Windows cross-compile
- LANGUAGES C CXX en CMakeLists para compilar sqlite3.c
- Fix pie_chart.cpp para nueva API de ImPlot (PlotPieChart sin flags arg)
- imgui.ini añadido a gitignore

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-08 01:17:50 +02:00

126 lines
3.3 KiB
C++

#include "app_base.h"
#include "imgui.h"
#include "imgui_impl_glfw.h"
#include "imgui_impl_opengl3.h"
#include "implot.h"
#include <GLFW/glfw3.h>
#include <cstdio>
#ifdef TRACY_ENABLE
#include "tracy/Tracy.hpp"
#endif
static void glfw_error_callback(int error, const char* description) {
fprintf(stderr, "GLFW Error %d: %s\n", error, description);
}
namespace fn {
int run_app(AppConfig config, std::function<void()> render_fn) {
glfwSetErrorCallback(glfw_error_callback);
if (!glfwInit()) {
fprintf(stderr, "Failed to initialize GLFW\n");
return 1;
}
// OpenGL 3.3 core
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
GLFWwindow* window = glfwCreateWindow(config.width, config.height, config.title, nullptr, nullptr);
if (!window) {
fprintf(stderr, "Failed to create GLFW window\n");
glfwTerminate();
return 1;
}
glfwMakeContextCurrent(window);
glfwSwapInterval(config.vsync ? 1 : 0);
// Setup ImGui
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImPlot::CreateContext();
ImGuiIO& io = ImGui::GetIO();
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable;
if (config.viewports) {
io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable;
}
ImGui::StyleColorsDark();
// When viewports are enabled, tweak WindowRounding/WindowBg so
// platform windows look consistent with the main window
if (config.viewports) {
ImGuiStyle& style = ImGui::GetStyle();
style.WindowRounding = 0.0f;
style.Colors[ImGuiCol_WindowBg].w = 1.0f;
}
ImGui_ImplGlfw_InitForOpenGL(window, true);
ImGui_ImplOpenGL3_Init("#version 330");
// Main loop
while (!glfwWindowShouldClose(window)) {
glfwPollEvents();
if (glfwGetWindowAttrib(window, GLFW_ICONIFIED)) {
glfwWaitEvents();
continue;
}
ImGui_ImplOpenGL3_NewFrame();
ImGui_ImplGlfw_NewFrame();
ImGui::NewFrame();
render_fn();
ImGui::Render();
int display_w, display_h;
glfwGetFramebufferSize(window, &display_w, &display_h);
glViewport(0, 0, display_w, display_h);
glClearColor(config.bg_r, config.bg_g, config.bg_b, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
// Multi-viewport: update and render platform windows
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) {
GLFWwindow* backup_ctx = glfwGetCurrentContext();
ImGui::UpdatePlatformWindows();
ImGui::RenderPlatformWindowsDefault();
glfwMakeContextCurrent(backup_ctx);
}
glfwSwapBuffers(window);
#ifdef TRACY_ENABLE
FrameMark;
#endif
}
// Cleanup
ImGui_ImplOpenGL3_Shutdown();
ImGui_ImplGlfw_Shutdown();
ImPlot::DestroyContext();
ImGui::DestroyContext();
glfwDestroyWindow(window);
glfwTerminate();
return 0;
}
int run_app(std::function<void()> render_fn) {
return run_app(AppConfig{}, render_fn);
}
} // namespace fn