132a7d3240
- 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>
126 lines
3.3 KiB
C++
126 lines
3.3 KiB
C++
#include "app_base.h"
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#include "imgui.h"
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#include "imgui_impl_glfw.h"
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#include "imgui_impl_opengl3.h"
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#include "implot.h"
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#include <GLFW/glfw3.h>
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#include <cstdio>
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#ifdef TRACY_ENABLE
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#include "tracy/Tracy.hpp"
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#endif
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static void glfw_error_callback(int error, const char* description) {
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fprintf(stderr, "GLFW Error %d: %s\n", error, description);
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}
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namespace fn {
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int run_app(AppConfig config, std::function<void()> render_fn) {
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glfwSetErrorCallback(glfw_error_callback);
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if (!glfwInit()) {
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fprintf(stderr, "Failed to initialize GLFW\n");
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return 1;
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}
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// OpenGL 3.3 core
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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#ifdef __APPLE__
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glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
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#endif
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GLFWwindow* window = glfwCreateWindow(config.width, config.height, config.title, nullptr, nullptr);
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if (!window) {
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fprintf(stderr, "Failed to create GLFW window\n");
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glfwTerminate();
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return 1;
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}
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glfwMakeContextCurrent(window);
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glfwSwapInterval(config.vsync ? 1 : 0);
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// Setup ImGui
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IMGUI_CHECKVERSION();
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ImGui::CreateContext();
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ImPlot::CreateContext();
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ImGuiIO& io = ImGui::GetIO();
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io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;
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io.ConfigFlags |= ImGuiConfigFlags_DockingEnable;
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if (config.viewports) {
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io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable;
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}
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ImGui::StyleColorsDark();
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// When viewports are enabled, tweak WindowRounding/WindowBg so
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// platform windows look consistent with the main window
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if (config.viewports) {
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ImGuiStyle& style = ImGui::GetStyle();
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style.WindowRounding = 0.0f;
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style.Colors[ImGuiCol_WindowBg].w = 1.0f;
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}
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ImGui_ImplGlfw_InitForOpenGL(window, true);
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ImGui_ImplOpenGL3_Init("#version 330");
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// Main loop
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while (!glfwWindowShouldClose(window)) {
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glfwPollEvents();
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if (glfwGetWindowAttrib(window, GLFW_ICONIFIED)) {
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glfwWaitEvents();
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continue;
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}
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ImGui_ImplOpenGL3_NewFrame();
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ImGui_ImplGlfw_NewFrame();
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ImGui::NewFrame();
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render_fn();
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ImGui::Render();
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int display_w, display_h;
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glfwGetFramebufferSize(window, &display_w, &display_h);
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glViewport(0, 0, display_w, display_h);
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glClearColor(config.bg_r, config.bg_g, config.bg_b, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
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// Multi-viewport: update and render platform windows
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if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) {
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GLFWwindow* backup_ctx = glfwGetCurrentContext();
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ImGui::UpdatePlatformWindows();
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ImGui::RenderPlatformWindowsDefault();
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glfwMakeContextCurrent(backup_ctx);
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}
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glfwSwapBuffers(window);
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#ifdef TRACY_ENABLE
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FrameMark;
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#endif
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}
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// Cleanup
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ImGui_ImplOpenGL3_Shutdown();
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ImGui_ImplGlfw_Shutdown();
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ImPlot::DestroyContext();
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ImGui::DestroyContext();
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glfwDestroyWindow(window);
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glfwTerminate();
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return 0;
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}
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int run_app(std::function<void()> render_fn) {
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return run_app(AppConfig{}, render_fn);
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}
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} // namespace fn
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