f1a5e04d4f
Logger global thread-safe con ring buffer in-memory de 2000 entradas + escritura opcional a archivo. log_window flotante consume el ring buffer con filtros por nivel, busqueda y autoscroll; se abre desde Settings -> Logs en la menubar. selectable_text cubre el patron drag-to-select + Ctrl+C en cualquier ventana. app_menubar y framework run_app integran log_window_render() en el frame loop. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
536 lines
18 KiB
C++
536 lines
18 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 "implot3d.h"
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#include "core/tokens.h"
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#include "core/icon_font.h"
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#include "core/app_settings.h"
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#include "core/app_about.h"
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#include "core/app_menubar.h"
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#include "core/fps_overlay.h"
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#include "core/logger.h"
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#include "core/log_window.h"
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#include "gfx/gl_loader.h"
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#include <GLFW/glfw3.h>
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#include <cstdio>
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#include <cstring>
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#include <filesystem>
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#include <string>
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#include <sys/stat.h>
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#ifdef _WIN32
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#ifndef WIN32_LEAN_AND_MEAN
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#define WIN32_LEAN_AND_MEAN
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#endif
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#include <windows.h>
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#else
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#include <unistd.h>
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#endif
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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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// ============================================================================
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// Local files
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// ============================================================================
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namespace {
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std::string compute_exe_dir() {
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#ifdef _WIN32
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wchar_t buf[MAX_PATH * 2];
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DWORD n = GetModuleFileNameW(nullptr, buf,
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(DWORD)(sizeof(buf) / sizeof(buf[0])));
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if (n == 0 || n >= sizeof(buf)/sizeof(buf[0])) return "";
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int u8n = WideCharToMultiByte(CP_UTF8, 0, buf, (int)n,
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nullptr, 0, nullptr, nullptr);
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std::string out(u8n, 0);
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WideCharToMultiByte(CP_UTF8, 0, buf, (int)n, out.data(), u8n,
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nullptr, nullptr);
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size_t slash = out.find_last_of("/\\");
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return (slash == std::string::npos) ? "" : out.substr(0, slash);
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#else
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char buf[4096];
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ssize_t n = readlink("/proc/self/exe", buf, sizeof(buf) - 1);
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if (n <= 0) return "";
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buf[n] = 0;
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std::string out(buf);
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size_t slash = out.find_last_of('/');
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return (slash == std::string::npos) ? "" : out.substr(0, slash);
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#endif
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}
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const std::string& exe_dir_ref() {
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static std::string cached = compute_exe_dir();
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return cached;
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}
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const std::string& local_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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if (edir.empty()) {
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cached = "local_files"; // fallback: relativo al cwd
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} else {
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cached = edir + "/local_files";
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}
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std::error_code ec;
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std::filesystem::create_directories(cached, ec);
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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* exe_dir() { return exe_dir_ref().c_str(); }
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const char* local_dir() { return local_dir_ref().c_str(); }
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const char* local_path(const char* name) {
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static thread_local std::string buf;
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buf = local_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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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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const std::string& edir = exe_dir_ref();
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for (std::size_t i = 0; i < n; ++i) {
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const char* name = names[i];
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if (!name || !*name) continue;
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std::string dst = ldir + "/" + name;
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struct stat st{};
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if (::stat(dst.c_str(), &st) == 0) continue; // ya existe en local
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// Buscar en exe_dir y en cwd. Mover el primero que aparezca.
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std::string cands[] = {
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edir.empty() ? std::string() : (edir + "/" + name),
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std::string(name),
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};
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for (const auto& src : cands) {
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if (src.empty() || src == dst) continue;
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if (::stat(src.c_str(), &st) != 0) continue;
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std::error_code ec;
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std::filesystem::rename(src, dst, ec);
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if (ec) {
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// Cross-device o permisos — fallback a copy + remove.
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std::filesystem::copy(src, dst,
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std::filesystem::copy_options::recursive |
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std::filesystem::copy_options::overwrite_existing, ec);
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if (!ec) std::filesystem::remove_all(src, ec);
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}
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std::fprintf(stdout,
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"[local_files] migrado: %s -> %s\n",
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src.c_str(), dst.c_str());
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break;
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}
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}
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}
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int run_app(AppConfig config, std::function<void()> render_fn) {
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// Logger primero para capturar fallos del propio init (GLFW, ventana, GL).
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if (config.log.file_path != nullptr) {
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fn_log::logger_init(
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config.log.file_path,
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static_cast<fn_log::Level>(config.log.level));
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fn_log::log_info("app start: %s", config.title ? config.title : "(no title)");
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}
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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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fn_log::log_error("GLFW init failed");
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if (config.log.file_path != nullptr) fn_log::logger_close();
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return 1;
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}
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// OpenGL 4.3 core (issue 0049b) — habilita compute shaders, SSBOs, image
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// load/store, atomic counters y debug output. Backward-compatible con
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// shaders #version 330 y con todo lo escrito para 3.3 core.
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
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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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glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
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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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fn_log::log_error("GLFW createWindow failed (%dx%d)", config.width, config.height);
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if (config.log.file_path != nullptr) fn_log::logger_close();
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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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// Carga punteros a funciones GL >= 2.0 si la app lo pide. En Linux es
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// no-op; en Windows usa wglGetProcAddress (requiere ctx GL activo).
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if (config.init_gl_loader) {
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if (!fn::gfx::gl_loader_init()) {
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fprintf(stderr, "Failed to initialize GL function loader\n");
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fn_log::log_error("gl_loader_init failed");
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if (config.log.file_path != nullptr) fn_log::logger_close();
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glfwDestroyWindow(window);
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glfwTerminate();
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return 1;
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}
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}
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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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ImPlot3D::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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// Convencion local_files: imgui.ini y app_settings.ini viven en
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// <exe_dir>/local_files/. Migra automaticamente desde el cwd o
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// exe_dir si vienen de una version previa.
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{
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static const char* legacy_names[] = {"imgui.ini", "app_settings.ini"};
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migrate_to_local_files(legacy_names,
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sizeof(legacy_names) / sizeof(legacy_names[0]));
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}
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static std::string s_imgui_ini = local_path("imgui.ini");
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io.IniFilename = s_imgui_ini.c_str();
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// Lee app_settings.ini (font_id, font_size_px, show_fps) antes de cargar
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// fuentes. Si no existe el .ini, los defaults se aplican.
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fn_ui::settings_load();
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// Registra info de la ventana About si la app la proveyo en AppConfig.
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if (config.about.name != nullptr) {
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fn_ui::about_window_set_info(
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config.about.name,
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config.about.version ? config.about.version : "",
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config.about.description ? config.about.description : "");
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}
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// Texto vectorial (Karla / Roboto / DroidSans / Cousine, segun settings)
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// + iconos Tabler mergeados al mismo tamaño en el mismo ImFont.
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fn_ui::load_fonts_from_settings();
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// ImGui 1.92+ usa style.FontSizeBase como tamaño activo (escalable sin
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// rebuild de atlas). Inicializa al valor del .ini para que el primer
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// frame ya respete el setting.
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{
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ImGuiStyle& style = ImGui::GetStyle();
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style.FontSizeBase = fn_ui::settings().font_size_px;
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style._NextFrameFontSizeBase = style.FontSizeBase;
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}
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if (config.viewports) {
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io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable;
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}
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// Identidad visual — ver cpp/DESIGN_SYSTEM.md
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switch (config.theme) {
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case ThemeMode::FnDark: fn_tokens::apply_dark_theme(); break;
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case ThemeMode::ImGuiDark: ImGui::StyleColorsDark(); break;
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case ThemeMode::ImGuiLight: ImGui::StyleColorsLight(); break;
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case ThemeMode::None: break;
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}
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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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// Tamaño de fuente: aplica via style.FontSizeBase cada frame. Cambios
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// se ven al instante (ImGui 1.92+ escala el atlas dinamicamente, no
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// hace falta rebuild).
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ImGuiStyle& style = ImGui::GetStyle();
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if (style.FontSizeBase != fn_ui::settings().font_size_px) {
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style.FontSizeBase = fn_ui::settings().font_size_px;
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style._NextFrameFontSizeBase = style.FontSizeBase; // FIXME-ImGui hack
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}
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// Cambio de fuente (font_id): rebuild atlas. ImGui_ImplOpenGL3
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// refresca la GPU texture via UpdateTexture en RenderDrawData.
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if (fn_ui::settings_consume_font_dirty()) {
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fn_ui::load_fonts_from_settings();
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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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// Menubar canonica (View / Layouts / Settings / About) si la app la
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// configuro en AppConfig. Se renderiza ANTES del render_fn para que
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// el render_fn pueda hacer DockSpaceOverViewport debajo.
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if (config.panels != nullptr || config.layouts_cb != nullptr ||
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(bool)config.view_extras) {
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// Adapter: std::function<bool()> -> ViewMenuExtrasFn(void*).
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fn_ui::ViewMenuExtrasFn extras_fn = nullptr;
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void* extras_user = nullptr;
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if ((bool)config.view_extras) {
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extras_fn = [](void* ud) -> bool {
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auto* fn_ptr = static_cast<std::function<bool()>*>(ud);
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return (*fn_ptr) ? (*fn_ptr)() : false;
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};
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extras_user = (void*)&config.view_extras;
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}
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fn_ui::app_menubar(config.panels, config.panel_count,
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config.layouts_cb, extras_fn, extras_user);
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}
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render_fn();
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// Ventana de Settings (no-op si esta cerrada).
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fn_ui::settings_window_render();
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// Ventana de Logs (no-op si esta cerrada).
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fn_ui::log_window_render();
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// Ventana About (no-op si esta cerrada).
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fn_ui::about_window_render();
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// FPS overlay si esta activado en Settings.
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if (fn_ui::settings().show_fps) {
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fps_overlay();
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}
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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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// Persiste settings al exit (idempotente con auto-saves del menu).
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fn_ui::settings_save();
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// Cierra el archivo de log (si la app lo abrio).
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if (config.log.file_path != nullptr) {
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fn_log::log_info("app exit");
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fn_log::logger_close();
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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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ImPlot3D::DestroyContext();
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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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#ifdef IMGUI_ENABLE_TEST_ENGINE
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#include "imgui_te_engine.h"
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#include "imgui_te_ui.h"
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#include "imgui_te_context.h"
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#include "imgui_te_exporters.h"
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namespace fn {
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int run_app_test(AppConfig config,
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std::function<void()> render_fn,
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std::function<void(::ImGuiTestEngine*)> register_tests,
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const char* filter) {
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if (!register_tests) {
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fprintf(stderr, "run_app_test: register_tests callback is null\n");
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return 1;
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}
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glfwSetErrorCallback(glfw_error_callback);
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if (!glfwInit()) { fprintf(stderr, "GLFW init failed\n"); return 1; }
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
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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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glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
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GLFWwindow* window = glfwCreateWindow(
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config.width, config.height,
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config.title ? config.title : "fn_test", nullptr, nullptr);
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if (!window) { glfwTerminate(); fprintf(stderr, "createWindow failed\n"); return 1; }
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glfwMakeContextCurrent(window);
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glfwSwapInterval(0); // tests run as fast as possible — no vsync
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if (config.init_gl_loader) {
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if (!fn::gfx::gl_loader_init()) {
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glfwDestroyWindow(window); glfwTerminate();
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fprintf(stderr, "gl_loader_init failed\n"); return 1;
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}
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}
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IMGUI_CHECKVERSION();
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ImGui::CreateContext();
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ImPlot::CreateContext();
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ImPlot3D::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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// No viewports in tests — the engine drives the main window only.
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io.IniFilename = nullptr; // tests don't persist .ini
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fn_ui::settings_load();
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fn_ui::load_fonts_from_settings();
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switch (config.theme) {
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case ThemeMode::FnDark: fn_tokens::apply_dark_theme(); break;
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case ThemeMode::ImGuiDark: ImGui::StyleColorsDark(); break;
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case ThemeMode::ImGuiLight: ImGui::StyleColorsLight(); break;
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case ThemeMode::None: break;
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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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// --- Test engine setup ---
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ImGuiTestEngine* engine = ImGuiTestEngine_CreateContext();
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ImGuiTestEngineIO& te_io = ImGuiTestEngine_GetIO(engine);
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te_io.ConfigVerboseLevel = ImGuiTestVerboseLevel_Info;
|
|
te_io.ConfigVerboseLevelOnError = ImGuiTestVerboseLevel_Debug;
|
|
te_io.ConfigRunSpeed = ImGuiTestRunSpeed_Fast;
|
|
te_io.ConfigStopOnError = false;
|
|
te_io.ConfigCaptureEnabled = false;
|
|
te_io.ConfigSavedSettings = false;
|
|
|
|
register_tests(engine);
|
|
|
|
ImGuiTestEngine_Start(engine, ImGui::GetCurrentContext());
|
|
ImGuiTestEngine_QueueTests(engine, ImGuiTestGroup_Tests, filter,
|
|
ImGuiTestRunFlags_RunFromCommandLine);
|
|
|
|
// --- Loop until tests finish ---
|
|
bool tests_queued_done = false;
|
|
int frames_after_done = 0;
|
|
while (!glfwWindowShouldClose(window)) {
|
|
glfwPollEvents();
|
|
|
|
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());
|
|
|
|
glfwSwapBuffers(window);
|
|
|
|
if (!tests_queued_done && ImGuiTestEngine_IsTestQueueEmpty(engine)) {
|
|
tests_queued_done = true;
|
|
}
|
|
if (tests_queued_done) {
|
|
// Let the engine flush its final state for a few frames before exit.
|
|
if (++frames_after_done > 2) break;
|
|
}
|
|
}
|
|
|
|
int count_tested = 0, count_success = 0;
|
|
ImGuiTestEngine_GetResult(engine, count_tested, count_success);
|
|
bool all_passed = (count_tested > 0) && (count_tested == count_success);
|
|
|
|
ImGuiTestEngine_PrintResultSummary(engine);
|
|
ImGuiTestEngine_Stop(engine);
|
|
|
|
ImGui_ImplOpenGL3_Shutdown();
|
|
ImGui_ImplGlfw_Shutdown();
|
|
ImPlot3D::DestroyContext();
|
|
ImPlot::DestroyContext();
|
|
ImGui::DestroyContext();
|
|
|
|
ImGuiTestEngine_DestroyContext(engine);
|
|
|
|
glfwDestroyWindow(window);
|
|
glfwTerminate();
|
|
|
|
fprintf(stdout, "\n[fn::run_app_test] %d/%d tests passed%s\n",
|
|
count_success, count_tested, all_passed ? "" : " — FAILED");
|
|
return all_passed ? 0 : 1;
|
|
}
|
|
|
|
} // namespace fn
|
|
#endif // IMGUI_ENABLE_TEST_ENGINE
|