Files
fn_registry/cpp/framework/app_base.cpp
T
egutierrez 516db8efc0 feat(infra): auto-commit con 10 cambios
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-06-03 16:56:53 +02:00

1325 lines
54 KiB
C++

#include "app_base.h"
#include "version_generated.h"
#include "imgui.h"
#include "imgui_internal.h"
#include "imgui_impl_glfw.h"
#include "imgui_impl_opengl3.h"
#include "implot.h"
#include "implot3d.h"
#include "core/tokens.h"
#include "core/icon_font.h"
#include "core/app_settings.h"
#include "core/app_about.h"
#include "core/app_menubar.h"
#include "core/fps_overlay.h"
#include "core/logger.h"
#include "core/log_window.h"
#include "core/layout_storage.h"
#include "gfx/gl_loader.h"
#include "app_modules.h"
#include <GLFW/glfw3.h>
#include <atomic>
#include <cmath>
#include <cstdio>
#include <cstdlib>
#include <cstring>
#include <filesystem>
#include <string>
#include <sys/stat.h>
#include <unordered_map>
#include <unordered_set>
#include <vector>
#ifdef _WIN32
#ifndef WIN32_LEAN_AND_MEAN
#define WIN32_LEAN_AND_MEAN
#endif
#include <windows.h>
#include <windowsx.h> // GET_X_LPARAM / GET_Y_LPARAM
#define GLFW_EXPOSE_NATIVE_WIN32
#include <GLFW/glfw3native.h>
#else
#include <unistd.h>
#endif
#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);
}
#ifdef _WIN32
// AltSnap (and other external window movers — tiling WMs, snap-assist) bracket
// their drag with WM_ENTERSIZEMOVE / WM_EXITSIZEMOVE messages but, unlike the
// native title-bar drag, do NOT block the application thread inside the
// modal DefWindowProc move loop. Result: the app keeps rendering and swapping
// buffers while the OS posts SetWindowPos(SWP_ASYNCWINDOWPOS) calls, racing
// the framebuffer presentation against the live window position and producing
// the visible jitter / "grab and release" flicker the user reports.
//
// Native title-bar drag has no jitter precisely because Windows enters the
// modal sizemove loop and the app stops drawing — the DWM compositor moves
// the existing buffer pixels. We replicate that contract: while sizemove is
// active, skip render + glfwSwapBuffers, only pump the message queue. As soon
// as WM_EXITSIZEMOVE arrives, normal rendering resumes.
//
// IMPORTANT: the subclass must cover EVERY HWND owned by the process — main
// window AND every secondary viewport platform window the ImGui GLFW backend
// creates when the user drags a panel outside the main. Otherwise AltSnap on
// a secondary HWND would not be observed, the main loop would keep rendering,
// and the visible jitter would return on that panel. g_in_sizemove stays
// global on purpose: any external move on ANY of our HWNDs pauses the whole
// render pipeline, exactly like the native title-bar drag contract.
static std::atomic<bool> g_in_sizemove{false};
// Test observability — monotonic counters. fn::internal exposes accessors.
static std::atomic<int> g_sizemove_enter_count{0};
static std::atomic<int> g_alt_rmb_resize_count{0};
static std::atomic<int> g_alt_lmb_move_count{0};
// Test hook — bypasses GetAsyncKeyState(VK_MENU) so headless tests can drive
// the Alt+RMB / Alt+LMB paths without UI-access for keybd_event.
static std::atomic<bool> g_force_alt_for_test{false};
// Diagnostic: every WM_RBUTTONDOWN this subclass sees (Alt-or-not). Used to
// distinguish "message never arrived" from "Alt check failed".
static std::atomic<int> g_rbuttondown_seen_count{0};
// Accessed only from the main (render) thread. Map value is the original
// WNDPROC for that HWND so we can restore and chain CallWindowProcW.
static std::unordered_map<HWND, WNDPROC> g_subclassed;
// Pick the WMSZ_* direction whose modal resize will feel natural depending
// on which quadrant of the client rect the cursor is in. Matches AltSnap's
// quadrant rule (top-left -> shrink toward top-left, etc.).
static int alt_rmb_resize_direction(HWND hwnd, int client_x, int client_y) {
RECT rc{};
if (!GetClientRect(hwnd, &rc)) return 8 /* WMSZ_BOTTOMRIGHT */;
int cx = (rc.right - rc.left) / 2;
int cy = (rc.bottom - rc.top) / 2;
bool top = (client_y < cy);
bool left = (client_x < cx);
if (top && left) return 4; // WMSZ_TOPLEFT
if (top && !left) return 5; // WMSZ_TOPRIGHT
if (!top && left) return 7; // WMSZ_BOTTOMLEFT
return 8; // WMSZ_BOTTOMRIGHT
}
static LRESULT CALLBACK fn_subclass_wndproc(HWND hwnd, UINT msg, WPARAM wp, LPARAM lp) {
switch (msg) {
case WM_ENTERSIZEMOVE:
g_in_sizemove.store(true, std::memory_order_release);
g_sizemove_enter_count.fetch_add(1, std::memory_order_acq_rel);
break;
case WM_EXITSIZEMOVE:
g_in_sizemove.store(false, std::memory_order_release);
break;
case WM_LBUTTONDOWN:
// Alt + LMB anywhere on the window initiates a native modal MOVE
// via WM_SYSCOMMAND, SC_MOVE | HTCAPTION. Same pattern as our
// Alt+RMB resize: ReleaseCapture, post the syscommand, return 0
// to consume the click. Windows then drives a normal move modal
// (DefWindowProc blocks the thread) and our existing
// WM_ENTERSIZEMOVE gate pauses render so there's no jitter.
{
bool alt_real = (GetAsyncKeyState(VK_MENU) & 0x8000) != 0;
bool alt_test = g_force_alt_for_test.load(std::memory_order_acquire);
if (alt_real || alt_test) {
g_alt_lmb_move_count.fetch_add(1, std::memory_order_acq_rel);
if (alt_test) {
// Test mode: skip SC_MOVE post to keep the harness
// out of Windows' modal move loop.
return 0;
}
ReleaseCapture();
PostMessageW(hwnd, WM_SYSCOMMAND,
(WPARAM)(0xF010 /* SC_MOVE */ | 2 /* HTCAPTION */), 0);
return 0;
}
}
break;
case WM_RBUTTONDOWN:
g_rbuttondown_seen_count.fetch_add(1, std::memory_order_acq_rel);
// Alt + RMB anywhere on the window initiates a native modal
// resize. Direction is chosen by cursor quadrant relative to
// window center so dragging "feels" like grabbing the nearest
// corner. ReleaseCapture is required before WM_SYSCOMMAND
// SC_SIZE so the modal loop can take input. The subsequent
// WM_ENTERSIZEMOVE bracket is observed above, so render is
// gated for free and no jitter appears.
{
bool alt_real = (GetAsyncKeyState(VK_MENU) & 0x8000) != 0;
bool alt_test = g_force_alt_for_test.load(std::memory_order_acquire);
if (alt_real || alt_test) {
int cx = GET_X_LPARAM(lp);
int cy = GET_Y_LPARAM(lp);
int dir = alt_rmb_resize_direction(hwnd, cx, cy);
g_alt_rmb_resize_count.fetch_add(1, std::memory_order_acq_rel);
if (alt_test) {
// Test mode: skip the SC_SIZE post to keep the modal
// out of the headless test harness. The counter is
// sufficient to verify the path was taken; the modal
// entry is exercised in the real-input manual test.
return 0;
}
ReleaseCapture();
PostMessageW(hwnd, WM_SYSCOMMAND,
(WPARAM)(0xF000 /* SC_SIZE */ | dir), 0);
return 0; // consume so ImGui doesn't see a right-click
}
}
break;
default: break;
}
auto it = g_subclassed.find(hwnd);
WNDPROC orig = (it != g_subclassed.end()) ? it->second : nullptr;
if (orig) return CallWindowProcW(orig, hwnd, msg, wp, lp);
return DefWindowProcW(hwnd, msg, wp, lp);
}
static void install_sizemove_subclass_hwnd(HWND hwnd) {
if (!hwnd) return;
if (g_subclassed.find(hwnd) != g_subclassed.end()) return; // idempotent
WNDPROC orig = (WNDPROC)SetWindowLongPtrW(
hwnd, GWLP_WNDPROC, (LONG_PTR)fn_subclass_wndproc);
g_subclassed[hwnd] = orig;
}
// Resource ID generado por cpp/CMakeLists.txt en <target>_appicon.rc:
// 101 ICON "<app_dir>/appicon.ico"
// Si la app no tiene appicon.ico el .rc no se genera y LoadImageW devuelve
// NULL — no error visible, los HWND quedan con el icono GLFW por defecto.
#define FN_APP_ICON_RES_ID 101
// Carga el icono embebido al tamaño OS-recomendado para small (title bar) y
// big (Alt+Tab / taskbar). LR_SHARED -> Windows gestiona el handle; no hay
// que DestroyIcon. Cacheado por HMODULE+ID+size.
static HICON load_app_icon(int cx, int cy) {
HMODULE mod = GetModuleHandleW(nullptr);
return (HICON)LoadImageW(mod, MAKEINTRESOURCEW(FN_APP_ICON_RES_ID),
IMAGE_ICON, cx, cy, LR_SHARED | LR_DEFAULTCOLOR);
}
// Adjunta el icono embebido al HWND:
// WM_SETICON ICON_SMALL -> title bar (16x16) y Alt+Tab small variant.
// WM_SETICON ICON_BIG -> taskbar (32x32) y Alt+Tab big variant.
// SetClassLongPtrW propaga el icono al WNDCLASS para que nuevos HWNDs de la
// misma clase lo hereden (no critico — el per-frame scan ya cubre cada
// viewport secundario via su HWND propio, que puede tener WNDCLASS distinta).
static std::unordered_set<HWND> g_icon_attached;
static void attach_app_icon_to_hwnd(HWND hwnd) {
if (!hwnd) return;
if (g_icon_attached.count(hwnd)) return; // idempotent
HICON hSmall = load_app_icon(GetSystemMetrics(SM_CXSMICON),
GetSystemMetrics(SM_CYSMICON));
HICON hBig = load_app_icon(GetSystemMetrics(SM_CXICON),
GetSystemMetrics(SM_CYICON));
if (!hSmall && !hBig) return; // no appicon.ico embebido — nada que hacer
if (hSmall) SendMessageW(hwnd, WM_SETICON, ICON_SMALL, (LPARAM)hSmall);
if (hBig) SendMessageW(hwnd, WM_SETICON, ICON_BIG, (LPARAM)hBig);
if (hSmall) SetClassLongPtrW(hwnd, GCLP_HICONSM, (LONG_PTR)hSmall);
if (hBig) SetClassLongPtrW(hwnd, GCLP_HICON, (LONG_PTR)hBig);
g_icon_attached.insert(hwnd);
}
static void prune_dead_icon_attached() {
for (auto it = g_icon_attached.begin(); it != g_icon_attached.end();) {
if (!IsWindow(*it)) it = g_icon_attached.erase(it);
else ++it;
}
}
// Pinta la title bar (caption + bordes) en oscuro via DWM, para que el
// header del SO no se quede blanco mientras el cliente es dark. DWM la pinta
// el OS, no GLFW/ImGui — sin esta llamada queda en blanco aunque el resto
// este oscuro.
//
// Carga dwmapi.dll dinamicamente: evita anadir la dep al toolchain. Si la
// DLL/atributo no existe (Win10 < 1809), no hace nada — silencioso.
// Attr 20 = DWMWA_USE_IMMERSIVE_DARK_MODE (Win11 / Win10 >= build 18985).
// Attr 19 = nombre antiguo (Win10 1809..18984). Probar 20 primero, fallback 19.
// Force repaint con SWP_FRAMECHANGED — la ventana ya fue mostrada por GLFW
// antes de que lleguemos aqui.
typedef HRESULT (WINAPI *PFN_DwmSetWindowAttribute)(HWND, DWORD, LPCVOID, DWORD);
static std::unordered_set<HWND> g_dark_titlebar_applied;
static void attach_dark_titlebar_to_hwnd(HWND hwnd, bool dark) {
if (!hwnd) return;
if (g_dark_titlebar_applied.count(hwnd)) return; // idempotent
static HMODULE h_dwmapi = LoadLibraryW(L"dwmapi.dll");
if (!h_dwmapi) return;
static auto p_set = (PFN_DwmSetWindowAttribute)GetProcAddress(h_dwmapi, "DwmSetWindowAttribute");
if (!p_set) return;
BOOL value = dark ? TRUE : FALSE;
HRESULT hr = p_set(hwnd, 20 /* DWMWA_USE_IMMERSIVE_DARK_MODE */, &value, sizeof(value));
if (FAILED(hr)) {
p_set(hwnd, 19 /* legacy name on Win10 1809..18984 */, &value, sizeof(value));
}
SetWindowPos(hwnd, nullptr, 0, 0, 0, 0,
SWP_NOMOVE | SWP_NOSIZE | SWP_NOZORDER | SWP_NOACTIVATE | SWP_FRAMECHANGED);
g_dark_titlebar_applied.insert(hwnd);
}
static void prune_dead_dark_titlebar() {
for (auto it = g_dark_titlebar_applied.begin(); it != g_dark_titlebar_applied.end();) {
if (!IsWindow(*it)) it = g_dark_titlebar_applied.erase(it);
else ++it;
}
}
static void install_sizemove_subclass(GLFWwindow* w) {
if (!w) return;
install_sizemove_subclass_hwnd(glfwGetWin32Window(w));
}
// Reap stale entries: when a secondary viewport is destroyed (panel re-docked
// back into main), the GLFW backend calls glfwDestroyWindow and the HWND is
// invalidated. Drop those entries so we don't hold dangling pointers and so a
// fresh HWND at the same address gets re-subclassed cleanly.
static void prune_dead_subclassed() {
for (auto it = g_subclassed.begin(); it != g_subclassed.end();) {
if (!IsWindow(it->first)) it = g_subclassed.erase(it);
else ++it;
}
}
static void uninstall_sizemove_subclass_all() {
for (auto& kv : g_subclassed) {
if (IsWindow(kv.first) && kv.second) {
SetWindowLongPtrW(kv.first, GWLP_WNDPROC, (LONG_PTR)kv.second);
}
}
g_subclassed.clear();
}
static inline bool external_sizemove_active() {
return g_in_sizemove.load(std::memory_order_acquire);
}
#else
static inline bool external_sizemove_active() { return false; }
#endif
namespace fn {
// ============================================================================
// Local files
// ============================================================================
namespace {
std::string compute_exe_dir() {
#ifdef _WIN32
wchar_t buf[MAX_PATH * 2];
DWORD n = GetModuleFileNameW(nullptr, buf,
(DWORD)(sizeof(buf) / sizeof(buf[0])));
if (n == 0 || n >= sizeof(buf)/sizeof(buf[0])) return "";
int u8n = WideCharToMultiByte(CP_UTF8, 0, buf, (int)n,
nullptr, 0, nullptr, nullptr);
std::string out(u8n, 0);
WideCharToMultiByte(CP_UTF8, 0, buf, (int)n, out.data(), u8n,
nullptr, nullptr);
size_t slash = out.find_last_of("/\\");
return (slash == std::string::npos) ? "" : out.substr(0, slash);
#else
char buf[4096];
ssize_t n = readlink("/proc/self/exe", buf, sizeof(buf) - 1);
if (n <= 0) return "";
buf[n] = 0;
std::string out(buf);
size_t slash = out.find_last_of('/');
return (slash == std::string::npos) ? "" : out.substr(0, slash);
#endif
}
const std::string& exe_dir_ref() {
static std::string cached = compute_exe_dir();
return cached;
}
const std::string& local_dir_ref() {
static std::string cached;
static bool inited = false;
if (inited) return cached;
const std::string& edir = exe_dir_ref();
if (edir.empty()) {
cached = "local_files"; // fallback: relativo al cwd
} else {
cached = edir + "/local_files";
}
std::error_code ec;
std::filesystem::create_directories(cached, ec);
inited = true;
return cached;
}
} // namespace
const char* exe_dir() { return exe_dir_ref().c_str(); }
const char* local_dir() { return local_dir_ref().c_str(); }
const char* local_path(const char* name) {
static thread_local std::string buf;
buf = local_dir_ref();
if (name && *name) {
if (!buf.empty() && buf.back() != '/' && buf.back() != '\\') buf += '/';
buf += name;
}
return buf.c_str();
}
namespace {
const std::string& asset_dir_ref() {
static std::string cached;
static bool inited = false;
if (inited) return cached;
const std::string& edir = exe_dir_ref();
cached = edir.empty() ? std::string("assets") : edir + "/assets";
inited = true;
return cached;
}
} // namespace
const char* asset_dir() { return asset_dir_ref().c_str(); }
const char* asset_path(const char* name) {
static thread_local std::string buf;
buf = asset_dir_ref();
if (name && *name) {
if (!buf.empty() && buf.back() != '/' && buf.back() != '\\') buf += '/';
buf += name;
}
return buf.c_str();
}
void migrate_to_local_files(const char* const* names, std::size_t n) {
if (!names || n == 0) return;
const std::string& ldir = local_dir_ref();
const std::string& edir = exe_dir_ref();
for (std::size_t i = 0; i < n; ++i) {
const char* name = names[i];
if (!name || !*name) continue;
std::string dst = ldir + "/" + name;
struct stat st{};
if (::stat(dst.c_str(), &st) == 0) continue; // ya existe en local
// Buscar en exe_dir y en cwd. Mover el primero que aparezca.
std::string cands[] = {
edir.empty() ? std::string() : (edir + "/" + name),
std::string(name),
};
for (const auto& src : cands) {
if (src.empty() || src == dst) continue;
if (::stat(src.c_str(), &st) != 0) continue;
std::error_code ec;
std::filesystem::rename(src, dst, ec);
if (ec) {
// Cross-device o permisos — fallback a copy + remove.
std::filesystem::copy(src, dst,
std::filesystem::copy_options::recursive |
std::filesystem::copy_options::overwrite_existing, ec);
if (!ec) std::filesystem::remove_all(src, ec);
}
std::fprintf(stdout,
"[local_files] migrado: %s -> %s\n",
src.c_str(), dst.c_str());
break;
}
}
}
const char* framework_version() {
return FN_MODULE_FRAMEWORK_VERSION;
}
const char* framework_description() {
return FN_MODULE_FRAMEWORK_DESCRIPTION;
}
// ----------------------------------------------------------------------------
// Header badge overlay — identidad por app en viewports secundarios.
// ----------------------------------------------------------------------------
// Cuando una app C++ tiene N panels y el usuario arrastra varios fuera del
// main window, cada panel se convierte en su propio OS viewport. Sin marcas
// visuales adicionales, si tienes 3 apps abiertas a la vez no sabes de cual
// viene cada panel flotante. Este overlay dibuja un cuadrado redondeado de
// ~18px con la inicial de la app en la esquina top-left de la title bar de
// cada viewport secundario. Solo en secundarios — el main ya tiene icono
// del SO en titlebar/taskbar (attach_app_icon_to_hwnd).
//
// Filosofia:
// - Defaults producen identidad util sin tocar la app (color hash-derivado
// desde about.name, glyph = primera letra).
// - Apps con icon.accent en su app.md pueden pasar el mismo hex para
// coherencia con App Hub.
// - ForegroundDrawList: dibuja por encima del titlebar de ImGui sin
// necesidad de envolver Begin() ni hookear el render del titulo.
// ----------------------------------------------------------------------------
// Parsea "#RRGGBB" o "RRGGBB" a ImU32 ABGR. Devuelve 0 si invalido.
static ImU32 parse_hex_color_abgr(const char* s) {
if (!s || !*s) return 0;
if (*s == '#') ++s;
auto h = [](char c) -> int {
if (c >= '0' && c <= '9') return c - '0';
if (c >= 'a' && c <= 'f') return c - 'a' + 10;
if (c >= 'A' && c <= 'F') return c - 'A' + 10;
return -1;
};
int v[6];
for (int i = 0; i < 6; ++i) {
v[i] = h(s[i]);
if (v[i] < 0) return 0;
}
int r = (v[0] << 4) | v[1];
int g = (v[2] << 4) | v[3];
int b = (v[4] << 4) | v[5];
return IM_COL32(r, g, b, 255);
}
// Hash-derivado: FNV-1a 32-bit -> H en [0,360), S=0.58, V=0.78 -> ImU32 ABGR.
// Estable por nombre, distribuye razonablemente entre N apps.
static ImU32 derive_color_from_name(const char* name) {
if (!name || !*name) name = "fn_registry";
unsigned h = 2166136261u;
for (const char* p = name; *p; ++p) {
h ^= (unsigned char)*p;
h *= 16777619u;
}
float hue = (float)(h % 360u);
float s = 0.58f, v = 0.78f;
float c = v * s;
float hp = hue / 60.0f;
float x = c * (1.0f - std::fabs(std::fmod(hp, 2.0f) - 1.0f));
float r=0, g=0, b=0;
if (hp < 1) { r=c; g=x; }
else if (hp < 2) { r=x; g=c; }
else if (hp < 3) { g=c; b=x; }
else if (hp < 4) { g=x; b=c; }
else if (hp < 5) { r=x; b=c; }
else { r=c; b=x; }
float m = v - c;
int R = (int)((r + m) * 255.0f + 0.5f);
int G = (int)((g + m) * 255.0f + 0.5f);
int B = (int)((b + m) * 255.0f + 0.5f);
return IM_COL32(R, G, B, 255);
}
// Decide string a renderizar como glyph. Devuelve puntero a buffer estatico
// thread-local cuando hace falta normalizar la primera letra del nombre.
static const char* resolve_badge_glyph(const AppConfig& cfg) {
const char* g = cfg.header_badge.glyph;
if (g && *g) return g;
static thread_local char letter[8] = {0};
const char* nm = (cfg.about.name && *cfg.about.name) ? cfg.about.name : cfg.title;
char first = (nm && *nm) ? nm[0] : '?';
if (first >= 'a' && first <= 'z') first = (char)(first - 'a' + 'A');
letter[0] = first;
letter[1] = '\0';
return letter;
}
// Color final con precedencia:
// 1) Override explicito en cfg.header_badge.accent_hex (main.cpp)
// 2) Codegen extern fn::app_header_accent_hex (icon.accent del app.md)
// 3) Hash-derived desde about.name (siempre estable, da identidad gratis)
static ImU32 resolve_badge_color(const AppConfig& cfg) {
ImU32 c = parse_hex_color_abgr(cfg.header_badge.accent_hex);
if (c != 0) return c;
c = parse_hex_color_abgr(app_header_accent_hex);
if (c != 0) return c;
const char* nm = (cfg.about.name && *cfg.about.name) ? cfg.about.name : cfg.title;
return derive_color_from_name(nm);
}
// Textura GL del icono de la app — extraida del HICON embebido en el .exe
// (resource ID 101 generado por add_imgui_app desde appicon.ico). Cargada
// perezosamente al primer frame y reutilizada en cada draw. 0 = no disponible.
static GLuint g_app_icon_texture = 0;
static int g_app_icon_size = 0;
#ifdef _WIN32
// Carga el icono embebido a 32x32 y sube como textura GL RGBA8. Linear
// filtering para que escalar 32->18 sea suave. Devuelve 0 si falla.
static GLuint upload_hicon_to_gl_texture() {
const int sz = 32;
HICON hicon = (HICON)LoadImageW(GetModuleHandleW(nullptr),
MAKEINTRESOURCEW(FN_APP_ICON_RES_ID),
IMAGE_ICON, sz, sz,
LR_DEFAULTCOLOR);
if (!hicon) return 0;
ICONINFO ii{};
if (!GetIconInfo(hicon, &ii)) { DestroyIcon(hicon); return 0; }
HDC hdc = CreateCompatibleDC(nullptr);
BITMAPINFO bmi{};
bmi.bmiHeader.biSize = sizeof(BITMAPINFOHEADER);
bmi.bmiHeader.biWidth = sz;
bmi.bmiHeader.biHeight = -sz; // top-down
bmi.bmiHeader.biPlanes = 1;
bmi.bmiHeader.biBitCount = 32;
bmi.bmiHeader.biCompression = BI_RGB;
std::vector<unsigned char> pixels(sz * sz * 4, 0);
int ok = GetDIBits(hdc, ii.hbmColor, 0, sz, pixels.data(), &bmi, DIB_RGB_COLORS);
DeleteDC(hdc);
if (ii.hbmColor) DeleteObject(ii.hbmColor);
if (ii.hbmMask) DeleteObject(ii.hbmMask);
DestroyIcon(hicon);
if (ok == 0) return 0;
// BGRA -> RGBA (Windows DIB es BGRA).
for (int i = 0; i < sz * sz; ++i) {
unsigned char b = pixels[i*4 + 0];
unsigned char r = pixels[i*4 + 2];
pixels[i*4 + 0] = r;
pixels[i*4 + 2] = b;
}
GLuint tex = 0;
glGenTextures(1, &tex);
glBindTexture(GL_TEXTURE_2D, tex);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, sz, sz, 0, GL_RGBA, GL_UNSIGNED_BYTE,
pixels.data());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glBindTexture(GL_TEXTURE_2D, 0);
return tex;
}
#endif
// Itera todas las ventanas ImGui y pinta el badge en la title bar de las que
// viven en un viewport secundario (panel arrastrado fuera del main window).
// Usa imgui_internal.h para acceder a g.Windows y a TitleBarRect(), y dibuja
// directamente en la DrawList propia de cada ventana — asi el badge va en
// el mismo paso de render que el resto del panel, sin depender de
// ForegroundDrawList del viewport (que no se renderiza en algunas combos de
// backend + multi-viewport).
//
// Si tenemos icono GL cargado (Windows con appicon.ico embebido), se dibuja
// el icono real (mismo bitmap que el taskbar). Sin icono, fallback a
// cuadrado redondeado del color accent con la inicial blanca del app name.
//
// Filtro de ventanas:
// - Activa, no Hidden, no Collapsed.
// - No es child window.
// - No es popup/tooltip/menu (NoTitleBar => skip).
// - No esta dockeada en un nodo (DockIsActive => su titlebar es tabbar del
// host; el host window aparece en g.Windows por separado y SI recibe badge).
// - Su viewport != main viewport.
static void draw_header_badge_on_floating_panels(const AppConfig& cfg) {
if (!cfg.header_badge.enabled) return;
ImGuiContext& g = *ImGui::GetCurrentContext();
ImGuiViewport* main_vp = ImGui::GetMainViewport();
const ImU32 bg = resolve_badge_color(cfg);
const char* glyph = resolve_badge_glyph(cfg);
const float sz = cfg.header_badge.size_px > 4.0f ? cfg.header_badge.size_px : 18.0f;
const float mg = cfg.header_badge.margin_px >= 0.0f ? cfg.header_badge.margin_px : 6.0f;
const float round = sz * 0.22f;
const bool has_texture = (g_app_icon_texture != 0);
for (int i = 0; i < g.Windows.Size; ++i) {
ImGuiWindow* w = g.Windows[i];
if (!w || !w->WasActive || w->Hidden) continue;
if (w->Flags & ImGuiWindowFlags_ChildWindow) continue;
if (w->Flags & ImGuiWindowFlags_NoTitleBar) continue;
if (w->DockIsActive) continue; // titlebar reemplazado por tab bar del host
if (w->Viewport == nullptr || w->Viewport == main_vp) continue;
if (w->Collapsed) continue;
ImRect tb = w->TitleBarRect();
ImVec2 p0(tb.Min.x + mg, tb.Min.y + (tb.GetHeight() - sz) * 0.5f);
ImVec2 p1(p0.x + sz, p0.y + sz);
ImDrawList* dl = w->DrawList;
if (has_texture) {
dl->AddImageRounded((ImTextureID)(intptr_t)g_app_icon_texture,
p0, p1, ImVec2(0,0), ImVec2(1,1),
IM_COL32_WHITE, round);
} else {
dl->AddRectFilled(p0, p1, bg, round);
ImVec2 ts = ImGui::CalcTextSize(glyph);
ImVec2 tp(p0.x + (sz - ts.x) * 0.5f,
p0.y + (sz - ts.y) * 0.5f);
dl->AddText(tp, IM_COL32(255, 255, 255, 255), glyph);
}
}
}
// Resuelve si la ventana GLFW debe crearse oculta (GLFW_VISIBLE=FALSE).
// default_hidden : politica base del path de entrada (apps reales = false,
// tests de UI = true).
// config_headless: AppConfig.headless explicito de la app.
// El entorno FN_HEADLESS gana sobre ambos: "0"/"false" fuerza visible,
// cualquier otro valor no vacio fuerza oculta. Sin la variable, se respeta
// default_hidden || config_headless.
static bool resolve_headless(bool default_hidden, bool config_headless) {
bool hidden = default_hidden || config_headless;
if (const char* e = std::getenv("FN_HEADLESS")) {
if (std::strcmp(e, "0") == 0 || std::strcmp(e, "false") == 0) {
hidden = false;
} else if (e[0] != '\0') {
hidden = true;
}
}
return hidden;
}
int run_app(AppConfig config, std::function<void()> render_fn) {
// Logger primero para capturar fallos del propio init (GLFW, ventana, GL).
if (config.log.file_path != nullptr) {
fn_log::logger_init(
config.log.file_path,
static_cast<fn_log::Level>(config.log.level));
fn_log::log_info("app start: %s", config.title ? config.title : "(no title)");
}
glfwSetErrorCallback(glfw_error_callback);
if (!glfwInit()) {
fprintf(stderr, "Failed to initialize GLFW\n");
fn_log::log_error("GLFW init failed");
if (config.log.file_path != nullptr) fn_log::logger_close();
return 1;
}
// OpenGL 4.3 core (issue 0049b) — habilita compute shaders, SSBOs, image
// load/store, atomic counters y debug output. Backward-compatible con
// shaders #version 330 y con todo lo escrito para 3.3 core.
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
// Apps reales: ventana visible por defecto. Solo se oculta si la app pide
// headless o el entorno FN_HEADLESS lo fuerza (smoke/capture sin parpadeo).
const bool hidden = resolve_headless(/*default_hidden=*/false, config.headless);
glfwWindowHint(GLFW_VISIBLE, hidden ? GLFW_FALSE : GLFW_TRUE);
GLFWwindow* window = glfwCreateWindow(config.width, config.height, config.title, nullptr, nullptr);
if (!window) {
fprintf(stderr, "Failed to create GLFW window\n");
fn_log::log_error("GLFW createWindow failed (%dx%d)", config.width, config.height);
if (config.log.file_path != nullptr) fn_log::logger_close();
glfwTerminate();
return 1;
}
glfwMakeContextCurrent(window);
glfwSwapInterval(config.vsync ? 1 : 0);
// Anti-jitter: when the OS moves/resizes the window externally (Windows
// tools like AltSnap, tiling WMs, snap-assist), ImGui's viewport pos can
// lag one frame and `UpdatePlatformWindows` reapplies the stale value via
// glfwSetWindowPos, fighting the OS and producing visible jitter.
// Updating the viewport struct directly from the GLFW callback closes the
// loop in the same tick — no stale Pos can ever reach the platform sync.
// ImGui_ImplGlfw_InitForOpenGL does NOT install pos/size callbacks, so we
// can install ours without breaking the backend's own callback chain.
glfwSetWindowPosCallback(window, [](GLFWwindow* w, int x, int y) {
if (ImGui::GetCurrentContext() == nullptr) return;
if (ImGuiViewport* vp = ImGui::FindViewportByPlatformHandle(w)) {
vp->Pos = ImVec2((float)x, (float)y);
}
});
glfwSetWindowSizeCallback(window, [](GLFWwindow* w, int cx, int cy) {
if (ImGui::GetCurrentContext() == nullptr) return;
if (ImGuiViewport* vp = ImGui::FindViewportByPlatformHandle(w)) {
vp->Size = ImVec2((float)cx, (float)cy);
}
});
#ifdef _WIN32
// Install Win32 WndProc subclass to detect WM_ENTERSIZEMOVE / WM_EXITSIZEMOVE.
// External movers (AltSnap) fake these brackets without blocking the app
// thread; we observe them and skip render+swap so the compositor moves
// the existing buffer (same contract as native title-bar drag).
install_sizemove_subclass(window);
// Adjuntar appicon embebido al HWND principal para que aparezca en la
// barra de tareas, Alt+Tab y title bar (GLFW no propaga el icono de
// recursos del .exe a su WNDCLASS por defecto).
attach_app_icon_to_hwnd(glfwGetWin32Window(window));
// Title bar oscuro (DWM) si el tema lo es. Sin esto el header del SO
// queda blanco aunque el cliente sea dark.
{
const bool dark = (config.theme == ThemeMode::FnDark ||
config.theme == ThemeMode::ImGuiDark);
attach_dark_titlebar_to_hwnd(glfwGetWin32Window(window), dark);
}
#endif
// Carga punteros a funciones GL >= 2.0 si la app lo pide. En Linux es
// no-op; en Windows usa wglGetProcAddress (requiere ctx GL activo).
if (config.init_gl_loader) {
if (!fn::gfx::gl_loader_init()) {
fprintf(stderr, "Failed to initialize GL function loader\n");
fn_log::log_error("gl_loader_init failed");
if (config.log.file_path != nullptr) fn_log::logger_close();
glfwDestroyWindow(window);
glfwTerminate();
return 1;
}
}
// Setup ImGui
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImPlot::CreateContext();
ImPlot3D::CreateContext();
ImGuiIO& io = ImGui::GetIO();
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable;
// Multi-viewport docking: payload viewport y target viewport swappean
// buffers independientes, asi que los dock preview overlays (los rects
// azul/gris que indican zonas droppeables) parecen vibrar 1px contra el
// payload arrastrado. Con TransparentPayload el payload se vuelve
// invisible al arrastrar y los rects solo se pintan en el target ->
// ningun desync visible. Recomendado por upstream cuando "rendering of
// multiple viewport cannot be synced".
io.ConfigDockingTransparentPayload = true;
// Title-bar-only move for ImGui windows. Critical for secondary viewports
// (floating panels) whose entire OS window is a single borderless ImGui
// window: without this flag, ImGui moves the window when the user drags
// any empty client-area pixel, which translates to the OS viewport
// following the mouse "from anywhere" with no modifier. With this flag,
// floating panels obey the same "header only" contract as a native
// decorated window. Alt+LMB anywhere still moves via our WndProc subclass
// (consumed before ImGui sees the click).
io.ConfigWindowsMoveFromTitleBarOnly = true;
// Convencion local_files: imgui.ini y app_settings.ini viven en
// <exe_dir>/local_files/. Migra automaticamente desde el cwd o
// exe_dir si vienen de una version previa.
{
static const char* legacy_names[] = {"imgui.ini", "app_settings.ini"};
migrate_to_local_files(legacy_names,
sizeof(legacy_names) / sizeof(legacy_names[0]));
}
static std::string s_imgui_ini = local_path("imgui.ini");
io.IniFilename = s_imgui_ini.c_str();
// Lee app_settings.ini (font_id, font_size_px, show_fps) antes de cargar
// fuentes. Si no existe el .ini, los defaults se aplican.
fn_ui::settings_load();
// Auto-wiring del menu Layouts: si la app no proporciono layouts_cb y no
// ha desactivado auto_layouts, abrimos un LayoutStorage por defecto con
// SQLite en `<local_dir>/<auto_layouts_db>` y generamos los callbacks
// estandar (list/save/apply/delete/reset). Asi toda app C++ obtiene el
// menu Layouts gratis sin codigo.
fn_ui::LayoutStorage* auto_layouts_storage = nullptr;
fn_ui::LayoutCallbacks auto_layouts_cb;
if (config.layouts_cb == nullptr && config.auto_layouts) {
const char* db_name = (config.auto_layouts_db && *config.auto_layouts_db)
? config.auto_layouts_db : "layouts.db";
auto_layouts_storage = fn_ui::layout_storage_open(local_path(db_name));
if (auto_layouts_storage) {
fn_ui::layout_storage_make_callbacks(auto_layouts_storage, auto_layouts_cb);
config.layouts_cb = &auto_layouts_cb;
// Restore-on-open: si hay un layout activo persistido, lo dejamos
// pendiente para que el primer frame del main loop lo aplique via
// layout_storage_apply_pending. Asi la app abre con el ultimo
// layout que el usuario tenia activo. active_name se setea ya
// optimista para reflejarlo en el menu desde el primer frame.
std::string last = fn_ui::layout_storage_get_last_active(auto_layouts_storage);
if (!last.empty() && fn_ui::layout_storage_apply(auto_layouts_storage, last)) {
auto_layouts_cb.active_name = last;
fn_log::log_info("auto_layouts: restaurado layout '%s'", last.c_str());
}
} else {
fn_log::log_warn("auto_layouts: layout_storage_open fallo (%s)", db_name);
}
}
// Registra info de la ventana About si la app la proveyo en AppConfig.
if (config.about.name != nullptr) {
fn_ui::about_window_set_info(
config.about.name,
config.about.version ? config.about.version : "",
config.about.description ? config.about.description : "");
}
// Texto vectorial (Karla / Roboto / DroidSans / Cousine, segun settings)
// + iconos Tabler mergeados al mismo tamaño en el mismo ImFont.
fn_ui::load_fonts_from_settings();
// ImGui 1.92+ usa style.FontSizeBase como tamaño activo (escalable sin
// rebuild de atlas). Inicializa al valor del .ini para que el primer
// frame ya respete el setting.
{
ImGuiStyle& style = ImGui::GetStyle();
style.FontSizeBase = fn_ui::settings().font_size_px;
style._NextFrameFontSizeBase = style.FontSizeBase;
}
if (config.viewports) {
io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable;
}
// Identidad visual — ver cpp/DESIGN_SYSTEM.md
switch (config.theme) {
case ThemeMode::FnDark: fn_tokens::apply_dark_theme(); break;
case ThemeMode::ImGuiDark: ImGui::StyleColorsDark(); break;
case ThemeMode::ImGuiLight: ImGui::StyleColorsLight(); break;
case ThemeMode::None: break;
}
// 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();
// When the main window is iconified we used to glfwWaitEvents+continue
// to save CPU. That is wrong when floating panels (secondary
// viewports) exist: skipping the frame stops UpdatePlatformWindows /
// RenderPlatformWindowsDefault so those panels go blank or get
// ungrouped by the WM. We therefore detect secondary viewports first
// and, if any are alive, fall through to a normal frame (main GL
// clear/swap is harmless on the hidden main HWND, secondary GL
// contexts keep refreshing). Only when there are NO floating panels
// do we sleep on glfwWaitEvents the way we used to.
if (glfwGetWindowAttrib(window, GLFW_ICONIFIED)) {
bool has_secondary_viewport = false;
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) {
ImGuiPlatformIO& pio_ic = ImGui::GetPlatformIO();
for (int i = 0; i < pio_ic.Viewports.Size; ++i) {
ImGuiViewport* vp = pio_ic.Viewports[i];
if (!vp || !vp->PlatformHandle) continue;
if ((GLFWwindow*)vp->PlatformHandle == window) continue;
has_secondary_viewport = true;
break;
}
}
if (!has_secondary_viewport) {
glfwWaitEvents();
continue;
}
// fallthrough: render normally so floating panels stay alive.
}
#ifdef _WIN32
// Subclass any platform window we haven't subclassed yet. Covers the
// main window AND every secondary viewport (panels dragged outside
// main) so AltSnap's WM_ENTERSIZEMOVE/WM_EXITSIZEMOVE brackets are
// observed regardless of which HWND it targets. Runs BEFORE the
// sizemove gate below so newly-created secondaries are protected from
// their very first frame onwards.
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) {
prune_dead_subclassed();
prune_dead_icon_attached();
prune_dead_dark_titlebar();
const bool dark_tb = (config.theme == ThemeMode::FnDark ||
config.theme == ThemeMode::ImGuiDark);
ImGuiPlatformIO& pio_sub = ImGui::GetPlatformIO();
for (int i = 0; i < pio_sub.Viewports.Size; ++i) {
ImGuiViewport* vp = pio_sub.Viewports[i];
if (!vp || !vp->PlatformHandle) continue;
GLFWwindow* gw = (GLFWwindow*)vp->PlatformHandle;
install_sizemove_subclass(gw);
// Floating panels = secondary HWNDs creados por el backend
// GLFW. WNDCLASS distinta de la main -> no heredan icono via
// SetClassLongPtrW. WM_SETICON per-HWND es la unica forma de
// que el taskbar/titlebar muestren el icono.
attach_app_icon_to_hwnd(glfwGetWin32Window(gw));
// Misma logica para el title bar oscuro — cada viewport
// secundario tiene su propio HWND con caption pintado por DWM.
attach_dark_titlebar_to_hwnd(glfwGetWin32Window(gw), dark_tb);
}
}
#endif
// While an external mover (AltSnap on Win32, tiling WMs) is dragging
// the window we mirror the native title-bar contract: do not render,
// do not swap, just pump events. The DWM compositor scrolls the last
// presented framebuffer with the window — no race between SetWindowPos
// (async) and glfwSwapBuffers, so no jitter. WM_EXITSIZEMOVE clears
// the flag and the main loop resumes normal rendering. Applies to
// brackets on ANY subclassed HWND (main or secondary viewports).
if (external_sizemove_active()) {
// Bound the busy loop so the message queue gets drained but we
// don't burn CPU when AltSnap pauses between mouse moves.
glfwWaitEventsTimeout(0.016);
continue;
}
// Anti-jitter pass 2: covers secondary viewport windows that the
// backend creates dynamically (panels dragged outside the main).
// Sync each viewport's Pos/Size to the OS-reported state BEFORE
// NewFrame, so ImGui logic this tick already sees the up-to-date
// values and UpdatePlatformWindows can't stomp them with stale data.
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) {
ImGuiPlatformIO& pio = ImGui::GetPlatformIO();
for (int i = 0; i < pio.Viewports.Size; ++i) {
ImGuiViewport* vp = pio.Viewports[i];
if (!vp || !vp->PlatformHandle) continue;
GLFWwindow* gw = (GLFWwindow*)vp->PlatformHandle;
int x = 0, y = 0, cx = 0, cy = 0;
glfwGetWindowPos(gw, &x, &y);
glfwGetWindowSize(gw, &cx, &cy);
vp->Pos = ImVec2((float)x, (float)y);
vp->Size = ImVec2((float)cx, (float)cy);
}
}
// Tamaño de fuente: aplica via style.FontSizeBase cada frame. Cambios
// se ven al instante (ImGui 1.92+ escala el atlas dinamicamente, no
// hace falta rebuild).
ImGuiStyle& style = ImGui::GetStyle();
if (style.FontSizeBase != fn_ui::settings().font_size_px) {
style.FontSizeBase = fn_ui::settings().font_size_px;
style._NextFrameFontSizeBase = style.FontSizeBase; // FIXME-ImGui hack
}
// Cambio de fuente (font_id): rebuild atlas. ImGui_ImplOpenGL3
// refresca la GPU texture via UpdateTexture en RenderDrawData.
if (fn_ui::settings_consume_font_dirty()) {
fn_ui::load_fonts_from_settings();
}
ImGui_ImplOpenGL3_NewFrame();
ImGui_ImplGlfw_NewFrame();
ImGui::NewFrame();
// Si auto_layouts esta gestionando el storage, aplica el layout
// pendiente ANTES de que el render_fn cree ventanas. Si la app gestiona
// su propio storage, debe usar cfg.pre_frame para llamar
// layout_storage_apply_pending en el mismo punto.
if (auto_layouts_storage) {
std::string applied = fn_ui::layout_storage_apply_pending(auto_layouts_storage);
if (!applied.empty()) auto_layouts_cb.active_name = applied;
}
// Hook pre-frame de la app — se ejecuta despues de NewFrame y antes
// de menubar/auto-dockspace. Punto correcto para LoadIniSettingsFromMemory.
if (config.pre_frame) {
config.pre_frame();
}
// Menubar canonica (View / Layouts / Settings / About) — siempre se
// renderiza para que Settings/Logs/About esten disponibles aunque la
// app no declare panels/layouts/view_extras propios. Se dibuja ANTES
// del render_fn para que pueda hacer DockSpaceOverViewport debajo.
{
// Adapter: std::function<bool()> -> ViewMenuExtrasFn(void*).
fn_ui::ViewMenuExtrasFn extras_fn = nullptr;
void* extras_user = nullptr;
if ((bool)config.view_extras) {
extras_fn = [](void* ud) -> bool {
auto* fn_ptr = static_cast<std::function<bool()>*>(ud);
return (*fn_ptr) ? (*fn_ptr)() : false;
};
extras_user = (void*)&config.view_extras;
}
fn_ui::app_menubar(config.panels, config.panel_count,
config.layouts_cb, extras_fn, extras_user);
}
// Auto-dockspace central. Permite re-anclar ventanas flotantes al
// main viewport sin que cada app llame DockSpaceOverViewport en su
// render(). Apps con layout custom ponen cfg.auto_dockspace=false.
if (config.auto_dockspace) {
ImGui::DockSpaceOverViewport(0, ImGui::GetMainViewport(),
ImGuiDockNodeFlags_PassthruCentralNode);
}
render_fn();
// Ventana de Settings (no-op si esta cerrada).
fn_ui::settings_window_render();
// Ventana de Logs (no-op si esta cerrada).
fn_ui::log_window_render();
// Ventana About (no-op si esta cerrada).
fn_ui::about_window_render();
// FPS overlay si esta activado en Settings.
if (fn_ui::settings().show_fps) {
fps_overlay();
}
// Identidad por app en viewports secundarios — badge en el title bar
// de cada panel arrastrado fuera del main window. Si Windows + tiene
// appicon.ico embebido, dibuja el mismo icono que el taskbar (PNG
// RGBA escalado). Si no, fallback a cuadrado accent + inicial.
#ifdef _WIN32
if (g_app_icon_texture == 0) {
g_app_icon_texture = upload_hicon_to_gl_texture();
}
#endif
draw_header_badge_on_floating_panels(config);
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
}
// Persiste settings al exit (idempotente con auto-saves del menu).
fn_ui::settings_save();
// Cierra el archivo de log (si la app lo abrio).
if (config.log.file_path != nullptr) {
fn_log::log_info("app exit");
fn_log::logger_close();
}
// Save-on-close: si hay un layout activo, persiste el INI actual en su
// slot para que la proxima apertura cargue exactamente el mismo estado
// (incluye los retoques de docking/posiciones que el usuario hizo
// durante la sesion). Tambien reescribe last_active por si el callback
// se salto. Hecho ANTES de cerrar el storage. Necesita ImGui context
// vivo (SaveIniSettingsToMemory), por eso va antes de DestroyContext.
if (auto_layouts_storage && !auto_layouts_cb.active_name.empty()) {
fn_ui::layout_storage_save(auto_layouts_storage, auto_layouts_cb.active_name);
fn_ui::layout_storage_set_last_active(auto_layouts_storage, auto_layouts_cb.active_name);
}
// Cierra el storage de layouts auto-creado, si lo hay.
if (auto_layouts_storage) {
fn_ui::layout_storage_close(auto_layouts_storage);
auto_layouts_storage = nullptr;
}
// Cleanup
if (g_app_icon_texture != 0) {
glDeleteTextures(1, &g_app_icon_texture);
g_app_icon_texture = 0;
}
ImGui_ImplOpenGL3_Shutdown();
ImGui_ImplGlfw_Shutdown();
ImPlot3D::DestroyContext();
ImPlot::DestroyContext();
ImGui::DestroyContext();
#ifdef _WIN32
uninstall_sizemove_subclass_all();
#endif
glfwDestroyWindow(window);
glfwTerminate();
return 0;
}
int run_app(std::function<void()> render_fn) {
return run_app(AppConfig{}, render_fn);
}
// Test-only observability of the Win32 subclass. Always defined (zero cost);
// on non-Windows the counters never increment.
namespace internal {
int sizemove_enter_count() {
#ifdef _WIN32
return g_sizemove_enter_count.load(std::memory_order_acquire);
#else
return 0;
#endif
}
int alt_rmb_resize_count() {
#ifdef _WIN32
return g_alt_rmb_resize_count.load(std::memory_order_acquire);
#else
return 0;
#endif
}
void set_force_alt_for_test(bool v) {
#ifdef _WIN32
g_force_alt_for_test.store(v, std::memory_order_release);
#else
(void)v;
#endif
}
int rbuttondown_seen_count() {
#ifdef _WIN32
return g_rbuttondown_seen_count.load(std::memory_order_acquire);
#else
return 0;
#endif
}
int alt_lmb_move_count() {
#ifdef _WIN32
return g_alt_lmb_move_count.load(std::memory_order_acquire);
#else
return 0;
#endif
}
} // namespace internal
} // namespace fn
#ifdef IMGUI_ENABLE_TEST_ENGINE
#include "imgui_te_engine.h"
#include "imgui_te_ui.h"
#include "imgui_te_context.h"
#include "imgui_te_exporters.h"
namespace fn {
int run_app_test(AppConfig config,
std::function<void()> render_fn,
std::function<void(::ImGuiTestEngine*)> register_tests,
const char* filter) {
if (!register_tests) {
fprintf(stderr, "run_app_test: register_tests callback is null\n");
return 1;
}
glfwSetErrorCallback(glfw_error_callback);
if (!glfwInit()) { fprintf(stderr, "GLFW init failed\n"); return 1; }
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
// Tests de frontend: ventana OCULTA por defecto (headless) para no parpadear
// en la pantalla del desarrollador ni robar foco mientras el Test Engine
// ejercita la UI. El contexto GL real se crea igual, asi que el render sigue
// siendo fiel. Opt-out para depurar visualmente: FN_HEADLESS=0.
const bool hidden = resolve_headless(/*default_hidden=*/true, config.headless);
glfwWindowHint(GLFW_VISIBLE, hidden ? GLFW_FALSE : GLFW_TRUE);
GLFWwindow* window = glfwCreateWindow(
config.width, config.height,
config.title ? config.title : "fn_test", nullptr, nullptr);
if (!window) { glfwTerminate(); fprintf(stderr, "createWindow failed\n"); return 1; }
glfwMakeContextCurrent(window);
glfwSwapInterval(0); // tests run as fast as possible — no vsync
if (config.init_gl_loader) {
if (!fn::gfx::gl_loader_init()) {
glfwDestroyWindow(window); glfwTerminate();
fprintf(stderr, "gl_loader_init failed\n"); return 1;
}
}
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImPlot::CreateContext();
ImPlot3D::CreateContext();
ImGuiIO& io = ImGui::GetIO();
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable;
// No viewports in tests — the engine drives the main window only.
io.IniFilename = nullptr; // tests don't persist .ini
fn_ui::settings_load();
fn_ui::load_fonts_from_settings();
switch (config.theme) {
case ThemeMode::FnDark: fn_tokens::apply_dark_theme(); break;
case ThemeMode::ImGuiDark: ImGui::StyleColorsDark(); break;
case ThemeMode::ImGuiLight: ImGui::StyleColorsLight(); break;
case ThemeMode::None: break;
}
ImGui_ImplGlfw_InitForOpenGL(window, true);
ImGui_ImplOpenGL3_Init("#version 330");
// --- Test engine setup ---
ImGuiTestEngine* engine = ImGuiTestEngine_CreateContext();
ImGuiTestEngineIO& te_io = ImGuiTestEngine_GetIO(engine);
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();
if (config.pre_frame) config.pre_frame();
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