Files
fn_registry/cpp/framework/app_base.cpp
T
egutierrez 936de33d0f feat(framework): cfg.pre_frame hook for apps with own LayoutStorage
Apps que gestionan su propio LayoutStorage (cfg.auto_layouts=false +
cfg.layouts_cb=&own_cb) necesitan llamar layout_storage_apply_pending
en el momento correcto: despues de ImGui::NewFrame y ANTES de menubar
+ auto-dockspace + cualquier Begin() del frame.

Antes, si la app llamaba apply_pending dentro de render_fn (es decir,
mid-frame), ImGui cargaba el INI pero las dock-nodes no se restauraban
hasta el siguiente ciclo: las ventanas docked aparecian flotantes.

cfg.pre_frame es un std::function<void()> opcional que run_app y
run_app_test invocan justo despues de NewFrame, antes del bloque
auto_layouts_storage, antes de app_menubar y antes del auto-dockspace.
Default null = no-op, sin impacto en apps existentes.

Apps con auto_layouts=true (la mayoria) no necesitan tocar nada — el
framework ya hace apply_pending en su propio bloque. pre_frame es
puramente para apps con layout custom.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-10 14:21:00 +02:00

730 lines
27 KiB
C++

#include "app_base.h"
#include "imgui.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 <GLFW/glfw3.h>
#include <atomic>
#include <cstdio>
#include <cstring>
#include <filesystem>
#include <string>
#include <sys/stat.h>
#ifdef _WIN32
#ifndef WIN32_LEAN_AND_MEAN
#define WIN32_LEAN_AND_MEAN
#endif
#include <windows.h>
#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.
static std::atomic<bool> g_in_sizemove{false};
static WNDPROC g_orig_wndproc = nullptr;
static HWND g_subclassed_hwnd = nullptr;
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);
break;
case WM_EXITSIZEMOVE:
g_in_sizemove.store(false, std::memory_order_release);
break;
default: break;
}
return CallWindowProcW(g_orig_wndproc, hwnd, msg, wp, lp);
}
static void install_sizemove_subclass(GLFWwindow* w) {
HWND hwnd = glfwGetWin32Window(w);
if (!hwnd) return;
g_subclassed_hwnd = hwnd;
g_orig_wndproc = (WNDPROC)SetWindowLongPtrW(
hwnd, GWLP_WNDPROC, (LONG_PTR)fn_subclass_wndproc);
}
static void uninstall_sizemove_subclass() {
if (g_subclassed_hwnd && g_orig_wndproc) {
SetWindowLongPtrW(g_subclassed_hwnd, GWLP_WNDPROC, (LONG_PTR)g_orig_wndproc);
}
g_subclassed_hwnd = nullptr;
g_orig_wndproc = nullptr;
}
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;
}
}
}
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);
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);
#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;
// 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();
if (glfwGetWindowAttrib(window, GLFW_ICONIFIED)) {
glfwWaitEvents();
continue;
}
// 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.
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();
}
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
ImGui_ImplOpenGL3_Shutdown();
ImGui_ImplGlfw_Shutdown();
ImPlot3D::DestroyContext();
ImPlot::DestroyContext();
ImGui::DestroyContext();
#ifdef _WIN32
uninstall_sizemove_subclass();
#endif
glfwDestroyWindow(window);
glfwTerminate();
return 0;
}
int run_app(std::function<void()> render_fn) {
return run_app(AppConfig{}, render_fn);
}
} // 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);
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