b767b5b85e
App C++ ImGui que abre cualquier operations.db del registry y lo visualiza
como grafo con shapes/iconos/layouts/filtros/labels.
Composicion del registry:
- viz/graph_renderer + graph_force_layout(_gpu) + graph_layouts +
graph_viewport + graph_labels + graph_icons + graph_sources
- core: toolbar, modal_dialog, select, text_input, tree_view, page_header,
fullscreen_window, button, badge, empty_state
Capas:
- data.{h,cpp} — dispatcher GraphLoadFn (operations hoy; json/graphml manana).
- types_registry.{h,cpp} — parser YAML minimal + tabler_codepoint_by_name +
apply_types_yaml + IconAtlas builder.
- views.{h,cpp} — Toolbar, Legend, Inspector, Stats, modal Filters/Open.
- layout_store.{h,cpp} — graph_explorer.db SQLite con tabla layouts(graph_hash,
node_id, x, y, pinned, updated_at). UPSERT por nodo.
- main.cpp — CLI (--input/--types/--layout) + fn::run_app + bucle
force layout (CPU/GPU toggle) + render con 3 columnas (Legend / Viewport /
Inspector+Stats).
examples/types.yaml: 10 entidades OSINT (Person/Email/Domain/Phone/Org/IBAN/
Account/Document/Address/Url) + 5 relaciones (owns/knows/located_in/
transfers_to/member_of) con shapes Tabler reales.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
80 lines
2.8 KiB
C++
80 lines
2.8 KiB
C++
#pragma once
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struct GraphData;
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struct GraphViewportState;
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namespace ge {
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// Estado compartido entre las vistas y el bucle render. Pasado por puntero
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// desde main.cpp.
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struct AppState {
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// Datos
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GraphData* graph = nullptr;
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GraphViewportState* viewport = nullptr;
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// Layout activo
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int layout_mode = 0; // 0=force, 1=grid, 2=circular, 3=radial, 4=hierarchical, 5=fixed
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int apply_layout_tick = 0; // se incrementa cuando hay que reaplicar layout
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// Force layout — config + GPU toggle
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float repulsion = 1500.0f;
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float attraction = 0.04f;
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float gravity = 0.005f;
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bool use_gpu = false;
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// Stats UI
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int fps_estimate = 0; // sintetico, calculado en main loop
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// Filters / visibility por tipo (longitud = graph->type_count o rel_type_count)
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bool type_visible[256] = {};
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bool rel_type_visible[256] = {};
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int type_visible_n = 0;
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int rel_type_visible_n = 0;
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// Inspector
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bool panel_legend = true;
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bool panel_inspector = true;
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bool panel_stats = true;
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bool show_filters_modal = false;
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bool show_open_modal = false;
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// Triggers — main.cpp lee estos flags y actua
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bool want_fit = false;
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bool want_save_layout = false;
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bool want_reload = false;
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bool want_open_file = false; // marcado al confirmar el modal Open
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char open_buf[512] = {};
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// Labels overlay
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bool labels_enabled = true;
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};
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// Toolbar superior (Open file, Layout selector, Filters..., Fit, Save layout).
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void views_toolbar(AppState& app);
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// Panel Legend — checkboxes por tipo (entity / relation) con color swatch.
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void views_legend(AppState& app);
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// Panel Inspector — metadata del nodo seleccionado + vecinos.
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void views_inspector(AppState& app);
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// Stats line — counts + fps + energy + selection.
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void views_stats(AppState& app);
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// Modal Filters — toggles por tipo agrupados en columnas. Devuelve true si
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// el usuario togglo algo.
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bool views_filters_modal(AppState& app);
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// Modal Open file — text input + boton Open.
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bool views_open_modal(AppState& app);
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// Refresca los flags `flags` de cada nodo/arista segun el array
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// `type_visible[]` / `rel_type_visible[]`. Lineal en N+M.
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void views_apply_visibility(AppState& app);
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// Inicializa los arrays type_visible / rel_type_visible a true para todos
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// los tipos del grafo activo. Llamar tras cargar/recargar el grafo.
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void views_reset_visibility(AppState& app);
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} // namespace ge
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