Files
kte/ImGuiFrontend.h
Kyle Isom 3148e16cf8 Fix multi-window architecture and swap file cleanup
Multi-window:
- Per-window ImGui contexts (fixes input, scroll, and rendering isolation)
- Per-instance scroll and mouse state in ImGuiRenderer (no more statics)
- Proper GL context activation during window destruction
- ValidateBufferIndex guards against stale curbuf_ across shared buffers
- Editor methods (CurrentBuffer, SwitchTo, CloseBuffer, etc.) use Buffers()
  accessor to respect shared buffer lists
- New windows open with an untitled buffer
- Scratch buffer reuse works in secondary windows
- CMD-w on macOS closes only the focused window
- Deferred new-window creation to avoid mid-frame ImGui context corruption

Swap file cleanup:
- SaveAs prompt handler now calls ResetJournal
- cmd_save_and_quit now calls ResetJournal
- Editor::Reset detaches all buffers before clearing
- Tests for save-and-quit and editor-reset swap cleanup

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-24 19:48:34 -07:00

59 lines
1.5 KiB
C++

/*
* GUIFrontend - couples ImGuiInputHandler + GUIRenderer and owns SDL2/ImGui lifecycle
*/
#pragma once
#include <memory>
#include <vector>
#include "Frontend.h"
#include "GUIConfig.h"
#include "ImGuiInputHandler.h"
#include "ImGuiRenderer.h"
#include "Editor.h"
struct SDL_Window;
struct ImGuiContext;
typedef void *SDL_GLContext;
class GUIFrontend final : public Frontend {
public:
GUIFrontend() = default;
~GUIFrontend() override = default;
bool Init(int &argc, char **argv, Editor &ed) override;
void Step(Editor &ed, bool &running) override;
void Shutdown() override;
private:
// Per-window state — each window owns its own ImGui context so that
// NewFrame/Render cycles are fully independent (ImGui requires exactly
// one NewFrame per Render per context).
struct WindowState {
SDL_Window *window = nullptr;
SDL_GLContext gl_ctx = nullptr;
ImGuiContext *imgui_ctx = nullptr;
ImGuiInputHandler input{};
ImGuiRenderer renderer{};
Editor editor{};
int width = 1280;
int height = 800;
bool alive = true;
};
// Open a new secondary window sharing the primary editor's buffer list.
// Returns false if window creation fails.
bool OpenNewWindow_(Editor &primary);
// Initialize fonts and theme for a given ImGui context (must be current).
void SetupImGuiStyle_();
static void DestroyWindowResources_(WindowState &ws);
static bool LoadGuiFont_(const char *path, float size_px);
GUIConfig config_{};
// Primary window (index 0 in windows_); created during Init.
std::vector<std::unique_ptr<WindowState> > windows_;
};