secondvoice/src/ui/TranslationUI.h
StillHammer ddf34db2a0 feat: Add GLAD OpenGL loader and NVIDIA GPU forcing
Changes:
- Add GLAD dependency via vcpkg for proper OpenGL function loading
- Force NVIDIA GPU usage with game-style exports (NvOptimusEnablement)
- Create working console version (SecondVoice_Console.exe)
- Add dual executable build (UI + Console versions)
- Update to OpenGL 4.6 Core Profile with GLSL 460
- Add GPU detection and logging
- Fix GLFW header conflicts with GLFW_INCLUDE_NONE

Note: OpenGL shaders still failing to compile despite GLAD integration.
Console version is fully functional for audio capture and translation.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-21 15:18:54 +08:00

49 lines
1.1 KiB
C++

#pragma once
#include <string>
#include <vector>
#define GLFW_INCLUDE_NONE // Don't include OpenGL headers (GLAD provides them)
#include <GLFW/glfw3.h>
namespace secondvoice {
struct TranslationMessage {
std::string chinese;
std::string french;
};
class TranslationUI {
public:
TranslationUI(int width, int height);
~TranslationUI();
bool initialize();
void render();
bool shouldClose() const;
void addTranslation(const std::string& chinese, const std::string& french);
bool isStopRequested() const { return stop_requested_; }
void resetStopRequest() { stop_requested_ = false; }
void setRecordingDuration(int seconds) { recording_duration_ = seconds; }
void setProcessingStatus(const std::string& status) { processing_status_ = status; }
private:
void renderTranslations();
void renderControls();
void renderStatus();
int width_;
int height_;
GLFWwindow* window_ = nullptr;
std::vector<TranslationMessage> messages_;
bool stop_requested_ = false;
bool auto_scroll_ = true;
int recording_duration_ = 0;
std::string processing_status_;
};
} // namespace secondvoice