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mirror of https://github.com/emilk/egui.git synced 2026-08-29 12:50:04 -04:00

Move all crates into a crates directory (#1940)

This commit is contained in:
Emil Ernerfeldt
2022-08-20 10:41:49 +02:00
committed by GitHub
parent 5c63648c02
commit 041f2e64ba
260 changed files with 59 additions and 57 deletions

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//! Platform-agnostic interface for writing apps using [`egui`] (epi = egui programming interface).
//!
//! `epi` provides interfaces for window management and serialization.
//!
//! Start by looking at the [`App`] trait, and implement [`App::update`].
#![warn(missing_docs)] // Let's keep `epi` well-documented.
/// This is how your app is created.
///
/// You can use the [`CreationContext`] to setup egui, restore state, setup OpenGL things, etc.
pub type AppCreator = Box<dyn FnOnce(&CreationContext<'_>) -> Box<dyn App>>;
/// Data that is passed to [`AppCreator`] that can be used to setup and initialize your app.
pub struct CreationContext<'s> {
/// The egui Context.
///
/// You can use this to customize the look of egui, e.g to call [`egui::Context::set_fonts`],
/// [`egui::Context::set_visuals`] etc.
pub egui_ctx: egui::Context,
/// Information about the surrounding environment.
pub integration_info: IntegrationInfo,
/// You can use the storage to restore app state(requires the "persistence" feature).
pub storage: Option<&'s dyn Storage>,
/// The [`glow::Context`] allows you to initialize OpenGL resources (e.g. shaders) that
/// you might want to use later from a [`egui::PaintCallback`].
///
/// Only available when compiling with the `glow` feature and using [`Renderer::Glow`].
#[cfg(feature = "glow")]
pub gl: Option<std::sync::Arc<glow::Context>>,
/// The underlying WGPU render state.
///
/// Only available when compiling with the `wgpu` feature and using [`Renderer::Wgpu`].
///
/// Can be used to manage GPU resources for custom rendering with WGPU using [`egui::PaintCallback`]s.
#[cfg(feature = "wgpu")]
pub wgpu_render_state: Option<egui_wgpu::RenderState>,
}
// ----------------------------------------------------------------------------
/// Implement this trait to write apps that can be compiled for both web/wasm and desktop/native using [`eframe`](https://github.com/emilk/egui/tree/master/eframe).
pub trait App {
/// Called each time the UI needs repainting, which may be many times per second.
///
/// Put your widgets into a [`egui::SidePanel`], [`egui::TopBottomPanel`], [`egui::CentralPanel`], [`egui::Window`] or [`egui::Area`].
///
/// The [`egui::Context`] can be cloned and saved if you like.
///
/// To force a repaint, call [`egui::Context::request_repaint`] at any time (e.g. from another thread).
fn update(&mut self, ctx: &egui::Context, frame: &mut Frame);
/// Called on shutdown, and perhaps at regular intervals. Allows you to save state.
///
/// Only called when the "persistence" feature is enabled.
///
/// On web the state is stored to "Local Storage".
/// On native the path is picked using [`directories_next::ProjectDirs::data_dir`](https://docs.rs/directories-next/2.0.0/directories_next/struct.ProjectDirs.html#method.data_dir) which is:
/// * Linux: `/home/UserName/.local/share/APPNAME`
/// * macOS: `/Users/UserName/Library/Application Support/APPNAME`
/// * Windows: `C:\Users\UserName\AppData\Roaming\APPNAME`
///
/// where `APPNAME` is what is given to `eframe::run_native`.
fn save(&mut self, _storage: &mut dyn Storage) {}
/// Called before an exit that can be aborted.
/// By returning `false` the exit will be aborted. To continue the exit return `true`.
///
/// A scenario where this method will be run is after pressing the close button on a native
/// window, which allows you to ask the user whether they want to do something before exiting.
/// See the example at <https://github.com/emilk/egui/blob/master/examples/confirm_exit/> for practical usage.
///
/// It will _not_ be called on the web or when the window is forcefully closed.
fn on_exit_event(&mut self) -> bool {
true
}
/// Called once on shutdown, after [`Self::save`].
///
/// If you need to abort an exit use [`Self::on_exit_event`].
///
/// To get a [`glow`] context you need to compile with the `glow` feature flag,
/// and run eframe with the glow backend.
#[cfg(feature = "glow")]
fn on_exit(&mut self, _gl: Option<&glow::Context>) {}
/// Called once on shutdown, after [`Self::save`].
///
/// If you need to abort an exit use [`Self::on_exit_event`].
#[cfg(not(feature = "glow"))]
fn on_exit(&mut self) {}
// ---------
// Settings:
/// Time between automatic calls to [`Self::save`]
fn auto_save_interval(&self) -> std::time::Duration {
std::time::Duration::from_secs(30)
}
/// The size limit of the web app canvas.
///
/// By default the max size is [`egui::Vec2::INFINITY`], i.e. unlimited.
///
/// A large canvas can lead to bad frame rates on some older browsers on some platforms
/// (see <https://bugzilla.mozilla.org/show_bug.cgi?id=1010527#c0>).
fn max_size_points(&self) -> egui::Vec2 {
egui::Vec2::INFINITY
}
/// Background color for the app, e.g. what is sent to `gl.clearColor`.
/// This is the background of your windows if you don't set a central panel.
fn clear_color(&self, _visuals: &egui::Visuals) -> egui::Rgba {
// NOTE: a bright gray makes the shadows of the windows look weird.
// We use a bit of transparency so that if the user switches on the
// `transparent()` option they get immediate results.
egui::Color32::from_rgba_unmultiplied(12, 12, 12, 180).into()
// _visuals.window_fill() would also be a natural choice
}
/// Controls whether or not the native window position and size will be
/// persisted (only if the "persistence" feature is enabled).
fn persist_native_window(&self) -> bool {
true
}
/// Controls whether or not the egui memory (window positions etc) will be
/// persisted (only if the "persistence" feature is enabled).
fn persist_egui_memory(&self) -> bool {
true
}
/// If `true` a warm-up call to [`Self::update`] will be issued where
/// `ctx.memory().everything_is_visible()` will be set to `true`.
///
/// This can help pre-caching resources loaded by different parts of the UI, preventing stutter later on.
///
/// In this warm-up call, all painted shapes will be ignored.
///
/// The default is `false`, and it is unlikely you will want to change this.
fn warm_up_enabled(&self) -> bool {
false
}
/// Called each time after the rendering the UI.
///
/// Can be used to access pixel data with `get_pixels`
fn post_rendering(&mut self, _window_size_px: [u32; 2], _frame: &Frame) {}
}
/// Selects the level of hardware graphics acceleration.
#[cfg(not(target_arch = "wasm32"))]
#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash)]
pub enum HardwareAcceleration {
/// Require graphics acceleration.
Required,
/// Prefer graphics acceleration, but fall back to software.
Preferred,
/// Do NOT use graphics acceleration.
///
/// On some platforms (MacOS) this is ignored and treated the same as [`Self::Preferred`].
Off,
}
/// Options controlling the behavior of a native window.
///
/// Only a single native window is currently supported.
#[cfg(not(target_arch = "wasm32"))]
#[derive(Clone)]
pub struct NativeOptions {
/// Sets whether or not the window will always be on top of other windows.
pub always_on_top: bool,
/// Show window in maximized mode
pub maximized: bool,
/// On desktop: add window decorations (i.e. a frame around your app)?
/// If false it will be difficult to move and resize the app.
pub decorated: bool,
/// Start in (borderless) fullscreen?
///
/// Default: `false`.
pub fullscreen: bool,
/// On Windows: enable drag and drop support. Drag and drop can
/// not be disabled on other platforms.
///
/// See [winit's documentation][drag_and_drop] for information on why you
/// might want to disable this on windows.
///
/// [drag_and_drop]: https://docs.rs/winit/latest/x86_64-pc-windows-msvc/winit/platform/windows/trait.WindowBuilderExtWindows.html#tymethod.with_drag_and_drop
pub drag_and_drop_support: bool,
/// The application icon, e.g. in the Windows task bar etc.
///
/// This doesn't work on Mac and on Wayland.
/// See <https://docs.rs/winit/latest/winit/window/struct.Window.html#method.set_window_icon> for more.
pub icon_data: Option<IconData>,
/// The initial (inner) position of the native window in points (logical pixels).
pub initial_window_pos: Option<egui::Pos2>,
/// The initial inner size of the native window in points (logical pixels).
pub initial_window_size: Option<egui::Vec2>,
/// The minimum inner window size
pub min_window_size: Option<egui::Vec2>,
/// The maximum inner window size
pub max_window_size: Option<egui::Vec2>,
/// Should the app window be resizable?
pub resizable: bool,
/// On desktop: make the window transparent.
/// You control the transparency with [`App::clear_color()`].
/// You should avoid having a [`egui::CentralPanel`], or make sure its frame is also transparent.
pub transparent: bool,
/// Turn on vertical syncing, limiting the FPS to the display refresh rate.
///
/// The default is `true`.
pub vsync: bool,
/// Set the level of the multisampling anti-aliasing (MSAA).
///
/// Must be a power-of-two. Higher = more smooth 3D.
///
/// A value of `0` turns it off (default).
///
/// `egui` already performs anti-aliasing via "feathering"
/// (controlled by [`egui::epaint::TessellationOptions`]),
/// but if you are embedding 3D in egui you may want to turn on multisampling.
pub multisampling: u16,
/// Sets the number of bits in the depth buffer.
///
/// `egui` doesn't need the depth buffer, so the default value is 0.
pub depth_buffer: u8,
/// Sets the number of bits in the stencil buffer.
///
/// `egui` doesn't need the stencil buffer, so the default value is 0.
pub stencil_buffer: u8,
/// Specify wether or not hardware acceleration is preferred, required, or not.
///
/// Default: [`HardwareAcceleration::Preferred`].
pub hardware_acceleration: HardwareAcceleration,
/// What rendering backend to use.
pub renderer: Renderer,
/// If the `dark-light` feature is enabled:
///
/// Try to detect and follow the system preferred setting for dark vs light mode.
///
/// By default, this is `true` on Mac and Windows, but `false` on Linux
/// due to <https://github.com/frewsxcv/rust-dark-light/issues/17>.
///
/// See also [`Self::default_theme`].
pub follow_system_theme: bool,
/// Which theme to use in case [`Self::follow_system_theme`] is `false`
/// or the `dark-light` feature is disabled.
///
/// Default: `Theme::Dark`.
pub default_theme: Theme,
/// This controls what happens when you close the main eframe window.
///
/// If `true`, execution will continue after the eframe window is closed.
/// If `false`, the app will close once the eframe window is closed.
///
/// This is `true` by default, and the `false` option is only there
/// so we can revert if we find any bugs.
///
/// This feature was introduced in <https://github.com/emilk/egui/pull/1889>.
///
/// When `true`, [`winit::platform::run_return::EventLoopExtRunReturn::run_return`] is used.
/// When `false`, [`winit::event_loop::EventLoop::run`] is used.
pub run_and_return: bool,
}
#[cfg(not(target_arch = "wasm32"))]
impl Default for NativeOptions {
fn default() -> Self {
Self {
always_on_top: false,
maximized: false,
decorated: true,
fullscreen: false,
drag_and_drop_support: true,
icon_data: None,
initial_window_pos: None,
initial_window_size: None,
min_window_size: None,
max_window_size: None,
resizable: true,
transparent: false,
vsync: true,
multisampling: 0,
depth_buffer: 0,
stencil_buffer: 0,
hardware_acceleration: HardwareAcceleration::Preferred,
renderer: Renderer::default(),
follow_system_theme: cfg!(target_os = "macos") || cfg!(target_os = "windows"),
default_theme: Theme::Dark,
run_and_return: true,
}
}
}
#[cfg(not(target_arch = "wasm32"))]
impl NativeOptions {
/// The theme used by the system.
#[cfg(feature = "dark-light")]
pub fn system_theme(&self) -> Option<Theme> {
if self.follow_system_theme {
crate::profile_scope!("dark_light::detect");
match dark_light::detect() {
dark_light::Mode::Dark => Some(Theme::Dark),
dark_light::Mode::Light => Some(Theme::Light),
}
} else {
None
}
}
/// The theme used by the system.
#[cfg(not(feature = "dark-light"))]
pub fn system_theme(&self) -> Option<Theme> {
None
}
}
// ----------------------------------------------------------------------------
/// Options when using `eframe` in a web page.
#[cfg(target_arch = "wasm32")]
pub struct WebOptions {
/// Try to detect and follow the system preferred setting for dark vs light mode.
///
/// See also [`Self::default_theme`].
///
/// Default: `true`.
pub follow_system_theme: bool,
/// Which theme to use in case [`Self::follow_system_theme`] is `false`
/// or system theme detection fails.
///
/// Default: `Theme::Dark`.
pub default_theme: Theme,
/// Which version of WebGl context to select
///
/// Default: [`WebGlContextOption::BestFirst`].
pub webgl_context_option: WebGlContextOption,
}
#[cfg(target_arch = "wasm32")]
impl Default for WebOptions {
fn default() -> Self {
Self {
follow_system_theme: true,
default_theme: Theme::Dark,
webgl_context_option: WebGlContextOption::BestFirst,
}
}
}
// ----------------------------------------------------------------------------
/// Dark or Light theme.
#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash)]
#[cfg_attr(feature = "serde", derive(serde::Deserialize, serde::Serialize))]
pub enum Theme {
/// Dark mode: light text on a dark background.
Dark,
/// Light mode: dark text on a light background.
Light,
}
impl Theme {
/// Get the egui visuals corresponding to this theme.
///
/// Use with [`egui::Context::set_visuals`].
pub fn egui_visuals(self) -> egui::Visuals {
match self {
Self::Dark => egui::Visuals::dark(),
Self::Light => egui::Visuals::light(),
}
}
}
// ----------------------------------------------------------------------------
/// WebGL Context options
#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash)]
#[cfg_attr(feature = "serde", derive(serde::Deserialize, serde::Serialize))]
pub enum WebGlContextOption {
/// Force Use WebGL1.
WebGl1,
/// Force use WebGL2.
WebGl2,
/// Use WebGl2 first.
BestFirst,
/// Use WebGl1 first
CompatibilityFirst,
}
// ----------------------------------------------------------------------------
/// What rendering backend to use.
///
/// You need to enable the "glow" and "wgpu" features to have a choice.
#[derive(Clone, Copy, Debug, PartialEq, Eq)]
#[cfg_attr(feature = "serde", derive(serde::Deserialize, serde::Serialize))]
#[cfg_attr(feature = "serde", serde(rename_all = "snake_case"))]
pub enum Renderer {
/// Use [`egui_glow`] renderer for [`glow`](https://github.com/grovesNL/glow).
#[cfg(feature = "glow")]
Glow,
/// Use [`egui_wgpu`] renderer for [`wgpu`](https://github.com/gfx-rs/wgpu).
#[cfg(feature = "wgpu")]
Wgpu,
}
impl Default for Renderer {
fn default() -> Self {
#[cfg(feature = "glow")]
return Self::Glow;
#[cfg(not(feature = "glow"))]
#[cfg(feature = "wgpu")]
return Self::Wgpu;
#[cfg(not(feature = "glow"))]
#[cfg(not(feature = "wgpu"))]
compile_error!("eframe: you must enable at least one of the rendering backend features: 'glow' or 'wgpu'");
}
}
impl std::fmt::Display for Renderer {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
match self {
#[cfg(feature = "glow")]
Self::Glow => "glow".fmt(f),
#[cfg(feature = "wgpu")]
Self::Wgpu => "wgpu".fmt(f),
}
}
}
impl std::str::FromStr for Renderer {
type Err = String;
fn from_str(name: &str) -> Result<Self, String> {
match name.to_lowercase().as_str() {
#[cfg(feature = "glow")]
"glow" => Ok(Self::Glow),
#[cfg(feature = "wgpu")]
"wgpu" => Ok(Self::Wgpu),
_ => Err(format!("eframe renderer {name:?} is not available. Make sure that the corresponding eframe feature is enabled."))
}
}
}
// ----------------------------------------------------------------------------
/// Image data for an application icon.
#[derive(Clone)]
pub struct IconData {
/// RGBA pixels, unmultiplied.
pub rgba: Vec<u8>,
/// Image width. This should be a multiple of 4.
pub width: u32,
/// Image height. This should be a multiple of 4.
pub height: u32,
}
/// Represents the surroundings of your app.
///
/// It provides methods to inspect the surroundings (are we on the web?),
/// allocate textures, and change settings (e.g. window size).
pub struct Frame {
/// Information about the integration.
pub(crate) info: IntegrationInfo,
/// Where the app can issue commands back to the integration.
pub(crate) output: backend::AppOutput,
/// A place where you can store custom data in a way that persists when you restart the app.
pub(crate) storage: Option<Box<dyn Storage>>,
/// A reference to the underlying [`glow`] (OpenGL) context.
#[cfg(feature = "glow")]
pub(crate) gl: Option<std::sync::Arc<glow::Context>>,
/// Can be used to manage GPU resources for custom rendering with WGPU using [`egui::PaintCallback`]s.
#[cfg(feature = "wgpu")]
pub(crate) wgpu_render_state: Option<egui_wgpu::RenderState>,
}
impl Frame {
/// True if you are in a web environment.
///
/// Equivalent to `cfg!(target_arch = "wasm32")`
#[allow(clippy::unused_self)]
pub fn is_web(&self) -> bool {
cfg!(target_arch = "wasm32")
}
/// Information about the integration.
pub fn info(&self) -> IntegrationInfo {
self.info.clone()
}
/// A place where you can store custom data in a way that persists when you restart the app.
pub fn storage(&self) -> Option<&dyn Storage> {
self.storage.as_deref()
}
/// A place where you can store custom data in a way that persists when you restart the app.
pub fn storage_mut(&mut self) -> Option<&mut (dyn Storage + 'static)> {
self.storage.as_deref_mut()
}
/// A reference to the underlying [`glow`] (OpenGL) context.
///
/// This can be used, for instance, to:
/// * Render things to offscreen buffers.
/// * Read the pixel buffer from the previous frame (`glow::Context::read_pixels`).
/// * Render things behind the egui windows.
///
/// Note that all egui painting is deferred to after the call to [`App::update`]
/// ([`egui`] only collects [`egui::Shape`]s and then eframe paints them all in one go later on).
///
/// To get a [`glow`] context you need to compile with the `glow` feature flag,
/// and run eframe using [`Renderer::Glow`].
#[cfg(feature = "glow")]
pub fn gl(&self) -> Option<&std::sync::Arc<glow::Context>> {
self.gl.as_ref()
}
/// The underlying WGPU render state.
///
/// Only available when compiling with the `wgpu` feature and using [`Renderer::Wgpu`].
///
/// Can be used to manage GPU resources for custom rendering with WGPU using [`egui::PaintCallback`]s.
#[cfg(feature = "wgpu")]
pub fn wgpu_render_state(&self) -> Option<&egui_wgpu::RenderState> {
self.wgpu_render_state.as_ref()
}
/// Signal the app to stop/exit/quit the app (only works for native apps, not web apps).
/// The framework will not quit immediately, but at the end of the this frame.
#[cfg(not(target_arch = "wasm32"))]
pub fn quit(&mut self) {
self.output.quit = true;
}
/// Set the desired inner size of the window (in egui points).
#[cfg(not(target_arch = "wasm32"))]
pub fn set_window_size(&mut self, size: egui::Vec2) {
self.output.window_size = Some(size);
}
/// Set the desired title of the window.
#[cfg(not(target_arch = "wasm32"))]
pub fn set_window_title(&mut self, title: &str) {
self.output.window_title = Some(title.to_owned());
}
/// Set whether to show window decorations (i.e. a frame around you app).
///
/// If false it will be difficult to move and resize the app.
#[cfg(not(target_arch = "wasm32"))]
pub fn set_decorations(&mut self, decorated: bool) {
self.output.decorated = Some(decorated);
}
/// Turn borderless fullscreen on/off (native only).
#[cfg(not(target_arch = "wasm32"))]
pub fn set_fullscreen(&mut self, fullscreen: bool) {
self.output.fullscreen = Some(fullscreen);
}
/// set the position of the outer window.
#[cfg(not(target_arch = "wasm32"))]
pub fn set_window_pos(&mut self, pos: egui::Pos2) {
self.output.window_pos = Some(pos);
}
/// When called, the native window will follow the
/// movement of the cursor while the primary mouse button is down.
///
/// Does not work on the web.
#[cfg(not(target_arch = "wasm32"))]
pub fn drag_window(&mut self) {
self.output.drag_window = true;
}
/// Set the visibility of the window.
#[cfg(not(target_arch = "wasm32"))]
pub fn set_visible(&mut self, visible: bool) {
self.output.visible = Some(visible);
}
/// for integrations only: call once per frame
pub(crate) fn take_app_output(&mut self) -> backend::AppOutput {
std::mem::take(&mut self.output)
}
}
/// Information about the web environment (if applicable).
#[derive(Clone, Debug)]
#[cfg(target_arch = "wasm32")]
pub struct WebInfo {
/// Information about the URL.
pub location: Location,
}
/// Information about the application's main window, if available.
#[cfg(not(target_arch = "wasm32"))]
#[derive(Clone, Debug)]
pub struct WindowInfo {
/// Coordinates of the window's outer top left corner, relative to the top left corner of the first display.
///
/// Unit: egui points (logical pixels).
///
/// `None` = unknown.
pub position: Option<egui::Pos2>,
/// Are we in fullscreen mode?
pub fullscreen: bool,
/// Window inner size in egui points (logical pixels).
pub size: egui::Vec2,
}
/// Information about the URL.
///
/// Everything has been percent decoded (`%20` -> ` ` etc).
#[cfg(target_arch = "wasm32")]
#[derive(Clone, Debug)]
pub struct Location {
/// The full URL (`location.href`) without the hash.
///
/// Example: `"http://www.example.com:80/index.html?foo=bar"`.
pub url: String,
/// `location.protocol`
///
/// Example: `"http:"`.
pub protocol: String,
/// `location.host`
///
/// Example: `"example.com:80"`.
pub host: String,
/// `location.hostname`
///
/// Example: `"example.com"`.
pub hostname: String,
/// `location.port`
///
/// Example: `"80"`.
pub port: String,
/// The "#fragment" part of "www.example.com/index.html?query#fragment".
///
/// Note that the leading `#` is included in the string.
/// Also known as "hash-link" or "anchor".
pub hash: String,
/// The "query" part of "www.example.com/index.html?query#fragment".
///
/// Note that the leading `?` is NOT included in the string.
///
/// Use [`Self::query_map`] to get the parsed version of it.
pub query: String,
/// The parsed "query" part of "www.example.com/index.html?query#fragment".
///
/// "foo=42&bar%20" is parsed as `{"foo": "42", "bar ": ""}`
pub query_map: std::collections::BTreeMap<String, String>,
/// `location.origin`
///
/// Example: `"http://www.example.com:80"`.
pub origin: String,
}
/// Information about the integration passed to the use app each frame.
#[derive(Clone, Debug)]
pub struct IntegrationInfo {
/// Information about the surrounding web environment.
#[cfg(target_arch = "wasm32")]
pub web_info: WebInfo,
/// Does the OS use dark or light mode?
///
/// `None` means "don't know".
pub system_theme: Option<Theme>,
/// Seconds of cpu usage (in seconds) of UI code on the previous frame.
/// `None` if this is the first frame.
pub cpu_usage: Option<f32>,
/// The OS native pixels-per-point
pub native_pixels_per_point: Option<f32>,
/// The position and size of the native window.
#[cfg(not(target_arch = "wasm32"))]
pub window_info: WindowInfo,
}
// ----------------------------------------------------------------------------
/// A place where you can store custom data in a way that persists when you restart the app.
///
/// On the web this is backed by [local storage](https://developer.mozilla.org/en-US/docs/Web/API/Window/localStorage).
/// On desktop this is backed by the file system.
///
/// See [`CreationContext::storage`] and [`App::save`].
pub trait Storage {
/// Get the value for the given key.
fn get_string(&self, key: &str) -> Option<String>;
/// Set the value for the given key.
fn set_string(&mut self, key: &str, value: String);
/// write-to-disk or similar
fn flush(&mut self);
}
/// Stores nothing.
#[derive(Clone, Default)]
pub(crate) struct DummyStorage {}
impl Storage for DummyStorage {
fn get_string(&self, _key: &str) -> Option<String> {
None
}
fn set_string(&mut self, _key: &str, _value: String) {}
fn flush(&mut self) {}
}
/// Get and deserialize the [RON](https://github.com/ron-rs/ron) stored at the given key.
#[cfg(feature = "ron")]
pub fn get_value<T: serde::de::DeserializeOwned>(storage: &dyn Storage, key: &str) -> Option<T> {
storage
.get_string(key)
.and_then(|value| ron::from_str(&value).ok())
}
/// Serialize the given value as [RON](https://github.com/ron-rs/ron) and store with the given key.
#[cfg(feature = "ron")]
pub fn set_value<T: serde::Serialize>(storage: &mut dyn Storage, key: &str, value: &T) {
match ron::ser::to_string(value) {
Ok(string) => storage.set_string(key, string),
Err(err) => tracing::error!("eframe failed to encode data using ron: {}", err),
}
}
/// [`Storage`] key used for app
pub const APP_KEY: &str = "app";
// ----------------------------------------------------------------------------
/// You only need to look here if you are writing a backend for `epi`.
pub(crate) mod backend {
/// Action that can be taken by the user app.
#[derive(Clone, Debug, Default)]
#[must_use]
pub struct AppOutput {
/// Set to `true` to stop the app.
/// This does nothing for web apps.
#[cfg(not(target_arch = "wasm32"))]
pub quit: bool,
/// Set to some size to resize the outer window (e.g. glium window) to this size.
#[cfg(not(target_arch = "wasm32"))]
pub window_size: Option<egui::Vec2>,
/// Set to some string to rename the outer window (e.g. glium window) to this title.
#[cfg(not(target_arch = "wasm32"))]
pub window_title: Option<String>,
/// Set to some bool to change window decorations.
#[cfg(not(target_arch = "wasm32"))]
pub decorated: Option<bool>,
/// Set to some bool to change window fullscreen.
#[cfg(not(target_arch = "wasm32"))] // TODO: implement fullscreen on web
pub fullscreen: Option<bool>,
/// Set to true to drag window while primary mouse button is down.
#[cfg(not(target_arch = "wasm32"))]
pub drag_window: bool,
/// Set to some position to move the outer window (e.g. glium window) to this position
#[cfg(not(target_arch = "wasm32"))]
pub window_pos: Option<egui::Pos2>,
/// Set to some bool to change window visibility.
#[cfg(not(target_arch = "wasm32"))]
pub visible: Option<bool>,
}
}

204
crates/eframe/src/lib.rs Normal file
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//! eframe - the [`egui`] framework crate
//!
//! If you are planning to write an app for web or native,
//! and want to use [`egui`] for everything, then `eframe` is for you!
//!
//! To get started, see the [examples](https://github.com/emilk/egui/tree/master/examples).
//! To learn how to set up `eframe` for web and native, go to <https://github.com/emilk/eframe_template/> and follow the instructions there!
//!
//! In short, you implement [`App`] (especially [`App::update`]) and then
//! call [`crate::run_native`] from your `main.rs`, and/or call `eframe::start_web` from your `lib.rs`.
//!
//! ## Usage, native:
//! ``` no_run
//! use eframe::egui;
//!
//! fn main() {
//! let native_options = eframe::NativeOptions::default();
//! eframe::run_native("My egui App", native_options, Box::new(|cc| Box::new(MyEguiApp::new(cc))));
//! }
//!
//! #[derive(Default)]
//! struct MyEguiApp {}
//!
//! impl MyEguiApp {
//! fn new(cc: &eframe::CreationContext<'_>) -> Self {
//! // Customize egui here with cc.egui_ctx.set_fonts and cc.egui_ctx.set_visuals.
//! // Restore app state using cc.storage (requires the "persistence" feature).
//! // Use the cc.gl (a glow::Context) to create graphics shaders and buffers that you can use
//! // for e.g. egui::PaintCallback.
//! Self::default()
//! }
//! }
//!
//! impl eframe::App for MyEguiApp {
//! fn update(&mut self, ctx: &egui::Context, frame: &mut eframe::Frame) {
//! egui::CentralPanel::default().show(ctx, |ui| {
//! ui.heading("Hello World!");
//! });
//! }
//! }
//! ```
//!
//! ## Usage, web:
//! ``` no_run
//! #[cfg(target_arch = "wasm32")]
//! use wasm_bindgen::prelude::*;
//!
//! /// Call this once from the HTML.
//! #[cfg(target_arch = "wasm32")]
//! #[wasm_bindgen]
//! pub fn start(canvas_id: &str) -> Result<(), eframe::wasm_bindgen::JsValue> {
//! eframe::start_web(canvas_id, Box::new(|cc| Box::new(MyApp::new(cc))))
//! }
//! ```
//!
//! ## Feature flags
#![cfg_attr(feature = "document-features", doc = document_features::document_features!())]
//!
#![allow(clippy::needless_doctest_main)]
// Re-export all useful libraries:
pub use {egui, egui::emath, egui::epaint};
#[cfg(feature = "glow")]
pub use {egui_glow, glow};
#[cfg(feature = "wgpu")]
pub use {egui_wgpu, wgpu};
mod epi;
// Re-export everything in `epi` so `eframe` users don't have to care about what `epi` is:
pub use epi::*;
// ----------------------------------------------------------------------------
// When compiling for web
#[cfg(target_arch = "wasm32")]
pub mod web;
#[cfg(target_arch = "wasm32")]
pub use wasm_bindgen;
#[cfg(target_arch = "wasm32")]
use web::AppRunnerRef;
#[cfg(target_arch = "wasm32")]
pub use web_sys;
/// Install event listeners to register different input events
/// and start running the given app.
///
/// ``` no_run
/// #[cfg(target_arch = "wasm32")]
/// use wasm_bindgen::prelude::*;
///
/// /// This is the entry-point for all the web-assembly.
/// /// This is called from the HTML.
/// /// It loads the app, installs some callbacks, then returns.
/// /// It returns a handle to the running app that can be stopped calling `AppRunner::stop_web`.
/// /// You can add more callbacks like this if you want to call in to your code.
/// #[cfg(target_arch = "wasm32")]
/// #[wasm_bindgen]
/// pub fn start(canvas_id: &str) -> Result<AppRunnerRef>, eframe::wasm_bindgen::JsValue> {
/// let web_options = eframe::WebOptions::default();
/// eframe::start_web(canvas_id, web_options, Box::new(|cc| Box::new(MyEguiApp::new(cc))))
/// }
/// ```
#[cfg(target_arch = "wasm32")]
pub fn start_web(
canvas_id: &str,
web_options: WebOptions,
app_creator: AppCreator,
) -> Result<AppRunnerRef, wasm_bindgen::JsValue> {
let handle = web::start(canvas_id, web_options, app_creator)?;
Ok(handle)
}
// ----------------------------------------------------------------------------
// When compiling natively
#[cfg(not(target_arch = "wasm32"))]
mod native;
/// This is how you start a native (desktop) app.
///
/// The first argument is name of your app, used for the title bar of the native window
/// and the save location of persistence (see [`App::save`]).
///
/// Call from `fn main` like this:
/// ``` no_run
/// use eframe::egui;
///
/// fn main() {
/// let native_options = eframe::NativeOptions::default();
/// eframe::run_native("MyApp", native_options, Box::new(|cc| Box::new(MyEguiApp::new(cc))));
/// }
///
/// #[derive(Default)]
/// struct MyEguiApp {}
///
/// impl MyEguiApp {
/// fn new(cc: &eframe::CreationContext<'_>) -> Self {
/// // Customize egui here with cc.egui_ctx.set_fonts and cc.egui_ctx.set_visuals.
/// // Restore app state using cc.storage (requires the "persistence" feature).
/// // Use the cc.gl (a glow::Context) to create graphics shaders and buffers that you can use
/// // for e.g. egui::PaintCallback.
/// Self::default()
/// }
/// }
///
/// impl eframe::App for MyEguiApp {
/// fn update(&mut self, ctx: &egui::Context, frame: &mut eframe::Frame) {
/// egui::CentralPanel::default().show(ctx, |ui| {
/// ui.heading("Hello World!");
/// });
/// }
/// }
/// ```
#[cfg(not(target_arch = "wasm32"))]
#[allow(clippy::needless_pass_by_value)]
pub fn run_native(app_name: &str, native_options: NativeOptions, app_creator: AppCreator) {
let renderer = native_options.renderer;
match renderer {
#[cfg(feature = "glow")]
Renderer::Glow => {
tracing::debug!("Using the glow renderer");
native::run::run_glow(app_name, &native_options, app_creator);
}
#[cfg(feature = "wgpu")]
Renderer::Wgpu => {
tracing::debug!("Using the wgpu renderer");
native::run::run_wgpu(app_name, &native_options, app_creator);
}
}
}
// ---------------------------------------------------------------------------
/// Profiling macro for feature "puffin"
#[cfg(not(target_arch = "wasm32"))]
macro_rules! profile_function {
($($arg: tt)*) => {
#[cfg(feature = "puffin")]
puffin::profile_function!($($arg)*);
};
}
#[cfg(not(target_arch = "wasm32"))]
pub(crate) use profile_function;
/// Profiling macro for feature "puffin"
#[cfg(not(target_arch = "wasm32"))]
macro_rules! profile_scope {
($($arg: tt)*) => {
#[cfg(feature = "puffin")]
puffin::profile_scope!($($arg)*);
};
}
#[cfg(not(target_arch = "wasm32"))]
pub(crate) use profile_scope;

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use crate::{epi, Theme, WindowInfo};
use egui_winit::{native_pixels_per_point, WindowSettings};
use winit::event_loop::EventLoopWindowTarget;
pub fn points_to_size(points: egui::Vec2) -> winit::dpi::LogicalSize<f64> {
winit::dpi::LogicalSize {
width: points.x as f64,
height: points.y as f64,
}
}
pub fn read_window_info(window: &winit::window::Window, pixels_per_point: f32) -> WindowInfo {
let position = window
.outer_position()
.ok()
.map(|pos| pos.to_logical::<f32>(pixels_per_point.into()))
.map(|pos| egui::Pos2 { x: pos.x, y: pos.y });
let size = window
.inner_size()
.to_logical::<f32>(pixels_per_point.into());
WindowInfo {
position,
fullscreen: window.fullscreen().is_some(),
size: egui::Vec2 {
x: size.width,
y: size.height,
},
}
}
pub fn window_builder(
native_options: &epi::NativeOptions,
window_settings: &Option<WindowSettings>,
) -> winit::window::WindowBuilder {
let epi::NativeOptions {
always_on_top,
maximized,
decorated,
fullscreen,
drag_and_drop_support,
icon_data,
initial_window_pos,
initial_window_size,
min_window_size,
max_window_size,
resizable,
transparent,
..
} = native_options;
let window_icon = icon_data.clone().and_then(load_icon);
let mut window_builder = winit::window::WindowBuilder::new()
.with_always_on_top(*always_on_top)
.with_decorations(*decorated)
.with_fullscreen(fullscreen.then(|| winit::window::Fullscreen::Borderless(None)))
.with_maximized(*maximized)
.with_resizable(*resizable)
.with_transparent(*transparent)
.with_window_icon(window_icon);
if let Some(min_size) = *min_window_size {
window_builder = window_builder.with_min_inner_size(points_to_size(min_size));
}
if let Some(max_size) = *max_window_size {
window_builder = window_builder.with_max_inner_size(points_to_size(max_size));
}
window_builder = window_builder_drag_and_drop(window_builder, *drag_and_drop_support);
if let Some(window_settings) = window_settings {
window_builder = window_settings.initialize_window(window_builder);
} else {
if let Some(pos) = *initial_window_pos {
window_builder = window_builder.with_position(winit::dpi::PhysicalPosition {
x: pos.x as f64,
y: pos.y as f64,
});
}
if let Some(initial_window_size) = *initial_window_size {
window_builder = window_builder.with_inner_size(points_to_size(initial_window_size));
}
}
window_builder
}
fn load_icon(icon_data: epi::IconData) -> Option<winit::window::Icon> {
winit::window::Icon::from_rgba(icon_data.rgba, icon_data.width, icon_data.height).ok()
}
#[cfg(target_os = "windows")]
fn window_builder_drag_and_drop(
window_builder: winit::window::WindowBuilder,
enable: bool,
) -> winit::window::WindowBuilder {
use winit::platform::windows::WindowBuilderExtWindows as _;
window_builder.with_drag_and_drop(enable)
}
#[cfg(not(target_os = "windows"))]
fn window_builder_drag_and_drop(
window_builder: winit::window::WindowBuilder,
_enable: bool,
) -> winit::window::WindowBuilder {
// drag and drop can only be disabled on windows
window_builder
}
pub fn handle_app_output(
window: &winit::window::Window,
current_pixels_per_point: f32,
app_output: epi::backend::AppOutput,
) {
let epi::backend::AppOutput {
quit: _,
window_size,
window_title,
decorated,
fullscreen,
drag_window,
window_pos,
visible,
} = app_output;
if let Some(decorated) = decorated {
window.set_decorations(decorated);
}
if let Some(window_size) = window_size {
window.set_inner_size(
winit::dpi::PhysicalSize {
width: (current_pixels_per_point * window_size.x).round(),
height: (current_pixels_per_point * window_size.y).round(),
}
.to_logical::<f32>(native_pixels_per_point(window) as f64),
);
}
if let Some(fullscreen) = fullscreen {
window.set_fullscreen(fullscreen.then(|| winit::window::Fullscreen::Borderless(None)));
}
if let Some(window_title) = window_title {
window.set_title(&window_title);
}
if let Some(window_pos) = window_pos {
window.set_outer_position(winit::dpi::PhysicalPosition {
x: window_pos.x as f64,
y: window_pos.y as f64,
});
}
if drag_window {
let _ = window.drag_window();
}
if let Some(visible) = visible {
window.set_visible(visible);
}
}
// ----------------------------------------------------------------------------
/// For loading/saving app state and/or egui memory to disk.
pub fn create_storage(_app_name: &str) -> Option<Box<dyn epi::Storage>> {
#[cfg(feature = "persistence")]
if let Some(storage) = super::file_storage::FileStorage::from_app_name(_app_name) {
return Some(Box::new(storage));
}
None
}
// ----------------------------------------------------------------------------
/// Everything needed to make a winit-based integration for [`epi`].
pub struct EpiIntegration {
pub frame: epi::Frame,
last_auto_save: std::time::Instant,
pub egui_ctx: egui::Context,
pending_full_output: egui::FullOutput,
egui_winit: egui_winit::State,
/// When set, it is time to quit
quit: bool,
can_drag_window: bool,
}
impl EpiIntegration {
pub fn new<E>(
event_loop: &EventLoopWindowTarget<E>,
max_texture_side: usize,
window: &winit::window::Window,
system_theme: Option<Theme>,
storage: Option<Box<dyn epi::Storage>>,
#[cfg(feature = "glow")] gl: Option<std::sync::Arc<glow::Context>>,
#[cfg(feature = "wgpu")] wgpu_render_state: Option<egui_wgpu::RenderState>,
) -> Self {
let egui_ctx = egui::Context::default();
*egui_ctx.memory() = load_egui_memory(storage.as_deref()).unwrap_or_default();
let frame = epi::Frame {
info: epi::IntegrationInfo {
system_theme,
cpu_usage: None,
native_pixels_per_point: Some(native_pixels_per_point(window)),
window_info: read_window_info(window, egui_ctx.pixels_per_point()),
},
output: Default::default(),
storage,
#[cfg(feature = "glow")]
gl,
#[cfg(feature = "wgpu")]
wgpu_render_state,
};
let mut egui_winit = egui_winit::State::new(event_loop);
egui_winit.set_max_texture_side(max_texture_side);
let pixels_per_point = window.scale_factor() as f32;
egui_winit.set_pixels_per_point(pixels_per_point);
Self {
frame,
last_auto_save: std::time::Instant::now(),
egui_ctx,
egui_winit,
pending_full_output: Default::default(),
quit: false,
can_drag_window: false,
}
}
pub fn warm_up(&mut self, app: &mut dyn epi::App, window: &winit::window::Window) {
crate::profile_function!();
let saved_memory: egui::Memory = self.egui_ctx.memory().clone();
self.egui_ctx.memory().set_everything_is_visible(true);
let full_output = self.update(app, window);
self.pending_full_output.append(full_output); // Handle it next frame
*self.egui_ctx.memory() = saved_memory; // We don't want to remember that windows were huge.
self.egui_ctx.clear_animations();
}
/// If `true`, it is time to shut down.
pub fn should_quit(&self) -> bool {
self.quit
}
pub fn on_event(&mut self, app: &mut dyn epi::App, event: &winit::event::WindowEvent<'_>) {
use winit::event::{ElementState, MouseButton, WindowEvent};
match event {
WindowEvent::CloseRequested => self.quit = app.on_exit_event(),
WindowEvent::Destroyed => self.quit = true,
WindowEvent::MouseInput {
button: MouseButton::Left,
state: ElementState::Pressed,
..
} => self.can_drag_window = true,
_ => {}
}
self.egui_winit.on_event(&self.egui_ctx, event);
}
pub fn update(
&mut self,
app: &mut dyn epi::App,
window: &winit::window::Window,
) -> egui::FullOutput {
let frame_start = std::time::Instant::now();
self.frame.info.window_info = read_window_info(window, self.egui_ctx.pixels_per_point());
let raw_input = self.egui_winit.take_egui_input(window);
let full_output = self.egui_ctx.run(raw_input, |egui_ctx| {
crate::profile_scope!("App::update");
app.update(egui_ctx, &mut self.frame);
});
self.pending_full_output.append(full_output);
let full_output = std::mem::take(&mut self.pending_full_output);
{
let mut app_output = self.frame.take_app_output();
app_output.drag_window &= self.can_drag_window; // Necessary on Windows; see https://github.com/emilk/egui/pull/1108
self.can_drag_window = false;
if app_output.quit {
self.quit = app.on_exit_event();
}
handle_app_output(window, self.egui_ctx.pixels_per_point(), app_output);
}
let frame_time = (std::time::Instant::now() - frame_start).as_secs_f64() as f32;
self.frame.info.cpu_usage = Some(frame_time);
full_output
}
pub fn post_rendering(&mut self, app: &mut dyn epi::App, window: &winit::window::Window) {
let inner_size = window.inner_size();
let window_size_px = [inner_size.width, inner_size.height];
app.post_rendering(window_size_px, &self.frame);
}
pub fn handle_platform_output(
&mut self,
window: &winit::window::Window,
platform_output: egui::PlatformOutput,
) {
self.egui_winit
.handle_platform_output(window, &self.egui_ctx, platform_output);
}
// ------------------------------------------------------------------------
// Persistance stuff:
pub fn maybe_autosave(&mut self, app: &mut dyn epi::App, window: &winit::window::Window) {
let now = std::time::Instant::now();
if now - self.last_auto_save > app.auto_save_interval() {
self.save(app, window);
self.last_auto_save = now;
}
}
pub fn save(&mut self, _app: &mut dyn epi::App, _window: &winit::window::Window) {
#[cfg(feature = "persistence")]
if let Some(storage) = self.frame.storage_mut() {
crate::profile_function!();
if _app.persist_native_window() {
crate::profile_scope!("native_window");
epi::set_value(
storage,
STORAGE_WINDOW_KEY,
&WindowSettings::from_display(_window),
);
}
if _app.persist_egui_memory() {
crate::profile_scope!("egui_memory");
epi::set_value(storage, STORAGE_EGUI_MEMORY_KEY, &*self.egui_ctx.memory());
}
{
crate::profile_scope!("App::save");
_app.save(storage);
}
crate::profile_scope!("Storage::flush");
storage.flush();
}
}
}
#[cfg(feature = "persistence")]
const STORAGE_EGUI_MEMORY_KEY: &str = "egui";
#[cfg(feature = "persistence")]
const STORAGE_WINDOW_KEY: &str = "window";
pub fn load_window_settings(_storage: Option<&dyn epi::Storage>) -> Option<WindowSettings> {
#[cfg(feature = "persistence")]
{
epi::get_value(_storage?, STORAGE_WINDOW_KEY)
}
#[cfg(not(feature = "persistence"))]
None
}
pub fn load_egui_memory(_storage: Option<&dyn epi::Storage>) -> Option<egui::Memory> {
#[cfg(feature = "persistence")]
{
epi::get_value(_storage?, STORAGE_EGUI_MEMORY_KEY)
}
#[cfg(not(feature = "persistence"))]
None
}

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use std::{
collections::HashMap,
path::{Path, PathBuf},
};
// ----------------------------------------------------------------------------
/// A key-value store backed by a [RON](https://github.com/ron-rs/ron) file on disk.
/// Used to restore egui state, glium window position/size and app state.
pub struct FileStorage {
ron_filepath: PathBuf,
kv: HashMap<String, String>,
dirty: bool,
last_save_join_handle: Option<std::thread::JoinHandle<()>>,
}
impl Drop for FileStorage {
fn drop(&mut self) {
if let Some(join_handle) = self.last_save_join_handle.take() {
join_handle.join().ok();
}
}
}
impl FileStorage {
/// Store the state in this .ron file.
pub fn from_ron_filepath(ron_filepath: impl Into<PathBuf>) -> Self {
let ron_filepath: PathBuf = ron_filepath.into();
Self {
kv: read_ron(&ron_filepath).unwrap_or_default(),
ron_filepath,
dirty: false,
last_save_join_handle: None,
}
}
/// Find a good place to put the files that the OS likes.
pub fn from_app_name(app_name: &str) -> Option<Self> {
if let Some(proj_dirs) = directories_next::ProjectDirs::from("", "", app_name) {
let data_dir = proj_dirs.data_dir().to_path_buf();
if let Err(err) = std::fs::create_dir_all(&data_dir) {
tracing::warn!(
"Saving disabled: Failed to create app path at {:?}: {}",
data_dir,
err
);
None
} else {
Some(Self::from_ron_filepath(data_dir.join("app.ron")))
}
} else {
tracing::warn!("Saving disabled: Failed to find path to data_dir.");
None
}
}
}
impl crate::Storage for FileStorage {
fn get_string(&self, key: &str) -> Option<String> {
self.kv.get(key).cloned()
}
fn set_string(&mut self, key: &str, value: String) {
if self.kv.get(key) != Some(&value) {
self.kv.insert(key.to_owned(), value);
self.dirty = true;
}
}
fn flush(&mut self) {
if self.dirty {
self.dirty = false;
let file_path = self.ron_filepath.clone();
let kv = self.kv.clone();
if let Some(join_handle) = self.last_save_join_handle.take() {
// wait for previous save to complete.
join_handle.join().ok();
}
let join_handle = std::thread::spawn(move || {
let file = std::fs::File::create(&file_path).unwrap();
let config = Default::default();
ron::ser::to_writer_pretty(file, &kv, config).unwrap();
tracing::trace!("Persisted to {:?}", file_path);
});
self.last_save_join_handle = Some(join_handle);
}
}
}
// ----------------------------------------------------------------------------
fn read_ron<T>(ron_path: impl AsRef<Path>) -> Option<T>
where
T: serde::de::DeserializeOwned,
{
match std::fs::File::open(ron_path) {
Ok(file) => {
let reader = std::io::BufReader::new(file);
match ron::de::from_reader(reader) {
Ok(value) => Some(value),
Err(err) => {
tracing::warn!("Failed to parse RON: {}", err);
None
}
}
}
Err(_err) => {
// File probably doesn't exist. That's fine.
None
}
}
}

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mod epi_integration;
pub mod run;
/// File storage which can be used by native backends.
#[cfg(feature = "persistence")]
pub mod file_storage;

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//! Note that this file contains two similar paths - one for [`glow`], one for [`wgpu`].
//! When making changes to one you often also want to apply it to the other.
use std::time::Duration;
use std::time::Instant;
use egui_winit::winit;
use winit::event_loop::{ControlFlow, EventLoop};
use super::epi_integration::{self, EpiIntegration};
use crate::epi;
#[derive(Debug)]
struct RequestRepaintEvent;
#[cfg(feature = "glow")]
#[allow(unsafe_code)]
fn create_display(
native_options: &NativeOptions,
window_builder: winit::window::WindowBuilder,
event_loop: &EventLoop<RequestRepaintEvent>,
) -> (
glutin::WindowedContext<glutin::PossiblyCurrent>,
glow::Context,
) {
crate::profile_function!();
use crate::HardwareAcceleration;
let hardware_acceleration = match native_options.hardware_acceleration {
HardwareAcceleration::Required => Some(true),
HardwareAcceleration::Preferred => None,
HardwareAcceleration::Off => Some(false),
};
let gl_window = unsafe {
glutin::ContextBuilder::new()
.with_hardware_acceleration(hardware_acceleration)
.with_depth_buffer(native_options.depth_buffer)
.with_multisampling(native_options.multisampling)
.with_srgb(true)
.with_stencil_buffer(native_options.stencil_buffer)
.with_vsync(native_options.vsync)
.build_windowed(window_builder, event_loop)
.unwrap()
.make_current()
.unwrap()
};
let gl = unsafe { glow::Context::from_loader_function(|s| gl_window.get_proc_address(s)) };
(gl_window, gl)
}
// ----------------------------------------------------------------------------
pub use epi::NativeOptions;
enum EventResult {
Wait,
RepaintAsap,
RepaintAt(Instant),
Exit,
}
trait WinitApp {
fn is_focused(&self) -> bool;
fn integration(&self) -> &EpiIntegration;
fn window(&self) -> &winit::window::Window;
fn save_and_destroy(&mut self);
fn paint(&mut self) -> EventResult;
fn on_event(&mut self, event: winit::event::Event<'_, RequestRepaintEvent>) -> EventResult;
}
/// Access a thread-local event loop.
///
/// We reuse the event-loop so we can support closing and opening an eframe window
/// multiple times. This is just a limitation of winit.
fn with_event_loop(f: impl FnOnce(&mut EventLoop<RequestRepaintEvent>)) {
use std::cell::RefCell;
thread_local!(static EVENT_LOOP: RefCell<EventLoop<RequestRepaintEvent>> = RefCell::new(winit::event_loop::EventLoopBuilder::with_user_event().build()));
EVENT_LOOP.with(|event_loop| {
f(&mut *event_loop.borrow_mut());
});
}
fn run_and_return(event_loop: &mut EventLoop<RequestRepaintEvent>, mut winit_app: impl WinitApp) {
use winit::platform::run_return::EventLoopExtRunReturn as _;
tracing::debug!("event_loop.run_return");
let mut next_repaint_time = Instant::now();
event_loop.run_return(|event, _, control_flow| {
let event_result = match event {
winit::event::Event::LoopDestroyed => EventResult::Exit,
// Platform-dependent event handlers to workaround a winit bug
// See: https://github.com/rust-windowing/winit/issues/987
// See: https://github.com/rust-windowing/winit/issues/1619
winit::event::Event::RedrawEventsCleared if cfg!(windows) => {
next_repaint_time = Instant::now() + Duration::from_secs(1_000_000_000);
winit_app.paint()
}
winit::event::Event::RedrawRequested(_) if !cfg!(windows) => {
next_repaint_time = Instant::now() + Duration::from_secs(1_000_000_000);
winit_app.paint()
}
winit::event::Event::UserEvent(RequestRepaintEvent)
| winit::event::Event::NewEvents(winit::event::StartCause::ResumeTimeReached {
..
}) => EventResult::RepaintAsap,
winit::event::Event::WindowEvent { window_id, .. }
if window_id != winit_app.window().id() =>
{
// This can happen if we close a window, and then reopen a new one,
// or if we have multiple windows open.
EventResult::Wait
}
event => winit_app.on_event(event),
};
match event_result {
EventResult::Wait => {}
EventResult::RepaintAsap => {
next_repaint_time = Instant::now();
}
EventResult::RepaintAt(repaint_time) => {
next_repaint_time = next_repaint_time.min(repaint_time);
}
EventResult::Exit => {
*control_flow = ControlFlow::Exit;
return;
}
}
*control_flow = match next_repaint_time.checked_duration_since(Instant::now()) {
None => {
winit_app.window().request_redraw();
ControlFlow::Poll
}
Some(time_until_next_repaint) => {
ControlFlow::WaitUntil(Instant::now() + time_until_next_repaint)
}
}
});
tracing::debug!("eframe window closed");
winit_app.save_and_destroy();
drop(winit_app);
// Needed to clean the event_loop:
event_loop.run_return(|_, _, control_flow| {
control_flow.set_exit();
});
}
fn run_and_exit(
event_loop: EventLoop<RequestRepaintEvent>,
mut winit_app: impl WinitApp + 'static,
) -> ! {
tracing::debug!("event_loop.run");
let mut next_repaint_time = Instant::now();
event_loop.run(move |event, _, control_flow| {
let event_result = match event {
winit::event::Event::LoopDestroyed => EventResult::Exit,
// Platform-dependent event handlers to workaround a winit bug
// See: https://github.com/rust-windowing/winit/issues/987
// See: https://github.com/rust-windowing/winit/issues/1619
winit::event::Event::RedrawEventsCleared if cfg!(windows) => {
next_repaint_time = Instant::now() + Duration::from_secs(1_000_000_000);
winit_app.paint()
}
winit::event::Event::RedrawRequested(_) if !cfg!(windows) => {
next_repaint_time = Instant::now() + Duration::from_secs(1_000_000_000);
winit_app.paint()
}
winit::event::Event::UserEvent(RequestRepaintEvent)
| winit::event::Event::NewEvents(winit::event::StartCause::ResumeTimeReached {
..
}) => EventResult::RepaintAsap,
event => winit_app.on_event(event),
};
match event_result {
EventResult::Wait => {}
EventResult::RepaintAsap => {
next_repaint_time = Instant::now();
}
EventResult::RepaintAt(repaint_time) => {
next_repaint_time = next_repaint_time.min(repaint_time);
}
EventResult::Exit => {
tracing::debug!("Quitting…");
winit_app.save_and_destroy();
#[allow(clippy::exit)]
std::process::exit(0);
}
}
*control_flow = match next_repaint_time.checked_duration_since(Instant::now()) {
None => {
winit_app.window().request_redraw();
ControlFlow::Poll
}
Some(time_until_next_repaint) => {
ControlFlow::WaitUntil(Instant::now() + time_until_next_repaint)
}
}
})
}
// ----------------------------------------------------------------------------
/// Run an egui app
#[cfg(feature = "glow")]
mod glow_integration {
use std::sync::Arc;
use super::*;
struct GlowWinitApp {
gl_window: glutin::WindowedContext<glutin::PossiblyCurrent>,
gl: Arc<glow::Context>,
painter: egui_glow::Painter,
integration: epi_integration::EpiIntegration,
app: Box<dyn epi::App>,
is_focused: bool,
}
impl GlowWinitApp {
fn new(
event_loop: &EventLoop<RequestRepaintEvent>,
app_name: &str,
native_options: &epi::NativeOptions,
app_creator: epi::AppCreator,
) -> Self {
let storage = epi_integration::create_storage(app_name);
let window_settings = epi_integration::load_window_settings(storage.as_deref());
let window_builder = epi_integration::window_builder(native_options, &window_settings)
.with_title(app_name);
let (gl_window, gl) = create_display(native_options, window_builder, event_loop);
let gl = Arc::new(gl);
let painter = egui_glow::Painter::new(gl.clone(), None, "")
.unwrap_or_else(|error| panic!("some OpenGL error occurred {}\n", error));
let system_theme = native_options.system_theme();
let mut integration = epi_integration::EpiIntegration::new(
event_loop,
painter.max_texture_side(),
gl_window.window(),
system_theme,
storage,
Some(gl.clone()),
#[cfg(feature = "wgpu")]
None,
);
let theme = system_theme.unwrap_or(native_options.default_theme);
integration.egui_ctx.set_visuals(theme.egui_visuals());
{
let event_loop_proxy = egui::mutex::Mutex::new(event_loop.create_proxy());
integration.egui_ctx.set_request_repaint_callback(move || {
event_loop_proxy.lock().send_event(RequestRepaintEvent).ok();
});
}
let mut app = app_creator(&epi::CreationContext {
egui_ctx: integration.egui_ctx.clone(),
integration_info: integration.frame.info(),
storage: integration.frame.storage(),
gl: Some(gl.clone()),
#[cfg(feature = "wgpu")]
wgpu_render_state: None,
});
if app.warm_up_enabled() {
integration.warm_up(app.as_mut(), gl_window.window());
}
Self {
gl_window,
gl,
painter,
integration,
app,
is_focused: true,
}
}
}
impl WinitApp for GlowWinitApp {
fn is_focused(&self) -> bool {
self.is_focused
}
fn integration(&self) -> &EpiIntegration {
&self.integration
}
fn window(&self) -> &winit::window::Window {
self.gl_window.window()
}
fn save_and_destroy(&mut self) {
self.integration
.save(&mut *self.app, self.gl_window.window());
self.app.on_exit(Some(&self.gl));
self.painter.destroy();
}
fn paint(&mut self) -> EventResult {
#[cfg(feature = "puffin")]
puffin::GlobalProfiler::lock().new_frame();
crate::profile_scope!("frame");
let Self {
gl_window,
gl,
app,
integration,
painter,
..
} = self;
let window = gl_window.window();
let screen_size_in_pixels: [u32; 2] = window.inner_size().into();
egui_glow::painter::clear(
gl,
screen_size_in_pixels,
app.clear_color(&integration.egui_ctx.style().visuals),
);
let egui::FullOutput {
platform_output,
repaint_after,
textures_delta,
shapes,
} = integration.update(app.as_mut(), window);
integration.handle_platform_output(window, platform_output);
let clipped_primitives = {
crate::profile_scope!("tessellate");
integration.egui_ctx.tessellate(shapes)
};
painter.paint_and_update_textures(
screen_size_in_pixels,
integration.egui_ctx.pixels_per_point(),
&clipped_primitives,
&textures_delta,
);
integration.post_rendering(app.as_mut(), window);
{
crate::profile_scope!("swap_buffers");
gl_window.swap_buffers().unwrap();
}
let control_flow = if integration.should_quit() {
EventResult::Exit
} else if repaint_after.is_zero() {
EventResult::RepaintAsap
} else if let Some(repaint_after_instant) =
std::time::Instant::now().checked_add(repaint_after)
{
// if repaint_after is something huge and can't be added to Instant,
// we will use `ControlFlow::Wait` instead.
// technically, this might lead to some weird corner cases where the user *WANTS*
// winit to use `WaitUntil(MAX_INSTANT)` explicitly. they can roll their own
// egui backend impl i guess.
EventResult::RepaintAt(repaint_after_instant)
} else {
EventResult::Wait
};
integration.maybe_autosave(app.as_mut(), window);
if !self.is_focused {
// On Mac, a minimized Window uses up all CPU: https://github.com/emilk/egui/issues/325
// We can't know if we are minimized: https://github.com/rust-windowing/winit/issues/208
// But we know if we are focused (in foreground). When minimized, we are not focused.
// However, a user may want an egui with an animation in the background,
// so we still need to repaint quite fast.
crate::profile_scope!("bg_sleep");
std::thread::sleep(std::time::Duration::from_millis(10));
}
control_flow
}
fn on_event(&mut self, event: winit::event::Event<'_, RequestRepaintEvent>) -> EventResult {
match event {
winit::event::Event::WindowEvent { event, .. } => {
match &event {
winit::event::WindowEvent::Focused(new_focused) => {
self.is_focused = *new_focused;
}
winit::event::WindowEvent::Resized(physical_size) => {
// Resize with 0 width and height is used by winit to signal a minimize event on Windows.
// See: https://github.com/rust-windowing/winit/issues/208
// This solves an issue where the app would panic when minimizing on Windows.
if physical_size.width > 0 && physical_size.height > 0 {
self.gl_window.resize(*physical_size);
}
}
winit::event::WindowEvent::ScaleFactorChanged {
new_inner_size, ..
} => {
self.gl_window.resize(**new_inner_size);
}
winit::event::WindowEvent::CloseRequested
if self.integration.should_quit() =>
{
return EventResult::Exit
}
_ => {}
}
self.integration.on_event(self.app.as_mut(), &event);
if self.integration.should_quit() {
EventResult::Exit
} else {
// TODO(emilk): ask egui if the event warrants a repaint
EventResult::RepaintAsap
}
}
_ => EventResult::Wait,
}
}
}
pub fn run_glow(
app_name: &str,
native_options: &epi::NativeOptions,
app_creator: epi::AppCreator,
) {
if native_options.run_and_return {
with_event_loop(|event_loop| {
let glow_eframe =
GlowWinitApp::new(event_loop, app_name, native_options, app_creator);
run_and_return(event_loop, glow_eframe);
});
} else {
let event_loop = winit::event_loop::EventLoopBuilder::with_user_event().build();
let glow_eframe = GlowWinitApp::new(&event_loop, app_name, native_options, app_creator);
run_and_exit(event_loop, glow_eframe);
}
}
}
#[cfg(feature = "glow")]
pub use glow_integration::run_glow;
// ----------------------------------------------------------------------------
#[cfg(feature = "wgpu")]
mod wgpu_integration {
use super::*;
struct WgpuWinitApp {
window: winit::window::Window,
painter: egui_wgpu::winit::Painter<'static>,
integration: epi_integration::EpiIntegration,
app: Box<dyn epi::App>,
is_focused: bool,
}
impl WgpuWinitApp {
fn new(
event_loop: &EventLoop<RequestRepaintEvent>,
app_name: &str,
native_options: &epi::NativeOptions,
app_creator: epi::AppCreator,
) -> Self {
let storage = epi_integration::create_storage(app_name);
let window_settings = epi_integration::load_window_settings(storage.as_deref());
let window = epi_integration::window_builder(native_options, &window_settings)
.with_title(app_name)
.build(event_loop)
.unwrap();
// SAFETY: `window` must outlive `painter`.
#[allow(unsafe_code, unused_mut, unused_unsafe)]
let painter = unsafe {
let mut painter = egui_wgpu::winit::Painter::new(
wgpu::Backends::PRIMARY | wgpu::Backends::GL,
wgpu::PowerPreference::HighPerformance,
wgpu::DeviceDescriptor {
label: None,
features: wgpu::Features::default(),
limits: wgpu::Limits::default(),
},
wgpu::PresentMode::Fifo,
native_options.multisampling.max(1) as _,
);
#[cfg(not(target_os = "android"))]
painter.set_window(Some(&window));
painter
};
let wgpu_render_state = painter.render_state();
let system_theme = native_options.system_theme();
let mut integration = epi_integration::EpiIntegration::new(
event_loop,
painter.max_texture_side().unwrap_or(2048),
&window,
system_theme,
storage,
#[cfg(feature = "glow")]
None,
wgpu_render_state.clone(),
);
let theme = system_theme.unwrap_or(native_options.default_theme);
integration.egui_ctx.set_visuals(theme.egui_visuals());
{
let event_loop_proxy = egui::mutex::Mutex::new(event_loop.create_proxy());
integration.egui_ctx.set_request_repaint_callback(move || {
event_loop_proxy.lock().send_event(RequestRepaintEvent).ok();
});
}
let mut app = app_creator(&epi::CreationContext {
egui_ctx: integration.egui_ctx.clone(),
integration_info: integration.frame.info(),
storage: integration.frame.storage(),
#[cfg(feature = "glow")]
gl: None,
wgpu_render_state,
});
if app.warm_up_enabled() {
integration.warm_up(app.as_mut(), &window);
}
Self {
window,
painter,
integration,
app,
is_focused: true,
}
}
}
impl WinitApp for WgpuWinitApp {
fn is_focused(&self) -> bool {
self.is_focused
}
fn integration(&self) -> &EpiIntegration {
&self.integration
}
fn window(&self) -> &winit::window::Window {
&self.window
}
fn save_and_destroy(&mut self) {
self.integration.save(&mut *self.app, &self.window);
#[cfg(feature = "glow")]
self.app.on_exit(None);
#[cfg(not(feature = "glow"))]
self.app.on_exit();
self.painter.destroy();
}
fn paint(&mut self) -> EventResult {
#[cfg(feature = "puffin")]
puffin::GlobalProfiler::lock().new_frame();
crate::profile_scope!("frame");
let Self {
window,
app,
integration,
painter,
..
} = self;
let egui::FullOutput {
platform_output,
repaint_after,
textures_delta,
shapes,
} = integration.update(app.as_mut(), window);
integration.handle_platform_output(window, platform_output);
let clipped_primitives = {
crate::profile_scope!("tessellate");
integration.egui_ctx.tessellate(shapes)
};
painter.paint_and_update_textures(
integration.egui_ctx.pixels_per_point(),
app.clear_color(&integration.egui_ctx.style().visuals),
&clipped_primitives,
&textures_delta,
);
integration.post_rendering(app.as_mut(), window);
let control_flow = if integration.should_quit() {
EventResult::Exit
} else if repaint_after.is_zero() {
EventResult::RepaintAsap
} else if let Some(repaint_after_instant) =
std::time::Instant::now().checked_add(repaint_after)
{
// if repaint_after is something huge and can't be added to Instant,
// we will use `ControlFlow::Wait` instead.
// technically, this might lead to some weird corner cases where the user *WANTS*
// winit to use `WaitUntil(MAX_INSTANT)` explicitly. they can roll their own
// egui backend impl i guess.
EventResult::RepaintAt(repaint_after_instant)
} else {
EventResult::Wait
};
integration.maybe_autosave(app.as_mut(), window);
if !self.is_focused {
// On Mac, a minimized Window uses up all CPU: https://github.com/emilk/egui/issues/325
// We can't know if we are minimized: https://github.com/rust-windowing/winit/issues/208
// But we know if we are focused (in foreground). When minimized, we are not focused.
// However, a user may want an egui with an animation in the background,
// so we still need to repaint quite fast.
crate::profile_scope!("bg_sleep");
std::thread::sleep(std::time::Duration::from_millis(10));
}
control_flow
}
fn on_event(&mut self, event: winit::event::Event<'_, RequestRepaintEvent>) -> EventResult {
match event {
#[cfg(target_os = "android")]
winit::event::Event::Resumed => unsafe {
self.painter.set_window(Some(&self.window));
EventResult::RepaintAsap
},
#[cfg(target_os = "android")]
winit::event::Event::Suspended => unsafe {
self.painter.set_window(None);
EventResult::Wait
},
winit::event::Event::WindowEvent { event, .. } => {
match &event {
winit::event::WindowEvent::Focused(new_focused) => {
self.is_focused = *new_focused;
}
winit::event::WindowEvent::Resized(physical_size) => {
// Resize with 0 width and height is used by winit to signal a minimize event on Windows.
// See: https://github.com/rust-windowing/winit/issues/208
// This solves an issue where the app would panic when minimizing on Windows.
if physical_size.width > 0 && physical_size.height > 0 {
self.painter
.on_window_resized(physical_size.width, physical_size.height);
}
}
winit::event::WindowEvent::ScaleFactorChanged {
new_inner_size, ..
} => {
self.painter
.on_window_resized(new_inner_size.width, new_inner_size.height);
}
winit::event::WindowEvent::CloseRequested
if self.integration.should_quit() =>
{
return EventResult::Exit
}
_ => {}
};
self.integration.on_event(self.app.as_mut(), &event);
if self.integration.should_quit() {
EventResult::Exit
} else {
// TODO(emilk): ask egui if the event warrants a repaint
EventResult::RepaintAsap
}
}
_ => EventResult::Wait,
}
}
}
pub fn run_wgpu(
app_name: &str,
native_options: &epi::NativeOptions,
app_creator: epi::AppCreator,
) {
if native_options.run_and_return {
with_event_loop(|event_loop| {
let wgpu_eframe =
WgpuWinitApp::new(event_loop, app_name, native_options, app_creator);
run_and_return(event_loop, wgpu_eframe);
});
} else {
let event_loop = winit::event_loop::EventLoopBuilder::with_user_event().build();
let wgpu_eframe = WgpuWinitApp::new(&event_loop, app_name, native_options, app_creator);
run_and_exit(event_loop, wgpu_eframe);
}
}
}
// ----------------------------------------------------------------------------
#[cfg(feature = "wgpu")]
pub use wgpu_integration::run_wgpu;

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use super::{glow_wrapping::WrappedGlowPainter, *};
use crate::epi;
use egui::{
mutex::{Mutex, MutexGuard},
TexturesDelta,
};
pub use egui::{pos2, Color32};
// ----------------------------------------------------------------------------
/// Data gathered between frames.
#[derive(Default)]
pub struct WebInput {
/// Required because we don't get a position on touched
pub latest_touch_pos: Option<egui::Pos2>,
/// Required to maintain a stable touch position for multi-touch gestures.
pub latest_touch_pos_id: Option<egui::TouchId>,
pub raw: egui::RawInput,
}
impl WebInput {
pub fn new_frame(&mut self, canvas_size: egui::Vec2) -> egui::RawInput {
egui::RawInput {
screen_rect: Some(egui::Rect::from_min_size(Default::default(), canvas_size)),
pixels_per_point: Some(native_pixels_per_point()), // We ALWAYS use the native pixels-per-point
time: Some(now_sec()),
..self.raw.take()
}
}
}
// ----------------------------------------------------------------------------
use std::sync::atomic::Ordering::SeqCst;
/// Stores when to do the next repaint.
pub struct NeedRepaint(Mutex<f64>);
impl Default for NeedRepaint {
fn default() -> Self {
Self(Mutex::new(f64::NEG_INFINITY)) // start with a repaint
}
}
impl NeedRepaint {
/// Returns the time (in [`now_sec`] scale) when
/// we should next repaint.
pub fn when_to_repaint(&self) -> f64 {
*self.0.lock()
}
/// Unschedule repainting.
pub fn clear(&self) {
*self.0.lock() = f64::INFINITY;
}
pub fn repaint_after(&self, num_seconds: f64) {
let mut repaint_time = self.0.lock();
*repaint_time = repaint_time.min(now_sec() + num_seconds);
}
pub fn repaint_asap(&self) {
*self.0.lock() = f64::NEG_INFINITY;
}
}
pub struct IsDestroyed(std::sync::atomic::AtomicBool);
impl Default for IsDestroyed {
fn default() -> Self {
Self(false.into())
}
}
impl IsDestroyed {
pub fn fetch(&self) -> bool {
self.0.load(SeqCst)
}
pub fn set_true(&self) {
self.0.store(true, SeqCst);
}
}
// ----------------------------------------------------------------------------
fn web_location() -> epi::Location {
let location = web_sys::window().unwrap().location();
let hash = percent_decode(&location.hash().unwrap_or_default());
let query = location
.search()
.unwrap_or_default()
.strip_prefix('?')
.map(percent_decode)
.unwrap_or_default();
let query_map = parse_query_map(&query)
.iter()
.map(|(k, v)| ((*k).to_string(), (*v).to_string()))
.collect();
epi::Location {
url: percent_decode(&location.href().unwrap_or_default()),
protocol: percent_decode(&location.protocol().unwrap_or_default()),
host: percent_decode(&location.host().unwrap_or_default()),
hostname: percent_decode(&location.hostname().unwrap_or_default()),
port: percent_decode(&location.port().unwrap_or_default()),
hash,
query,
query_map,
origin: percent_decode(&location.origin().unwrap_or_default()),
}
}
fn parse_query_map(query: &str) -> BTreeMap<&str, &str> {
query
.split('&')
.filter_map(|pair| {
if pair.is_empty() {
None
} else {
Some(if let Some((key, value)) = pair.split_once('=') {
(key, value)
} else {
(pair, "")
})
}
})
.collect()
}
#[test]
fn test_parse_query() {
assert_eq!(parse_query_map(""), BTreeMap::default());
assert_eq!(parse_query_map("foo"), BTreeMap::from_iter([("foo", "")]));
assert_eq!(
parse_query_map("foo=bar"),
BTreeMap::from_iter([("foo", "bar")])
);
assert_eq!(
parse_query_map("foo=bar&baz=42"),
BTreeMap::from_iter([("foo", "bar"), ("baz", "42")])
);
assert_eq!(
parse_query_map("foo&baz=42"),
BTreeMap::from_iter([("foo", ""), ("baz", "42")])
);
assert_eq!(
parse_query_map("foo&baz&&"),
BTreeMap::from_iter([("foo", ""), ("baz", "")])
);
}
// ----------------------------------------------------------------------------
pub struct AppRunner {
pub(crate) frame: epi::Frame,
egui_ctx: egui::Context,
painter: WrappedGlowPainter,
pub(crate) input: WebInput,
app: Box<dyn epi::App>,
pub(crate) needs_repaint: std::sync::Arc<NeedRepaint>,
pub(crate) is_destroyed: std::sync::Arc<IsDestroyed>,
last_save_time: f64,
screen_reader: super::screen_reader::ScreenReader,
pub(crate) text_cursor_pos: Option<egui::Pos2>,
pub(crate) mutable_text_under_cursor: bool,
textures_delta: TexturesDelta,
pub events_to_unsubscribe: Vec<EventToUnsubscribe>,
}
impl Drop for AppRunner {
fn drop(&mut self) {
tracing::debug!("AppRunner has fully dropped");
}
}
impl AppRunner {
pub fn new(
canvas_id: &str,
web_options: crate::WebOptions,
app_creator: epi::AppCreator,
) -> Result<Self, JsValue> {
let painter = WrappedGlowPainter::new(canvas_id, web_options.webgl_context_option)
.map_err(JsValue::from)?; // fail early
let system_theme = if web_options.follow_system_theme {
super::system_theme()
} else {
None
};
let info = epi::IntegrationInfo {
web_info: epi::WebInfo {
location: web_location(),
},
system_theme,
cpu_usage: None,
native_pixels_per_point: Some(native_pixels_per_point()),
};
let storage = LocalStorage::default();
let egui_ctx = egui::Context::default();
load_memory(&egui_ctx);
let theme = system_theme.unwrap_or(web_options.default_theme);
egui_ctx.set_visuals(theme.egui_visuals());
let app = app_creator(&epi::CreationContext {
egui_ctx: egui_ctx.clone(),
integration_info: info.clone(),
storage: Some(&storage),
#[cfg(feature = "glow")]
gl: Some(painter.painter.gl().clone()),
#[cfg(feature = "wgpu")]
wgpu_render_state: None,
});
let frame = epi::Frame {
info,
output: Default::default(),
storage: Some(Box::new(storage)),
#[cfg(feature = "glow")]
gl: Some(painter.gl().clone()),
#[cfg(feature = "wgpu")]
wgpu_render_state: None,
};
let needs_repaint: std::sync::Arc<NeedRepaint> = Default::default();
{
let needs_repaint = needs_repaint.clone();
egui_ctx.set_request_repaint_callback(move || {
needs_repaint.repaint_asap();
});
}
let mut runner = Self {
frame,
egui_ctx,
painter,
input: Default::default(),
app,
needs_repaint,
is_destroyed: Default::default(),
last_save_time: now_sec(),
screen_reader: Default::default(),
text_cursor_pos: None,
mutable_text_under_cursor: false,
textures_delta: Default::default(),
events_to_unsubscribe: Default::default(),
};
runner.input.raw.max_texture_side = Some(runner.painter.max_texture_side());
Ok(runner)
}
pub fn egui_ctx(&self) -> &egui::Context {
&self.egui_ctx
}
pub fn auto_save(&mut self) {
let now = now_sec();
let time_since_last_save = now - self.last_save_time;
if time_since_last_save > self.app.auto_save_interval().as_secs_f64() {
if self.app.persist_egui_memory() {
save_memory(&self.egui_ctx);
}
if let Some(storage) = self.frame.storage_mut() {
self.app.save(storage);
}
self.last_save_time = now;
}
}
pub fn canvas_id(&self) -> &str {
self.painter.canvas_id()
}
pub fn warm_up(&mut self) -> Result<(), JsValue> {
if self.app.warm_up_enabled() {
let saved_memory: egui::Memory = self.egui_ctx.memory().clone();
self.egui_ctx.memory().set_everything_is_visible(true);
self.logic()?;
*self.egui_ctx.memory() = saved_memory; // We don't want to remember that windows were huge.
self.egui_ctx.clear_animations();
}
Ok(())
}
pub fn destroy(&mut self) -> Result<(), JsValue> {
let is_destroyed_already = self.is_destroyed.fetch();
if is_destroyed_already {
tracing::warn!("App was destroyed already");
Ok(())
} else {
tracing::debug!("Destroying");
for x in self.events_to_unsubscribe.drain(..) {
x.unsubscribe()?;
}
self.painter.destroy();
self.is_destroyed.set_true();
Ok(())
}
}
/// Returns how long to wait until the next repaint.
///
/// Call [`Self::paint`] later to paint
pub fn logic(&mut self) -> Result<(std::time::Duration, Vec<egui::ClippedPrimitive>), JsValue> {
let frame_start = now_sec();
resize_canvas_to_screen_size(self.canvas_id(), self.app.max_size_points());
let canvas_size = canvas_size_in_points(self.canvas_id());
let raw_input = self.input.new_frame(canvas_size);
let full_output = self.egui_ctx.run(raw_input, |egui_ctx| {
self.app.update(egui_ctx, &mut self.frame);
});
let egui::FullOutput {
platform_output,
repaint_after,
textures_delta,
shapes,
} = full_output;
self.handle_platform_output(platform_output);
self.textures_delta.append(textures_delta);
let clipped_primitives = self.egui_ctx.tessellate(shapes);
{
let app_output = self.frame.take_app_output();
let epi::backend::AppOutput {} = app_output;
}
self.frame.info.cpu_usage = Some((now_sec() - frame_start) as f32);
Ok((repaint_after, clipped_primitives))
}
pub fn clear_color_buffer(&self) {
self.painter
.clear(self.app.clear_color(&self.egui_ctx.style().visuals));
}
/// Paint the results of the last call to [`Self::logic`].
pub fn paint(&mut self, clipped_primitives: &[egui::ClippedPrimitive]) -> Result<(), JsValue> {
let textures_delta = std::mem::take(&mut self.textures_delta);
self.painter.paint_and_update_textures(
clipped_primitives,
self.egui_ctx.pixels_per_point(),
&textures_delta,
)?;
Ok(())
}
fn handle_platform_output(&mut self, platform_output: egui::PlatformOutput) {
if self.egui_ctx.options().screen_reader {
self.screen_reader
.speak(&platform_output.events_description());
}
let egui::PlatformOutput {
cursor_icon,
open_url,
copied_text,
events: _, // already handled
mutable_text_under_cursor,
text_cursor_pos,
} = platform_output;
set_cursor_icon(cursor_icon);
if let Some(open) = open_url {
super::open_url(&open.url, open.new_tab);
}
#[cfg(web_sys_unstable_apis)]
if !copied_text.is_empty() {
set_clipboard_text(&copied_text);
}
#[cfg(not(web_sys_unstable_apis))]
let _ = copied_text;
self.mutable_text_under_cursor = mutable_text_under_cursor;
if self.text_cursor_pos != text_cursor_pos {
text_agent::move_text_cursor(text_cursor_pos, self.canvas_id());
self.text_cursor_pos = text_cursor_pos;
}
}
}
// ----------------------------------------------------------------------------
pub type AppRunnerRef = Arc<Mutex<AppRunner>>;
pub struct TargetEvent {
target: EventTarget,
event_name: String,
closure: Closure<dyn FnMut(web_sys::Event)>,
}
pub struct IntervalHandle {
pub handle: i32,
pub closure: Closure<dyn FnMut()>,
}
pub enum EventToUnsubscribe {
TargetEvent(TargetEvent),
#[allow(dead_code)]
IntervalHandle(IntervalHandle),
}
impl EventToUnsubscribe {
pub fn unsubscribe(self) -> Result<(), JsValue> {
use wasm_bindgen::JsCast;
match self {
EventToUnsubscribe::TargetEvent(handle) => {
handle.target.remove_event_listener_with_callback(
handle.event_name.as_str(),
handle.closure.as_ref().unchecked_ref(),
)?;
Ok(())
}
EventToUnsubscribe::IntervalHandle(handle) => {
let window = web_sys::window().unwrap();
window.clear_interval_with_handle(handle.handle);
Ok(())
}
}
}
}
pub struct AppRunnerContainer {
pub runner: AppRunnerRef,
/// Set to `true` if there is a panic.
/// Used to ignore callbacks after a panic.
pub panicked: Arc<AtomicBool>,
pub events: Vec<EventToUnsubscribe>,
}
impl AppRunnerContainer {
/// Convenience function to reduce boilerplate and ensure that all event handlers
/// are dealt with in the same way
///
#[must_use]
pub fn add_event_listener<E: wasm_bindgen::JsCast>(
&mut self,
target: &EventTarget,
event_name: &'static str,
mut closure: impl FnMut(E, MutexGuard<'_, AppRunner>) + 'static,
) -> Result<(), JsValue> {
use wasm_bindgen::JsCast;
// Create a JS closure based on the FnMut provided
let closure = Closure::wrap({
// Clone atomics
let runner_ref = self.runner.clone();
let panicked = self.panicked.clone();
Box::new(move |event: web_sys::Event| {
// Only call the wrapped closure if the egui code has not panicked
if !panicked.load(Ordering::SeqCst) {
// Cast the event to the expected event type
let event = event.unchecked_into::<E>();
closure(event, runner_ref.lock());
}
}) as Box<dyn FnMut(web_sys::Event)>
});
// Add the event listener to the target
target.add_event_listener_with_callback(event_name, closure.as_ref().unchecked_ref())?;
let handle = TargetEvent {
target: target.clone(),
event_name: event_name.to_string(),
closure,
};
self.events.push(EventToUnsubscribe::TargetEvent(handle));
Ok(())
}
}
// ----------------------------------------------------------------------------
/// Install event listeners to register different input events
/// and start running the given app.
pub fn start(
canvas_id: &str,
web_options: crate::WebOptions,
app_creator: epi::AppCreator,
) -> Result<AppRunnerRef, JsValue> {
let mut runner = AppRunner::new(canvas_id, web_options, app_creator)?;
runner.warm_up()?;
start_runner(runner)
}
/// Install event listeners to register different input events
/// and starts running the given [`AppRunner`].
fn start_runner(app_runner: AppRunner) -> Result<AppRunnerRef, JsValue> {
let mut runner_container = AppRunnerContainer {
runner: Arc::new(Mutex::new(app_runner)),
panicked: Arc::new(AtomicBool::new(false)),
events: Vec::with_capacity(20),
};
super::events::install_canvas_events(&mut runner_container)?;
super::events::install_document_events(&mut runner_container)?;
text_agent::install_text_agent(&mut runner_container)?;
super::events::paint_and_schedule(&runner_container.runner, runner_container.panicked.clone())?;
// Disable all event handlers on panic
let previous_hook = std::panic::take_hook();
runner_container.runner.lock().events_to_unsubscribe = runner_container.events;
std::panic::set_hook(Box::new(move |panic_info| {
tracing::info!("egui disabled all event handlers due to panic");
runner_container.panicked.store(true, SeqCst);
// Propagate panic info to the previously registered panic hook
previous_hook(panic_info);
}));
Ok(runner_container.runner)
}
// ----------------------------------------------------------------------------
#[derive(Default)]
struct LocalStorage {}
impl epi::Storage for LocalStorage {
fn get_string(&self, key: &str) -> Option<String> {
local_storage_get(key)
}
fn set_string(&mut self, key: &str, value: String) {
local_storage_set(key, &value);
}
fn flush(&mut self) {}
}

View File

@@ -0,0 +1,519 @@
use super::*;
use std::sync::atomic::{AtomicBool, Ordering};
struct IsDestroyed(pub bool);
pub fn paint_and_schedule(
runner_ref: &AppRunnerRef,
panicked: Arc<AtomicBool>,
) -> Result<(), JsValue> {
fn paint_if_needed(runner_ref: &AppRunnerRef) -> Result<IsDestroyed, JsValue> {
let mut runner_lock = runner_ref.lock();
let is_destroyed = runner_lock.is_destroyed.fetch();
if !is_destroyed && runner_lock.needs_repaint.when_to_repaint() <= now_sec() {
runner_lock.needs_repaint.clear();
runner_lock.clear_color_buffer();
let (repaint_after, clipped_primitives) = runner_lock.logic()?;
runner_lock.paint(&clipped_primitives)?;
runner_lock
.needs_repaint
.repaint_after(repaint_after.as_secs_f64());
runner_lock.auto_save();
}
Ok(IsDestroyed(is_destroyed))
}
fn request_animation_frame(
runner_ref: AppRunnerRef,
panicked: Arc<AtomicBool>,
) -> Result<(), JsValue> {
use wasm_bindgen::JsCast;
let window = web_sys::window().unwrap();
let closure = Closure::once(move || paint_and_schedule(&runner_ref, panicked));
window.request_animation_frame(closure.as_ref().unchecked_ref())?;
closure.forget(); // We must forget it, or else the callback is canceled on drop
Ok(())
}
// Only paint and schedule if there has been no panic
if !panicked.load(Ordering::SeqCst) {
let is_destroyed = paint_if_needed(runner_ref)?;
if !is_destroyed.0 {
request_animation_frame(runner_ref.clone(), panicked)?;
}
}
Ok(())
}
pub fn install_document_events(runner_container: &mut AppRunnerContainer) -> Result<(), JsValue> {
let window = web_sys::window().unwrap();
let document = window.document().unwrap();
runner_container.add_event_listener(
&document,
"keydown",
|event: web_sys::KeyboardEvent, mut runner_lock| {
if event.is_composing() || event.key_code() == 229 {
// https://web.archive.org/web/20200526195704/https://www.fxsitecompat.dev/en-CA/docs/2018/keydown-and-keyup-events-are-now-fired-during-ime-composition/
return;
}
let modifiers = modifiers_from_event(&event);
runner_lock.input.raw.modifiers = modifiers;
let key = event.key();
if let Some(key) = translate_key(&key) {
runner_lock.input.raw.events.push(egui::Event::Key {
key,
pressed: true,
modifiers,
});
}
if !modifiers.ctrl
&& !modifiers.command
&& !should_ignore_key(&key)
// When text agent is shown, it sends text event instead.
&& text_agent::text_agent().hidden()
{
runner_lock.input.raw.events.push(egui::Event::Text(key));
}
runner_lock.needs_repaint.repaint_asap();
let egui_wants_keyboard = runner_lock.egui_ctx().wants_keyboard_input();
let prevent_default = if matches!(event.key().as_str(), "Tab") {
// Always prevent moving cursor to url bar.
// egui wants to use tab to move to the next text field.
true
} else if egui_wants_keyboard {
matches!(
event.key().as_str(),
"Backspace" // so we don't go back to previous page when deleting text
| "ArrowDown" | "ArrowLeft" | "ArrowRight" | "ArrowUp" // cmd-left is "back" on Mac (https://github.com/emilk/egui/issues/58)
)
} else {
// We never want to prevent:
// * F5 / cmd-R (refresh)
// * cmd-shift-C (debug tools)
// * cmd/ctrl-c/v/x (or we stop copy/past/cut events)
false
};
// tracing::debug!(
// "On key-down {:?}, egui_wants_keyboard: {}, prevent_default: {}",
// event.key().as_str(),
// egui_wants_keyboard,
// prevent_default
// );
if prevent_default {
event.prevent_default();
}
},
)?;
runner_container.add_event_listener(
&document,
"keyup",
|event: web_sys::KeyboardEvent, mut runner_lock| {
let modifiers = modifiers_from_event(&event);
runner_lock.input.raw.modifiers = modifiers;
if let Some(key) = translate_key(&event.key()) {
runner_lock.input.raw.events.push(egui::Event::Key {
key,
pressed: false,
modifiers,
});
}
runner_lock.needs_repaint.repaint_asap();
},
)?;
#[cfg(web_sys_unstable_apis)]
runner_container.add_event_listener(
&document,
"paste",
|event: web_sys::ClipboardEvent, mut runner_lock| {
if let Some(data) = event.clipboard_data() {
if let Ok(text) = data.get_data("text") {
let text = text.replace("\r\n", "\n");
if !text.is_empty() {
runner_lock.input.raw.events.push(egui::Event::Paste(text));
runner_lock.needs_repaint.repaint_asap();
}
event.stop_propagation();
event.prevent_default();
}
}
},
)?;
#[cfg(web_sys_unstable_apis)]
runner_container.add_event_listener(
&document,
"cut",
|_: web_sys::ClipboardEvent, mut runner_lock| {
runner_lock.input.raw.events.push(egui::Event::Cut);
runner_lock.needs_repaint.repaint_asap();
},
)?;
#[cfg(web_sys_unstable_apis)]
runner_container.add_event_listener(
&document,
"copy",
|_: web_sys::ClipboardEvent, mut runner_lock| {
runner_lock.input.raw.events.push(egui::Event::Copy);
runner_lock.needs_repaint.repaint_asap();
},
)?;
for event_name in &["load", "pagehide", "pageshow", "resize"] {
runner_container.add_event_listener(
&window,
event_name,
|_: web_sys::Event, runner_lock| {
runner_lock.needs_repaint.repaint_asap();
},
)?;
}
runner_container.add_event_listener(
&window,
"hashchange",
|_: web_sys::Event, mut runner_lock| {
// `epi::Frame::info(&self)` clones `epi::IntegrationInfo`, but we need to modify the original here
runner_lock.frame.info.web_info.location.hash = location_hash();
},
)?;
Ok(())
}
pub fn install_canvas_events(runner_container: &mut AppRunnerContainer) -> Result<(), JsValue> {
let canvas = canvas_element(runner_container.runner.lock().canvas_id()).unwrap();
{
// By default, right-clicks open a context menu.
// We don't want to do that (right clicks is handled by egui):
let event_name = "contextmenu";
let closure =
move |event: web_sys::MouseEvent,
mut _runner_lock: egui::mutex::MutexGuard<AppRunner>| {
event.prevent_default();
};
runner_container.add_event_listener(&canvas, event_name, closure)?;
}
runner_container.add_event_listener(
&canvas,
"mousedown",
|event: web_sys::MouseEvent, mut runner_lock: egui::mutex::MutexGuard<AppRunner>| {
if let Some(button) = button_from_mouse_event(&event) {
let pos = pos_from_mouse_event(runner_lock.canvas_id(), &event);
let modifiers = runner_lock.input.raw.modifiers;
runner_lock
.input
.raw
.events
.push(egui::Event::PointerButton {
pos,
button,
pressed: true,
modifiers,
});
runner_lock.needs_repaint.repaint_asap();
}
event.stop_propagation();
// Note: prevent_default breaks VSCode tab focusing, hence why we don't call it here.
},
)?;
runner_container.add_event_listener(
&canvas,
"mousemove",
|event: web_sys::MouseEvent, mut runner_lock| {
let pos = pos_from_mouse_event(runner_lock.canvas_id(), &event);
runner_lock
.input
.raw
.events
.push(egui::Event::PointerMoved(pos));
runner_lock.needs_repaint.repaint_asap();
event.stop_propagation();
event.prevent_default();
},
)?;
runner_container.add_event_listener(
&canvas,
"mouseup",
|event: web_sys::MouseEvent, mut runner_lock| {
if let Some(button) = button_from_mouse_event(&event) {
let pos = pos_from_mouse_event(runner_lock.canvas_id(), &event);
let modifiers = runner_lock.input.raw.modifiers;
runner_lock
.input
.raw
.events
.push(egui::Event::PointerButton {
pos,
button,
pressed: false,
modifiers,
});
runner_lock.needs_repaint.repaint_asap();
text_agent::update_text_agent(runner_lock);
}
event.stop_propagation();
event.prevent_default();
},
)?;
runner_container.add_event_listener(
&canvas,
"mouseleave",
|event: web_sys::MouseEvent, mut runner_lock| {
runner_lock.input.raw.events.push(egui::Event::PointerGone);
runner_lock.needs_repaint.repaint_asap();
event.stop_propagation();
event.prevent_default();
},
)?;
runner_container.add_event_listener(
&canvas,
"touchstart",
|event: web_sys::TouchEvent, mut runner_lock| {
let mut latest_touch_pos_id = runner_lock.input.latest_touch_pos_id;
let pos =
pos_from_touch_event(runner_lock.canvas_id(), &event, &mut latest_touch_pos_id);
runner_lock.input.latest_touch_pos_id = latest_touch_pos_id;
runner_lock.input.latest_touch_pos = Some(pos);
let modifiers = runner_lock.input.raw.modifiers;
runner_lock
.input
.raw
.events
.push(egui::Event::PointerButton {
pos,
button: egui::PointerButton::Primary,
pressed: true,
modifiers,
});
push_touches(&mut *runner_lock, egui::TouchPhase::Start, &event);
runner_lock.needs_repaint.repaint_asap();
event.stop_propagation();
event.prevent_default();
},
)?;
runner_container.add_event_listener(
&canvas,
"touchmove",
|event: web_sys::TouchEvent, mut runner_lock| {
let mut latest_touch_pos_id = runner_lock.input.latest_touch_pos_id;
let pos =
pos_from_touch_event(runner_lock.canvas_id(), &event, &mut latest_touch_pos_id);
runner_lock.input.latest_touch_pos_id = latest_touch_pos_id;
runner_lock.input.latest_touch_pos = Some(pos);
runner_lock
.input
.raw
.events
.push(egui::Event::PointerMoved(pos));
push_touches(&mut *runner_lock, egui::TouchPhase::Move, &event);
runner_lock.needs_repaint.repaint_asap();
event.stop_propagation();
event.prevent_default();
},
)?;
runner_container.add_event_listener(
&canvas,
"touchend",
|event: web_sys::TouchEvent, mut runner_lock| {
if let Some(pos) = runner_lock.input.latest_touch_pos {
let modifiers = runner_lock.input.raw.modifiers;
// First release mouse to click:
runner_lock
.input
.raw
.events
.push(egui::Event::PointerButton {
pos,
button: egui::PointerButton::Primary,
pressed: false,
modifiers,
});
// Then remove hover effect:
runner_lock.input.raw.events.push(egui::Event::PointerGone);
push_touches(&mut *runner_lock, egui::TouchPhase::End, &event);
runner_lock.needs_repaint.repaint_asap();
event.stop_propagation();
event.prevent_default();
}
// Finally, focus or blur text agent to toggle mobile keyboard:
text_agent::update_text_agent(runner_lock);
},
)?;
runner_container.add_event_listener(
&canvas,
"touchcancel",
|event: web_sys::TouchEvent, mut runner_lock| {
push_touches(&mut runner_lock, egui::TouchPhase::Cancel, &event);
event.stop_propagation();
event.prevent_default();
},
)?;
runner_container.add_event_listener(
&canvas,
"wheel",
|event: web_sys::WheelEvent, mut runner_lock| {
let scroll_multiplier = match event.delta_mode() {
web_sys::WheelEvent::DOM_DELTA_PAGE => {
canvas_size_in_points(runner_lock.canvas_id()).y
}
web_sys::WheelEvent::DOM_DELTA_LINE => {
#[allow(clippy::let_and_return)]
let points_per_scroll_line = 8.0; // Note that this is intentionally different from what we use in egui_glium / winit.
points_per_scroll_line
}
_ => 1.0, // DOM_DELTA_PIXEL
};
let mut delta =
-scroll_multiplier * egui::vec2(event.delta_x() as f32, event.delta_y() as f32);
// Report a zoom event in case CTRL (on Windows or Linux) or CMD (on Mac) is pressed.
// This if-statement is equivalent to how `Modifiers.command` is determined in
// `modifiers_from_event()`, but we cannot directly use that fn for a [`WheelEvent`].
if event.ctrl_key() || event.meta_key() {
let factor = (delta.y / 200.0).exp();
runner_lock.input.raw.events.push(egui::Event::Zoom(factor));
} else {
if event.shift_key() {
// Treat as horizontal scrolling.
// Note: one Mac we already get horizontal scroll events when shift is down.
delta = egui::vec2(delta.x + delta.y, 0.0);
}
runner_lock
.input
.raw
.events
.push(egui::Event::Scroll(delta));
}
runner_lock.needs_repaint.repaint_asap();
event.stop_propagation();
event.prevent_default();
},
)?;
runner_container.add_event_listener(
&canvas,
"dragover",
|event: web_sys::DragEvent, mut runner_lock| {
if let Some(data_transfer) = event.data_transfer() {
runner_lock.input.raw.hovered_files.clear();
for i in 0..data_transfer.items().length() {
if let Some(item) = data_transfer.items().get(i) {
runner_lock.input.raw.hovered_files.push(egui::HoveredFile {
mime: item.type_(),
..Default::default()
});
}
}
runner_lock.needs_repaint.repaint_asap();
event.stop_propagation();
event.prevent_default();
}
},
)?;
runner_container.add_event_listener(
&canvas,
"dragleave",
|event: web_sys::DragEvent, mut runner_lock| {
runner_lock.input.raw.hovered_files.clear();
runner_lock.needs_repaint.repaint_asap();
event.stop_propagation();
event.prevent_default();
},
)?;
runner_container.add_event_listener(&canvas, "drop", {
let runner_ref = runner_container.runner.clone();
move |event: web_sys::DragEvent, mut runner_lock| {
if let Some(data_transfer) = event.data_transfer() {
runner_lock.input.raw.hovered_files.clear();
runner_lock.needs_repaint.repaint_asap();
// Unlock the runner so it can be locked after a future await point
drop(runner_lock);
if let Some(files) = data_transfer.files() {
for i in 0..files.length() {
if let Some(file) = files.get(i) {
let name = file.name();
let last_modified = std::time::UNIX_EPOCH
+ std::time::Duration::from_millis(file.last_modified() as u64);
tracing::debug!("Loading {:?} ({} bytes)…", name, file.size());
let future = wasm_bindgen_futures::JsFuture::from(file.array_buffer());
let runner_ref = runner_ref.clone();
let future = async move {
match future.await {
Ok(array_buffer) => {
let bytes = js_sys::Uint8Array::new(&array_buffer).to_vec();
tracing::debug!(
"Loaded {:?} ({} bytes).",
name,
bytes.len()
);
// Re-lock the mutex on the other side of the await point
let mut runner_lock = runner_ref.lock();
runner_lock.input.raw.dropped_files.push(
egui::DroppedFile {
name,
last_modified: Some(last_modified),
bytes: Some(bytes.into()),
..Default::default()
},
);
runner_lock.needs_repaint.repaint_asap();
}
Err(err) => {
tracing::error!("Failed to read file: {:?}", err);
}
}
};
wasm_bindgen_futures::spawn_local(future);
}
}
}
event.stop_propagation();
event.prevent_default();
}
}
})?;
Ok(())
}

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use crate::WebGlContextOption;
use egui::{ClippedPrimitive, Rgba};
use egui_glow::glow;
use wasm_bindgen::JsCast;
use wasm_bindgen::JsValue;
use web_sys::HtmlCanvasElement;
#[cfg(not(target_arch = "wasm32"))]
use web_sys::{WebGl2RenderingContext, WebGlRenderingContext};
pub(crate) struct WrappedGlowPainter {
pub(crate) canvas: HtmlCanvasElement,
pub(crate) canvas_id: String,
pub(crate) painter: egui_glow::Painter,
}
impl WrappedGlowPainter {
pub fn new(canvas_id: &str, options: WebGlContextOption) -> Result<Self, String> {
let canvas = super::canvas_element_or_die(canvas_id);
let (gl, shader_prefix) = init_glow_context_from_canvas(&canvas, options)?;
let gl = std::sync::Arc::new(gl);
let dimension = [canvas.width() as i32, canvas.height() as i32];
let painter = egui_glow::Painter::new(gl, Some(dimension), shader_prefix)
.map_err(|error| format!("Error starting glow painter: {}", error))?;
Ok(Self {
canvas,
canvas_id: canvas_id.to_owned(),
painter,
})
}
}
impl WrappedGlowPainter {
pub fn gl(&self) -> &std::sync::Arc<glow::Context> {
self.painter.gl()
}
pub fn max_texture_side(&self) -> usize {
self.painter.max_texture_side()
}
pub fn canvas_id(&self) -> &str {
&self.canvas_id
}
pub fn set_texture(&mut self, tex_id: egui::TextureId, delta: &egui::epaint::ImageDelta) {
self.painter.set_texture(tex_id, delta);
}
pub fn free_texture(&mut self, tex_id: egui::TextureId) {
self.painter.free_texture(tex_id);
}
pub fn clear(&self, clear_color: Rgba) {
let canvas_dimension = [self.canvas.width(), self.canvas.height()];
egui_glow::painter::clear(self.painter.gl(), canvas_dimension, clear_color);
}
pub fn paint_primitives(
&mut self,
clipped_primitives: &[ClippedPrimitive],
pixels_per_point: f32,
) -> Result<(), JsValue> {
let canvas_dimension = [self.canvas.width(), self.canvas.height()];
self.painter
.paint_primitives(canvas_dimension, pixels_per_point, clipped_primitives);
Ok(())
}
pub fn paint_and_update_textures(
&mut self,
clipped_primitives: &[egui::ClippedPrimitive],
pixels_per_point: f32,
textures_delta: &egui::TexturesDelta,
) -> Result<(), JsValue> {
for (id, image_delta) in &textures_delta.set {
self.set_texture(*id, image_delta);
}
self.paint_primitives(clipped_primitives, pixels_per_point)?;
for &id in &textures_delta.free {
self.free_texture(id);
}
Ok(())
}
pub fn destroy(&mut self) {
self.painter.destroy()
}
}
/// Returns glow context and shader prefix.
fn init_glow_context_from_canvas(
canvas: &HtmlCanvasElement,
options: WebGlContextOption,
) -> Result<(glow::Context, &'static str), String> {
let result = match options {
// Force use WebGl1
WebGlContextOption::WebGl1 => init_webgl1(canvas),
// Force use WebGl2
WebGlContextOption::WebGl2 => init_webgl2(canvas),
// Trying WebGl2 first
WebGlContextOption::BestFirst => init_webgl2(canvas).or_else(|| init_webgl1(canvas)),
// Trying WebGl1 first (useful for testing).
WebGlContextOption::CompatibilityFirst => {
init_webgl1(canvas).or_else(|| init_webgl2(canvas))
}
};
if let Some(result) = result {
Ok(result)
} else {
Err("WebGL isn't supported".into())
}
}
fn init_webgl1(canvas: &HtmlCanvasElement) -> Option<(glow::Context, &'static str)> {
let gl1_ctx = canvas
.get_context("webgl")
.expect("Failed to query about WebGL2 context");
let gl1_ctx = gl1_ctx?;
tracing::debug!("WebGL1 selected.");
let gl1_ctx = gl1_ctx
.dyn_into::<web_sys::WebGlRenderingContext>()
.unwrap();
let shader_prefix = if super::webgl1_requires_brightening(&gl1_ctx) {
tracing::debug!("Enabling webkitGTK brightening workaround.");
"#define APPLY_BRIGHTENING_GAMMA"
} else {
""
};
let gl = glow::Context::from_webgl1_context(gl1_ctx);
Some((gl, shader_prefix))
}
fn init_webgl2(canvas: &HtmlCanvasElement) -> Option<(glow::Context, &'static str)> {
let gl2_ctx = canvas
.get_context("webgl2")
.expect("Failed to query about WebGL2 context");
let gl2_ctx = gl2_ctx?;
tracing::debug!("WebGL2 selected.");
let gl2_ctx = gl2_ctx
.dyn_into::<web_sys::WebGl2RenderingContext>()
.unwrap();
let gl = glow::Context::from_webgl2_context(gl2_ctx);
let shader_prefix = "";
Some((gl, shader_prefix))
}
trait DummyWebGLConstructor {
fn from_webgl1_context(context: web_sys::WebGlRenderingContext) -> Self;
fn from_webgl2_context(context: web_sys::WebGl2RenderingContext) -> Self;
}

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use super::{canvas_element, canvas_origin, AppRunner};
pub fn pos_from_mouse_event(canvas_id: &str, event: &web_sys::MouseEvent) -> egui::Pos2 {
let canvas = canvas_element(canvas_id).unwrap();
let rect = canvas.get_bounding_client_rect();
egui::Pos2 {
x: event.client_x() as f32 - rect.left() as f32,
y: event.client_y() as f32 - rect.top() as f32,
}
}
pub fn button_from_mouse_event(event: &web_sys::MouseEvent) -> Option<egui::PointerButton> {
match event.button() {
0 => Some(egui::PointerButton::Primary),
1 => Some(egui::PointerButton::Middle),
2 => Some(egui::PointerButton::Secondary),
3 => Some(egui::PointerButton::Extra1),
4 => Some(egui::PointerButton::Extra2),
_ => None,
}
}
/// A single touch is translated to a pointer movement. When a second touch is added, the pointer
/// should not jump to a different position. Therefore, we do not calculate the average position
/// of all touches, but we keep using the same touch as long as it is available.
///
/// `touch_id_for_pos` is the [`TouchId`](egui::TouchId) of the [`Touch`](web_sys::Touch) we previously used to determine the
/// pointer position.
pub fn pos_from_touch_event(
canvas_id: &str,
event: &web_sys::TouchEvent,
touch_id_for_pos: &mut Option<egui::TouchId>,
) -> egui::Pos2 {
let touch_for_pos = if let Some(touch_id_for_pos) = touch_id_for_pos {
// search for the touch we previously used for the position
// (unfortunately, `event.touches()` is not a rust collection):
(0..event.touches().length())
.into_iter()
.map(|i| event.touches().get(i).unwrap())
.find(|touch| egui::TouchId::from(touch.identifier()) == *touch_id_for_pos)
} else {
None
};
// Use the touch found above or pick the first, or return a default position if there is no
// touch at all. (The latter is not expected as the current method is only called when there is
// at least one touch.)
touch_for_pos
.or_else(|| event.touches().get(0))
.map_or(Default::default(), |touch| {
*touch_id_for_pos = Some(egui::TouchId::from(touch.identifier()));
pos_from_touch(canvas_origin(canvas_id), &touch)
})
}
fn pos_from_touch(canvas_origin: egui::Pos2, touch: &web_sys::Touch) -> egui::Pos2 {
egui::Pos2 {
x: touch.page_x() as f32 - canvas_origin.x as f32,
y: touch.page_y() as f32 - canvas_origin.y as f32,
}
}
pub fn push_touches(runner: &mut AppRunner, phase: egui::TouchPhase, event: &web_sys::TouchEvent) {
let canvas_origin = canvas_origin(runner.canvas_id());
for touch_idx in 0..event.changed_touches().length() {
if let Some(touch) = event.changed_touches().item(touch_idx) {
runner.input.raw.events.push(egui::Event::Touch {
device_id: egui::TouchDeviceId(0),
id: egui::TouchId::from(touch.identifier()),
phase,
pos: pos_from_touch(canvas_origin, &touch),
force: touch.force(),
});
}
}
}
/// Web sends all keys as strings, so it is up to us to figure out if it is
/// a real text input or the name of a key.
pub fn should_ignore_key(key: &str) -> bool {
let is_function_key = key.starts_with('F') && key.len() > 1;
is_function_key
|| matches!(
key,
"Alt"
| "ArrowDown"
| "ArrowLeft"
| "ArrowRight"
| "ArrowUp"
| "Backspace"
| "CapsLock"
| "ContextMenu"
| "Control"
| "Delete"
| "End"
| "Enter"
| "Esc"
| "Escape"
| "GroupNext" // https://github.com/emilk/egui/issues/510
| "Help"
| "Home"
| "Insert"
| "Meta"
| "NumLock"
| "PageDown"
| "PageUp"
| "Pause"
| "ScrollLock"
| "Shift"
| "Tab"
)
}
/// Web sends all all keys as strings, so it is up to us to figure out if it is
/// a real text input or the name of a key.
pub fn translate_key(key: &str) -> Option<egui::Key> {
match key {
"ArrowDown" => Some(egui::Key::ArrowDown),
"ArrowLeft" => Some(egui::Key::ArrowLeft),
"ArrowRight" => Some(egui::Key::ArrowRight),
"ArrowUp" => Some(egui::Key::ArrowUp),
"Esc" | "Escape" => Some(egui::Key::Escape),
"Tab" => Some(egui::Key::Tab),
"Backspace" => Some(egui::Key::Backspace),
"Enter" => Some(egui::Key::Enter),
"Space" | " " => Some(egui::Key::Space),
"Help" | "Insert" => Some(egui::Key::Insert),
"Delete" => Some(egui::Key::Delete),
"Home" => Some(egui::Key::Home),
"End" => Some(egui::Key::End),
"PageUp" => Some(egui::Key::PageUp),
"PageDown" => Some(egui::Key::PageDown),
"0" => Some(egui::Key::Num0),
"1" => Some(egui::Key::Num1),
"2" => Some(egui::Key::Num2),
"3" => Some(egui::Key::Num3),
"4" => Some(egui::Key::Num4),
"5" => Some(egui::Key::Num5),
"6" => Some(egui::Key::Num6),
"7" => Some(egui::Key::Num7),
"8" => Some(egui::Key::Num8),
"9" => Some(egui::Key::Num9),
"a" | "A" => Some(egui::Key::A),
"b" | "B" => Some(egui::Key::B),
"c" | "C" => Some(egui::Key::C),
"d" | "D" => Some(egui::Key::D),
"e" | "E" => Some(egui::Key::E),
"f" | "F" => Some(egui::Key::F),
"g" | "G" => Some(egui::Key::G),
"h" | "H" => Some(egui::Key::H),
"i" | "I" => Some(egui::Key::I),
"j" | "J" => Some(egui::Key::J),
"k" | "K" => Some(egui::Key::K),
"l" | "L" => Some(egui::Key::L),
"m" | "M" => Some(egui::Key::M),
"n" | "N" => Some(egui::Key::N),
"o" | "O" => Some(egui::Key::O),
"p" | "P" => Some(egui::Key::P),
"q" | "Q" => Some(egui::Key::Q),
"r" | "R" => Some(egui::Key::R),
"s" | "S" => Some(egui::Key::S),
"t" | "T" => Some(egui::Key::T),
"u" | "U" => Some(egui::Key::U),
"v" | "V" => Some(egui::Key::V),
"w" | "W" => Some(egui::Key::W),
"x" | "X" => Some(egui::Key::X),
"y" | "Y" => Some(egui::Key::Y),
"z" | "Z" => Some(egui::Key::Z),
"F1" => Some(egui::Key::F1),
"F2" => Some(egui::Key::F2),
"F3" => Some(egui::Key::F3),
"F4" => Some(egui::Key::F4),
"F5" => Some(egui::Key::F5),
"F6" => Some(egui::Key::F6),
"F7" => Some(egui::Key::F7),
"F8" => Some(egui::Key::F8),
"F9" => Some(egui::Key::F9),
"F10" => Some(egui::Key::F10),
"F11" => Some(egui::Key::F11),
"F12" => Some(egui::Key::F12),
"F13" => Some(egui::Key::F13),
"F14" => Some(egui::Key::F14),
"F15" => Some(egui::Key::F15),
"F16" => Some(egui::Key::F16),
"F17" => Some(egui::Key::F17),
"F18" => Some(egui::Key::F18),
"F19" => Some(egui::Key::F19),
"F20" => Some(egui::Key::F20),
_ => None,
}
}
pub fn modifiers_from_event(event: &web_sys::KeyboardEvent) -> egui::Modifiers {
egui::Modifiers {
alt: event.alt_key(),
ctrl: event.ctrl_key(),
shift: event.shift_key(),
// Ideally we should know if we are running or mac or not,
// but this works good enough for now.
mac_cmd: event.meta_key(),
// Ideally we should know if we are running or mac or not,
// but this works good enough for now.
command: event.ctrl_key() || event.meta_key(),
}
}

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//! [`egui`] bindings for web apps (compiling to WASM).
#![allow(clippy::missing_errors_doc)] // So many `-> Result<_, JsValue>`
pub mod backend;
mod events;
mod glow_wrapping;
mod input;
pub mod screen_reader;
pub mod storage;
mod text_agent;
pub use backend::*;
pub use events::*;
pub use storage::*;
use std::collections::BTreeMap;
use std::sync::{
atomic::{AtomicBool, Ordering},
Arc,
};
use egui::Vec2;
use wasm_bindgen::prelude::*;
use web_sys::EventTarget;
use input::*;
use crate::Theme;
// ----------------------------------------------------------------------------
/// Current time in seconds (since undefined point in time).
///
/// Monotonically increasing.
pub fn now_sec() -> f64 {
web_sys::window()
.expect("should have a Window")
.performance()
.expect("should have a Performance")
.now()
/ 1000.0
}
#[allow(dead_code)]
pub fn screen_size_in_native_points() -> Option<egui::Vec2> {
let window = web_sys::window()?;
Some(egui::vec2(
window.inner_width().ok()?.as_f64()? as f32,
window.inner_height().ok()?.as_f64()? as f32,
))
}
pub fn native_pixels_per_point() -> f32 {
let pixels_per_point = web_sys::window().unwrap().device_pixel_ratio() as f32;
if pixels_per_point > 0.0 && pixels_per_point.is_finite() {
pixels_per_point
} else {
1.0
}
}
pub fn system_theme() -> Option<Theme> {
let dark_mode = web_sys::window()?
.match_media("(prefers-color-scheme: dark)")
.ok()??
.matches();
Some(if dark_mode { Theme::Dark } else { Theme::Light })
}
pub fn canvas_element(canvas_id: &str) -> Option<web_sys::HtmlCanvasElement> {
use wasm_bindgen::JsCast;
let document = web_sys::window()?.document()?;
let canvas = document.get_element_by_id(canvas_id)?;
canvas.dyn_into::<web_sys::HtmlCanvasElement>().ok()
}
pub fn canvas_element_or_die(canvas_id: &str) -> web_sys::HtmlCanvasElement {
canvas_element(canvas_id)
.unwrap_or_else(|| panic!("Failed to find canvas with id '{}'", canvas_id))
}
fn canvas_origin(canvas_id: &str) -> egui::Pos2 {
let rect = canvas_element(canvas_id)
.unwrap()
.get_bounding_client_rect();
egui::pos2(rect.left() as f32, rect.top() as f32)
}
pub fn canvas_size_in_points(canvas_id: &str) -> egui::Vec2 {
let canvas = canvas_element(canvas_id).unwrap();
let pixels_per_point = native_pixels_per_point();
egui::vec2(
canvas.width() as f32 / pixels_per_point,
canvas.height() as f32 / pixels_per_point,
)
}
pub fn resize_canvas_to_screen_size(canvas_id: &str, max_size_points: egui::Vec2) -> Option<()> {
let canvas = canvas_element(canvas_id)?;
let parent = canvas.parent_element()?;
let width = parent.scroll_width();
let height = parent.scroll_height();
let canvas_real_size = Vec2 {
x: width as f32,
y: height as f32,
};
let pixels_per_point = native_pixels_per_point();
let max_size_pixels = pixels_per_point * max_size_points;
let canvas_size_pixels = pixels_per_point * canvas_real_size;
let canvas_size_pixels = canvas_size_pixels.min(max_size_pixels);
let canvas_size_points = canvas_size_pixels / pixels_per_point;
// Make sure that the height and width are always even numbers.
// otherwise, the page renders blurry on some platforms.
// See https://github.com/emilk/egui/issues/103
fn round_to_even(v: f32) -> f32 {
(v / 2.0).round() * 2.0
}
canvas
.style()
.set_property(
"width",
&format!("{}px", round_to_even(canvas_size_points.x)),
)
.ok()?;
canvas
.style()
.set_property(
"height",
&format!("{}px", round_to_even(canvas_size_points.y)),
)
.ok()?;
canvas.set_width(round_to_even(canvas_size_pixels.x) as u32);
canvas.set_height(round_to_even(canvas_size_pixels.y) as u32);
Some(())
}
// ----------------------------------------------------------------------------
pub fn set_cursor_icon(cursor: egui::CursorIcon) -> Option<()> {
let document = web_sys::window()?.document()?;
document
.body()?
.style()
.set_property("cursor", cursor_web_name(cursor))
.ok()
}
#[cfg(web_sys_unstable_apis)]
pub fn set_clipboard_text(s: &str) {
if let Some(window) = web_sys::window() {
if let Some(clipboard) = window.navigator().clipboard() {
let promise = clipboard.write_text(s);
let future = wasm_bindgen_futures::JsFuture::from(promise);
let future = async move {
if let Err(err) = future.await {
tracing::error!("Copy/cut action denied: {:?}", err);
}
};
wasm_bindgen_futures::spawn_local(future);
}
}
}
fn cursor_web_name(cursor: egui::CursorIcon) -> &'static str {
match cursor {
egui::CursorIcon::Alias => "alias",
egui::CursorIcon::AllScroll => "all-scroll",
egui::CursorIcon::Cell => "cell",
egui::CursorIcon::ContextMenu => "context-menu",
egui::CursorIcon::Copy => "copy",
egui::CursorIcon::Crosshair => "crosshair",
egui::CursorIcon::Default => "default",
egui::CursorIcon::Grab => "grab",
egui::CursorIcon::Grabbing => "grabbing",
egui::CursorIcon::Help => "help",
egui::CursorIcon::Move => "move",
egui::CursorIcon::NoDrop => "no-drop",
egui::CursorIcon::None => "none",
egui::CursorIcon::NotAllowed => "not-allowed",
egui::CursorIcon::PointingHand => "pointer",
egui::CursorIcon::Progress => "progress",
egui::CursorIcon::ResizeHorizontal => "ew-resize",
egui::CursorIcon::ResizeNeSw => "nesw-resize",
egui::CursorIcon::ResizeNwSe => "nwse-resize",
egui::CursorIcon::ResizeVertical => "ns-resize",
egui::CursorIcon::ResizeEast => "e-resize",
egui::CursorIcon::ResizeSouthEast => "se-resize",
egui::CursorIcon::ResizeSouth => "s-resize",
egui::CursorIcon::ResizeSouthWest => "sw-resize",
egui::CursorIcon::ResizeWest => "w-resize",
egui::CursorIcon::ResizeNorthWest => "nw-resize",
egui::CursorIcon::ResizeNorth => "n-resize",
egui::CursorIcon::ResizeNorthEast => "ne-resize",
egui::CursorIcon::ResizeColumn => "col-resize",
egui::CursorIcon::ResizeRow => "row-resize",
egui::CursorIcon::Text => "text",
egui::CursorIcon::VerticalText => "vertical-text",
egui::CursorIcon::Wait => "wait",
egui::CursorIcon::ZoomIn => "zoom-in",
egui::CursorIcon::ZoomOut => "zoom-out",
}
}
pub fn open_url(url: &str, new_tab: bool) -> Option<()> {
let name = if new_tab { "_blank" } else { "_self" };
web_sys::window()?
.open_with_url_and_target(url, name)
.ok()?;
Some(())
}
/// e.g. "#fragment" part of "www.example.com/index.html#fragment",
///
/// Percent decoded
pub fn location_hash() -> String {
percent_decode(
&web_sys::window()
.unwrap()
.location()
.hash()
.unwrap_or_default(),
)
}
pub fn percent_decode(s: &str) -> String {
percent_encoding::percent_decode_str(s)
.decode_utf8_lossy()
.to_string()
}
// ----------------------------------------------------------------------------
pub(crate) fn webgl1_requires_brightening(gl: &web_sys::WebGlRenderingContext) -> bool {
// See https://github.com/emilk/egui/issues/794
// detect WebKitGTK
// WebKitGTK use WebKit default unmasked vendor and renderer
// but safari use same vendor and renderer
// so exclude "Mac OS X" user-agent.
let user_agent = web_sys::window().unwrap().navigator().user_agent().unwrap();
!user_agent.contains("Mac OS X") && is_safari_and_webkit_gtk(gl)
}
/// detecting Safari and `webkitGTK`.
///
/// Safari and `webkitGTK` use unmasked renderer :Apple GPU
///
/// If we detect safari or `webkitGTKs` returns true.
///
/// This function used to avoid displaying linear color with `sRGB` supported systems.
fn is_safari_and_webkit_gtk(gl: &web_sys::WebGlRenderingContext) -> bool {
// This call produces a warning in Firefox ("WEBGL_debug_renderer_info is deprecated in Firefox and will be removed.")
// but unless we call it we get errors in Chrome when we call `get_parameter` below.
// TODO(emilk): do something smart based on user agent?
if gl
.get_extension("WEBGL_debug_renderer_info")
.unwrap()
.is_some()
{
if let Ok(renderer) =
gl.get_parameter(web_sys::WebglDebugRendererInfo::UNMASKED_RENDERER_WEBGL)
{
if let Some(renderer) = renderer.as_string() {
if renderer.contains("Apple") {
return true;
}
}
}
}
false
}

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pub struct ScreenReader {
#[cfg(feature = "tts")]
tts: Option<tts::Tts>,
}
#[cfg(not(feature = "tts"))]
#[allow(clippy::derivable_impls)] // False positive
impl Default for ScreenReader {
fn default() -> Self {
Self {}
}
}
#[cfg(feature = "tts")]
impl Default for ScreenReader {
fn default() -> Self {
let tts = match tts::Tts::default() {
Ok(screen_reader) => {
tracing::debug!("Initialized screen reader.");
Some(screen_reader)
}
Err(err) => {
tracing::warn!("Failed to load screen reader: {}", err);
None
}
};
Self { tts }
}
}
impl ScreenReader {
#[cfg(not(feature = "tts"))]
#[allow(clippy::unused_self)]
pub fn speak(&mut self, _text: &str) {}
#[cfg(feature = "tts")]
pub fn speak(&mut self, text: &str) {
if text.is_empty() {
return;
}
if let Some(tts) = &mut self.tts {
tracing::debug!("Speaking: {:?}", text);
let interrupt = true;
if let Err(err) = tts.speak(text, interrupt) {
tracing::warn!("Failed to read: {}", err);
}
}
}
}

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fn local_storage() -> Option<web_sys::Storage> {
web_sys::window()?.local_storage().ok()?
}
pub fn local_storage_get(key: &str) -> Option<String> {
local_storage().map(|storage| storage.get_item(key).ok())??
}
pub fn local_storage_set(key: &str, value: &str) {
local_storage().map(|storage| storage.set_item(key, value));
}
#[cfg(feature = "persistence")]
pub fn load_memory(ctx: &egui::Context) {
if let Some(memory_string) = local_storage_get("egui_memory_ron") {
match ron::from_str(&memory_string) {
Ok(memory) => {
*ctx.memory() = memory;
}
Err(err) => {
tracing::error!("Failed to parse memory RON: {}", err);
}
}
}
}
#[cfg(not(feature = "persistence"))]
pub fn load_memory(_: &egui::Context) {}
#[cfg(feature = "persistence")]
pub fn save_memory(ctx: &egui::Context) {
match ron::to_string(&*ctx.memory()) {
Ok(ron) => {
local_storage_set("egui_memory_ron", &ron);
}
Err(err) => {
tracing::error!("Failed to serialize memory as RON: {}", err);
}
}
}
#[cfg(not(feature = "persistence"))]
pub fn save_memory(_: &egui::Context) {}

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//! The text agent is an `<input>` element used to trigger
//! mobile keyboard and IME input.
use super::{canvas_element, AppRunner, AppRunnerContainer};
use egui::mutex::MutexGuard;
use std::cell::Cell;
use std::rc::Rc;
use wasm_bindgen::prelude::*;
static AGENT_ID: &str = "egui_text_agent";
pub fn text_agent() -> web_sys::HtmlInputElement {
use wasm_bindgen::JsCast;
web_sys::window()
.unwrap()
.document()
.unwrap()
.get_element_by_id(AGENT_ID)
.unwrap()
.dyn_into()
.unwrap()
}
/// Text event handler,
pub fn install_text_agent(runner_container: &mut AppRunnerContainer) -> Result<(), JsValue> {
use wasm_bindgen::JsCast;
let window = web_sys::window().unwrap();
let document = window.document().unwrap();
let body = document.body().expect("document should have a body");
let input = document
.create_element("input")?
.dyn_into::<web_sys::HtmlInputElement>()?;
let input = std::rc::Rc::new(input);
input.set_id(AGENT_ID);
let is_composing = Rc::new(Cell::new(false));
{
let style = input.style();
// Transparent
style.set_property("opacity", "0").unwrap();
// Hide under canvas
style.set_property("z-index", "-1").unwrap();
}
// Set size as small as possible, in case user may click on it.
input.set_size(1);
input.set_autofocus(true);
input.set_hidden(true);
// When IME is off
runner_container.add_event_listener(&input, "input", {
let input_clone = input.clone();
let is_composing = is_composing.clone();
move |_event: web_sys::InputEvent, mut runner_lock| {
let text = input_clone.value();
if !text.is_empty() && !is_composing.get() {
input_clone.set_value("");
runner_lock.input.raw.events.push(egui::Event::Text(text));
runner_lock.needs_repaint.repaint_asap();
}
}
})?;
{
// When IME is on, handle composition event
runner_container.add_event_listener(&input, "compositionstart", {
let input_clone = input.clone();
let is_composing = is_composing.clone();
move |_event: web_sys::CompositionEvent, mut runner_lock: MutexGuard<'_, AppRunner>| {
is_composing.set(true);
input_clone.set_value("");
runner_lock
.input
.raw
.events
.push(egui::Event::CompositionStart);
runner_lock.needs_repaint.repaint_asap();
}
})?;
runner_container.add_event_listener(
&input,
"compositionupdate",
move |event: web_sys::CompositionEvent, mut runner_lock: MutexGuard<'_, AppRunner>| {
if let Some(event) = event.data().map(egui::Event::CompositionUpdate) {
runner_lock.input.raw.events.push(event);
runner_lock.needs_repaint.repaint_asap();
}
},
)?;
runner_container.add_event_listener(&input, "compositionend", {
let input_clone = input.clone();
move |event: web_sys::CompositionEvent, mut runner_lock: MutexGuard<'_, AppRunner>| {
is_composing.set(false);
input_clone.set_value("");
if let Some(event) = event.data().map(egui::Event::CompositionEnd) {
runner_lock.input.raw.events.push(event);
runner_lock.needs_repaint.repaint_asap();
}
}
})?;
}
// When input lost focus, focus on it again.
// It is useful when user click somewhere outside canvas.
runner_container.add_event_listener(
&input,
"focusout",
move |_event: web_sys::MouseEvent, _| {
// Delay 10 ms, and focus again.
let func = js_sys::Function::new_no_args(&format!(
"document.getElementById('{}').focus()",
AGENT_ID
));
window
.set_timeout_with_callback_and_timeout_and_arguments_0(&func, 10)
.unwrap();
},
)?;
body.append_child(&input)?;
Ok(())
}
/// Focus or blur text agent to toggle mobile keyboard.
pub fn update_text_agent(runner: MutexGuard<'_, AppRunner>) -> Option<()> {
use wasm_bindgen::JsCast;
use web_sys::HtmlInputElement;
let window = web_sys::window()?;
let document = window.document()?;
let input: HtmlInputElement = document.get_element_by_id(AGENT_ID)?.dyn_into().unwrap();
let canvas_style = canvas_element(runner.canvas_id())?.style();
if runner.mutable_text_under_cursor {
let is_already_editing = input.hidden();
if is_already_editing {
input.set_hidden(false);
input.focus().ok()?;
// Move up canvas so that text edit is shown at ~30% of screen height.
// Only on touch screens, when keyboard popups.
if let Some(latest_touch_pos) = runner.input.latest_touch_pos {
let window_height = window.inner_height().ok()?.as_f64()? as f32;
let current_rel = latest_touch_pos.y / window_height;
// estimated amount of screen covered by keyboard
let keyboard_fraction = 0.5;
if current_rel > keyboard_fraction {
// below the keyboard
let target_rel = 0.3;
// Note: `delta` is negative, since we are moving the canvas UP
let delta = target_rel - current_rel;
let delta = delta.max(-keyboard_fraction); // Don't move it crazy much
let new_pos_percent = format!("{}%", (delta * 100.0).round());
canvas_style.set_property("position", "absolute").ok()?;
canvas_style.set_property("top", &new_pos_percent).ok()?;
}
}
}
} else {
// Drop runner lock
drop(runner);
// Holding the runner lock while calling input.blur() causes a panic.
// This is most probably caused by the browser running the event handler
// for the triggered blur event synchronously, meaning that the mutex
// lock does not get dropped by the time another event handler is called.
//
// Why this didn't exist before #1290 is a mystery to me, but it exists now
// and this apparently is the fix for it
//
// ¯\_(ツ)_/¯ - @DusterTheFirst
input.blur().ok()?;
input.set_hidden(true);
canvas_style.set_property("position", "absolute").ok()?;
canvas_style.set_property("top", "0%").ok()?; // move back to normal position
}
Some(())
}
/// If context is running under mobile device?
fn is_mobile() -> Option<bool> {
const MOBILE_DEVICE: [&str; 6] = ["Android", "iPhone", "iPad", "iPod", "webOS", "BlackBerry"];
let user_agent = web_sys::window()?.navigator().user_agent().ok()?;
let is_mobile = MOBILE_DEVICE.iter().any(|&name| user_agent.contains(name));
Some(is_mobile)
}
// Move text agent to text cursor's position, on desktop/laptop,
// candidate window moves following text element (agent),
// so it appears that the IME candidate window moves with text cursor.
// On mobile devices, there is no need to do that.
pub fn move_text_cursor(cursor: Option<egui::Pos2>, canvas_id: &str) -> Option<()> {
let style = text_agent().style();
// Note: movint agent on mobile devices will lead to unpredictable scroll.
if is_mobile() == Some(false) {
cursor.as_ref().and_then(|&egui::Pos2 { x, y }| {
let canvas = canvas_element(canvas_id)?;
let bounding_rect = text_agent().get_bounding_client_rect();
let y = (y + (canvas.scroll_top() + canvas.offset_top()) as f32)
.min(canvas.client_height() as f32 - bounding_rect.height() as f32);
let x = x + (canvas.scroll_left() + canvas.offset_left()) as f32;
// Canvas is translated 50% horizontally in html.
let x = (x - canvas.offset_width() as f32 / 2.0)
.min(canvas.client_width() as f32 - bounding_rect.width() as f32);
style.set_property("position", "absolute").ok()?;
style.set_property("top", &format!("{}px", y)).ok()?;
style.set_property("left", &format!("{}px", x)).ok()
})
} else {
style.set_property("position", "absolute").ok()?;
style.set_property("top", "0px").ok()?;
style.set_property("left", "0px").ok()
}
}