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https://github.com/emilk/egui.git
synced 2026-08-31 05:40:03 -04:00
Refactor integrations (#871)
* Unify code in egui_glium and egui_glow into egui_winit::EpiIntegration * Simplify `EguiGlium` interface * Simplify `EguiGlow` interface * egui_web refactor: merge `WebBackend` into `AppRunner`
This commit is contained in:
@@ -181,3 +181,157 @@ impl Persistence {
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}
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}
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}
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// ----------------------------------------------------------------------------
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/// Everything needed to make a winit-based integration for [`epi`].
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pub struct EpiIntegration {
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integration_name: &'static str,
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persistence: crate::epi::Persistence,
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repaint_signal: std::sync::Arc<dyn epi::RepaintSignal>,
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pub egui_ctx: egui::CtxRef,
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egui_winit: crate::State,
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pub app: Box<dyn epi::App>,
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latest_frame_time: Option<f32>,
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/// When set, it is time to quit
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quit: bool,
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}
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impl EpiIntegration {
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pub fn new(
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integration_name: &'static str,
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window: &winit::window::Window,
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tex_allocator: &mut dyn epi::TextureAllocator,
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repaint_signal: std::sync::Arc<dyn epi::RepaintSignal>,
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persistence: crate::epi::Persistence,
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app: Box<dyn epi::App>,
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) -> Self {
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let egui_ctx = egui::CtxRef::default();
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*egui_ctx.memory() = persistence.load_memory().unwrap_or_default();
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let mut slf = Self {
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integration_name,
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persistence,
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repaint_signal,
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egui_ctx,
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egui_winit: crate::State::new(window),
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app,
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latest_frame_time: None,
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quit: false,
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};
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slf.setup(window, tex_allocator);
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if slf.app.warm_up_enabled() {
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slf.warm_up(window, tex_allocator);
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}
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slf
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}
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fn setup(
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&mut self,
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window: &winit::window::Window,
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tex_allocator: &mut dyn epi::TextureAllocator,
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) {
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let mut app_output = epi::backend::AppOutput::default();
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let mut frame = epi::backend::FrameBuilder {
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info: integration_info(self.integration_name, window, None),
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tex_allocator,
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output: &mut app_output,
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repaint_signal: self.repaint_signal.clone(),
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}
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.build();
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self.app
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.setup(&self.egui_ctx, &mut frame, self.persistence.storage());
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self.quit |= app_output.quit;
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crate::epi::handle_app_output(window, self.egui_ctx.pixels_per_point(), app_output);
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}
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fn warm_up(
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&mut self,
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window: &winit::window::Window,
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tex_allocator: &mut dyn epi::TextureAllocator,
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) {
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let saved_memory = self.egui_ctx.memory().clone();
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self.egui_ctx.memory().set_everything_is_visible(true);
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self.update(window, tex_allocator);
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*self.egui_ctx.memory() = saved_memory; // We don't want to remember that windows were huge.
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self.egui_ctx.clear_animations();
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}
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/// If `true`, it is time to shut down.
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pub fn should_quit(&self) -> bool {
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self.quit
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}
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pub fn on_event(&mut self, event: &winit::event::WindowEvent<'_>) {
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self.quit |= self.egui_winit.is_quit_event(event);
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self.egui_winit.on_event(&self.egui_ctx, event);
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}
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/// Returns `needs_repaint` and shapes to paint.
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pub fn update(
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&mut self,
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window: &winit::window::Window,
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tex_allocator: &mut dyn epi::TextureAllocator,
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) -> (bool, Vec<egui::epaint::ClippedShape>) {
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let frame_start = std::time::Instant::now();
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let raw_input = self.egui_winit.take_egui_input(window);
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self.egui_ctx.begin_frame(raw_input);
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let mut app_output = epi::backend::AppOutput::default();
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let mut frame = epi::backend::FrameBuilder {
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info: integration_info(self.integration_name, window, self.latest_frame_time),
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tex_allocator,
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output: &mut app_output,
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repaint_signal: self.repaint_signal.clone(),
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}
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.build();
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self.app.update(&self.egui_ctx, &mut frame);
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let (egui_output, shapes) = self.egui_ctx.end_frame();
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let needs_repaint = egui_output.needs_repaint;
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self.egui_winit
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.handle_output(window, &self.egui_ctx, egui_output);
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self.quit |= app_output.quit;
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crate::epi::handle_app_output(window, self.egui_ctx.pixels_per_point(), app_output);
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let frame_time = (std::time::Instant::now() - frame_start).as_secs_f64() as f32;
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self.latest_frame_time = Some(frame_time);
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(needs_repaint, shapes)
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}
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pub fn maybe_autosave(&mut self, window: &winit::window::Window) {
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self.persistence
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.maybe_autosave(&mut *self.app, &self.egui_ctx, window);
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}
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pub fn on_exit(&mut self, window: &winit::window::Window) {
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self.app.on_exit();
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self.persistence
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.save(&mut *self.app, &self.egui_ctx, window);
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}
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}
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fn integration_info(
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integration_name: &'static str,
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window: &winit::window::Window,
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previous_frame_time: Option<f32>,
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) -> epi::IntegrationInfo {
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epi::IntegrationInfo {
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name: integration_name,
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web_info: None,
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prefer_dark_mode: None, // TODO: figure out system default
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cpu_usage: previous_frame_time,
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native_pixels_per_point: Some(crate::native_pixels_per_point(window)),
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}
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}
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@@ -171,7 +171,7 @@ impl State {
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/// Prepare for a new frame by extracting the accumulated input,
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/// as well as setting [the time](egui::RawInput::time) and [screen rectangle](egui::RawInput::screen_rect).
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pub fn take_egui_input(&mut self, display: &winit::window::Window) -> egui::RawInput {
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pub fn take_egui_input(&mut self, window: &winit::window::Window) -> egui::RawInput {
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let pixels_per_point = self.pixels_per_point();
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self.egui_input.time = Some(self.start_time.elapsed().as_secs_f64());
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@@ -179,7 +179,7 @@ impl State {
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// On Windows, a minimized window will have 0 width and height.
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// See: https://github.com/rust-windowing/winit/issues/208
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// This solves an issue where egui window positions would be changed when minimizing on Windows.
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let screen_size_in_pixels = screen_size_in_pixels(display);
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let screen_size_in_pixels = screen_size_in_pixels(window);
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let screen_size_in_points = screen_size_in_pixels / pixels_per_point;
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self.egui_input.screen_rect =
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if screen_size_in_points.x > 0.0 && screen_size_in_points.y > 0.0 {
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