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https://github.com/emilk/egui.git
synced 2026-09-01 06:10:06 -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`
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@@ -101,9 +101,9 @@ pub use egui_winit;
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/// Use [`egui`] from a [`glow`] app.
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pub struct EguiGlow {
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egui_ctx: egui::CtxRef,
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egui_winit: egui_winit::State,
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painter: crate::Painter,
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pub egui_ctx: egui::CtxRef,
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pub egui_winit: egui_winit::State,
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pub painter: crate::Painter,
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}
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impl EguiGlow {
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@@ -118,26 +118,6 @@ impl EguiGlow {
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}
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}
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pub fn ctx(&self) -> &egui::CtxRef {
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&self.egui_ctx
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}
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pub fn painter_mut(&mut self) -> &mut crate::Painter {
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&mut self.painter
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}
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pub fn ctx_and_painter_mut(&mut self) -> (&egui::CtxRef, &mut crate::Painter) {
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(&self.egui_ctx, &mut self.painter)
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}
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pub fn pixels_per_point(&self) -> f32 {
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self.egui_winit.pixels_per_point()
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}
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pub fn egui_input(&self) -> &egui::RawInput {
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self.egui_winit.egui_input()
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}
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/// Returns `true` if egui wants exclusive use of this event
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/// (e.g. a mouse click on an egui window, or entering text into a text field).
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/// For instance, if you use egui for a game, you want to first call this
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@@ -153,34 +133,22 @@ impl EguiGlow {
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self.egui_winit.is_quit_event(event)
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}
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pub fn begin_frame(&mut self, window: &glutin::window::Window) {
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let raw_input = self.take_raw_input(window);
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self.begin_frame_with_input(raw_input);
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}
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pub fn begin_frame_with_input(&mut self, raw_input: egui::RawInput) {
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self.egui_ctx.begin_frame(raw_input);
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}
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/// Prepare for a new frame. Normally you would call [`Self::begin_frame`] instead.
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pub fn take_raw_input(&mut self, window: &glutin::window::Window) -> egui::RawInput {
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self.egui_winit.take_egui_input(window)
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}
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/// Returns `needs_repaint` and shapes to draw.
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pub fn end_frame(
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pub fn run(
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&mut self,
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window: &glutin::window::Window,
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mut run_ui: impl FnMut(&egui::CtxRef),
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) -> (bool, Vec<egui::epaint::ClippedShape>) {
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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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run_ui(&self.egui_ctx);
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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.handle_output(window, egui_output);
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(needs_repaint, shapes)
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}
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pub fn handle_output(&mut self, window: &glutin::window::Window, output: egui::Output) {
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self.egui_winit
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.handle_output(window, &self.egui_ctx, output);
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.handle_output(window, &self.egui_ctx, egui_output);
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(needs_repaint, shapes)
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}
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pub fn paint(
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@@ -199,6 +167,7 @@ impl EguiGlow {
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);
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}
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/// Call to release the allocated graphics resources.
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pub fn destroy(&mut self, gl: &glow::Context) {
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self.painter.destroy(gl);
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}
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