1
0
mirror of https://github.com/emilk/egui.git synced 2026-08-29 04:40:03 -04:00

Never run an egui pass when nothing will be shown

Add `Context::run_logic`, for ticking app logic without running a pass,
and use it in the native eframe backends when a viewport is minimized or
occluded (and has no visible descendant viewport).

Since no pass runs, all ui state is left untouched: nothing to
special-case inside egui, and the app finds everything where it left it
once the window is visible again.

`App::logic` is now always called outside of the egui pass. Any viewport
commands it sends (e.g. `ViewportCommand::Focus`) come out of
`LogicOutput` when there is no pass to carry them.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
This commit is contained in:
Emil Ernerfeldt
2026-08-04 17:23:12 +02:00
parent 5347b0a4ac
commit 3f3882612b
6 changed files with 335 additions and 43 deletions

View File

@@ -158,6 +158,10 @@ pub struct EpiIntegration {
pub egui_ctx: egui::Context, pub egui_ctx: egui::Context,
pending_full_output: egui::FullOutput, pending_full_output: egui::FullOutput,
/// Input that we have received, but not yet given to egui,
/// because we haven't run any pass since (see [`Self::update_logic_only`]).
pending_raw_input: Option<egui::RawInput>,
/// When set, it is time to close the native window. /// When set, it is time to close the native window.
close: bool, close: bool,
@@ -216,6 +220,7 @@ impl EpiIntegration {
frame, frame,
last_auto_save: Instant::now(), last_auto_save: Instant::now(),
pending_full_output: Default::default(), pending_full_output: Default::default(),
pending_raw_input: None,
close: false, close: false,
can_drag_window: false, can_drag_window: false,
#[cfg(feature = "persistence")] #[cfg(feature = "persistence")]
@@ -262,59 +267,122 @@ impl EpiIntegration {
/// Run user code - this can create immediate viewports, so hold no locks over this! /// Run user code - this can create immediate viewports, so hold no locks over this!
/// ///
/// If `viewport_ui_cb` is None, we are in the root viewport and will call [`crate::App::ui`]. /// If `viewport_ui_cb` is None, we are in the root viewport and will call
/// [`crate::App::logic`] and [`crate::App::ui`].
///
/// Only call this when the ui will actually be shown;
/// use [`Self::update_logic_only`] otherwise.
pub fn update( pub fn update(
&mut self, &mut self,
app: &mut dyn epi::App, app: &mut dyn epi::App,
viewport_ui_cb: Option<&DeferredViewportUiCallback>, viewport_ui_cb: Option<&DeferredViewportUiCallback>,
mut raw_input: egui::RawInput, raw_input: egui::RawInput,
is_visible: bool,
) -> egui::FullOutput { ) -> egui::FullOutput {
raw_input.time = Some(self.beginning.elapsed().as_secs_f64()); let raw_input = self.prepare_raw_input(app, raw_input);
let close_requested = raw_input.viewport().close_requested(); let close_requested = raw_input.viewport().close_requested();
app.raw_input_hook(&self.egui_ctx, &mut raw_input); let is_root_viewport = viewport_ui_cb.is_none();
if is_root_viewport {
// Note that this is _not_ inside the pass below:
// `App::logic` may not show any ui, and should not affect any ui state.
profiling::scope!("App::logic");
app.logic(&self.egui_ctx, &mut self.frame);
}
// Anything `App::logic` asked for (viewport commands etc) is still in the
// `Context`, and will come out of the pass we are about to run.
let full_output = self.egui_ctx.run_ui(raw_input, |ui| { let full_output = self.egui_ctx.run_ui(raw_input, |ui| {
if let Some(viewport_ui_cb) = viewport_ui_cb { if let Some(viewport_ui_cb) = viewport_ui_cb {
// Child viewport // Child viewport
if is_visible { profiling::scope!("viewport_callback");
profiling::scope!("viewport_callback"); viewport_ui_cb(ui);
viewport_ui_cb(ui);
}
} else { } else {
{ profiling::scope!("App::ui");
profiling::scope!("App::logic"); app.ui(ui, &mut self.frame);
app.logic(ui.ctx(), &mut self.frame);
}
if is_visible {
{
profiling::scope!("App::ui");
app.ui(ui, &mut self.frame);
}
}
} }
}); });
let is_root_viewport = viewport_ui_cb.is_none();
if is_root_viewport && close_requested { if is_root_viewport && close_requested {
let canceled = full_output.viewport_output[&ViewportId::ROOT] let canceled = full_output.viewport_output[&ViewportId::ROOT]
.commands .commands
.contains(&egui::ViewportCommand::CancelClose); .contains(&egui::ViewportCommand::CancelClose);
if canceled { self.handle_close_request(canceled);
log::debug!("Closing of root viewport canceled with ViewportCommand::CancelClose");
} else {
log::debug!("Closing root viewport (ViewportCommand::CancelClose was not sent)");
self.close = true;
}
} }
self.pending_full_output.append(full_output); self.pending_full_output.append(full_output);
std::mem::take(&mut self.pending_full_output) std::mem::take(&mut self.pending_full_output)
} }
/// Let the app tick its logic without showing any ui,
/// because the window is minimized or occluded.
///
/// No egui pass is run, so all ui state is left untouched:
/// the app will find everything where it left it once the window is visible again.
///
/// Only call this for the root viewport: only it has [`crate::App::logic`].
pub fn update_logic_only(
&mut self,
app: &mut dyn epi::App,
raw_input: egui::RawInput,
) -> egui::LogicOutput {
let raw_input = self.prepare_raw_input(app, raw_input);
let close_requested = raw_input.viewport().close_requested();
// No pass will consume the input, so save it for the next one:
match &mut self.pending_raw_input {
Some(pending) => pending.append(raw_input),
None => self.pending_raw_input = Some(raw_input),
}
let logic_output = self.egui_ctx.run_logic(|ctx| {
profiling::scope!("App::logic");
app.logic(ctx, &mut self.frame);
});
if close_requested {
let canceled = logic_output
.viewport_commands
.get(&ViewportId::ROOT)
.is_some_and(|commands| commands.contains(&egui::ViewportCommand::CancelClose));
self.handle_close_request(canceled);
}
logic_output
}
/// Set the time, prepend any input we couldn't give to egui earlier, and run the app hook.
fn prepare_raw_input(
&mut self,
app: &mut dyn epi::App,
raw_input: egui::RawInput,
) -> egui::RawInput {
let mut raw_input = match self.pending_raw_input.take() {
Some(mut pending) => {
pending.append(raw_input); // The new input wins where they overlap
pending
}
None => raw_input,
};
raw_input.time = Some(self.beginning.elapsed().as_secs_f64());
app.raw_input_hook(&self.egui_ctx, &mut raw_input);
raw_input
}
fn handle_close_request(&mut self, canceled: bool) {
if canceled {
log::debug!("Closing of root viewport canceled with ViewportCommand::CancelClose");
} else {
log::debug!("Closing root viewport (ViewportCommand::CancelClose was not sent)");
self.close = true;
}
}
pub fn report_frame_time(&mut self, seconds: f32) { pub fn report_frame_time(&mut self, seconds: f32) {
self.frame.info.cpu_usage = Some(seconds); self.frame.info.cpu_usage = Some(seconds);
} }

View File

@@ -579,7 +579,7 @@ impl GlowWinitRunning<'_> {
} }
} }
let (raw_input, viewport_ui_cb, is_visible, run_ui) = { let (raw_input, viewport_ui_cb, is_visible, show_ui) = {
let mut glutin = self.glutin.borrow_mut(); let mut glutin = self.glutin.borrow_mut();
let egui_ctx = glutin.egui_ctx.clone(); let egui_ctx = glutin.egui_ctx.clone();
let Some(viewport) = glutin.viewports.get_mut(&viewport_id) else { let Some(viewport) = glutin.viewports.get_mut(&viewport_id) else {
@@ -598,7 +598,7 @@ impl GlowWinitRunning<'_> {
let mut raw_input = egui_winit.take_egui_input(window); let mut raw_input = egui_winit.take_egui_input(window);
let viewport_ui_cb = viewport.viewport_ui_cb.clone(); let viewport_ui_cb = viewport.viewport_ui_cb.clone();
let run_ui = let show_ui =
is_visible || is_viewport_or_descendant_visible(&glutin.viewports, viewport_id); is_visible || is_viewport_or_descendant_visible(&glutin.viewports, viewport_id);
self.integration.pre_update(); self.integration.pre_update();
@@ -610,9 +610,48 @@ impl GlowWinitRunning<'_> {
.map(|(id, viewport)| (*id, viewport.info.clone())) .map(|(id, viewport)| (*id, viewport.info.clone()))
.collect(); .collect();
(raw_input, viewport_ui_cb, is_visible, run_ui) (raw_input, viewport_ui_cb, is_visible, show_ui)
}; };
if !show_ui {
// Nothing will be shown, so we run no egui pass at all.
// That way all ui state is left untouched, and is still there
// when this viewport becomes visible again.
let is_root_viewport = viewport_ui_cb.is_none();
if is_root_viewport {
// The app logic keeps ticking, so it can e.g. ask to be shown again:
let egui::LogicOutput {
platform_output,
viewport_commands,
} = self
.integration
.update_logic_only(self.app.as_mut(), raw_input);
let mut glutin = self.glutin.borrow_mut();
if let Some(viewport) = glutin.viewports.get_mut(&viewport_id) {
viewport.info.events.clear(); // they should have been processed
if let Some(window) = viewport.window.clone()
&& let Some(egui_winit) = viewport.egui_winit.as_mut()
{
egui_winit.handle_platform_output_with_event_loop(
&window,
event_loop,
platform_output,
);
}
}
glutin.handle_viewport_commands(&self.integration.egui_ctx, viewport_commands);
}
self.sleep_if_minimized(viewport_id);
return Ok(if self.integration.should_close() {
EventResult::CloseRequested
} else {
EventResult::Wait
});
}
// HACK: In order to get the right clear_color, the system theme needs to be set, which // HACK: In order to get the right clear_color, the system theme needs to be set, which
// usually only happens in the `update` call. So we call Options::begin_pass early // usually only happens in the `update` call. So we call Options::begin_pass early
// to set the right theme. Without this there would be a black flash on the first frame. // to set the right theme. Without this there would be a black flash on the first frame.
@@ -661,12 +700,9 @@ impl GlowWinitRunning<'_> {
// The update function, which could call immediate viewports, // The update function, which could call immediate viewports,
// so make sure we don't hold any locks here required by the immediate viewports rendeer. // so make sure we don't hold any locks here required by the immediate viewports rendeer.
let full_output = self.integration.update( let full_output =
self.app.as_mut(), self.integration
viewport_ui_cb.as_deref(), .update(self.app.as_mut(), viewport_ui_cb.as_deref(), raw_input);
raw_input,
run_ui,
);
// ------------------------------------------------------------ // ------------------------------------------------------------
@@ -816,6 +852,22 @@ impl GlowWinitRunning<'_> {
} }
} }
/// On Mac, a minimized Window uses up all CPU:
/// <https://github.com/emilk/egui/issues/325>
///
/// On Windows, an invisible window also uses up all CPU:
/// <https://github.com/emilk/egui/issues/7776>
fn sleep_if_minimized(&self, viewport_id: ViewportId) {
let glutin = self.glutin.borrow();
if let Some(viewport) = glutin.viewports.get(&viewport_id)
&& let Some(window) = viewport.window.as_ref()
&& is_invisible_or_minimized(window)
{
profiling::scope!("minimized_sleep");
std::thread::sleep(std::time::Duration::from_millis(10));
}
}
fn on_window_event( fn on_window_event(
&mut self, &mut self,
window_id: WindowId, window_id: WindowId,
@@ -1365,6 +1417,36 @@ impl GlutinWindowContext {
.retain(|id, _| viewport_output.contains_key(id)); .retain(|id, _| viewport_output.contains_key(id));
} }
/// Apply commands to already existing viewports, without creating or removing any.
///
/// This is for commands that came out of [`egui::Context::run_logic`],
/// which knows nothing about which viewports should exist.
fn handle_viewport_commands(
&mut self,
egui_ctx: &egui::Context,
viewport_commands: egui::OrderedViewportIdMap<Vec<egui::ViewportCommand>>,
) {
profiling::function_scope!();
for (viewport_id, mut commands) in viewport_commands {
let Some(viewport) = self.viewports.get_mut(&viewport_id) else {
continue;
};
viewport.deferred_commands.append(&mut commands);
if let Some(window) = &viewport.window {
egui_winit::process_viewport_commands(
egui_ctx,
&mut viewport.info,
std::mem::take(&mut viewport.deferred_commands),
window,
&mut viewport.actions_requested,
);
}
}
}
fn handle_viewport_output( fn handle_viewport_output(
&mut self, &mut self,
event_loop: &ActiveEventLoop, event_loop: &ActiveEventLoop,

View File

@@ -624,7 +624,7 @@ impl WgpuWinitRunning<'_> {
let mut frame_timer = crate::stopwatch::Stopwatch::new(); let mut frame_timer = crate::stopwatch::Stopwatch::new();
frame_timer.start(); frame_timer.start();
let (viewport_ui_cb, raw_input, is_visible, run_ui) = { let (viewport_ui_cb, raw_input, is_visible, show_ui) = {
profiling::scope!("Prepare"); profiling::scope!("Prepare");
let mut shared_lock = shared.borrow_mut(); let mut shared_lock = shared.borrow_mut();
@@ -680,7 +680,7 @@ impl WgpuWinitRunning<'_> {
}; };
let mut raw_input = egui_winit.take_egui_input(window); let mut raw_input = egui_winit.take_egui_input(window);
let run_ui = is_visible || is_viewport_or_descendant_visible(viewports, viewport_id); let show_ui = is_visible || is_viewport_or_descendant_visible(viewports, viewport_id);
integration.pre_update(); integration.pre_update();
@@ -692,15 +692,57 @@ impl WgpuWinitRunning<'_> {
painter.handle_screenshots(&mut raw_input.events); painter.handle_screenshots(&mut raw_input.events);
(viewport_ui_cb, raw_input, is_visible, run_ui) (viewport_ui_cb, raw_input, is_visible, show_ui)
}; };
if !show_ui {
// Nothing will be shown, so we run no egui pass at all.
// That way all ui state is left untouched, and is still there
// when this viewport becomes visible again.
let is_root_viewport = viewport_ui_cb.is_none();
if is_root_viewport {
// The app logic keeps ticking, so it can e.g. ask to be shown again:
let egui::LogicOutput {
platform_output,
viewport_commands,
} = integration.update_logic_only(app.as_mut(), raw_input);
let mut shared_mut = shared.borrow_mut();
let SharedState { viewports, .. } = &mut *shared_mut;
if let Some(viewport) = viewports.get_mut(&viewport_id) {
viewport.info.events.clear(); // they should have been processed
if let Viewport {
window: Some(window),
egui_winit: Some(egui_winit),
..
} = viewport
{
egui_winit.handle_platform_output_with_event_loop(
window,
event_loop,
platform_output,
);
}
}
handle_viewport_commands(&integration.egui_ctx, viewport_commands, viewports);
}
sleep_if_minimized(&shared.borrow(), viewport_id);
return Ok(if integration.should_close() {
EventResult::CloseRequested
} else {
EventResult::Wait
});
}
// ------------------------------------------------------------ // ------------------------------------------------------------
// Runs the update, which could call immediate viewports, // Runs the update, which could call immediate viewports,
// so make sure we hold no locks here! // so make sure we hold no locks here!
let full_output = let full_output = integration.update(app.as_mut(), viewport_ui_cb.as_deref(), raw_input);
integration.update(app.as_mut(), viewport_ui_cb.as_deref(), raw_input, run_ui);
// ------------------------------------------------------------ // ------------------------------------------------------------
@@ -1208,6 +1250,51 @@ pub(crate) fn remove_viewports_not_in(
} }
/// Add new viewports, and update existing ones: /// Add new viewports, and update existing ones:
/// Apply commands to already existing viewports, without creating or removing any.
///
/// This is for commands that came out of [`egui::Context::run_logic`],
/// which knows nothing about which viewports should exist.
fn handle_viewport_commands(
egui_ctx: &egui::Context,
viewport_commands: egui::OrderedViewportIdMap<Vec<egui::ViewportCommand>>,
viewports: &mut Viewports,
) {
profiling::function_scope!();
for (viewport_id, mut commands) in viewport_commands {
let Some(viewport) = viewports.get_mut(&viewport_id) else {
continue;
};
viewport.deferred_commands.append(&mut commands);
if let Some(window) = viewport.window.as_ref() {
egui_winit::process_viewport_commands(
egui_ctx,
&mut viewport.info,
std::mem::take(&mut viewport.deferred_commands),
window,
&mut viewport.actions_requested,
);
}
}
}
/// On Mac, a minimized Window uses up all CPU:
/// <https://github.com/emilk/egui/issues/325>
///
/// On Windows, an invisible window also uses up all CPU:
/// <https://github.com/emilk/egui/issues/7776>
fn sleep_if_minimized(shared: &SharedState, viewport_id: ViewportId) {
if let Some(viewport) = shared.viewports.get(&viewport_id)
&& let Some(window) = viewport.window.as_ref()
&& is_invisible_or_minimized(window)
{
profiling::scope!("minimized_sleep");
std::thread::sleep(std::time::Duration::from_millis(10));
}
}
fn handle_viewport_output( fn handle_viewport_output(
egui_ctx: &egui::Context, egui_ctx: &egui::Context,
viewport_output: &OrderedViewportIdMap<ViewportOutput>, viewport_output: &OrderedViewportIdMap<ViewportOutput>,

View File

@@ -32,7 +32,7 @@ use crate::{
load::{self, Bytes, Loaders, SizedTexture}, load::{self, Bytes, Loaders, SizedTexture},
memory::{Options, Theme}, memory::{Options, Theme},
os::OperatingSystem, os::OperatingSystem,
output::FullOutput, output::{FullOutput, LogicOutput},
pass_state::PassState, pass_state::PassState,
plugin::{self, TypedPluginHandle}, plugin::{self, TypedPluginHandle},
resize, response, scroll_area, resize, response, scroll_area,
@@ -888,6 +888,45 @@ impl Context {
output output
} }
/// Run app logic without showing any ui.
///
/// Use this instead of [`Self::run_ui`] when nothing will be shown,
/// e.g. because the window is minimized or occluded,
/// but you still want to let the app tick its logic
/// (so that it can e.g. ask to be shown again with [`ViewportCommand::Focus`]).
///
/// No pass is run, so `f` must not show any ui.
/// This means everything egui knows about the ui is left untouched:
/// no widget state is garbage-collected, no animation advances,
/// nothing loses focus, and [`Self::input`] still refers to the last pass.
///
/// The returned [`LogicOutput`] is what [`FullOutput`] would have carried:
/// anything `f` asked the integration to do.
/// There is nothing to paint.
#[must_use]
pub fn run_logic(&self, f: impl FnOnce(&Self)) -> LogicOutput {
profiling::function_scope!();
// Outside of a pass this is the root viewport:
let viewport_id = self.viewport_id();
// Consume any outstanding repaint request, so that a new request from `f`
// reaches the integration instead of being considered already served:
self.write(|ctx| ctx.begin_pass_repaint_logic(viewport_id));
f(self);
self.write(|ctx| LogicOutput {
platform_output: std::mem::take(&mut ctx.viewport_for(viewport_id).output),
viewport_commands: ctx
.viewports
.iter_mut()
.filter(|(_, viewport)| !viewport.commands.is_empty())
.map(|(&id, viewport)| (id, std::mem::take(&mut viewport.commands)))
.collect(),
})
}
/// An alternative to calling [`Self::run_ui`]. /// An alternative to calling [`Self::run_ui`].
/// ///
/// It is usually better to use [`Self::run_ui`], because /// It is usually better to use [`Self::run_ui`], because

View File

@@ -76,6 +76,22 @@ impl FullOutput {
} }
} }
/// What egui emits from [`crate::Context::run_logic`], i.e. from a tick where no ui was shown.
///
/// There is nothing to paint, but the app may still have asked the integration to do things,
/// e.g. to show a hidden window again with [`crate::ViewportCommand::Focus`].
#[derive(Clone, Default)]
pub struct LogicOutput {
/// Non-rendering related output.
pub platform_output: PlatformOutput,
/// The commands sent with [`crate::Context::send_viewport_cmd`] and friends.
///
/// Note that this contains no information about which viewports exist:
/// the integration should leave its viewports as they are.
pub viewport_commands: OrderedViewportIdMap<Vec<crate::ViewportCommand>>,
}
/// Information about text being edited. /// Information about text being edited.
/// ///
/// Useful for IME. /// Useful for IME.

View File

@@ -467,7 +467,7 @@ pub use self::{
Key, UserData, Key, UserData,
input::*, input::*,
output::{ output::{
self, CursorIcon, CustomCursorImage, FullOutput, OpenUrl, OutputCommand, self, CursorIcon, CustomCursorImage, FullOutput, LogicOutput, OpenUrl, OutputCommand,
PlatformOutput, UserAttentionType, WidgetInfo, PlatformOutput, UserAttentionType, WidgetInfo,
}, },
}, },