1
0
mirror of https://github.com/emilk/egui.git synced 2026-08-31 05:40:03 -04:00

Fix mouse input

Now on Context.create_viewport in the render function will we have viewport_id and parent_viewport_id
New problem if a windows is fucused and we interact with other window the first event will be send to the last window that was focused
This commit is contained in:
Konkitoman
2023-07-24 14:24:30 +03:00
parent 3a1d9f2e21
commit 4d883b8217
36 changed files with 261 additions and 173 deletions

View File

@@ -432,7 +432,7 @@ impl EpiIntegration {
let saved_memory: egui::Memory = self.egui_ctx.memory(|mem| mem.clone());
self.egui_ctx
.memory_mut(|mem| mem.set_everything_is_visible(true));
let full_output = self.update(app, window, egui_winit, None);
let full_output = self.update(app, window, egui_winit, None, 0, 0);
self.pending_full_output.append(full_output); // Handle it next frame
self.egui_ctx.memory_mut(|mem| *mem = saved_memory); // We don't want to remember that windows were huge.
self.egui_ctx.clear_animations();
@@ -496,7 +496,9 @@ impl EpiIntegration {
app: &mut dyn epi::App,
window: &winit::window::Window,
egui_winit: &mut egui_winit::State,
render: Option<Arc<Box<dyn Fn(&Context) + Sync + Send>>>,
render: Option<Arc<Box<dyn Fn(&Context, u64, u64) + Sync + Send>>>,
viewport_id: u64,
parent_id: u64,
) -> egui::FullOutput {
let frame_start = std::time::Instant::now();
@@ -511,7 +513,7 @@ impl EpiIntegration {
let full_output = self.egui_ctx.run(raw_input, |egui_ctx| {
crate::profile_scope!("App::update");
if let Some(render) = render {
(render.as_ref())(egui_ctx)
(render.as_ref())(egui_ctx, viewport_id, parent_id)
} else {
app.update(egui_ctx, &mut self.frame);
}

View File

@@ -454,7 +454,8 @@ mod glow_integration {
gl_surface: Option<glutin::surface::Surface<glutin::surface::WindowSurface>>,
window: Option<winit::window::Window>,
window_id: u64,
render: Option<Arc<Box<dyn Fn(&Context) + Sync + Send>>>,
parent_id: u64,
render: Option<Arc<Box<dyn Fn(&Context, u64, u64) + Sync + Send>>>,
pub egui_winit: Option<egui_winit::State>,
}
/// This struct will contain both persistent and temporary glutin state.
@@ -603,6 +604,7 @@ mod glow_integration {
window_id: 0,
egui_winit: None,
render: None,
parent_id: 0,
}],
window_maps,
})
@@ -1007,6 +1009,13 @@ mod glow_integration {
painter,
} = running;
let mut window_map = HashMap::default();
for window in gl_window.windows.iter() {
if let Some(win) = &window.window {
window_map.insert(window.window_id, win.id());
}
}
let egui::FullOutput {
platform_output,
repaint_after,
@@ -1052,6 +1061,8 @@ mod glow_integration {
win.window.as_ref().unwrap(),
win.egui_winit.as_mut().unwrap(),
win.render.clone(),
win.window_id,
win.parent_id,
);
integration.handle_platform_output(
@@ -1123,24 +1134,37 @@ mod glow_integration {
}
control_flow = if integration.should_close() {
EventResult::Exit
} else if repaint_after.is_zero() {
EventResult::RepaintNext(win.window.as_ref().unwrap().id())
} 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(
win.window.as_ref().unwrap().id(),
repaint_after_instant,
)
vec![EventResult::Exit]
} else {
EventResult::Wait
repaint_after
.into_iter()
.map(|(id, time)| {
if time.is_zero() {
if let Some(id) = window_map.get(&id) {
Some(EventResult::RepaintNext(*id))
} else {
None
}
} else if let Some(repaint_after_instant) =
std::time::Instant::now().checked_add(time)
{
// 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.
if let Some(id) = window_map.get(&id) {
Some(EventResult::RepaintAt(*id, repaint_after_instant))
} else {
None
}
} else {
None
}
})
.flatten()
.collect::<Vec<EventResult>>()
};
integration.maybe_autosave(app.as_mut(), win.window.as_ref().unwrap());
@@ -1156,7 +1180,7 @@ mod glow_integration {
// 0 is the main viewport/window that will not be known by the egui_ctx
let mut active_viewports_ids = vec![0];
viewports.retain_mut(|(id, builder, render)| {
viewports.retain_mut(|(id, parent, builder, render)| {
for w in gl_window.windows.iter_mut() {
if w.window_id == *id {
if w.builder != *builder {
@@ -1169,6 +1193,7 @@ mod glow_integration {
w.gl_surface = None;
w.render = Some(render.clone());
w.builder = builder.clone();
w.parent_id = *id;
}
active_viewports_ids.push(*id);
return false;
@@ -1177,7 +1202,7 @@ mod glow_integration {
true
});
for (id, builder, render) in viewports {
for (id, parent, builder, render) in viewports {
gl_window.windows.push(Window {
builder,
gl_surface: None,
@@ -1185,6 +1210,7 @@ mod glow_integration {
window_id: id,
egui_winit: None,
render: Some(render.clone()),
parent_id: parent,
});
active_viewports_ids.push(id);
}
@@ -1199,10 +1225,15 @@ mod glow_integration {
control_flow
};
windows_indexes
let mut events = vec![EventResult::Wait];
for event in windows_indexes
.into_iter()
.map(|window_index| inner(window_index))
.collect()
{
events.extend(event)
}
events
} else {
vec![EventResult::Wait]
}