mirror of
https://github.com/emilk/egui.git
synced 2026-06-27 15:13:12 -04:00
big refractor
egui: * removed FullOutput::repaint_after * now for redraw only request_repaint_callback is used! * now on every Context::request_repaint() will repaint only once * exposed Context::requested_repaint and Context::requested_repaint_last_frame eframe: * now event result is returned as EventResult insted of Vec<EventResult> * fix to many redraw requests ----: * fix egui not waking when a repaint was from other thread * now every thing feels more responsive!
This commit is contained in:
@@ -108,7 +108,7 @@ trait WinitApp {
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fn save_and_destroy(&mut self);
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fn run_ui_and_paint(&mut self, window_id: winit::window::WindowId) -> Vec<EventResult>;
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fn run_ui_and_paint(&mut self, window_id: winit::window::WindowId) -> EventResult;
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fn on_event(
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&mut self,
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@@ -169,6 +169,7 @@ fn run_and_return(
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log::debug!("Entering the winit event loop (run_return)…");
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let mut windows_next_repaint_times = HashMap::default();
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let mut next_repaint_time = Option::<Instant>::None;
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let mut returned_result = Ok(());
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@@ -177,7 +178,7 @@ fn run_and_return(
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WINIT_EVENT_LOOP.with(|row_event_loop| *row_event_loop.write() = event_loop);
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let event_results = match &event {
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let event_result = match &event {
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winit::event::Event::LoopDestroyed => {
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// On Mac, Cmd-Q we get here and then `run_return` doesn't return (despite its name),
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// so we need to save state now:
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@@ -197,16 +198,17 @@ fn run_and_return(
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frame_nr,
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viewport_id,
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}) => {
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if winit_app.frame_nr(*viewport_id) == *frame_nr + 1 {
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let current_frame_nr = winit_app.frame_nr(*viewport_id);
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if current_frame_nr == *frame_nr || current_frame_nr == *frame_nr + 1 {
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log::trace!("UserEvent::RequestRepaint scheduling repaint at {when:?}");
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if let Some(window_id) = winit_app.get_window_winit_id(*viewport_id) {
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vec![EventResult::RepaintAt(window_id, *when)]
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EventResult::RepaintAt(window_id, *when)
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} else {
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vec![EventResult::Wait]
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EventResult::Wait
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}
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} else {
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log::trace!("Got outdated UserEvent::RequestRepaint");
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vec![EventResult::Wait] // old request - we've already repainted
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EventResult::Wait // old request - we've already repainted
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}
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}
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@@ -214,7 +216,7 @@ fn run_and_return(
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..
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}) => {
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log::trace!("Woke up to check next_repaint_time");
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vec![EventResult::Wait]
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EventResult::Wait
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}
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winit::event::Event::WindowEvent { window_id, .. }
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@@ -222,69 +224,74 @@ fn run_and_return(
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{
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// This can happen if we close a window, and then reopen a new one,
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// or if we have multiple windows open.
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vec![EventResult::RepaintNext(*window_id)]
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EventResult::RepaintNext(*window_id)
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}
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event => match winit_app.on_event(event_loop, event) {
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Ok(event_result) => vec![event_result],
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Ok(event_result) => event_result,
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Err(err) => {
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log::error!("Exiting because of error: {err:?} on event {event:?}");
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returned_result = Err(err);
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vec![EventResult::Exit]
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EventResult::Exit
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}
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},
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};
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for event_result in event_results {
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match event_result {
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EventResult::Wait => {
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control_flow.set_wait();
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}
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EventResult::RepaintNow(window_id) => {
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log::trace!("Repaint caused by winit::Event: {:?}", event_result);
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if cfg!(target_os = "windows") {
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// Fix flickering on Windows, see https://github.com/emilk/egui/pull/2280
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windows_next_repaint_times.remove(&window_id);
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match event_result {
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EventResult::Wait => {
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control_flow.set_wait();
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}
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EventResult::RepaintNow(window_id) => {
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log::trace!("Repaint caused by winit::Event: {:?}", event_result);
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if cfg!(target_os = "windows") {
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// Fix flickering on Windows, see https://github.com/emilk/egui/pull/2280
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windows_next_repaint_times.remove(&window_id);
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winit_app.run_ui_and_paint(window_id);
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} else {
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// Fix for https://github.com/emilk/egui/issues/2425
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windows_next_repaint_times.insert(window_id, Instant::now());
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}
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}
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EventResult::RepaintNext(window_id) => {
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log::trace!("Repaint caused by winit::Event: {:?}", event_result);
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winit_app.run_ui_and_paint(window_id);
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} else {
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// Fix for https://github.com/emilk/egui/issues/2425
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windows_next_repaint_times.insert(window_id, Instant::now());
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}
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EventResult::RepaintAt(window_id, repaint_time) => {
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windows_next_repaint_times.insert(
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window_id,
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windows_next_repaint_times
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.get(&window_id)
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.map_or(repaint_time, |last| (*last).min(repaint_time)),
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);
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}
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EventResult::Exit => {
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log::debug!("Asking to exit event loop…");
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winit_app.save_and_destroy();
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*control_flow = ControlFlow::Exit;
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return;
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}
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}
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EventResult::RepaintNext(window_id) => {
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log::trace!("Repaint caused by winit::Event: {:?}", event_result);
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windows_next_repaint_times.insert(window_id, Instant::now());
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}
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EventResult::RepaintAt(window_id, repaint_time) => {
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windows_next_repaint_times.insert(
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window_id,
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windows_next_repaint_times
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.get(&window_id)
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.map_or(repaint_time, |last| (*last).min(repaint_time)),
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);
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}
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EventResult::Exit => {
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log::debug!("Asking to exit event loop…");
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winit_app.save_and_destroy();
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*control_flow = ControlFlow::Exit;
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return;
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}
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}
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let mut next_repaint_time = Option::<Instant>::None;
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for (window_id, repaint_time) in &windows_next_repaint_times.clone() {
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if *repaint_time <= Instant::now() {
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if let Some(window) = winit_app.window(*window_id) {
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log::trace!("request_redraw");
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window.read().request_redraw();
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// This is for not duplicating redraw requests
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use winit::event::Event;
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if matches!(
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event,
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Event::RedrawEventsCleared | Event::RedrawRequested(_) | Event::Resumed
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) {
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for (window_id, repaint_time) in &windows_next_repaint_times.clone() {
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if *repaint_time <= Instant::now() {
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if let Some(window) = winit_app.window(*window_id) {
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log::trace!("request_redraw");
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window.read().request_redraw();
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}
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control_flow.set_poll();
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} else {
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next_repaint_time = Some(
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next_repaint_time.map_or(*repaint_time, |last| last.min(*repaint_time)),
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);
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}
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windows_next_repaint_times.remove(window_id);
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control_flow.set_poll();
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} else {
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next_repaint_time =
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Some(next_repaint_time.map_or(*repaint_time, |last| last.min(*repaint_time)));
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}
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}
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@@ -320,21 +327,22 @@ fn run_and_exit(event_loop: EventLoop<UserEvent>, mut winit_app: impl WinitApp +
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log::debug!("Entering the winit event loop (run)…");
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let mut windows_next_repaint_times = HashMap::default();
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let mut next_repaint_time = Option::<Instant>::None;
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event_loop.run(move |event, event_loop, control_flow| {
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crate::profile_scope!("winit_event", short_event_description(&event));
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WINIT_EVENT_LOOP.with(|row_event_loop| *row_event_loop.write() = event_loop);
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let event_results = match event {
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let event_result = match &event {
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winit::event::Event::LoopDestroyed => {
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log::debug!("Received Event::LoopDestroyed");
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vec![EventResult::Exit]
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EventResult::Exit
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}
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winit::event::Event::RedrawRequested(window_id) => {
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windows_next_repaint_times.remove(&window_id);
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winit_app.run_ui_and_paint(window_id)
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windows_next_repaint_times.remove(window_id);
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winit_app.run_ui_and_paint(*window_id)
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}
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winit::event::Event::UserEvent(UserEvent::RequestRepaint {
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@@ -342,75 +350,81 @@ fn run_and_exit(event_loop: EventLoop<UserEvent>, mut winit_app: impl WinitApp +
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frame_nr,
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viewport_id,
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}) => {
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if winit_app.frame_nr(viewport_id) == frame_nr + 1 {
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if let Some(window_id) = winit_app.get_window_winit_id(viewport_id) {
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vec![EventResult::RepaintAt(window_id, when)]
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let current_frame_nr = winit_app.frame_nr(*viewport_id);
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if current_frame_nr == *frame_nr || current_frame_nr == *frame_nr + 1 {
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if let Some(window_id) = winit_app.get_window_winit_id(*viewport_id) {
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EventResult::RepaintAt(window_id, *when)
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} else {
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vec![EventResult::Wait]
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EventResult::Wait
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}
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} else {
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vec![EventResult::Wait] // old request - we've already repainted
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EventResult::Wait // old request - we've already repainted
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}
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}
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winit::event::Event::NewEvents(winit::event::StartCause::ResumeTimeReached {
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..
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}) => vec![EventResult::Wait], // We just woke up to check next_repaint_time
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}) => EventResult::Wait, // We just woke up to check next_repaint_time
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event => match winit_app.on_event(event_loop, &event) {
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Ok(event_result) => vec![event_result],
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event => match winit_app.on_event(event_loop, event) {
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Ok(event_result) => event_result,
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Err(err) => {
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panic!("eframe encountered a fatal error: {err}");
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}
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},
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};
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for event_result in event_results {
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match event_result {
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EventResult::Wait => {}
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EventResult::RepaintNow(window_id) => {
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if cfg!(target_os = "windows") {
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// Fix flickering on Windows, see https://github.com/emilk/egui/pull/2280
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windows_next_repaint_times.remove(&window_id);
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match event_result {
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EventResult::Wait => {}
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EventResult::RepaintNow(window_id) => {
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if cfg!(target_os = "windows") {
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// Fix flickering on Windows, see https://github.com/emilk/egui/pull/2280
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windows_next_repaint_times.remove(&window_id);
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winit_app.run_ui_and_paint(window_id);
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} else {
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// Fix for https://github.com/emilk/egui/issues/2425
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windows_next_repaint_times.insert(window_id, Instant::now());
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}
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}
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EventResult::RepaintNext(window_id) => {
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winit_app.run_ui_and_paint(window_id);
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} else {
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// Fix for https://github.com/emilk/egui/issues/2425
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windows_next_repaint_times.insert(window_id, Instant::now());
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}
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EventResult::RepaintAt(window_id, repaint_time) => {
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windows_next_repaint_times.insert(
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window_id,
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windows_next_repaint_times
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.get(&window_id)
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.map_or(repaint_time, |last| (*last).min(repaint_time)),
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);
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}
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EventResult::Exit => {
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log::debug!("Quitting - saving app state…");
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winit_app.save_and_destroy();
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#[allow(clippy::exit)]
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std::process::exit(0);
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}
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}
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EventResult::RepaintNext(window_id) => {
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windows_next_repaint_times.insert(window_id, Instant::now());
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}
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EventResult::RepaintAt(window_id, repaint_time) => {
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windows_next_repaint_times.insert(
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window_id,
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windows_next_repaint_times
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.get(&window_id)
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.map_or(repaint_time, |last| (*last).min(repaint_time)),
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);
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}
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EventResult::Exit => {
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log::debug!("Quitting - saving app state…");
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winit_app.save_and_destroy();
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#[allow(clippy::exit)]
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std::process::exit(0);
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}
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}
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let mut next_repaint_time = Option::<Instant>::None;
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for (window_id, repaint_time) in &windows_next_repaint_times.clone() {
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if *repaint_time <= Instant::now() {
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if let Some(window) = winit_app.window(*window_id) {
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log::trace!("request_redraw");
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window.read().request_redraw();
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// This is for not duplicating redraw requests
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use winit::event::Event;
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if matches!(
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event,
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Event::RedrawEventsCleared | Event::RedrawRequested(_) | Event::Resumed
|
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) {
|
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for (window_id, repaint_time) in &windows_next_repaint_times.clone() {
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if *repaint_time <= Instant::now() {
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if let Some(window) = winit_app.window(*window_id) {
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log::trace!("request_redraw");
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window.read().request_redraw();
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}
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control_flow.set_poll();
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} else {
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next_repaint_time = Some(
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next_repaint_time.map_or(*repaint_time, |last| last.min(*repaint_time)),
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);
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}
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windows_next_repaint_times.remove(window_id);
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control_flow.set_poll();
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} else {
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next_repaint_time =
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Some(next_repaint_time.map_or(*repaint_time, |last| last.min(*repaint_time)));
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}
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}
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@@ -1356,9 +1370,9 @@ mod glow_integration {
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}
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}
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fn run_ui_and_paint(&mut self, window_id: winit::window::WindowId) -> Vec<EventResult> {
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fn run_ui_and_paint(&mut self, window_id: winit::window::WindowId) -> EventResult {
|
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if self.running.read().is_none() {
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return vec![EventResult::Wait];
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return EventResult::Wait;
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}
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if let Some(viewport_id) = self.get_window_id(&window_id) {
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@@ -1387,16 +1401,15 @@ mod glow_integration {
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glutin.viewports.get(&viewport.read().pair.parent)
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{
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if let Some(window) = parent_viewport.read().window.as_ref() {
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return vec![EventResult::RepaintNext(window.read().id())];
|
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return EventResult::RepaintNext(window.read().id());
|
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}
|
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}
|
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return vec![];
|
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return EventResult::Wait;
|
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}
|
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}
|
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|
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let egui::FullOutput {
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platform_output,
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repaint_after,
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textures_delta,
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shapes,
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viewports,
|
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@@ -1422,7 +1435,6 @@ mod glow_integration {
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let win = &mut *win.write();
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egui::FullOutput {
|
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platform_output,
|
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repaint_after,
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textures_delta,
|
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shapes,
|
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viewports,
|
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@@ -1535,37 +1547,12 @@ mod glow_integration {
|
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}
|
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}
|
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|
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{
|
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let glutin = glutin.read();
|
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let window_maps = &glutin.window_maps;
|
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control_flow = if integration.should_close() {
|
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EventResult::Exit
|
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} else {
|
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EventResult::Wait
|
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};
|
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|
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control_flow = if integration.should_close() {
|
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vec![EventResult::Exit]
|
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} else {
|
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repaint_after
|
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.into_iter()
|
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.filter_map(|(id, time)| {
|
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if time.is_zero() {
|
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window_maps.get(&id).map(|id| EventResult::RepaintNext(*id))
|
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} else if let Some(repaint_after_instant) =
|
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std::time::Instant::now().checked_add(time)
|
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{
|
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// if repaint_after is something huge and can't be added to Instant,
|
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// we will use `ControlFlow::Wait` instead.
|
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// technically, this might lead to some weird corner cases where the user *WANTS*
|
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// winit to use `WaitUntil(MAX_INSTANT)` explicitly. they can roll their own
|
||||
// egui backend impl i guess.
|
||||
|
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window_maps.get(&id).map(|id| {
|
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EventResult::RepaintAt(*id, repaint_after_instant)
|
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})
|
||||
} else {
|
||||
None
|
||||
}
|
||||
})
|
||||
.collect::<Vec<EventResult>>()
|
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};
|
||||
}
|
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integration
|
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.maybe_autosave(app.write().as_mut(), win.read().window.clone().unwrap());
|
||||
|
||||
@@ -1593,7 +1580,7 @@ mod glow_integration {
|
||||
|
||||
control_flow
|
||||
} else {
|
||||
vec![EventResult::Wait]
|
||||
EventResult::Wait
|
||||
}
|
||||
}
|
||||
|
||||
@@ -2291,7 +2278,7 @@ mod wgpu_integration {
|
||||
}
|
||||
}
|
||||
|
||||
fn run_ui_and_paint(&mut self, window_id: winit::window::WindowId) -> Vec<EventResult> {
|
||||
fn run_ui_and_paint(&mut self, window_id: winit::window::WindowId) -> EventResult {
|
||||
if let Some(running) = &mut self.running {
|
||||
#[cfg(feature = "puffin")]
|
||||
puffin::GlobalProfiler::lock().new_frame();
|
||||
@@ -2308,22 +2295,24 @@ mod wgpu_integration {
|
||||
|
||||
let egui::FullOutput {
|
||||
platform_output,
|
||||
repaint_after,
|
||||
textures_delta,
|
||||
shapes,
|
||||
mut viewports,
|
||||
viewport_commands,
|
||||
};
|
||||
{
|
||||
let Some((viewport_id, Window{window: Some(window), state, render, parent_id })) = windows_id.read().get(&window_id).and_then(|id|(windows.read().get(id).map(|w|(*id, w.clone())))) else{return vec![]};
|
||||
let Some((viewport_id, Window{window: Some(window), state, render, parent_id })) = windows_id.read()
|
||||
.get(&window_id)
|
||||
.and_then(|id|(windows.read().get(id).map(|w|(*id, w.clone()))))
|
||||
else{ return EventResult::Wait };
|
||||
// This is used to not render a viewport if is sync
|
||||
if viewport_id != ViewportId::MAIN && render.is_none() {
|
||||
if let Some(window) = running.viewports.read().get(&parent_id) {
|
||||
if let Some(w) = window.window.as_ref() {
|
||||
return vec![EventResult::RepaintNext(w.read().id())];
|
||||
return EventResult::RepaintNext(w.read().id());
|
||||
}
|
||||
}
|
||||
return vec![];
|
||||
return EventResult::Wait;
|
||||
}
|
||||
|
||||
let _ = pollster::block_on(
|
||||
@@ -2334,7 +2323,6 @@ mod wgpu_integration {
|
||||
|
||||
egui::FullOutput {
|
||||
platform_output,
|
||||
repaint_after,
|
||||
textures_delta,
|
||||
shapes,
|
||||
viewports,
|
||||
@@ -2444,46 +2432,10 @@ mod wgpu_integration {
|
||||
.retain(|_, id| active_viewports_ids.contains(id));
|
||||
painter.write().clean_surfaces(&active_viewports_ids);
|
||||
|
||||
let mut control_flow = vec![EventResult::Wait];
|
||||
for repaint_after in repaint_after {
|
||||
control_flow.push(if integration.read().should_close() {
|
||||
EventResult::Exit
|
||||
} else if repaint_after.1.is_zero() {
|
||||
if let Some(Window {
|
||||
window: Some(window),
|
||||
..
|
||||
}) = windows.read().get(&repaint_after.0)
|
||||
{
|
||||
EventResult::RepaintNext(window.read().id())
|
||||
} else {
|
||||
EventResult::Wait
|
||||
}
|
||||
} else if let Some(repaint_after_instant) =
|
||||
std::time::Instant::now().checked_add(repaint_after.1)
|
||||
{
|
||||
// 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(Window {
|
||||
window: Some(window),
|
||||
..
|
||||
}) = windows.read().get(&repaint_after.0)
|
||||
{
|
||||
EventResult::RepaintAt(window.read().id(), repaint_after_instant)
|
||||
} else {
|
||||
EventResult::Wait
|
||||
}
|
||||
} else {
|
||||
EventResult::Wait
|
||||
});
|
||||
}
|
||||
|
||||
let Some((_, Window{window: Some(window), ..})) = windows_id.read().get(&window_id)
|
||||
.and_then(|id|windows.read().get(id)
|
||||
.map(|w|(*id, w.clone()))
|
||||
) else{return vec![]};
|
||||
) else{return EventResult::Wait};
|
||||
integration
|
||||
.write()
|
||||
.maybe_autosave(app.as_mut(), window.clone());
|
||||
@@ -2495,9 +2447,13 @@ mod wgpu_integration {
|
||||
std::thread::sleep(std::time::Duration::from_millis(10));
|
||||
}
|
||||
|
||||
control_flow
|
||||
if integration.read().should_close() {
|
||||
EventResult::Exit
|
||||
} else {
|
||||
EventResult::Wait
|
||||
}
|
||||
} else {
|
||||
vec![EventResult::Wait]
|
||||
EventResult::Wait
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -54,42 +54,18 @@ impl Default for WrappedTextureManager {
|
||||
// ----------------------------------------------------------------------------
|
||||
|
||||
/// Logic related to repainting the ui.
|
||||
#[derive(Default)]
|
||||
struct Repaint {
|
||||
/// The current frame number.
|
||||
///
|
||||
/// Incremented at the end of each frame.
|
||||
viewports_frame_nr: HashMap<ViewportId, u64>,
|
||||
|
||||
/// The duration backend will poll for new events, before forcing another egui update
|
||||
/// even if there's no new events.
|
||||
///
|
||||
/// Also used to suppress multiple calls to the repaint callback during the same frame.
|
||||
pub repaint_after: HashMap<ViewportId, std::time::Duration>,
|
||||
|
||||
/// While positive, keep requesting repaints. Decrement at the end of each frame.
|
||||
repaint_requests: HashMap<ViewportId, u32>,
|
||||
repaint_request: HashMap<ViewportId, bool>,
|
||||
request_repaint_callback: Option<Box<dyn Fn(RequestRepaintInfo) + Send + Sync>>,
|
||||
|
||||
requested_repaint_last_frame: bool,
|
||||
}
|
||||
|
||||
impl Default for Repaint {
|
||||
fn default() -> Self {
|
||||
let mut repaint_after = HashMap::default();
|
||||
|
||||
// Start with painting an extra frame to compensate for some widgets
|
||||
// that take two frames before they "settle":
|
||||
repaint_after.insert(ViewportId::MAIN, std::time::Duration::from_millis(100));
|
||||
let mut repaint_requests = HashMap::default();
|
||||
repaint_requests.insert(ViewportId::MAIN, 1);
|
||||
Self {
|
||||
viewports_frame_nr: HashMap::default(),
|
||||
repaint_after,
|
||||
repaint_requests,
|
||||
request_repaint_callback: None,
|
||||
requested_repaint_last_frame: false,
|
||||
}
|
||||
}
|
||||
requested_repaint_last_frame: HashMap<ViewportId, bool>,
|
||||
}
|
||||
|
||||
impl Repaint {
|
||||
@@ -99,76 +75,53 @@ impl Repaint {
|
||||
|
||||
fn request_repaint_after(&mut self, after: std::time::Duration, viewport_id: ViewportId) {
|
||||
if after == std::time::Duration::ZERO {
|
||||
// Do a few extra frames to let things settle.
|
||||
// This is a bit of a hack, and we don't support it for `repaint_after` callbacks yet.
|
||||
self.repaint_requests.insert(viewport_id, 2);
|
||||
// This will only work if the current viewport is drawing
|
||||
self.repaint_request.insert(viewport_id, true);
|
||||
}
|
||||
|
||||
// We only re-call the callback if we get a lower duration,
|
||||
// otherwise it's already been covered by the previous callback.
|
||||
if after
|
||||
< self
|
||||
.repaint_after
|
||||
.get(&viewport_id)
|
||||
.copied()
|
||||
.unwrap_or(std::time::Duration::MAX)
|
||||
{
|
||||
self.repaint_after.insert(viewport_id, after);
|
||||
|
||||
if let Some(callback) = &self.request_repaint_callback {
|
||||
let info = RequestRepaintInfo {
|
||||
after,
|
||||
current_frame_nr: *self.viewports_frame_nr.entry(viewport_id).or_default(),
|
||||
viewport_id,
|
||||
};
|
||||
(callback)(info);
|
||||
}
|
||||
// This will work always
|
||||
if let Some(callback) = &self.request_repaint_callback {
|
||||
let info = RequestRepaintInfo {
|
||||
after,
|
||||
current_frame_nr: *self.viewports_frame_nr.entry(viewport_id).or_default(),
|
||||
viewport_id,
|
||||
};
|
||||
(callback)(info);
|
||||
} else {
|
||||
log::warn!("request_repaint_callback is not implemented by egui integration!\nIf is your integration you need to call `Context::set_request_repaint_callback`");
|
||||
}
|
||||
}
|
||||
|
||||
fn start_frame(&mut self, viewport_id: ViewportId) {
|
||||
// We are repainting; no need to reschedule a repaint unless the user asks for it again.
|
||||
self.repaint_after.remove(&viewport_id);
|
||||
let request = self.repaint_request.entry(viewport_id).or_default();
|
||||
self.requested_repaint_last_frame
|
||||
.insert(viewport_id, *request);
|
||||
*request = false;
|
||||
}
|
||||
|
||||
// returns how long to wait until repaint
|
||||
fn end_frame(
|
||||
&mut self,
|
||||
viewport_id: ViewportId,
|
||||
viewports: &[ViewportId],
|
||||
) -> HashMap<ViewportId, std::time::Duration> {
|
||||
// if repaint_requests is greater than zero. just set the duration to zero for immediate
|
||||
// repaint. if there's no repaint requests, then we can use the actual repaint_after instead.
|
||||
let repaint_after = if self
|
||||
.repaint_requests
|
||||
.get(&viewport_id)
|
||||
.copied()
|
||||
.unwrap_or(0)
|
||||
> 0
|
||||
{
|
||||
if let Some(requests) = self.repaint_requests.get_mut(&viewport_id) {
|
||||
*requests -= 1;
|
||||
}
|
||||
|
||||
std::time::Duration::ZERO
|
||||
} else {
|
||||
self.repaint_after
|
||||
.get(&viewport_id)
|
||||
.copied()
|
||||
.unwrap_or(std::time::Duration::MAX)
|
||||
};
|
||||
self.repaint_after.insert(viewport_id, repaint_after);
|
||||
|
||||
self.requested_repaint_last_frame = repaint_after.is_zero();
|
||||
// returns what is needed to be repainted
|
||||
fn end_frame(&mut self, viewport_id: ViewportId, viewports: &[ViewportId]) {
|
||||
*self.viewports_frame_nr.entry(viewport_id).or_default() += 1;
|
||||
|
||||
self.repaint_after.retain(|id, _| viewports.contains(id));
|
||||
self.requested_repaint_last_frame
|
||||
.retain(|id, _| viewports.contains(id));
|
||||
self.viewports_frame_nr
|
||||
.retain(|id, _| viewports.contains(id));
|
||||
self.repaint_requests
|
||||
.retain(|id, repaints| viewports.contains(id) && *repaints != 0);
|
||||
self.repaint_request.retain(|id, _| viewports.contains(id));
|
||||
}
|
||||
|
||||
self.repaint_after.clone()
|
||||
fn requested_repaint_last_frame(&self, viewport_id: &ViewportId) -> bool {
|
||||
self.requested_repaint_last_frame
|
||||
.get(viewport_id)
|
||||
.copied()
|
||||
.unwrap_or_default()
|
||||
}
|
||||
|
||||
fn requested_repaint(&self, viewport_id: &ViewportId) -> bool {
|
||||
self.repaint_request
|
||||
.get(viewport_id)
|
||||
.copied()
|
||||
.unwrap_or_default()
|
||||
}
|
||||
}
|
||||
|
||||
@@ -283,11 +236,10 @@ impl ContextImpl {
|
||||
pair.this,
|
||||
);
|
||||
|
||||
let input = self
|
||||
.input
|
||||
.remove(&pair)
|
||||
.unwrap_or_default()
|
||||
.begin_frame(new_raw_input, self.repaint.requested_repaint_last_frame);
|
||||
let input = self.input.remove(&pair).unwrap_or_default().begin_frame(
|
||||
new_raw_input,
|
||||
self.repaint.requested_repaint_last_frame(&pair),
|
||||
);
|
||||
self.input.insert(pair.this, input);
|
||||
|
||||
self.frame_state
|
||||
@@ -1279,6 +1231,26 @@ impl Context {
|
||||
self.write(|ctx| ctx.repaint.request_repaint_after(duration, id));
|
||||
}
|
||||
|
||||
/// With this you can know if the application stal before
|
||||
pub fn requested_repaint_last_frame(&self) -> bool {
|
||||
self.requested_repaint_last_frame_for(&self.viewport_id())
|
||||
}
|
||||
|
||||
/// With this you can know if the viewport stal before
|
||||
pub fn requested_repaint_last_frame_for(&self, viewport_id: &ViewportId) -> bool {
|
||||
self.read(|ctx| ctx.repaint.requested_repaint_last_frame(viewport_id))
|
||||
}
|
||||
|
||||
/// With this you will know if the application will redraw
|
||||
pub fn requested_repaint(&self) -> bool {
|
||||
self.requested_repaint_for(&self.viewport_id())
|
||||
}
|
||||
|
||||
/// With this you will know if the viewport will redraw
|
||||
pub fn requested_repaint_for(&self, viewport_id: &ViewportId) -> bool {
|
||||
self.read(|ctx| ctx.repaint.requested_repaint(viewport_id))
|
||||
}
|
||||
|
||||
/// For integrations: this callback will be called when an egui user calls [`Self::request_repaint`].
|
||||
///
|
||||
/// This lets you wake up a sleeping UI thread.
|
||||
@@ -1665,12 +1637,10 @@ impl Context {
|
||||
});
|
||||
}
|
||||
|
||||
let repaint_after =
|
||||
self.write(|ctx| ctx.repaint.end_frame(viewport_id, &avalibile_viewports));
|
||||
self.write(|ctx| ctx.repaint.end_frame(viewport_id, &avalibile_viewports));
|
||||
|
||||
FullOutput {
|
||||
platform_output,
|
||||
repaint_after,
|
||||
textures_delta,
|
||||
shapes,
|
||||
viewports,
|
||||
|
||||
@@ -1,7 +1,5 @@
|
||||
//! All the data egui returns to the backend at the end of each frame.
|
||||
|
||||
use ahash::HashMap;
|
||||
|
||||
use crate::ViewportId;
|
||||
use crate::{ViewportCommand, ViewportOutput, WidgetType};
|
||||
|
||||
@@ -13,16 +11,6 @@ pub struct FullOutput {
|
||||
/// Non-rendering related output.
|
||||
pub platform_output: PlatformOutput,
|
||||
|
||||
/// If `Duration::is_zero()`, egui is requesting immediate repaint (i.e. on the next frame).
|
||||
///
|
||||
/// This happens for instance when there is an animation, or if a user has called `Context::request_repaint()`.
|
||||
///
|
||||
/// If `Duration` is greater than zero, egui wants to be repainted at or before the specified
|
||||
/// duration elapses. when in reactive mode, egui spends forever waiting for input and only then,
|
||||
/// will it repaint itself. this can be used to make sure that backend will only wait for a
|
||||
/// specified amount of time, and repaint egui without any new input.
|
||||
pub repaint_after: HashMap<ViewportId, std::time::Duration>,
|
||||
|
||||
/// Texture changes since last frame (including the font texture).
|
||||
///
|
||||
/// The backend needs to apply [`crate::TexturesDelta::set`] _before_ painting,
|
||||
@@ -44,7 +32,6 @@ impl FullOutput {
|
||||
pub fn append(&mut self, newer: Self) {
|
||||
let Self {
|
||||
platform_output,
|
||||
repaint_after,
|
||||
textures_delta,
|
||||
shapes,
|
||||
mut viewports,
|
||||
@@ -52,7 +39,6 @@ impl FullOutput {
|
||||
} = newer;
|
||||
|
||||
self.platform_output.append(platform_output);
|
||||
self.repaint_after = repaint_after; // if the last frame doesn't need a repaint, then we don't need to repaint
|
||||
self.textures_delta.append(textures_delta);
|
||||
self.shapes = shapes; // Only paint the latest
|
||||
self.viewports.append(&mut viewports);
|
||||
|
||||
Reference in New Issue
Block a user