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mirror of https://github.com/emilk/egui.git synced 2026-09-01 22:30:03 -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:
Konkitoman
2023-10-19 15:53:38 +03:00
parent b1e7fafe70
commit 4f1696cf9c
3 changed files with 204 additions and 292 deletions

View File

@@ -108,7 +108,7 @@ trait WinitApp {
fn save_and_destroy(&mut self); fn save_and_destroy(&mut self);
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;
fn on_event( fn on_event(
&mut self, &mut self,
@@ -169,6 +169,7 @@ fn run_and_return(
log::debug!("Entering the winit event loop (run_return)…"); log::debug!("Entering the winit event loop (run_return)…");
let mut windows_next_repaint_times = HashMap::default(); let mut windows_next_repaint_times = HashMap::default();
let mut next_repaint_time = Option::<Instant>::None;
let mut returned_result = Ok(()); let mut returned_result = Ok(());
@@ -177,7 +178,7 @@ fn run_and_return(
WINIT_EVENT_LOOP.with(|row_event_loop| *row_event_loop.write() = event_loop); WINIT_EVENT_LOOP.with(|row_event_loop| *row_event_loop.write() = event_loop);
let event_results = match &event { let event_result = match &event {
winit::event::Event::LoopDestroyed => { winit::event::Event::LoopDestroyed => {
// On Mac, Cmd-Q we get here and then `run_return` doesn't return (despite its name), // On Mac, Cmd-Q we get here and then `run_return` doesn't return (despite its name),
// so we need to save state now: // so we need to save state now:
@@ -197,16 +198,17 @@ fn run_and_return(
frame_nr, frame_nr,
viewport_id, viewport_id,
}) => { }) => {
if winit_app.frame_nr(*viewport_id) == *frame_nr + 1 { let current_frame_nr = winit_app.frame_nr(*viewport_id);
if current_frame_nr == *frame_nr || current_frame_nr == *frame_nr + 1 {
log::trace!("UserEvent::RequestRepaint scheduling repaint at {when:?}"); log::trace!("UserEvent::RequestRepaint scheduling repaint at {when:?}");
if let Some(window_id) = winit_app.get_window_winit_id(*viewport_id) { if let Some(window_id) = winit_app.get_window_winit_id(*viewport_id) {
vec![EventResult::RepaintAt(window_id, *when)] EventResult::RepaintAt(window_id, *when)
} else { } else {
vec![EventResult::Wait] EventResult::Wait
} }
} else { } else {
log::trace!("Got outdated UserEvent::RequestRepaint"); log::trace!("Got outdated UserEvent::RequestRepaint");
vec![EventResult::Wait] // old request - we've already repainted EventResult::Wait // old request - we've already repainted
} }
} }
@@ -214,7 +216,7 @@ fn run_and_return(
.. ..
}) => { }) => {
log::trace!("Woke up to check next_repaint_time"); log::trace!("Woke up to check next_repaint_time");
vec![EventResult::Wait] EventResult::Wait
} }
winit::event::Event::WindowEvent { window_id, .. } winit::event::Event::WindowEvent { window_id, .. }
@@ -222,69 +224,74 @@ fn run_and_return(
{ {
// This can happen if we close a window, and then reopen a new one, // This can happen if we close a window, and then reopen a new one,
// or if we have multiple windows open. // or if we have multiple windows open.
vec![EventResult::RepaintNext(*window_id)] EventResult::RepaintNext(*window_id)
} }
event => match winit_app.on_event(event_loop, event) { event => match winit_app.on_event(event_loop, event) {
Ok(event_result) => vec![event_result], Ok(event_result) => event_result,
Err(err) => { Err(err) => {
log::error!("Exiting because of error: {err:?} on event {event:?}"); log::error!("Exiting because of error: {err:?} on event {event:?}");
returned_result = Err(err); returned_result = Err(err);
vec![EventResult::Exit] EventResult::Exit
} }
}, },
}; };
for event_result in event_results { match event_result {
match event_result { EventResult::Wait => {
EventResult::Wait => { control_flow.set_wait();
control_flow.set_wait(); }
} EventResult::RepaintNow(window_id) => {
EventResult::RepaintNow(window_id) => { log::trace!("Repaint caused by winit::Event: {:?}", event_result);
log::trace!("Repaint caused by winit::Event: {:?}", event_result); if cfg!(target_os = "windows") {
if cfg!(target_os = "windows") { // Fix flickering on Windows, see https://github.com/emilk/egui/pull/2280
// Fix flickering on Windows, see https://github.com/emilk/egui/pull/2280 windows_next_repaint_times.remove(&window_id);
windows_next_repaint_times.remove(&window_id);
winit_app.run_ui_and_paint(window_id); winit_app.run_ui_and_paint(window_id);
} else { } else {
// Fix for https://github.com/emilk/egui/issues/2425 // Fix for https://github.com/emilk/egui/issues/2425
windows_next_repaint_times.insert(window_id, Instant::now());
}
}
EventResult::RepaintNext(window_id) => {
log::trace!("Repaint caused by winit::Event: {:?}", event_result);
windows_next_repaint_times.insert(window_id, Instant::now()); windows_next_repaint_times.insert(window_id, Instant::now());
} }
EventResult::RepaintAt(window_id, repaint_time) => { }
windows_next_repaint_times.insert( EventResult::RepaintNext(window_id) => {
window_id, log::trace!("Repaint caused by winit::Event: {:?}", event_result);
windows_next_repaint_times windows_next_repaint_times.insert(window_id, Instant::now());
.get(&window_id) }
.map_or(repaint_time, |last| (*last).min(repaint_time)), EventResult::RepaintAt(window_id, repaint_time) => {
); windows_next_repaint_times.insert(
} window_id,
EventResult::Exit => { windows_next_repaint_times
log::debug!("Asking to exit event loop…"); .get(&window_id)
winit_app.save_and_destroy(); .map_or(repaint_time, |last| (*last).min(repaint_time)),
*control_flow = ControlFlow::Exit; );
return; }
} EventResult::Exit => {
log::debug!("Asking to exit event loop…");
winit_app.save_and_destroy();
*control_flow = ControlFlow::Exit;
return;
} }
} }
let mut next_repaint_time = Option::<Instant>::None; // This is for not duplicating redraw requests
for (window_id, repaint_time) in &windows_next_repaint_times.clone() {
if *repaint_time <= Instant::now() { use winit::event::Event;
if let Some(window) = winit_app.window(*window_id) { if matches!(
log::trace!("request_redraw"); event,
window.read().request_redraw(); Event::RedrawEventsCleared | Event::RedrawRequested(_) | Event::Resumed
) {
for (window_id, repaint_time) in &windows_next_repaint_times.clone() {
if *repaint_time <= Instant::now() {
if let Some(window) = winit_app.window(*window_id) {
log::trace!("request_redraw");
window.read().request_redraw();
}
control_flow.set_poll();
} else {
next_repaint_time = Some(
next_repaint_time.map_or(*repaint_time, |last| last.min(*repaint_time)),
);
} }
windows_next_repaint_times.remove(window_id);
control_flow.set_poll();
} else {
next_repaint_time =
Some(next_repaint_time.map_or(*repaint_time, |last| last.min(*repaint_time)));
} }
} }
@@ -320,21 +327,22 @@ fn run_and_exit(event_loop: EventLoop<UserEvent>, mut winit_app: impl WinitApp +
log::debug!("Entering the winit event loop (run)…"); log::debug!("Entering the winit event loop (run)…");
let mut windows_next_repaint_times = HashMap::default(); let mut windows_next_repaint_times = HashMap::default();
let mut next_repaint_time = Option::<Instant>::None;
event_loop.run(move |event, event_loop, control_flow| { event_loop.run(move |event, event_loop, control_flow| {
crate::profile_scope!("winit_event", short_event_description(&event)); crate::profile_scope!("winit_event", short_event_description(&event));
WINIT_EVENT_LOOP.with(|row_event_loop| *row_event_loop.write() = event_loop); WINIT_EVENT_LOOP.with(|row_event_loop| *row_event_loop.write() = event_loop);
let event_results = match event { let event_result = match &event {
winit::event::Event::LoopDestroyed => { winit::event::Event::LoopDestroyed => {
log::debug!("Received Event::LoopDestroyed"); log::debug!("Received Event::LoopDestroyed");
vec![EventResult::Exit] EventResult::Exit
} }
winit::event::Event::RedrawRequested(window_id) => { winit::event::Event::RedrawRequested(window_id) => {
windows_next_repaint_times.remove(&window_id); windows_next_repaint_times.remove(window_id);
winit_app.run_ui_and_paint(window_id) winit_app.run_ui_and_paint(*window_id)
} }
winit::event::Event::UserEvent(UserEvent::RequestRepaint { winit::event::Event::UserEvent(UserEvent::RequestRepaint {
@@ -342,75 +350,81 @@ fn run_and_exit(event_loop: EventLoop<UserEvent>, mut winit_app: impl WinitApp +
frame_nr, frame_nr,
viewport_id, viewport_id,
}) => { }) => {
if winit_app.frame_nr(viewport_id) == frame_nr + 1 { let current_frame_nr = winit_app.frame_nr(*viewport_id);
if let Some(window_id) = winit_app.get_window_winit_id(viewport_id) { if current_frame_nr == *frame_nr || current_frame_nr == *frame_nr + 1 {
vec![EventResult::RepaintAt(window_id, when)] if let Some(window_id) = winit_app.get_window_winit_id(*viewport_id) {
EventResult::RepaintAt(window_id, *when)
} else { } else {
vec![EventResult::Wait] EventResult::Wait
} }
} else { } else {
vec![EventResult::Wait] // old request - we've already repainted EventResult::Wait // old request - we've already repainted
} }
} }
winit::event::Event::NewEvents(winit::event::StartCause::ResumeTimeReached { winit::event::Event::NewEvents(winit::event::StartCause::ResumeTimeReached {
.. ..
}) => vec![EventResult::Wait], // We just woke up to check next_repaint_time }) => EventResult::Wait, // We just woke up to check next_repaint_time
event => match winit_app.on_event(event_loop, &event) { event => match winit_app.on_event(event_loop, event) {
Ok(event_result) => vec![event_result], Ok(event_result) => event_result,
Err(err) => { Err(err) => {
panic!("eframe encountered a fatal error: {err}"); panic!("eframe encountered a fatal error: {err}");
} }
}, },
}; };
for event_result in event_results { match event_result {
match event_result { EventResult::Wait => {}
EventResult::Wait => {} EventResult::RepaintNow(window_id) => {
EventResult::RepaintNow(window_id) => { if cfg!(target_os = "windows") {
if cfg!(target_os = "windows") { // Fix flickering on Windows, see https://github.com/emilk/egui/pull/2280
// Fix flickering on Windows, see https://github.com/emilk/egui/pull/2280 windows_next_repaint_times.remove(&window_id);
windows_next_repaint_times.remove(&window_id);
winit_app.run_ui_and_paint(window_id); winit_app.run_ui_and_paint(window_id);
} else { } else {
// Fix for https://github.com/emilk/egui/issues/2425 // Fix for https://github.com/emilk/egui/issues/2425
windows_next_repaint_times.insert(window_id, Instant::now());
}
}
EventResult::RepaintNext(window_id) => {
windows_next_repaint_times.insert(window_id, Instant::now()); windows_next_repaint_times.insert(window_id, Instant::now());
} }
EventResult::RepaintAt(window_id, repaint_time) => { }
windows_next_repaint_times.insert( EventResult::RepaintNext(window_id) => {
window_id, windows_next_repaint_times.insert(window_id, Instant::now());
windows_next_repaint_times }
.get(&window_id) EventResult::RepaintAt(window_id, repaint_time) => {
.map_or(repaint_time, |last| (*last).min(repaint_time)), windows_next_repaint_times.insert(
); window_id,
} windows_next_repaint_times
EventResult::Exit => { .get(&window_id)
log::debug!("Quitting - saving app state…"); .map_or(repaint_time, |last| (*last).min(repaint_time)),
winit_app.save_and_destroy(); );
#[allow(clippy::exit)] }
std::process::exit(0); EventResult::Exit => {
} log::debug!("Quitting - saving app state…");
winit_app.save_and_destroy();
#[allow(clippy::exit)]
std::process::exit(0);
} }
} }
let mut next_repaint_time = Option::<Instant>::None; // This is for not duplicating redraw requests
for (window_id, repaint_time) in &windows_next_repaint_times.clone() {
if *repaint_time <= Instant::now() { use winit::event::Event;
if let Some(window) = winit_app.window(*window_id) { if matches!(
log::trace!("request_redraw"); event,
window.read().request_redraw(); Event::RedrawEventsCleared | Event::RedrawRequested(_) | Event::Resumed
) {
for (window_id, repaint_time) in &windows_next_repaint_times.clone() {
if *repaint_time <= Instant::now() {
if let Some(window) = winit_app.window(*window_id) {
log::trace!("request_redraw");
window.read().request_redraw();
}
control_flow.set_poll();
} else {
next_repaint_time = Some(
next_repaint_time.map_or(*repaint_time, |last| last.min(*repaint_time)),
);
} }
windows_next_repaint_times.remove(window_id);
control_flow.set_poll();
} else {
next_repaint_time =
Some(next_repaint_time.map_or(*repaint_time, |last| last.min(*repaint_time)));
} }
} }
@@ -1356,9 +1370,9 @@ mod glow_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 self.running.read().is_none() { if self.running.read().is_none() {
return vec![EventResult::Wait]; return EventResult::Wait;
} }
if let Some(viewport_id) = self.get_window_id(&window_id) { if let Some(viewport_id) = self.get_window_id(&window_id) {
@@ -1387,16 +1401,15 @@ mod glow_integration {
glutin.viewports.get(&viewport.read().pair.parent) glutin.viewports.get(&viewport.read().pair.parent)
{ {
if let Some(window) = parent_viewport.read().window.as_ref() { if let Some(window) = parent_viewport.read().window.as_ref() {
return vec![EventResult::RepaintNext(window.read().id())]; return EventResult::RepaintNext(window.read().id());
} }
} }
return vec![]; return EventResult::Wait;
} }
} }
let egui::FullOutput { let egui::FullOutput {
platform_output, platform_output,
repaint_after,
textures_delta, textures_delta,
shapes, shapes,
viewports, viewports,
@@ -1422,7 +1435,6 @@ mod glow_integration {
let win = &mut *win.write(); let win = &mut *win.write();
egui::FullOutput { egui::FullOutput {
platform_output, platform_output,
repaint_after,
textures_delta, textures_delta,
shapes, shapes,
viewports, viewports,
@@ -1535,37 +1547,12 @@ mod glow_integration {
} }
} }
{ control_flow = if integration.should_close() {
let glutin = glutin.read(); EventResult::Exit
let window_maps = &glutin.window_maps; } else {
EventResult::Wait
};
control_flow = if integration.should_close() {
vec![EventResult::Exit]
} else {
repaint_after
.into_iter()
.filter_map(|(id, time)| {
if time.is_zero() {
window_maps.get(&id).map(|id| EventResult::RepaintNext(*id))
} 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.
window_maps.get(&id).map(|id| {
EventResult::RepaintAt(*id, repaint_after_instant)
})
} else {
None
}
})
.collect::<Vec<EventResult>>()
};
}
integration integration
.maybe_autosave(app.write().as_mut(), win.read().window.clone().unwrap()); .maybe_autosave(app.write().as_mut(), win.read().window.clone().unwrap());
@@ -1593,7 +1580,7 @@ mod glow_integration {
control_flow control_flow
} else { } 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 { if let Some(running) = &mut self.running {
#[cfg(feature = "puffin")] #[cfg(feature = "puffin")]
puffin::GlobalProfiler::lock().new_frame(); puffin::GlobalProfiler::lock().new_frame();
@@ -2308,22 +2295,24 @@ mod wgpu_integration {
let egui::FullOutput { let egui::FullOutput {
platform_output, platform_output,
repaint_after,
textures_delta, textures_delta,
shapes, shapes,
mut viewports, mut viewports,
viewport_commands, 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 // This is used to not render a viewport if is sync
if viewport_id != ViewportId::MAIN && render.is_none() { if viewport_id != ViewportId::MAIN && render.is_none() {
if let Some(window) = running.viewports.read().get(&parent_id) { if let Some(window) = running.viewports.read().get(&parent_id) {
if let Some(w) = window.window.as_ref() { 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( let _ = pollster::block_on(
@@ -2334,7 +2323,6 @@ mod wgpu_integration {
egui::FullOutput { egui::FullOutput {
platform_output, platform_output,
repaint_after,
textures_delta, textures_delta,
shapes, shapes,
viewports, viewports,
@@ -2444,46 +2432,10 @@ mod wgpu_integration {
.retain(|_, id| active_viewports_ids.contains(id)); .retain(|_, id| active_viewports_ids.contains(id));
painter.write().clean_surfaces(&active_viewports_ids); 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) let Some((_, Window{window: Some(window), ..})) = windows_id.read().get(&window_id)
.and_then(|id|windows.read().get(id) .and_then(|id|windows.read().get(id)
.map(|w|(*id, w.clone())) .map(|w|(*id, w.clone()))
) else{return vec![]}; ) else{return EventResult::Wait};
integration integration
.write() .write()
.maybe_autosave(app.as_mut(), window.clone()); .maybe_autosave(app.as_mut(), window.clone());
@@ -2495,9 +2447,13 @@ mod wgpu_integration {
std::thread::sleep(std::time::Duration::from_millis(10)); std::thread::sleep(std::time::Duration::from_millis(10));
} }
control_flow if integration.read().should_close() {
EventResult::Exit
} else {
EventResult::Wait
}
} else { } else {
vec![EventResult::Wait] EventResult::Wait
} }
} }

View File

@@ -54,42 +54,18 @@ impl Default for WrappedTextureManager {
// ---------------------------------------------------------------------------- // ----------------------------------------------------------------------------
/// Logic related to repainting the ui. /// Logic related to repainting the ui.
#[derive(Default)]
struct Repaint { struct Repaint {
/// The current frame number. /// The current frame number.
/// ///
/// Incremented at the end of each frame. /// Incremented at the end of each frame.
viewports_frame_nr: HashMap<ViewportId, u64>, 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. /// 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>>, request_repaint_callback: Option<Box<dyn Fn(RequestRepaintInfo) + Send + Sync>>,
requested_repaint_last_frame: bool, requested_repaint_last_frame: HashMap<ViewportId, 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,
}
}
} }
impl Repaint { impl Repaint {
@@ -99,76 +75,53 @@ impl Repaint {
fn request_repaint_after(&mut self, after: std::time::Duration, viewport_id: ViewportId) { fn request_repaint_after(&mut self, after: std::time::Duration, viewport_id: ViewportId) {
if after == std::time::Duration::ZERO { if after == std::time::Duration::ZERO {
// Do a few extra frames to let things settle. // This will only work if the current viewport is drawing
// This is a bit of a hack, and we don't support it for `repaint_after` callbacks yet. self.repaint_request.insert(viewport_id, true);
self.repaint_requests.insert(viewport_id, 2);
} }
// We only re-call the callback if we get a lower duration, // This will work always
// otherwise it's already been covered by the previous callback. if let Some(callback) = &self.request_repaint_callback {
if after let info = RequestRepaintInfo {
< self after,
.repaint_after current_frame_nr: *self.viewports_frame_nr.entry(viewport_id).or_default(),
.get(&viewport_id) viewport_id,
.copied() };
.unwrap_or(std::time::Duration::MAX) (callback)(info);
{ } else {
self.repaint_after.insert(viewport_id, after); log::warn!("request_repaint_callback is not implemented by egui integration!\nIf is your integration you need to call `Context::set_request_repaint_callback`");
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);
}
} }
} }
fn start_frame(&mut self, viewport_id: ViewportId) { fn start_frame(&mut self, viewport_id: ViewportId) {
// We are repainting; no need to reschedule a repaint unless the user asks for it again. let request = self.repaint_request.entry(viewport_id).or_default();
self.repaint_after.remove(&viewport_id); self.requested_repaint_last_frame
.insert(viewport_id, *request);
*request = false;
} }
// returns how long to wait until repaint // returns what is needed to be repainted
fn end_frame( fn end_frame(&mut self, viewport_id: ViewportId, viewports: &[ViewportId]) {
&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();
*self.viewports_frame_nr.entry(viewport_id).or_default() += 1; *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 self.viewports_frame_nr
.retain(|id, _| viewports.contains(id)); .retain(|id, _| viewports.contains(id));
self.repaint_requests self.repaint_request.retain(|id, _| viewports.contains(id));
.retain(|id, repaints| viewports.contains(id) && *repaints != 0); }
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, pair.this,
); );
let input = self let input = self.input.remove(&pair).unwrap_or_default().begin_frame(
.input new_raw_input,
.remove(&pair) self.repaint.requested_repaint_last_frame(&pair),
.unwrap_or_default() );
.begin_frame(new_raw_input, self.repaint.requested_repaint_last_frame);
self.input.insert(pair.this, input); self.input.insert(pair.this, input);
self.frame_state self.frame_state
@@ -1279,6 +1231,26 @@ impl Context {
self.write(|ctx| ctx.repaint.request_repaint_after(duration, id)); 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`]. /// For integrations: this callback will be called when an egui user calls [`Self::request_repaint`].
/// ///
/// This lets you wake up a sleeping UI thread. /// 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 { FullOutput {
platform_output, platform_output,
repaint_after,
textures_delta, textures_delta,
shapes, shapes,
viewports, viewports,

View File

@@ -1,7 +1,5 @@
//! All the data egui returns to the backend at the end of each frame. //! All the data egui returns to the backend at the end of each frame.
use ahash::HashMap;
use crate::ViewportId; use crate::ViewportId;
use crate::{ViewportCommand, ViewportOutput, WidgetType}; use crate::{ViewportCommand, ViewportOutput, WidgetType};
@@ -13,16 +11,6 @@ pub struct FullOutput {
/// Non-rendering related output. /// Non-rendering related output.
pub platform_output: PlatformOutput, 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). /// Texture changes since last frame (including the font texture).
/// ///
/// The backend needs to apply [`crate::TexturesDelta::set`] _before_ painting, /// The backend needs to apply [`crate::TexturesDelta::set`] _before_ painting,
@@ -44,7 +32,6 @@ impl FullOutput {
pub fn append(&mut self, newer: Self) { pub fn append(&mut self, newer: Self) {
let Self { let Self {
platform_output, platform_output,
repaint_after,
textures_delta, textures_delta,
shapes, shapes,
mut viewports, mut viewports,
@@ -52,7 +39,6 @@ impl FullOutput {
} = newer; } = newer;
self.platform_output.append(platform_output); 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.textures_delta.append(textures_delta);
self.shapes = shapes; // Only paint the latest self.shapes = shapes; // Only paint the latest
self.viewports.append(&mut viewports); self.viewports.append(&mut viewports);