mirror of
https://github.com/emilk/egui.git
synced 2026-06-27 15:13:12 -04:00
Clarify logic around how viewports are retained, and add ViewportIdSet
This commit is contained in:
@@ -459,8 +459,8 @@ fn run_and_exit(event_loop: EventLoop<UserEvent>, mut winit_app: impl WinitApp +
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mod glow_integration {
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use egui::{
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epaint::ahash::HashMap, NumExt as _, ViewportIdMap, ViewportIdPair, ViewportOutput,
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ViewportUiCallback,
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epaint::ahash::HashMap, NumExt as _, ViewportIdMap, ViewportIdPair, ViewportIdSet,
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ViewportOutput, ViewportUiCallback,
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};
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use egui_winit::{create_winit_window_builder, process_viewport_commands, EventResponse};
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use glutin::{
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@@ -1256,7 +1256,8 @@ mod glow_integration {
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glutin_ctx: &Rc<RefCell<GlutinWindowContext>>,
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mut viewports: Vec<ViewportOutput>,
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) {
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let mut active_viewports_ids = vec![ViewportId::ROOT];
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let mut active_viewports_ids = ViewportIdSet::default();
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active_viewports_ids.insert(ViewportId::ROOT);
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viewports.retain_mut(
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|ViewportOutput {
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@@ -1280,7 +1281,7 @@ mod glow_integration {
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} else if let Some(w) = viewport.window.clone() {
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process_viewport_commands(commands, *id, None, &w.borrow());
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}
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active_viewports_ids.push(*id);
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active_viewports_ids.insert(*id);
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false
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} else {
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true
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@@ -1316,7 +1317,7 @@ mod glow_integration {
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);
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glutin.builders.insert(id_pair.this, builder);
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}
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active_viewports_ids.push(id_pair.this);
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active_viewports_ids.insert(id_pair.this);
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}
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let mut glutin = glutin_ctx.borrow_mut();
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@@ -1886,10 +1887,11 @@ pub use glow_integration::run_glow;
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#[cfg(feature = "wgpu")]
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mod wgpu_integration {
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use egui::{ViewportIdMap, ViewportIdPair, ViewportOutput, ViewportUiCallback};
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use egui_winit::{create_winit_window_builder, process_viewport_commands};
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use parking_lot::Mutex;
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use egui::{ViewportIdMap, ViewportIdPair, ViewportIdSet, ViewportOutput, ViewportUiCallback};
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use egui_winit::{create_winit_window_builder, process_viewport_commands};
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use super::*;
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#[derive(Clone)]
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@@ -2510,7 +2512,8 @@ mod wgpu_integration {
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integration.post_present(&window.borrow());
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}
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let mut active_viewports_ids = vec![ViewportId::ROOT];
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let mut active_viewports_ids = ViewportIdSet::default();
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active_viewports_ids.insert(ViewportId::ROOT);
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out_viewports.retain_mut(
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|ViewportOutput {
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@@ -2521,7 +2524,7 @@ mod wgpu_integration {
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if let Some(viewport) = viewports.borrow_mut().get_mut(this) {
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viewport.viewport_ui_cb = viewport_ui_cb.clone();
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viewport.parent_id = *parent;
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active_viewports_ids.push(*this);
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active_viewports_ids.insert(*this);
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false
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} else {
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true
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@@ -2577,7 +2580,7 @@ mod wgpu_integration {
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builders.insert(id_pair.this, new_builder);
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}
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active_viewports_ids.push(id_pair.this);
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active_viewports_ids.insert(id_pair.this);
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}
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for (viewport_id, command) in viewport_commands {
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@@ -1,6 +1,6 @@
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use std::{num::NonZeroU32, sync::Arc};
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use egui::{ViewportId, ViewportIdMap};
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use egui::{ViewportId, ViewportIdMap, ViewportIdSet};
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use crate::{renderer, RenderState, SurfaceErrorAction, WgpuConfiguration};
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@@ -625,7 +625,7 @@ impl Painter {
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screenshot
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}
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pub fn clean_surfaces(&mut self, available_viewports: &[ViewportId]) {
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pub fn clean_surfaces(&mut self, available_viewports: &ViewportIdSet) {
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self.surfaces
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.retain(|id, _| available_viewports.contains(id));
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self.depth_texture_view
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@@ -1551,7 +1551,7 @@ impl Context {
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let was_used = viewport.used;
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if viewport_id == viewport.id_pair.parent {
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viewport.used = false;
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viewport.used = false; // reset so we can check again next frame
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}
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viewports.push(ViewportOutput {
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@@ -1560,8 +1560,19 @@ impl Context {
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viewport_ui_cb: viewport.viewport_ui_cb.clone(),
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});
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(was_used || viewport_id != viewport.id_pair.parent)
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&& all_viewport_ids.contains(&viewport.id_pair.parent)
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if !all_viewport_ids.contains(&viewport.id_pair.parent) {
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// Parent is gone - remove this viewport.
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return false;
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}
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let is_child = viewport_id == viewport.id_pair.parent;
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if is_child {
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// Keep all children that have been updated this frame
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was_used
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} else {
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// Somebody elses child - don't touch
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true
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}
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});
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});
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@@ -22,8 +22,10 @@ pub struct FullOutput {
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/// You can use [`crate::Context::tessellate`] to turn this into triangles.
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pub shapes: Vec<epaint::ClippedShape>,
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/// All the active viewports, including the root.
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pub viewports: Vec<ViewportOutput>,
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/// Commands sent to different viewports.
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pub viewport_commands: Vec<(ViewportId, ViewportCommand)>,
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}
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@@ -641,6 +641,7 @@ pub(crate) struct Viewport {
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/// Id of us and our parent.
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pub(crate) id_pair: ViewportIdPair,
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/// Has this viewport been updated this frame?
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pub(crate) used: bool,
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/// The user-code that shows the GUI, used for "async" viewports.
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