mirror of
https://github.com/emilk/egui.git
synced 2026-08-30 05:10:03 -04:00
Add egui_wgpu crate (#1564)
Based on https://github.com/hasenbanck/egui_wgpu_backend `egui-wgpu` is now an official backend for `eframe` (opt-in). Use the `wgpu` feature flag on `eframe` and the `NativeOptions::renderer` settings to pick it. Co-authored-by: Nils Hasenbanck <nils@hasenbanck.de> Co-authored-by: Sven Niederberger <niederberger@embotech.com> Co-authored-by: Sven Niederberger <73159570+s-nie@users.noreply.github.com>
This commit is contained in:
@@ -4,6 +4,7 @@ use egui_winit::winit;
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struct RequestRepaintEvent;
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#[cfg(feature = "glow")]
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#[allow(unsafe_code)]
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fn create_display(
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native_options: &NativeOptions,
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@@ -37,13 +38,18 @@ fn create_display(
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pub use epi::NativeOptions;
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/// Run an egui app
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#[allow(unsafe_code)]
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pub fn run(app_name: &str, native_options: &epi::NativeOptions, app_creator: epi::AppCreator) -> ! {
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#[cfg(feature = "glow")]
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pub fn run_glow(
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app_name: &str,
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native_options: &epi::NativeOptions,
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app_creator: epi::AppCreator,
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) -> ! {
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let storage = epi_integration::create_storage(app_name);
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let window_settings = epi_integration::load_window_settings(storage.as_deref());
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let event_loop = winit::event_loop::EventLoop::with_user_event();
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let window_builder =
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epi_integration::window_builder(native_options, &window_settings).with_title(app_name);
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let event_loop = winit::event_loop::EventLoop::with_user_event();
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let (gl_window, gl) = create_display(native_options, window_builder, &event_loop);
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let gl = std::rc::Rc::new(gl);
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@@ -51,10 +57,10 @@ pub fn run(app_name: &str, native_options: &epi::NativeOptions, app_creator: epi
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.unwrap_or_else(|error| panic!("some OpenGL error occurred {}\n", error));
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let mut integration = epi_integration::EpiIntegration::new(
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gl.clone(),
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painter.max_texture_side(),
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gl_window.window(),
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storage,
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Some(gl.clone()),
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);
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{
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@@ -68,7 +74,7 @@ pub fn run(app_name: &str, native_options: &epi::NativeOptions, app_creator: epi
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egui_ctx: integration.egui_ctx.clone(),
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integration_info: integration.frame.info(),
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storage: integration.frame.storage(),
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gl: gl.clone(),
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gl: Some(gl.clone()),
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});
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if app.warm_up_enabled() {
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@@ -78,22 +84,14 @@ pub fn run(app_name: &str, native_options: &epi::NativeOptions, app_creator: epi
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let mut is_focused = true;
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event_loop.run(move |event, _, control_flow| {
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let window = gl_window.window();
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let mut redraw = || {
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#[cfg(feature = "puffin")]
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puffin::GlobalProfiler::lock().new_frame();
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if !is_focused {
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// On Mac, a minimized Window uses up all CPU: https://github.com/emilk/egui/issues/325
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// We can't know if we are minimized: https://github.com/rust-windowing/winit/issues/208
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// But we know if we are focused (in foreground). When minimized, we are not focused.
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// However, a user may want an egui with an animation in the background,
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// so we still need to repaint quite fast.
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crate::profile_scope!("bg_sleep");
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std::thread::sleep(std::time::Duration::from_millis(10));
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}
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crate::profile_scope!("frame");
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let screen_size_in_pixels: [u32; 2] = gl_window.window().inner_size().into();
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let screen_size_in_pixels: [u32; 2] = window.inner_size().into();
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egui_glow::painter::clear(
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&gl,
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@@ -106,9 +104,9 @@ pub fn run(app_name: &str, native_options: &epi::NativeOptions, app_creator: epi
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needs_repaint,
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textures_delta,
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shapes,
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} = integration.update(app.as_mut(), gl_window.window());
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} = integration.update(app.as_mut(), window);
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integration.handle_platform_output(gl_window.window(), platform_output);
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integration.handle_platform_output(window, platform_output);
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let clipped_primitives = {
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crate::profile_scope!("tessellate");
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@@ -127,18 +125,26 @@ pub fn run(app_name: &str, native_options: &epi::NativeOptions, app_creator: epi
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gl_window.swap_buffers().unwrap();
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}
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{
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*control_flow = if integration.should_quit() {
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winit::event_loop::ControlFlow::Exit
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} else if needs_repaint {
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gl_window.window().request_redraw();
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winit::event_loop::ControlFlow::Poll
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} else {
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winit::event_loop::ControlFlow::Wait
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};
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}
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*control_flow = if integration.should_quit() {
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winit::event_loop::ControlFlow::Exit
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} else if needs_repaint {
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window.request_redraw();
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winit::event_loop::ControlFlow::Poll
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} else {
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winit::event_loop::ControlFlow::Wait
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};
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integration.maybe_autosave(app.as_mut(), gl_window.window());
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integration.maybe_autosave(app.as_mut(), window);
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if !is_focused {
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// On Mac, a minimized Window uses up all CPU: https://github.com/emilk/egui/issues/325
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// We can't know if we are minimized: https://github.com/rust-windowing/winit/issues/208
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// But we know if we are focused (in foreground). When minimized, we are not focused.
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// However, a user may want an egui with an animation in the background,
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// so we still need to repaint quite fast.
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crate::profile_scope!("bg_sleep");
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std::thread::sleep(std::time::Duration::from_millis(10));
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}
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};
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match event {
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@@ -149,35 +155,194 @@ pub fn run(app_name: &str, native_options: &epi::NativeOptions, app_creator: epi
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winit::event::Event::RedrawRequested(_) if !cfg!(windows) => redraw(),
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winit::event::Event::WindowEvent { event, .. } => {
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if let winit::event::WindowEvent::Focused(new_focused) = event {
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is_focused = new_focused;
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}
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if let winit::event::WindowEvent::Resized(physical_size) = &event {
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gl_window.resize(*physical_size);
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} else if let glutin::event::WindowEvent::ScaleFactorChanged {
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new_inner_size,
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..
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} = &event
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{
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gl_window.resize(**new_inner_size);
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match &event {
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winit::event::WindowEvent::Focused(new_focused) => {
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is_focused = *new_focused;
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}
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winit::event::WindowEvent::Resized(physical_size) => {
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// Resize with 0 width and height is used by winit to signal a minimize event on Windows.
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// See: https://github.com/rust-windowing/winit/issues/208
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// This solves an issue where the app would panic when minimizing on Windows.
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if physical_size.width > 0 && physical_size.height > 0 {
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gl_window.resize(*physical_size);
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}
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}
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winit::event::WindowEvent::ScaleFactorChanged { new_inner_size, .. } => {
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gl_window.resize(**new_inner_size);
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}
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winit::event::WindowEvent::CloseRequested => {
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*control_flow = winit::event_loop::ControlFlow::Exit;
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}
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_ => {}
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}
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integration.on_event(app.as_mut(), &event);
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if integration.should_quit() {
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*control_flow = winit::event_loop::ControlFlow::Exit;
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}
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gl_window.window().request_redraw(); // TODO: ask egui if the events warrants a repaint instead
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window.request_redraw(); // TODO: ask egui if the events warrants a repaint instead
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}
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winit::event::Event::LoopDestroyed => {
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integration.save(&mut *app, gl_window.window());
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app.on_exit(&gl);
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integration.save(&mut *app, window);
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app.on_exit(Some(&gl));
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painter.destroy();
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}
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winit::event::Event::UserEvent(RequestRepaintEvent) => {
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gl_window.window().request_redraw();
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}
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winit::event::Event::UserEvent(RequestRepaintEvent) => window.request_redraw(),
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_ => (),
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}
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});
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}
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// TODO: merge with with the clone above
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/// Run an egui app
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#[cfg(feature = "wgpu")]
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pub fn run_wgpu(
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app_name: &str,
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native_options: &epi::NativeOptions,
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app_creator: epi::AppCreator,
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) -> ! {
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let storage = epi_integration::create_storage(app_name);
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let window_settings = epi_integration::load_window_settings(storage.as_deref());
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let event_loop = winit::event_loop::EventLoop::with_user_event();
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let window = epi_integration::window_builder(native_options, &window_settings)
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.with_title(app_name)
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.build(&event_loop)
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.unwrap();
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// SAFETY: `window` must outlive `painter`.
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#[allow(unsafe_code)]
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let mut painter = unsafe {
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egui_wgpu::winit::Painter::new(&window, native_options.multisampling.max(1) as _)
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};
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let mut integration = epi_integration::EpiIntegration::new(
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painter.max_texture_side(),
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&window,
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storage,
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#[cfg(feature = "glow")]
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None,
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);
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{
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let event_loop_proxy = egui::mutex::Mutex::new(event_loop.create_proxy());
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integration.egui_ctx.set_request_repaint_callback(move || {
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event_loop_proxy.lock().send_event(RequestRepaintEvent).ok();
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});
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}
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let mut app = app_creator(&epi::CreationContext {
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egui_ctx: integration.egui_ctx.clone(),
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integration_info: integration.frame.info(),
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storage: integration.frame.storage(),
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#[cfg(feature = "glow")]
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gl: None,
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});
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if app.warm_up_enabled() {
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integration.warm_up(app.as_mut(), &window);
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}
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let mut is_focused = true;
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event_loop.run(move |event, _, control_flow| {
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let window = &window;
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let mut redraw = || {
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#[cfg(feature = "puffin")]
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puffin::GlobalProfiler::lock().new_frame();
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crate::profile_scope!("frame");
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let egui::FullOutput {
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platform_output,
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needs_repaint,
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textures_delta,
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shapes,
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} = integration.update(app.as_mut(), window);
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integration.handle_platform_output(window, platform_output);
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let clipped_primitives = {
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crate::profile_scope!("tessellate");
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integration.egui_ctx.tessellate(shapes)
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};
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painter.paint_and_update_textures(
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integration.egui_ctx.pixels_per_point(),
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app.clear_color(&integration.egui_ctx.style().visuals),
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&clipped_primitives,
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&textures_delta,
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);
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*control_flow = if integration.should_quit() {
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winit::event_loop::ControlFlow::Exit
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} else if needs_repaint {
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window.request_redraw();
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winit::event_loop::ControlFlow::Poll
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} else {
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winit::event_loop::ControlFlow::Wait
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};
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integration.maybe_autosave(app.as_mut(), window);
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if !is_focused {
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// On Mac, a minimized Window uses up all CPU: https://github.com/emilk/egui/issues/325
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// We can't know if we are minimized: https://github.com/rust-windowing/winit/issues/208
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// But we know if we are focused (in foreground). When minimized, we are not focused.
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// However, a user may want an egui with an animation in the background,
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// so we still need to repaint quite fast.
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crate::profile_scope!("bg_sleep");
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std::thread::sleep(std::time::Duration::from_millis(10));
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}
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};
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match event {
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// Platform-dependent event handlers to workaround a winit bug
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// See: https://github.com/rust-windowing/winit/issues/987
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// See: https://github.com/rust-windowing/winit/issues/1619
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winit::event::Event::RedrawEventsCleared if cfg!(windows) => redraw(),
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winit::event::Event::RedrawRequested(_) if !cfg!(windows) => redraw(),
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winit::event::Event::WindowEvent { event, .. } => {
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match &event {
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winit::event::WindowEvent::Focused(new_focused) => {
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is_focused = *new_focused;
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}
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winit::event::WindowEvent::Resized(physical_size) => {
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// Resize with 0 width and height is used by winit to signal a minimize event on Windows.
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// See: https://github.com/rust-windowing/winit/issues/208
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// This solves an issue where the app would panic when minimizing on Windows.
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if physical_size.width > 0 && physical_size.height > 0 {
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painter.on_window_resized(physical_size.width, physical_size.height);
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}
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}
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winit::event::WindowEvent::ScaleFactorChanged { new_inner_size, .. } => {
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painter.on_window_resized(new_inner_size.width, new_inner_size.height);
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}
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winit::event::WindowEvent::CloseRequested => {
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*control_flow = winit::event_loop::ControlFlow::Exit;
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}
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_ => {}
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};
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integration.on_event(app.as_mut(), &event);
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if integration.should_quit() {
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*control_flow = winit::event_loop::ControlFlow::Exit;
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}
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window.request_redraw(); // TODO: ask egui if the events warrants a repaint instead
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}
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winit::event::Event::LoopDestroyed => {
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integration.save(&mut *app, window);
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#[cfg(feature = "glow")]
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app.on_exit(None);
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#[cfg(not(feature = "glow"))]
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app.on_exit();
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painter.destroy();
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}
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winit::event::Event::UserEvent(RequestRepaintEvent) => window.request_redraw(),
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_ => (),
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}
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});
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