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https://github.com/emilk/egui.git
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Reducing glutin dependency in egui_glow (#1151)
Use winit wherever possible
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@@ -88,6 +88,8 @@
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#![allow(clippy::manual_range_contains)]
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pub mod painter;
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#[cfg(feature = "winit")]
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use egui_winit::winit;
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pub use glow;
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pub use painter::Painter;
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#[cfg(feature = "winit")]
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@@ -119,10 +121,7 @@ pub struct EguiGlow {
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#[cfg(feature = "winit")]
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impl EguiGlow {
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pub fn new(
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gl_window: &glutin::WindowedContext<glutin::PossiblyCurrent>,
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gl: &glow::Context,
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) -> Self {
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pub fn new(window: &winit::window::Window, gl: &glow::Context) -> Self {
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let painter = crate::Painter::new(gl, None, "")
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.map_err(|error| {
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crate::misc_util::glow_print_error(format!(
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@@ -134,7 +133,7 @@ impl EguiGlow {
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Self {
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egui_ctx: Default::default(),
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egui_winit: egui_winit::State::new(painter.max_texture_side(), gl_window.window()),
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egui_winit: egui_winit::State::new(painter.max_texture_side(), window),
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painter,
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shapes: Default::default(),
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textures_delta: Default::default(),
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@@ -147,7 +146,7 @@ impl EguiGlow {
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/// and only when this returns `false` pass on the events to your game.
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///
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/// Note that egui uses `tab` to move focus between elements, so this will always return `true` for tabs.
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pub fn on_event(&mut self, event: &glutin::event::WindowEvent<'_>) -> bool {
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pub fn on_event(&mut self, event: &winit::event::WindowEvent<'_>) -> bool {
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self.egui_winit.on_event(&self.egui_ctx, event)
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}
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@@ -156,7 +155,7 @@ impl EguiGlow {
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/// Call [`Self::paint`] later to paint.
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pub fn run(
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&mut self,
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window: &glutin::window::Window,
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window: &winit::window::Window,
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run_ui: impl FnMut(&egui::Context),
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) -> bool {
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let raw_input = self.egui_winit.take_egui_input(window);
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@@ -172,11 +171,7 @@ impl EguiGlow {
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}
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/// Paint the results of the last call to [`Self::run`].
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pub fn paint(
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&mut self,
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gl_window: &glutin::WindowedContext<glutin::PossiblyCurrent>,
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gl: &glow::Context,
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) {
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pub fn paint(&mut self, window: &winit::window::Window, gl: &glow::Context) {
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let shapes = std::mem::take(&mut self.shapes);
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let mut textures_delta = std::mem::take(&mut self.textures_delta);
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@@ -185,7 +180,7 @@ impl EguiGlow {
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}
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let clipped_meshes = self.egui_ctx.tessellate(shapes);
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let dimensions: [u32; 2] = gl_window.window().inner_size().into();
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let dimensions: [u32; 2] = window.inner_size().into();
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self.painter.paint_meshes(
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gl,
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dimensions,
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