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egui-winit: don't repaint when just moving window (#1980)

* Bug fix: reset repaint countdown when we pass it

* eframe: debug-print what winit event caused a repaint

* egui-winit: don't repaint when only moving window

* fix docstring
This commit is contained in:
Emil Ernerfeldt
2022-08-29 11:20:19 +02:00
committed by GitHub
parent 9b2c3d1026
commit ac4d75e9b4
8 changed files with 139 additions and 62 deletions

View File

@@ -39,6 +39,25 @@ pub fn screen_size_in_pixels(window: &winit::window::Window) -> egui::Vec2 {
egui::vec2(size.width as f32, size.height as f32)
}
// ----------------------------------------------------------------------------
#[must_use]
pub struct EventResponse {
/// If true, egui consumed this event, i.e. wants exclusive use of this event
/// (e.g. a mouse click on an egui window, or entering text into a text field).
///
/// For instance, if you use egui for a game, you should only
/// pass on the events to your game when [`Self::consumed`] is `false.
///
/// Note that egui uses `tab` to move focus between elements, so this will always be `true` for tabs.
pub consumed: bool,
/// Do we need an egui refresh because of this event?
pub repaint: bool,
}
// ----------------------------------------------------------------------------
/// Handles the integration between egui and winit.
pub struct State {
start_time: instant::Instant,
@@ -152,51 +171,63 @@ impl State {
/// Call this when there is a new event.
///
/// The result can be found in [`Self::egui_input`] and be extracted with [`Self::take_egui_input`].
///
/// Returns `true` if egui wants exclusive use of this event
/// (e.g. a mouse click on an egui window, or entering text into a text field).
/// For instance, if you use egui for a game, you want to first call this
/// and only when this returns `false` pass on the events to your game.
///
/// Note that egui uses `tab` to move focus between elements, so this will always return `true` for tabs.
pub fn on_event(
&mut self,
egui_ctx: &egui::Context,
event: &winit::event::WindowEvent<'_>,
) -> bool {
) -> EventResponse {
use winit::event::WindowEvent;
match event {
WindowEvent::ScaleFactorChanged { scale_factor, .. } => {
let pixels_per_point = *scale_factor as f32;
self.egui_input.pixels_per_point = Some(pixels_per_point);
self.current_pixels_per_point = pixels_per_point;
false
EventResponse {
repaint: true,
consumed: false,
}
}
WindowEvent::MouseInput { state, button, .. } => {
self.on_mouse_button_input(*state, *button);
egui_ctx.wants_pointer_input()
EventResponse {
repaint: true,
consumed: egui_ctx.wants_pointer_input(),
}
}
WindowEvent::MouseWheel { delta, .. } => {
self.on_mouse_wheel(*delta);
egui_ctx.wants_pointer_input()
EventResponse {
repaint: true,
consumed: egui_ctx.wants_pointer_input(),
}
}
WindowEvent::CursorMoved { position, .. } => {
self.on_cursor_moved(*position);
egui_ctx.is_using_pointer()
EventResponse {
repaint: true,
consumed: egui_ctx.is_using_pointer(),
}
}
WindowEvent::CursorLeft { .. } => {
self.pointer_pos_in_points = None;
self.egui_input.events.push(egui::Event::PointerGone);
false
EventResponse {
repaint: true,
consumed: false,
}
}
// WindowEvent::TouchpadPressure {device_id, pressure, stage, .. } => {} // TODO
WindowEvent::Touch(touch) => {
self.on_touch(touch);
match touch.phase {
let consumed = match touch.phase {
winit::event::TouchPhase::Started
| winit::event::TouchPhase::Ended
| winit::event::TouchPhase::Cancelled => egui_ctx.wants_pointer_input(),
winit::event::TouchPhase::Moved => egui_ctx.is_using_pointer(),
};
EventResponse {
repaint: true,
consumed,
}
}
WindowEvent::ReceivedCharacter(ch) => {
@@ -205,37 +236,54 @@ impl State {
let is_mac_cmd = cfg!(target_os = "macos")
&& (self.egui_input.modifiers.ctrl || self.egui_input.modifiers.mac_cmd);
if is_printable_char(*ch) && !is_mac_cmd {
let consumed = if is_printable_char(*ch) && !is_mac_cmd {
self.egui_input
.events
.push(egui::Event::Text(ch.to_string()));
egui_ctx.wants_keyboard_input()
} else {
false
};
EventResponse {
repaint: true,
consumed,
}
}
WindowEvent::KeyboardInput { input, .. } => {
self.on_keyboard_input(input);
egui_ctx.wants_keyboard_input()
|| input.virtual_keycode == Some(winit::event::VirtualKeyCode::Tab)
let consumed = egui_ctx.wants_keyboard_input()
|| input.virtual_keycode == Some(winit::event::VirtualKeyCode::Tab);
EventResponse {
repaint: true,
consumed,
}
}
WindowEvent::Focused(has_focus) => {
self.egui_input.has_focus = *has_focus;
// We will not be given a KeyboardInput event when the modifiers are released while
// the window does not have focus. Unset all modifier state to be safe.
self.egui_input.modifiers = egui::Modifiers::default();
false
EventResponse {
repaint: true,
consumed: false,
}
}
WindowEvent::HoveredFile(path) => {
self.egui_input.hovered_files.push(egui::HoveredFile {
path: Some(path.clone()),
..Default::default()
});
false
EventResponse {
repaint: true,
consumed: false,
}
}
WindowEvent::HoveredFileCancelled => {
self.egui_input.hovered_files.clear();
false
EventResponse {
repaint: true,
consumed: false,
}
}
WindowEvent::DroppedFile(path) => {
self.egui_input.hovered_files.clear();
@@ -243,7 +291,10 @@ impl State {
path: Some(path.clone()),
..Default::default()
});
false
EventResponse {
repaint: true,
consumed: false,
}
}
WindowEvent::ModifiersChanged(state) => {
self.egui_input.modifiers.alt = state.alt();
@@ -255,12 +306,27 @@ impl State {
} else {
state.ctrl()
};
false
}
_ => {
// dbg!(event);
false
EventResponse {
repaint: true,
consumed: false,
}
}
WindowEvent::AxisMotion { .. }
| WindowEvent::CloseRequested
| WindowEvent::CursorEntered { .. }
| WindowEvent::Destroyed
| WindowEvent::Ime(_)
| WindowEvent::Occluded(_)
| WindowEvent::Resized(_)
| WindowEvent::ThemeChanged(_)
| WindowEvent::TouchpadPressure { .. } => EventResponse {
repaint: true,
consumed: false,
},
WindowEvent::Moved(_) => EventResponse {
repaint: false, // moving a window doesn't warrant a repaint
consumed: false,
},
}
}