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mirror of https://github.com/emilk/egui.git synced 2026-08-31 05:40:03 -04:00

Make epi::Frame cloneable so you can allocate textures in other threads (#999)

Closes https://github.com/emilk/egui/issues/673

Also adds `epi::Image`
This commit is contained in:
Emil Ernerfeldt
2021-12-26 21:21:28 +01:00
committed by GitHub
parent 647e020824
commit b7441eeee7
28 changed files with 548 additions and 824 deletions

View File

@@ -55,9 +55,10 @@ pub fn handle_app_output(
window: &winit::window::Window,
current_pixels_per_point: f32,
app_output: epi::backend::AppOutput,
) {
) -> epi::backend::TexAllocationData {
let epi::backend::AppOutput {
quit: _,
tex_allocation_data,
window_size,
window_title,
decorated,
@@ -85,6 +86,8 @@ pub fn handle_app_output(
if drag_window {
let _ = window.drag_window();
}
tex_allocation_data
}
// ----------------------------------------------------------------------------
@@ -186,13 +189,11 @@ impl Persistence {
/// Everything needed to make a winit-based integration for [`epi`].
pub struct EpiIntegration {
integration_name: &'static str,
frame: epi::Frame,
persistence: crate::epi::Persistence,
repaint_signal: std::sync::Arc<dyn epi::RepaintSignal>,
pub egui_ctx: egui::CtxRef,
egui_winit: crate::State,
pub app: Box<dyn epi::App>,
latest_frame_time: Option<f32>,
/// When set, it is time to quit
quit: bool,
}
@@ -201,8 +202,7 @@ impl EpiIntegration {
pub fn new(
integration_name: &'static str,
window: &winit::window::Window,
tex_allocator: &mut dyn epi::TextureAllocator,
repaint_signal: std::sync::Arc<dyn epi::RepaintSignal>,
repaint_signal: std::sync::Arc<dyn epi::backend::RepaintSignal>,
persistence: crate::epi::Persistence,
app: Box<dyn epi::App>,
) -> Self {
@@ -210,54 +210,50 @@ impl EpiIntegration {
*egui_ctx.memory() = persistence.load_memory().unwrap_or_default();
let mut slf = Self {
integration_name,
persistence,
let frame = epi::Frame::new(epi::backend::FrameData {
info: epi::IntegrationInfo {
name: integration_name,
web_info: None,
prefer_dark_mode: None, // TODO: figure out system default
cpu_usage: None,
native_pixels_per_point: Some(crate::native_pixels_per_point(window)),
},
output: Default::default(),
repaint_signal,
});
let mut slf = Self {
frame,
persistence,
egui_ctx,
egui_winit: crate::State::new(window),
app,
latest_frame_time: None,
quit: false,
};
slf.setup(window, tex_allocator);
slf.setup(window);
if slf.app.warm_up_enabled() {
slf.warm_up(window, tex_allocator);
slf.warm_up(window);
}
slf
}
fn setup(
&mut self,
window: &winit::window::Window,
tex_allocator: &mut dyn epi::TextureAllocator,
) {
let mut app_output = epi::backend::AppOutput::default();
let mut frame = epi::backend::FrameBuilder {
info: integration_info(self.integration_name, window, None),
tex_allocator,
output: &mut app_output,
repaint_signal: self.repaint_signal.clone(),
}
.build();
fn setup(&mut self, window: &winit::window::Window) {
self.app
.setup(&self.egui_ctx, &mut frame, self.persistence.storage());
.setup(&self.egui_ctx, &self.frame, self.persistence.storage());
let app_output = self.frame.take_app_output();
self.quit |= app_output.quit;
crate::epi::handle_app_output(window, self.egui_ctx.pixels_per_point(), app_output);
let tex_alloc_data =
crate::epi::handle_app_output(window, self.egui_ctx.pixels_per_point(), app_output);
self.frame.lock().output.tex_allocation_data = tex_alloc_data; // Do it later
}
fn warm_up(
&mut self,
window: &winit::window::Window,
tex_allocator: &mut dyn epi::TextureAllocator,
) {
fn warm_up(&mut self, window: &winit::window::Window) {
let saved_memory = self.egui_ctx.memory().clone();
self.egui_ctx.memory().set_everything_is_visible(true);
self.update(window, tex_allocator);
let (_, tex_alloc_data, _) = self.update(window);
self.frame.lock().output.tex_allocation_data = tex_alloc_data; // handle it next frame
*self.egui_ctx.memory() = saved_memory; // We don't want to remember that windows were huge.
self.egui_ctx.clear_animations();
}
@@ -277,37 +273,31 @@ impl EpiIntegration {
pub fn update(
&mut self,
window: &winit::window::Window,
tex_allocator: &mut dyn epi::TextureAllocator,
) -> (bool, Vec<egui::epaint::ClippedShape>) {
) -> (
bool,
epi::backend::TexAllocationData,
Vec<egui::epaint::ClippedShape>,
) {
let frame_start = std::time::Instant::now();
let raw_input = self.egui_winit.take_egui_input(window);
let mut app_output = epi::backend::AppOutput::default();
let mut frame = epi::backend::FrameBuilder {
info: integration_info(self.integration_name, window, self.latest_frame_time),
tex_allocator,
output: &mut app_output,
repaint_signal: self.repaint_signal.clone(),
}
.build();
let (egui_output, shapes) = self.egui_ctx.run(raw_input, |egui_ctx| {
self.app.update(egui_ctx, &mut frame);
self.app.update(egui_ctx, &self.frame);
});
let needs_repaint = egui_output.needs_repaint;
self.egui_winit
.handle_output(window, &self.egui_ctx, egui_output);
let app_output = self.frame.take_app_output();
self.quit |= app_output.quit;
crate::epi::handle_app_output(window, self.egui_ctx.pixels_per_point(), app_output);
let tex_allocation_data =
crate::epi::handle_app_output(window, self.egui_ctx.pixels_per_point(), app_output);
let frame_time = (std::time::Instant::now() - frame_start).as_secs_f64() as f32;
self.latest_frame_time = Some(frame_time);
self.frame.lock().info.cpu_usage = Some(frame_time);
(needs_repaint, shapes)
(needs_repaint, tex_allocation_data, shapes)
}
pub fn maybe_autosave(&mut self, window: &winit::window::Window) {
@@ -321,17 +311,3 @@ impl EpiIntegration {
.save(&mut *self.app, &self.egui_ctx, window);
}
}
fn integration_info(
integration_name: &'static str,
window: &winit::window::Window,
previous_frame_time: Option<f32>,
) -> epi::IntegrationInfo {
epi::IntegrationInfo {
name: integration_name,
web_info: None,
prefer_dark_mode: None, // TODO: figure out system default
cpu_usage: previous_frame_time,
native_pixels_per_point: Some(crate::native_pixels_per_point(window)),
}
}