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eframe app creation refactor (#1363)

* Change how eframe apps are created
* eframe: re-export epi::* so users don't need to care about what epi is
This commit is contained in:
Emil Ernerfeldt
2022-03-16 15:39:48 +01:00
committed by GitHub
parent c768d1d48e
commit c8f6cae362
26 changed files with 387 additions and 444 deletions

View File

@@ -8,25 +8,42 @@
#![cfg_attr(not(debug_assertions), windows_subsystem = "windows")] // hide console window on Windows in release
use eframe::{egui, epi};
use eframe::egui;
use parking_lot::Mutex;
use std::sync::Arc;
#[derive(Default)]
fn main() {
let options = eframe::NativeOptions::default();
eframe::run_native("Custom 3D painting in eframe", options, |cc| {
Box::new(MyApp::new(cc))
});
}
struct MyApp {
rotating_triangle: Arc<Mutex<Option<RotatingTriangle>>>,
/// Behind an `Arc<Mutex<…>>` so we can pass it to [`egui::PaintCallback`] and paint later.
rotating_triangle: Arc<Mutex<RotatingTriangle>>,
angle: f32,
}
impl epi::App for MyApp {
fn name(&self) -> &str {
"Custom 3D painting inside an egui window"
impl MyApp {
fn new(cc: &eframe::CreationContext<'_>) -> Self {
Self {
rotating_triangle: Arc::new(Mutex::new(RotatingTriangle::new(&cc.gl))),
angle: 0.0,
}
}
}
fn update(&mut self, ctx: &egui::Context, _frame: &epi::Frame) {
impl eframe::App for MyApp {
fn update(&mut self, ctx: &egui::Context, _frame: &eframe::Frame) {
egui::CentralPanel::default().show(ctx, |ui| {
ui.heading("Here is some 3D stuff:");
ui.horizontal(|ui| {
ui.spacing_mut().item_spacing.x = 0.0;
ui.label("The triangle is being painted using ");
ui.hyperlink_to("glow", "https://github.com/grovesNL/glow");
ui.label(" (OpenGL).");
});
egui::ScrollArea::both().show(ui, |ui| {
egui::Frame::dark_canvas(ui.style()).show(ui, |ui| {
@@ -35,14 +52,10 @@ impl epi::App for MyApp {
ui.label("Drag to rotate!");
});
});
}
let mut frame = egui::Frame::window(&*ctx.style());
frame.fill = frame.fill.linear_multiply(0.5); // transparent
egui::Window::new("3D stuff in a window")
.frame(frame)
.show(ctx, |ui| {
self.custom_painting(ui);
});
fn on_exit(&mut self, gl: &glow::Context) {
self.rotating_triangle.lock().destroy(gl)
}
}
@@ -53,17 +66,15 @@ impl MyApp {
self.angle += response.drag_delta().x * 0.01;
// Clone locals so we can move them into the paint callback:
let angle = self.angle;
let rotating_triangle = self.rotating_triangle.clone();
let callback = egui::epaint::PaintCallback {
let callback = egui::PaintCallback {
rect,
callback: std::sync::Arc::new(move |render_ctx| {
if let Some(painter) = render_ctx.downcast_ref::<egui_glow::Painter>() {
let mut rotating_triangle = rotating_triangle.lock();
let rotating_triangle = rotating_triangle
.get_or_insert_with(|| RotatingTriangle::new(painter.gl()));
rotating_triangle.paint(painter.gl(), angle);
rotating_triangle.lock().paint(painter.gl(), angle);
} else {
eprintln!("Can't do custom painting because we are not using a glow context");
}
@@ -163,9 +174,7 @@ impl RotatingTriangle {
}
}
// TODO: figure out how to call this in a nice way
#[allow(unused)]
fn destroy(self, gl: &glow::Context) {
fn destroy(&self, gl: &glow::Context) {
use glow::HasContext as _;
unsafe {
gl.delete_program(self.program);
@@ -186,8 +195,3 @@ impl RotatingTriangle {
}
}
}
fn main() {
let options = eframe::NativeOptions::default();
eframe::run_native(Box::new(MyApp::default()), options);
}