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mirror of https://github.com/emilk/egui.git synced 2026-06-26 14:49:06 -04:00

Improve behavior of invisible windows (#7905)

## Summary
* Closes #5229
* Closes #7776

On Windows, once a window is hidden with
`ViewportCommand::Visible(false)`, two problems occur:

1. **Window can never be shown again** — Windows stops sending
`RedrawRequested` events to invisible windows, and viewport commands are
only processed during `run_ui_and_paint`, which is triggered by
`RedrawRequested`. This creates a deadlock:
```
Visible(false) → window hidden → no RedrawRequested → run_ui_and_paint never called → Visible(true) stuck in queue → window stays hidden forever
```

2. **High CPU usage** — The event loop spins at full speed with
`ControlFlow::Poll` even for invisible windows, and repaint requests are
scheduled immediately, causing a tight loop that burns CPU.

## Fix

**For #5229:** In `check_redraw_requests`, after calling
`window.request_redraw()`, detect invisible windows via
`window.is_visible() == Some(false)` and call `run_ui_and_paint`
directly for them. This ensures pending viewport commands (including
`Visible(true)`) are still processed even when the OS doesn't send
redraw events.

**For #7776:** Three layers of throttling for invisible windows:
- **Heartbeat scheduling:** After painting an invisible window, schedule
the next repaint 100ms in the future (instead of immediately). This
keeps viewport commands flowing while limiting to ~10 repaints/sec.
- **Event throttling:** In `user_event`, throttle `RequestRepaint`
events for invisible windows to at least 100ms delay, preventing egui's
repaint callback from bypassing the heartbeat.
- **ControlFlow fix:** Only set `ControlFlow::Poll` for visible windows.
Invisible windows use `WaitUntil` instead of spinning.
- **Backend sleep:** Add `is_visible() == Some(false)` alongside the
existing `is_minimized()` sleep check in both wgpu and glow backends
(defense in depth).

The fix is platform-agnostic: `is_visible()` returns `Some(false)` only
when the platform can confirm invisibility, so it won't trigger on
platforms where invisible windows still receive `RedrawRequested`.

## Test plan
- [x] `cargo fmt` passes
- [x] `cargo clippy -p eframe --all-features` passes with no warnings
- [x] Manual test on Windows: window reappears after `Visible(true)`
when hidden
- [x] Manual test on Windows: CPU stays near 0% while window is
invisible (was ~16% before fix)

---------

Co-authored-by: Emil Ernerfeldt <emil.ernerfeldt@gmail.com>
This commit is contained in:
Gautier Cailly
2026-03-24 16:20:57 +01:00
committed by GitHub
parent 96cae39fb8
commit cd3c38cf2a
4 changed files with 77 additions and 10 deletions

View File

@@ -34,7 +34,7 @@ use egui_winit::accesskit_winit;
use crate::{
App, AppCreator, CreationContext, NativeOptions, Result, Storage,
native::epi_integration::EpiIntegration,
native::{epi_integration::EpiIntegration, winit_integration::is_invisible_or_minimized},
};
use super::{
@@ -761,9 +761,11 @@ impl GlowWinitRunning<'_> {
integration.maybe_autosave(app.as_mut(), Some(&window));
if window.is_minimized() == Some(true) {
if is_invisible_or_minimized(&window) {
// On Mac, a minimized Window uses up all CPU:
// https://github.com/emilk/egui/issues/325
// On Windows, an invisible window also uses up all CPU:
// https://github.com/emilk/egui/issues/7776
profiling::scope!("minimized_sleep");
std::thread::sleep(std::time::Duration::from_millis(10));
}

View File

@@ -1,4 +1,4 @@
use std::time::Instant;
use std::time::{Duration, Instant};
use winit::{
application::ApplicationHandler,
@@ -11,9 +11,20 @@ use ahash::HashMap;
use super::winit_integration::{UserEvent, WinitApp};
use crate::{
Result, epi,
native::{event_loop_context, winit_integration::EventResult},
native::{
event_loop_context,
winit_integration::{EventResult, is_invisible_or_minimized},
},
};
/// Minimum interval between repaints for invisible windows.
///
/// On Windows, invisible windows don't receive `RedrawRequested` events,
/// so we throttle their repaints to avoid busy-looping while still
/// processing viewport commands like `Visible(true)`.
/// See <https://github.com/emilk/egui/issues/7776>.
const INVISIBLE_WINDOW_REPAINT_INTERVAL: Duration = Duration::from_millis(100);
// ----------------------------------------------------------------------------
fn create_event_loop(native_options: &mut epi::NativeOptions) -> Result<EventLoop<UserEvent>> {
#[cfg(target_os = "android")]
@@ -177,23 +188,54 @@ impl<T: WinitApp> WinitAppWrapper<T> {
fn check_redraw_requests(&mut self, event_loop: &ActiveEventLoop) {
let now = Instant::now();
let mut invisible_window_ids = Vec::new();
self.windows_next_repaint_times
.retain(|window_id, repaint_time| {
if now < *repaint_time {
return true; // not yet ready
}
event_loop.set_control_flow(ControlFlow::Poll);
if let Some(window) = self.winit_app.window(*window_id) {
log::trace!("request_redraw for {window_id:?}");
window.request_redraw();
// On Windows, invisible windows don't receive RedrawRequested
// events, so pending viewport commands (e.g. Visible(true)) would
// never be processed. We collect these windows to paint them
// directly below.
// See: https://github.com/emilk/egui/issues/5229
if is_invisible_or_minimized(&window) {
invisible_window_ids.push(*window_id);
} else {
log::trace!("request_redraw for {window_id:?}");
event_loop.set_control_flow(ControlFlow::Poll);
window.request_redraw();
}
} else {
log::trace!("No window found for {window_id:?}");
}
false
});
// Paint invisible windows directly, since they won't receive
// RedrawRequested events on Windows. This ensures that viewport
// commands like Visible(true) are still processed.
for window_id in &invisible_window_ids {
let event_result = self.winit_app.run_ui_and_paint(event_loop, *window_id);
self.handle_event_result(event_loop, event_result);
}
// Throttle any already-scheduled repaints for invisible windows
// to avoid busy-looping. If no repaint was requested by the app,
// the window will simply sleep.
// See: https://github.com/emilk/egui/issues/7776
if !invisible_window_ids.is_empty() {
let next_paint = Instant::now() + INVISIBLE_WINDOW_REPAINT_INTERVAL;
for window_id in &invisible_window_ids {
self.windows_next_repaint_times
.entry(*window_id)
.and_modify(|t| *t = (*t).min(next_paint));
}
}
let next_repaint_time = self.windows_next_repaint_times.values().min().copied();
if let Some(next_repaint_time) = next_repaint_time {
event_loop.set_control_flow(ControlFlow::WaitUntil(next_repaint_time));
@@ -270,6 +312,16 @@ impl<T: WinitApp> ApplicationHandler<UserEvent> for WinitAppWrapper<T> {
if let Some(window_id) =
self.winit_app.window_id_from_viewport_id(viewport_id)
{
// Throttle repaints for invisible windows to prevent
// high CPU usage on Windows.
// See: https://github.com/emilk/egui/issues/7776
let when = if let Some(window) = self.winit_app.window(window_id)
&& is_invisible_or_minimized(&window)
{
when.max(Instant::now() + INVISIBLE_WINDOW_REPAINT_INTERVAL)
} else {
when
};
Ok(EventResult::RepaintAt(window_id, when))
} else {
Ok(EventResult::Wait)

View File

@@ -27,7 +27,10 @@ use winit_integration::UserEvent;
use crate::{
App, AppCreator, CreationContext, NativeOptions, Result, Storage,
native::{epi_integration::EpiIntegration, winit_integration::EventResult},
native::{
epi_integration::EpiIntegration,
winit_integration::{EventResult, is_invisible_or_minimized},
},
};
use super::{epi_integration, event_loop_context, winit_integration, winit_integration::WinitApp};
@@ -778,10 +781,12 @@ impl WgpuWinitRunning<'_> {
integration.maybe_autosave(app.as_mut(), window.map(|w| w.as_ref()));
if let Some(window) = window
&& window.is_minimized() == Some(true)
&& is_invisible_or_minimized(window)
{
// On Mac, a minimized Window uses up all CPU:
// https://github.com/emilk/egui/issues/325
// On Windows, an invisible window also uses up all CPU:
// https://github.com/emilk/egui/issues/7776
profiling::scope!("minimized_sleep");
std::thread::sleep(std::time::Duration::from_millis(10));
}

View File

@@ -9,6 +9,14 @@ use egui::ViewportId;
#[cfg(feature = "accesskit")]
use egui_winit::accesskit_winit;
/// Returns `true` if the window is invisible or minimized.
///
/// These windows don't receive `RedrawRequested` events on Windows,
/// so they need special handling to keep processing viewport commands.
pub fn is_invisible_or_minimized(window: &Window) -> bool {
window.is_visible() == Some(false) || window.is_minimized() == Some(true)
}
/// Create an egui context, restoring it from storage if possible.
pub fn create_egui_context(storage: Option<&dyn crate::Storage>) -> egui::Context {
profiling::function_scope!();