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mirror of https://github.com/emilk/egui.git synced 2026-06-27 07:03:14 -04:00

Merge branch 'master' into web_handle

This commit is contained in:
Emil Ernerfeldt
2022-08-20 09:59:18 +02:00
59 changed files with 1727 additions and 1094 deletions

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@@ -74,7 +74,7 @@ document-features = { version = "0.2", optional = true }
egui_glow = { version = "0.18.0", path = "../egui_glow", optional = true, default-features = false }
egui-wgpu = { version = "0.18.0", path = "../egui-wgpu", optional = true, features = ["winit"] }
glow = { version = "0.11", optional = true }
ron = { version = "0.7", optional = true }
ron = { version = "0.8", optional = true, features = ["integer128"] }
serde = { version = "1", optional = true, features = ["derive"] }
wgpu = { version = "0.13", optional = true }
@@ -83,8 +83,8 @@ wgpu = { version = "0.13", optional = true }
[target.'cfg(not(target_arch = "wasm32"))'.dependencies]
dark-light = { version = "0.2.1", optional = true }
egui-winit = { version = "0.18.0", path = "../egui-winit", default-features = false, features = ["clipboard", "links"] }
glutin = { version = "0.28.0" }
winit = "0.26.1"
glutin = { version = "0.29.0" }
winit = "0.27.2"
# optional native:
puffin = { version = "0.13", optional = true }
@@ -94,6 +94,7 @@ directories-next = { version = "2", optional = true }
# web:
[target.'cfg(target_arch = "wasm32")'.dependencies]
bytemuck = "1.7"
getrandom = { version = "0.2", features = ["js"] } # used by ahash
js-sys = "0.3"
percent-encoding = "2.1"
wasm-bindgen = "0.2"

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@@ -30,13 +30,18 @@ pub struct CreationContext<'s> {
/// The [`glow::Context`] allows you to initialize OpenGL resources (e.g. shaders) that
/// you might want to use later from a [`egui::PaintCallback`].
///
/// Only available when compiling with the `glow` feature and using [`Renderer::Glow`].
#[cfg(feature = "glow")]
pub gl: Option<std::sync::Arc<glow::Context>>,
/// Can be used to manage GPU resources for custom rendering with WGPU using
/// [`egui::PaintCallback`]s.
/// The underlying WGPU render state.
///
/// Only available when compiling with the `wgpu` feature and using [`Renderer::Wgpu`].
///
/// Can be used to manage GPU resources for custom rendering with WGPU using [`egui::PaintCallback`]s.
#[cfg(feature = "wgpu")]
pub render_state: Option<egui_wgpu::RenderState>,
pub wgpu_render_state: Option<egui_wgpu::RenderState>,
}
// ----------------------------------------------------------------------------
@@ -281,6 +286,20 @@ pub struct NativeOptions {
///
/// Default: `Theme::Dark`.
pub default_theme: Theme,
/// This controls what happens when you close the main eframe window.
///
/// If `true`, execution will continue after the eframe window is closed.
/// If `false`, the app will close once the eframe window is closed.
///
/// This is `true` by default, and the `false` option is only there
/// so we can revert if we find any bugs.
///
/// This feature was introduced in <https://github.com/emilk/egui/pull/1889>.
///
/// When `true`, [`winit::platform::run_return::EventLoopExtRunReturn::run_return`] is used.
/// When `false`, [`winit::event_loop::EventLoop::run`] is used.
pub run_and_return: bool,
}
#[cfg(not(target_arch = "wasm32"))]
@@ -307,6 +326,7 @@ impl Default for NativeOptions {
renderer: Renderer::default(),
follow_system_theme: cfg!(target_os = "macos") || cfg!(target_os = "windows"),
default_theme: Theme::Dark,
run_and_return: true,
}
}
}
@@ -507,10 +527,9 @@ pub struct Frame {
#[cfg(feature = "glow")]
pub(crate) gl: Option<std::sync::Arc<glow::Context>>,
/// Can be used to manage GPU resources for custom rendering with WGPU using
/// [`egui::PaintCallback`]s.
/// Can be used to manage GPU resources for custom rendering with WGPU using [`egui::PaintCallback`]s.
#[cfg(feature = "wgpu")]
pub render_state: Option<egui_wgpu::RenderState>,
pub(crate) wgpu_render_state: Option<egui_wgpu::RenderState>,
}
impl Frame {
@@ -548,12 +567,22 @@ impl Frame {
/// ([`egui`] only collects [`egui::Shape`]s and then eframe paints them all in one go later on).
///
/// To get a [`glow`] context you need to compile with the `glow` feature flag,
/// and run eframe with the glow backend.
/// and run eframe using [`Renderer::Glow`].
#[cfg(feature = "glow")]
pub fn gl(&self) -> Option<&std::sync::Arc<glow::Context>> {
self.gl.as_ref()
}
/// The underlying WGPU render state.
///
/// Only available when compiling with the `wgpu` feature and using [`Renderer::Wgpu`].
///
/// Can be used to manage GPU resources for custom rendering with WGPU using [`egui::PaintCallback`]s.
#[cfg(feature = "wgpu")]
pub fn wgpu_render_state(&self) -> Option<&egui_wgpu::RenderState> {
self.wgpu_render_state.as_ref()
}
/// Signal the app to stop/exit/quit the app (only works for native apps, not web apps).
/// The framework will not quit immediately, but at the end of the this frame.
#[cfg(not(target_arch = "wasm32"))]
@@ -763,7 +792,10 @@ pub fn get_value<T: serde::de::DeserializeOwned>(storage: &dyn Storage, key: &st
/// Serialize the given value as [RON](https://github.com/ron-rs/ron) and store with the given key.
#[cfg(feature = "ron")]
pub fn set_value<T: serde::Serialize>(storage: &mut dyn Storage, key: &str, value: &T) {
storage.set_string(key, ron::ser::to_string(value).unwrap());
match ron::ser::to_string(value) {
Ok(string) => storage.set_string(key, string),
Err(err) => tracing::error!("eframe failed to encode data using ron: {}", err),
}
}
/// [`Storage`] key used for app

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@@ -161,20 +161,20 @@ mod native;
/// ```
#[cfg(not(target_arch = "wasm32"))]
#[allow(clippy::needless_pass_by_value)]
pub fn run_native(app_name: &str, native_options: NativeOptions, app_creator: AppCreator) -> ! {
pub fn run_native(app_name: &str, native_options: NativeOptions, app_creator: AppCreator) {
let renderer = native_options.renderer;
match renderer {
#[cfg(feature = "glow")]
Renderer::Glow => {
tracing::debug!("Using the glow renderer");
native::run::run_glow(app_name, &native_options, app_creator)
native::run::run_glow(app_name, &native_options, app_creator);
}
#[cfg(feature = "wgpu")]
Renderer::Wgpu => {
tracing::debug!("Using the wgpu renderer");
native::run::run_wgpu(app_name, &native_options, app_creator)
native::run::run_wgpu(app_name, &native_options, app_creator);
}
}
}

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@@ -196,7 +196,7 @@ impl EpiIntegration {
system_theme: Option<Theme>,
storage: Option<Box<dyn epi::Storage>>,
#[cfg(feature = "glow")] gl: Option<std::sync::Arc<glow::Context>>,
#[cfg(feature = "wgpu")] render_state: Option<egui_wgpu::RenderState>,
#[cfg(feature = "wgpu")] wgpu_render_state: Option<egui_wgpu::RenderState>,
) -> Self {
let egui_ctx = egui::Context::default();
@@ -214,7 +214,7 @@ impl EpiIntegration {
#[cfg(feature = "glow")]
gl,
#[cfg(feature = "wgpu")]
render_state,
wgpu_render_state,
};
let mut egui_winit = egui_winit::State::new(event_loop);

View File

@@ -1,7 +1,16 @@
use super::epi_integration;
use crate::epi;
use egui_winit::winit;
//! Note that this file contains two similar paths - one for [`glow`], one for [`wgpu`].
//! When making changes to one you often also want to apply it to the other.
use std::time::Duration;
use std::time::Instant;
use egui_winit::winit;
use winit::event_loop::{ControlFlow, EventLoop};
use super::epi_integration::{self, EpiIntegration};
use crate::epi;
#[derive(Debug)]
struct RequestRepaintEvent;
#[cfg(feature = "glow")]
@@ -9,7 +18,7 @@ struct RequestRepaintEvent;
fn create_display(
native_options: &NativeOptions,
window_builder: winit::window::WindowBuilder,
event_loop: &winit::event_loop::EventLoop<RequestRepaintEvent>,
event_loop: &EventLoop<RequestRepaintEvent>,
) -> (
glutin::WindowedContext<glutin::PossiblyCurrent>,
glow::Context,
@@ -47,73 +56,291 @@ fn create_display(
pub use epi::NativeOptions;
/// Run an egui app
#[cfg(feature = "glow")]
pub fn run_glow(
app_name: &str,
native_options: &epi::NativeOptions,
app_creator: epi::AppCreator,
) -> ! {
let storage = epi_integration::create_storage(app_name);
let window_settings = epi_integration::load_window_settings(storage.as_deref());
let event_loop = winit::event_loop::EventLoop::with_user_event();
enum EventResult {
Wait,
RepaintAsap,
RepaintAt(Instant),
Exit,
}
let window_builder =
epi_integration::window_builder(native_options, &window_settings).with_title(app_name);
let (gl_window, gl) = create_display(native_options, window_builder, &event_loop);
let gl = std::sync::Arc::new(gl);
trait WinitApp {
fn is_focused(&self) -> bool;
fn integration(&self) -> &EpiIntegration;
fn window(&self) -> &winit::window::Window;
fn save_and_destroy(&mut self);
fn paint(&mut self) -> EventResult;
fn on_event(&mut self, event: winit::event::Event<'_, RequestRepaintEvent>) -> EventResult;
}
let mut painter = egui_glow::Painter::new(gl.clone(), None, "")
.unwrap_or_else(|error| panic!("some OpenGL error occurred {}\n", error));
/// Access a thread-local event loop.
///
/// We reuse the event-loop so we can support closing and opening an eframe window
/// multiple times. This is just a limitation of winit.
fn with_event_loop(f: impl FnOnce(&mut EventLoop<RequestRepaintEvent>)) {
use std::cell::RefCell;
thread_local!(static EVENT_LOOP: RefCell<EventLoop<RequestRepaintEvent>> = RefCell::new(winit::event_loop::EventLoopBuilder::with_user_event().build()));
let system_theme = native_options.system_theme();
let mut integration = epi_integration::EpiIntegration::new(
&event_loop,
painter.max_texture_side(),
gl_window.window(),
system_theme,
storage,
Some(gl.clone()),
#[cfg(feature = "wgpu")]
None,
);
let theme = system_theme.unwrap_or(native_options.default_theme);
integration.egui_ctx.set_visuals(theme.egui_visuals());
EVENT_LOOP.with(|event_loop| {
f(&mut *event_loop.borrow_mut());
});
}
{
let event_loop_proxy = egui::mutex::Mutex::new(event_loop.create_proxy());
integration.egui_ctx.set_request_repaint_callback(move || {
event_loop_proxy.lock().send_event(RequestRepaintEvent).ok();
});
}
fn run_and_return(event_loop: &mut EventLoop<RequestRepaintEvent>, mut winit_app: impl WinitApp) {
use winit::platform::run_return::EventLoopExtRunReturn as _;
let mut app = app_creator(&epi::CreationContext {
egui_ctx: integration.egui_ctx.clone(),
integration_info: integration.frame.info(),
storage: integration.frame.storage(),
gl: Some(gl.clone()),
#[cfg(feature = "wgpu")]
render_state: None,
tracing::debug!("event_loop.run_return");
let mut next_repaint_time = Instant::now();
event_loop.run_return(|event, _, control_flow| {
let event_result = match event {
winit::event::Event::LoopDestroyed => EventResult::Exit,
// Platform-dependent event handlers to workaround a winit bug
// See: https://github.com/rust-windowing/winit/issues/987
// See: https://github.com/rust-windowing/winit/issues/1619
winit::event::Event::RedrawEventsCleared if cfg!(windows) => {
next_repaint_time = Instant::now() + Duration::from_secs(1_000_000_000);
winit_app.paint()
}
winit::event::Event::RedrawRequested(_) if !cfg!(windows) => {
next_repaint_time = Instant::now() + Duration::from_secs(1_000_000_000);
winit_app.paint()
}
winit::event::Event::UserEvent(RequestRepaintEvent)
| winit::event::Event::NewEvents(winit::event::StartCause::ResumeTimeReached {
..
}) => EventResult::RepaintAsap,
winit::event::Event::WindowEvent { window_id, .. }
if window_id != winit_app.window().id() =>
{
// This can happen if we close a window, and then reopen a new one,
// or if we have multiple windows open.
EventResult::Wait
}
event => winit_app.on_event(event),
};
match event_result {
EventResult::Wait => {}
EventResult::RepaintAsap => {
next_repaint_time = Instant::now();
}
EventResult::RepaintAt(repaint_time) => {
next_repaint_time = next_repaint_time.min(repaint_time);
}
EventResult::Exit => {
*control_flow = ControlFlow::Exit;
return;
}
}
*control_flow = match next_repaint_time.checked_duration_since(Instant::now()) {
None => {
winit_app.window().request_redraw();
ControlFlow::Poll
}
Some(time_until_next_repaint) => {
ControlFlow::WaitUntil(Instant::now() + time_until_next_repaint)
}
}
});
if app.warm_up_enabled() {
integration.warm_up(app.as_mut(), gl_window.window());
}
tracing::debug!("eframe window closed");
let mut is_focused = true;
winit_app.save_and_destroy();
drop(winit_app);
// Needed to clean the event_loop:
event_loop.run_return(|_, _, control_flow| {
control_flow.set_exit();
});
}
fn run_and_exit(
event_loop: EventLoop<RequestRepaintEvent>,
mut winit_app: impl WinitApp + 'static,
) -> ! {
tracing::debug!("event_loop.run");
let mut next_repaint_time = Instant::now();
event_loop.run(move |event, _, control_flow| {
let window = gl_window.window();
let event_result = match event {
winit::event::Event::LoopDestroyed => EventResult::Exit,
let mut redraw = || {
// Platform-dependent event handlers to workaround a winit bug
// See: https://github.com/rust-windowing/winit/issues/987
// See: https://github.com/rust-windowing/winit/issues/1619
winit::event::Event::RedrawEventsCleared if cfg!(windows) => {
next_repaint_time = Instant::now() + Duration::from_secs(1_000_000_000);
winit_app.paint()
}
winit::event::Event::RedrawRequested(_) if !cfg!(windows) => {
next_repaint_time = Instant::now() + Duration::from_secs(1_000_000_000);
winit_app.paint()
}
winit::event::Event::UserEvent(RequestRepaintEvent)
| winit::event::Event::NewEvents(winit::event::StartCause::ResumeTimeReached {
..
}) => EventResult::RepaintAsap,
event => winit_app.on_event(event),
};
match event_result {
EventResult::Wait => {}
EventResult::RepaintAsap => {
next_repaint_time = Instant::now();
}
EventResult::RepaintAt(repaint_time) => {
next_repaint_time = next_repaint_time.min(repaint_time);
}
EventResult::Exit => {
tracing::debug!("Quitting…");
winit_app.save_and_destroy();
#[allow(clippy::exit)]
std::process::exit(0);
}
}
*control_flow = match next_repaint_time.checked_duration_since(Instant::now()) {
None => {
winit_app.window().request_redraw();
ControlFlow::Poll
}
Some(time_until_next_repaint) => {
ControlFlow::WaitUntil(Instant::now() + time_until_next_repaint)
}
}
})
}
// ----------------------------------------------------------------------------
/// Run an egui app
#[cfg(feature = "glow")]
mod glow_integration {
use std::sync::Arc;
use super::*;
struct GlowWinitApp {
gl_window: glutin::WindowedContext<glutin::PossiblyCurrent>,
gl: Arc<glow::Context>,
painter: egui_glow::Painter,
integration: epi_integration::EpiIntegration,
app: Box<dyn epi::App>,
is_focused: bool,
}
impl GlowWinitApp {
fn new(
event_loop: &EventLoop<RequestRepaintEvent>,
app_name: &str,
native_options: &epi::NativeOptions,
app_creator: epi::AppCreator,
) -> Self {
let storage = epi_integration::create_storage(app_name);
let window_settings = epi_integration::load_window_settings(storage.as_deref());
let window_builder = epi_integration::window_builder(native_options, &window_settings)
.with_title(app_name);
let (gl_window, gl) = create_display(native_options, window_builder, event_loop);
let gl = Arc::new(gl);
let painter = egui_glow::Painter::new(gl.clone(), None, "")
.unwrap_or_else(|error| panic!("some OpenGL error occurred {}\n", error));
let system_theme = native_options.system_theme();
let mut integration = epi_integration::EpiIntegration::new(
event_loop,
painter.max_texture_side(),
gl_window.window(),
system_theme,
storage,
Some(gl.clone()),
#[cfg(feature = "wgpu")]
None,
);
let theme = system_theme.unwrap_or(native_options.default_theme);
integration.egui_ctx.set_visuals(theme.egui_visuals());
{
let event_loop_proxy = egui::mutex::Mutex::new(event_loop.create_proxy());
integration.egui_ctx.set_request_repaint_callback(move || {
event_loop_proxy.lock().send_event(RequestRepaintEvent).ok();
});
}
let mut app = app_creator(&epi::CreationContext {
egui_ctx: integration.egui_ctx.clone(),
integration_info: integration.frame.info(),
storage: integration.frame.storage(),
gl: Some(gl.clone()),
#[cfg(feature = "wgpu")]
wgpu_render_state: None,
});
if app.warm_up_enabled() {
integration.warm_up(app.as_mut(), gl_window.window());
}
Self {
gl_window,
gl,
painter,
integration,
app,
is_focused: true,
}
}
}
impl WinitApp for GlowWinitApp {
fn is_focused(&self) -> bool {
self.is_focused
}
fn integration(&self) -> &EpiIntegration {
&self.integration
}
fn window(&self) -> &winit::window::Window {
self.gl_window.window()
}
fn save_and_destroy(&mut self) {
self.integration
.save(&mut *self.app, self.gl_window.window());
self.app.on_exit(Some(&self.gl));
self.painter.destroy();
}
fn paint(&mut self) -> EventResult {
#[cfg(feature = "puffin")]
puffin::GlobalProfiler::lock().new_frame();
crate::profile_scope!("frame");
let Self {
gl_window,
gl,
app,
integration,
painter,
..
} = self;
let window = gl_window.window();
let screen_size_in_pixels: [u32; 2] = window.inner_size().into();
egui_glow::painter::clear(
&gl,
gl,
screen_size_in_pixels,
app.clear_color(&integration.egui_ctx.style().visuals),
);
@@ -146,11 +373,10 @@ pub fn run_glow(
gl_window.swap_buffers().unwrap();
}
*control_flow = if integration.should_quit() {
winit::event_loop::ControlFlow::Exit
let control_flow = if integration.should_quit() {
EventResult::Exit
} else if repaint_after.is_zero() {
window.request_redraw();
winit::event_loop::ControlFlow::Poll
EventResult::RepaintAsap
} else if let Some(repaint_after_instant) =
std::time::Instant::now().checked_add(repaint_after)
{
@@ -159,14 +385,14 @@ pub fn run_glow(
// technically, this might lead to some weird corner cases where the user *WANTS*
// winit to use `WaitUntil(MAX_INSTANT)` explicitly. they can roll their own
// egui backend impl i guess.
winit::event_loop::ControlFlow::WaitUntil(repaint_after_instant)
EventResult::RepaintAt(repaint_after_instant)
} else {
winit::event_loop::ControlFlow::Wait
EventResult::Wait
};
integration.maybe_autosave(app.as_mut(), window);
if !is_focused {
if !self.is_focused {
// On Mac, a minimized Window uses up all CPU: https://github.com/emilk/egui/issues/325
// We can't know if we are minimized: https://github.com/rust-windowing/winit/issues/208
// But we know if we are focused (in foreground). When minimized, we are not focused.
@@ -175,140 +401,206 @@ pub fn run_glow(
crate::profile_scope!("bg_sleep");
std::thread::sleep(std::time::Duration::from_millis(10));
}
};
match event {
// Platform-dependent event handlers to workaround a winit bug
// See: https://github.com/rust-windowing/winit/issues/987
// See: https://github.com/rust-windowing/winit/issues/1619
winit::event::Event::RedrawEventsCleared if cfg!(windows) => redraw(),
winit::event::Event::RedrawRequested(_) if !cfg!(windows) => redraw(),
winit::event::Event::WindowEvent { event, .. } => {
match &event {
winit::event::WindowEvent::Focused(new_focused) => {
is_focused = *new_focused;
}
winit::event::WindowEvent::Resized(physical_size) => {
// Resize with 0 width and height is used by winit to signal a minimize event on Windows.
// See: https://github.com/rust-windowing/winit/issues/208
// This solves an issue where the app would panic when minimizing on Windows.
if physical_size.width > 0 && physical_size.height > 0 {
gl_window.resize(*physical_size);
}
}
winit::event::WindowEvent::ScaleFactorChanged { new_inner_size, .. } => {
gl_window.resize(**new_inner_size);
}
winit::event::WindowEvent::CloseRequested if integration.should_quit() => {
*control_flow = winit::event_loop::ControlFlow::Exit;
}
_ => {}
}
integration.on_event(app.as_mut(), &event);
if integration.should_quit() {
*control_flow = winit::event_loop::ControlFlow::Exit;
}
window.request_redraw(); // TODO(emilk): ask egui if the events warrants a repaint instead
}
winit::event::Event::LoopDestroyed => {
integration.save(&mut *app, window);
app.on_exit(Some(&gl));
painter.destroy();
}
winit::event::Event::UserEvent(RequestRepaintEvent) => window.request_redraw(),
winit::event::Event::NewEvents(winit::event::StartCause::ResumeTimeReached {
..
}) => {
window.request_redraw();
}
_ => {}
control_flow
}
});
fn on_event(&mut self, event: winit::event::Event<'_, RequestRepaintEvent>) -> EventResult {
match event {
winit::event::Event::WindowEvent { event, .. } => {
match &event {
winit::event::WindowEvent::Focused(new_focused) => {
self.is_focused = *new_focused;
}
winit::event::WindowEvent::Resized(physical_size) => {
// Resize with 0 width and height is used by winit to signal a minimize event on Windows.
// See: https://github.com/rust-windowing/winit/issues/208
// This solves an issue where the app would panic when minimizing on Windows.
if physical_size.width > 0 && physical_size.height > 0 {
self.gl_window.resize(*physical_size);
}
}
winit::event::WindowEvent::ScaleFactorChanged {
new_inner_size, ..
} => {
self.gl_window.resize(**new_inner_size);
}
winit::event::WindowEvent::CloseRequested
if self.integration.should_quit() =>
{
return EventResult::Exit
}
_ => {}
}
self.integration.on_event(self.app.as_mut(), &event);
if self.integration.should_quit() {
EventResult::Exit
} else {
// TODO(emilk): ask egui if the event warrants a repaint
EventResult::RepaintAsap
}
}
_ => EventResult::Wait,
}
}
}
pub fn run_glow(
app_name: &str,
native_options: &epi::NativeOptions,
app_creator: epi::AppCreator,
) {
if native_options.run_and_return {
with_event_loop(|event_loop| {
let glow_eframe =
GlowWinitApp::new(event_loop, app_name, native_options, app_creator);
run_and_return(event_loop, glow_eframe);
});
} else {
let event_loop = winit::event_loop::EventLoopBuilder::with_user_event().build();
let glow_eframe = GlowWinitApp::new(&event_loop, app_name, native_options, app_creator);
run_and_exit(event_loop, glow_eframe);
}
}
}
// TODO(emilk): merge with with the clone above
/// Run an egui app
#[cfg(feature = "glow")]
pub use glow_integration::run_glow;
// ----------------------------------------------------------------------------
#[cfg(feature = "wgpu")]
pub fn run_wgpu(
app_name: &str,
native_options: &epi::NativeOptions,
app_creator: epi::AppCreator,
) -> ! {
let storage = epi_integration::create_storage(app_name);
let window_settings = epi_integration::load_window_settings(storage.as_deref());
let event_loop = winit::event_loop::EventLoop::with_user_event();
mod wgpu_integration {
use super::*;
let window = epi_integration::window_builder(native_options, &window_settings)
.with_title(app_name)
.build(&event_loop)
.unwrap();
// SAFETY: `window` must outlive `painter`.
#[allow(unsafe_code)]
let mut painter = unsafe {
let mut painter = egui_wgpu::winit::Painter::new(
wgpu::Backends::PRIMARY | wgpu::Backends::GL,
wgpu::PowerPreference::HighPerformance,
wgpu::DeviceDescriptor {
label: None,
features: wgpu::Features::default(),
limits: wgpu::Limits::default(),
},
wgpu::PresentMode::Fifo,
native_options.multisampling.max(1) as _,
);
#[cfg(not(target_os = "android"))]
painter.set_window(Some(&window));
painter
};
let render_state = painter.get_render_state().expect("Uninitialized");
let system_theme = native_options.system_theme();
let mut integration = epi_integration::EpiIntegration::new(
&event_loop,
painter.max_texture_side().unwrap_or(2048),
&window,
system_theme,
storage,
#[cfg(feature = "glow")]
None,
Some(render_state.clone()),
);
let theme = system_theme.unwrap_or(native_options.default_theme);
integration.egui_ctx.set_visuals(theme.egui_visuals());
{
let event_loop_proxy = egui::mutex::Mutex::new(event_loop.create_proxy());
integration.egui_ctx.set_request_repaint_callback(move || {
event_loop_proxy.lock().send_event(RequestRepaintEvent).ok();
});
struct WgpuWinitApp {
window: winit::window::Window,
painter: egui_wgpu::winit::Painter<'static>,
integration: epi_integration::EpiIntegration,
app: Box<dyn epi::App>,
is_focused: bool,
}
let mut app = app_creator(&epi::CreationContext {
egui_ctx: integration.egui_ctx.clone(),
integration_info: integration.frame.info(),
storage: integration.frame.storage(),
#[cfg(feature = "glow")]
gl: None,
render_state: Some(render_state),
});
impl WgpuWinitApp {
fn new(
event_loop: &EventLoop<RequestRepaintEvent>,
app_name: &str,
native_options: &epi::NativeOptions,
app_creator: epi::AppCreator,
) -> Self {
let storage = epi_integration::create_storage(app_name);
let window_settings = epi_integration::load_window_settings(storage.as_deref());
if app.warm_up_enabled() {
integration.warm_up(app.as_mut(), &window);
let window = epi_integration::window_builder(native_options, &window_settings)
.with_title(app_name)
.build(event_loop)
.unwrap();
// SAFETY: `window` must outlive `painter`.
#[allow(unsafe_code, unused_mut, unused_unsafe)]
let painter = unsafe {
let mut painter = egui_wgpu::winit::Painter::new(
wgpu::Backends::PRIMARY | wgpu::Backends::GL,
wgpu::PowerPreference::HighPerformance,
wgpu::DeviceDescriptor {
label: None,
features: wgpu::Features::default(),
limits: wgpu::Limits::default(),
},
wgpu::PresentMode::Fifo,
native_options.multisampling.max(1) as _,
);
#[cfg(not(target_os = "android"))]
painter.set_window(Some(&window));
painter
};
let wgpu_render_state = painter.render_state();
let system_theme = native_options.system_theme();
let mut integration = epi_integration::EpiIntegration::new(
event_loop,
painter.max_texture_side().unwrap_or(2048),
&window,
system_theme,
storage,
#[cfg(feature = "glow")]
None,
wgpu_render_state.clone(),
);
let theme = system_theme.unwrap_or(native_options.default_theme);
integration.egui_ctx.set_visuals(theme.egui_visuals());
{
let event_loop_proxy = egui::mutex::Mutex::new(event_loop.create_proxy());
integration.egui_ctx.set_request_repaint_callback(move || {
event_loop_proxy.lock().send_event(RequestRepaintEvent).ok();
});
}
let mut app = app_creator(&epi::CreationContext {
egui_ctx: integration.egui_ctx.clone(),
integration_info: integration.frame.info(),
storage: integration.frame.storage(),
#[cfg(feature = "glow")]
gl: None,
wgpu_render_state,
});
if app.warm_up_enabled() {
integration.warm_up(app.as_mut(), &window);
}
Self {
window,
painter,
integration,
app,
is_focused: true,
}
}
}
let mut is_focused = true;
impl WinitApp for WgpuWinitApp {
fn is_focused(&self) -> bool {
self.is_focused
}
event_loop.run(move |event, _, control_flow| {
let window = &window;
fn integration(&self) -> &EpiIntegration {
&self.integration
}
let mut redraw = || {
fn window(&self) -> &winit::window::Window {
&self.window
}
fn save_and_destroy(&mut self) {
self.integration.save(&mut *self.app, &self.window);
#[cfg(feature = "glow")]
self.app.on_exit(None);
#[cfg(not(feature = "glow"))]
self.app.on_exit();
self.painter.destroy();
}
fn paint(&mut self) -> EventResult {
#[cfg(feature = "puffin")]
puffin::GlobalProfiler::lock().new_frame();
crate::profile_scope!("frame");
let Self {
window,
app,
integration,
painter,
..
} = self;
let egui::FullOutput {
platform_output,
repaint_after,
@@ -330,11 +622,12 @@ pub fn run_wgpu(
&textures_delta,
);
*control_flow = if integration.should_quit() {
winit::event_loop::ControlFlow::Exit
integration.post_rendering(app.as_mut(), window);
let control_flow = if integration.should_quit() {
EventResult::Exit
} else if repaint_after.is_zero() {
window.request_redraw();
winit::event_loop::ControlFlow::Poll
EventResult::RepaintAsap
} else if let Some(repaint_after_instant) =
std::time::Instant::now().checked_add(repaint_after)
{
@@ -343,14 +636,14 @@ pub fn run_wgpu(
// technically, this might lead to some weird corner cases where the user *WANTS*
// winit to use `WaitUntil(MAX_INSTANT)` explicitly. they can roll their own
// egui backend impl i guess.
winit::event_loop::ControlFlow::WaitUntil(repaint_after_instant)
EventResult::RepaintAt(repaint_after_instant)
} else {
winit::event_loop::ControlFlow::Wait
EventResult::Wait
};
integration.maybe_autosave(app.as_mut(), window);
if !is_focused {
if !self.is_focused {
// On Mac, a minimized Window uses up all CPU: https://github.com/emilk/egui/issues/325
// We can't know if we are minimized: https://github.com/rust-windowing/winit/issues/208
// But we know if we are focused (in foreground). When minimized, we are not focused.
@@ -359,70 +652,84 @@ pub fn run_wgpu(
crate::profile_scope!("bg_sleep");
std::thread::sleep(std::time::Duration::from_millis(10));
}
};
match event {
// Platform-dependent event handlers to workaround a winit bug
// See: https://github.com/rust-windowing/winit/issues/987
// See: https://github.com/rust-windowing/winit/issues/1619
winit::event::Event::RedrawEventsCleared if cfg!(windows) => redraw(),
winit::event::Event::RedrawRequested(_) if !cfg!(windows) => redraw(),
#[cfg(target_os = "android")]
winit::event::Event::Resumed => unsafe {
painter.set_window(Some(&window));
},
#[cfg(target_os = "android")]
winit::event::Event::Paused => unsafe {
painter.set_window(None);
},
winit::event::Event::WindowEvent { event, .. } => {
match &event {
winit::event::WindowEvent::Focused(new_focused) => {
is_focused = *new_focused;
}
winit::event::WindowEvent::Resized(physical_size) => {
// Resize with 0 width and height is used by winit to signal a minimize event on Windows.
// See: https://github.com/rust-windowing/winit/issues/208
// This solves an issue where the app would panic when minimizing on Windows.
if physical_size.width > 0 && physical_size.height > 0 {
painter.on_window_resized(physical_size.width, physical_size.height);
}
}
winit::event::WindowEvent::ScaleFactorChanged { new_inner_size, .. } => {
painter.on_window_resized(new_inner_size.width, new_inner_size.height);
}
winit::event::WindowEvent::CloseRequested if integration.should_quit() => {
*control_flow = winit::event_loop::ControlFlow::Exit;
}
_ => {}
};
integration.on_event(app.as_mut(), &event);
if integration.should_quit() {
*control_flow = winit::event_loop::ControlFlow::Exit;
}
window.request_redraw(); // TODO(emilk): ask egui if the events warrants a repaint instead
}
winit::event::Event::LoopDestroyed => {
integration.save(&mut *app, window);
#[cfg(feature = "glow")]
app.on_exit(None);
#[cfg(not(feature = "glow"))]
app.on_exit();
painter.destroy();
}
winit::event::Event::UserEvent(RequestRepaintEvent) => window.request_redraw(),
winit::event::Event::NewEvents(winit::event::StartCause::ResumeTimeReached {
..
}) => {
window.request_redraw();
}
_ => (),
control_flow
}
});
fn on_event(&mut self, event: winit::event::Event<'_, RequestRepaintEvent>) -> EventResult {
match event {
#[cfg(target_os = "android")]
winit::event::Event::Resumed => unsafe {
self.painter.set_window(Some(&self.window));
EventResult::RepaintAsap
},
#[cfg(target_os = "android")]
winit::event::Event::Suspended => unsafe {
self.painter.set_window(None);
EventResult::Wait
},
winit::event::Event::WindowEvent { event, .. } => {
match &event {
winit::event::WindowEvent::Focused(new_focused) => {
self.is_focused = *new_focused;
}
winit::event::WindowEvent::Resized(physical_size) => {
// Resize with 0 width and height is used by winit to signal a minimize event on Windows.
// See: https://github.com/rust-windowing/winit/issues/208
// This solves an issue where the app would panic when minimizing on Windows.
if physical_size.width > 0 && physical_size.height > 0 {
self.painter
.on_window_resized(physical_size.width, physical_size.height);
}
}
winit::event::WindowEvent::ScaleFactorChanged {
new_inner_size, ..
} => {
self.painter
.on_window_resized(new_inner_size.width, new_inner_size.height);
}
winit::event::WindowEvent::CloseRequested
if self.integration.should_quit() =>
{
return EventResult::Exit
}
_ => {}
};
self.integration.on_event(self.app.as_mut(), &event);
if self.integration.should_quit() {
EventResult::Exit
} else {
// TODO(emilk): ask egui if the event warrants a repaint
EventResult::RepaintAsap
}
}
_ => EventResult::Wait,
}
}
}
pub fn run_wgpu(
app_name: &str,
native_options: &epi::NativeOptions,
app_creator: epi::AppCreator,
) {
if native_options.run_and_return {
with_event_loop(|event_loop| {
let wgpu_eframe =
WgpuWinitApp::new(event_loop, app_name, native_options, app_creator);
run_and_return(event_loop, wgpu_eframe);
});
} else {
let event_loop = winit::event_loop::EventLoopBuilder::with_user_event().build();
let wgpu_eframe = WgpuWinitApp::new(&event_loop, app_name, native_options, app_creator);
run_and_exit(event_loop, wgpu_eframe);
}
}
}
// ----------------------------------------------------------------------------
#[cfg(feature = "wgpu")]
pub use wgpu_integration::run_wgpu;

View File

@@ -219,7 +219,7 @@ impl AppRunner {
#[cfg(feature = "glow")]
gl: Some(painter.painter.gl().clone()),
#[cfg(feature = "wgpu")]
render_state: None,
wgpu_render_state: None,
});
let frame = epi::Frame {
@@ -229,7 +229,7 @@ impl AppRunner {
#[cfg(feature = "glow")]
gl: Some(painter.gl().clone()),
#[cfg(feature = "wgpu")]
render_state: None,
wgpu_render_state: None,
};
let needs_repaint: std::sync::Arc<NeedRepaint> = Default::default();