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mirror of https://github.com/emilk/egui.git synced 2026-08-29 04:40:03 -04:00

Never run an egui pass when nothing will be shown (#8387)

* Closes <https://github.com/emilk/egui/issues/8266>
* Alternative to #8385

Not the most simple or beautiful code, but it works, and makes sense.

What makes it complex: `app.logic` should still see some input (e.g.
what viewports are visible) and emit some output (e.g. "open this link",
or "focus and repaint").

## TODO
* [x] test multiple viewports

## Clanker says
Instead of teaching egui to skip book-keeping during a pass where no ui
is shown, we simply run no pass at all. Then there is nothing to
special-case: all ui state is left untouched, and the app finds
everything where it left it when the window is shown again.

* New `Context::run_logic(&raw_input, f)`: ticks app logic without a
pass, returning the `LogicOutput` (platform output + viewport commands)
that a pass would otherwise have carried, so e.g.
`ViewportCommand::Focus` still reaches the integration.
* All three eframe backends (glow, wgpu, web) call `run_logic` instead
of `run_ui` when the viewport is minimized/occluded (and has no visible
descendant viewport) or, on web, when the tab is hidden.
* `App::logic` is still called from inside the pass when the window is
visible, so it sees the current frame's input.

While hidden, `run_logic` fills in only the window state
(`RawInput::viewports` / `focused`), so the app can tell that it is
hidden. The ui input (events, time, …) is not interpreted, and is
instead given to the next real pass.

---------

Co-authored-by: Claude Opus 5 (1M context) <noreply@anthropic.com>
This commit is contained in:
Emil Ernerfeldt
2026-08-05 00:14:35 -07:00
committed by GitHub
parent 90e03028f7
commit e37d44ad8a
10 changed files with 519 additions and 132 deletions

View File

@@ -155,6 +155,12 @@ pub trait App {
/// ///
/// You may NOT show any ui or do any painting during the call to [`Self::logic`]. /// You may NOT show any ui or do any painting during the call to [`Self::logic`].
/// ///
/// While the window is hidden, `eframe` runs no egui pass at all (so that no ui state is
/// disturbed), and calls this via [`egui::Context::run_logic`] instead.
/// You can then still tell that the window is hidden with
/// [`egui::InputState::viewport`], but the rest of [`egui::Context::input`]
/// (events, time, …) is that of the last shown frame.
///
/// The [`egui::Context`] can be cloned and saved if you like. /// The [`egui::Context`] can be cloned and saved if you like.
/// ///
/// To force another call to [`Self::logic`], call [`egui::Context::request_repaint`] at any time (e.g. from another thread). /// To force another call to [`Self::logic`], call [`egui::Context::request_repaint`] at any time (e.g. from another thread).

View File

@@ -156,6 +156,11 @@ pub struct EpiIntegration {
pub beginning: Instant, pub beginning: Instant,
is_first_frame: bool, is_first_frame: bool,
pub egui_ctx: egui::Context, pub egui_ctx: egui::Context,
/// Input that we have received, but not yet given to egui,
/// because we haven't run any pass since (see [`Self::update_logic_only`]).
pending_raw_input: egui::RawInput,
pending_full_output: egui::FullOutput, pending_full_output: egui::FullOutput,
/// When set, it is time to close the native window. /// When set, it is time to close the native window.
@@ -215,6 +220,7 @@ impl EpiIntegration {
Self { Self {
frame, frame,
last_auto_save: Instant::now(), last_auto_save: Instant::now(),
pending_raw_input: Default::default(),
pending_full_output: Default::default(), pending_full_output: Default::default(),
close: false, close: false,
can_drag_window: false, can_drag_window: false,
@@ -262,59 +268,111 @@ impl EpiIntegration {
/// Run user code - this can create immediate viewports, so hold no locks over this! /// Run user code - this can create immediate viewports, so hold no locks over this!
/// ///
/// If `viewport_ui_cb` is None, we are in the root viewport and will call [`crate::App::ui`]. /// If `viewport_ui_cb` is None, we are in the root viewport and will call
/// [`crate::App::logic`] and [`crate::App::ui`].
///
/// Only call this when the ui will actually be shown;
/// use [`Self::update_logic_only`] otherwise.
pub fn update( pub fn update(
&mut self, &mut self,
app: &mut dyn epi::App, app: &mut dyn epi::App,
viewport_ui_cb: Option<&DeferredViewportUiCallback>, viewport_ui_cb: Option<&DeferredViewportUiCallback>,
mut raw_input: egui::RawInput, raw_input: egui::RawInput,
is_visible: bool,
) -> egui::FullOutput { ) -> egui::FullOutput {
raw_input.time = Some(self.beginning.elapsed().as_secs_f64()); let raw_input = self.prepare_raw_input(app, raw_input);
let close_requested = raw_input.viewport().close_requested(); let close_requested = raw_input.viewport().close_requested();
app.raw_input_hook(&self.egui_ctx, &mut raw_input); let is_root_viewport = viewport_ui_cb.is_none();
let full_output = self.egui_ctx.run_ui(raw_input, |ui| { let full_output = self.egui_ctx.run_ui(raw_input, |ui| {
if let Some(viewport_ui_cb) = viewport_ui_cb { if let Some(viewport_ui_cb) = viewport_ui_cb {
// Child viewport // Child viewport
if is_visible { profiling::scope!("viewport_callback");
profiling::scope!("viewport_callback"); viewport_ui_cb(ui);
viewport_ui_cb(ui);
}
} else { } else {
{ {
profiling::scope!("App::logic"); profiling::scope!("App::logic");
app.logic(ui.ctx(), &mut self.frame); app.logic(ui.ctx(), &mut self.frame);
} }
{
if is_visible { profiling::scope!("App::ui");
{ app.ui(ui, &mut self.frame);
profiling::scope!("App::ui");
app.ui(ui, &mut self.frame);
}
} }
} }
}); });
let is_root_viewport = viewport_ui_cb.is_none();
if is_root_viewport && close_requested { if is_root_viewport && close_requested {
let canceled = full_output.viewport_output[&ViewportId::ROOT] let canceled = full_output.viewport_output[&ViewportId::ROOT]
.commands .commands
.contains(&egui::ViewportCommand::CancelClose); .contains(&egui::ViewportCommand::CancelClose);
if canceled { self.handle_close_request(canceled);
log::debug!("Closing of root viewport canceled with ViewportCommand::CancelClose");
} else {
log::debug!("Closing root viewport (ViewportCommand::CancelClose was not sent)");
self.close = true;
}
} }
self.pending_full_output.append(full_output); self.pending_full_output.append(full_output);
std::mem::take(&mut self.pending_full_output) std::mem::take(&mut self.pending_full_output)
} }
/// Let the app tick its logic without showing any ui,
/// because the window is minimized or occluded.
///
/// No egui pass is run, so all ui state is left untouched:
/// the app will find everything where it left it once the window is visible again.
///
/// Only call this for the root viewport: only it has [`crate::App::logic`].
pub fn update_logic_only(
&mut self,
app: &mut dyn epi::App,
raw_input: egui::RawInput,
) -> egui::LogicOutput {
let raw_input = self.prepare_raw_input(app, raw_input);
let close_requested = raw_input.viewport().close_requested();
let logic_output = self.egui_ctx.run_logic(&raw_input, |ctx| {
profiling::scope!("App::logic");
app.logic(ctx, &mut self.frame);
});
// No pass consumed the input, so save it for the next one:
self.pending_raw_input = raw_input;
if close_requested {
let canceled = logic_output
.viewport_commands
.get(&ViewportId::ROOT)
.is_some_and(|commands| commands.contains(&egui::ViewportCommand::CancelClose));
self.handle_close_request(canceled);
}
logic_output
}
/// Prepend any input we couldn't give to egui earlier, set the time, and run the app hook.
fn prepare_raw_input(
&mut self,
app: &mut dyn epi::App,
new_input: egui::RawInput,
) -> egui::RawInput {
let mut raw_input = std::mem::take(&mut self.pending_raw_input);
raw_input.append(new_input); // The new input wins where they overlap
raw_input.time = Some(self.beginning.elapsed().as_secs_f64());
app.raw_input_hook(&self.egui_ctx, &mut raw_input);
raw_input
}
fn handle_close_request(&mut self, canceled: bool) {
if canceled {
log::debug!("Closing of root viewport canceled with ViewportCommand::CancelClose");
} else {
log::debug!("Closing root viewport (ViewportCommand::CancelClose was not sent)");
self.close = true;
}
}
pub fn report_frame_time(&mut self, seconds: f32) { pub fn report_frame_time(&mut self, seconds: f32) {
self.frame.info.cpu_usage = Some(seconds); self.frame.info.cpu_usage = Some(seconds);
} }

View File

@@ -40,7 +40,7 @@ use super::{
use crate::epaint::textures::TexturesDelta; use crate::epaint::textures::TexturesDelta;
use crate::{ use crate::{
App, AppCreator, CreationContext, NativeOptions, Result, Storage, App, AppCreator, CreationContext, NativeOptions, Result, Storage,
native::{epi_integration::EpiIntegration, winit_integration::is_invisible_or_minimized}, native::{epi_integration::EpiIntegration, winit_integration::sleep_if_invisible_or_minimized},
}; };
// ---------------------------------------------------------------------------- // ----------------------------------------------------------------------------
@@ -139,6 +139,27 @@ struct Viewport {
egui_winit: Option<egui_winit::State>, egui_winit: Option<egui_winit::State>,
} }
impl Viewport {
/// Apply the commands, or defer them until we have a window.
fn process_commands(
&mut self,
egui_ctx: &egui::Context,
mut commands: Vec<egui::ViewportCommand>,
) {
self.deferred_commands.append(&mut commands);
if let Some(window) = &self.window {
egui_winit::process_viewport_commands(
egui_ctx,
&mut self.info,
std::mem::take(&mut self.deferred_commands),
window,
&mut self.actions_requested,
);
}
}
}
impl Drop for Viewport { impl Drop for Viewport {
fn drop(&mut self) { fn drop(&mut self) {
// Avoid debug panic when dropping unapplied deltas on teardown // Avoid debug panic when dropping unapplied deltas on teardown
@@ -579,7 +600,7 @@ impl GlowWinitRunning<'_> {
} }
} }
let (raw_input, viewport_ui_cb, is_visible, run_ui) = { let (raw_input, viewport_ui_cb, is_visible, show_ui) = {
let mut glutin = self.glutin.borrow_mut(); let mut glutin = self.glutin.borrow_mut();
let egui_ctx = glutin.egui_ctx.clone(); let egui_ctx = glutin.egui_ctx.clone();
let Some(viewport) = glutin.viewports.get_mut(&viewport_id) else { let Some(viewport) = glutin.viewports.get_mut(&viewport_id) else {
@@ -598,7 +619,7 @@ impl GlowWinitRunning<'_> {
let mut raw_input = egui_winit.take_egui_input(window); let mut raw_input = egui_winit.take_egui_input(window);
let viewport_ui_cb = viewport.viewport_ui_cb.clone(); let viewport_ui_cb = viewport.viewport_ui_cb.clone();
let run_ui = let show_ui =
is_visible || is_viewport_or_descendant_visible(&glutin.viewports, viewport_id); is_visible || is_viewport_or_descendant_visible(&glutin.viewports, viewport_id);
self.integration.pre_update(); self.integration.pre_update();
@@ -610,9 +631,58 @@ impl GlowWinitRunning<'_> {
.map(|(id, viewport)| (*id, viewport.info.clone())) .map(|(id, viewport)| (*id, viewport.info.clone()))
.collect(); .collect();
(raw_input, viewport_ui_cb, is_visible, run_ui) (raw_input, viewport_ui_cb, is_visible, show_ui)
}; };
if !show_ui {
// Nothing will be shown, so we run no egui pass at all.
// That way all ui state is left untouched, and is still there
// when this viewport becomes visible again.
let is_root_viewport = viewport_ui_cb.is_none();
if is_root_viewport {
// The app logic keeps ticking, so it can e.g. ask to be shown again:
let egui::LogicOutput {
platform_output,
viewport_commands,
} = self
.integration
.update_logic_only(self.app.as_mut(), raw_input);
let mut glutin = self.glutin.borrow_mut();
if let Some(viewport) = glutin.viewports.get_mut(&viewport_id) {
viewport.info.events.clear(); // they should have been processed
if let Some(window) = viewport.window.clone()
&& let Some(egui_winit) = viewport.egui_winit.as_mut()
{
egui_winit.handle_platform_output_with_event_loop(
&window,
event_loop,
platform_output,
);
}
}
for (id, commands) in viewport_commands {
if let Some(viewport) = glutin.viewports.get_mut(&id) {
viewport.process_commands(&self.integration.egui_ctx, commands);
}
}
}
sleep_if_invisible_or_minimized(
self.glutin
.borrow()
.viewports
.get(&viewport_id)
.and_then(|viewport| viewport.window.as_deref()),
);
return Ok(if self.integration.should_close() {
EventResult::CloseRequested
} else {
EventResult::Wait
});
}
// HACK: In order to get the right clear_color, the system theme needs to be set, which // HACK: In order to get the right clear_color, the system theme needs to be set, which
// usually only happens in the `update` call. So we call Options::begin_pass early // usually only happens in the `update` call. So we call Options::begin_pass early
// to set the right theme. Without this there would be a black flash on the first frame. // to set the right theme. Without this there would be a black flash on the first frame.
@@ -661,12 +731,9 @@ impl GlowWinitRunning<'_> {
// The update function, which could call immediate viewports, // The update function, which could call immediate viewports,
// so make sure we don't hold any locks here required by the immediate viewports rendeer. // so make sure we don't hold any locks here required by the immediate viewports rendeer.
let full_output = self.integration.update( let full_output =
self.app.as_mut(), self.integration
viewport_ui_cb.as_deref(), .update(self.app.as_mut(), viewport_ui_cb.as_deref(), raw_input);
raw_input,
run_ui,
);
// ------------------------------------------------------------ // ------------------------------------------------------------
@@ -800,14 +867,7 @@ impl GlowWinitRunning<'_> {
integration.maybe_autosave(app.as_mut(), Some(&window)); integration.maybe_autosave(app.as_mut(), Some(&window));
if is_invisible_or_minimized(&window) { sleep_if_invisible_or_minimized(Some(&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));
}
if integration.should_close() { if integration.should_close() {
Ok(EventResult::CloseRequested) Ok(EventResult::CloseRequested)
@@ -1380,7 +1440,7 @@ impl GlutinWindowContext {
class, class,
builder, builder,
viewport_ui_cb, viewport_ui_cb,
mut commands, commands,
repaint_delay: _, // ignored - we listened to the repaint callback instead repaint_delay: _, // ignored - we listened to the repaint callback instead
}, },
) in viewport_output.clone() ) in viewport_output.clone()
@@ -1395,25 +1455,18 @@ impl GlutinWindowContext {
viewport_ui_cb, viewport_ui_cb,
); );
if let Some(window) = &viewport.window { let old_inner_size = viewport.window.as_ref().map(|window| window.inner_size());
let old_inner_size = window.inner_size();
viewport.deferred_commands.append(&mut commands); viewport.process_commands(egui_ctx, commands);
egui_winit::process_viewport_commands( // For Wayland : https://github.com/emilk/egui/issues/4196
egui_ctx, if cfg!(target_os = "linux")
&mut viewport.info, && let Some(window) = &viewport.window
std::mem::take(&mut viewport.deferred_commands), && let Some(old_inner_size) = old_inner_size
window, {
&mut viewport.actions_requested, let new_inner_size = window.inner_size();
); if new_inner_size != old_inner_size {
self.resize(viewport_id, new_inner_size);
// For Wayland : https://github.com/emilk/egui/issues/4196
if cfg!(target_os = "linux") {
let new_inner_size = window.inner_size();
if new_inner_size != old_inner_size {
self.resize(viewport_id, new_inner_size);
}
} }
} }
} }

View File

@@ -30,7 +30,7 @@ use crate::{
App, AppCreator, CreationContext, NativeOptions, Result, Storage, App, AppCreator, CreationContext, NativeOptions, Result, Storage,
native::{ native::{
epi_integration::EpiIntegration, epi_integration::EpiIntegration,
winit_integration::{EventResult, is_invisible_or_minimized}, winit_integration::{EventResult, sleep_if_invisible_or_minimized},
}, },
}; };
@@ -624,7 +624,7 @@ impl WgpuWinitRunning<'_> {
let mut frame_timer = crate::stopwatch::Stopwatch::new(); let mut frame_timer = crate::stopwatch::Stopwatch::new();
frame_timer.start(); frame_timer.start();
let (viewport_ui_cb, raw_input, is_visible, run_ui) = { let (viewport_ui_cb, raw_input, is_visible, show_ui) = {
profiling::scope!("Prepare"); profiling::scope!("Prepare");
let mut shared_lock = shared.borrow_mut(); let mut shared_lock = shared.borrow_mut();
@@ -680,7 +680,7 @@ impl WgpuWinitRunning<'_> {
}; };
let mut raw_input = egui_winit.take_egui_input(window); let mut raw_input = egui_winit.take_egui_input(window);
let run_ui = is_visible || is_viewport_or_descendant_visible(viewports, viewport_id); let show_ui = is_visible || is_viewport_or_descendant_visible(viewports, viewport_id);
integration.pre_update(); integration.pre_update();
@@ -692,15 +692,67 @@ impl WgpuWinitRunning<'_> {
painter.handle_screenshots(&mut raw_input.events); painter.handle_screenshots(&mut raw_input.events);
(viewport_ui_cb, raw_input, is_visible, run_ui) (viewport_ui_cb, raw_input, is_visible, show_ui)
}; };
if !show_ui {
// Nothing will be shown, so we run no egui pass at all.
// That way all ui state is left untouched, and is still there
// when this viewport becomes visible again.
let is_root_viewport = viewport_ui_cb.is_none();
if is_root_viewport {
// The app logic keeps ticking, so it can e.g. ask to be shown again:
let egui::LogicOutput {
platform_output,
viewport_commands,
} = integration.update_logic_only(app.as_mut(), raw_input);
let mut shared_mut = shared.borrow_mut();
let SharedState { viewports, .. } = &mut *shared_mut;
if let Some(viewport) = viewports.get_mut(&viewport_id) {
viewport.info.events.clear(); // they should have been processed
if let Viewport {
window: Some(window),
egui_winit: Some(egui_winit),
..
} = viewport
{
egui_winit.handle_platform_output_with_event_loop(
window,
event_loop,
platform_output,
);
}
}
for (id, commands) in viewport_commands {
if let Some(viewport) = viewports.get_mut(&id) {
viewport.process_commands(&integration.egui_ctx, commands);
}
}
}
sleep_if_invisible_or_minimized(
shared
.borrow()
.viewports
.get(&viewport_id)
.and_then(|viewport| viewport.window.as_deref()),
);
return Ok(if integration.should_close() {
EventResult::CloseRequested
} else {
EventResult::Wait
});
}
// ------------------------------------------------------------ // ------------------------------------------------------------
// Runs the update, which could call immediate viewports, // Runs the update, which could call immediate viewports,
// so make sure we hold no locks here! // so make sure we hold no locks here!
let full_output = let full_output = integration.update(app.as_mut(), viewport_ui_cb.as_deref(), raw_input);
integration.update(app.as_mut(), viewport_ui_cb.as_deref(), raw_input, run_ui);
// ------------------------------------------------------------ // ------------------------------------------------------------
@@ -821,16 +873,7 @@ impl WgpuWinitRunning<'_> {
integration.maybe_autosave(app.as_mut(), window.map(|w| w.as_ref())); integration.maybe_autosave(app.as_mut(), window.map(|w| w.as_ref()));
if let Some(window) = window sleep_if_invisible_or_minimized(window.map(|window| window.as_ref()));
&& 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));
}
if integration.should_close() { if integration.should_close() {
Ok(EventResult::CloseRequested) Ok(EventResult::CloseRequested)
@@ -985,6 +1028,25 @@ impl WgpuWinitRunning<'_> {
} }
impl Viewport { impl Viewport {
/// Apply the commands, or defer them until we have a window.
fn process_commands(
&mut self,
egui_ctx: &egui::Context,
mut commands: Vec<egui::ViewportCommand>,
) {
self.deferred_commands.append(&mut commands);
if let Some(window) = self.window.as_ref() {
egui_winit::process_viewport_commands(
egui_ctx,
&mut self.info,
std::mem::take(&mut self.deferred_commands),
window,
&mut self.actions_requested,
);
}
}
/// Create winit window, if needed. /// Create winit window, if needed.
fn initialize_window( fn initialize_window(
&mut self, &mut self,
@@ -1222,7 +1284,7 @@ fn handle_viewport_output(
class, class,
builder, builder,
viewport_ui_cb, viewport_ui_cb,
mut commands, commands,
repaint_delay: _, // ignored - we listened to the repaint callback instead repaint_delay: _, // ignored - we listened to the repaint callback instead
}, },
) in viewport_output.clone() ) in viewport_output.clone()
@@ -1232,30 +1294,23 @@ fn handle_viewport_output(
let viewport = let viewport =
initialize_or_update_viewport(viewports, ids, class, builder, viewport_ui_cb, painter); initialize_or_update_viewport(viewports, ids, class, builder, viewport_ui_cb, painter);
if let Some(window) = viewport.window.as_ref() { let old_inner_size = viewport.window.as_ref().map(|window| window.inner_size());
let old_inner_size = window.inner_size();
viewport.deferred_commands.append(&mut commands); viewport.process_commands(egui_ctx, commands);
egui_winit::process_viewport_commands( // For Wayland : https://github.com/emilk/egui/issues/4196
egui_ctx, if cfg!(target_os = "linux")
&mut viewport.info, && let Some(window) = viewport.window.as_ref()
std::mem::take(&mut viewport.deferred_commands), && let Some(old_inner_size) = old_inner_size
window, {
&mut viewport.actions_requested, let new_inner_size = window.inner_size();
); if new_inner_size != old_inner_size
&& let (Some(width), Some(height)) = (
// For Wayland : https://github.com/emilk/egui/issues/4196 NonZeroU32::new(new_inner_size.width),
if cfg!(target_os = "linux") { NonZeroU32::new(new_inner_size.height),
let new_inner_size = window.inner_size(); )
if new_inner_size != old_inner_size {
&& let (Some(width), Some(height)) = ( painter.on_window_resized(viewport_id, width, height);
NonZeroU32::new(new_inner_size.width),
NonZeroU32::new(new_inner_size.height),
)
{
painter.on_window_resized(viewport_id, width, height);
}
} }
} }
} }

View File

@@ -17,6 +17,18 @@ pub fn is_invisible_or_minimized(window: &Window) -> bool {
window.is_visible() == Some(false) || window.is_minimized() == Some(true) window.is_visible() == Some(false) || window.is_minimized() == Some(true)
} }
/// 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>
pub fn sleep_if_invisible_or_minimized(window: Option<&Window>) {
if window.is_some_and(is_invisible_or_minimized) {
profiling::scope!("minimized_sleep");
std::thread::sleep(std::time::Duration::from_millis(10));
}
}
/// Create an egui context, restoring it from storage if possible. /// Create an egui context, restoring it from storage if possible.
pub fn create_egui_context(storage: Option<&dyn crate::Storage>) -> egui::Context { pub fn create_egui_context(storage: Option<&dyn crate::Storage>) -> egui::Context {
profiling::function_scope!(); profiling::function_scope!();

View File

@@ -280,45 +280,65 @@ impl AppRunner {
.and_then(|v| v.visible()) .and_then(|v| v.visible())
.unwrap_or(true); .unwrap_or(true);
let full_output = self.egui_ctx.run_ui(raw_input, |ui| { if is_visible {
self.app.logic(ui.ctx(), &mut self.frame); let full_output = self.egui_ctx.run_ui(raw_input, |ui| {
self.app.logic(ui.ctx(), &mut self.frame);
if is_visible {
self.app.ui(ui, &mut self.frame); self.app.ui(ui, &mut self.frame);
} });
}); let egui::FullOutput {
let egui::FullOutput { platform_output,
platform_output, textures_delta,
textures_delta, shapes,
shapes, pixels_per_point,
pixels_per_point, viewport_output,
viewport_output, } = full_output;
} = full_output;
if viewport_output.len() > 1 { if viewport_output.len() > 1 {
log::warn!("Multiple viewports not yet supported on the web"); log::warn!("Multiple viewports not yet supported on the web");
}
for (_viewport_id, viewport_output) in viewport_output {
for command in viewport_output.commands {
match command {
ViewportCommand::Screenshot(user_data) => {
self.screenshot_commands_with_frame_delay
.push((user_data, 1));
}
_ => {
// TODO(emilk): handle some of the commands
log::warn!(
"Unhandled egui viewport command: {command:?} - not implemented in web backend"
);
}
}
} }
} self.handle_viewport_commands(
viewport_output
.into_values()
.flat_map(|viewport_output| viewport_output.commands),
);
self.handle_platform_output(platform_output); self.handle_platform_output(platform_output);
if is_visible || !textures_delta.is_empty() {
self.textures_delta.append(textures_delta); self.textures_delta.append(textures_delta);
self.clipped_primitives = Some(self.egui_ctx.tessellate(shapes, pixels_per_point)); self.clipped_primitives = Some(self.egui_ctx.tessellate(shapes, pixels_per_point));
} else {
// The tab is hidden, so we run no egui pass at all.
// That way all ui state is left untouched, and is still there
// when the tab is shown again.
let egui::LogicOutput {
platform_output,
viewport_commands,
} = self.egui_ctx.run_logic(&raw_input, |ctx| {
self.app.logic(ctx, &mut self.frame);
});
// No pass consumed the input, so save it for the next one:
self.input.raw.append(raw_input);
self.handle_viewport_commands(viewport_commands.into_values().flatten());
self.handle_platform_output(platform_output);
}
}
fn handle_viewport_commands(&mut self, commands: impl Iterator<Item = ViewportCommand>) {
for command in commands {
match command {
ViewportCommand::Screenshot(user_data) => {
self.screenshot_commands_with_frame_delay
.push((user_data, 1));
}
_ => {
// TODO(emilk): handle some of the commands
log::warn!(
"Unhandled egui viewport command: {command:?} - not implemented in web backend"
);
}
}
} }
} }

View File

@@ -32,7 +32,7 @@ use crate::{
load::{self, Bytes, Loaders, SizedTexture}, load::{self, Bytes, Loaders, SizedTexture},
memory::{Options, Theme}, memory::{Options, Theme},
os::OperatingSystem, os::OperatingSystem,
output::FullOutput, output::{FullOutput, LogicOutput},
pass_state::PassState, pass_state::PassState,
plugin::{self, TypedPluginHandle}, plugin::{self, TypedPluginHandle},
resize, response, scroll_area, resize, response, scroll_area,
@@ -888,6 +888,57 @@ impl Context {
output output
} }
/// Run app logic without showing any ui.
///
/// Use this instead of [`Self::run_ui`] when nothing will be shown,
/// e.g. because the window is minimized or occluded,
/// but you still want to let the app tick its logic
/// (so that it can e.g. ask to be shown again with [`ViewportCommand::Focus`]).
///
/// No pass is run, so `f` must not show any ui.
/// This means everything egui knows about the ui is left untouched:
/// no widget state is garbage-collected, no animation advances,
/// and nothing loses focus.
///
/// Of `new_input`, only the window state ([`RawInput::viewports`] and
/// [`RawInput::focused`]) is used, so that `f` can tell that the window is hidden.
/// The ui input (events, time, …) is _not_ interpreted, and is left for the next
/// call to [`Self::run_ui`]: [`Self::input`] is otherwise still that of the last pass.
///
/// The returned [`LogicOutput`] is what [`FullOutput`] would have carried:
/// anything `f` asked the integration to do.
/// There is nothing to paint.
#[must_use]
pub fn run_logic(&self, new_input: &RawInput, logic: impl FnOnce(&Self)) -> LogicOutput {
profiling::function_scope!();
let viewport_id = new_input.viewport_id;
self.write(|ctx| {
// Consume any outstanding repaint request, so that a new request from `logic`
// reaches the integration instead of being considered already served:
ctx.begin_pass_repaint_logic(viewport_id);
// Tell `logic` about the windows, but leave the ui input alone:
let raw = &mut ctx.viewport_for(viewport_id).input.raw;
raw.viewport_id = viewport_id;
raw.viewports = new_input.viewports.clone();
raw.focused = new_input.focused;
});
logic(self);
self.write(|ctx| LogicOutput {
platform_output: std::mem::take(&mut ctx.viewport_for(viewport_id).output),
viewport_commands: ctx
.viewports
.iter_mut()
.filter(|(_, viewport)| !viewport.commands.is_empty())
.map(|(&id, viewport)| (id, std::mem::take(&mut viewport.commands)))
.collect(),
})
}
/// An alternative to calling [`Self::run_ui`]. /// An alternative to calling [`Self::run_ui`].
/// ///
/// It is usually better to use [`Self::run_ui`], because /// It is usually better to use [`Self::run_ui`], because

View File

@@ -76,6 +76,22 @@ impl FullOutput {
} }
} }
/// What egui emits from [`crate::Context::run_logic`], i.e. from a tick where no ui was shown.
///
/// There is nothing to paint, but the app may still have asked the integration to do things,
/// e.g. to show a hidden window again with [`crate::ViewportCommand::Focus`].
#[derive(Clone, Default)]
pub struct LogicOutput {
/// Non-rendering related output.
pub platform_output: PlatformOutput,
/// The commands sent with [`crate::Context::send_viewport_cmd`] and friends.
///
/// Note that this contains no information about which viewports exist:
/// the integration should leave its viewports as they are.
pub viewport_commands: OrderedViewportIdMap<Vec<crate::ViewportCommand>>,
}
/// Information about text being edited. /// Information about text being edited.
/// ///
/// Useful for IME. /// Useful for IME.

View File

@@ -467,7 +467,7 @@ pub use self::{
Key, UserData, Key, UserData,
input::*, input::*,
output::{ output::{
self, CursorIcon, CustomCursorImage, FullOutput, OpenUrl, OutputCommand, self, CursorIcon, CustomCursorImage, FullOutput, LogicOutput, OpenUrl, OutputCommand,
PlatformOutput, UserAttentionType, WidgetInfo, PlatformOutput, UserAttentionType, WidgetInfo,
}, },
}, },

View File

@@ -559,3 +559,119 @@ fn tooltip_should_hand_over_to_neighboring_widget() {
"Tooltip A should be hidden when hovering Button B" "Tooltip A should be hidden when hovering Button B"
); );
} }
/// When a window is minimized or occluded, the integration runs no pass at all,
/// and instead ticks the app logic with [`egui::Context::run_logic`].
///
/// Such a tick must leave all ui state alone. Otherwise areas think they were hidden and
/// replay their fade-in, popups close, focus is lost, and child viewports pop back up.
/// See <https://github.com/emilk/egui/issues/8266>.
#[test]
fn run_logic_should_not_disturb_ui_state() {
const MENU: &str = "My menu";
const MENU_ITEM: &str = "Button in my menu";
const FOCUSED_BUTTON: &str = "Click me";
let child_viewport = egui::ViewportId::from_hash_of("My child viewport");
let area_id = egui::Id::new("My area");
let area_layer = egui::LayerId::new(egui::Order::Middle, area_id);
let mut harness = Harness::builder()
.with_size(Vec2::new(400.0, 300.0))
.build_ui(move |ui| {
// A backend that can open real windows, like eframe:
ui.ctx().set_embed_viewports(false);
ui.ctx()
.show_viewport_deferred(child_viewport, Default::default(), |_ui, _class| {});
ui.menu_button(MENU, |ui| {
_ = ui.button(MENU_ITEM);
});
egui::Area::new(area_id)
.fixed_pos((150.0, 120.0))
.show(ui.ctx(), |ui| {
_ = ui.button(FOCUSED_BUTTON);
});
});
harness.get_by_label(MENU).click();
harness.run();
// Nothing asks for focus again, so the test fails if egui ever loses it:
harness.get_by_label(FOCUSED_BUTTON).focus();
harness.run();
let assert_state = |harness: &Harness<'_>| {
assert!(
harness
.get_by_label(FOCUSED_BUTTON)
.accesskit_node()
.is_focused(),
"The button lost focus"
);
harness.get_by_label(MENU_ITEM); // Panics if the menu closed
assert!(
harness
.ctx
.memory(|m| m.areas().visible_last_frame(&area_layer)),
"Area state was reset"
);
assert!(
harness
.ctx
.viewport_for(child_viewport, |viewport| viewport.class)
== egui::ViewportClass::Deferred,
"The child viewport was closed"
);
};
assert_state(&harness);
// The window is now occluded, so the integration runs no pass,
// and only ticks the app logic:
for i in 0..2 {
let time = 100.0 + f64::from(i);
let mut raw_input = egui::RawInput {
time: Some(time),
..Default::default()
};
raw_input
.viewports
.entry(egui::ViewportId::ROOT)
.or_default()
.occluded = Some(true);
let output = harness.ctx.run_logic(&raw_input, |ctx| {
assert_eq!(
ctx.input(|i| i.viewport().occluded),
Some(true),
"App logic should be able to tell that the window is occluded"
);
assert!(
ctx.input(|i| i.time) != time,
"The ui input should not be interpreted: it is for the next pass"
);
// The app asks to be shown again:
ctx.send_viewport_cmd(egui::ViewportCommand::Focus);
});
assert_eq!(
output
.viewport_commands
.into_values()
.flatten()
.collect::<Vec<_>>(),
vec![egui::ViewportCommand::Focus],
"The integration should receive the command, even though there was no pass"
);
assert_state(&harness);
}
// The window is visible again, and everything should be where we left it:
harness.run();
assert_state(&harness);
}