Enable these new clippy lints and fix all warnings:
* `format_push_string` — use `write!` instead of `s += &format!(…)` to
avoid extra allocations
* `ignored_unit_patterns` — use `()` instead of `_` when matching unit
* `missing_fields_in_debug` — ensure manual `Debug` impls account for
all fields
* `needless_raw_string_hashes` — remove unnecessary `r#` on string
literals
* `ref_option` — prefer `Option<&T>` over `&Option<T>` in function
signatures
When using `egui::ViewportBuilder::with_fullsize_content_view` one must
be careful not to paint anything where the "traffic light" buttons are:
<img width="87" height="47" alt="image"
src="https://github.com/user-attachments/assets/0e878c8e-7141-4fed-bbc8-4d542ddb5251"
/>
`eframe::WindowChromeMetrics` helps you with that!
## 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>
* [x] I have followed the instructions in the PR template
This updates wgpu to v29 across the egui crate stack.
There a a few API changes due to the requirement to provide a display
handle up front to properly support GLES on linux. I have done my best
to make the api changes as reasonable as possible, but I don't have all
the greater project context, so lmk if things should be done a bit
differently.
I've also updated glow to 0.17 to make cargo deny happy, there are no
source changes. I'm not sure how you want to land these.
---------
Co-authored-by: lucasmerlin <hi@lucasmerlin.me>
## Summary
- Ignore raw device mouse motion unless the window is focused and the
pointer is inside it
- Also handles pointers starting down and then moving into or out of the
window (drag & drop)
- Prevents global mouse motion from triggering continuous repaint loops
- Applies to both glow and wgpu backends
## Testing
- I ran the check script, nothing seemed to fail
---------
Co-authored-by: Emil Ernerfeldt <emil.ernerfeldt@gmail.com>
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`get_proc_address` was introduced in #4145, but its lifetime was
designed to be tied to the lifetime `'s` of `CreationContext`. This
means that using `get_proc_address` outside the lifetime of
`CreationContext` is undefined behavior. This contradicts the original
intent behind introducing `get_proc_address`, as this API is intended
for integration with external libraries that cannot easily guarantee
alignment with egui's lifetimes. This PR changes the type of
`get_proc_address` from a reference to an `Arc`, decoupling its lifetime
from `CreationContext` to achieve safer memory management.
* Part of https://github.com/emilk/egui/issues/5113
* Part of https://github.com/emilk/egui/issues/3524
## What
This deprecates `eframe::App::update` and replaces it with two new
functions:
```rs
pub trait App {
/// Called just before `ui`, and in the future this will
/// also be called for background apps when needed.
fn logic(&mut self, ctx: &egui::Context, frame: &mut Frame) { }
/// Show your user interface to the user.
fn ui(&mut self, ui: &mut egui::Ui, frame: &mut Frame);
…
}
```
Similarly, `Context::run` is deprecated in favor of `Context::run_ui`.
`Plugin`s are now handed a `Ui` instead of just a `Context` in
`on_begin/end_frame`.
## TODO
…either in this PR or a later one
* [x] Deprecate `App::update`
* [x] Deprecate `Context::run`
* [x] Change plugins to get a `Ui`
* [x] Update kittest
* [x] Change viewports to get UI:s (`show_viewport_immediate` etc)
- https://github.com/emilk/egui/pull/7779
## Later PRs
* [ ] Deprecate `Panel::show`
* [ ] Deprecate `CentralPanel::show`
* [ ] Deprecate `CentralPanel` ?
### What
From the [lint
description](https://rust-lang.github.io/rust-clippy/master/index.html?search=or_fu#or_fun_call):
> The function will always be called. This is only bad if it allocates
or does some non-trivial amount of work.
But also:
> If the function has side-effects, not calling it will change the
semantic of the program, but you shouldn’t rely on that.
>
> The lint also cannot figure out whether the function you call is
actually expensive to call or not.
Still worth it to keep our happy paths clean, imo.
* Part of https://github.com/emilk/egui/issues/5889
* Closes https://github.com/emilk/egui/issues/7106
This changes the `eframe/wgpu` feature to also enable all the `default`
features of `wgpu` and `egui-wgpu`. This makes switching `eframe`
backend from `glow` to `wgpu` a lot easier.
To get the old behavior (depend on `wgpu` but you must opt-in to all its
features), use the new `wgpu_no_default_features` feature.
Using physical window sizes leads to all kinds of fun stuff: winit
always uses scale factor 1.0 on start to convert it back to logical
pixels and uses these logical pixels to set min/max size for
non-resizeable windows. You're supposed to adjust size after getting a
scale change event if you're using physical sizes, but adjusting min/max
sizes doesn't seem to work on sway, so the window is stuck with an
incorrect size.
The scale factor we guessed might also be wrong even if there's only a
single display since it doesn't take fractional scale into account.
TL;DR: winit actually wants logical sizes in these methods (since
Wayland in general operates mostly on logical sizes) and converting them
back and forth is lossy.
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* Closes https://github.com/emilk/egui/issues/7095
* [x] I have followed the instructions in the PR template
---------
Co-authored-by: Emil Ernerfeldt <emil.ernerfeldt@gmail.com>
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* Closes#2875
* Closes https://github.com/emilk/egui/pull/3340
* [x] I have followed the instructions in the PR template
Adds `create_native`. Similiar to `run_native` but it returns an
`EframeWinitApplication` which is a `winit::ApplicationHandler`. This
can be run on your own event loop. A helper fn `pump_eframe_app` is
provided to pump the event loop and get the control flow state back.
I have been using this approach for a few months.
---------
Co-authored-by: Will Brown <opensource@rebeagle.com>
Dear emilk,
Programs built with egui on Windows are terminating every hour on
average.
When this commit is applied, it works fine for about 3 to 6 hours on
average.
I've been testing it for over 6 months and have submitted multiple PRs
since 6 months ago,
but they haven't applied it yet.
Thank you.
---------
Co-authored-by: Emil Ernerfeldt <emil.ernerfeldt@gmail.com>
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This pull request fixes a subset of #5492 by saving the application
state when the `suspended` event is received on Android. This way, even
if the user exits the app and closes it manually right after changing
some state, it will be saved since `suspended` gets fired when the app
is exited. It does not fix the `on_exit` function not being fired - this
seems to be a winit bug (the `exiting` function in the winit application
handler trait is not called on exit). Once it gets fixed, it may be
possible to remove logic introduced by this PR (however, I am not sure
how it would handle the app being killed by the system when in the
background, that would have to be tested).
I've tested the logic by:
* Leaving from the app to the home screen, then killing it from the
"recent apps" menu
* Leaving from the app to the "recent apps" menu and killing it
* Restarting the device while the app was running
In all of these instances, the state was saved (the last one being a
pleasant surprise). It was tested on the repository mentioned in #5492
with my forked repository as the source for eframe (I unfortunately am
not able to test it in a larger project of mine due to dependence on
"3rd party" egui libraries (like egui_notify) which do not compile along
with the master branch of eframe (different versions of egui), but I
believe it should work in the same manner in all scenarios). Tests were
conducted on a Galaxy Tab S8 running Android 14, One UI 6.1.1.
CI passed on my fork.
* [x] I have followed the instructions in the PR template
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* Remove references to `glium` backend, because it is deprecated since
egui v0.18.0
* [x] I have followed the instructions in the PR template
Hey! I am not sure if this is something that's been considered before
and decided against (I couldn't find any PR's or issues).
This change removes the internal profiling macros in library crates and
the `puffin` feature and replaces it with similar functions in the
[profiling](https://github.com/aclysma/profiling) crate. This crate
provides a layer of abstraction over various profiler instrumentation
crates and allows library users to pick their favorite (supported)
profiler.
An additional benefit for puffin users is that dependencies of egui are
included in the instrumentation output too (mainly wgpu which uses the
profiling crate), so more details might be available when profiling.
A breaking change is that instead of using the `puffin` feature on egui,
users that want to profile the crate with puffin instead have to enable
the `profile-with-puffin` feature on the profiling crate. Similarly they
could instead choose to use `profile-with-tracy` etc.
I tried to add a 'tracy' feature to egui_demo_app in order to showcase ,
however the /scripts/check.sh currently breaks on mutually exclusive
features (which this introduces), so I decided against including it for
the initial PR. I'm happy to iterate more on this if there is interest
in taking this PR though.
Screenshot showing the additional info for wgpu now available when using
puffin

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Android support is "almost there". This PR pushes it just a bit further
by allowing `eframe` to be used on Android. It works by smuggling the
`AndroidApp` required by `winit` through `NativeOptions`.
The example isn't great because it doesn't leave space on the display
for Android's top status bar or the lower navigation bar. I don't know
what to do about that, yet. This is as far as I've managed to get it
working.
Another problem is that the development environment setup is completely
awful for Android unless you happen to already be a full-time Android
developer with everything configured on your build host. As a Rustacean,
this makes me very sad.
I've had some luck moving all of that mess to a container, adapted from
https://github.com/SergioRibera/docker-rust-android. It takes care of
all of the build dependencies, Android SDK, and the `cargo-apk` patches
for bugs that I hit while getting the example to work on my device. (I
also had to install an adb driver on my host and downloaded the Android
platform-tools to get access to `adb`. An alternative is exposing the
USB device to Docker. On Windows hosts, that means [installing
`usbipd`](https://learn.microsoft.com/en-us/windows/wsl/connect-usb). A
second alternative is using an `mtp` client to upload the APK as a file
with USB file transfer enabled, then manually install it through the
device's file manager.)
I'm not including the docker stuff in this PR, but here are the files
and instructions for future reference (and it will probably simplify
manual testing and CI, FWIW!)
<details><summary><code>Dockerfile</code></summary>
```dockerfile
FROM rust:1.76.0-slim
# Variable arguments
ARG JAVA_VERSION=17
ARG NDK_VERSION=25.1.8937393
ARG BUILDTOOLS_VERSION=30.0.0
ARG PLATFORM_VERSION=android-30
ARG CLITOOLS_VERSION=8512546_latest
# Install Android requirements
RUN apt-get update -yqq && \
apt-get install -y --no-install-recommends \
libcurl4-openssl-dev libssl-dev pkg-config build-essential git python3 wget zip unzip openjdk-${JAVA_VERSION}-jdk && \
apt-get clean && \
rm -rf /var/lib/apt/lists/*
# Install android targets
RUN rustup target add armv7-linux-androideabi aarch64-linux-android
# Install cargo-apk
RUN git clone -b fix/bin-targets-workspace-members https://github.com/parasyte/cargo-apk.git /tmp/cargo-apk && \
cargo install --path /tmp/cargo-apk/cargo-apk
# Generate Environment Variables
ENV JAVA_VERSION=${JAVA_VERSION}
ENV ANDROID_HOME=/opt/Android
ENV NDK_HOME=/opt/Android/ndk/${NDK_VERSION}
ENV ANDROID_NDK_ROOT=${NDK_HOME}
ENV PATH=$PATH:${ANDROID_HOME}:${ANDROID_NDK_ROOT}:${ANDROID_HOME}/build-tools/${BUILDTOOLS_VERSION}:${ANDROID_HOME}/cmdline-tools/bin
# Install command line tools
RUN mkdir -p ${ANDROID_HOME}/cmdline-tools && \
wget -qc "https://dl.google.com/android/repository/commandlinetools-linux-${CLITOOLS_VERSION}.zip" -P /tmp && \
unzip -d ${ANDROID_HOME} /tmp/commandlinetools-linux-${CLITOOLS_VERSION}.zip && \
rm -fr /tmp/commandlinetools-linux-${CLITOOLS_VERSION}.zip
# Install sdk requirements
RUN echo y | sdkmanager --sdk_root=${ANDROID_HOME} --install \
"build-tools;${BUILDTOOLS_VERSION}" "ndk;${NDK_VERSION}" "platforms;${PLATFORM_VERSION}"
# Create APK keystore for debug profile
# Adapted from caa806283d/ndk-build/src/ndk.rs (L393-L423)
RUN keytool -genkey -v -keystore ${HOME}/.android/debug.keystore -storepass android -alias androiddebugkey \
-keypass android -dname 'CN=Android Debug,O=Android,C=US' -keyalg RSA -keysize 2048 -validity 10000
# Cleanup
RUN rm -rf /tmp/*
WORKDIR /src
ENTRYPOINT [ "cargo", "apk", "build" ]
```
</details>
<details><summary><code>.dockerignore</code></summary>
```ignore
# Ignore everything, only the Dockerfile is needed to build the container
*
```
</details>
```sh
docker build -t rust-android:latest .
docker run --rm -it -v "$PWD:/src" rust-android:latest -p hello_android
adb install target/debug/apk/hello_android.apk
```
* Part of #2066
* [x] I have followed the instructions in the PR template
This implements web support for taking screenshots in an eframe app (and
adds a nice demo).
It also updates the native screenshot implementation to work with the
wgpu gl backend.
The wgpu implementation is quite different than the native one because
we can't block to wait for the screenshot result, so instead I use a
channel to pass the result to a future frame asynchronously.
* Closes <https://github.com/emilk/egui/issues/5425>
* [x] I have followed the instructions in the PR template
https://github.com/user-attachments/assets/67cad40b-0384-431d-96a3-075cc3cb98fb
This lets users trigger a screenshot from anywhere, and then when they
get back the results they have some context about what part of their
code triggered the screenshot.