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Files
egui/crates/eframe/src/native/run.rs
2023-07-18 17:52:55 +03:00

1858 lines
77 KiB
Rust

//! 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::Instant;
use egui::{epaint::ahash::HashMap, window::WindowBuilder};
use raw_window_handle::{HasRawDisplayHandle as _, HasRawWindowHandle as _};
use winit::event_loop::{
ControlFlow, EventLoop, EventLoopBuilder, EventLoopProxy, EventLoopWindowTarget,
};
#[cfg(feature = "accesskit")]
use egui_winit::accesskit_winit;
use egui_winit::winit;
use crate::{epi, Result};
use super::epi_integration::{self, load_icon, EpiIntegration};
// ----------------------------------------------------------------------------
#[derive(Debug)]
pub enum UserEvent {
RequestRepaint {
window_id: u64,
when: Instant,
/// What the frame number was when the repaint was _requested_.
frame_nr: u64,
},
#[cfg(feature = "accesskit")]
AccessKitActionRequest(accesskit_winit::ActionRequestEvent),
}
#[cfg(feature = "accesskit")]
impl From<accesskit_winit::ActionRequestEvent> for UserEvent {
fn from(inner: accesskit_winit::ActionRequestEvent) -> Self {
Self::AccessKitActionRequest(inner)
}
}
// ----------------------------------------------------------------------------
pub use epi::NativeOptions;
#[derive(Debug)]
enum EventResult {
Wait,
/// Causes a synchronous repaint inside the event handler. This should only
/// be used in special situations if the window must be repainted while
/// handling a specific event. This occurs on Windows when handling resizes.
///
/// `RepaintNow` creates a new frame synchronously, and should therefore
/// only be used for extremely urgent repaints.
RepaintNow(winit::window::WindowId),
/// Queues a repaint for once the event loop handles its next redraw. Exists
/// so that multiple input events can be handled in one frame. Does not
/// cause any delay like `RepaintNow`.
RepaintNext(winit::window::WindowId),
RepaintAt(winit::window::WindowId, Instant),
Exit,
}
trait WinitApp {
/// The current frame number, as reported by egui.
fn frame_nr(&self) -> u64;
fn is_focused(&self) -> bool;
fn integration(&self) -> Option<&EpiIntegration>;
fn window(&self, window_id: winit::window::WindowId) -> Option<&winit::window::Window>;
fn get_window_id(&self, id: u64) -> Option<winit::window::WindowId>;
fn save_and_destroy(&mut self);
fn run_ui_and_paint(&mut self, window_id: Option<winit::window::WindowId>) -> EventResult;
fn on_event(
&mut self,
event_loop: &EventLoopWindowTarget<UserEvent>,
event: &winit::event::Event<'_, UserEvent>,
) -> Result<EventResult>;
}
fn create_event_loop_builder(
native_options: &mut epi::NativeOptions,
) -> EventLoopBuilder<UserEvent> {
let mut event_loop_builder = winit::event_loop::EventLoopBuilder::with_user_event();
if let Some(hook) = std::mem::take(&mut native_options.event_loop_builder) {
hook(&mut event_loop_builder);
}
event_loop_builder
}
/// 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<R>(
mut native_options: epi::NativeOptions,
f: impl FnOnce(&mut EventLoop<UserEvent>, NativeOptions) -> R,
) -> R {
use std::cell::RefCell;
thread_local!(static EVENT_LOOP: RefCell<Option<EventLoop<UserEvent>>> = RefCell::new(None));
EVENT_LOOP.with(|event_loop| {
// Since we want to reference NativeOptions when creating the EventLoop we can't
// do that as part of the lazy thread local storage initialization and so we instead
// create the event loop lazily here
let mut event_loop = event_loop.borrow_mut();
let event_loop = event_loop
.get_or_insert_with(|| create_event_loop_builder(&mut native_options).build());
f(event_loop, native_options)
})
}
fn run_and_return(
event_loop: &mut EventLoop<UserEvent>,
mut winit_app: impl WinitApp,
) -> Result<()> {
use winit::platform::run_return::EventLoopExtRunReturn as _;
log::debug!("Entering the winit event loop (run_return)…");
let mut windows_next_repaint_times = HashMap::default();
let mut returned_result = Ok(());
event_loop.run_return(|event, event_loop, control_flow| {
let event_result = match &event {
winit::event::Event::LoopDestroyed => {
// On Mac, Cmd-Q we get here and then `run_return` doesn't return (despite its name),
// so we need to save state now:
log::debug!("Received Event::LoopDestroyed - saving app state…");
winit_app.save_and_destroy();
*control_flow = ControlFlow::Exit;
return;
}
// 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) => {
windows_next_repaint_times.clear();
winit_app.run_ui_and_paint(None)
}
winit::event::Event::RedrawRequested(window_id) if !cfg!(windows) => {
windows_next_repaint_times.remove(window_id);
winit_app.run_ui_and_paint(Some(*window_id))
}
winit::event::Event::UserEvent(UserEvent::RequestRepaint {
when,
frame_nr,
window_id,
}) => {
if winit_app.frame_nr() == *frame_nr {
log::trace!("UserEvent::RequestRepaint scheduling repaint at {when:?}");
if let Some(window_id) = winit_app.get_window_id(*window_id) {
EventResult::RepaintAt(window_id, *when)
} else {
EventResult::Wait
}
} else {
log::trace!("Got outdated UserEvent::RequestRepaint");
EventResult::Wait // old request - we've already repainted
}
}
winit::event::Event::NewEvents(winit::event::StartCause::ResumeTimeReached {
..
}) => {
log::trace!("Woke up to check next_repaint_time");
EventResult::Wait
}
winit::event::Event::WindowEvent { window_id, .. }
if winit_app.window(*window_id).is_none() =>
{
// This can happen if we close a window, and then reopen a new one,
// or if we have multiple windows open.
EventResult::Wait
}
event => match winit_app.on_event(event_loop, event) {
Ok(event_result) => event_result,
Err(err) => {
log::error!("Exiting because of error: {err:?} on event {event:?}");
returned_result = Err(err);
EventResult::Exit
}
},
};
match event_result {
EventResult::Wait => {}
EventResult::RepaintNow(window_id) => {
log::trace!("Repaint caused by winit::Event: {:?}", event);
if cfg!(windows) {
// Fix flickering on Windows, see https://github.com/emilk/egui/pull/2280
windows_next_repaint_times.remove(&window_id);
winit_app.run_ui_and_paint(Some(window_id));
} else {
// Fix for https://github.com/emilk/egui/issues/2425
windows_next_repaint_times.insert(window_id, Instant::now());
}
}
EventResult::RepaintNext(window_id) => {
log::trace!("Repaint caused by winit::Event: {:?}", event);
windows_next_repaint_times.insert(window_id, Instant::now());
}
EventResult::RepaintAt(window_id, repaint_time) => {
windows_next_repaint_times.insert(
window_id,
windows_next_repaint_times
.get(&window_id)
.map(|last| (*last).min(repaint_time))
.unwrap_or(repaint_time),
);
}
EventResult::Exit => {
log::debug!("Asking to exit event loop…");
winit_app.save_and_destroy();
*control_flow = ControlFlow::Exit;
return;
}
}
let mut next_repaint_time = Option::<Instant>::None;
for (window_id, repaint_time) in windows_next_repaint_times.clone().iter() {
if *repaint_time <= Instant::now() {
if let Some(window) = winit_app.window(*window_id) {
log::trace!("request_redraw");
window.request_redraw();
windows_next_repaint_times.remove(window_id);
}
control_flow.set_poll();
} else {
next_repaint_time = Some(
next_repaint_time
.map(|last| last.min(*repaint_time))
.unwrap_or(*repaint_time),
);
}
}
if let Some(next_repaint_time) = next_repaint_time {
let time_until_next = next_repaint_time.saturating_duration_since(Instant::now());
if time_until_next < std::time::Duration::from_secs(10_000) {
log::trace!("WaitUntil {time_until_next:?}");
}
control_flow.set_wait_until(next_repaint_time);
};
});
log::debug!("eframe window closed");
drop(winit_app);
// On Windows this clears out events so that we can later create another window.
// See https://github.com/emilk/egui/pull/1889 for details.
//
// Note that this approach may cause issues on macOS (emilk/egui#2768); therefore,
// we only apply this approach on Windows to minimize the affect.
#[cfg(windows)]
{
event_loop.run_return(|_, _, control_flow| {
control_flow.set_exit();
});
}
returned_result
}
fn run_and_exit(event_loop: EventLoop<UserEvent>, mut winit_app: impl WinitApp + 'static) -> ! {
log::debug!("Entering the winit event loop (run)…");
let mut windows_next_repaint_times = HashMap::default();
event_loop.run(move |event, event_loop, control_flow| {
let event_result = match event {
winit::event::Event::LoopDestroyed => {
log::debug!("Received 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) => {
windows_next_repaint_times.clear();
winit_app.run_ui_and_paint(None)
}
winit::event::Event::RedrawRequested(window_id) if !cfg!(windows) => {
windows_next_repaint_times.remove(&window_id);
winit_app.run_ui_and_paint(Some(window_id))
}
winit::event::Event::UserEvent(UserEvent::RequestRepaint {
when,
frame_nr,
window_id,
}) => {
if winit_app.frame_nr() == frame_nr {
if let Some(window_id) = winit_app.get_window_id(window_id) {
EventResult::RepaintAt(window_id, when)
} else {
EventResult::Wait
}
} else {
EventResult::Wait // old request - we've already repainted
}
}
winit::event::Event::NewEvents(winit::event::StartCause::ResumeTimeReached {
..
}) => EventResult::Wait, // We just woke up to check next_repaint_time
event => match winit_app.on_event(event_loop, &event) {
Ok(event_result) => event_result,
Err(err) => {
panic!("eframe encountered a fatal error: {err}");
}
},
};
match event_result {
EventResult::Wait => {}
EventResult::RepaintNow(window_id) => {
if cfg!(windows) {
// Fix flickering on Windows, see https://github.com/emilk/egui/pull/2280
windows_next_repaint_times.remove(&window_id);
winit_app.run_ui_and_paint(Some(window_id));
} else {
// Fix for https://github.com/emilk/egui/issues/2425
windows_next_repaint_times.insert(window_id, Instant::now());
}
}
EventResult::RepaintNext(window_id) => {
windows_next_repaint_times.insert(window_id, Instant::now());
}
EventResult::RepaintAt(window_id, repaint_time) => {
windows_next_repaint_times.insert(
window_id,
windows_next_repaint_times
.get(&window_id)
.map(|last| (*last).min(repaint_time))
.unwrap_or(repaint_time),
);
}
EventResult::Exit => {
log::debug!("Quitting - saving app state…");
winit_app.save_and_destroy();
#[allow(clippy::exit)]
std::process::exit(0);
}
}
let mut next_repaint_time = Option::<Instant>::None;
for (window_id, repaint_time) in windows_next_repaint_times.clone().iter() {
if *repaint_time <= Instant::now() {
if let Some(window) = winit_app.window(*window_id) {
log::trace!("request_redraw");
window.request_redraw();
windows_next_repaint_times.remove(window_id);
}
control_flow.set_poll();
} else {
next_repaint_time = Some(
next_repaint_time
.map(|last| last.min(*repaint_time))
.unwrap_or(*repaint_time),
);
}
}
if let Some(next_repaint_time) = next_repaint_time {
let time_until_next = next_repaint_time.saturating_duration_since(Instant::now());
if time_until_next < std::time::Duration::from_secs(10_000) {
log::trace!("WaitUntil {time_until_next:?}");
}
control_flow.set_wait_until(next_repaint_time);
};
})
}
// ----------------------------------------------------------------------------
/// Run an egui app
#[cfg(feature = "glow")]
mod glow_integration {
use std::sync::Arc;
use egui::{epaint::ahash::HashMap, window::WindowBuilder, NumExt as _};
use glow::HasContext;
use glutin::{
display::GetGlDisplay,
prelude::{GlDisplay, NotCurrentGlContextSurfaceAccessor, PossiblyCurrentGlContext},
surface::GlSurface,
};
use winit::dpi::{PhysicalPosition, PhysicalSize};
use super::*;
// Note: that the current Glutin API design tightly couples the GL context with
// the Window which means it's not practically possible to just destroy the
// window and re-create a new window while continuing to use the same GL context.
//
// For now this means it's not possible to support Android as well as we can with
// wgpu because we're basically forced to destroy and recreate _everything_ when
// the application suspends and resumes.
//
// There is work in progress to improve the Glutin API so it has a separate Surface
// API that would allow us to just destroy a Window/Surface when suspending, see:
// https://github.com/rust-windowing/glutin/pull/1435
//
/// State that is initialized when the application is first starts running via
/// a Resumed event. On Android this ensures that any graphics state is only
/// initialized once the application has an associated `SurfaceView`.
struct GlowWinitRunning {
gl: Arc<glow::Context>,
painter: egui_glow::Painter,
integration: epi_integration::EpiIntegration,
app: Box<dyn epi::App>,
// Conceptually this will be split out eventually so that the rest of the state
// can be persistent.
gl_window: GlutinWindowContext,
}
struct Window {
builder: WindowBuilder,
gl_surface: Option<glutin::surface::Surface<glutin::surface::WindowSurface>>,
window: Option<winit::window::Window>,
window_id: u64,
}
/// This struct will contain both persistent and temporary glutin state.
///
/// Platform Quirks:
/// * Microsoft Windows: requires that we create a window before opengl context.
/// * Android: window and surface should be destroyed when we receive a suspend event. recreate on resume event.
///
/// winit guarantees that we will get a Resumed event on startup on all platforms.
/// * Before Resumed event: `gl_config`, `gl_context` can be created at any time. on windows, a window must be created to get `gl_context`.
/// * Resumed: `gl_surface` will be created here. `window` will be re-created here for android.
/// * Suspended: on android, we drop window + surface. on other platforms, we don't get Suspended event.
///
/// The setup is divided between the `new` fn and `on_resume` fn. we can just assume that `on_resume` is a continuation of
/// `new` fn on all platforms. only on android, do we get multiple resumed events because app can be suspended.
struct GlutinWindowContext {
swap_interval: glutin::surface::SwapInterval,
gl_config: glutin::config::Config,
current_gl_context: Option<glutin::context::PossiblyCurrentContext>,
not_current_gl_context: Option<glutin::context::NotCurrentContext>,
windows: Vec<Window>,
window_maps: HashMap<winit::window::WindowId, u64>,
}
impl GlutinWindowContext {
/// There is a lot of complexity with opengl creation, so prefer extensive logging to get all the help we can to debug issues.
///
#[allow(unsafe_code)]
unsafe fn new(
window_builder: WindowBuilder,
native_options: &epi::NativeOptions,
event_loop: &EventLoopWindowTarget<UserEvent>,
) -> Result<Self> {
use glutin::prelude::*;
// convert native options to glutin options
let hardware_acceleration = match native_options.hardware_acceleration {
crate::HardwareAcceleration::Required => Some(true),
crate::HardwareAcceleration::Preferred => None,
crate::HardwareAcceleration::Off => Some(false),
};
let swap_interval = if native_options.vsync {
glutin::surface::SwapInterval::Wait(std::num::NonZeroU32::new(1).unwrap())
} else {
glutin::surface::SwapInterval::DontWait
};
/* opengl setup flow goes like this:
1. we create a configuration for opengl "Display" / "Config" creation
2. choose between special extensions like glx or egl or wgl and use them to create config/display
3. opengl context configuration
4. opengl context creation
*/
// start building config for gl display
let config_template_builder = glutin::config::ConfigTemplateBuilder::new()
.prefer_hardware_accelerated(hardware_acceleration)
.with_depth_size(native_options.depth_buffer)
.with_stencil_size(native_options.stencil_buffer)
.with_transparency(native_options.transparent);
// we don't know if multi sampling option is set. so, check if its more than 0.
let config_template_builder = if native_options.multisampling > 0 {
config_template_builder.with_multisampling(
native_options
.multisampling
.try_into()
.expect("failed to fit multisamples option of native_options into u8"),
)
} else {
config_template_builder
};
log::debug!(
"trying to create glutin Display with config: {:?}",
&config_template_builder
);
// create gl display. this may probably create a window too on most platforms. definitely on `MS windows`. never on android.
let (window, gl_config) = glutin_winit::DisplayBuilder::new()
// we might want to expose this option to users in the future. maybe using an env var or using native_options.
.with_preference(glutin_winit::ApiPrefence::FallbackEgl) // https://github.com/emilk/egui/issues/2520#issuecomment-1367841150
.with_window_builder(Some(create_winit_window_builder(&window_builder)))
.build(
event_loop,
config_template_builder.clone(),
|mut config_iterator| {
let config = config_iterator.next().expect(
"failed to find a matching configuration for creating glutin config",
);
log::debug!(
"using the first config from config picker closure. config: {:?}",
&config
);
config
},
)
.map_err(|e| crate::Error::NoGlutinConfigs(config_template_builder.build(), e))?;
let gl_display = gl_config.display();
log::debug!(
"successfully created GL Display with version: {} and supported features: {:?}",
gl_display.version_string(),
gl_display.supported_features()
);
let raw_window_handle = window.as_ref().map(|w| w.raw_window_handle());
log::debug!(
"creating gl context using raw window handle: {:?}",
raw_window_handle
);
// create gl context. if core context cannot be created, try gl es context as fallback.
let context_attributes =
glutin::context::ContextAttributesBuilder::new().build(raw_window_handle);
let fallback_context_attributes = glutin::context::ContextAttributesBuilder::new()
.with_context_api(glutin::context::ContextApi::Gles(None))
.build(raw_window_handle);
let gl_context = match gl_config
.display()
.create_context(&gl_config, &context_attributes)
{
Ok(it) => it,
Err(err) => {
log::warn!("failed to create context using default context attributes {context_attributes:?} due to error: {err}");
log::debug!("retrying with fallback context attributes: {fallback_context_attributes:?}");
gl_config
.display()
.create_context(&gl_config, &fallback_context_attributes)?
}
};
let not_current_gl_context = Some(gl_context);
let mut window_maps = HashMap::default();
if let Some(window) = &window {
window_maps.insert(window.id(), 0);
}
// the fun part with opengl gl is that we never know whether there is an error. the context creation might have failed, but
// it could keep working until we try to make surface current or swap buffers or something else. future glutin improvements might
// help us start from scratch again if we fail context creation and go back to preferEgl or try with different config etc..
// https://github.com/emilk/egui/pull/2541#issuecomment-1370767582
Ok(GlutinWindowContext {
swap_interval,
gl_config,
current_gl_context: None,
not_current_gl_context,
windows: vec![Window {
builder: window_builder,
gl_surface: None,
window,
window_id: 0,
}],
window_maps,
})
}
/// This will be run after `new`. on android, it might be called multiple times over the course of the app's lifetime.
/// roughly,
/// 1. check if window already exists. otherwise, create one now.
/// 2. create attributes for surface creation.
/// 3. create surface.
/// 4. make surface and context current.
///
/// we presently assume that we will
#[allow(unsafe_code)]
fn on_resume(&mut self, event_loop: &EventLoopWindowTarget<UserEvent>) -> Result<()> {
for win in self.windows.iter_mut() {
if win.gl_surface.is_some() {
continue;
}
log::debug!("running on_resume fn.");
// make sure we have a window or create one.
let window = win.window.take().unwrap_or_else(|| {
log::debug!("window doesn't exist yet. creating one now with finalize_window");
glutin_winit::finalize_window(
event_loop,
create_winit_window_builder(&win.builder),
&self.gl_config,
)
.expect("failed to finalize glutin window")
});
// surface attributes
let (width, height): (u32, u32) = window.inner_size().into();
let width = std::num::NonZeroU32::new(width.at_least(1)).unwrap();
let height = std::num::NonZeroU32::new(height.at_least(1)).unwrap();
let surface_attributes = glutin::surface::SurfaceAttributesBuilder::<
glutin::surface::WindowSurface,
>::new()
.build(window.raw_window_handle(), width, height);
log::debug!(
"creating surface with attributes: {:?}",
&surface_attributes
);
// create surface
let gl_surface = unsafe {
self.gl_config
.display()
.create_window_surface(&self.gl_config, &surface_attributes)?
};
log::debug!("surface created successfully: {gl_surface:?}.making context current");
// make surface and context current.
let not_current_gl_context =
if let Some(not_current_context) = self.not_current_gl_context.take() {
not_current_context
} else {
self.current_gl_context
.take()
.unwrap()
.make_not_current()
.unwrap()
};
let current_gl_context = not_current_gl_context.make_current(&gl_surface)?;
// try setting swap interval. but its not absolutely necessary, so don't panic on failure.
log::debug!("made context current. setting swap interval for surface");
if let Err(e) =
gl_surface.set_swap_interval(&current_gl_context, self.swap_interval)
{
log::error!("failed to set swap interval due to error: {e:?}");
}
// we will reach this point only once in most platforms except android.
// create window/surface/make context current once and just use them forever.
win.gl_surface = Some(gl_surface);
self.current_gl_context = Some(current_gl_context);
self.window_maps.insert(window.id(), win.window_id);
win.window = Some(window);
}
Ok(())
}
/// only applies for android. but we basically drop surface + window and make context not current
fn on_suspend(&mut self) -> Result<()> {
log::debug!("received suspend event. dropping window and surface");
for window in self.windows.iter_mut() {
window.gl_surface.take();
window.window.take();
}
if let Some(current) = self.current_gl_context.take() {
log::debug!("context is current, so making it non-current");
self.not_current_gl_context = Some(current.make_not_current()?);
} else {
log::debug!("context is already not current??? could be duplicate suspend event");
}
Ok(())
}
fn window(&self, index: usize) -> &winit::window::Window {
self.windows[index]
.window
.as_ref()
.expect("winit window doesn't exist")
}
fn resize(&mut self, window_id: u64, physical_size: winit::dpi::PhysicalSize<u32>) {
let width = std::num::NonZeroU32::new(physical_size.width.at_least(1)).unwrap();
let height = std::num::NonZeroU32::new(physical_size.height.at_least(1)).unwrap();
for window in self.windows.iter_mut() {
if window.window_id == window_id {
if let Some(gl_surface) = &window.gl_surface {
self.current_gl_context = Some(
self.current_gl_context
.take()
.unwrap()
.make_not_current()
.unwrap()
.make_current(&gl_surface)
.unwrap(),
);
gl_surface.resize(
self.current_gl_context
.as_ref()
.expect("failed to get current context to resize surface"),
width,
height,
);
}
}
}
}
fn swap_buffers(&self) -> glutin::error::Result<()> {
self.windows[0]
.gl_surface
.as_ref()
.expect("failed to get surface to swap buffers")
.swap_buffers(
self.current_gl_context
.as_ref()
.expect("failed to get current context to swap buffers"),
)
}
fn get_proc_address(&self, addr: &std::ffi::CStr) -> *const std::ffi::c_void {
self.gl_config.display().get_proc_address(addr)
}
}
struct GlowWinitApp {
repaint_proxy: Arc<egui::mutex::Mutex<EventLoopProxy<UserEvent>>>,
app_name: String,
native_options: epi::NativeOptions,
running: Option<GlowWinitRunning>,
// Note that since this `AppCreator` is FnOnce we are currently unable to support
// re-initializing the `GlowWinitRunning` state on Android if the application
// suspends and resumes.
app_creator: Option<epi::AppCreator>,
is_focused: bool,
}
impl GlowWinitApp {
fn new(
event_loop: &EventLoop<UserEvent>,
app_name: &str,
native_options: epi::NativeOptions,
app_creator: epi::AppCreator,
) -> Self {
Self {
repaint_proxy: Arc::new(egui::mutex::Mutex::new(event_loop.create_proxy())),
app_name: app_name.to_owned(),
native_options,
running: None,
app_creator: Some(app_creator),
is_focused: true,
}
}
#[allow(unsafe_code)]
fn create_glutin_windowed_context(
event_loop: &EventLoopWindowTarget<UserEvent>,
storage: Option<&dyn epi::Storage>,
title: &str,
native_options: &NativeOptions,
) -> Result<(GlutinWindowContext, glow::Context)> {
crate::profile_function!();
let window_settings = epi_integration::load_window_settings(storage);
let winit_window_builder =
epi_integration::window_builder(event_loop, title, native_options, window_settings);
let mut glutin_window_context = unsafe {
GlutinWindowContext::new(winit_window_builder, native_options, event_loop)?
};
glutin_window_context.on_resume(event_loop)?;
if let Some(window) = &glutin_window_context.windows[0].window {
epi_integration::apply_native_options_to_window(window, native_options);
}
let gl = unsafe {
glow::Context::from_loader_function(|s| {
let s = std::ffi::CString::new(s)
.expect("failed to construct C string from string for gl proc address");
glutin_window_context.get_proc_address(&s)
})
};
Ok((glutin_window_context, gl))
}
fn init_run_state(&mut self, event_loop: &EventLoopWindowTarget<UserEvent>) -> Result<()> {
let storage = epi_integration::create_storage(
self.native_options
.app_id
.as_ref()
.unwrap_or(&self.app_name),
);
let (gl_window, gl) = Self::create_glutin_windowed_context(
event_loop,
storage.as_deref(),
&self.app_name,
&self.native_options,
)?;
let gl = Arc::new(gl);
let painter =
egui_glow::Painter::new(gl.clone(), "", self.native_options.shader_version)
.unwrap_or_else(|error| panic!("some OpenGL error occurred {}\n", error));
let system_theme = system_theme(gl_window.window(0), &self.native_options);
let mut integration = epi_integration::EpiIntegration::new(
event_loop,
painter.max_texture_side(),
gl_window.window(0),
system_theme,
&self.app_name,
&self.native_options,
storage,
Some(gl.clone()),
#[cfg(feature = "wgpu")]
None,
);
#[cfg(feature = "accesskit")]
{
integration.init_accesskit(gl_window.window(0), self.repaint_proxy.lock().clone());
}
let theme = system_theme.unwrap_or(self.native_options.default_theme);
integration.egui_ctx.set_visuals(theme.egui_visuals());
gl_window.window(0).set_ime_allowed(true);
if self.native_options.mouse_passthrough {
gl_window.window(0).set_cursor_hittest(false).unwrap();
}
{
let event_loop_proxy = self.repaint_proxy.clone();
integration
.egui_ctx
.set_request_repaint_callback(move |info| {
log::trace!("request_repaint_callback: {info:?}");
let when = Instant::now() + info.after;
let frame_nr = info.current_frame_nr;
event_loop_proxy
.lock()
.send_event(UserEvent::RequestRepaint {
window_id: 0,
when,
frame_nr,
})
.ok();
});
}
let app_creator = std::mem::take(&mut self.app_creator)
.expect("Single-use AppCreator has unexpectedly already been taken");
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,
raw_display_handle: gl_window.window(0).raw_display_handle(),
raw_window_handle: gl_window.window(0).raw_window_handle(),
});
if app.warm_up_enabled() {
integration.warm_up(app.as_mut(), gl_window.window(0));
}
self.running = Some(GlowWinitRunning {
gl_window,
gl,
painter,
integration,
app,
});
Ok(())
}
}
impl WinitApp for GlowWinitApp {
fn frame_nr(&self) -> u64 {
self.running
.as_ref()
.map_or(0, |r| r.integration.egui_ctx.frame_nr())
}
fn is_focused(&self) -> bool {
self.is_focused
}
fn integration(&self) -> Option<&EpiIntegration> {
self.running.as_ref().map(|r| &r.integration)
}
fn window(&self, window_id: winit::window::WindowId) -> Option<&winit::window::Window> {
self.running
.as_ref()
.map(|r| {
for window in r.gl_window.windows.iter() {
if let Some(window) = &window.window {
if window.id() == window_id {
return Some(window);
}
}
}
None
})
.flatten()
}
fn get_window_id(&self, id: u64) -> Option<winit::window::WindowId> {
self.running
.as_ref()
.map(|r| {
for window in r.gl_window.windows.iter() {
if window.window_id == id {
return window.window.as_ref().map(|w| w.id());
}
}
None
})
.flatten()
}
fn save_and_destroy(&mut self) {
if let Some(mut running) = self.running.take() {
running
.integration
.save(running.app.as_mut(), running.gl_window.window(0));
running.app.on_exit(Some(&running.gl));
running.painter.destroy();
}
}
fn run_ui_and_paint(&mut self, window_id: Option<winit::window::WindowId>) -> EventResult {
if let Some(running) = &mut self.running {
let mut windows_indexes = vec![];
if let Some(window_id) = window_id {
for (i, window) in running.gl_window.windows.iter().enumerate() {
if let Some(window) = &window.window {
if window.id() == window_id {
windows_indexes.push(i);
break;
}
}
}
} else {
windows_indexes = (0..running.gl_window.windows.len()).collect();
}
let mut inner = |window_index| {
#[cfg(feature = "puffin")]
puffin::GlobalProfiler::lock().new_frame();
crate::profile_scope!("frame");
let GlowWinitRunning {
gl_window,
gl,
app,
integration,
painter,
} = running;
let egui::FullOutput {
platform_output,
repaint_after,
textures_delta,
shapes,
mut windows,
};
let control_flow;
{
// let window = gl_window.window(window_index);
let win: Option<&Window> = gl_window.windows.get(window_index);
let win = win.unwrap();
let window = win.window.as_ref().unwrap();
gl_window.current_gl_context = Some(
gl_window
.current_gl_context
.take()
.unwrap()
.make_not_current()
.unwrap()
.make_current(win.gl_surface.as_ref().unwrap())
.unwrap(),
);
integration.egui_ctx.set_current_window_id(win.window_id);
let screen_size_in_pixels: [u32; 2] = window.inner_size().into();
egui_glow::painter::clear(
&gl,
screen_size_in_pixels,
app.clear_color(&integration.egui_ctx.style().visuals),
);
egui::FullOutput {
platform_output,
repaint_after,
textures_delta,
shapes,
windows,
} = integration.update(app.as_mut(), window);
integration.handle_platform_output(window, platform_output);
let clipped_primitives = {
crate::profile_scope!("tessellate");
integration.egui_ctx.tessellate(shapes)
};
painter.paint_and_update_textures(
screen_size_in_pixels,
integration.egui_ctx.pixels_per_point(),
&clipped_primitives,
&textures_delta,
);
let screenshot_requested =
&mut integration.frame.output.screenshot_requested;
if *screenshot_requested {
*screenshot_requested = false;
let screenshot = painter.read_screen_rgba(screen_size_in_pixels);
integration.frame.screenshot.set(Some(screenshot));
}
integration.post_rendering(app.as_mut(), window);
{
crate::profile_scope!("swap_buffers");
gl_window.swap_buffers().unwrap();
}
integration.post_present(window);
#[cfg(feature = "__screenshot")]
// give it time to settle:
if integration.egui_ctx.frame_nr() == 2 {
if let Ok(path) = std::env::var("EFRAME_SCREENSHOT_TO") {
assert!(
path.ends_with(".png"),
"Expected EFRAME_SCREENSHOT_TO to end with '.png', got {path:?}"
);
let screenshot = painter.read_screen_rgba(screen_size_in_pixels);
image::save_buffer(
&path,
screenshot.as_raw(),
screenshot.width() as u32,
screenshot.height() as u32,
image::ColorType::Rgba8,
)
.unwrap_or_else(|err| {
panic!("Failed to save screenshot to {path:?}: {err}");
});
eprintln!("Screenshot saved to {path:?}.");
std::process::exit(0);
}
}
control_flow = if integration.should_close() {
EventResult::Exit
} else if repaint_after.is_zero() {
let mut id = None;
for window in gl_window.windows.iter() {
if window.window_id == 0 {
id = window.window.as_ref().map(|w| w.id());
break;
}
}
EventResult::RepaintNext(id.unwrap())
} else if let Some(repaint_after_instant) =
std::time::Instant::now().checked_add(repaint_after)
{
// if repaint_after is something huge and can't be added to Instant,
// we will use `ControlFlow::Wait` instead.
// 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.
let mut id = None;
for window in gl_window.windows.iter() {
if window.window_id == 0 {
id = window.window.as_ref().map(|w| w.id());
break;
}
}
EventResult::RepaintAt(id.unwrap(), repaint_after_instant)
} else {
EventResult::Wait
};
integration.maybe_autosave(app.as_mut(), window);
if window.is_minimized() == Some(true) {
// On Mac, a minimized Window uses up all CPU:
// https://github.com/emilk/egui/issues/325
crate::profile_scope!("bg_sleep");
std::thread::sleep(std::time::Duration::from_millis(10));
}
}
let mut wins = vec![0];
windows.retain_mut(|(id, builder)| {
for w in gl_window.windows.iter_mut() {
if w.window_id == *id {
if w.builder != *builder {
if let Some(window) = &mut w.window {
if let Ok(pos) = window.outer_position() {
builder.position = Some((pos.x, pos.y));
}
}
w.window = None;
w.gl_surface = None;
w.builder = builder.clone();
}
wins.push(*id);
return false;
}
}
true
});
for (id, builder) in windows {
gl_window.windows.push(Window {
builder,
gl_surface: None,
window: None,
window_id: id,
});
wins.push(id);
}
gl_window.windows.retain(|w| wins.contains(&w.window_id));
gl_window.window_maps.retain(|_, id| wins.contains(id));
control_flow
};
// !! TODO !!
// Re do this is a really way to implement this
// We need to change the output of this function to `Vec<EventResult>`
let mut ret = EventResult::Wait;
for event in windows_indexes
.into_iter()
.map(|window_index| inner(window_index))
{
match event {
EventResult::Wait => {}
EventResult::RepaintNow(w) => ret = event,
EventResult::RepaintNext(w) => ret = event,
EventResult::RepaintAt(_, time) => match ret {
EventResult::RepaintAt(_, last_time) => {
if last_time > time {
ret = event;
}
}
_ => {}
},
EventResult::Exit => ret = event,
}
}
ret
} else {
EventResult::Wait
}
}
fn on_event(
&mut self,
event_loop: &EventLoopWindowTarget<UserEvent>,
event: &winit::event::Event<'_, UserEvent>,
) -> Result<EventResult> {
Ok(match event {
winit::event::Event::Resumed => {
// first resume event.
// we can actually move this outside of event loop.
// and just run the on_resume fn of gl_window
if self.running.is_none() {
self.init_run_state(event_loop)?;
} else {
// not the first resume event. create whatever you need.
self.running
.as_mut()
.unwrap()
.gl_window
.on_resume(event_loop)?;
}
EventResult::RepaintNow(self.running.as_ref().unwrap().gl_window.window(0).id())
}
winit::event::Event::Suspended => {
self.running.as_mut().unwrap().gl_window.on_suspend()?;
EventResult::Wait
}
winit::event::Event::MainEventsCleared => {
if let Some(running) = self.running.as_mut() {
running.gl_window.on_resume(event_loop);
}
EventResult::Wait
}
winit::event::Event::WindowEvent { event, window_id } => {
if let Some(running) = &mut self.running {
// On Windows, if a window is resized by the user, it should repaint synchronously, inside the
// event handler.
//
// If this is not done, the compositor will assume that the window does not want to redraw,
// and continue ahead.
//
// In eframe's case, that causes the window to rapidly flicker, as it struggles to deliver
// new frames to the compositor in time.
//
// The flickering is technically glutin or glow's fault, but we should be responding properly
// to resizes anyway, as doing so avoids dropping frames.
//
// See: https://github.com/emilk/egui/issues/903
let mut repaint_asap = false;
match &event {
winit::event::WindowEvent::Focused(new_focused) => {
self.is_focused = *new_focused;
}
winit::event::WindowEvent::Resized(physical_size) => {
repaint_asap = true;
// 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 {
if let Some(id) = running.gl_window.window_maps.get(window_id) {
running.gl_window.resize(*id, *physical_size);
}
}
}
winit::event::WindowEvent::ScaleFactorChanged {
new_inner_size,
..
} => {
repaint_asap = true;
if let Some(id) = running.gl_window.window_maps.get(window_id) {
running.gl_window.resize(*id, **new_inner_size);
}
}
winit::event::WindowEvent::CloseRequested
if running.integration.should_close() =>
{
log::debug!("Received WindowEvent::CloseRequested");
return Ok(EventResult::Exit);
}
_ => {}
}
let event_response =
running.integration.on_event(running.app.as_mut(), event);
if running.integration.should_close() {
EventResult::Exit
} else if event_response.repaint {
if repaint_asap {
EventResult::RepaintNow(*window_id)
} else {
EventResult::RepaintNext(*window_id)
}
} else {
EventResult::Wait
}
} else {
EventResult::Wait
}
}
#[cfg(feature = "accesskit")]
winit::event::Event::UserEvent(UserEvent::AccessKitActionRequest(
accesskit_winit::ActionRequestEvent { request, .. },
)) => {
if let Some(running) = &mut self.running {
running
.integration
.on_accesskit_action_request(request.clone());
// As a form of user input, accessibility actions should
// lead to a repaint.
EventResult::RepaintNext(running.gl_window.window(0).id())
} else {
EventResult::Wait
}
}
_ => EventResult::Wait,
})
}
}
pub fn run_glow(
app_name: &str,
mut native_options: epi::NativeOptions,
app_creator: epi::AppCreator,
) -> Result<()> {
if native_options.run_and_return {
with_event_loop(native_options, |event_loop, native_options| {
let glow_eframe =
GlowWinitApp::new(event_loop, app_name, native_options, app_creator);
run_and_return(event_loop, glow_eframe)
})
} else {
let event_loop = create_event_loop_builder(&mut native_options).build();
let glow_eframe = GlowWinitApp::new(&event_loop, app_name, native_options, app_creator);
run_and_exit(event_loop, glow_eframe);
}
}
}
#[cfg(feature = "glow")]
pub use glow_integration::run_glow;
// ----------------------------------------------------------------------------
#[cfg(feature = "wgpu")]
mod wgpu_integration {
use std::sync::Arc;
use super::*;
/// State that is initialized when the application is first starts running via
/// a Resumed event. On Android this ensures that any graphics state is only
/// initialized once the application has an associated `SurfaceView`.
struct WgpuWinitRunning {
painter: egui_wgpu::winit::Painter,
integration: epi_integration::EpiIntegration,
app: Box<dyn epi::App>,
}
struct WgpuWinitApp {
repaint_proxy: Arc<std::sync::Mutex<EventLoopProxy<UserEvent>>>,
app_name: String,
native_options: epi::NativeOptions,
app_creator: Option<epi::AppCreator>,
running: Option<WgpuWinitRunning>,
/// Window surface state that's initialized when the app starts running via a Resumed event
/// and on Android will also be destroyed if the application is paused.
window: Option<winit::window::Window>,
is_focused: bool,
}
impl WgpuWinitApp {
fn new(
event_loop: &EventLoop<UserEvent>,
app_name: &str,
native_options: epi::NativeOptions,
app_creator: epi::AppCreator,
) -> Self {
#[cfg(feature = "__screenshot")]
assert!(
std::env::var("EFRAME_SCREENSHOT_TO").is_err(),
"EFRAME_SCREENSHOT_TO not yet implemented for wgpu backend"
);
Self {
repaint_proxy: Arc::new(std::sync::Mutex::new(event_loop.create_proxy())),
app_name: app_name.to_owned(),
native_options,
running: None,
window: None,
app_creator: Some(app_creator),
is_focused: true,
}
}
fn create_window(
event_loop: &EventLoopWindowTarget<UserEvent>,
storage: Option<&dyn epi::Storage>,
title: &str,
native_options: &NativeOptions,
) -> std::result::Result<winit::window::Window, winit::error::OsError> {
let window_settings = epi_integration::load_window_settings(storage);
let window_builder =
epi_integration::window_builder(event_loop, title, native_options, window_settings);
let window = create_winit_window_builder(&window_builder).build(event_loop)?;
epi_integration::apply_native_options_to_window(&window, native_options);
Ok(window)
}
#[allow(unsafe_code)]
fn set_window(
&mut self,
window: winit::window::Window,
) -> std::result::Result<(), egui_wgpu::WgpuError> {
self.window = Some(window);
if let Some(running) = &mut self.running {
pollster::block_on(running.painter.set_window(self.window.as_ref()))?;
}
Ok(())
}
#[allow(unsafe_code)]
#[cfg(target_os = "android")]
fn drop_window(&mut self) -> std::result::Result<(), egui_wgpu::WgpuError> {
self.window = None;
if let Some(running) = &mut self.running {
pollster::block_on(running.painter.set_window(None))?;
}
Ok(())
}
fn init_run_state(
&mut self,
event_loop: &EventLoopWindowTarget<UserEvent>,
storage: Option<Box<dyn epi::Storage>>,
window: winit::window::Window,
) -> std::result::Result<(), egui_wgpu::WgpuError> {
#[allow(unsafe_code, unused_mut, unused_unsafe)]
let mut painter = egui_wgpu::winit::Painter::new(
self.native_options.wgpu_options.clone(),
self.native_options.multisampling.max(1) as _,
egui_wgpu::depth_format_from_bits(
self.native_options.depth_buffer,
self.native_options.stencil_buffer,
),
self.native_options.transparent,
);
pollster::block_on(painter.set_window(Some(&window)))?;
let wgpu_render_state = painter.render_state();
let system_theme = system_theme(&window, &self.native_options);
let mut integration = epi_integration::EpiIntegration::new(
event_loop,
painter.max_texture_side().unwrap_or(2048),
&window,
system_theme,
&self.app_name,
&self.native_options,
storage,
#[cfg(feature = "glow")]
None,
wgpu_render_state.clone(),
);
#[cfg(feature = "accesskit")]
{
integration.init_accesskit(&window, self.repaint_proxy.lock().unwrap().clone());
}
let theme = system_theme.unwrap_or(self.native_options.default_theme);
integration.egui_ctx.set_visuals(theme.egui_visuals());
window.set_ime_allowed(true);
{
let event_loop_proxy = self.repaint_proxy.clone();
// !!! TODO !!!
// Need a better way to redraw all the windows idependent of one eachother
integration
.egui_ctx
.set_request_repaint_callback(move |info| {
log::trace!("request_repaint_callback: {info:?}");
let when = Instant::now() + info.after;
let frame_nr = info.current_frame_nr;
// !!! WARNING !!!
// This will only work for 10 windows
for i in 0..10 {
event_loop_proxy
.lock()
.unwrap()
.send_event(UserEvent::RequestRepaint {
when,
frame_nr,
window_id: i,
})
.ok();
}
});
}
let app_creator = std::mem::take(&mut self.app_creator)
.expect("Single-use AppCreator has unexpectedly already been taken");
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,
raw_display_handle: window.raw_display_handle(),
raw_window_handle: window.raw_window_handle(),
});
if app.warm_up_enabled() {
integration.warm_up(app.as_mut(), &window);
}
self.running = Some(WgpuWinitRunning {
painter,
integration,
app,
});
self.window = Some(window);
Ok(())
}
}
impl WinitApp for WgpuWinitApp {
fn frame_nr(&self) -> u64 {
self.running
.as_ref()
.map_or(0, |r| r.integration.egui_ctx.frame_nr())
}
fn is_focused(&self) -> bool {
self.is_focused
}
fn integration(&self) -> Option<&EpiIntegration> {
self.running.as_ref().map(|r| &r.integration)
}
fn window(&self, _: winit::window::WindowId) -> Option<&winit::window::Window> {
self.window.as_ref()
}
fn get_window_id(&self, id: u64) -> Option<winit::window::WindowId> {
if id == 0 {
return self.window.as_ref().map(|w| w.id());
}
None
}
fn save_and_destroy(&mut self) {
if let Some(mut running) = self.running.take() {
if let Some(window) = &self.window {
running.integration.save(running.app.as_mut(), window);
}
#[cfg(feature = "glow")]
running.app.on_exit(None);
#[cfg(not(feature = "glow"))]
running.app.on_exit();
running.painter.destroy();
}
}
fn run_ui_and_paint(&mut self, window_id: Option<winit::window::WindowId>) -> EventResult {
// !!! WARNING !!!
// Nothing is implemented for WGPU
unimplemented!("Multiples windows in wgpu is not implemented");
// if let (Some(running), Some(window)) = (&mut self.running, &self.window) {
// #[cfg(feature = "puffin")]
// puffin::GlobalProfiler::lock().new_frame();
// crate::profile_scope!("frame");
// let WgpuWinitRunning {
// app,
// integration,
// painter,
// } = running;
// let egui::FullOutput {
// platform_output,
// repaint_after,
// textures_delta,
// shapes,
// } = integration.update(app.as_mut(), window);
// integration.handle_platform_output(window, platform_output);
// let clipped_primitives = {
// crate::profile_scope!("tessellate");
// integration.egui_ctx.tessellate(shapes)
// };
// let screenshot_requested = &mut integration.frame.output.screenshot_requested;
// let screenshot = painter.paint_and_update_textures(
// integration.egui_ctx.pixels_per_point(),
// app.clear_color(&integration.egui_ctx.style().visuals),
// &clipped_primitives,
// &textures_delta,
// *screenshot_requested,
// );
// *screenshot_requested = false;
// integration.frame.screenshot.set(screenshot);
// integration.post_rendering(app.as_mut(), window);
// integration.post_present(window);
// let control_flow = if integration.should_close() {
// EventResult::Exit
// } else if repaint_after.is_zero() {
// EventResult::RepaintNext
// } else if let Some(repaint_after_instant) =
// std::time::Instant::now().checked_add(repaint_after)
// {
// // if repaint_after is something huge and can't be added to Instant,
// // we will use `ControlFlow::Wait` instead.
// // 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.
// EventResult::RepaintAt(repaint_after_instant)
// } else {
// EventResult::Wait
// };
// integration.maybe_autosave(app.as_mut(), window);
// if window.is_minimized() == Some(true) {
// // On Mac, a minimized Window uses up all CPU:
// // https://github.com/emilk/egui/issues/325
// crate::profile_scope!("bg_sleep");
// std::thread::sleep(std::time::Duration::from_millis(10));
// }
// control_flow
// } else {
// EventResult::Wait
// }
}
fn on_event(
&mut self,
event_loop: &EventLoopWindowTarget<UserEvent>,
event: &winit::event::Event<'_, UserEvent>,
) -> Result<EventResult> {
// !!! WARNING !!!
unimplemented!("Multiples windows is not implemented for WGPU");
// Ok(match event {
// winit::event::Event::Resumed => {
// if let Some(running) = &self.running {
// if self.window.is_none() {
// let window = Self::create_window(
// event_loop,
// running.integration.frame.storage(),
// &self.app_name,
// &self.native_options,
// )?;
// self.set_window(window)?;
// }
// } else {
// let storage = epi_integration::create_storage(
// self.native_options
// .app_id
// .as_ref()
// .unwrap_or(&self.app_name),
// );
// let window = Self::create_window(
// event_loop,
// storage.as_deref(),
// &self.app_name,
// &self.native_options,
// )?;
// self.init_run_state(event_loop, storage, window)?;
// }
// EventResult::RepaintNow
// }
// winit::event::Event::Suspended => {
// #[cfg(target_os = "android")]
// self.drop_window()?;
// EventResult::Wait
// }
// winit::event::Event::WindowEvent { event, .. } => {
// if let Some(running) = &mut self.running {
// // On Windows, if a window is resized by the user, it should repaint synchronously, inside the
// // event handler.
// //
// // If this is not done, the compositor will assume that the window does not want to redraw,
// // and continue ahead.
// //
// // In eframe's case, that causes the window to rapidly flicker, as it struggles to deliver
// // new frames to the compositor in time.
// //
// // The flickering is technically glutin or glow's fault, but we should be responding properly
// // to resizes anyway, as doing so avoids dropping frames.
// //
// // See: https://github.com/emilk/egui/issues/903
// let mut repaint_asap = false;
// match &event {
// winit::event::WindowEvent::Focused(new_focused) => {
// self.is_focused = *new_focused;
// }
// winit::event::WindowEvent::Resized(physical_size) => {
// repaint_asap = true;
// // 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 {
// running.painter.on_window_resized(
// physical_size.width,
// physical_size.height,
// );
// }
// }
// winit::event::WindowEvent::ScaleFactorChanged {
// new_inner_size,
// ..
// } => {
// repaint_asap = true;
// running
// .painter
// .on_window_resized(new_inner_size.width, new_inner_size.height);
// }
// winit::event::WindowEvent::CloseRequested
// if running.integration.should_close() =>
// {
// log::debug!("Received WindowEvent::CloseRequested");
// return Ok(EventResult::Exit);
// }
// _ => {}
// };
// let event_response =
// running.integration.on_event(running.app.as_mut(), event);
// if running.integration.should_close() {
// EventResult::Exit
// } else if event_response.repaint {
// if repaint_asap {
// EventResult::RepaintNow
// } else {
// EventResult::RepaintNext
// }
// } else {
// EventResult::Wait
// }
// } else {
// EventResult::Wait
// }
// }
// #[cfg(feature = "accesskit")]
// winit::event::Event::UserEvent(UserEvent::AccessKitActionRequest(
// accesskit_winit::ActionRequestEvent { request, .. },
// )) => {
// if let Some(running) = &mut self.running {
// running
// .integration
// .on_accesskit_action_request(request.clone());
// // As a form of user input, accessibility actions should
// // lead to a repaint.
// EventResult::RepaintNext
// } else {
// EventResult::Wait
// }
// }
// _ => EventResult::Wait,
// })
//
}
}
pub fn run_wgpu(
app_name: &str,
mut native_options: epi::NativeOptions,
app_creator: epi::AppCreator,
) -> Result<()> {
if native_options.run_and_return {
with_event_loop(native_options, |event_loop, native_options| {
let wgpu_eframe =
WgpuWinitApp::new(event_loop, app_name, native_options, app_creator);
run_and_return(event_loop, wgpu_eframe)
})
} else {
let event_loop = create_event_loop_builder(&mut native_options).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;
// ----------------------------------------------------------------------------
fn system_theme(window: &winit::window::Window, options: &NativeOptions) -> Option<crate::Theme> {
if options.follow_system_theme {
window
.theme()
.map(super::epi_integration::theme_from_winit_theme)
} else {
None
}
}
// ----------------------------------------------------------------------------
fn extremely_far_future() -> std::time::Instant {
std::time::Instant::now() + std::time::Duration::from_secs(10_000_000_000)
}
fn create_winit_window_builder(builder: &WindowBuilder) -> winit::window::WindowBuilder {
let mut window_builder = winit::window::WindowBuilder::new()
.with_title(builder.title.clone())
.with_transparent(builder.transparent)
.with_decorations(builder.decorations)
.with_resizable(builder.resizable)
.with_visible(builder.visible)
.with_fullscreen(
builder
.fullscreen
.then(|| winit::window::Fullscreen::Borderless(None)),
)
.with_active(builder.active);
if let Some(inner_size) = builder.inner_size {
window_builder = window_builder
.with_inner_size(winit::dpi::PhysicalSize::new(inner_size.0, inner_size.1));
}
if let Some(min_inner_size) = builder.min_inner_size {
window_builder = window_builder.with_min_inner_size(winit::dpi::PhysicalSize::new(
min_inner_size.0,
min_inner_size.1,
));
}
if let Some(max_inner_size) = builder.max_inner_size {
window_builder = window_builder.with_max_inner_size(winit::dpi::PhysicalSize::new(
max_inner_size.0,
max_inner_size.1,
));
}
if let Some(position) = builder.position {
window_builder =
window_builder.with_position(winit::dpi::PhysicalPosition::new(position.0, position.1));
}
if let Some(icon) = builder.icon.clone() {
window_builder = window_builder.with_window_icon(load_icon(crate::IconData {
rgba: icon.2,
width: icon.0,
height: icon.1,
}))
}
window_builder
}