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Files
egui/crates/eframe/src/native/run.rs

2849 lines
117 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::{sync::Arc, time::Instant};
use egui::{epaint::ahash::HashMap, mutex::RwLock, ViewportBuilder, ViewportId};
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, EpiIntegration};
// ----------------------------------------------------------------------------
pub const IS_DESKTOP: bool = cfg!(any(
target_os = "windows",
target_os = "linux",
target_os = "macos",
target_os = "freebsd",
target_os = "openbsd"
));
// ----------------------------------------------------------------------------
thread_local! {
/// This makes `Context::create_viewport_sync` to have a native window in the same frame!
pub static WINIT_EVENT_LOOP: RwLock<*const EventLoopWindowTarget<UserEvent>> = RwLock::new(std::ptr::null());
}
// ----------------------------------------------------------------------------
/// The custom even `eframe` uses with the [`winit`] event loop.
#[derive(Debug)]
pub enum UserEvent {
/// A repaint is requested.
RequestRepaint {
/// What to repaint.
id: ViewportId,
/// When to repaint.
when: Instant,
/// What the frame number was when the repaint was _requested_.
frame_nr: u64,
},
/// A request related to [`accesskit`](https://accesskit.dev/).
#[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, window_id: winit::window::WindowId) -> bool;
fn integration(&self) -> Option<Arc<RwLock<EpiIntegration>>>;
fn window(
&self,
window_id: winit::window::WindowId,
) -> Option<Arc<RwLock<winit::window::Window>>>;
fn get_window_winit_id(&self, id: ViewportId) -> Option<winit::window::WindowId>;
fn get_window_id(&self, id: &winit::window::WindowId) -> Option<ViewportId>;
fn save_and_destroy(&mut self);
fn run_ui_and_paint(&mut self, window_id: winit::window::WindowId) -> Vec<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> {
crate::profile_function!();
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
}
fn create_event_loop(native_options: &mut epi::NativeOptions) -> EventLoop<UserEvent> {
crate::profile_function!();
let mut builder = create_event_loop_builder(native_options);
crate::profile_scope!("EventLoopBuilder::build");
builder.build()
}
/// 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(&mut native_options));
f(event_loop, native_options)
})
}
#[cfg(not(target_os = "ios"))]
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| {
crate::profile_scope!("winit_event", short_event_description(&event));
WINIT_EVENT_LOOP.with(|row_event_loop| *row_event_loop.write() = event_loop);
let event_results = 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
// #[cfg(target_os = "windows")]
// winit::event::Event::RedrawEventsCleared => {
// windows_next_repaint_times.clear();
// winit_app.run_ui_and_paint(None)
// vec![EventResult::Wait]
// }
// #[cfg(not(target_os = "windows"))]
winit::event::Event::RedrawRequested(window_id) => {
windows_next_repaint_times.remove(window_id);
winit_app.run_ui_and_paint(*window_id)
}
winit::event::Event::UserEvent(UserEvent::RequestRepaint {
when,
frame_nr,
id: 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_winit_id(*window_id) {
vec![EventResult::RepaintAt(window_id, *when)]
} else {
vec![EventResult::Wait]
}
} else {
log::trace!("Got outdated UserEvent::RequestRepaint");
vec![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");
vec![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.
vec![EventResult::RepaintNext(*window_id)]
}
event => match winit_app.on_event(event_loop, event) {
Ok(event_result) => vec![event_result],
Err(err) => {
log::error!("Exiting because of error: {err:?} on event {event:?}");
returned_result = Err(err);
vec![EventResult::Exit]
}
},
};
for event_result in event_results {
match event_result {
EventResult::Wait => {
control_flow.set_wait();
}
EventResult::RepaintNow(window_id) => {
log::trace!("Repaint caused by winit::Event: {:?}", event_result);
if cfg!(target_os = "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(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_result);
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_or(repaint_time, |last| (*last).min(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() {
if *repaint_time <= Instant::now() {
if let Some(window) = winit_app.window(*window_id) {
window.read().request_redraw();
windows_next_repaint_times.remove(window_id);
control_flow.set_poll();
} else {
windows_next_repaint_times.remove(window_id);
control_flow.set_wait();
}
} else {
next_repaint_time =
Some(next_repaint_time.map_or(*repaint_time, |last| last.min(*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(target_os = "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| {
crate::profile_scope!("winit_event", short_event_description(&event));
WINIT_EVENT_LOOP.with(|row_event_loop| *row_event_loop.write() = event_loop);
let event_results = match event {
winit::event::Event::LoopDestroyed => {
log::debug!("Received Event::LoopDestroyed");
vec![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!(target_os = "windows") => {
// windows_next_repaint_times.clear();
// winit_app.run_ui_and_paint(None)
vec![]
}
winit::event::Event::RedrawRequested(window_id) if !cfg!(target_os = "windows") => {
windows_next_repaint_times.remove(&window_id);
winit_app.run_ui_and_paint(window_id)
}
winit::event::Event::UserEvent(UserEvent::RequestRepaint {
when,
frame_nr,
id: window_id,
}) => {
if winit_app.frame_nr() == frame_nr {
if let Some(window_id) = winit_app.get_window_winit_id(window_id) {
vec![EventResult::RepaintAt(window_id, when)]
} else {
vec![EventResult::Wait]
}
} else {
vec![EventResult::Wait] // old request - we've already repainted
}
}
winit::event::Event::NewEvents(winit::event::StartCause::ResumeTimeReached {
..
}) => vec![EventResult::Wait], // We just woke up to check next_repaint_time
event => match winit_app.on_event(event_loop, &event) {
Ok(event_result) => vec![event_result],
Err(err) => {
panic!("eframe encountered a fatal error: {err}");
}
},
};
for event_result in event_results {
match event_result {
EventResult::Wait => {}
EventResult::RepaintNow(window_id) => {
if cfg!(target_os = "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(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_or(repaint_time, |last| (*last).min(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() {
if *repaint_time <= Instant::now() {
if let Some(window) = winit_app.window(*window_id) {
log::trace!("request_redraw");
window.read().request_redraw();
windows_next_repaint_times.remove(window_id);
}
control_flow.set_poll();
} else {
next_repaint_time =
Some(next_repaint_time.map_or(*repaint_time, |last| last.min(*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:?}");
}
// WaitUntil seems to not work on iOS
#[cfg(target_os = "ios")]
winit_app
.get_window_winit_id(ViewportId::MAIN)
.map(|window_id| {
winit_app
.window(window_id)
.map(|window| window.read().request_redraw())
});
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, mutex::RwLock, NumExt as _, ViewportIdPair, ViewportOutput,
ViewportRender,
};
use egui_winit::{
changes_between_builders, create_winit_window_builder, process_viewport_commands,
EventResponse,
};
use glutin::{
display::GetGlDisplay,
prelude::{GlDisplay, NotCurrentGlContextSurfaceAccessor, PossiblyCurrentGlContext},
surface::GlSurface,
};
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: Arc<RwLock<egui_glow::Painter>>,
integration: Arc<RwLock<epi_integration::EpiIntegration>>,
app: Arc<RwLock<Box<dyn epi::App>>>,
// Conceptually this will be split out eventually so that the rest of the state
// can be persistent.
glutin_ctx: Arc<RwLock<GlutinWindowContext>>,
}
struct Window {
gl_surface: Option<glutin::surface::Surface<glutin::surface::WindowSurface>>,
window: Option<Arc<RwLock<winit::window::Window>>>,
pair: ViewportIdPair,
render: Option<Arc<Box<ViewportRender>>>,
egui_winit: Option<egui_winit::State>,
}
/// 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,
max_texture_side: usize,
current_gl_context: Option<glutin::context::PossiblyCurrentContext>,
not_current_gl_context: Option<glutin::context::NotCurrentContext>,
viewports: HashMap<ViewportId, Arc<RwLock<Window>>>,
viewports_maps: HashMap<winit::window::WindowId, ViewportId>,
builders: HashMap<ViewportId, ViewportBuilder>,
}
#[allow(unsafe_code)]
unsafe impl Sync for GlutinWindowContext {}
#[allow(unsafe_code)]
unsafe impl Send for GlutinWindowContext {}
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: ViewportBuilder,
native_options: &epi::NativeOptions,
event_loop: &EventLoopWindowTarget<UserEvent>,
) -> Result<Self> {
crate::profile_function!();
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 display_builder = 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)));
let (window, gl_config) = {
crate::profile_scope!("DisplayBuilder::build");
display_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_result = {
crate::profile_scope!("create_context");
gl_config
.display()
.create_context(&gl_config, &context_attributes)
};
let gl_context = match gl_context_result {
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(), ViewportId::MAIN);
}
let mut windows = HashMap::default();
windows.insert(
ViewportId::MAIN,
Arc::new(RwLock::new(Window {
gl_surface: None,
window: window.map(|w| Arc::new(RwLock::new(w))),
egui_winit: None,
render: None,
pair: ViewportIdPair::MAIN,
})),
);
let mut builders = HashMap::default();
builders.insert(ViewportId::MAIN, window_builder);
// 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,
viewports: windows,
builders,
viewports_maps: window_maps,
// This is initializate in init_run_state
max_texture_side: 0,
})
}
/// 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
fn on_resume(&mut self, event_loop: &EventLoopWindowTarget<UserEvent>) -> Result<()> {
crate::profile_function!();
let values = self
.viewports
.values()
.cloned()
.collect::<Vec<Arc<RwLock<Window>>>>();
for win in values {
if win.read().gl_surface.is_some() {
continue;
}
self.init_window(&win, event_loop)?;
}
Ok(())
}
#[allow(unsafe_code)]
pub(crate) fn init_window(
&mut self,
win: &Arc<RwLock<Window>>,
event_loop: &EventLoopWindowTarget<UserEvent>,
) -> Result<()> {
let builder = &self.builders[&win.read().pair.this];
let mut win = win.write();
// 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");
Arc::new(RwLock::new(
glutin_winit::finalize_window(
event_loop,
create_winit_window_builder(builder),
&self.gl_config,
)
.expect("failed to finalize glutin window"),
))
});
{
let window = window.read();
// 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.
let native_pixels_per_point = window.scale_factor() as f32;
if win.egui_winit.is_none() {
let mut egui_winit = egui_winit::State::new(event_loop);
egui_winit.set_max_texture_side(self.max_texture_side);
egui_winit.set_pixels_per_point(native_pixels_per_point);
win.egui_winit = Some(egui_winit);
}
win.gl_surface = Some(gl_surface);
self.current_gl_context = Some(current_gl_context);
self.viewports_maps.insert(window.id(), win.pair.this);
}
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.viewports.values() {
let mut window = window.write();
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, viewport_id: ViewportId) -> Arc<RwLock<Window>> {
self.viewports
.get(&viewport_id)
.cloned()
.expect("winit window doesn't exist")
}
fn resize(
&mut self,
viewport_id: ViewportId,
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();
if let Some(window) = self.viewports.get(&viewport_id) {
let window = window.read();
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 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: Arc<RwLock<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: Arc<RwLock<Option<ViewportId>>>,
}
impl GlowWinitApp {
fn new(
event_loop: &EventLoop<UserEvent>,
app_name: &str,
native_options: epi::NativeOptions,
app_creator: epi::AppCreator,
) -> Self {
crate::profile_function!();
Self {
repaint_proxy: Arc::new(egui::mutex::Mutex::new(event_loop.create_proxy())),
app_name: app_name.to_owned(),
native_options,
running: Arc::new(RwLock::new(None)),
app_creator: Some(app_creator),
is_focused: Arc::new(RwLock::new(Some(ViewportId::MAIN))),
}
}
#[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.viewports.get(&ViewportId::MAIN) {
let window = window.read();
if let Some(window) = &window.window {
epi_integration::apply_native_options_to_window(
&window.read(),
native_options,
window_settings,
);
}
}
let gl = unsafe {
crate::profile_scope!("glow::Context::from_loader_function");
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<()> {
crate::profile_function!();
let storage = epi_integration::create_storage(
self.native_options
.app_id
.as_ref()
.unwrap_or(&self.app_name),
);
let (mut glutin_ctx, 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(|err| panic!("An OpenGL error occurred: {err}\n"));
glutin_ctx.max_texture_side = painter.max_texture_side();
glutin_ctx.viewports[&ViewportId::MAIN]
.write()
.egui_winit
.as_mut()
.unwrap()
.set_max_texture_side(glutin_ctx.max_texture_side);
let system_theme = system_theme(
&glutin_ctx
.window(ViewportId::MAIN)
.read()
.window
.as_ref()
.unwrap()
.read(),
&self.native_options,
);
let mut integration = epi_integration::EpiIntegration::new(
&glutin_ctx
.window(ViewportId::MAIN)
.read()
.window
.as_ref()
.unwrap()
.read(),
system_theme,
&self.app_name,
&self.native_options,
storage,
IS_DESKTOP,
Some(gl.clone()),
#[cfg(feature = "wgpu")]
None,
);
#[cfg(feature = "accesskit")]
{
let window = &glutin_ctx.viewports[&ViewportId::MAIN];
let window = &mut *window.write();
integration.init_accesskit(
window.egui_winit.as_mut().unwrap(),
&window.window.as_ref().unwrap().read(),
self.repaint_proxy.lock().clone(),
);
}
let theme = system_theme.unwrap_or(self.native_options.default_theme);
integration.egui_ctx.set_visuals(theme.egui_visuals());
if self.native_options.mouse_passthrough {
glutin_ctx
.window(ViewportId::MAIN)
.read()
.window
.as_ref()
.unwrap()
.read()
.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 {
id: info.viewport_id,
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;
{
let window = glutin_ctx.window(ViewportId::MAIN);
let window = &mut *window.write();
app = app_creator(&epi::CreationContext {
egui_ctx: integration.egui_ctx.clone(),
integration_info: integration.frame.info().clone(),
storage: integration.frame.storage(),
gl: Some(gl.clone()),
#[cfg(feature = "wgpu")]
wgpu_render_state: None,
raw_display_handle: window.window.as_ref().unwrap().read().raw_display_handle(),
raw_window_handle: window.window.as_ref().unwrap().read().raw_window_handle(),
});
if app.warm_up_enabled() {
integration.warm_up(
app.as_mut(),
&window.window.as_ref().unwrap().read(),
window.egui_winit.as_mut().unwrap(),
);
}
}
let glutin_ctx = Arc::new(RwLock::new(glutin_ctx));
let painter = Arc::new(RwLock::new(painter));
// c_* means that will be taken by the next closure
let c_glutin = glutin_ctx.clone();
let c_gl = gl.clone();
let c_painter = painter.clone();
let c_time = integration.beginning;
integration.egui_ctx.set_render_sync_callback(
move |egui_ctx, viewport_builder, pair, render| {
Self::render_sync_viewport(
egui_ctx,
viewport_builder,
pair,
render,
&c_glutin,
&c_gl,
&c_painter,
c_time,
);
},
);
*self.running.write() = Some(GlowWinitRunning {
glutin_ctx,
gl,
painter,
integration: Arc::new(RwLock::new(integration)),
app: Arc::new(RwLock::new(app)),
});
Ok(())
}
#[inline(always)]
#[allow(clippy::too_many_arguments)]
fn render_sync_viewport(
egui_ctx: &egui::Context,
mut viewport_builder: ViewportBuilder,
pair: ViewportIdPair,
render: Box<dyn FnOnce(&egui::Context) + '_>,
glutin: &RwLock<GlutinWindowContext>,
gl: &glow::Context,
painter: &RwLock<egui_glow::Painter>,
time: Instant,
) {
let has_window = glutin.read().viewports.get(&pair).is_some();
// This will create a new native window if is needed
if !has_window {
// Inherit parent icon if none
{
let glutin = glutin.read();
if viewport_builder.icon.is_none() && glutin.builders.get(&pair).is_none() {
viewport_builder.icon = glutin
.builders
.get(&pair.parent)
.and_then(|b| b.icon.clone());
}
}
{
let mut glutin = glutin.write();
glutin
.viewports
.entry(pair.this)
.or_insert(Arc::new(RwLock::new(Window {
gl_surface: None,
window: None,
pair,
render: None,
egui_winit: None,
})));
glutin.builders.entry(pair.this).or_insert(viewport_builder);
}
let win = glutin.read().viewports[&pair].clone();
let event_loop;
#[allow(unsafe_code)]
unsafe {
event_loop =
WINIT_EVENT_LOOP.with(|event_loop| event_loop.read().as_ref().unwrap());
}
glutin
.write()
.init_window(&win, event_loop)
.expect("Cannot init window on egui::Context::create_viewport_sync");
}
// Rendering the sync viewport
let window = glutin.read().viewports.get(&pair).cloned();
let Some(window) = window else { return };
let output;
let window = &mut *window.write();
let Some(winit_state) = &mut window.egui_winit else { return };
let Some(win) = window.window.clone() else { return };
let win = win.read();
let mut input = winit_state.take_egui_input(&win);
input.time = Some(time.elapsed().as_secs_f64());
output = egui_ctx.run(input, pair, |ctx| {
render(ctx);
});
let glutin = &mut *glutin.write();
let screen_size_in_pixels: [u32; 2] = win.inner_size().into();
let clipped_primitives = egui_ctx.tessellate(output.shapes);
glutin.current_gl_context = Some(
glutin
.current_gl_context
.take()
.unwrap()
.make_not_current()
.unwrap()
.make_current(window.gl_surface.as_ref().unwrap())
.unwrap(),
);
if !window
.gl_surface
.as_ref()
.unwrap()
.is_current(glutin.current_gl_context.as_ref().unwrap())
{
let builder = &&glutin.builders[&window.pair];
log::error!("egui::create_viewport_sync with title: `{}` is not created in main thread, try to use wgpu!", builder.title);
}
egui_glow::painter::clear(gl, screen_size_in_pixels, [0.0, 0.0, 0.0, 0.0]);
painter.write().paint_and_update_textures(
screen_size_in_pixels,
egui_ctx.pixels_per_point(),
&clipped_primitives,
&output.textures_delta,
);
crate::profile_scope!("swap_buffers");
let _ = window
.gl_surface
.as_ref()
.expect("failed to get surface to swap buffers")
.swap_buffers(
glutin
.current_gl_context
.as_ref()
.expect("failed to get current context to swap buffers"),
);
winit_state.handle_platform_output(&win, egui_ctx, output.platform_output);
}
fn process_viewport_builders(
glutin_ctx: &Arc<RwLock<GlutinWindowContext>>,
mut viewports: Vec<ViewportOutput>,
) {
let mut active_viewports_ids = vec![ViewportId::MAIN];
viewports.retain_mut(
|ViewportOutput {
builder,
pair: ViewportIdPair { this: id, .. },
render,
}| {
let mut glutin = glutin_ctx.write();
let last_builder = glutin.builders.entry(*id).or_insert(builder.clone());
let (commands, recreate) = changes_between_builders(builder, last_builder);
drop(glutin);
if let Some(w) = glutin_ctx.read().viewports.get(id) {
let mut w = w.write();
if recreate {
w.window = None;
w.gl_surface = None;
w.render = render.clone();
w.pair.parent = *id;
}
if let Some(w) = w.window.clone() {
process_viewport_commands(commands, *id, None, &w);
}
active_viewports_ids.push(*id);
false
} else {
true
}
},
);
for ViewportOutput {
mut builder,
pair,
render,
} in viewports
{
let default_icon = glutin_ctx
.read()
.builders
.get(&pair.parent)
.and_then(|b| b.icon.clone());
if builder.icon.is_none() {
builder.icon = default_icon;
}
{
let mut glutin = glutin_ctx.write();
glutin.viewports.insert(
pair.this,
Arc::new(RwLock::new(Window {
gl_surface: None,
window: None,
egui_winit: None,
render,
pair,
})),
);
glutin.builders.insert(pair.this, builder);
}
active_viewports_ids.push(pair.this);
}
let mut gl_window = glutin_ctx.write();
gl_window
.viewports
.retain(|id, _| active_viewports_ids.contains(id));
gl_window
.builders
.retain(|id, _| active_viewports_ids.contains(id));
gl_window
.viewports_maps
.retain(|_, id| active_viewports_ids.contains(id));
}
}
impl WinitApp for GlowWinitApp {
fn frame_nr(&self) -> u64 {
self.running
.read()
.as_ref()
.map_or(0, |r| r.integration.read().egui_ctx.frame_nr())
}
fn is_focused(&self, window_id: winit::window::WindowId) -> bool {
if let Some(is_focused) = self.is_focused.read().as_ref() {
if let Some(running) = self.running.read().as_ref() {
if let Some(window_id) =
running.glutin_ctx.read().viewports_maps.get(&window_id)
{
return *is_focused == *window_id;
}
}
}
false
}
fn integration(&self) -> Option<Arc<RwLock<EpiIntegration>>> {
self.running.read().as_ref().map(|r| r.integration.clone())
}
fn window(
&self,
window_id: winit::window::WindowId,
) -> Option<Arc<RwLock<winit::window::Window>>> {
self.running.read().as_ref().and_then(|r| {
let glutin_ctx = r.glutin_ctx.read();
if let Some(viewport_id) = glutin_ctx.viewports_maps.get(&window_id) {
if let Some(viewport) = glutin_ctx.viewports.get(viewport_id) {
if let Some(window) = viewport.read().window.as_ref() {
return Some(window.clone());
}
}
}
None
})
}
fn get_window_winit_id(&self, id: ViewportId) -> Option<winit::window::WindowId> {
self.running.read().as_ref().and_then(|r| {
if let Some(window) = r.glutin_ctx.read().viewports.get(&id) {
return window.read().window.as_ref().map(|w| w.read().id());
}
None
})
}
fn get_window_id(&self, id: &winit::window::WindowId) -> Option<ViewportId> {
self.running
.read()
.as_ref()
.and_then(|r| r.glutin_ctx.read().viewports_maps.get(id).copied())
}
fn save_and_destroy(&mut self) {
crate::profile_function!();
if let Some(running) = self.running.write().take() {
crate::profile_function!();
running.integration.write().save(
running.app.write().as_mut(),
running
.glutin_ctx
.read()
.window(ViewportId::MAIN)
.read()
.window
.clone(),
);
running.app.write().on_exit(Some(&running.gl));
running.painter.write().destroy();
}
}
fn run_ui_and_paint(&mut self, window_id: winit::window::WindowId) -> Vec<EventResult> {
if self.running.read().is_none() {
return vec![EventResult::Wait];
}
if let Some(viewport_id) = self.get_window_id(&window_id) {
#[cfg(feature = "puffin")]
puffin::GlobalProfiler::lock().new_frame();
crate::profile_scope!("frame");
let (integration, app, glutin, painter) = {
let running = self.running.read();
let running = running.as_ref().unwrap();
(
running.integration.clone(),
running.app.clone(),
running.glutin_ctx.clone(),
running.painter.clone(),
)
};
// This will only happen if the viewport is sync
// That means that the viewport cannot be rendered by itself and needs his parent to be rendered
{
let win = &glutin.read().viewports[&viewport_id].clone();
if win.read().render.is_none() && viewport_id != ViewportId::MAIN {
if let Some(win) = glutin.read().viewports.get(&win.read().pair.parent) {
if let Some(w) = win.read().window.as_ref() {
return vec![EventResult::RepaintNow(w.read().id())];
}
}
return vec![];
}
}
let mut window_map = HashMap::default();
for (id, window) in &glutin.read().viewports {
if let Some(win) = &window.read().window {
window_map.insert(*id, win.read().id());
}
}
let egui::FullOutput {
platform_output,
repaint_after,
textures_delta,
shapes,
viewports,
viewport_commands,
};
let control_flow;
{
// let window = gl_window.window(window_index);
let win = glutin.read().viewports.get(&viewport_id).cloned();
let win = win.unwrap();
let screen_size_in_pixels: [u32; 2] = win
.read()
.window
.as_ref()
.unwrap()
.read()
.inner_size()
.into();
{
let win = &mut *win.write();
egui::FullOutput {
platform_output,
repaint_after,
textures_delta,
shapes,
viewports,
viewport_commands,
} = integration.write().update(
app.write().as_mut(),
&win.window.as_ref().unwrap().read(),
win.egui_winit.as_mut().unwrap(),
&win.render.clone(),
win.pair,
);
integration.write().handle_platform_output(
&win.window.as_ref().unwrap().read(),
platform_output,
win.egui_winit.as_mut().unwrap(),
);
}
let clipped_primitives = {
crate::profile_scope!("tessellate");
integration.read().egui_ctx.tessellate(shapes)
};
{
let mut gl_window = glutin.write();
gl_window.current_gl_context = Some(
gl_window
.current_gl_context
.take()
.unwrap()
.make_not_current()
.unwrap()
.make_current(win.read().gl_surface.as_ref().unwrap())
.unwrap(),
);
};
let gl = self.running.read().as_ref().unwrap().gl.clone();
egui_glow::painter::clear(
&gl,
screen_size_in_pixels,
app.read()
.clear_color(&integration.read().egui_ctx.style().visuals),
);
painter.write().paint_and_update_textures(
screen_size_in_pixels,
integration.read().egui_ctx.pixels_per_point(),
&clipped_primitives,
&textures_delta,
);
let mut integration = integration.write();
{
let screenshot_requested =
&mut integration.frame.output.screenshot_requested;
if *screenshot_requested {
*screenshot_requested = false;
let screenshot = painter.read().read_screen_rgba(screen_size_in_pixels);
integration.frame.screenshot.set(Some(screenshot));
}
integration.post_rendering(
app.write().as_mut(),
&win.read().window.as_ref().unwrap().read(),
);
}
{
crate::profile_scope!("swap_buffers");
let _ = win
.read()
.gl_surface
.as_ref()
.expect("failed to get surface to swap buffers")
.swap_buffers(
glutin
.read()
.current_gl_context
.as_ref()
.expect("failed to get current context to swap buffers"),
);
}
integration.post_present(&win.read().window.as_ref().unwrap().read());
#[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().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() {
vec![EventResult::Exit]
} else {
repaint_after
.into_iter()
.filter_map(|(id, time)| {
if time.is_zero() {
window_map.get(&id).map(|id| EventResult::RepaintNext(*id))
} else if let Some(repaint_after_instant) =
std::time::Instant::now().checked_add(time)
{
// 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.
window_map.get(&id).map(|id| {
EventResult::RepaintAt(*id, repaint_after_instant)
})
} else {
None
}
})
.collect::<Vec<EventResult>>()
};
integration
.maybe_autosave(app.write().as_mut(), win.read().window.clone().unwrap());
if win.read().window.as_ref().unwrap().read().is_minimized() == Some(true) {
// On Mac, a minimized Window uses up all CPU:
// https://github.com/emilk/egui/issues/325
crate::profile_scope!("minimized_sleep");
std::thread::sleep(std::time::Duration::from_millis(10));
}
}
Self::process_viewport_builders(&glutin, viewports);
egui_winit::process_viewports_commands(
viewport_commands,
*self.is_focused.read(),
|viewport_id| {
glutin
.read()
.viewports
.get(&viewport_id)
.and_then(|w| w.read().window.clone())
},
);
control_flow
} else {
vec![EventResult::Wait]
}
}
fn on_event(
&mut self,
event_loop: &EventLoopWindowTarget<UserEvent>,
event: &winit::event::Event<'_, UserEvent>,
) -> Result<EventResult> {
crate::profile_function!();
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.read().is_none() {
self.init_run_state(event_loop)?;
} else {
// not the first resume event. create whatever you need.
self.running
.write()
.as_mut()
.unwrap()
.glutin_ctx
.write()
.on_resume(event_loop)?;
}
EventResult::RepaintNow(
self.running
.read()
.as_ref()
.unwrap()
.glutin_ctx
.read()
.window(ViewportId::MAIN)
.read()
.window
.as_ref()
.unwrap()
.read()
.id(),
)
}
winit::event::Event::Suspended => {
self.running
.write()
.as_mut()
.unwrap()
.glutin_ctx
.write()
.on_suspend()?;
EventResult::Wait
}
winit::event::Event::MainEventsCleared => {
if let Some(running) = self.running.read().as_ref() {
let _ = running.glutin_ctx.write().on_resume(event_loop);
}
EventResult::Wait
}
winit::event::Event::WindowEvent { event, window_id } => {
if let Some(running) = self.running.write().as_mut() {
// 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.write() = new_focused
.then(|| {
running
.glutin_ctx
.write()
.viewports_maps
.get(window_id)
.copied()
})
.flatten();
}
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.
let glutin_ctx = &mut *running.glutin_ctx.write();
if 0 < physical_size.width && 0 < physical_size.height {
if let Some(id) = glutin_ctx.viewports_maps.get(window_id) {
glutin_ctx.resize(*id, *physical_size);
}
}
}
winit::event::WindowEvent::ScaleFactorChanged {
new_inner_size,
..
} => {
let glutin_ctx = &mut *running.glutin_ctx.write();
repaint_asap = true;
if let Some(id) = glutin_ctx.viewports_maps.get(window_id) {
glutin_ctx.resize(*id, **new_inner_size);
}
}
winit::event::WindowEvent::CloseRequested
if running
.glutin_ctx
.write()
.viewports
.iter()
.filter_map(|(_, window)| {
if let Some(win) = window.read().window.as_ref() {
let win = win.read();
if win.id() == *window_id {
Some(window.read().pair.this)
} else {
None
}
} else {
None
}
})
.filter_map(|id| {
if id == ViewportId::MAIN {
Some(())
} else {
None
}
})
.count()
== 1
&& running.integration.read().should_close() =>
{
log::debug!("Received WindowEvent::CloseRequested");
return Ok(EventResult::Exit);
}
_ => {}
}
let event_response = 'res: {
let glutin_ctx = running.glutin_ctx.read();
if let Some(viewport_id) =
glutin_ctx.viewports_maps.get(window_id).copied()
{
if let Some(viewport) =
glutin_ctx.viewports.get(&viewport_id).cloned()
{
let viewport = &mut *viewport.write();
break 'res running.integration.write().on_event(
running.app.write().as_mut(),
event,
viewport.egui_winit.as_mut().unwrap(),
viewport.pair.this,
);
}
}
EventResponse {
consumed: false,
repaint: false,
}
};
if running.integration.read().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, window_id },
)) => {
if let Some(running) = self.running.read().as_ref() {
crate::profile_scope!("on_accesskit_action_request");
let glutin_ctx = running.glutin_ctx.read();
if let Some(viewport_id) = glutin_ctx.viewports_maps.get(window_id).copied()
{
if let Some(viewport) = glutin_ctx.viewports.get(&viewport_id).cloned()
{
let mut viewport = viewport.write();
viewport
.egui_winit
.as_mut()
.unwrap()
.on_accesskit_action_request(request.clone());
}
}
// As a form of user input, accessibility actions should
// lead to a repaint.
EventResult::RepaintNext(*window_id)
} else {
EventResult::Wait
}
}
_ => EventResult::Wait,
})
}
}
pub fn run_glow(
app_name: &str,
mut native_options: epi::NativeOptions,
app_creator: epi::AppCreator,
) -> Result<()> {
#[cfg(not(target_os = "ios"))]
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(&mut native_options);
let glow_eframe = GlowWinitApp::new(&event_loop, app_name, native_options, app_creator);
run_and_exit(event_loop, glow_eframe);
}
#[cfg(target_os = "ios")]
{
let event_loop = create_event_loop(&mut native_options);
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 egui::{ViewportIdPair, ViewportOutput, ViewportRender};
use egui_winit::create_winit_window_builder;
use parking_lot::Mutex;
use super::*;
#[derive(Clone)]
pub struct Window {
window: Option<Arc<RwLock<winit::window::Window>>>,
state: Arc<RwLock<Option<egui_winit::State>>>,
render: Option<Arc<Box<ViewportRender>>>,
parent_id: ViewportId,
}
#[derive(Clone)]
pub struct Viewports(Arc<RwLock<HashMap<ViewportId, Window>>>);
#[allow(unsafe_code)]
unsafe impl Send for Viewports {}
#[allow(unsafe_code)]
unsafe impl Sync for Viewports {}
impl std::ops::Deref for Viewports {
type Target = Arc<RwLock<HashMap<ViewportId, Window>>>;
fn deref(&self) -> &Self::Target {
&self.0
}
}
/// 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: Arc<RwLock<egui_wgpu::winit::Painter>>,
integration: Arc<RwLock<epi_integration::EpiIntegration>>,
app: Box<dyn epi::App>,
viewports: Viewports,
builders: Arc<RwLock<HashMap<ViewportId, ViewportBuilder>>>,
windows_id: Arc<RwLock<HashMap<winit::window::WindowId, ViewportId>>>,
}
struct WgpuWinitApp {
repaint_proxy: Arc<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.
is_focused: Arc<RwLock<Option<ViewportId>>>,
}
impl WgpuWinitApp {
fn new(
event_loop: &EventLoop<UserEvent>,
app_name: &str,
native_options: epi::NativeOptions,
app_creator: epi::AppCreator,
) -> Self {
crate::profile_function!();
#[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(Mutex::new(event_loop.create_proxy())),
app_name: app_name.to_owned(),
native_options,
running: None,
app_creator: Some(app_creator),
is_focused: Arc::new(RwLock::new(Some(ViewportId::MAIN))),
}
}
fn create_window(
event_loop: &EventLoopWindowTarget<UserEvent>,
storage: Option<&dyn epi::Storage>,
title: &str,
native_options: &NativeOptions,
) -> std::result::Result<(winit::window::Window, ViewportBuilder), winit::error::OsError>
{
crate::profile_function!();
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 = {
crate::profile_scope!("WindowBuilder::build");
create_winit_window_builder(&window_builder).build(event_loop)?
};
epi_integration::apply_native_options_to_window(
&window,
native_options,
window_settings,
);
Ok((window, window_builder))
}
fn build_windows(&mut self, event_loop: &EventLoopWindowTarget<UserEvent>) {
let Some(running) = &mut self.running else {return};
let viewport_builders = running.builders.read();
for (id, Window { window, state, .. }) in running.viewports.write().iter_mut() {
let builder = viewport_builders.get(id).unwrap();
if window.is_some() {
continue;
}
Self::init_window(
*id,
builder,
&mut running.windows_id.write(),
&running.painter,
window,
state,
event_loop,
);
}
}
fn init_window(
id: ViewportId,
builder: &ViewportBuilder,
windows_id: &mut HashMap<winit::window::WindowId, ViewportId>,
painter: &RwLock<egui_wgpu::winit::Painter>,
window: &mut Option<Arc<RwLock<winit::window::Window>>>,
state: &RwLock<Option<egui_winit::State>>,
event_loop: &EventLoopWindowTarget<UserEvent>,
) {
if let Ok(new_window) = create_winit_window_builder(builder).build(event_loop) {
windows_id.insert(new_window.id(), id);
if let Err(err) =
pollster::block_on(painter.write().set_window(id, Some(&new_window)))
{
log::error!("on set_window: viewport_id {id} {err}");
}
*window = Some(Arc::new(RwLock::new(new_window)));
*state.write() = Some(egui_winit::State::new(event_loop));
}
}
fn set_window(&mut self, id: ViewportId) -> std::result::Result<(), egui_wgpu::WgpuError> {
if let Some(running) = &mut self.running {
crate::profile_function!();
if let Some(Window { window, .. }) = running.viewports.read().get(&id) {
let window = window.clone();
if let Some(win) = &window {
return pollster::block_on(
running.painter.write().set_window(id, Some(&*win.read())),
);
} else {
return pollster::block_on(running.painter.write().set_window(id, None));
};
}
}
Ok(())
}
#[allow(unsafe_code)]
#[cfg(target_os = "android")]
fn drop_window(&mut self) -> std::result::Result<(), egui_wgpu::WgpuError> {
if let Some(running) = &mut self.running {
running.viewports.write().remove(&ViewportId::MAIN);
pollster::block_on(running.painter.write().set_window(ViewportId::MAIN, None))?;
}
Ok(())
}
fn init_run_state(
&mut self,
event_loop: &EventLoopWindowTarget<UserEvent>,
storage: Option<Box<dyn epi::Storage>>,
window: winit::window::Window,
builder: ViewportBuilder,
) -> std::result::Result<(), egui_wgpu::WgpuError> {
crate::profile_function!();
#[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(ViewportId::MAIN, 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(
&window,
system_theme,
&self.app_name,
&self.native_options,
storage,
IS_DESKTOP,
#[cfg(feature = "glow")]
None,
wgpu_render_state.clone(),
);
let mut state = egui_winit::State::new(event_loop);
#[cfg(feature = "accesskit")]
{
integration.init_accesskit(&mut state, &window, self.repaint_proxy.lock().clone());
}
let theme = system_theme.unwrap_or(self.native_options.default_theme);
integration.egui_ctx.set_visuals(theme.egui_visuals());
{
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 {
when,
frame_nr,
id: info.viewport_id,
})
.ok();
});
}
let app_creator = std::mem::take(&mut self.app_creator)
.expect("Single-use AppCreator has unexpectedly already been taken");
let cc = epi::CreationContext {
egui_ctx: integration.egui_ctx.clone(),
integration_info: integration.frame.info().clone(),
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(),
};
let mut app = {
crate::profile_scope!("user_app_creator");
app_creator(&cc)
};
if app.warm_up_enabled() {
integration.warm_up(app.as_mut(), &window, &mut state);
}
let mut windows_id = HashMap::default();
windows_id.insert(window.id(), ViewportId::MAIN);
let windows_id = Arc::new(RwLock::new(windows_id));
let viewports = Viewports(Arc::new(RwLock::new(HashMap::default())));
viewports.write().insert(
ViewportId::MAIN,
Window {
window: Some(Arc::new(RwLock::new(window))),
state: Arc::new(RwLock::new(Some(state))),
render: None,
parent_id: ViewportId::MAIN,
},
);
let builders = Arc::new(RwLock::new(HashMap::default()));
builders.write().insert(ViewportId::MAIN, builder);
let painter = Arc::new(RwLock::new(painter));
// c_* means that will be taken by the next closure
let c_viewports = viewports.clone();
let c_builders = builders.clone();
let c_time = integration.beginning;
let c_painter = painter.clone();
let c_windows_id = windows_id.clone();
integration.egui_ctx.set_render_sync_callback(
move |egui_ctx, viewport_builder, pair, render| {
Self::render_sync_viewport(
egui_ctx,
viewport_builder,
pair,
render,
&c_viewports,
&c_builders,
c_time,
&c_painter,
&c_windows_id,
);
},
);
self.running = Some(WgpuWinitRunning {
painter,
integration: Arc::new(RwLock::new(integration)),
app,
viewports,
windows_id,
builders,
});
Ok(())
}
#[inline(always)]
#[allow(clippy::too_many_arguments)]
fn render_sync_viewport(
egui_ctx: &egui::Context,
mut viewport_builder: ViewportBuilder,
pair: ViewportIdPair,
render: Box<dyn FnOnce(&egui::Context) + '_>,
c_viewports: &Viewports,
c_builders: &RwLock<HashMap<ViewportId, ViewportBuilder>>,
c_time: Instant,
c_painter: &RwLock<egui_wgpu::winit::Painter>,
c_windows_id: &RwLock<HashMap<winit::window::WindowId, ViewportId>>,
) {
// Creating a new native window if is needed
if c_viewports.read().get(&pair).is_none() {
let mut _windows = c_viewports.write();
{
let builders = c_builders.read();
if viewport_builder.icon.is_none() && builders.get(&pair).is_none() {
viewport_builder.icon =
builders.get(&pair.parent).and_then(|b| b.icon.clone());
}
}
let Window { window, state, .. } = _windows.entry(pair.this).or_insert(Window {
window: None,
state: Arc::new(RwLock::new(None)),
render: None,
parent_id: pair.parent,
});
let _ = c_builders
.write()
.entry(pair.this)
.or_insert(viewport_builder.clone());
let event_loop;
#[allow(unsafe_code)]
unsafe {
event_loop =
WINIT_EVENT_LOOP.with(|event_loop| event_loop.read().as_ref().unwrap());
}
Self::init_window(
pair.this,
&viewport_builder,
&mut c_windows_id.write(),
c_painter,
window,
state,
event_loop,
);
}
// render sync viewport
let window = c_viewports.read().get(&pair).cloned();
let Some(window) = window else { return };
let output;
let Some(winit_state) = &mut *window.state.write() else { return };
let Some(win) = window.window else { return };
let win = win.read();
let mut input = winit_state.take_egui_input(&win);
input.time = Some(c_time.elapsed().as_secs_f64());
output = egui_ctx.run(input, pair, |ctx| {
render(ctx);
});
if let Err(err) =
pollster::block_on(c_painter.write().set_window(pair.this, Some(&win)))
{
log::error!(
"when rendering viewport_id: {}, set_window Error {err}",
pair.this
);
}
let clipped_primitives = egui_ctx.tessellate(output.shapes);
c_painter.write().paint_and_update_textures(
pair.this,
egui_ctx.pixels_per_point(),
[0.0, 0.0, 0.0, 0.0],
&clipped_primitives,
&output.textures_delta,
false,
);
winit_state.handle_platform_output(&win, egui_ctx, output.platform_output);
}
}
impl WinitApp for WgpuWinitApp {
fn frame_nr(&self) -> u64 {
self.running
.as_ref()
.map_or(0, |r| r.integration.read().egui_ctx.frame_nr())
}
fn is_focused(&self, window_id: winit::window::WindowId) -> bool {
if let Some(focus) = *self.is_focused.read() {
self.get_window_id(&window_id).map_or(false, |i| i == focus)
} else {
false
}
}
fn integration(&self) -> Option<Arc<RwLock<EpiIntegration>>> {
self.running.as_ref().map(|r| r.integration.clone())
}
fn window(
&self,
window_id: winit::window::WindowId,
) -> Option<Arc<RwLock<winit::window::Window>>> {
self.running
.as_ref()
.and_then(|r| {
r.windows_id
.read()
.get(&window_id)
.and_then(|id| r.viewports.read().get(id).map(|w| w.window.clone()))
})
.flatten()
}
fn get_window_winit_id(&self, id: ViewportId) -> Option<winit::window::WindowId> {
self.running.as_ref().and_then(|r| {
r.viewports
.read()
.get(&id)
.and_then(|w| w.window.as_ref().map(|w| w.read().id()))
})
}
fn save_and_destroy(&mut self) {
if let Some(mut running) = self.running.take() {
crate::profile_function!();
if let Some(Window { window, .. }) = running.viewports.read().get(&ViewportId::MAIN)
{
running
.integration
.write()
.save(running.app.as_mut(), window.clone());
}
#[cfg(feature = "glow")]
running.app.on_exit(None);
#[cfg(not(feature = "glow"))]
running.app.on_exit();
running.painter.write().destroy();
}
}
fn run_ui_and_paint(&mut self, window_id: winit::window::WindowId) -> Vec<EventResult> {
if let Some(running) = &mut self.running {
#[cfg(feature = "puffin")]
puffin::GlobalProfiler::lock().new_frame();
crate::profile_scope!("frame");
let WgpuWinitRunning {
app,
integration,
painter,
viewports: windows,
windows_id,
builders: viewport_builders,
} = running;
let egui::FullOutput {
platform_output,
repaint_after,
textures_delta,
shapes,
mut viewports,
viewport_commands,
};
{
let Some((viewport_id, Window{window: Some(window), state, render, parent_id })) = windows_id.read().get(&window_id).and_then(|id|(windows.read().get(id).map(|w|(*id, w.clone())))) else{return vec![]};
// This is used to not render a viewport if is sync
if viewport_id != ViewportId::MAIN && render.is_none() {
if let Some(window) = running.viewports.read().get(&parent_id) {
if let Some(w) = window.window.as_ref() {
return vec![EventResult::RepaintNow(w.read().id())];
}
}
return vec![];
}
let _ = pollster::block_on(
painter
.write()
.set_window(viewport_id, Some(&window.read())),
);
egui::FullOutput {
platform_output,
repaint_after,
textures_delta,
shapes,
viewports,
viewport_commands,
} = integration.write().update(
app.as_mut(),
&window.read(),
state.write().as_mut().unwrap(),
&render.clone(),
ViewportIdPair::new(viewport_id, parent_id),
);
integration.write().handle_platform_output(
&window.read(),
platform_output,
state.write().as_mut().unwrap(),
);
let clipped_primitives = {
crate::profile_scope!("tessellate");
integration.read().egui_ctx.tessellate(shapes)
};
let integration = &mut *integration.write();
let screenshot_requested = &mut integration.frame.output.screenshot_requested;
let screenshot = painter.write().paint_and_update_textures(
viewport_id,
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.read());
integration.post_present(&window.read());
}
let mut active_viewports_ids = vec![ViewportId::MAIN];
viewports.retain_mut(
|ViewportOutput {
pair: ViewportIdPair { this: id, parent },
render,
..
}| {
if let Some(w) = windows.write().get_mut(id) {
w.render = render.clone();
w.parent_id = *parent;
active_viewports_ids.push(*id);
false
} else {
true
}
},
);
for ViewportOutput {
mut builder,
pair:
ViewportIdPair {
this: id,
parent: parent_id,
},
render,
} in viewports
{
if builder.icon.is_none() {
builder.icon = viewport_builders
.write()
.get_mut(&parent_id)
.and_then(|w| w.icon.clone());
}
windows.write().insert(
id,
Window {
window: None,
state: Arc::new(RwLock::new(None)),
render,
parent_id,
},
);
viewport_builders.write().insert(id, builder);
active_viewports_ids.push(id);
}
egui_winit::process_viewports_commands(
viewport_commands,
*self.is_focused.read(),
|viewport_id| {
windows
.read()
.get(&viewport_id)
.and_then(|w| w.window.clone())
},
);
windows
.write()
.retain(|id, _| active_viewports_ids.contains(id));
windows_id
.write()
.retain(|_, id| active_viewports_ids.contains(id));
painter.write().clean_surfaces(&active_viewports_ids);
let mut control_flow = vec![EventResult::Wait];
for repaint_after in repaint_after {
control_flow.push(if integration.read().should_close() {
EventResult::Exit
} else if repaint_after.1.is_zero() {
if let Some(Window {
window: Some(window),
..
}) = windows.read().get(&repaint_after.0)
{
EventResult::RepaintNext(window.read().id())
} else {
EventResult::Wait
}
} else if let Some(repaint_after_instant) =
std::time::Instant::now().checked_add(repaint_after.1)
{
// 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.
if let Some(Window {
window: Some(window),
..
}) = windows.read().get(&repaint_after.0)
{
EventResult::RepaintAt(window.read().id(), repaint_after_instant)
} else {
EventResult::Wait
}
} else {
EventResult::Wait
});
}
let Some((_, Window{window: Some(window), ..})) = windows_id.read().get(&window_id).and_then(|id|(windows.read().get(id).map(|w|(*id, w.clone())))) else{return vec![]};
integration
.write()
.maybe_autosave(app.as_mut(), window.clone());
if window.read().is_minimized() == Some(true) {
// On Mac, a minimized Window uses up all CPU:
// https://github.com/emilk/egui/issues/325
crate::profile_scope!("minimized_sleep");
std::thread::sleep(std::time::Duration::from_millis(10));
}
control_flow
} else {
vec![EventResult::Wait]
}
}
fn on_event(
&mut self,
event_loop: &EventLoopWindowTarget<UserEvent>,
event: &winit::event::Event<'_, UserEvent>,
) -> Result<EventResult> {
crate::profile_function!();
self.build_windows(event_loop);
Ok(match event {
winit::event::Event::Resumed => {
if let Some(running) = &self.running {
if running.viewports.read().get(&ViewportId::MAIN).is_none() {
let _ = Self::create_window(
event_loop,
running.integration.read().frame.storage(),
&self.app_name,
&self.native_options,
)?;
self.set_window(ViewportId::MAIN)?;
}
} else {
let storage = epi_integration::create_storage(
self.native_options
.app_id
.as_ref()
.unwrap_or(&self.app_name),
);
let (window, builder) = Self::create_window(
event_loop,
storage.as_deref(),
&self.app_name,
&self.native_options,
)?;
self.init_run_state(event_loop, storage, window, builder)?;
}
EventResult::RepaintNow(
self.running
.as_ref()
.unwrap()
.viewports
.read()
.get(&ViewportId::MAIN)
.unwrap()
.window
.as_ref()
.unwrap()
.read()
.id(),
)
}
winit::event::Event::Suspended => {
#[cfg(target_os = "android")]
self.drop_window()?;
EventResult::Wait
}
winit::event::Event::WindowEvent { event, window_id } => {
let viewport_id = self.get_window_id(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.write() =
new_focused.then(|| viewport_id).flatten();
}
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 let Some(viewport_id) =
running.windows_id.read().get(window_id).copied()
{
if 0 < physical_size.width && 0 < physical_size.height {
running.painter.write().on_window_resized(
viewport_id,
physical_size.width,
physical_size.height,
);
}
}
}
winit::event::WindowEvent::ScaleFactorChanged {
new_inner_size,
..
} => {
if let Some(viewport_id) =
running.windows_id.read().get(window_id).copied()
{
repaint_asap = true;
running.painter.write().on_window_resized(
viewport_id,
new_inner_size.width,
new_inner_size.height,
);
}
}
winit::event::WindowEvent::CloseRequested
if running.integration.read().should_close() =>
{
log::debug!("Received WindowEvent::CloseRequested");
return Ok(EventResult::Exit);
}
_ => {}
};
let event_response = if let Some((id, Window { state, .. })) =
running.windows_id.read().get(window_id).and_then(|id| {
running.viewports.read().get(id).map(|w| (*id, w.clone()))
}) {
if let Some(state) = &mut *state.write() {
Some(running.integration.write().on_event(
running.app.as_mut(),
event,
state,
id,
))
} else {
None
}
} else {
None
};
if running.integration.read().should_close() {
EventResult::Exit
} else if let Some(event_response) = event_response {
if event_response.repaint {
if repaint_asap {
EventResult::RepaintNow(*window_id)
} else {
EventResult::RepaintNext(*window_id)
}
} else {
EventResult::Wait
}
} else {
EventResult::Wait
}
} else {
EventResult::Wait
}
}
#[cfg(feature = "accesskit")]
winit::event::Event::UserEvent(UserEvent::AccessKitActionRequest(
accesskit_winit::ActionRequestEvent { request, window_id },
)) => {
if let Some(running) = &mut self.running {
if let Some(Window { state, .. }) = running
.windows_id
.read()
.get(window_id)
.and_then(|id| running.viewports.read().get(id).cloned())
{
if let Some(state) = &mut *state.write() {
state.on_accesskit_action_request(request.clone());
}
}
// As a form of user input, accessibility actions should
// lead to a repaint.
EventResult::RepaintNext(*window_id)
} else {
EventResult::Wait
}
}
_ => EventResult::Wait,
})
}
fn get_window_id(&self, id: &winit::window::WindowId) -> Option<ViewportId> {
self.running
.as_ref()
.and_then(|r| r.windows_id.read().get(id).copied())
}
}
pub fn run_wgpu(
app_name: &str,
mut native_options: epi::NativeOptions,
app_creator: epi::AppCreator,
) -> Result<()> {
#[cfg(not(target_os = "ios"))]
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(&mut native_options);
let wgpu_eframe = WgpuWinitApp::new(&event_loop, app_name, native_options, app_creator);
run_and_exit(event_loop, wgpu_eframe);
}
#[cfg(target_os = "ios")]
{
let event_loop = create_event_loop(&mut native_options);
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
}
}
// For the puffin profiler!
#[allow(dead_code)] // Only used for profiling
fn short_event_description(event: &winit::event::Event<'_, UserEvent>) -> &'static str {
use winit::event::{DeviceEvent, Event, StartCause, WindowEvent};
match event {
Event::Suspended => "Event::Suspended",
Event::Resumed => "Event::Resumed",
Event::MainEventsCleared => "Event::MainEventsCleared",
Event::RedrawRequested(_) => "Event::RedrawRequested",
Event::RedrawEventsCleared => "Event::RedrawEventsCleared",
Event::LoopDestroyed => "Event::LoopDestroyed",
Event::UserEvent(user_event) => match user_event {
UserEvent::RequestRepaint { .. } => "UserEvent::RequestRepaint",
#[cfg(feature = "accesskit")]
UserEvent::AccessKitActionRequest(_) => "UserEvent::AccessKitActionRequest",
},
Event::DeviceEvent { event, .. } => match event {
DeviceEvent::Added { .. } => "DeviceEvent::Added",
DeviceEvent::Removed { .. } => "DeviceEvent::Removed",
DeviceEvent::MouseMotion { .. } => "DeviceEvent::MouseMotion",
DeviceEvent::MouseWheel { .. } => "DeviceEvent::MouseWheel",
DeviceEvent::Motion { .. } => "DeviceEvent::Motion",
DeviceEvent::Button { .. } => "DeviceEvent::Button",
DeviceEvent::Key { .. } => "DeviceEvent::Key",
DeviceEvent::Text { .. } => "DeviceEvent::Text",
},
Event::NewEvents(start_cause) => match start_cause {
StartCause::ResumeTimeReached { .. } => "NewEvents::ResumeTimeReached",
StartCause::WaitCancelled { .. } => "NewEvents::WaitCancelled",
StartCause::Poll => "NewEvents::Poll",
StartCause::Init => "NewEvents::Init",
},
Event::WindowEvent { event, .. } => match event {
WindowEvent::Resized { .. } => "WindowEvent::Resized",
WindowEvent::Moved { .. } => "WindowEvent::Moved",
WindowEvent::CloseRequested { .. } => "WindowEvent::CloseRequested",
WindowEvent::Destroyed { .. } => "WindowEvent::Destroyed",
WindowEvent::DroppedFile { .. } => "WindowEvent::DroppedFile",
WindowEvent::HoveredFile { .. } => "WindowEvent::HoveredFile",
WindowEvent::HoveredFileCancelled { .. } => "WindowEvent::HoveredFileCancelled",
WindowEvent::ReceivedCharacter { .. } => "WindowEvent::ReceivedCharacter",
WindowEvent::Focused { .. } => "WindowEvent::Focused",
WindowEvent::KeyboardInput { .. } => "WindowEvent::KeyboardInput",
WindowEvent::ModifiersChanged { .. } => "WindowEvent::ModifiersChanged",
WindowEvent::Ime { .. } => "WindowEvent::Ime",
WindowEvent::CursorMoved { .. } => "WindowEvent::CursorMoved",
WindowEvent::CursorEntered { .. } => "WindowEvent::CursorEntered",
WindowEvent::CursorLeft { .. } => "WindowEvent::CursorLeft",
WindowEvent::MouseWheel { .. } => "WindowEvent::MouseWheel",
WindowEvent::MouseInput { .. } => "WindowEvent::MouseInput",
WindowEvent::TouchpadMagnify { .. } => "WindowEvent::TouchpadMagnify",
WindowEvent::SmartMagnify { .. } => "WindowEvent::SmartMagnify",
WindowEvent::TouchpadRotate { .. } => "WindowEvent::TouchpadRotate",
WindowEvent::TouchpadPressure { .. } => "WindowEvent::TouchpadPressure",
WindowEvent::AxisMotion { .. } => "WindowEvent::AxisMotion",
WindowEvent::Touch { .. } => "WindowEvent::Touch",
WindowEvent::ScaleFactorChanged { .. } => "WindowEvent::ScaleFactorChanged",
WindowEvent::ThemeChanged { .. } => "WindowEvent::ThemeChanged",
WindowEvent::Occluded { .. } => "WindowEvent::Occluded",
},
}
}