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egui/crates/eframe/src/lib.rs
Robert Bragg fb92434aac Android support for EFrame (#1952)
* eframe: allow hooking into EventLoop building

This enables native applications to add an `event_loop_builder` callback
to the `NativeOptions` struct that lets them modify the Winit
`EventLoopBuilder` before the final `EventLoop` is built and run.

This makes it practical for applications to change platform
specific config options that Egui doesn't need to be directly aware of.

For example the `android-activity` glue crate that supports writing
Android applications in Rust requires that the Winit event loop be
passed a reference to the `AndroidApp` that is given to the
`android_main` entrypoint for the application.

Since the `AndroidApp` itself is abstracted by Winit then there's no
real need for Egui/EFrame to have a dependency on the `android-activity`
crate just for the sake of associating this state with the event loop.

Addresses: #1951

* eframe: defer graphics state initialization until app Resumed

Conceptually the Winit `Resumed` event signifies that the application is
ready to run and render and since
https://github.com/rust-windowing/winit/pull/2331 all platforms now
consistently emit a Resumed event that can be used to initialize
graphics state for an application.

On Android in particular it's important to wait until the application
has Resumed before initializing graphics state since it won't have an
associated SurfaceView while paused.

Without this change then Android applications are likely to just show
a black screen.

This updates the Wgpu+Winit and Glow+Winit integration for eframe but
it's worth noting that the Glow integration is still not able to fully
support suspend and resume on Android due to limitations with Glutin's
API that mean we can't destroy and create a Window without also
destroying the GL context, and therefore (practically) the entire
application.

There is a plan (and progress on) to improve the Glutin API here:
https://github.com/rust-windowing/glutin/pull/1435 and with that change
it should be an incremental change to enable Android suspend/resume
support with Glow later.

In the mean time the Glow changes keep the implementation consistent
with the wgpu integration and it should now at least be possible to
start an Android application - even though it won't be able to suspend
correctly.

Fixes #1951
2022-08-23 14:43:22 +02:00

206 lines
6.5 KiB
Rust

//! eframe - the [`egui`] framework crate
//!
//! If you are planning to write an app for web or native,
//! and want to use [`egui`] for everything, then `eframe` is for you!
//!
//! To get started, see the [examples](https://github.com/emilk/egui/tree/master/examples).
//! To learn how to set up `eframe` for web and native, go to <https://github.com/emilk/eframe_template/> and follow the instructions there!
//!
//! In short, you implement [`App`] (especially [`App::update`]) and then
//! call [`crate::run_native`] from your `main.rs`, and/or call `eframe::start_web` from your `lib.rs`.
//!
//! ## Usage, native:
//! ``` no_run
//! use eframe::egui;
//!
//! fn main() {
//! let native_options = eframe::NativeOptions::default();
//! eframe::run_native("My egui App", native_options, Box::new(|cc| Box::new(MyEguiApp::new(cc))));
//! }
//!
//! #[derive(Default)]
//! struct MyEguiApp {}
//!
//! impl MyEguiApp {
//! fn new(cc: &eframe::CreationContext<'_>) -> Self {
//! // Customize egui here with cc.egui_ctx.set_fonts and cc.egui_ctx.set_visuals.
//! // Restore app state using cc.storage (requires the "persistence" feature).
//! // Use the cc.gl (a glow::Context) to create graphics shaders and buffers that you can use
//! // for e.g. egui::PaintCallback.
//! Self::default()
//! }
//! }
//!
//! impl eframe::App for MyEguiApp {
//! fn update(&mut self, ctx: &egui::Context, frame: &mut eframe::Frame) {
//! egui::CentralPanel::default().show(ctx, |ui| {
//! ui.heading("Hello World!");
//! });
//! }
//! }
//! ```
//!
//! ## Usage, web:
//! ``` no_run
//! #[cfg(target_arch = "wasm32")]
//! use wasm_bindgen::prelude::*;
//!
//! /// Call this once from the HTML.
//! #[cfg(target_arch = "wasm32")]
//! #[wasm_bindgen]
//! pub fn start(canvas_id: &str) -> Result<AppRunnerRef, eframe::wasm_bindgen::JsValue> {
//! let web_options = eframe::WebOptions::default();
//! eframe::start_web(canvas_id, web_options, Box::new(|cc| Box::new(MyEguiApp::new(cc))))
//! }
//! ```
//!
//! ## Feature flags
#![cfg_attr(feature = "document-features", doc = document_features::document_features!())]
//!
#![allow(clippy::needless_doctest_main)]
// Re-export all useful libraries:
pub use {egui, egui::emath, egui::epaint};
#[cfg(feature = "glow")]
pub use {egui_glow, glow};
#[cfg(feature = "wgpu")]
pub use {egui_wgpu, wgpu};
mod epi;
// Re-export everything in `epi` so `eframe` users don't have to care about what `epi` is:
pub use epi::*;
// ----------------------------------------------------------------------------
// When compiling for web
#[cfg(target_arch = "wasm32")]
pub mod web;
#[cfg(target_arch = "wasm32")]
pub use wasm_bindgen;
#[cfg(target_arch = "wasm32")]
use web::AppRunnerRef;
#[cfg(target_arch = "wasm32")]
pub use web_sys;
/// Install event listeners to register different input events
/// and start running the given app.
///
/// ``` no_run
/// #[cfg(target_arch = "wasm32")]
/// use wasm_bindgen::prelude::*;
///
/// /// This is the entry-point for all the web-assembly.
/// /// This is called from the HTML.
/// /// It loads the app, installs some callbacks, then returns.
/// /// It returns a handle to the running app that can be stopped calling `AppRunner::stop_web`.
/// /// You can add more callbacks like this if you want to call in to your code.
/// #[cfg(target_arch = "wasm32")]
/// #[wasm_bindgen]
/// pub fn start(canvas_id: &str) -> Result<AppRunnerRef>, eframe::wasm_bindgen::JsValue> {
/// let web_options = eframe::WebOptions::default();
/// eframe::start_web(canvas_id, web_options, Box::new(|cc| Box::new(MyEguiApp::new(cc))))
/// }
/// ```
#[cfg(target_arch = "wasm32")]
pub fn start_web(
canvas_id: &str,
web_options: WebOptions,
app_creator: AppCreator,
) -> Result<AppRunnerRef, wasm_bindgen::JsValue> {
let handle = web::start(canvas_id, web_options, app_creator)?;
Ok(handle)
}
// ----------------------------------------------------------------------------
// When compiling natively
#[cfg(not(target_arch = "wasm32"))]
mod native;
/// This is how you start a native (desktop) app.
///
/// The first argument is name of your app, used for the title bar of the native window
/// and the save location of persistence (see [`App::save`]).
///
/// Call from `fn main` like this:
/// ``` no_run
/// use eframe::egui;
///
/// fn main() {
/// let native_options = eframe::NativeOptions::default();
/// eframe::run_native("MyApp", native_options, Box::new(|cc| Box::new(MyEguiApp::new(cc))));
/// }
///
/// #[derive(Default)]
/// struct MyEguiApp {}
///
/// impl MyEguiApp {
/// fn new(cc: &eframe::CreationContext<'_>) -> Self {
/// // Customize egui here with cc.egui_ctx.set_fonts and cc.egui_ctx.set_visuals.
/// // Restore app state using cc.storage (requires the "persistence" feature).
/// // Use the cc.gl (a glow::Context) to create graphics shaders and buffers that you can use
/// // for e.g. egui::PaintCallback.
/// Self::default()
/// }
/// }
///
/// impl eframe::App for MyEguiApp {
/// fn update(&mut self, ctx: &egui::Context, frame: &mut eframe::Frame) {
/// egui::CentralPanel::default().show(ctx, |ui| {
/// ui.heading("Hello World!");
/// });
/// }
/// }
/// ```
#[cfg(not(target_arch = "wasm32"))]
#[allow(clippy::needless_pass_by_value)]
pub fn run_native(app_name: &str, native_options: NativeOptions, app_creator: AppCreator) {
let renderer = native_options.renderer;
match renderer {
#[cfg(feature = "glow")]
Renderer::Glow => {
tracing::debug!("Using the glow renderer");
native::run::run_glow(app_name, native_options, app_creator);
}
#[cfg(feature = "wgpu")]
Renderer::Wgpu => {
tracing::debug!("Using the wgpu renderer");
native::run::run_wgpu(app_name, native_options, app_creator);
}
}
}
// ---------------------------------------------------------------------------
/// Profiling macro for feature "puffin"
#[cfg(not(target_arch = "wasm32"))]
macro_rules! profile_function {
($($arg: tt)*) => {
#[cfg(feature = "puffin")]
puffin::profile_function!($($arg)*);
};
}
#[cfg(not(target_arch = "wasm32"))]
pub(crate) use profile_function;
/// Profiling macro for feature "puffin"
#[cfg(not(target_arch = "wasm32"))]
macro_rules! profile_scope {
($($arg: tt)*) => {
#[cfg(feature = "puffin")]
puffin::profile_scope!($($arg)*);
};
}
#[cfg(not(target_arch = "wasm32"))]
pub(crate) use profile_scope;