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egui/crates/eframe/src/native/winit_integration.rs
Gautier Cailly cd3c38cf2a Improve behavior of invisible windows (#7905)
## Summary
* Closes #5229
* Closes #7776

On Windows, once a window is hidden with
`ViewportCommand::Visible(false)`, two problems occur:

1. **Window can never be shown again** — Windows stops sending
`RedrawRequested` events to invisible windows, and viewport commands are
only processed during `run_ui_and_paint`, which is triggered by
`RedrawRequested`. This creates a deadlock:
```
Visible(false) → window hidden → no RedrawRequested → run_ui_and_paint never called → Visible(true) stuck in queue → window stays hidden forever
```

2. **High CPU usage** — The event loop spins at full speed with
`ControlFlow::Poll` even for invisible windows, and repaint requests are
scheduled immediately, causing a tight loop that burns CPU.

## Fix

**For #5229:** In `check_redraw_requests`, after calling
`window.request_redraw()`, detect invisible windows via
`window.is_visible() == Some(false)` and call `run_ui_and_paint`
directly for them. This ensures pending viewport commands (including
`Visible(true)`) are still processed even when the OS doesn't send
redraw events.

**For #7776:** Three layers of throttling for invisible windows:
- **Heartbeat scheduling:** After painting an invisible window, schedule
the next repaint 100ms in the future (instead of immediately). This
keeps viewport commands flowing while limiting to ~10 repaints/sec.
- **Event throttling:** In `user_event`, throttle `RequestRepaint`
events for invisible windows to at least 100ms delay, preventing egui's
repaint callback from bypassing the heartbeat.
- **ControlFlow fix:** Only set `ControlFlow::Poll` for visible windows.
Invisible windows use `WaitUntil` instead of spinning.
- **Backend sleep:** Add `is_visible() == Some(false)` alongside the
existing `is_minimized()` sleep check in both wgpu and glow backends
(defense in depth).

The fix is platform-agnostic: `is_visible()` returns `Some(false)` only
when the platform can confirm invisibility, so it won't trigger on
platforms where invisible windows still receive `RedrawRequested`.

## Test plan
- [x] `cargo fmt` passes
- [x] `cargo clippy -p eframe --all-features` passes with no warnings
- [x] Manual test on Windows: window reappears after `Visible(true)`
when hidden
- [x] Manual test on Windows: CPU stays near 0% while window is
invisible (was ~16% before fix)

---------

Co-authored-by: Emil Ernerfeldt <emil.ernerfeldt@gmail.com>
2026-03-24 16:20:57 +01:00

192 lines
6.2 KiB
Rust

use std::{sync::Arc, time::Instant};
use winit::{
event_loop::ActiveEventLoop,
window::{Window, WindowId},
};
use egui::ViewportId;
#[cfg(feature = "accesskit")]
use egui_winit::accesskit_winit;
/// Returns `true` if the window is invisible or minimized.
///
/// These windows don't receive `RedrawRequested` events on Windows,
/// so they need special handling to keep processing viewport commands.
pub fn is_invisible_or_minimized(window: &Window) -> bool {
window.is_visible() == Some(false) || window.is_minimized() == Some(true)
}
/// Create an egui context, restoring it from storage if possible.
pub fn create_egui_context(storage: Option<&dyn crate::Storage>) -> egui::Context {
profiling::function_scope!();
pub const IS_DESKTOP: bool = cfg!(any(
target_os = "freebsd",
target_os = "linux",
target_os = "macos",
target_os = "openbsd",
target_os = "windows",
));
let egui_ctx = egui::Context::default();
egui_ctx.set_embed_viewports(!IS_DESKTOP);
egui_ctx.options_mut(|o| {
// eframe supports multi-pass (Context::request_discard).
#[expect(clippy::unwrap_used)]
{
o.max_passes = 2.try_into().unwrap();
}
});
let memory = crate::native::epi_integration::load_egui_memory(storage).unwrap_or_default();
egui_ctx.memory_mut(|mem| *mem = memory);
egui_ctx
}
/// The custom even `eframe` uses with the [`winit`] event loop.
#[derive(Debug)]
pub enum UserEvent {
/// A repaint is requested.
RequestRepaint {
/// What to repaint.
viewport_id: ViewportId,
/// When to repaint.
when: Instant,
/// What the cumulative pass number was when the repaint was _requested_.
cumulative_pass_nr: u64,
},
/// A request related to [`accesskit`](https://accesskit.dev/).
#[cfg(feature = "accesskit")]
AccessKitActionRequest(accesskit_winit::Event),
}
#[cfg(feature = "accesskit")]
impl From<accesskit_winit::Event> for UserEvent {
fn from(inner: accesskit_winit::Event) -> Self {
Self::AccessKitActionRequest(inner)
}
}
pub trait WinitApp {
fn egui_ctx(&self) -> Option<&egui::Context>;
fn window(&self, window_id: WindowId) -> Option<Arc<Window>>;
fn window_id_from_viewport_id(&self, id: ViewportId) -> Option<WindowId>;
fn save(&mut self);
fn save_and_destroy(&mut self);
fn run_ui_and_paint(
&mut self,
event_loop: &ActiveEventLoop,
window_id: WindowId,
) -> crate::Result<EventResult>;
fn suspended(&mut self, event_loop: &ActiveEventLoop) -> crate::Result<EventResult>;
fn resumed(&mut self, event_loop: &ActiveEventLoop) -> crate::Result<EventResult>;
fn device_event(
&mut self,
event_loop: &ActiveEventLoop,
device_id: winit::event::DeviceId,
event: winit::event::DeviceEvent,
) -> crate::Result<EventResult>;
fn window_event(
&mut self,
event_loop: &ActiveEventLoop,
window_id: WindowId,
event: winit::event::WindowEvent,
) -> crate::Result<EventResult>;
#[cfg(feature = "accesskit")]
fn on_accesskit_event(&mut self, event: accesskit_winit::Event) -> crate::Result<EventResult>;
}
#[derive(Clone, Copy, Debug, PartialEq, Eq)]
pub 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(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(WindowId),
RepaintAt(WindowId, Instant),
/// Causes a save of the client state when the persistence feature is enabled.
Save,
/// Starts the process of ending eframe execution whilst allowing for proper
/// clean up of resources.
///
/// # Warning
/// This event **must** occur before [`Exit`] to correctly exit eframe code.
/// If in doubt, return this event.
///
/// [`Exit`]: [EventResult::Exit]
CloseRequested,
/// The event loop will exit, now.
/// The correct circumstance to return this event is in response to a winit "Destroyed" event.
///
/// # Warning
/// The [`CloseRequested`] **must** occur before this event to ensure that winit
/// is able to remove any open windows. Otherwise the window(s) will remain open
/// until the program terminates.
///
/// [`CloseRequested`]: EventResult::CloseRequested
Exit,
}
#[cfg(feature = "accesskit")]
pub(crate) fn on_accesskit_window_event(
egui_winit: &mut egui_winit::State,
window_id: WindowId,
event: &accesskit_winit::WindowEvent,
) -> EventResult {
match event {
accesskit_winit::WindowEvent::InitialTreeRequested => {
egui_winit.egui_ctx().enable_accesskit();
// Because we can't provide the initial tree synchronously
// (because that would require the activation handler to access
// the same mutable state as the winit event handler), some
// AccessKit platform adapters will use a placeholder tree
// until we send the first tree update. To minimize the possible
// bad effects of that workaround, repaint and send the tree
// immediately.
EventResult::RepaintNow(window_id)
}
accesskit_winit::WindowEvent::ActionRequested(request) => {
egui_winit.on_accesskit_action_request(request.clone());
// As a form of user input, accessibility actions should cause
// a repaint, but not until the next regular frame.
EventResult::RepaintNext(window_id)
}
accesskit_winit::WindowEvent::AccessibilityDeactivated => {
egui_winit.egui_ctx().disable_accesskit();
// Disabling AccessKit support should have no visible effect,
// so there's no need to repaint.
EventResult::Wait
}
}
}