egui/egui_glow/src/epi_backend.rs

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use crate::*;
use egui_winit::winit;
struct RequestRepaintEvent;
struct GlowRepaintSignal(std::sync::Mutex<winit::event_loop::EventLoopProxy<RequestRepaintEvent>>);
impl epi::backend::RepaintSignal for GlowRepaintSignal {
fn request_repaint(&self) {
self.0.lock().unwrap().send_event(RequestRepaintEvent).ok();
}
}
#[allow(unsafe_code)]
fn create_display(
window_builder: winit::window::WindowBuilder,
event_loop: &winit::event_loop::EventLoop<RequestRepaintEvent>,
) -> (
glutin::WindowedContext<glutin::PossiblyCurrent>,
glow::Context,
) {
let gl_window = unsafe {
glutin::ContextBuilder::new()
.with_depth_buffer(0)
.with_srgb(true)
.with_stencil_buffer(0)
.with_vsync(true)
.build_windowed(window_builder, event_loop)
.unwrap()
.make_current()
.unwrap()
};
let gl = unsafe { glow::Context::from_loader_function(|s| gl_window.get_proc_address(s)) };
unsafe {
use glow::HasContext as _;
gl.enable(glow::FRAMEBUFFER_SRGB);
}
(gl_window, gl)
}
// ----------------------------------------------------------------------------
pub use epi::NativeOptions;
/// Run an egui app
#[allow(unsafe_code)]
pub fn run(app: Box<dyn epi::App>, native_options: &epi::NativeOptions) -> ! {
let persistence = egui_winit::epi::Persistence::from_app_name(app.name());
let window_settings = persistence.load_window_settings();
let window_builder =
egui_winit::epi::window_builder(native_options, &window_settings).with_title(app.name());
let event_loop = winit::event_loop::EventLoop::with_user_event();
let (gl_window, gl) = create_display(window_builder, &event_loop);
let repaint_signal = std::sync::Arc::new(GlowRepaintSignal(std::sync::Mutex::new(
event_loop.create_proxy(),
)));
let mut painter = crate::Painter::new(&gl, None, "")
.unwrap_or_else(|error| panic!("some OpenGL error occurred {}\n", error));
let mut integration = egui_winit::epi::EpiIntegration::new(
"egui_glow",
painter.max_texture_side(),
gl_window.window(),
repaint_signal,
persistence,
app,
);
let mut is_focused = true;
event_loop.run(move |event, _, control_flow| {
let mut redraw = || {
if !is_focused {
// On Mac, a minimized Window uses up all CPU: https://github.com/emilk/egui/issues/325
// We can't know if we are minimized: https://github.com/rust-windowing/winit/issues/208
// But we know if we are focused (in foreground). When minimized, we are not focused.
// However, a user may want an egui with an animation in the background,
// so we still need to repaint quite fast.
std::thread::sleep(std::time::Duration::from_millis(10));
}
let egui::FullOutput {
platform_output,
needs_repaint,
textures_delta,
shapes,
} = integration.update(gl_window.window());
integration.handle_platform_output(gl_window.window(), platform_output);
let clipped_meshes = integration.egui_ctx.tessellate(shapes);
// paint:
{
let color = integration.app.clear_color();
unsafe {
use glow::HasContext as _;
gl.disable(glow::SCISSOR_TEST);
gl.clear_color(color[0], color[1], color[2], color[3]);
gl.clear(glow::COLOR_BUFFER_BIT);
}
painter.paint_and_update_textures(
&gl,
gl_window.window().inner_size().into(),
integration.egui_ctx.pixels_per_point(),
clipped_meshes,
&textures_delta,
);
gl_window.swap_buffers().unwrap();
}
{
*control_flow = if integration.should_quit() {
winit::event_loop::ControlFlow::Exit
} else if needs_repaint {
gl_window.window().request_redraw();
winit::event_loop::ControlFlow::Poll
} else {
winit::event_loop::ControlFlow::Wait
};
}
integration.maybe_autosave(gl_window.window());
};
match event {
// Platform-dependent event handlers to workaround a winit bug
// See: https://github.com/rust-windowing/winit/issues/987
// See: https://github.com/rust-windowing/winit/issues/1619
winit::event::Event::RedrawEventsCleared if cfg!(windows) => redraw(),
winit::event::Event::RedrawRequested(_) if !cfg!(windows) => redraw(),
winit::event::Event::WindowEvent { event, .. } => {
if let winit::event::WindowEvent::Focused(new_focused) = event {
is_focused = new_focused;
}
if let winit::event::WindowEvent::Resized(physical_size) = event {
2021-10-18 21:39:33 +00:00
gl_window.resize(physical_size);
}
integration.on_event(&event);
if integration.should_quit() {
*control_flow = winit::event_loop::ControlFlow::Exit;
}
gl_window.window().request_redraw(); // TODO: ask egui if the events warrants a repaint instead
}
winit::event::Event::LoopDestroyed => {
integration.on_exit(gl_window.window());
painter.destroy(&gl);
}
winit::event::Event::UserEvent(RequestRepaintEvent) => {
gl_window.window().request_redraw();
}
_ => (),
}
});
}