93 lines
3 KiB
Rust
93 lines
3 KiB
Rust
![]() |
pub use egui_winit;
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use egui_winit::winit;
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/// Use [`egui`] from a [`glow`] app.
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pub struct EguiGlow {
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pub egui_ctx: egui::Context,
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pub egui_winit: egui_winit::State,
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pub painter: crate::Painter,
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shapes: Vec<egui::epaint::ClippedShape>,
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textures_delta: egui::TexturesDelta,
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}
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impl EguiGlow {
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pub fn new(window: &winit::window::Window, gl: &glow::Context) -> Self {
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let painter = crate::Painter::new(gl, None, "")
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.map_err(|error| {
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tracing::error!("error occurred in initializing painter:\n{}", error);
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})
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.unwrap();
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Self {
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egui_ctx: Default::default(),
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egui_winit: egui_winit::State::new(painter.max_texture_side(), window),
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painter,
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shapes: Default::default(),
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textures_delta: Default::default(),
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}
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}
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/// Returns `true` if egui wants exclusive use of this event
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/// (e.g. a mouse click on an egui window, or entering text into a text field).
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/// For instance, if you use egui for a game, you want to first call this
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/// and only when this returns `false` pass on the events to your game.
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///
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/// Note that egui uses `tab` to move focus between elements, so this will always return `true` for tabs.
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pub fn on_event(&mut self, event: &winit::event::WindowEvent<'_>) -> bool {
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self.egui_winit.on_event(&self.egui_ctx, event)
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}
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/// Returns `true` if egui requests a repaint.
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///
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/// Call [`Self::paint`] later to paint.
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pub fn run(
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&mut self,
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window: &winit::window::Window,
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run_ui: impl FnMut(&egui::Context),
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) -> bool {
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let raw_input = self.egui_winit.take_egui_input(window);
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let egui::FullOutput {
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platform_output,
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needs_repaint,
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textures_delta,
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shapes,
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} = self.egui_ctx.run(raw_input, run_ui);
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self.egui_winit
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.handle_platform_output(window, &self.egui_ctx, platform_output);
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self.shapes = shapes;
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self.textures_delta.append(textures_delta);
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needs_repaint
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}
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/// Paint the results of the last call to [`Self::run`].
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pub fn paint(&mut self, window: &winit::window::Window, gl: &glow::Context) {
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let shapes = std::mem::take(&mut self.shapes);
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let mut textures_delta = std::mem::take(&mut self.textures_delta);
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for (id, image_delta) in textures_delta.set {
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self.painter.set_texture(gl, id, &image_delta);
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}
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let clipped_meshes = self.egui_ctx.tessellate(shapes);
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let dimensions: [u32; 2] = window.inner_size().into();
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self.painter.paint_meshes(
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gl,
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dimensions,
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self.egui_ctx.pixels_per_point(),
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clipped_meshes,
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);
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for id in textures_delta.free.drain(..) {
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self.painter.free_texture(gl, id);
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}
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}
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/// Call to release the allocated graphics resources.
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pub fn destroy(&mut self, gl: &glow::Context) {
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self.painter.destroy(gl);
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}
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}
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