egui/egui_glium/src/lib.rs

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//! [`egui`] bindings for [`glium`](https://github.com/glium/glium).
//!
//! The main type you want to use is [`EguiGlium`].
//!
//! This library is an [`epi`] backend.
//! If you are writing an app, you may want to look at [`eframe`](https://docs.rs/eframe) instead.
// Forbid warnings in release builds:
#![cfg_attr(not(debug_assertions), deny(warnings))]
#![forbid(unsafe_code)]
#![warn(
clippy::all,
clippy::await_holding_lock,
clippy::char_lit_as_u8,
clippy::checked_conversions,
clippy::dbg_macro,
clippy::debug_assert_with_mut_call,
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clippy::disallowed_method,
clippy::doc_markdown,
clippy::empty_enum,
clippy::enum_glob_use,
clippy::exit,
clippy::expl_impl_clone_on_copy,
clippy::explicit_deref_methods,
clippy::explicit_into_iter_loop,
clippy::fallible_impl_from,
clippy::filter_map_next,
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clippy::flat_map_option,
clippy::float_cmp_const,
clippy::fn_params_excessive_bools,
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clippy::from_iter_instead_of_collect,
clippy::if_let_mutex,
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clippy::implicit_clone,
clippy::imprecise_flops,
clippy::inefficient_to_string,
clippy::invalid_upcast_comparisons,
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clippy::large_digit_groups,
clippy::large_stack_arrays,
clippy::large_types_passed_by_value,
clippy::let_unit_value,
clippy::linkedlist,
clippy::lossy_float_literal,
clippy::macro_use_imports,
clippy::manual_ok_or,
clippy::map_err_ignore,
clippy::map_flatten,
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clippy::map_unwrap_or,
clippy::match_on_vec_items,
clippy::match_same_arms,
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clippy::match_wild_err_arm,
clippy::match_wildcard_for_single_variants,
clippy::mem_forget,
clippy::mismatched_target_os,
clippy::missing_errors_doc,
clippy::missing_safety_doc,
clippy::mut_mut,
clippy::mutex_integer,
clippy::needless_borrow,
clippy::needless_continue,
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clippy::needless_for_each,
clippy::needless_pass_by_value,
clippy::option_option,
clippy::path_buf_push_overwrite,
clippy::ptr_as_ptr,
clippy::ref_option_ref,
clippy::rest_pat_in_fully_bound_structs,
clippy::same_functions_in_if_condition,
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clippy::semicolon_if_nothing_returned,
clippy::single_match_else,
clippy::string_add_assign,
clippy::string_add,
clippy::string_lit_as_bytes,
clippy::string_to_string,
clippy::todo,
clippy::trait_duplication_in_bounds,
clippy::unimplemented,
clippy::unnested_or_patterns,
clippy::unused_self,
clippy::useless_transmute,
clippy::verbose_file_reads,
clippy::zero_sized_map_values,
future_incompatible,
missing_crate_level_docs,
nonstandard_style,
rust_2018_idioms
)]
#![allow(clippy::float_cmp)]
#![allow(clippy::manual_range_contains)]
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mod painter;
pub use painter::Painter;
#[cfg(feature = "epi")]
mod epi_backend;
#[cfg(feature = "epi")]
pub use epi_backend::{run, NativeOptions};
pub use egui_winit;
use glium::glutin;
// ----------------------------------------------------------------------------
/// Use [`egui`] from a [`glium`] app.
pub struct EguiGlium {
egui_ctx: egui::CtxRef,
egui_winit: egui_winit::State,
painter: crate::Painter,
}
impl EguiGlium {
pub fn new(display: &glium::Display) -> Self {
Self {
egui_ctx: Default::default(),
egui_winit: egui_winit::State::new(display.gl_window().window()),
painter: crate::Painter::new(display),
}
}
pub fn ctx(&self) -> &egui::CtxRef {
&self.egui_ctx
}
/// useful for calling e.g. [`crate::Painter::alloc_user_texture`].
pub fn painter_mut(&mut self) -> &mut crate::Painter {
&mut self.painter
}
pub fn ctx_and_painter_mut(&mut self) -> (&egui::CtxRef, &mut crate::Painter) {
(&self.egui_ctx, &mut self.painter)
}
pub fn pixels_per_point(&self) -> f32 {
self.egui_winit.pixels_per_point()
}
pub fn egui_input(&self) -> &egui::RawInput {
self.egui_winit.egui_input()
}
/// Returns `true` if egui wants exclusive use of this event
/// (e.g. a mouse click on an egui window, or entering text into a text field).
/// For instance, if you use egui for a game, you want to first call this
/// and only when this returns `false` pass on the events to your game.
///
/// Note that egui uses `tab` to move focus between elements, so this will always return `true` for tabs.
pub fn on_event(&mut self, event: &glium::glutin::event::WindowEvent<'_>) -> bool {
self.egui_winit.on_event(&self.egui_ctx, event)
}
/// Is this a close event or a Cmd-Q/Alt-F4 keyboard command?
pub fn is_quit_event(&self, event: &glutin::event::WindowEvent<'_>) -> bool {
self.egui_winit.is_quit_event(event)
}
pub fn begin_frame(&mut self, display: &glium::Display) {
let raw_input = self.take_raw_input(display);
self.begin_frame_with_input(raw_input);
}
pub fn begin_frame_with_input(&mut self, raw_input: egui::RawInput) {
self.egui_ctx.begin_frame(raw_input);
}
/// Prepare for a new frame. Normally you would call [`Self::begin_frame`] instead.
pub fn take_raw_input(&mut self, display: &glium::Display) -> egui::RawInput {
self.egui_winit
.take_egui_input(display.gl_window().window())
}
/// Returns `needs_repaint` and shapes to draw.
pub fn end_frame(
&mut self,
display: &glium::Display,
) -> (bool, Vec<egui::epaint::ClippedShape>) {
let (egui_output, shapes) = self.egui_ctx.end_frame();
let needs_repaint = egui_output.needs_repaint;
self.handle_output(display, egui_output);
(needs_repaint, shapes)
}
pub fn handle_output(&mut self, display: &glium::Display, output: egui::Output) {
self.egui_winit
.handle_output(display.gl_window().window(), &self.egui_ctx, output);
}
pub fn paint<T: glium::Surface>(
&mut self,
display: &glium::Display,
target: &mut T,
shapes: Vec<egui::epaint::ClippedShape>,
) {
let clipped_meshes = self.egui_ctx.tessellate(shapes);
self.painter.paint_meshes(
display,
target,
self.egui_ctx.pixels_per_point(),
clipped_meshes,
&self.egui_ctx.texture(),
);
}
}