egui/epi/src/lib.rs

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//! Backend-agnostic interface for writing apps using [`egui`].
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//!
//! `epi` provides interfaces for window management and serialization.
//! An app written for `epi` can then be plugged into [`eframe`](https://docs.rs/eframe),
//! the egui framework crate.
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//!
//! Start by looking at the [`App`] trait, and implement [`App::update`].
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#![warn(missing_docs)] // Let's keep `epi` well-documented.
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/// File storage which can be used by native backends.
#[cfg(feature = "file_storage")]
pub mod file_storage;
pub use egui; // Re-export for user convenience
pub use glow; // Re-export for user convenience
use std::sync::{Arc, Mutex};
/// The is is how your app is created.
///
/// You can use the [`CreationContext`] to setup egui, restore state, setup OpenGL things, etc.
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pub type AppCreator = Box<dyn FnOnce(&CreationContext<'_>) -> Box<dyn App>>;
/// Data that is passed to [`AppCreator`] that can be used to setup and initialize your app.
pub struct CreationContext<'s> {
/// The egui Context.
///
/// You can use this to customize the look of egui, e.g to call [`egui::Context::set_fonts`],
/// [`egui::Context::set_visuals`] etc.
pub egui_ctx: egui::Context,
/// Information about the surrounding environment.
pub integration_info: IntegrationInfo,
/// You can use the storage to restore app state(requires the "persistence" feature).
pub storage: Option<&'s dyn Storage>,
/// The [`glow::Context`] allows you to initialize OpenGL resources (e.g. shaders) that
/// you might want to use later from a [`egui::PaintCallback`].
pub gl: std::rc::Rc<glow::Context>,
}
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// ----------------------------------------------------------------------------
/// Implement this trait to write apps that can be compiled both natively using the [`egui_glium`](https://github.com/emilk/egui/tree/master/egui_glium) crate,
/// and deployed as a web site using the [`egui_web`](https://github.com/emilk/egui/tree/master/egui_web) crate.
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pub trait App {
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/// Called each time the UI needs repainting, which may be many times per second.
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///
/// Put your widgets into a [`egui::SidePanel`], [`egui::TopBottomPanel`], [`egui::CentralPanel`], [`egui::Window`] or [`egui::Area`].
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///
/// The [`egui::Context`] and [`Frame`] can be cloned and saved if you like.
///
/// To force a repaint, call [`egui::Context::request_repaint`] at any time (e.g. from another thread).
fn update(&mut self, ctx: &egui::Context, frame: &Frame);
/// Called on shutdown, and perhaps at regular intervals. Allows you to save state.
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///
/// Only called when the "persistence" feature is enabled.
///
/// On web the state is stored to "Local Storage".
/// On native the path is picked using [`directories_next::ProjectDirs::data_dir`](https://docs.rs/directories-next/2.0.0/directories_next/struct.ProjectDirs.html#method.data_dir) which is:
/// * Linux: `/home/UserName/.local/share/APPNAME`
/// * macOS: `/Users/UserName/Library/Application Support/APPNAME`
/// * Windows: `C:\Users\UserName\AppData\Roaming\APPNAME`
///
/// where `APPNAME` is what is given to `eframe::run_native`.
fn save(&mut self, _storage: &mut dyn Storage) {}
/// Called before an exit that can be aborted.
/// By returning `false` the exit will be aborted. To continue the exit return `true`.
///
/// A scenario where this method will be run is after pressing the close button on a native
/// window, which allows you to ask the user whether they want to do something before exiting.
/// See the example `eframe/examples/confirm_exit.rs` for practical usage.
///
/// It will _not_ be called on the web or when the window is forcefully closed.
fn on_exit_event(&mut self) -> bool {
true
}
/// Called once on shutdown, after [`Self::save`].
///
/// If you need to abort an exit use [`Self::on_exit_event`].
fn on_exit(&mut self, _gl: &glow::Context) {}
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// ---------
// Settings:
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/// Time between automatic calls to [`Self::save`]
fn auto_save_interval(&self) -> std::time::Duration {
std::time::Duration::from_secs(30)
}
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/// The size limit of the web app canvas.
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///
/// By default the max size is [`egui::Vec2::INFINITY`], i.e. unlimited.
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///
/// A large canvas can lead to bad frame rates on some older browsers on some platforms
/// (see <https://bugzilla.mozilla.org/show_bug.cgi?id=1010527#c0>).
fn max_size_points(&self) -> egui::Vec2 {
egui::Vec2::INFINITY
}
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/// Background color for the app, e.g. what is sent to `gl.clearColor`.
/// This is the background of your windows if you don't set a central panel.
fn clear_color(&self) -> egui::Rgba {
// NOTE: a bright gray makes the shadows of the windows look weird.
// We use a bit of transparency so that if the user switches on the
// `transparent()` option they get immediate results.
egui::Color32::from_rgba_unmultiplied(12, 12, 12, 180).into()
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}
/// Controls whether or not the native window position and size will be
/// persisted (only if the "persistence" feature is enabled).
fn persist_native_window(&self) -> bool {
true
}
/// Controls whether or not the egui memory (window positions etc) will be
/// persisted (only if the "persistence" feature is enabled).
fn persist_egui_memory(&self) -> bool {
true
}
/// If `true` a warm-up call to [`Self::update`] will be issued where
/// `ctx.memory().everything_is_visible()` will be set to `true`.
///
/// This can help pre-caching resources loaded by different parts of the UI, preventing stutter later on.
///
/// In this warm-up call, all painted shapes will be ignored.
///
/// The default is `false`, and it is unlikely you will want to change this.
fn warm_up_enabled(&self) -> bool {
false
}
}
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/// Options controlling the behavior of a native window.
///
/// Only a single native window is currently supported.
#[derive(Clone)]
pub struct NativeOptions {
/// Sets whether or not the window will always be on top of other windows.
pub always_on_top: bool,
/// Show window in maximized mode
pub maximized: bool,
/// On desktop: add window decorations (i.e. a frame around your app)?
/// If false it will be difficult to move and resize the app.
pub decorated: bool,
/// On Windows: enable drag and drop support. Drag and drop can
/// not be disabled on other platforms.
///
/// See [winit's documentation][drag_and_drop] for information on why you
/// might want to disable this on windows.
///
/// [drag_and_drop]: https://docs.rs/winit/latest/x86_64-pc-windows-msvc/winit/platform/windows/trait.WindowBuilderExtWindows.html#tymethod.with_drag_and_drop
pub drag_and_drop_support: bool,
/// The application icon, e.g. in the Windows task bar etc.
pub icon_data: Option<IconData>,
/// The initial (inner) position of the native window in points (logical pixels).
pub initial_window_pos: Option<egui::Pos2>,
/// The initial inner size of the native window in points (logical pixels).
pub initial_window_size: Option<egui::Vec2>,
/// The minimum inner window size
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pub min_window_size: Option<egui::Vec2>,
/// The maximum inner window size
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pub max_window_size: Option<egui::Vec2>,
/// Should the app window be resizable?
pub resizable: bool,
/// On desktop: make the window transparent.
/// You control the transparency with [`App::clear_color()`].
/// You should avoid having a [`egui::CentralPanel`], or make sure its frame is also transparent.
pub transparent: bool,
/// Turn on vertical syncing, limiting the FPS to the display refresh rate.
///
/// The default is `true`.
pub vsync: bool,
/// Set the level of the multisampling anti-aliasing (MSAA).
///
/// Must be a power-of-two. Higher = more smooth 3D.
///
/// A value of `0` turns it off (default).
///
/// `egui` already performs anti-aliasing via "feathering"
/// (controlled by [`egui::epaint::TessellationOptions`]),
/// but if you are embedding 3D in egui you may want to turn on multisampling.
pub multisampling: u16,
/// Sets the number of bits in the depth buffer.
///
/// `egui` doesn't need the depth buffer, so the default value is 0.
pub depth_buffer: u8,
/// Sets the number of bits in the stencil buffer.
///
/// `egui` doesn't need the stencil buffer, so the default value is 0.
pub stencil_buffer: u8,
}
impl Default for NativeOptions {
fn default() -> Self {
Self {
always_on_top: false,
maximized: false,
decorated: true,
drag_and_drop_support: true,
icon_data: None,
initial_window_pos: None,
initial_window_size: None,
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min_window_size: None,
max_window_size: None,
resizable: true,
transparent: false,
vsync: true,
multisampling: 0,
depth_buffer: 0,
stencil_buffer: 0,
}
}
}
/// Image data for the icon.
#[derive(Clone)]
pub struct IconData {
/// RGBA pixels, unmultiplied.
pub rgba: Vec<u8>,
/// Image width. This should be a multiple of 4.
pub width: u32,
/// Image height. This should be a multiple of 4.
pub height: u32,
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}
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/// Represents the surroundings of your app.
///
/// It provides methods to inspect the surroundings (are we on the web?),
/// allocate textures, and change settings (e.g. window size).
///
/// [`Frame`] is cheap to clone and is safe to pass to other threads.
#[derive(Clone)]
pub struct Frame(pub Arc<Mutex<backend::FrameData>>);
impl Frame {
/// Create a `Frame` - called by the integration.
#[doc(hidden)]
pub fn new(frame_data: backend::FrameData) -> Self {
Self(Arc::new(Mutex::new(frame_data)))
}
/// Access the underlying [`backend::FrameData`].
#[doc(hidden)]
#[inline]
pub fn lock(&self) -> std::sync::MutexGuard<'_, backend::FrameData> {
self.0.lock().unwrap()
}
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/// True if you are in a web environment.
pub fn is_web(&self) -> bool {
self.lock().info.web_info.is_some()
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}
/// Information about the integration.
pub fn info(&self) -> IntegrationInfo {
self.lock().info.clone()
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}
/// Signal the app to stop/exit/quit the app (only works for native apps, not web apps).
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/// The framework will not quit immediately, but at the end of the this frame.
pub fn quit(&self) {
self.lock().output.quit = true;
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}
/// Set the desired inner size of the window (in egui points).
pub fn set_window_size(&self, size: egui::Vec2) {
self.lock().output.window_size = Some(size);
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}
/// Set the desired title of the window.
pub fn set_window_title(&self, title: &str) {
self.lock().output.window_title = Some(title.to_owned());
}
/// Set whether to show window decorations (i.e. a frame around you app).
/// If false it will be difficult to move and resize the app.
pub fn set_decorations(&self, decorated: bool) {
self.lock().output.decorated = Some(decorated);
}
/// When called, the native window will follow the
/// movement of the cursor while the primary mouse button is down.
///
/// Does not work on the web.
pub fn drag_window(&self) {
self.lock().output.drag_window = true;
}
/// for integrations only: call once per frame
pub fn take_app_output(&self) -> crate::backend::AppOutput {
std::mem::take(&mut self.lock().output)
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}
}
#[cfg(test)]
#[test]
fn frame_impl_send_sync() {
fn assert_send_sync<T: Send + Sync>() {}
assert_send_sync::<Frame>();
}
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/// Information about the web environment (if applicable).
#[derive(Clone, Debug)]
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pub struct WebInfo {
/// Information about the URL.
pub location: Location,
}
/// Information about the URL.
///
/// Everything has been percent decoded (`%20` -> ` ` etc).
#[derive(Clone, Debug)]
pub struct Location {
/// The full URL (`location.href`) without the hash.
///
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/// Example: `"http://www.example.com:80/index.html?foo=bar"`.
pub url: String,
/// `location.protocol`
///
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/// Example: `"http:"`.
pub protocol: String,
/// `location.host`
///
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/// Example: `"example.com:80"`.
pub host: String,
/// `location.hostname`
///
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/// Example: `"example.com"`.
pub hostname: String,
/// `location.port`
///
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/// Example: `"80"`.
pub port: String,
/// The "#fragment" part of "www.example.com/index.html?query#fragment".
///
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/// Note that the leading `#` is included in the string.
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/// Also known as "hash-link" or "anchor".
pub hash: String,
/// The "query" part of "www.example.com/index.html?query#fragment".
///
/// Note that the leading `?` is NOT included in the string.
///
/// Use [`Self::web_query_map]` to get the parsed version of it.
pub query: String,
/// The parsed "query" part of "www.example.com/index.html?query#fragment".
///
/// "foo=42&bar%20" is parsed as `{"foo": "42", "bar ": ""}`
pub query_map: std::collections::BTreeMap<String, String>,
/// `location.origin`
///
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/// Example: `"http://www.example.com:80"`.
pub origin: String,
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}
/// Information about the integration passed to the use app each frame.
#[derive(Clone, Debug)]
pub struct IntegrationInfo {
/// The name of the integration, e.g. `egui_web`, `egui_glium`, `egui_glow`
pub name: &'static str,
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/// If the app is running in a Web context, this returns information about the environment.
pub web_info: Option<WebInfo>,
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/// Does the system prefer dark mode (over light mode)?
/// `None` means "don't know".
pub prefer_dark_mode: Option<bool>,
/// Seconds of cpu usage (in seconds) of UI code on the previous frame.
/// `None` if this is the first frame.
pub cpu_usage: Option<f32>,
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/// The OS native pixels-per-point
pub native_pixels_per_point: Option<f32>,
}
/// Abstraction for platform dependent texture reference
pub trait NativeTexture {
/// The native texture type.
type Texture;
/// Bind native texture to an egui texture id.
fn register_native_texture(&mut self, native: Self::Texture) -> egui::TextureId;
/// Change what texture the given id refers to.
fn replace_native_texture(&mut self, id: egui::TextureId, replacing: Self::Texture);
}
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// ----------------------------------------------------------------------------
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/// A place where you can store custom data in a way that persists when you restart the app.
///
/// On the web this is backed by [local storage](https://developer.mozilla.org/en-US/docs/Web/API/Window/localStorage).
/// On desktop this is backed by the file system.
pub trait Storage {
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/// Get the value for the given key.
fn get_string(&self, key: &str) -> Option<String>;
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/// Set the value for the given key.
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fn set_string(&mut self, key: &str, value: String);
/// write-to-disk or similar
fn flush(&mut self);
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}
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/// Stores nothing.
#[derive(Clone, Default)]
pub struct DummyStorage {}
impl Storage for DummyStorage {
fn get_string(&self, _key: &str) -> Option<String> {
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None
}
fn set_string(&mut self, _key: &str, _value: String) {}
fn flush(&mut self) {}
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}
/// Get and deserialize the [RON](https://github.com/ron-rs/ron) stored at the given key.
#[cfg(feature = "ron")]
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pub fn get_value<T: serde::de::DeserializeOwned>(storage: &dyn Storage, key: &str) -> Option<T> {
storage
.get_string(key)
.and_then(|value| ron::from_str(&value).ok())
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}
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/// Serialize the given value as [RON](https://github.com/ron-rs/ron) and store with the given key.
#[cfg(feature = "ron")]
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pub fn set_value<T: serde::Serialize>(storage: &mut dyn Storage, key: &str, value: &T) {
storage.set_string(key, ron::ser::to_string(value).unwrap());
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}
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/// [`Storage`] key used for app
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pub const APP_KEY: &str = "app";
// ----------------------------------------------------------------------------
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/// You only need to look here if you are writing a backend for `epi`.
pub mod backend {
use super::*;
/// The data required by [`Frame`] each frame.
pub struct FrameData {
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/// Information about the integration.
pub info: IntegrationInfo,
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/// Where the app can issue commands back to the integration.
pub output: AppOutput,
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}
/// Action that can be taken by the user app.
#[derive(Default)]
#[must_use]
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pub struct AppOutput {
/// Set to `true` to stop the app.
/// This does nothing for web apps.
pub quit: bool,
/// Set to some size to resize the outer window (e.g. glium window) to this size.
pub window_size: Option<egui::Vec2>,
/// Set to some string to rename the outer window (e.g. glium window) to this title.
pub window_title: Option<String>,
/// Set to some bool to change window decorations.
pub decorated: Option<bool>,
/// Set to true to drag window while primary mouse button is down.
pub drag_window: bool,
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}
}