egui/crates/eframe/src/epi.rs

920 lines
32 KiB
Rust
Raw Normal View History

//! Platform-agnostic interface for writing apps using [`egui`] (epi = egui programming interface).
2020-07-23 16:54:16 +00:00
//!
//! `epi` provides interfaces for window management and serialization.
2020-12-31 13:31:11 +00:00
//!
//! Start by looking at the [`App`] trait, and implement [`App::update`].
2020-12-29 13:15:46 +00:00
#![warn(missing_docs)] // Let's keep `epi` well-documented.
2020-12-29 13:15:46 +00:00
#[cfg(target_arch = "wasm32")]
use std::any::Any;
Android support for EFrame (#1952) * eframe: allow hooking into EventLoop building This enables native applications to add an `event_loop_builder` callback to the `NativeOptions` struct that lets them modify the Winit `EventLoopBuilder` before the final `EventLoop` is built and run. This makes it practical for applications to change platform specific config options that Egui doesn't need to be directly aware of. For example the `android-activity` glue crate that supports writing Android applications in Rust requires that the Winit event loop be passed a reference to the `AndroidApp` that is given to the `android_main` entrypoint for the application. Since the `AndroidApp` itself is abstracted by Winit then there's no real need for Egui/EFrame to have a dependency on the `android-activity` crate just for the sake of associating this state with the event loop. Addresses: #1951 * eframe: defer graphics state initialization until app Resumed Conceptually the Winit `Resumed` event signifies that the application is ready to run and render and since https://github.com/rust-windowing/winit/pull/2331 all platforms now consistently emit a Resumed event that can be used to initialize graphics state for an application. On Android in particular it's important to wait until the application has Resumed before initializing graphics state since it won't have an associated SurfaceView while paused. Without this change then Android applications are likely to just show a black screen. This updates the Wgpu+Winit and Glow+Winit integration for eframe but it's worth noting that the Glow integration is still not able to fully support suspend and resume on Android due to limitations with Glutin's API that mean we can't destroy and create a Window without also destroying the GL context, and therefore (practically) the entire application. There is a plan (and progress on) to improve the Glutin API here: https://github.com/rust-windowing/glutin/pull/1435 and with that change it should be an incremental change to enable Android suspend/resume support with Glow later. In the mean time the Glow changes keep the implementation consistent with the wgpu integration and it should now at least be possible to start an Android application - even though it won't be able to suspend correctly. Fixes #1951
2022-08-23 12:43:22 +00:00
#[cfg(not(target_arch = "wasm32"))]
pub use crate::native::run::RequestRepaintEvent;
#[cfg(not(target_arch = "wasm32"))]
pub use winit::event_loop::EventLoopBuilder;
/// Hook into the building of an event loop before it is run
///
/// You can configure any platform specific details required on top of the default configuration
/// done by `EFrame`.
#[cfg(not(target_arch = "wasm32"))]
pub type EventLoopBuilderHook = Box<dyn FnOnce(&mut EventLoopBuilder<RequestRepaintEvent>)>;
/// This is how your app is created.
///
/// You can use the [`CreationContext`] to setup egui, restore state, setup OpenGL things, etc.
2022-03-18 13:23:07 +00:00
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`].
///
/// Only available when compiling with the `glow` feature and using [`Renderer::Glow`].
#[cfg(feature = "glow")]
pub gl: Option<std::sync::Arc<glow::Context>>,
/// The underlying WGPU render state.
///
/// Only available when compiling with the `wgpu` feature and using [`Renderer::Wgpu`].
///
/// Can be used to manage GPU resources for custom rendering with WGPU using [`egui::PaintCallback`]s.
#[cfg(feature = "wgpu")]
pub wgpu_render_state: Option<egui_wgpu::RenderState>,
}
2020-12-29 13:15:46 +00:00
// ----------------------------------------------------------------------------
/// Implement this trait to write apps that can be compiled for both web/wasm and desktop/native using [`eframe`](https://github.com/emilk/egui/tree/master/crates/eframe).
2020-07-23 16:54:16 +00:00
pub trait App {
2020-12-31 13:31:11 +00:00
/// Called each time the UI needs repainting, which may be many times per second.
2021-10-23 03:58:10 +00:00
///
/// Put your widgets into a [`egui::SidePanel`], [`egui::TopBottomPanel`], [`egui::CentralPanel`], [`egui::Window`] or [`egui::Area`].
2021-10-23 03:58:10 +00:00
///
/// The [`egui::Context`] 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: &mut Frame);
/// Handle to the app.
///
/// Can be used from web to interact or other external context
/// Implementation is needed, because downcasting Box<dyn App> -> Box<dyn Any> to get &ConcreteApp is not simple in current rust.
///
/// Just copy-paste this as your implementation:
/// ```ignore
/// #[cfg(target_arch = "wasm32")]
/// fn as_any_mut(&mut self) -> &mut dyn std::any::Any {
/// &mut *self
/// }
/// ```
#[cfg(target_arch = "wasm32")]
fn as_any_mut(&mut self) -> &mut dyn Any;
/// Called on shutdown, and perhaps at regular intervals. Allows you to save state.
2021-02-28 17:53:45 +00:00
///
/// 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 when the user attempts to close the desktop window and/or quit the application.
///
/// By returning `false` the closing will be aborted. To continue the closing 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 at <https://github.com/emilk/egui/blob/master/examples/confirm_exit/> for practical usage.
///
/// It will _not_ be called on the web or when the window is forcefully closed.
#[cfg(not(target_arch = "wasm32"))]
#[doc(alias = "exit")]
#[doc(alias = "quit")]
fn on_close_event(&mut self) -> bool {
true
}
/// Called once on shutdown, after [`Self::save`].
///
/// If you need to abort an exit use [`Self::on_close_event`].
///
/// To get a [`glow`] context you need to compile with the `glow` feature flag,
/// and run eframe with the glow backend.
#[cfg(feature = "glow")]
fn on_exit(&mut self, _gl: Option<&glow::Context>) {}
/// Called once on shutdown, after [`Self::save`].
///
/// If you need to abort an exit use [`Self::on_close_event`].
#[cfg(not(feature = "glow"))]
fn on_exit(&mut self) {}
2020-12-31 13:31:11 +00:00
// ---------
// Settings:
2021-06-12 20:10:40 +00:00
/// Time between automatic calls to [`Self::save`]
fn auto_save_interval(&self) -> std::time::Duration {
std::time::Duration::from_secs(30)
}
2021-06-12 20:10:40 +00:00
/// The size limit of the web app canvas.
2022-01-08 10:15:05 +00:00
///
/// By default the max size is [`egui::Vec2::INFINITY`], i.e. unlimited.
2022-01-08 10:15:05 +00:00
///
/// 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
}
2020-12-31 13:31:11 +00:00
/// 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, _visuals: &egui::Visuals) -> egui::Rgba {
2020-12-31 13:31:11 +00:00
// 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()
// _visuals.window_fill() would also be a natural choice
2020-12-31 13:31:11 +00:00
}
/// 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
}
2022-05-29 18:33:04 +00:00
/// Called each time after the rendering the UI.
///
/// Can be used to access pixel data with `get_pixels`
fn post_rendering(&mut self, _window_size_px: [u32; 2], _frame: &Frame) {}
}
/// Selects the level of hardware graphics acceleration.
#[cfg(not(target_arch = "wasm32"))]
#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash)]
pub enum HardwareAcceleration {
/// Require graphics acceleration.
Required,
/// Prefer graphics acceleration, but fall back to software.
Preferred,
/// Do NOT use graphics acceleration.
///
/// On some platforms (MacOS) this is ignored and treated the same as [`Self::Preferred`].
Off,
}
2021-12-28 16:33:49 +00:00
/// Options controlling the behavior of a native window.
///
/// Only a single native window is currently supported.
#[cfg(not(target_arch = "wasm32"))]
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,
/// Start in (borderless) fullscreen?
///
/// Default: `false`.
pub fullscreen: bool,
/// On Mac: the window doesn't have a titlebar, but floating window buttons.
///
/// See [winit's documentation][with_fullsize_content_view] for information on Mac-specific options.
///
/// [with_fullsize_content_view]: https://docs.rs/winit/latest/x86_64-apple-darwin/winit/platform/macos/trait.WindowBuilderExtMacOS.html#tymethod.with_fullsize_content_view
pub fullsize_content: 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.
2022-07-30 16:39:38 +00:00
///
/// This doesn't work on Mac and on Wayland.
/// See <https://docs.rs/winit/latest/winit/window/struct.Window.html#method.set_window_icon> for more.
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
2022-02-02 15:47:27 +00:00
pub min_window_size: Option<egui::Vec2>,
/// The maximum inner window size
2022-02-02 15:47:27 +00:00
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.
///
/// On `wgpu` backends, due to limited depth texture format options, this
/// will be interpreted as a boolean (non-zero = true) for whether or not
/// specifically a `Depth32Float` buffer is used.
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,
/// Specify whether or not hardware acceleration is preferred, required, or not.
///
/// Default: [`HardwareAcceleration::Preferred`].
pub hardware_acceleration: HardwareAcceleration,
/// What rendering backend to use.
pub renderer: Renderer,
/// Only used if the `dark-light` feature is enabled:
///
/// Try to detect and follow the system preferred setting for dark vs light mode.
///
/// By default, this is `true` on Mac and Windows, but `false` on Linux
/// due to <https://github.com/frewsxcv/rust-dark-light/issues/17>.
///
/// See also [`Self::default_theme`].
pub follow_system_theme: bool,
/// Which theme to use in case [`Self::follow_system_theme`] is `false`
/// or the `dark-light` feature is disabled.
///
/// Default: [`Theme::Dark`].
pub default_theme: Theme,
/// This controls what happens when you close the main eframe window.
///
/// If `true`, execution will continue after the eframe window is closed.
/// If `false`, the app will close once the eframe window is closed.
///
/// This is `true` by default, and the `false` option is only there
/// so we can revert if we find any bugs.
///
/// This feature was introduced in <https://github.com/emilk/egui/pull/1889>.
///
/// When `true`, [`winit::platform::run_return::EventLoopExtRunReturn::run_return`] is used.
/// When `false`, [`winit::event_loop::EventLoop::run`] is used.
pub run_and_return: bool,
Android support for EFrame (#1952) * eframe: allow hooking into EventLoop building This enables native applications to add an `event_loop_builder` callback to the `NativeOptions` struct that lets them modify the Winit `EventLoopBuilder` before the final `EventLoop` is built and run. This makes it practical for applications to change platform specific config options that Egui doesn't need to be directly aware of. For example the `android-activity` glue crate that supports writing Android applications in Rust requires that the Winit event loop be passed a reference to the `AndroidApp` that is given to the `android_main` entrypoint for the application. Since the `AndroidApp` itself is abstracted by Winit then there's no real need for Egui/EFrame to have a dependency on the `android-activity` crate just for the sake of associating this state with the event loop. Addresses: #1951 * eframe: defer graphics state initialization until app Resumed Conceptually the Winit `Resumed` event signifies that the application is ready to run and render and since https://github.com/rust-windowing/winit/pull/2331 all platforms now consistently emit a Resumed event that can be used to initialize graphics state for an application. On Android in particular it's important to wait until the application has Resumed before initializing graphics state since it won't have an associated SurfaceView while paused. Without this change then Android applications are likely to just show a black screen. This updates the Wgpu+Winit and Glow+Winit integration for eframe but it's worth noting that the Glow integration is still not able to fully support suspend and resume on Android due to limitations with Glutin's API that mean we can't destroy and create a Window without also destroying the GL context, and therefore (practically) the entire application. There is a plan (and progress on) to improve the Glutin API here: https://github.com/rust-windowing/glutin/pull/1435 and with that change it should be an incremental change to enable Android suspend/resume support with Glow later. In the mean time the Glow changes keep the implementation consistent with the wgpu integration and it should now at least be possible to start an Android application - even though it won't be able to suspend correctly. Fixes #1951
2022-08-23 12:43:22 +00:00
/// Hook into the building of an event loop before it is run.
///
/// Specify a callback here in case you need to make platform specific changes to the
/// event loop before it is run.
///
/// Note: A [`NativeOptions`] clone will not include any `event_loop_builder` hook.
pub event_loop_builder: Option<EventLoopBuilderHook>,
#[cfg(feature = "glow")]
/// Needed for cross compiling for VirtualBox VMSVGA driver with OpenGL ES 2.0 and OpenGL 2.1 which doesn't support SRGB texture.
/// See <https://github.com/emilk/egui/pull/1993>.
///
/// For OpenGL ES 2.0: set this to [`egui_glow::ShaderVersion::Es100`] to solve blank texture problem (by using the "fallback shader").
pub shader_version: Option<egui_glow::ShaderVersion>,
Android support for EFrame (#1952) * eframe: allow hooking into EventLoop building This enables native applications to add an `event_loop_builder` callback to the `NativeOptions` struct that lets them modify the Winit `EventLoopBuilder` before the final `EventLoop` is built and run. This makes it practical for applications to change platform specific config options that Egui doesn't need to be directly aware of. For example the `android-activity` glue crate that supports writing Android applications in Rust requires that the Winit event loop be passed a reference to the `AndroidApp` that is given to the `android_main` entrypoint for the application. Since the `AndroidApp` itself is abstracted by Winit then there's no real need for Egui/EFrame to have a dependency on the `android-activity` crate just for the sake of associating this state with the event loop. Addresses: #1951 * eframe: defer graphics state initialization until app Resumed Conceptually the Winit `Resumed` event signifies that the application is ready to run and render and since https://github.com/rust-windowing/winit/pull/2331 all platforms now consistently emit a Resumed event that can be used to initialize graphics state for an application. On Android in particular it's important to wait until the application has Resumed before initializing graphics state since it won't have an associated SurfaceView while paused. Without this change then Android applications are likely to just show a black screen. This updates the Wgpu+Winit and Glow+Winit integration for eframe but it's worth noting that the Glow integration is still not able to fully support suspend and resume on Android due to limitations with Glutin's API that mean we can't destroy and create a Window without also destroying the GL context, and therefore (practically) the entire application. There is a plan (and progress on) to improve the Glutin API here: https://github.com/rust-windowing/glutin/pull/1435 and with that change it should be an incremental change to enable Android suspend/resume support with Glow later. In the mean time the Glow changes keep the implementation consistent with the wgpu integration and it should now at least be possible to start an Android application - even though it won't be able to suspend correctly. Fixes #1951
2022-08-23 12:43:22 +00:00
}
#[cfg(not(target_arch = "wasm32"))]
impl Clone for NativeOptions {
fn clone(&self) -> Self {
Self {
icon_data: self.icon_data.clone(),
event_loop_builder: None, // Skip any builder callbacks if cloning
..*self
}
}
}
#[cfg(not(target_arch = "wasm32"))]
impl Default for NativeOptions {
fn default() -> Self {
Self {
always_on_top: false,
maximized: false,
decorated: true,
fullscreen: false,
fullsize_content: false,
drag_and_drop_support: true,
icon_data: None,
initial_window_pos: None,
initial_window_size: None,
2022-02-02 15:47:27 +00:00
min_window_size: None,
max_window_size: None,
resizable: true,
transparent: false,
vsync: true,
multisampling: 0,
depth_buffer: 0,
stencil_buffer: 0,
hardware_acceleration: HardwareAcceleration::Preferred,
renderer: Renderer::default(),
follow_system_theme: cfg!(target_os = "macos") || cfg!(target_os = "windows"),
default_theme: Theme::Dark,
run_and_return: true,
Android support for EFrame (#1952) * eframe: allow hooking into EventLoop building This enables native applications to add an `event_loop_builder` callback to the `NativeOptions` struct that lets them modify the Winit `EventLoopBuilder` before the final `EventLoop` is built and run. This makes it practical for applications to change platform specific config options that Egui doesn't need to be directly aware of. For example the `android-activity` glue crate that supports writing Android applications in Rust requires that the Winit event loop be passed a reference to the `AndroidApp` that is given to the `android_main` entrypoint for the application. Since the `AndroidApp` itself is abstracted by Winit then there's no real need for Egui/EFrame to have a dependency on the `android-activity` crate just for the sake of associating this state with the event loop. Addresses: #1951 * eframe: defer graphics state initialization until app Resumed Conceptually the Winit `Resumed` event signifies that the application is ready to run and render and since https://github.com/rust-windowing/winit/pull/2331 all platforms now consistently emit a Resumed event that can be used to initialize graphics state for an application. On Android in particular it's important to wait until the application has Resumed before initializing graphics state since it won't have an associated SurfaceView while paused. Without this change then Android applications are likely to just show a black screen. This updates the Wgpu+Winit and Glow+Winit integration for eframe but it's worth noting that the Glow integration is still not able to fully support suspend and resume on Android due to limitations with Glutin's API that mean we can't destroy and create a Window without also destroying the GL context, and therefore (practically) the entire application. There is a plan (and progress on) to improve the Glutin API here: https://github.com/rust-windowing/glutin/pull/1435 and with that change it should be an incremental change to enable Android suspend/resume support with Glow later. In the mean time the Glow changes keep the implementation consistent with the wgpu integration and it should now at least be possible to start an Android application - even though it won't be able to suspend correctly. Fixes #1951
2022-08-23 12:43:22 +00:00
event_loop_builder: None,
#[cfg(feature = "glow")]
shader_version: None,
}
}
}
#[cfg(not(target_arch = "wasm32"))]
impl NativeOptions {
/// The theme used by the system.
#[cfg(feature = "dark-light")]
pub fn system_theme(&self) -> Option<Theme> {
if self.follow_system_theme {
crate::profile_scope!("dark_light::detect");
match dark_light::detect() {
dark_light::Mode::Dark => Some(Theme::Dark),
dark_light::Mode::Light => Some(Theme::Light),
}
} else {
None
}
}
/// The theme used by the system.
#[cfg(not(feature = "dark-light"))]
pub fn system_theme(&self) -> Option<Theme> {
None
}
}
// ----------------------------------------------------------------------------
/// Options when using `eframe` in a web page.
#[cfg(target_arch = "wasm32")]
pub struct WebOptions {
/// Try to detect and follow the system preferred setting for dark vs light mode.
///
/// See also [`Self::default_theme`].
///
/// Default: `false`.
pub follow_system_theme: bool,
/// Which theme to use in case [`Self::follow_system_theme`] is `false`
/// or system theme detection fails.
///
/// Default: `Theme::Dark`.
pub default_theme: Theme,
/// Which version of WebGl context to select
///
/// Default: [`WebGlContextOption::BestFirst`].
pub webgl_context_option: WebGlContextOption,
}
#[cfg(target_arch = "wasm32")]
impl Default for WebOptions {
fn default() -> Self {
Self {
follow_system_theme: true,
default_theme: Theme::Dark,
webgl_context_option: WebGlContextOption::BestFirst,
}
}
}
// ----------------------------------------------------------------------------
/// Dark or Light theme.
#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash)]
#[cfg_attr(feature = "serde", derive(serde::Deserialize, serde::Serialize))]
pub enum Theme {
/// Dark mode: light text on a dark background.
Dark,
/// Light mode: dark text on a light background.
Light,
}
impl Theme {
/// Get the egui visuals corresponding to this theme.
///
/// Use with [`egui::Context::set_visuals`].
pub fn egui_visuals(self) -> egui::Visuals {
match self {
Self::Dark => egui::Visuals::dark(),
Self::Light => egui::Visuals::light(),
}
}
}
// ----------------------------------------------------------------------------
/// WebGL Context options
#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash)]
#[cfg_attr(feature = "serde", derive(serde::Deserialize, serde::Serialize))]
pub enum WebGlContextOption {
/// Force Use WebGL1.
WebGl1,
/// Force use WebGL2.
WebGl2,
/// Use WebGl2 first.
BestFirst,
/// Use WebGl1 first
CompatibilityFirst,
}
// ----------------------------------------------------------------------------
/// What rendering backend to use.
///
/// You need to enable the "glow" and "wgpu" features to have a choice.
#[derive(Clone, Copy, Debug, PartialEq, Eq)]
#[cfg_attr(feature = "serde", derive(serde::Deserialize, serde::Serialize))]
#[cfg_attr(feature = "serde", serde(rename_all = "snake_case"))]
pub enum Renderer {
/// Use [`egui_glow`] renderer for [`glow`](https://github.com/grovesNL/glow).
#[cfg(feature = "glow")]
Glow,
/// Use [`egui_wgpu`] renderer for [`wgpu`](https://github.com/gfx-rs/wgpu).
#[cfg(feature = "wgpu")]
Wgpu,
}
impl Default for Renderer {
fn default() -> Self {
#[cfg(feature = "glow")]
return Self::Glow;
#[cfg(not(feature = "glow"))]
#[cfg(feature = "wgpu")]
return Self::Wgpu;
#[cfg(not(feature = "glow"))]
#[cfg(not(feature = "wgpu"))]
compile_error!("eframe: you must enable at least one of the rendering backend features: 'glow' or 'wgpu'");
}
}
impl std::fmt::Display for Renderer {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
match self {
#[cfg(feature = "glow")]
Self::Glow => "glow".fmt(f),
#[cfg(feature = "wgpu")]
Self::Wgpu => "wgpu".fmt(f),
}
}
}
impl std::str::FromStr for Renderer {
type Err = String;
fn from_str(name: &str) -> Result<Self, String> {
match name.to_lowercase().as_str() {
#[cfg(feature = "glow")]
"glow" => Ok(Self::Glow),
#[cfg(feature = "wgpu")]
"wgpu" => Ok(Self::Wgpu),
_ => Err(format!("eframe renderer {name:?} is not available. Make sure that the corresponding eframe feature is enabled."))
}
}
}
// ----------------------------------------------------------------------------
/// Image data for an application 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,
2020-07-23 16:54:16 +00:00
}
2020-12-31 13:31:11 +00:00
/// 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).
pub struct Frame {
/// Information about the integration.
pub(crate) info: IntegrationInfo,
/// Where the app can issue commands back to the integration.
pub(crate) output: backend::AppOutput,
/// A place where you can store custom data in a way that persists when you restart the app.
pub(crate) storage: Option<Box<dyn Storage>>,
/// A reference to the underlying [`glow`] (OpenGL) context.
#[cfg(feature = "glow")]
pub(crate) gl: Option<std::sync::Arc<glow::Context>>,
/// Can be used to manage GPU resources for custom rendering with WGPU using [`egui::PaintCallback`]s.
#[cfg(feature = "wgpu")]
pub(crate) wgpu_render_state: Option<egui_wgpu::RenderState>,
}
2020-12-31 13:31:11 +00:00
impl Frame {
2020-12-31 13:31:11 +00:00
/// True if you are in a web environment.
///
/// Equivalent to `cfg!(target_arch = "wasm32")`
#[allow(clippy::unused_self)]
2020-12-31 13:31:11 +00:00
pub fn is_web(&self) -> bool {
cfg!(target_arch = "wasm32")
2020-12-31 13:31:11 +00:00
}
/// Information about the integration.
pub fn info(&self) -> IntegrationInfo {
self.info.clone()
}
/// A place where you can store custom data in a way that persists when you restart the app.
pub fn storage(&self) -> Option<&dyn Storage> {
self.storage.as_deref()
}
/// A place where you can store custom data in a way that persists when you restart the app.
pub fn storage_mut(&mut self) -> Option<&mut (dyn Storage + 'static)> {
self.storage.as_deref_mut()
2020-12-31 13:31:11 +00:00
}
/// A reference to the underlying [`glow`] (OpenGL) context.
///
/// This can be used, for instance, to:
/// * Render things to offscreen buffers.
/// * Read the pixel buffer from the previous frame (`glow::Context::read_pixels`).
/// * Render things behind the egui windows.
///
/// Note that all egui painting is deferred to after the call to [`App::update`]
/// ([`egui`] only collects [`egui::Shape`]s and then eframe paints them all in one go later on).
///
/// To get a [`glow`] context you need to compile with the `glow` feature flag,
/// and run eframe using [`Renderer::Glow`].
#[cfg(feature = "glow")]
pub fn gl(&self) -> Option<&std::sync::Arc<glow::Context>> {
self.gl.as_ref()
}
/// The underlying WGPU render state.
///
/// Only available when compiling with the `wgpu` feature and using [`Renderer::Wgpu`].
///
/// Can be used to manage GPU resources for custom rendering with WGPU using [`egui::PaintCallback`]s.
#[cfg(feature = "wgpu")]
pub fn wgpu_render_state(&self) -> Option<&egui_wgpu::RenderState> {
self.wgpu_render_state.as_ref()
}
/// Tell `eframe` to close the desktop window.
///
/// The window will not close immediately, but at the end of the this frame.
///
/// Calling this will likely result in the app quitting, unless
/// you have more code after the call to [`crate::run_native`].
#[cfg(not(target_arch = "wasm32"))]
#[doc(alias = "exit")]
#[doc(alias = "quit")]
pub fn close(&mut self) {
self.output.close = true;
}
/// Tell `eframe` to close the desktop window.
#[cfg(not(target_arch = "wasm32"))]
#[deprecated = "Renamed `close`"]
pub fn quit(&mut self) {
self.close();
2020-12-31 13:31:11 +00:00
}
/// Set the desired inner size of the window (in egui points).
#[cfg(not(target_arch = "wasm32"))]
pub fn set_window_size(&mut self, size: egui::Vec2) {
self.output.window_size = Some(size);
2020-12-31 13:31:11 +00:00
}
/// Set the desired title of the window.
#[cfg(not(target_arch = "wasm32"))]
pub fn set_window_title(&mut self, title: &str) {
self.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.
#[cfg(not(target_arch = "wasm32"))]
pub fn set_decorations(&mut self, decorated: bool) {
self.output.decorated = Some(decorated);
}
/// Turn borderless fullscreen on/off (native only).
#[cfg(not(target_arch = "wasm32"))]
pub fn set_fullscreen(&mut self, fullscreen: bool) {
self.output.fullscreen = Some(fullscreen);
}
/// set the position of the outer window.
#[cfg(not(target_arch = "wasm32"))]
pub fn set_window_pos(&mut self, pos: egui::Pos2) {
self.output.window_pos = Some(pos);
}
/// 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.
#[cfg(not(target_arch = "wasm32"))]
pub fn drag_window(&mut self) {
self.output.drag_window = true;
}
2022-07-21 18:16:56 +00:00
/// Set the visibility of the window.
#[cfg(not(target_arch = "wasm32"))]
2022-07-21 18:16:56 +00:00
pub fn set_visible(&mut self, visible: bool) {
self.output.visible = Some(visible);
}
/// for integrations only: call once per frame
pub(crate) fn take_app_output(&mut self) -> backend::AppOutput {
std::mem::take(&mut self.output)
2020-12-31 13:31:11 +00:00
}
}
2021-01-17 09:52:01 +00:00
/// Information about the web environment (if applicable).
#[derive(Clone, Debug)]
#[cfg(target_arch = "wasm32")]
2020-07-23 16:54:16 +00:00
pub struct WebInfo {
/// Information about the URL.
pub location: Location,
}
/// Information about the application's main window, if available.
#[cfg(not(target_arch = "wasm32"))]
#[derive(Clone, Debug)]
pub struct WindowInfo {
/// Coordinates of the window's outer top left corner, relative to the top left corner of the first display.
///
/// Unit: egui points (logical pixels).
///
/// `None` = unknown.
pub position: Option<egui::Pos2>,
/// Are we in fullscreen mode?
pub fullscreen: bool,
/// Window inner size in egui points (logical pixels).
pub size: egui::Vec2,
}
/// Information about the URL.
///
/// Everything has been percent decoded (`%20` -> ` ` etc).
#[cfg(target_arch = "wasm32")]
#[derive(Clone, Debug)]
pub struct Location {
/// The full URL (`location.href`) without the hash.
///
2022-02-19 19:51:51 +00:00
/// Example: `"http://www.example.com:80/index.html?foo=bar"`.
pub url: String,
/// `location.protocol`
///
2022-02-19 19:51:51 +00:00
/// Example: `"http:"`.
pub protocol: String,
/// `location.host`
///
2022-02-19 19:51:51 +00:00
/// Example: `"example.com:80"`.
pub host: String,
/// `location.hostname`
///
2022-02-19 19:51:51 +00:00
/// Example: `"example.com"`.
pub hostname: String,
/// `location.port`
///
2022-02-19 19:51:51 +00:00
/// Example: `"80"`.
pub port: String,
/// The "#fragment" part of "www.example.com/index.html?query#fragment".
///
2021-01-01 16:11:05 +00:00
/// Note that the leading `#` is included in the string.
2021-01-01 20:27:10 +00:00
/// 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.
///
2022-05-23 15:25:31 +00:00
/// Use [`Self::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`
///
2022-02-19 19:51:51 +00:00
/// Example: `"http://www.example.com:80"`.
pub origin: String,
2020-07-23 16:54:16 +00:00
}
/// Information about the integration passed to the use app each frame.
#[derive(Clone, Debug)]
pub struct IntegrationInfo {
/// Information about the surrounding web environment.
#[cfg(target_arch = "wasm32")]
pub web_info: WebInfo,
2020-07-23 16:54:16 +00:00
/// Does the OS use dark or light mode?
///
/// `None` means "don't know".
pub system_theme: Option<Theme>,
/// 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>,
2020-07-23 16:54:16 +00:00
/// The OS native pixels-per-point
pub native_pixels_per_point: Option<f32>,
/// The position and size of the native window.
#[cfg(not(target_arch = "wasm32"))]
pub window_info: WindowInfo,
}
2020-12-29 13:15:46 +00:00
// ----------------------------------------------------------------------------
2020-07-23 16:54:16 +00:00
/// 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.
///
/// See [`CreationContext::storage`] and [`App::save`].
2020-07-23 16:54:16 +00:00
pub trait Storage {
2020-12-31 13:31:11 +00:00
/// Get the value for the given key.
fn get_string(&self, key: &str) -> Option<String>;
2020-12-31 13:31:11 +00:00
/// Set the value for the given key.
2020-07-23 16:54:16 +00:00
fn set_string(&mut self, key: &str, value: String);
/// write-to-disk or similar
fn flush(&mut self);
2020-07-23 16:54:16 +00:00
}
2020-10-19 18:12:14 +00:00
/// Stores nothing.
#[derive(Clone, Default)]
pub(crate) struct DummyStorage {}
2020-10-19 18:12:14 +00:00
impl Storage for DummyStorage {
fn get_string(&self, _key: &str) -> Option<String> {
2020-10-19 18:12:14 +00:00
None
}
2020-10-19 18:12:14 +00:00
fn set_string(&mut self, _key: &str, _value: String) {}
fn flush(&mut self) {}
2020-10-19 18:12:14 +00:00
}
/// Get and deserialize the [RON](https://github.com/ron-rs/ron) stored at the given key.
#[cfg(feature = "ron")]
2020-07-23 16:54:16 +00:00
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())
2020-07-23 16:54:16 +00:00
}
2021-04-15 07:48:06 +00:00
/// Serialize the given value as [RON](https://github.com/ron-rs/ron) and store with the given key.
#[cfg(feature = "ron")]
2020-07-23 16:54:16 +00:00
pub fn set_value<T: serde::Serialize>(storage: &mut dyn Storage, key: &str, value: &T) {
match ron::ser::to_string(value) {
Ok(string) => storage.set_string(key, string),
Err(err) => tracing::error!("eframe failed to encode data using ron: {}", err),
}
2020-07-23 16:54:16 +00:00
}
2020-12-31 13:31:11 +00:00
/// [`Storage`] key used for app
2020-07-23 16:54:16 +00:00
pub const APP_KEY: &str = "app";
// ----------------------------------------------------------------------------
2020-12-31 13:31:11 +00:00
/// You only need to look here if you are writing a backend for `epi`.
pub(crate) mod backend {
2020-12-31 13:31:11 +00:00
/// Action that can be taken by the user app.
#[derive(Clone, Debug, Default)]
#[must_use]
2020-12-31 13:31:11 +00:00
pub struct AppOutput {
/// Set to `true` to close the native window (which often quits the app).
#[cfg(not(target_arch = "wasm32"))]
pub close: bool,
2020-12-31 13:31:11 +00:00
/// Set to some size to resize the outer window (e.g. glium window) to this size.
#[cfg(not(target_arch = "wasm32"))]
2020-12-31 13:31:11 +00:00
pub window_size: Option<egui::Vec2>,
/// Set to some string to rename the outer window (e.g. glium window) to this title.
#[cfg(not(target_arch = "wasm32"))]
pub window_title: Option<String>,
/// Set to some bool to change window decorations.
#[cfg(not(target_arch = "wasm32"))]
pub decorated: Option<bool>,
/// Set to some bool to change window fullscreen.
#[cfg(not(target_arch = "wasm32"))] // TODO: implement fullscreen on web
pub fullscreen: Option<bool>,
/// Set to true to drag window while primary mouse button is down.
#[cfg(not(target_arch = "wasm32"))]
pub drag_window: bool,
/// Set to some position to move the outer window (e.g. glium window) to this position
#[cfg(not(target_arch = "wasm32"))]
pub window_pos: Option<egui::Pos2>,
2022-07-21 18:16:56 +00:00
/// Set to some bool to change window visibility.
#[cfg(not(target_arch = "wasm32"))]
2022-07-21 18:16:56 +00:00
pub visible: Option<bool>,
2020-12-31 13:31:11 +00:00
}
}