egui/crates/eframe/src/native/epi_integration.rs

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use winit::event_loop::EventLoopWindowTarget;
#[cfg(target_os = "macos")]
use winit::platform::macos::WindowBuilderExtMacOS as _;
Implement accessibility APIs via AccessKit (#2294) * squash before rebase * Update AccessKit, introducing support for editable spinners on Windows and an important fix for navigation order on macOS * Restore support for increment and decrement actions in DragValue * Avoid VoiceOver race condition bug * fix clippy lint * Tell AccessKit that the default action for a text edit (equivalent to a click) is to set the focus. This matters to some platform adapters. * Refactor InputState functions for AccessKit actions * Support the AccessKit SetValue for DragValue; this is the only way for a Windows AT to programmatically adjust the value * Same for Slider * Properly associate the slider label with both the slider and the drag value * Lazily activate egui's AccessKit support * fix clippy lint * Update AccessKit * More documentation, particularly around lazy activation * Tweak one of the doc comments * See if I can get AccessKit exempted from the 'missing backticks' lint * Make PlatformOutput::accesskit_update an Option * Refactor lazy activation * Refactor node mutation (again) * Eliminate the need for an explicit is_accesskit_active method, at least for now * Fix doc comment * More refactoring of tree construction; don't depend on Arc::get_mut * Override a clippy lint; I seem to have no other choice * Final planned refactor: a more flexible approach to hierarchy * Last AccessKit update for this PR; includes an important macOS DPI fix * Move and document the optional accesskit dependency * Fix comment typo Co-authored-by: Emil Ernerfeldt <emil.ernerfeldt@gmail.com> * reformat * More elegant code for conditionally creating a node Co-authored-by: Emil Ernerfeldt <emil.ernerfeldt@gmail.com> * Set step to 1.0 for all integer sliders * Add doc example for Response::labelled_by * Clarify a TODO comment I left for myself Co-authored-by: Emil Ernerfeldt <emil.ernerfeldt@gmail.com>
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#[cfg(feature = "accesskit")]
use egui::accesskit;
use egui::NumExt as _;
Implement accessibility APIs via AccessKit (#2294) * squash before rebase * Update AccessKit, introducing support for editable spinners on Windows and an important fix for navigation order on macOS * Restore support for increment and decrement actions in DragValue * Avoid VoiceOver race condition bug * fix clippy lint * Tell AccessKit that the default action for a text edit (equivalent to a click) is to set the focus. This matters to some platform adapters. * Refactor InputState functions for AccessKit actions * Support the AccessKit SetValue for DragValue; this is the only way for a Windows AT to programmatically adjust the value * Same for Slider * Properly associate the slider label with both the slider and the drag value * Lazily activate egui's AccessKit support * fix clippy lint * Update AccessKit * More documentation, particularly around lazy activation * Tweak one of the doc comments * See if I can get AccessKit exempted from the 'missing backticks' lint * Make PlatformOutput::accesskit_update an Option * Refactor lazy activation * Refactor node mutation (again) * Eliminate the need for an explicit is_accesskit_active method, at least for now * Fix doc comment * More refactoring of tree construction; don't depend on Arc::get_mut * Override a clippy lint; I seem to have no other choice * Final planned refactor: a more flexible approach to hierarchy * Last AccessKit update for this PR; includes an important macOS DPI fix * Move and document the optional accesskit dependency * Fix comment typo Co-authored-by: Emil Ernerfeldt <emil.ernerfeldt@gmail.com> * reformat * More elegant code for conditionally creating a node Co-authored-by: Emil Ernerfeldt <emil.ernerfeldt@gmail.com> * Set step to 1.0 for all integer sliders * Add doc example for Response::labelled_by * Clarify a TODO comment I left for myself Co-authored-by: Emil Ernerfeldt <emil.ernerfeldt@gmail.com>
2022-12-04 18:17:12 +00:00
#[cfg(feature = "accesskit")]
use egui_winit::accesskit_winit;
use egui_winit::{native_pixels_per_point, EventResponse, WindowSettings};
use crate::{epi, Theme, WindowInfo};
pub fn points_to_size(points: egui::Vec2) -> winit::dpi::LogicalSize<f64> {
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winit::dpi::LogicalSize {
width: points.x as f64,
height: points.y as f64,
}
}
pub fn read_window_info(window: &winit::window::Window, pixels_per_point: f32) -> WindowInfo {
let position = window
.outer_position()
.ok()
.map(|pos| pos.to_logical::<f32>(pixels_per_point.into()))
.map(|pos| egui::Pos2 { x: pos.x, y: pos.y });
let monitor = window.current_monitor().is_some();
let monitor_size = if monitor {
let size = window.current_monitor().unwrap().size();
Some(egui::vec2(size.width as _, size.height as _))
} else {
None
};
let size = window
.inner_size()
.to_logical::<f32>(pixels_per_point.into());
WindowInfo {
position,
fullscreen: window.fullscreen().is_some(),
size: egui::Vec2 {
x: size.width,
y: size.height,
},
monitor_size,
}
}
pub fn build_window<E>(
event_loop: &EventLoopWindowTarget<E>,
title: &str,
native_options: &epi::NativeOptions,
window_settings: Option<WindowSettings>,
) -> Result<winit::window::Window, winit::error::OsError> {
let epi::NativeOptions {
always_on_top,
maximized,
decorated,
fullscreen,
#[cfg(target_os = "macos")]
fullsize_content,
drag_and_drop_support,
icon_data,
initial_window_pos,
initial_window_size,
min_window_size,
max_window_size,
resizable,
transparent,
centered,
..
} = native_options;
let window_icon = icon_data.clone().and_then(load_icon);
let mut window_builder = winit::window::WindowBuilder::new()
.with_title(title)
.with_decorations(*decorated)
.with_fullscreen(fullscreen.then(|| winit::window::Fullscreen::Borderless(None)))
.with_maximized(*maximized)
.with_resizable(*resizable)
.with_transparent(*transparent)
.with_window_icon(window_icon)
// Keep hidden until we've painted something. See https://github.com/emilk/egui/pull/2279
// We must also keep the window hidden until AccessKit is initialized.
.with_visible(false);
#[cfg(target_os = "macos")]
if *fullsize_content {
window_builder = window_builder
.with_title_hidden(true)
.with_titlebar_transparent(true)
.with_fullsize_content_view(true);
}
if let Some(min_size) = *min_window_size {
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window_builder = window_builder.with_min_inner_size(points_to_size(min_size));
}
if let Some(max_size) = *max_window_size {
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window_builder = window_builder.with_max_inner_size(points_to_size(max_size));
}
window_builder = window_builder_drag_and_drop(window_builder, *drag_and_drop_support);
let inner_size_points = if let Some(mut window_settings) = window_settings {
// Restore pos/size from previous session
window_settings.clamp_to_sane_values(largest_monitor_point_size(event_loop));
window_builder = window_settings.initialize_window(window_builder);
window_settings.inner_size_points()
} else {
if let Some(pos) = *initial_window_pos {
window_builder = window_builder.with_position(winit::dpi::LogicalPosition {
x: pos.x as f64,
y: pos.y as f64,
});
}
if let Some(initial_window_size) = *initial_window_size {
let initial_window_size =
initial_window_size.at_most(largest_monitor_point_size(event_loop));
window_builder = window_builder.with_inner_size(points_to_size(initial_window_size));
}
*initial_window_size
};
if *centered {
if let Some(monitor) = event_loop.available_monitors().next() {
let monitor_size = monitor.size();
let inner_size = inner_size_points.unwrap_or(egui::Vec2 { x: 800.0, y: 600.0 });
if monitor_size.width > 0 && monitor_size.height > 0 {
let x = (monitor_size.width - inner_size.x as u32) / 2;
let y = (monitor_size.height - inner_size.y as u32) / 2;
window_builder = window_builder.with_position(winit::dpi::LogicalPosition {
x: x as f64,
y: y as f64,
});
}
}
}
let window = window_builder.build(event_loop)?;
use winit::window::WindowLevel;
window.set_window_level(if *always_on_top {
WindowLevel::AlwaysOnTop
} else {
WindowLevel::Normal
});
Ok(window)
}
fn largest_monitor_point_size<E>(event_loop: &EventLoopWindowTarget<E>) -> egui::Vec2 {
let mut max_size = egui::Vec2::ZERO;
for monitor in event_loop.available_monitors() {
let size = monitor.size().to_logical::<f32>(monitor.scale_factor());
let size = egui::vec2(size.width, size.height);
max_size = max_size.max(size);
}
if max_size == egui::Vec2::ZERO {
egui::Vec2::splat(16000.0)
} else {
max_size
}
}
fn load_icon(icon_data: epi::IconData) -> Option<winit::window::Icon> {
winit::window::Icon::from_rgba(icon_data.rgba, icon_data.width, icon_data.height).ok()
}
#[cfg(target_os = "windows")]
fn window_builder_drag_and_drop(
window_builder: winit::window::WindowBuilder,
enable: bool,
) -> winit::window::WindowBuilder {
use winit::platform::windows::WindowBuilderExtWindows as _;
window_builder.with_drag_and_drop(enable)
}
#[cfg(not(target_os = "windows"))]
fn window_builder_drag_and_drop(
window_builder: winit::window::WindowBuilder,
_enable: bool,
) -> winit::window::WindowBuilder {
// drag and drop can only be disabled on windows
window_builder
}
pub fn handle_app_output(
window: &winit::window::Window,
current_pixels_per_point: f32,
app_output: epi::backend::AppOutput,
) {
let epi::backend::AppOutput {
close: _,
window_size,
window_title,
decorated,
fullscreen,
drag_window,
window_pos,
visible: _, // handled in post_present
always_on_top,
minimized,
maximized,
} = app_output;
if let Some(decorated) = decorated {
window.set_decorations(decorated);
}
if let Some(window_size) = window_size {
window.set_inner_size(
winit::dpi::PhysicalSize {
width: (current_pixels_per_point * window_size.x).round(),
height: (current_pixels_per_point * window_size.y).round(),
}
.to_logical::<f32>(native_pixels_per_point(window) as f64),
);
}
if let Some(fullscreen) = fullscreen {
window.set_fullscreen(fullscreen.then_some(winit::window::Fullscreen::Borderless(None)));
}
if let Some(window_title) = window_title {
window.set_title(&window_title);
}
if let Some(window_pos) = window_pos {
window.set_outer_position(winit::dpi::PhysicalPosition {
x: window_pos.x as f64,
y: window_pos.y as f64,
});
}
if drag_window {
let _ = window.drag_window();
}
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if let Some(always_on_top) = always_on_top {
use winit::window::WindowLevel;
window.set_window_level(if always_on_top {
WindowLevel::AlwaysOnTop
} else {
WindowLevel::Normal
});
}
if let Some(minimized) = minimized {
window.set_minimized(minimized);
}
if let Some(maximized) = maximized {
window.set_maximized(maximized);
}
}
// ----------------------------------------------------------------------------
/// For loading/saving app state and/or egui memory to disk.
pub fn create_storage(_app_name: &str) -> Option<Box<dyn epi::Storage>> {
#[cfg(feature = "persistence")]
if let Some(storage) = super::file_storage::FileStorage::from_app_name(_app_name) {
return Some(Box::new(storage));
}
None
}
// ----------------------------------------------------------------------------
/// Everything needed to make a winit-based integration for [`epi`].
pub struct EpiIntegration {
pub frame: epi::Frame,
last_auto_save: std::time::Instant,
pub egui_ctx: egui::Context,
pending_full_output: egui::FullOutput,
egui_winit: egui_winit::State,
/// When set, it is time to close the native window.
close: bool,
can_drag_window: bool,
}
impl EpiIntegration {
pub fn new<E>(
event_loop: &EventLoopWindowTarget<E>,
max_texture_side: usize,
window: &winit::window::Window,
system_theme: Option<Theme>,
storage: Option<Box<dyn epi::Storage>>,
#[cfg(feature = "glow")] gl: Option<std::sync::Arc<glow::Context>>,
#[cfg(feature = "wgpu")] wgpu_render_state: Option<egui_wgpu::RenderState>,
) -> Self {
let egui_ctx = egui::Context::default();
let memory = load_egui_memory(storage.as_deref()).unwrap_or_default();
egui_ctx.memory_mut(|mem| *mem = memory);
let native_pixels_per_point = window.scale_factor() as f32;
let frame = epi::Frame {
info: epi::IntegrationInfo {
system_theme,
cpu_usage: None,
native_pixels_per_point: Some(native_pixels_per_point),
window_info: read_window_info(window, egui_ctx.pixels_per_point()),
},
output: epi::backend::AppOutput {
visible: Some(true),
..Default::default()
},
storage,
#[cfg(feature = "glow")]
gl,
#[cfg(feature = "wgpu")]
wgpu_render_state,
};
let mut egui_winit = egui_winit::State::new(event_loop);
egui_winit.set_max_texture_side(max_texture_side);
egui_winit.set_pixels_per_point(native_pixels_per_point);
Self {
frame,
last_auto_save: std::time::Instant::now(),
egui_ctx,
egui_winit,
pending_full_output: Default::default(),
close: false,
can_drag_window: false,
}
}
Implement accessibility APIs via AccessKit (#2294) * squash before rebase * Update AccessKit, introducing support for editable spinners on Windows and an important fix for navigation order on macOS * Restore support for increment and decrement actions in DragValue * Avoid VoiceOver race condition bug * fix clippy lint * Tell AccessKit that the default action for a text edit (equivalent to a click) is to set the focus. This matters to some platform adapters. * Refactor InputState functions for AccessKit actions * Support the AccessKit SetValue for DragValue; this is the only way for a Windows AT to programmatically adjust the value * Same for Slider * Properly associate the slider label with both the slider and the drag value * Lazily activate egui's AccessKit support * fix clippy lint * Update AccessKit * More documentation, particularly around lazy activation * Tweak one of the doc comments * See if I can get AccessKit exempted from the 'missing backticks' lint * Make PlatformOutput::accesskit_update an Option * Refactor lazy activation * Refactor node mutation (again) * Eliminate the need for an explicit is_accesskit_active method, at least for now * Fix doc comment * More refactoring of tree construction; don't depend on Arc::get_mut * Override a clippy lint; I seem to have no other choice * Final planned refactor: a more flexible approach to hierarchy * Last AccessKit update for this PR; includes an important macOS DPI fix * Move and document the optional accesskit dependency * Fix comment typo Co-authored-by: Emil Ernerfeldt <emil.ernerfeldt@gmail.com> * reformat * More elegant code for conditionally creating a node Co-authored-by: Emil Ernerfeldt <emil.ernerfeldt@gmail.com> * Set step to 1.0 for all integer sliders * Add doc example for Response::labelled_by * Clarify a TODO comment I left for myself Co-authored-by: Emil Ernerfeldt <emil.ernerfeldt@gmail.com>
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#[cfg(feature = "accesskit")]
pub fn init_accesskit<E: From<accesskit_winit::ActionRequestEvent> + Send>(
&mut self,
window: &winit::window::Window,
event_loop_proxy: winit::event_loop::EventLoopProxy<E>,
) {
let egui_ctx = self.egui_ctx.clone();
self.egui_winit
.init_accesskit(window, event_loop_proxy, move || {
// This function is called when an accessibility client
// (e.g. screen reader) makes its first request. If we got here,
// we know that an accessibility tree is actually wanted.
egui_ctx.enable_accesskit();
// Enqueue a repaint so we'll receive a full tree update soon.
egui_ctx.request_repaint();
egui::accesskit_placeholder_tree_update()
});
}
pub fn warm_up(&mut self, app: &mut dyn epi::App, window: &winit::window::Window) {
crate::profile_function!();
let saved_memory: egui::Memory = self.egui_ctx.memory(|mem| mem.clone());
self.egui_ctx
.memory_mut(|mem| mem.set_everything_is_visible(true));
let full_output = self.update(app, window);
self.pending_full_output.append(full_output); // Handle it next frame
self.egui_ctx.memory_mut(|mem| *mem = saved_memory); // We don't want to remember that windows were huge.
self.egui_ctx.clear_animations();
}
/// If `true`, it is time to close the native window.
pub fn should_close(&self) -> bool {
self.close
}
pub fn on_event(
&mut self,
app: &mut dyn epi::App,
event: &winit::event::WindowEvent<'_>,
) -> EventResponse {
use winit::event::{ElementState, MouseButton, WindowEvent};
match event {
WindowEvent::CloseRequested => {
tracing::debug!("Received WindowEvent::CloseRequested");
self.close = app.on_close_event();
tracing::debug!("App::on_close_event returned {}", self.close);
}
WindowEvent::Destroyed => {
tracing::debug!("Received WindowEvent::Destroyed");
self.close = true;
}
WindowEvent::MouseInput {
button: MouseButton::Left,
state: ElementState::Pressed,
..
} => self.can_drag_window = true,
WindowEvent::ScaleFactorChanged { scale_factor, .. } => {
self.frame.info.native_pixels_per_point = Some(*scale_factor as _);
}
_ => {}
}
self.egui_winit.on_event(&self.egui_ctx, event)
}
Implement accessibility APIs via AccessKit (#2294) * squash before rebase * Update AccessKit, introducing support for editable spinners on Windows and an important fix for navigation order on macOS * Restore support for increment and decrement actions in DragValue * Avoid VoiceOver race condition bug * fix clippy lint * Tell AccessKit that the default action for a text edit (equivalent to a click) is to set the focus. This matters to some platform adapters. * Refactor InputState functions for AccessKit actions * Support the AccessKit SetValue for DragValue; this is the only way for a Windows AT to programmatically adjust the value * Same for Slider * Properly associate the slider label with both the slider and the drag value * Lazily activate egui's AccessKit support * fix clippy lint * Update AccessKit * More documentation, particularly around lazy activation * Tweak one of the doc comments * See if I can get AccessKit exempted from the 'missing backticks' lint * Make PlatformOutput::accesskit_update an Option * Refactor lazy activation * Refactor node mutation (again) * Eliminate the need for an explicit is_accesskit_active method, at least for now * Fix doc comment * More refactoring of tree construction; don't depend on Arc::get_mut * Override a clippy lint; I seem to have no other choice * Final planned refactor: a more flexible approach to hierarchy * Last AccessKit update for this PR; includes an important macOS DPI fix * Move and document the optional accesskit dependency * Fix comment typo Co-authored-by: Emil Ernerfeldt <emil.ernerfeldt@gmail.com> * reformat * More elegant code for conditionally creating a node Co-authored-by: Emil Ernerfeldt <emil.ernerfeldt@gmail.com> * Set step to 1.0 for all integer sliders * Add doc example for Response::labelled_by * Clarify a TODO comment I left for myself Co-authored-by: Emil Ernerfeldt <emil.ernerfeldt@gmail.com>
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#[cfg(feature = "accesskit")]
pub fn on_accesskit_action_request(&mut self, request: accesskit::ActionRequest) {
self.egui_winit.on_accesskit_action_request(request);
}
pub fn update(
&mut self,
app: &mut dyn epi::App,
window: &winit::window::Window,
) -> egui::FullOutput {
let frame_start = std::time::Instant::now();
self.frame.info.window_info = read_window_info(window, self.egui_ctx.pixels_per_point());
let raw_input = self.egui_winit.take_egui_input(window);
let full_output = self.egui_ctx.run(raw_input, |egui_ctx| {
crate::profile_scope!("App::update");
app.update(egui_ctx, &mut self.frame);
});
self.pending_full_output.append(full_output);
let full_output = std::mem::take(&mut self.pending_full_output);
{
let mut app_output = self.frame.take_app_output();
app_output.drag_window &= self.can_drag_window; // Necessary on Windows; see https://github.com/emilk/egui/pull/1108
self.can_drag_window = false;
if app_output.close {
self.close = app.on_close_event();
tracing::debug!("App::on_close_event returned {}", self.close);
}
self.frame.output.visible = app_output.visible; // this is handled by post_present
handle_app_output(window, self.egui_ctx.pixels_per_point(), app_output);
}
let frame_time = frame_start.elapsed().as_secs_f64() as f32;
self.frame.info.cpu_usage = Some(frame_time);
full_output
}
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pub fn post_rendering(&mut self, app: &mut dyn epi::App, window: &winit::window::Window) {
let inner_size = window.inner_size();
let window_size_px = [inner_size.width, inner_size.height];
app.post_rendering(window_size_px, &self.frame);
}
pub fn post_present(&mut self, window: &winit::window::Window) {
if let Some(visible) = self.frame.output.visible.take() {
window.set_visible(visible);
}
}
pub fn handle_platform_output(
&mut self,
window: &winit::window::Window,
platform_output: egui::PlatformOutput,
) {
self.egui_winit
.handle_platform_output(window, &self.egui_ctx, platform_output);
}
// ------------------------------------------------------------------------
// Persistance stuff:
pub fn maybe_autosave(&mut self, app: &mut dyn epi::App, window: &winit::window::Window) {
let now = std::time::Instant::now();
if now - self.last_auto_save > app.auto_save_interval() {
self.save(app, window);
self.last_auto_save = now;
}
}
pub fn save(&mut self, _app: &mut dyn epi::App, _window: &winit::window::Window) {
#[cfg(feature = "persistence")]
if let Some(storage) = self.frame.storage_mut() {
crate::profile_function!();
if _app.persist_native_window() {
crate::profile_scope!("native_window");
epi::set_value(
storage,
STORAGE_WINDOW_KEY,
&WindowSettings::from_display(_window),
);
}
if _app.persist_egui_memory() {
crate::profile_scope!("egui_memory");
self.egui_ctx
.memory(|mem| epi::set_value(storage, STORAGE_EGUI_MEMORY_KEY, mem));
}
{
crate::profile_scope!("App::save");
_app.save(storage);
}
crate::profile_scope!("Storage::flush");
storage.flush();
}
}
}
#[cfg(feature = "persistence")]
const STORAGE_EGUI_MEMORY_KEY: &str = "egui";
#[cfg(feature = "persistence")]
const STORAGE_WINDOW_KEY: &str = "window";
pub fn load_window_settings(_storage: Option<&dyn epi::Storage>) -> Option<WindowSettings> {
#[cfg(feature = "persistence")]
{
epi::get_value(_storage?, STORAGE_WINDOW_KEY)
}
#[cfg(not(feature = "persistence"))]
None
}
pub fn load_egui_memory(_storage: Option<&dyn epi::Storage>) -> Option<egui::Memory> {
#[cfg(feature = "persistence")]
{
epi::get_value(_storage?, STORAGE_EGUI_MEMORY_KEY)
}
#[cfg(not(feature = "persistence"))]
None
}