Refactor integrations (#871)

* Unify code in egui_glium and egui_glow into egui_winit::EpiIntegration
* Simplify `EguiGlium` interface
* Simplify `EguiGlow` interface
* egui_web refactor: merge `WebBackend` into `AppRunner`
This commit is contained in:
Emil Ernerfeldt 2021-11-03 13:45:51 +01:00 committed by GitHub
parent b1716be745
commit 1dbe608e73
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GPG key ID: 4AEE18F83AFDEB23
14 changed files with 381 additions and 479 deletions

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@ -4,9 +4,12 @@ All notable changes to the `egui-winit` integration will be noted in this file.
## Unreleased
### Added ⭐
* Add helper `EpiIntegration` ([#871](https://github.com/emilk/egui/pull/871)).
### Fixed 🐛
* Fix shift key getting stuck enabled with the X11 option `shift:both_capslock` enabled ([#849](https://github.com/emilk/egui/pull/849)).
## 0.15.0 - 2021-10-24
First stand-alone release. Previously part of `egui_glium`.

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@ -181,3 +181,157 @@ impl Persistence {
}
}
}
// ----------------------------------------------------------------------------
/// Everything needed to make a winit-based integration for [`epi`].
pub struct EpiIntegration {
integration_name: &'static str,
persistence: crate::epi::Persistence,
repaint_signal: std::sync::Arc<dyn epi::RepaintSignal>,
pub egui_ctx: egui::CtxRef,
egui_winit: crate::State,
pub app: Box<dyn epi::App>,
latest_frame_time: Option<f32>,
/// When set, it is time to quit
quit: bool,
}
impl EpiIntegration {
pub fn new(
integration_name: &'static str,
window: &winit::window::Window,
tex_allocator: &mut dyn epi::TextureAllocator,
repaint_signal: std::sync::Arc<dyn epi::RepaintSignal>,
persistence: crate::epi::Persistence,
app: Box<dyn epi::App>,
) -> Self {
let egui_ctx = egui::CtxRef::default();
*egui_ctx.memory() = persistence.load_memory().unwrap_or_default();
let mut slf = Self {
integration_name,
persistence,
repaint_signal,
egui_ctx,
egui_winit: crate::State::new(window),
app,
latest_frame_time: None,
quit: false,
};
slf.setup(window, tex_allocator);
if slf.app.warm_up_enabled() {
slf.warm_up(window, tex_allocator);
}
slf
}
fn setup(
&mut self,
window: &winit::window::Window,
tex_allocator: &mut dyn epi::TextureAllocator,
) {
let mut app_output = epi::backend::AppOutput::default();
let mut frame = epi::backend::FrameBuilder {
info: integration_info(self.integration_name, window, None),
tex_allocator,
output: &mut app_output,
repaint_signal: self.repaint_signal.clone(),
}
.build();
self.app
.setup(&self.egui_ctx, &mut frame, self.persistence.storage());
self.quit |= app_output.quit;
crate::epi::handle_app_output(window, self.egui_ctx.pixels_per_point(), app_output);
}
fn warm_up(
&mut self,
window: &winit::window::Window,
tex_allocator: &mut dyn epi::TextureAllocator,
) {
let saved_memory = self.egui_ctx.memory().clone();
self.egui_ctx.memory().set_everything_is_visible(true);
self.update(window, tex_allocator);
*self.egui_ctx.memory() = saved_memory; // We don't want to remember that windows were huge.
self.egui_ctx.clear_animations();
}
/// If `true`, it is time to shut down.
pub fn should_quit(&self) -> bool {
self.quit
}
pub fn on_event(&mut self, event: &winit::event::WindowEvent<'_>) {
self.quit |= self.egui_winit.is_quit_event(event);
self.egui_winit.on_event(&self.egui_ctx, event);
}
/// Returns `needs_repaint` and shapes to paint.
pub fn update(
&mut self,
window: &winit::window::Window,
tex_allocator: &mut dyn epi::TextureAllocator,
) -> (bool, Vec<egui::epaint::ClippedShape>) {
let frame_start = std::time::Instant::now();
let raw_input = self.egui_winit.take_egui_input(window);
self.egui_ctx.begin_frame(raw_input);
let mut app_output = epi::backend::AppOutput::default();
let mut frame = epi::backend::FrameBuilder {
info: integration_info(self.integration_name, window, self.latest_frame_time),
tex_allocator,
output: &mut app_output,
repaint_signal: self.repaint_signal.clone(),
}
.build();
self.app.update(&self.egui_ctx, &mut frame);
let (egui_output, shapes) = self.egui_ctx.end_frame();
let needs_repaint = egui_output.needs_repaint;
self.egui_winit
.handle_output(window, &self.egui_ctx, egui_output);
self.quit |= app_output.quit;
crate::epi::handle_app_output(window, self.egui_ctx.pixels_per_point(), app_output);
let frame_time = (std::time::Instant::now() - frame_start).as_secs_f64() as f32;
self.latest_frame_time = Some(frame_time);
(needs_repaint, shapes)
}
pub fn maybe_autosave(&mut self, window: &winit::window::Window) {
self.persistence
.maybe_autosave(&mut *self.app, &self.egui_ctx, window);
}
pub fn on_exit(&mut self, window: &winit::window::Window) {
self.app.on_exit();
self.persistence
.save(&mut *self.app, &self.egui_ctx, window);
}
}
fn integration_info(
integration_name: &'static str,
window: &winit::window::Window,
previous_frame_time: Option<f32>,
) -> epi::IntegrationInfo {
epi::IntegrationInfo {
name: integration_name,
web_info: None,
prefer_dark_mode: None, // TODO: figure out system default
cpu_usage: previous_frame_time,
native_pixels_per_point: Some(crate::native_pixels_per_point(window)),
}
}

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@ -171,7 +171,7 @@ impl State {
/// Prepare for a new frame by extracting the accumulated input,
/// as well as setting [the time](egui::RawInput::time) and [screen rectangle](egui::RawInput::screen_rect).
pub fn take_egui_input(&mut self, display: &winit::window::Window) -> egui::RawInput {
pub fn take_egui_input(&mut self, window: &winit::window::Window) -> egui::RawInput {
let pixels_per_point = self.pixels_per_point();
self.egui_input.time = Some(self.start_time.elapsed().as_secs_f64());
@ -179,7 +179,7 @@ impl State {
// On Windows, a minimized window will have 0 width and height.
// See: https://github.com/rust-windowing/winit/issues/208
// This solves an issue where egui window positions would be changed when minimizing on Windows.
let screen_size_in_pixels = screen_size_in_pixels(display);
let screen_size_in_pixels = screen_size_in_pixels(window);
let screen_size_in_points = screen_size_in_pixels / pixels_per_point;
self.egui_input.screen_rect =
if screen_size_in_points.x > 0.0 && screen_size_in_points.y > 0.0 {

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@ -3,6 +3,7 @@ All notable changes to the `egui_glium` integration will be noted in this file.
## Unreleased
* Simplify `EguiGlium` interface ([#871](https://github.com/emilk/egui/pull/871)).
## 0.15.0 - 2021-10-24

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@ -41,7 +41,7 @@ fn main() {
let event_loop = glutin::event_loop::EventLoop::with_user_event();
let display = create_display(&event_loop);
let mut egui = egui_glium::EguiGlium::new(&display);
let mut egui_glium = egui_glium::EguiGlium::new(&display);
let png_data = include_bytes!("../../eframe/examples/rust-logo-256x256.png");
let image = load_glium_image(png_data);
@ -51,24 +51,22 @@ fn main() {
// Allow us to share the texture with egui:
let glium_texture = std::rc::Rc::new(glium_texture);
// Allocate egui's texture id for GL texture
let texture_id = egui.painter_mut().register_native_texture(glium_texture);
let texture_id = egui_glium.painter.register_native_texture(glium_texture);
event_loop.run(move |event, _, control_flow| {
let mut redraw = || {
egui.begin_frame(&display);
let mut quit = false;
egui::SidePanel::left("my_side_panel").show(egui.ctx(), |ui| {
ui.heading("");
if ui.button("Quit").clicked() {
quit = true;
}
let (needs_repaint, shapes) = egui_glium.run(&display, |egui_ctx| {
egui::SidePanel::left("my_side_panel").show(egui_ctx, |ui| {
if ui.button("Quit").clicked() {
quit = true;
}
});
egui::Window::new("NativeTextureDisplay").show(egui_ctx, |ui| {
ui.image(texture_id, image_size);
});
});
egui::Window::new("NativeTextureDisplay").show(egui.ctx(), |ui| {
ui.image(texture_id, image_size);
});
let (needs_repaint, shapes) = egui.end_frame(&display);
*control_flow = if quit {
glutin::event_loop::ControlFlow::Exit
@ -83,17 +81,12 @@ fn main() {
use glium::Surface as _;
let mut target = display.draw();
let clear_color = egui::Rgba::from_rgb(0.1, 0.3, 0.2);
target.clear_color(
clear_color[0],
clear_color[1],
clear_color[2],
clear_color[3],
);
let color = egui::Rgba::from_rgb(0.1, 0.3, 0.2);
target.clear_color(color[0], color[1], color[2], color[3]);
// draw things behind egui here
egui.paint(&display, &mut target, shapes);
egui_glium.paint(&display, &mut target, shapes);
// draw things on top of egui here
@ -109,11 +102,11 @@ fn main() {
glutin::event::Event::RedrawRequested(_) if !cfg!(windows) => redraw(),
glutin::event::Event::WindowEvent { event, .. } => {
if egui.is_quit_event(&event) {
if egui_glium.is_quit_event(&event) {
*control_flow = glium::glutin::event_loop::ControlFlow::Exit;
}
egui.on_event(&event);
egui_glium.on_event(&event);
display.gl_window().window().request_redraw(); // TODO: ask egui if the events warrants a repaint instead
}

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@ -23,23 +23,21 @@ fn main() {
let event_loop = glutin::event_loop::EventLoop::with_user_event();
let display = create_display(&event_loop);
let mut egui = egui_glium::EguiGlium::new(&display);
let mut egui_glium = egui_glium::EguiGlium::new(&display);
event_loop.run(move |event, _, control_flow| {
let mut redraw = || {
egui.begin_frame(&display);
let mut quit = false;
egui::SidePanel::left("my_side_panel").show(egui.ctx(), |ui| {
ui.heading("Hello World!");
if ui.button("Quit").clicked() {
quit = true;
}
let (needs_repaint, shapes) = egui_glium.run(&display, |egui_ctx| {
egui::SidePanel::left("my_side_panel").show(egui_ctx, |ui| {
ui.heading("Hello World!");
if ui.button("Quit").clicked() {
quit = true;
}
});
});
let (needs_repaint, shapes) = egui.end_frame(&display);
*control_flow = if quit {
glutin::event_loop::ControlFlow::Exit
} else if needs_repaint {
@ -58,7 +56,7 @@ fn main() {
// draw things behind egui here
egui.paint(&display, &mut target, shapes);
egui_glium.paint(&display, &mut target, shapes);
// draw things on top of egui here
@ -74,11 +72,11 @@ fn main() {
glutin::event::Event::RedrawRequested(_) if !cfg!(windows) => redraw(),
glutin::event::Event::WindowEvent { event, .. } => {
if egui.is_quit_event(&event) {
if egui_glium.is_quit_event(&event) {
*control_flow = glium::glutin::event_loop::ControlFlow::Exit;
}
egui.on_event(&event);
egui_glium.on_event(&event);
display.gl_window().window().request_redraw(); // TODO: ask egui if the events warrants a repaint instead
}

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@ -2,7 +2,6 @@ use crate::*;
use egui::Color32;
#[cfg(target_os = "windows")]
use glium::glutin::platform::windows::WindowBuilderExtWindows;
use std::time::Instant;
impl epi::TextureAllocator for Painter {
fn alloc_srgba_premultiplied(
@ -45,85 +44,35 @@ fn create_display(
glium::Display::new(window_builder, context_builder, event_loop).unwrap()
}
fn integration_info(
display: &glium::Display,
previous_frame_time: Option<f32>,
) -> epi::IntegrationInfo {
epi::IntegrationInfo {
name: "egui_glium",
web_info: None,
prefer_dark_mode: None, // TODO: figure out system default
cpu_usage: previous_frame_time,
native_pixels_per_point: Some(egui_winit::native_pixels_per_point(
display.gl_window().window(),
)),
}
}
// ----------------------------------------------------------------------------
pub use epi::NativeOptions;
/// Run an egui app
pub fn run(mut app: Box<dyn epi::App>, native_options: &epi::NativeOptions) -> ! {
let mut persistence = egui_winit::epi::Persistence::from_app_name(app.name());
pub fn run(app: Box<dyn epi::App>, native_options: &epi::NativeOptions) -> ! {
let persistence = egui_winit::epi::Persistence::from_app_name(app.name());
let window_settings = persistence.load_window_settings();
let event_loop = glutin::event_loop::EventLoop::with_user_event();
let window_builder =
egui_winit::epi::window_builder(native_options, &window_settings).with_title(app.name());
let event_loop = glutin::event_loop::EventLoop::with_user_event();
let display = create_display(window_builder, &event_loop);
let repaint_signal = std::sync::Arc::new(GliumRepaintSignal(std::sync::Mutex::new(
event_loop.create_proxy(),
)));
let mut egui = EguiGlium::new(&display);
*egui.ctx().memory() = persistence.load_memory().unwrap_or_default();
{
let (ctx, painter) = egui.ctx_and_painter_mut();
let mut app_output = epi::backend::AppOutput::default();
let mut frame = epi::backend::FrameBuilder {
info: integration_info(&display, None),
tex_allocator: painter,
output: &mut app_output,
repaint_signal: repaint_signal.clone(),
}
.build();
app.setup(ctx, &mut frame, persistence.storage());
}
let mut previous_frame_time = None;
let mut painter = crate::Painter::new(&display);
let mut integration = egui_winit::epi::EpiIntegration::new(
"egui_glium",
display.gl_window().window(),
&mut painter,
repaint_signal,
persistence,
app,
);
let mut is_focused = true;
if app.warm_up_enabled() {
let saved_memory = egui.ctx().memory().clone();
egui.ctx().memory().set_everything_is_visible(true);
egui.begin_frame(&display);
let (ctx, painter) = egui.ctx_and_painter_mut();
let mut app_output = epi::backend::AppOutput::default();
let mut frame = epi::backend::FrameBuilder {
info: integration_info(&display, None),
tex_allocator: painter,
output: &mut app_output,
repaint_signal: repaint_signal.clone(),
}
.build();
app.update(ctx, &mut frame);
let _ = egui.end_frame(&display);
*egui.ctx().memory() = saved_memory; // We don't want to remember that windows were huge.
egui.ctx().clear_animations();
// TODO: handle app_output
// eprintln!("Warmed up in {} ms", warm_up_start.elapsed().as_millis())
}
event_loop.run(move |event, _, control_flow| {
let mut redraw = || {
if !is_focused {
@ -135,41 +84,29 @@ pub fn run(mut app: Box<dyn epi::App>, native_options: &epi::NativeOptions) -> !
std::thread::sleep(std::time::Duration::from_millis(10));
}
let frame_start = std::time::Instant::now();
egui.begin_frame(&display);
let (ctx, painter) = egui.ctx_and_painter_mut();
let mut app_output = epi::backend::AppOutput::default();
let mut frame = epi::backend::FrameBuilder {
info: integration_info(&display, previous_frame_time),
tex_allocator: painter,
output: &mut app_output,
repaint_signal: repaint_signal.clone(),
}
.build();
app.update(ctx, &mut frame);
let (needs_repaint, shapes) = egui.end_frame(&display);
let frame_time = (Instant::now() - frame_start).as_secs_f64() as f32;
previous_frame_time = Some(frame_time);
let (needs_repaint, shapes) =
integration.update(display.gl_window().window(), &mut painter);
let clipped_meshes = integration.egui_ctx.tessellate(shapes);
{
use glium::Surface as _;
let mut target = display.draw();
let color = app.clear_color();
let color = integration.app.clear_color();
target.clear_color(color[0], color[1], color[2], color[3]);
egui.paint(&display, &mut target, shapes);
painter.paint_meshes(
&display,
&mut target,
integration.egui_ctx.pixels_per_point(),
clipped_meshes,
&integration.egui_ctx.texture(),
);
target.finish().unwrap();
}
{
egui_winit::epi::handle_app_output(
display.gl_window().window(),
egui.ctx().pixels_per_point(),
app_output.clone(),
);
*control_flow = if app_output.quit {
*control_flow = if integration.should_quit() {
glutin::event_loop::ControlFlow::Exit
} else if needs_repaint {
display.gl_window().window().request_redraw();
@ -179,7 +116,7 @@ pub fn run(mut app: Box<dyn epi::App>, native_options: &epi::NativeOptions) -> !
};
}
persistence.maybe_autosave(&mut *app, egui.ctx(), display.gl_window().window());
integration.maybe_autosave(display.gl_window().window());
};
match event {
@ -190,27 +127,23 @@ pub fn run(mut app: Box<dyn epi::App>, native_options: &epi::NativeOptions) -> !
glutin::event::Event::RedrawRequested(_) if !cfg!(windows) => redraw(),
glutin::event::Event::WindowEvent { event, .. } => {
if egui.is_quit_event(&event) {
*control_flow = glium::glutin::event_loop::ControlFlow::Exit;
}
if let glutin::event::WindowEvent::Focused(new_focused) = event {
is_focused = new_focused;
}
egui.on_event(&event);
integration.on_event(&event);
if integration.should_quit() {
*control_flow = glium::glutin::event_loop::ControlFlow::Exit;
}
display.gl_window().window().request_redraw(); // TODO: ask egui if the events warrants a repaint instead
}
glutin::event::Event::LoopDestroyed => {
app.on_exit();
persistence.save(&mut *app, egui.ctx(), display.gl_window().window());
integration.on_exit(display.gl_window().window());
}
glutin::event::Event::UserEvent(RequestRepaintEvent) => {
display.gl_window().window().request_redraw();
}
_ => (),
}
});

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@ -103,9 +103,9 @@ use glium::glutin;
/// Use [`egui`] from a [`glium`] app.
pub struct EguiGlium {
egui_ctx: egui::CtxRef,
egui_winit: egui_winit::State,
painter: crate::Painter,
pub egui_ctx: egui::CtxRef,
pub egui_winit: egui_winit::State,
pub painter: crate::Painter,
}
impl EguiGlium {
@ -117,27 +117,6 @@ impl EguiGlium {
}
}
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
@ -153,35 +132,24 @@ impl EguiGlium {
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(
pub fn run(
&mut self,
display: &glium::Display,
mut run_ui: impl FnMut(&egui::CtxRef),
) -> (bool, Vec<egui::epaint::ClippedShape>) {
let raw_input = self
.egui_winit
.take_egui_input(display.gl_window().window());
self.egui_ctx.begin_frame(raw_input);
run_ui(&self.egui_ctx);
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);
.handle_output(display.gl_window().window(), &self.egui_ctx, egui_output);
(needs_repaint, shapes)
}
pub fn paint<T: glium::Surface>(

View file

@ -3,6 +3,7 @@ All notable changes to the `egui_glow` integration will be noted in this file.
## Unreleased
* Simplify `EguiGlow` interface ([#871](https://github.com/emilk/egui/pull/871)).
## 0.15.0 - 2021-10-24

View file

@ -40,23 +40,21 @@ fn main() {
let event_loop = glutin::event_loop::EventLoop::with_user_event();
let (gl_window, gl) = create_display(&event_loop);
let mut egui = egui_glow::EguiGlow::new(&gl_window, &gl);
let mut egui_glow = egui_glow::EguiGlow::new(&gl_window, &gl);
event_loop.run(move |event, _, control_flow| {
let mut redraw = || {
egui.begin_frame(gl_window.window());
let mut quit = false;
egui::SidePanel::left("my_side_panel").show(egui.ctx(), |ui| {
ui.heading("Hello World!");
if ui.button("Quit").clicked() {
quit = true;
}
let (needs_repaint, shapes) = egui_glow.run(gl_window.window(), |egui_ctx| {
egui::SidePanel::left("my_side_panel").show(egui_ctx, |ui| {
ui.heading("Hello World!");
if ui.button("Quit").clicked() {
quit = true;
}
});
});
let (needs_repaint, shapes) = egui.end_frame(gl_window.window());
*control_flow = if quit {
glutin::event_loop::ControlFlow::Exit
} else if needs_repaint {
@ -76,7 +74,7 @@ fn main() {
// draw things behind egui here
egui.paint(&gl_window, &gl, shapes);
egui_glow.paint(&gl_window, &gl, shapes);
// draw things on top of egui here
@ -92,7 +90,7 @@ fn main() {
glutin::event::Event::RedrawRequested(_) if !cfg!(windows) => redraw(),
glutin::event::Event::WindowEvent { event, .. } => {
if egui.is_quit_event(&event) {
if egui_glow.is_quit_event(&event) {
*control_flow = glutin::event_loop::ControlFlow::Exit;
}
@ -100,12 +98,12 @@ fn main() {
gl_window.resize(physical_size);
}
egui.on_event(&event);
egui_glow.on_event(&event);
gl_window.window().request_redraw(); // TODO: ask egui if the events warrants a repaint instead
}
glutin::event::Event::LoopDestroyed => {
egui.destroy(&gl);
egui_glow.destroy(&gl);
}
_ => (),

View file

@ -2,7 +2,6 @@ use crate::*;
use egui::Color32;
#[cfg(target_os = "windows")]
use glutin::platform::windows::WindowBuilderExtWindows;
use std::time::Instant;
impl epi::TextureAllocator for Painter {
fn alloc_srgba_premultiplied(
@ -60,84 +59,36 @@ fn create_display(
(gl_window, gl)
}
fn integration_info(
window: &glutin::window::Window,
previous_frame_time: Option<f32>,
) -> epi::IntegrationInfo {
epi::IntegrationInfo {
name: "egui_glow",
web_info: None,
prefer_dark_mode: None, // TODO: figure out system default
cpu_usage: previous_frame_time,
native_pixels_per_point: Some(egui_winit::native_pixels_per_point(window)),
}
}
// ----------------------------------------------------------------------------
pub use epi::NativeOptions;
/// Run an egui app
#[allow(unsafe_code)]
pub fn run(mut app: Box<dyn epi::App>, native_options: &epi::NativeOptions) -> ! {
let mut persistence = egui_winit::epi::Persistence::from_app_name(app.name());
pub fn run(app: Box<dyn epi::App>, native_options: &epi::NativeOptions) -> ! {
let persistence = egui_winit::epi::Persistence::from_app_name(app.name());
let window_settings = persistence.load_window_settings();
let event_loop = glutin::event_loop::EventLoop::with_user_event();
let window_builder =
egui_winit::epi::window_builder(native_options, &window_settings).with_title(app.name());
let event_loop = glutin::event_loop::EventLoop::with_user_event();
let (gl_window, gl) = create_display(window_builder, &event_loop);
let repaint_signal = std::sync::Arc::new(GlowRepaintSignal(std::sync::Mutex::new(
event_loop.create_proxy(),
)));
let mut egui = EguiGlow::new(&gl_window, &gl);
*egui.ctx().memory() = persistence.load_memory().unwrap_or_default();
{
let (ctx, painter) = egui.ctx_and_painter_mut();
let mut app_output = epi::backend::AppOutput::default();
let mut frame = epi::backend::FrameBuilder {
info: integration_info(gl_window.window(), None),
tex_allocator: painter,
output: &mut app_output,
repaint_signal: repaint_signal.clone(),
}
.build();
app.setup(ctx, &mut frame, persistence.storage());
}
let mut previous_frame_time = None;
let mut painter = crate::Painter::new(&gl);
let mut integration = egui_winit::epi::EpiIntegration::new(
"egui_glow",
gl_window.window(),
&mut painter,
repaint_signal,
persistence,
app,
);
let mut is_focused = true;
if app.warm_up_enabled() {
let saved_memory = egui.ctx().memory().clone();
egui.ctx().memory().set_everything_is_visible(true);
egui.begin_frame(gl_window.window());
let (ctx, painter) = egui.ctx_and_painter_mut();
let mut app_output = epi::backend::AppOutput::default();
let mut frame = epi::backend::FrameBuilder {
info: integration_info(gl_window.window(), None),
tex_allocator: painter,
output: &mut app_output,
repaint_signal: repaint_signal.clone(),
}
.build();
app.update(ctx, &mut frame);
let _ = egui.end_frame(gl_window.window());
*egui.ctx().memory() = saved_memory; // We don't want to remember that windows were huge.
egui.ctx().clear_animations();
// TODO: handle app_output
// eprintln!("Warmed up in {} ms", warm_up_start.elapsed().as_millis())
}
event_loop.run(move |event, _, control_flow| {
let mut redraw = || {
if !is_focused {
@ -149,44 +100,31 @@ pub fn run(mut app: Box<dyn epi::App>, native_options: &epi::NativeOptions) -> !
std::thread::sleep(std::time::Duration::from_millis(10));
}
let frame_start = std::time::Instant::now();
egui.begin_frame(gl_window.window());
let (ctx, painter) = egui.ctx_and_painter_mut();
let mut app_output = epi::backend::AppOutput::default();
let mut frame = epi::backend::FrameBuilder {
info: integration_info(gl_window.window(), previous_frame_time),
tex_allocator: painter,
output: &mut app_output,
repaint_signal: repaint_signal.clone(),
}
.build();
app.update(ctx, &mut frame);
let (needs_repaint, shapes) = egui.end_frame(gl_window.window());
let frame_time = (Instant::now() - frame_start).as_secs_f64() as f32;
previous_frame_time = Some(frame_time);
let (needs_repaint, shapes) = integration.update(gl_window.window(), &mut painter);
let clipped_meshes = integration.egui_ctx.tessellate(shapes);
{
let color = app.clear_color();
let color = integration.app.clear_color();
unsafe {
use glow::HasContext as _;
gl.disable(glow::SCISSOR_TEST);
gl.clear_color(color[0], color[1], color[2], color[3]);
gl.clear(glow::COLOR_BUFFER_BIT);
}
egui.paint(&gl_window, &gl, shapes);
painter.paint_meshes(
&gl_window,
&gl,
integration.egui_ctx.pixels_per_point(),
clipped_meshes,
&integration.egui_ctx.texture(),
);
gl_window.swap_buffers().unwrap();
}
{
egui_winit::epi::handle_app_output(
gl_window.window(),
egui.ctx().pixels_per_point(),
app_output.clone(),
);
*control_flow = if app_output.quit {
*control_flow = if integration.should_quit() {
glutin::event_loop::ControlFlow::Exit
} else if needs_repaint {
gl_window.window().request_redraw();
@ -196,7 +134,7 @@ pub fn run(mut app: Box<dyn epi::App>, native_options: &epi::NativeOptions) -> !
};
}
persistence.maybe_autosave(&mut *app, egui.ctx(), gl_window.window());
integration.maybe_autosave(gl_window.window());
};
match event {
@ -207,10 +145,6 @@ pub fn run(mut app: Box<dyn epi::App>, native_options: &epi::NativeOptions) -> !
glutin::event::Event::RedrawRequested(_) if !cfg!(windows) => redraw(),
glutin::event::Event::WindowEvent { event, .. } => {
if egui.is_quit_event(&event) {
*control_flow = glutin::event_loop::ControlFlow::Exit;
}
if let glutin::event::WindowEvent::Focused(new_focused) = event {
is_focused = new_focused;
}
@ -219,20 +153,20 @@ pub fn run(mut app: Box<dyn epi::App>, native_options: &epi::NativeOptions) -> !
gl_window.resize(physical_size);
}
egui.on_event(&event);
integration.on_event(&event);
if integration.should_quit() {
*control_flow = glutin::event_loop::ControlFlow::Exit;
}
gl_window.window().request_redraw(); // TODO: ask egui if the events warrants a repaint instead
}
glutin::event::Event::LoopDestroyed => {
app.on_exit();
persistence.save(&mut *app, egui.ctx(), gl_window.window());
egui.destroy(&gl);
integration.on_exit(gl_window.window());
painter.destroy(&gl);
}
glutin::event::Event::UserEvent(RequestRepaintEvent) => {
gl_window.window().request_redraw();
}
_ => (),
}
});

View file

@ -101,9 +101,9 @@ pub use egui_winit;
/// Use [`egui`] from a [`glow`] app.
pub struct EguiGlow {
egui_ctx: egui::CtxRef,
egui_winit: egui_winit::State,
painter: crate::Painter,
pub egui_ctx: egui::CtxRef,
pub egui_winit: egui_winit::State,
pub painter: crate::Painter,
}
impl EguiGlow {
@ -118,26 +118,6 @@ impl EguiGlow {
}
}
pub fn ctx(&self) -> &egui::CtxRef {
&self.egui_ctx
}
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
@ -153,34 +133,22 @@ impl EguiGlow {
self.egui_winit.is_quit_event(event)
}
pub fn begin_frame(&mut self, window: &glutin::window::Window) {
let raw_input = self.take_raw_input(window);
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, window: &glutin::window::Window) -> egui::RawInput {
self.egui_winit.take_egui_input(window)
}
/// Returns `needs_repaint` and shapes to draw.
pub fn end_frame(
pub fn run(
&mut self,
window: &glutin::window::Window,
mut run_ui: impl FnMut(&egui::CtxRef),
) -> (bool, Vec<egui::epaint::ClippedShape>) {
let raw_input = self.egui_winit.take_egui_input(window);
self.egui_ctx.begin_frame(raw_input);
run_ui(&self.egui_ctx);
let (egui_output, shapes) = self.egui_ctx.end_frame();
let needs_repaint = egui_output.needs_repaint;
self.handle_output(window, egui_output);
(needs_repaint, shapes)
}
pub fn handle_output(&mut self, window: &glutin::window::Window, output: egui::Output) {
self.egui_winit
.handle_output(window, &self.egui_ctx, output);
.handle_output(window, &self.egui_ctx, egui_output);
(needs_repaint, shapes)
}
pub fn paint(
@ -199,6 +167,7 @@ impl EguiGlow {
);
}
/// Call to release the allocated graphics resources.
pub fn destroy(&mut self, gl: &glow::Context) {
self.painter.destroy(gl);
}

View file

@ -4,72 +4,14 @@ pub use egui::{pos2, Color32};
// ----------------------------------------------------------------------------
pub struct WebBackend {
egui_ctx: egui::CtxRef,
painter: Box<dyn Painter>,
previous_frame_time: Option<f32>,
frame_start: Option<f64>,
}
impl WebBackend {
pub fn new(canvas_id: &str) -> Result<Self, JsValue> {
let ctx = egui::CtxRef::default();
let painter: Box<dyn Painter> =
if let Ok(webgl2_painter) = webgl2::WebGl2Painter::new(canvas_id) {
console_log("Using WebGL2 backend");
Box::new(webgl2_painter)
} else {
console_log("Falling back to WebGL1 backend");
Box::new(webgl1::WebGlPainter::new(canvas_id)?)
};
Ok(Self {
egui_ctx: ctx,
painter,
previous_frame_time: None,
frame_start: None,
})
}
/// id of the canvas html element containing the rendering
pub fn canvas_id(&self) -> &str {
self.painter.canvas_id()
}
pub fn begin_frame(&mut self, raw_input: egui::RawInput) {
self.frame_start = Some(now_sec());
self.egui_ctx.begin_frame(raw_input)
}
pub fn end_frame(&mut self) -> Result<(egui::Output, Vec<egui::ClippedMesh>), JsValue> {
let frame_start = self
.frame_start
.take()
.expect("unmatched calls to begin_frame/end_frame");
let (output, shapes) = self.egui_ctx.end_frame();
let clipped_meshes = self.egui_ctx.tessellate(shapes);
let now = now_sec();
self.previous_frame_time = Some((now - frame_start) as f32);
Ok((output, clipped_meshes))
}
pub fn paint(
&mut self,
clear_color: egui::Rgba,
clipped_meshes: Vec<egui::ClippedMesh>,
) -> Result<(), JsValue> {
self.painter.upload_egui_texture(&self.egui_ctx.texture());
self.painter.clear(clear_color);
self.painter
.paint_meshes(clipped_meshes, self.egui_ctx.pixels_per_point())
}
pub fn painter_debug_info(&self) -> String {
self.painter.debug_info()
fn create_painter(canvas_id: &str) -> Result<Box<dyn Painter>, JsValue> {
if let Ok(webgl2_painter) = webgl2::WebGl2Painter::new(canvas_id) {
console_log("Using WebGL2 backend");
Ok(Box::new(webgl2_painter))
} else {
console_log("Falling back to WebGL1 backend");
let webgl1_painter = webgl1::WebGlPainter::new(canvas_id)?;
Ok(Box::new(webgl1_painter))
}
}
@ -129,7 +71,9 @@ impl epi::RepaintSignal for NeedRepaint {
// ----------------------------------------------------------------------------
pub struct AppRunner {
web_backend: WebBackend,
egui_ctx: egui::CtxRef,
painter: Box<dyn Painter>,
previous_frame_time: Option<f32>,
pub(crate) input: WebInput,
app: Box<dyn epi::App>,
pub(crate) needs_repaint: std::sync::Arc<NeedRepaint>,
@ -142,21 +86,25 @@ pub struct AppRunner {
}
impl AppRunner {
pub fn new(web_backend: WebBackend, app: Box<dyn epi::App>) -> Result<Self, JsValue> {
load_memory(&web_backend.egui_ctx);
pub fn new(canvas_id: &str, app: Box<dyn epi::App>) -> Result<Self, JsValue> {
let egui_ctx = egui::CtxRef::default();
load_memory(&egui_ctx);
let prefer_dark_mode = crate::prefer_dark_mode();
if prefer_dark_mode == Some(true) {
web_backend.egui_ctx.set_visuals(egui::Visuals::dark());
egui_ctx.set_visuals(egui::Visuals::dark());
} else {
web_backend.egui_ctx.set_visuals(egui::Visuals::light());
egui_ctx.set_visuals(egui::Visuals::light());
}
let storage = LocalStorage::default();
let mut runner = Self {
web_backend,
egui_ctx,
painter: create_painter(canvas_id)?,
previous_frame_time: None,
input: Default::default(),
app,
needs_repaint: Default::default(),
@ -172,23 +120,21 @@ impl AppRunner {
let mut app_output = epi::backend::AppOutput::default();
let mut frame = epi::backend::FrameBuilder {
info: runner.integration_info(),
tex_allocator: runner.web_backend.painter.as_tex_allocator(),
tex_allocator: runner.painter.as_tex_allocator(),
output: &mut app_output,
repaint_signal: runner.needs_repaint.clone(),
}
.build();
runner.app.setup(
&runner.web_backend.egui_ctx,
&mut frame,
Some(&runner.storage),
);
runner
.app
.setup(&runner.egui_ctx, &mut frame, Some(&runner.storage));
}
Ok(runner)
}
pub fn egui_ctx(&self) -> &egui::CtxRef {
&self.web_backend.egui_ctx
&self.egui_ctx
}
pub fn auto_save(&mut self) {
@ -197,7 +143,7 @@ impl AppRunner {
if time_since_last_save > self.app.auto_save_interval().as_secs_f64() {
if self.app.persist_egui_memory() {
save_memory(&self.web_backend.egui_ctx);
save_memory(&self.egui_ctx);
}
self.app.save(&mut self.storage);
self.last_save_time = now;
@ -205,19 +151,16 @@ impl AppRunner {
}
pub fn canvas_id(&self) -> &str {
self.web_backend.canvas_id()
self.painter.canvas_id()
}
pub fn warm_up(&mut self) -> Result<(), JsValue> {
if self.app.warm_up_enabled() {
let saved_memory = self.web_backend.egui_ctx.memory().clone();
self.web_backend
.egui_ctx
.memory()
.set_everything_is_visible(true);
let saved_memory = self.egui_ctx.memory().clone();
self.egui_ctx.memory().set_everything_is_visible(true);
self.logic()?;
*self.web_backend.egui_ctx.memory() = saved_memory; // We don't want to remember that windows were huge.
self.web_backend.egui_ctx.clear_animations();
*self.egui_ctx.memory() = saved_memory; // We don't want to remember that windows were huge.
self.egui_ctx.clear_animations();
}
Ok(())
}
@ -229,59 +172,98 @@ impl AppRunner {
web_location_hash: location_hash().unwrap_or_default(),
}),
prefer_dark_mode: self.prefer_dark_mode,
cpu_usage: self.web_backend.previous_frame_time,
cpu_usage: self.previous_frame_time,
native_pixels_per_point: Some(native_pixels_per_point()),
}
}
pub fn logic(&mut self) -> Result<(egui::Output, Vec<egui::ClippedMesh>), JsValue> {
resize_canvas_to_screen_size(self.web_backend.canvas_id(), self.app.max_size_points());
let canvas_size = canvas_size_in_points(self.web_backend.canvas_id());
let frame_start = now_sec();
resize_canvas_to_screen_size(self.canvas_id(), self.app.max_size_points());
let canvas_size = canvas_size_in_points(self.canvas_id());
let raw_input = self.input.new_frame(canvas_size);
self.web_backend.begin_frame(raw_input);
self.egui_ctx.begin_frame(raw_input);
let mut app_output = epi::backend::AppOutput::default();
let mut frame = epi::backend::FrameBuilder {
info: self.integration_info(),
tex_allocator: self.web_backend.painter.as_tex_allocator(),
tex_allocator: self.painter.as_tex_allocator(),
output: &mut app_output,
repaint_signal: self.needs_repaint.clone(),
}
.build();
self.app.update(&self.web_backend.egui_ctx, &mut frame);
let (egui_output, clipped_meshes) = self.web_backend.end_frame()?;
self.app.update(&self.egui_ctx, &mut frame);
if self.web_backend.egui_ctx.memory().options.screen_reader {
self.screen_reader.speak(&egui_output.events_description());
}
handle_output(&egui_output, self);
let (egui_output, shapes) = self.egui_ctx.end_frame();
let clipped_meshes = self.egui_ctx.tessellate(shapes);
self.handle_egui_output(&egui_output);
{
let epi::backend::AppOutput {
quit: _, // Can't quit a web page
window_size: _, // Can't resize a web page
window_title: _,
decorated: _, // Can't show decorations
drag_window: _, // Can't be dragged
quit: _, // Can't quit a web page
window_size: _, // Can't resize a web page
window_title: _, // TODO: change title of window
decorated: _, // Can't toggle decorations
drag_window: _, // Can't be dragged
} = app_output;
}
self.previous_frame_time = Some((now_sec() - frame_start) as f32);
Ok((egui_output, clipped_meshes))
}
pub fn paint(&mut self, clipped_meshes: Vec<egui::ClippedMesh>) -> Result<(), JsValue> {
self.web_backend
.paint(self.app.clear_color(), clipped_meshes)
self.painter.upload_egui_texture(&self.egui_ctx.texture());
self.painter.clear(self.app.clear_color());
self.painter
.paint_meshes(clipped_meshes, self.egui_ctx.pixels_per_point())
}
fn handle_egui_output(&mut self, output: &egui::Output) {
if self.egui_ctx.memory().options.screen_reader {
self.screen_reader.speak(&output.events_description());
}
let egui::Output {
cursor_icon,
open_url,
copied_text,
needs_repaint: _, // handled elsewhere
events: _, // already handled
mutable_text_under_cursor,
text_cursor_pos,
} = output;
set_cursor_icon(*cursor_icon);
if let Some(open) = open_url {
crate::open_url(&open.url, open.new_tab);
}
#[cfg(web_sys_unstable_apis)]
if !copied_text.is_empty() {
set_clipboard_text(copied_text);
}
#[cfg(not(web_sys_unstable_apis))]
let _ = copied_text;
self.mutable_text_under_cursor = *mutable_text_under_cursor;
if &self.text_cursor_pos != text_cursor_pos {
move_text_cursor(text_cursor_pos, self.canvas_id());
self.text_cursor_pos = *text_cursor_pos;
}
}
}
/// Install event listeners to register different input events
/// and start running the given app.
pub fn start(canvas_id: &str, app: Box<dyn epi::App>) -> Result<AppRunnerRef, JsValue> {
let backend = WebBackend::new(canvas_id)?;
let mut runner = AppRunner::new(backend, app)?;
let mut runner = AppRunner::new(canvas_id, app)?;
runner.warm_up()?;
start_runner(runner)
}

View file

@ -293,38 +293,6 @@ impl epi::Storage for LocalStorage {
// ----------------------------------------------------------------------------
pub fn handle_output(output: &egui::Output, runner: &mut AppRunner) {
let egui::Output {
cursor_icon,
open_url,
copied_text,
needs_repaint: _, // handled elsewhere
events: _, // we ignore these (TODO: accessibility screen reader)
mutable_text_under_cursor,
text_cursor_pos,
} = output;
set_cursor_icon(*cursor_icon);
if let Some(open) = open_url {
crate::open_url(&open.url, open.new_tab);
}
#[cfg(web_sys_unstable_apis)]
if !copied_text.is_empty() {
set_clipboard_text(copied_text);
}
#[cfg(not(web_sys_unstable_apis))]
let _ = copied_text;
runner.mutable_text_under_cursor = *mutable_text_under_cursor;
if &runner.text_cursor_pos != text_cursor_pos {
move_text_cursor(text_cursor_pos, runner.canvas_id());
runner.text_cursor_pos = *text_cursor_pos;
}
}
pub fn set_cursor_icon(cursor: egui::CursorIcon) -> Option<()> {
let document = web_sys::window()?.document()?;
document