Introduce egui::FullOutput, returned from Context::run (#1292)

* Introduce `egui::FullOutput`, returned from `Context::run`
* Rename `Output` to `PlatformOutput`
This commit is contained in:
Emil Ernerfeldt 2022-02-22 17:13:53 +01:00 committed by GitHub
parent c5a9421dbd
commit 31d324932c
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17 changed files with 204 additions and 144 deletions

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@ -43,7 +43,8 @@ NOTE: [`epaint`](epaint/CHANGELOG.md), [`eframe`](eframe/CHANGELOG.md), [`egui_w
* Renamed `Ui::visible` to `Ui::is_visible`.
* Split `Event::Text` into `Event::Text` and `Event::Paste` ([#1058](https://github.com/emilk/egui/pull/1058)).
* For integrations:
* `FontImage` has been replaced by `TexturesDelta` (found in `Output`), describing what textures were loaded and freed each frame ([#1110](https://github.com/emilk/egui/pull/1110)).
* `Output` has now been renamed `PlatformOutput` and `Context::run` now returns the new `FullOutput` ([#1292](https://github.com/emilk/egui/pull/1292)).
* `FontImage` has been replaced by `TexturesDelta` (found in `FullOutput`), describing what textures were loaded and freed each frame ([#1110](https://github.com/emilk/egui/pull/1110)).
* The painter must support partial texture updates ([#1149](https://github.com/emilk/egui/pull/1149)).
* Added `RawInput::max_texture_side` which should be filled in with e.g. `GL_MAX_TEXTURE_SIZE` ([#1154](https://github.com/emilk/egui/pull/1154)).
* Replaced `Style::body_text_style` with more generic `Style::text_styles` ([#1154](https://github.com/emilk/egui/pull/1154)).

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@ -192,7 +192,7 @@ Missing an integration for the thing you're working on? Create one, it's easy!
### Writing your own egui integration
You need to collect [`egui::RawInput`](https://docs.rs/egui/latest/egui/struct.RawInput.html), paint [`egui::ClippedMesh`](https://docs.rs/epaint/latest/epaint/struct.ClippedMesh.html):es and handle [`egui::Output`](https://docs.rs/egui/latest/egui/struct.Output.html). The basic structure is this:
You need to collect [`egui::RawInput`](https://docs.rs/egui/latest/egui/struct.RawInput.html) and handle [`egui::FullOutput`](https://docs.rs/egui/latest/egui/struct.FullOutput.html). The basic structure is this:
``` rust
let mut egui_ctx = egui::CtxRef::default();
@ -201,20 +201,19 @@ let mut egui_ctx = egui::CtxRef::default();
loop {
// Gather input (mouse, touches, keyboard, screen size, etc):
let raw_input: egui::RawInput = my_integration.gather_input();
let (output, shapes) = egui_ctx.run(raw_input, |egui_ctx| {
let full_output = egui_ctx.run(raw_input, |egui_ctx| {
my_app.ui(egui_ctx); // add panels, windows and widgets to `egui_ctx` here
});
let clipped_meshes = egui_ctx.tessellate(shapes); // creates triangles to paint
let clipped_meshes = egui_ctx.tessellate(full_output.shapes); // creates triangles to paint
my_integration.set_egui_textures(&output.textures_delta.set);
my_integration.paint(clipped_meshes);
my_integration.free_egui_textures(&output.textures_delta.free);
my_integration.paint(&full_output.textures_delta, clipped_meshes);
my_integration.set_cursor_icon(output.cursor_icon);
if !output.copied_text.is_empty() {
my_integration.set_clipboard_text(output.copied_text);
let platform_output = full_output.platform_output;
my_integration.set_cursor_icon(platform_output.cursor_icon);
if !platform_output.copied_text.is_empty() {
my_integration.set_clipboard_text(platform_output.copied_text);
}
// See `egui::Output` for more
// See `egui::FullOutput` and `egui::PlatformOutput` for more
}
```

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@ -1,7 +1,4 @@
use egui::Vec2;
use winit::dpi::LogicalSize;
pub fn points_to_size(points: Vec2) -> LogicalSize<f64> {
pub fn points_to_size(points: egui::Vec2) -> winit::dpi::LogicalSize<f64> {
winit::dpi::LogicalSize {
width: points.x as f64,
height: points.y as f64,
@ -222,6 +219,7 @@ pub struct EpiIntegration {
frame: epi::Frame,
persistence: crate::epi::Persistence,
pub egui_ctx: egui::Context,
pending_full_output: egui::FullOutput,
egui_winit: crate::State,
pub app: Box<dyn epi::App>,
/// When set, it is time to quit
@ -267,6 +265,7 @@ impl EpiIntegration {
persistence,
egui_ctx,
egui_winit: crate::State::new(max_texture_side, window),
pending_full_output: Default::default(),
app,
quit: false,
can_drag_window: false,
@ -295,8 +294,8 @@ impl EpiIntegration {
fn warm_up(&mut self, window: &winit::window::Window) {
let saved_memory: egui::Memory = self.egui_ctx.memory().clone();
self.egui_ctx.memory().set_everything_is_visible(true);
let (_, textures_delta, _) = self.update(window);
self.egui_ctx.output().textures_delta = textures_delta; // Handle it next frame
let full_output = self.update(window);
self.pending_full_output.append(full_output); // Handle it next frame
*self.egui_ctx.memory() = saved_memory; // We don't want to remember that windows were huge.
self.egui_ctx.clear_animations();
}
@ -323,37 +322,39 @@ impl EpiIntegration {
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,
) -> (bool, egui::TexturesDelta, Vec<egui::epaint::ClippedShape>) {
pub fn update(&mut self, window: &winit::window::Window) -> egui::FullOutput {
let frame_start = instant::Instant::now();
let raw_input = self.egui_winit.take_egui_input(window);
let (egui_output, shapes) = self.egui_ctx.run(raw_input, |egui_ctx| {
let full_output = self.egui_ctx.run(raw_input, |egui_ctx| {
self.app.update(egui_ctx, &self.frame);
});
self.pending_full_output.append(full_output);
let full_output = std::mem::take(&mut self.pending_full_output);
let needs_repaint = egui_output.needs_repaint;
let textures_delta = self
.egui_winit
.handle_output(window, &self.egui_ctx, egui_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.quit {
self.quit = self.app.on_exit_event();
{
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.quit {
self.quit = self.app.on_exit_event();
}
crate::epi::handle_app_output(window, self.egui_ctx.pixels_per_point(), app_output);
}
crate::epi::handle_app_output(window, self.egui_ctx.pixels_per_point(), app_output);
let frame_time = (instant::Instant::now() - frame_start).as_secs_f64() as f32;
self.frame.lock().info.cpu_usage = Some(frame_time);
(needs_repaint, textures_delta, shapes)
full_output
}
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);
}
pub fn maybe_autosave(&mut self, window: &winit::window::Window) {

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@ -514,26 +514,25 @@ impl State {
/// * open any clicked urls
/// * update the IME
/// *
pub fn handle_output(
pub fn handle_platform_output(
&mut self,
window: &winit::window::Window,
egui_ctx: &egui::Context,
output: egui::Output,
) -> egui::TexturesDelta {
platform_output: egui::PlatformOutput,
) {
if egui_ctx.options().screen_reader {
self.screen_reader.speak(&output.events_description());
self.screen_reader
.speak(&platform_output.events_description());
}
let egui::Output {
let egui::PlatformOutput {
cursor_icon,
open_url,
copied_text,
needs_repaint: _, // needs to be handled elsewhere
events: _, // handled above
mutable_text_under_cursor: _, // only used in egui_web
text_cursor_pos,
textures_delta,
} = output;
} = platform_output;
self.current_pixels_per_point = egui_ctx.pixels_per_point(); // someone can have changed it to scale the UI
@ -550,8 +549,6 @@ impl State {
if let Some(egui::Pos2 { x, y }) = text_cursor_pos {
window.set_ime_position(winit::dpi::LogicalPosition { x, y });
}
textures_delta
}
fn set_cursor_icon(&mut self, window: &winit::window::Window, cursor_icon: egui::CursorIcon) {

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@ -1,8 +1,8 @@
// #![warn(missing_docs)]
use crate::{
animation_manager::AnimationManager, data::output::Output, frame_state::FrameState,
input_state::*, layers::GraphicLayers, memory::Options, TextureHandle, *,
animation_manager::AnimationManager, data::output::PlatformOutput, frame_state::FrameState,
input_state::*, layers::GraphicLayers, memory::Options, output::FullOutput, TextureHandle, *,
};
use epaint::{mutex::*, stats::*, text::Fonts, TessellationOptions, *};
@ -42,7 +42,7 @@ struct ContextImpl {
// The output of a frame:
graphics: GraphicLayers,
output: Output,
output: PlatformOutput,
paint_stats: PaintStats,
@ -108,7 +108,7 @@ impl ContextImpl {
/// Your handle to egui.
///
/// This is the first thing you need when working with egui.
/// Contains the [`InputState`], [`Memory`], [`Output`], and more.
/// Contains the [`InputState`], [`Memory`], [`PlatformOutput`], and more.
///
/// [`Context`] is cheap to clone, and any clones refers to the same mutable data
/// ([`Context`] uses refcounting internally).
@ -121,14 +121,14 @@ impl ContextImpl {
/// # Example:
///
/// ``` no_run
/// # fn handle_output(_: egui::Output) {}
/// # fn paint(_: Vec<egui::ClippedMesh>) {}
/// # fn handle_platform_output(_: egui::PlatformOutput) {}
/// # fn paint(textures_detla: egui::TexturesDelta, _: Vec<egui::ClippedMesh>) {}
/// let mut ctx = egui::Context::default();
///
/// // Game loop:
/// loop {
/// let raw_input = egui::RawInput::default();
/// let (output, shapes) = ctx.run(raw_input, |ctx| {
/// let full_output = ctx.run(raw_input, |ctx| {
/// egui::CentralPanel::default().show(&ctx, |ui| {
/// ui.label("Hello world!");
/// if ui.button("Click me").clicked() {
@ -136,9 +136,9 @@ impl ContextImpl {
/// }
/// });
/// });
/// let clipped_meshes = ctx.tessellate(shapes); // create triangles to paint
/// handle_output(output);
/// paint(clipped_meshes);
/// handle_platform_output(full_output.platform_output);
/// let clipped_meshes = ctx.tessellate(full_output.shapes); // create triangles to paint
/// paint(full_output.textures_delta, clipped_meshes);
/// }
/// ```
#[derive(Clone)]
@ -185,19 +185,15 @@ impl Context {
///
/// // Each frame:
/// let input = egui::RawInput::default();
/// let (output, shapes) = ctx.run(input, |ctx| {
/// let full_output = ctx.run(input, |ctx| {
/// egui::CentralPanel::default().show(&ctx, |ui| {
/// ui.label("Hello egui!");
/// });
/// });
/// // handle output, paint shapes
/// // handle full_output
/// ```
#[must_use]
pub fn run(
&self,
new_input: RawInput,
run_ui: impl FnOnce(&Context),
) -> (Output, Vec<ClippedShape>) {
pub fn run(&self, new_input: RawInput, run_ui: impl FnOnce(&Context)) -> FullOutput {
self.begin_frame(new_input);
run_ui(self);
self.end_frame()
@ -217,8 +213,8 @@ impl Context {
/// ui.label("Hello egui!");
/// });
///
/// let (output, shapes) = ctx.end_frame();
/// // handle output, paint shapes
/// let full_output = ctx.end_frame();
/// // handle full_output
/// ```
pub fn begin_frame(&self, new_input: RawInput) {
self.write().begin_frame_mut(new_input);
@ -463,8 +459,13 @@ impl Context {
}
/// What egui outputs each frame.
///
/// ```
/// # let mut ctx = egui::Context::default();
/// ctx.output().cursor_icon = egui::CursorIcon::Progress;
/// ```
#[inline]
pub fn output(&self) -> RwLockWriteGuard<'_, Output> {
pub fn output(&self) -> RwLockWriteGuard<'_, PlatformOutput> {
RwLockWriteGuard::map(self.write(), |c| &mut c.output)
}
@ -719,14 +720,13 @@ impl Context {
impl Context {
/// Call at the end of each frame.
/// Returns what has happened this frame [`crate::Output`] as well as what you need to paint.
/// You can transform the returned shapes into triangles with a call to [`Context::tessellate`].
#[must_use]
pub fn end_frame(&self) -> (Output, Vec<ClippedShape>) {
pub fn end_frame(&self) -> FullOutput {
if self.input().wants_repaint() {
self.request_repaint();
}
let textures_delta;
{
let ctx_impl = &mut *self.write();
ctx_impl
@ -742,20 +742,26 @@ impl Context {
.set(TextureId::default(), font_image_delta);
}
ctx_impl
.output
.textures_delta
.append(ctx_impl.tex_manager.0.write().take_delta());
}
textures_delta = ctx_impl.tex_manager.0.write().take_delta();
};
let mut output: Output = std::mem::take(&mut self.output());
if self.read().repaint_requests > 0 {
let platform_output: PlatformOutput = std::mem::take(&mut self.output());
let needs_repaint = if self.read().repaint_requests > 0 {
self.write().repaint_requests -= 1;
output.needs_repaint = true;
}
true
} else {
false
};
let shapes = self.drain_paint_lists();
(output, shapes)
FullOutput {
platform_output,
needs_repaint,
textures_delta,
shapes,
}
}
fn drain_paint_lists(&self) -> Vec<ClippedShape> {

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@ -2,11 +2,56 @@
use crate::WidgetType;
/// What egui emits each frame.
/// What egui emits each frame from [`crate::Context::run`].
///
/// The backend should use this.
#[derive(Clone, Default, PartialEq)]
pub struct FullOutput {
/// Non-rendering related output.
pub platform_output: PlatformOutput,
/// If `true`, egui is requesting immediate repaint (i.e. on the next frame).
///
/// This happens for instance when there is an animation, or if a user has called `Context::request_repaint()`.
pub needs_repaint: bool,
/// Texture changes since last frame (including the font texture).
///
/// The backend needs to apply [`crate::TexturesDelta::set`] _before_ painting,
/// and free any texture in [`crate::TexturesDelta::free`] _after_ painting.
pub textures_delta: epaint::textures::TexturesDelta,
/// What to paint.
///
/// You can use [`crate::Context::tessellate`] to turn this into triangles.
pub shapes: Vec<epaint::ClippedShape>,
}
impl FullOutput {
/// Add on new output.
pub fn append(&mut self, newer: Self) {
let Self {
platform_output,
needs_repaint,
textures_delta,
shapes,
} = newer;
self.platform_output.append(platform_output);
self.needs_repaint = needs_repaint; // if the last frame doesn't need a repaint, then we don't need to repaint
self.textures_delta.append(textures_delta);
self.shapes = shapes; // Only paint the latest
}
}
/// The non-rendering part of what egui emits each frame.
///
/// You can access (and modify) this with [`crate::Context::output`].
///
/// The backend should use this.
#[derive(Clone, Default, PartialEq)]
#[cfg_attr(feature = "serde", derive(serde::Deserialize, serde::Serialize))]
pub struct Output {
pub struct PlatformOutput {
/// Set the cursor to this icon.
pub cursor_icon: CursorIcon,
@ -18,14 +63,6 @@ pub struct Output {
/// This is often a response to [`crate::Event::Copy`] or [`crate::Event::Cut`].
pub copied_text: String,
/// If `true`, egui is requesting immediate repaint (i.e. on the next frame).
///
/// This happens for instance when there is an animation, or if a user has called `Context::request_repaint()`.
///
/// As an egui user: don't set this value directly.
/// Call `Context::request_repaint()` instead and it will do so for you.
pub needs_repaint: bool,
/// Events that may be useful to e.g. a screen reader.
pub events: Vec<OutputEvent>,
@ -35,12 +72,9 @@ pub struct Output {
/// Screen-space position of text edit cursor (used for IME).
pub text_cursor_pos: Option<crate::Pos2>,
/// Texture changes since last frame.
pub textures_delta: epaint::textures::TexturesDelta,
}
impl Output {
impl PlatformOutput {
/// Open the given url in a web browser.
/// If egui is running in a browser, the same tab will be reused.
pub fn open_url(&mut self, url: impl ToString) {
@ -70,11 +104,9 @@ impl Output {
cursor_icon,
open_url,
copied_text,
needs_repaint,
mut events,
mutable_text_under_cursor,
text_cursor_pos,
textures_delta,
} = newer;
self.cursor_icon = cursor_icon;
@ -84,11 +116,9 @@ impl Output {
if !copied_text.is_empty() {
self.copied_text = copied_text;
}
self.needs_repaint = needs_repaint; // if the last frame doesn't need a repaint, then we don't need to repaint
self.events.append(&mut events);
self.mutable_text_under_cursor = mutable_text_under_cursor;
self.text_cursor_pos = text_cursor_pos.or(self.text_cursor_pos);
self.textures_delta.append(textures_delta);
}
/// Take everything ephemeral (everything except `cursor_icon` currently)
@ -129,7 +159,7 @@ impl OpenUrl {
/// A mouse cursor icon.
///
/// egui emits a [`CursorIcon`] in [`Output`] each frame as a request to the integration.
/// egui emits a [`CursorIcon`] in [`PlatformOutput`] each frame as a request to the integration.
///
/// Loosely based on <https://developer.mozilla.org/en-US/docs/Web/CSS/cursor>.
#[derive(Clone, Copy, Debug, PartialEq)]

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@ -110,16 +110,16 @@
//! To write your own integration for egui you need to do this:
//!
//! ``` no_run
//! # fn handle_output(_: egui::Output) {}
//! # fn paint(_: Vec<egui::ClippedMesh>) {}
//! # fn handle_platform_output(_: egui::PlatformOutput) {}
//! # fn gather_input() -> egui::RawInput { egui::RawInput::default() }
//! # fn paint(textures_detla: egui::TexturesDelta, _: Vec<egui::ClippedMesh>) {}
//! let mut ctx = egui::Context::default();
//!
//! // Game loop:
//! loop {
//! let raw_input: egui::RawInput = gather_input();
//!
//! let (output, shapes) = ctx.run(raw_input, |ctx| {
//! let full_output = ctx.run(raw_input, |ctx| {
//! egui::CentralPanel::default().show(&ctx, |ui| {
//! ui.label("Hello world!");
//! if ui.button("Click me").clicked() {
@ -127,10 +127,9 @@
//! }
//! });
//! });
//!
//! let clipped_meshes = ctx.tessellate(shapes); // create triangles to paint
//! handle_output(output);
//! paint(clipped_meshes);
//! handle_platform_output(full_output.platform_output);
//! let clipped_meshes = ctx.tessellate(full_output.shapes); // create triangles to paint
//! paint(full_output.textures_delta, clipped_meshes);
//! }
//! ```
//!
@ -403,7 +402,7 @@ pub use {
context::Context,
data::{
input::*,
output::{self, CursorIcon, Output, WidgetInfo},
output::{self, CursorIcon, FullOutput, PlatformOutput, WidgetInfo},
},
grid::Grid,
id::{Id, IdMap},

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@ -105,7 +105,7 @@ pub struct Options {
pub tessellation_options: epaint::TessellationOptions,
/// This does not at all change the behavior of egui,
/// but is a signal to any backend that we want the [`crate::Output::events`] read out loud.
/// but is a signal to any backend that we want the [`crate::PlatformOutput::events`] read out loud.
/// Screen readers is an experimental feature of egui, and not supported on all platforms.
pub screen_reader: bool,

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@ -366,10 +366,10 @@ impl Ui {
self.ctx().data()
}
/// The [`Output`] of the [`Context`] associated with this ui.
/// The [`PlatformOutput`] of the [`Context`] associated with this ui.
/// Equivalent to `.ctx().output()`.
#[inline]
pub fn output(&self) -> RwLockWriteGuard<'_, Output> {
pub fn output(&self) -> RwLockWriteGuard<'_, PlatformOutput> {
self.ctx().output()
}

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@ -13,10 +13,10 @@ pub fn criterion_benchmark(c: &mut Criterion) {
// The most end-to-end benchmark.
c.bench_function("demo_with_tessellate__realistic", |b| {
b.iter(|| {
let (_output, shapes) = ctx.run(RawInput::default(), |ctx| {
let full_output = ctx.run(RawInput::default(), |ctx| {
demo_windows.ui(ctx);
});
ctx.tessellate(shapes)
ctx.tessellate(full_output.shapes)
})
});
@ -28,11 +28,11 @@ pub fn criterion_benchmark(c: &mut Criterion) {
})
});
let (_output, shapes) = ctx.run(RawInput::default(), |ctx| {
let full_output = ctx.run(RawInput::default(), |ctx| {
demo_windows.ui(ctx);
});
c.bench_function("demo_only_tessellate", |b| {
b.iter(|| ctx.tessellate(shapes.clone()))
b.iter(|| ctx.tessellate(full_output.shapes.clone()))
});
}

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@ -145,10 +145,10 @@ fn test_egui_e2e() {
const NUM_FRAMES: usize = 5;
for _ in 0..NUM_FRAMES {
let (_output, shapes) = ctx.run(raw_input.clone(), |ctx| {
let full_output = ctx.run(raw_input.clone(), |ctx| {
demo_windows.ui(ctx);
});
let clipped_meshes = ctx.tessellate(shapes);
let clipped_meshes = ctx.tessellate(full_output.shapes);
assert!(!clipped_meshes.is_empty());
}
}
@ -164,10 +164,10 @@ fn test_egui_zero_window_size() {
const NUM_FRAMES: usize = 5;
for _ in 0..NUM_FRAMES {
let (_output, shapes) = ctx.run(raw_input.clone(), |ctx| {
let full_output = ctx.run(raw_input.clone(), |ctx| {
demo_windows.ui(ctx);
});
let clipped_meshes = ctx.tessellate(shapes);
let clipped_meshes = ctx.tessellate(full_output.shapes);
assert!(clipped_meshes.is_empty(), "There should be nothing to show");
}
}

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@ -67,8 +67,15 @@ pub fn run(app: Box<dyn epi::App>, native_options: &epi::NativeOptions) -> ! {
std::thread::sleep(std::time::Duration::from_millis(10));
}
let (needs_repaint, textures_delta, shapes) =
integration.update(display.gl_window().window());
let egui::FullOutput {
platform_output,
needs_repaint,
textures_delta,
shapes,
} = integration.update(display.gl_window().window());
integration.handle_platform_output(display.gl_window().window(), platform_output);
let clipped_meshes = integration.egui_ctx.tessellate(shapes);
// paint:

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@ -141,16 +141,22 @@ impl EguiGlium {
let raw_input = self
.egui_winit
.take_egui_input(display.gl_window().window());
let (egui_output, shapes) = self.egui_ctx.run(raw_input, run_ui);
let needs_repaint = egui_output.needs_repaint;
let textures_delta = self.egui_winit.handle_output(
let egui::FullOutput {
platform_output,
needs_repaint,
textures_delta,
shapes,
} = self.egui_ctx.run(raw_input, run_ui);
self.egui_winit.handle_platform_output(
display.gl_window().window(),
&self.egui_ctx,
egui_output,
platform_output,
);
self.shapes = shapes;
self.textures_delta.append(textures_delta);
needs_repaint
}

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@ -83,7 +83,15 @@ pub fn run(app: Box<dyn epi::App>, native_options: &epi::NativeOptions) -> ! {
std::thread::sleep(std::time::Duration::from_millis(10));
}
let (needs_repaint, textures_delta, shapes) = integration.update(gl_window.window());
let egui::FullOutput {
platform_output,
needs_repaint,
textures_delta,
shapes,
} = integration.update(gl_window.window());
integration.handle_platform_output(gl_window.window(), platform_output);
let clipped_meshes = integration.egui_ctx.tessellate(shapes);
// paint:

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@ -156,11 +156,15 @@ impl EguiGlow {
run_ui: impl FnMut(&egui::Context),
) -> bool {
let raw_input = self.egui_winit.take_egui_input(window);
let (egui_output, shapes) = self.egui_ctx.run(raw_input, run_ui);
let needs_repaint = egui_output.needs_repaint;
let textures_delta = self
.egui_winit
.handle_output(window, &self.egui_ctx, egui_output);
let egui::FullOutput {
platform_output,
needs_repaint,
textures_delta,
shapes,
} = self.egui_ctx.run(raw_input, run_ui);
self.egui_winit
.handle_platform_output(window, &self.egui_ctx, platform_output);
self.shapes = shapes;
self.textures_delta.append(textures_delta);

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@ -267,14 +267,19 @@ impl AppRunner {
let canvas_size = canvas_size_in_points(self.canvas_id());
let raw_input = self.input.new_frame(canvas_size);
let (egui_output, shapes) = self.egui_ctx.run(raw_input, |egui_ctx| {
let full_output = self.egui_ctx.run(raw_input, |egui_ctx| {
self.app.update(egui_ctx, &self.frame);
});
let clipped_meshes = self.egui_ctx.tessellate(shapes);
let egui::FullOutput {
platform_output,
needs_repaint,
textures_delta,
shapes,
} = full_output;
let needs_repaint = egui_output.needs_repaint;
let textures_delta = self.handle_egui_output(egui_output);
self.handle_platform_output(platform_output);
self.textures_delta.append(textures_delta);
let clipped_meshes = self.egui_ctx.tessellate(shapes);
{
let app_output = self.frame.take_app_output();
@ -306,21 +311,20 @@ impl AppRunner {
Ok(())
}
fn handle_egui_output(&mut self, output: egui::Output) -> egui::TexturesDelta {
fn handle_platform_output(&mut self, platform_output: egui::PlatformOutput) {
if self.egui_ctx.options().screen_reader {
self.screen_reader.speak(&output.events_description());
self.screen_reader
.speak(&platform_output.events_description());
}
let egui::Output {
let egui::PlatformOutput {
cursor_icon,
open_url,
copied_text,
needs_repaint: _, // handled elsewhere
events: _, // already handled
events: _, // already handled
mutable_text_under_cursor,
text_cursor_pos,
textures_delta,
} = output;
} = platform_output;
set_cursor_icon(cursor_icon);
if let Some(open) = open_url {
@ -341,8 +345,6 @@ impl AppRunner {
text_agent::move_text_cursor(text_cursor_pos, self.canvas_id());
self.text_cursor_pos = text_cursor_pos;
}
textures_delta
}
}

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@ -152,7 +152,7 @@ pub struct TexturesDelta {
/// New or changed textures. Apply before painting.
pub set: AHashMap<TextureId, ImageDelta>,
/// Texture to free after painting.
/// Textures to free after painting.
pub free: Vec<TextureId>,
}