refactor RunMode: move it from backend to the demo App (#23)
This simplifies the egui_glium and egui_web backends substantially, reduces the scope of RunMode to a single file, and removes duplicated code. Basically: this is how I should have written it from the beginning.
This commit is contained in:
parent
0ea80ae10a
commit
5856cded95
8 changed files with 67 additions and 63 deletions
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@ -1,11 +1,11 @@
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#![deny(warnings)]
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#![deny(warnings)]
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#![warn(clippy::all)]
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#![warn(clippy::all)]
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use egui_glium::{storage::FileStorage, RunMode};
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use egui_glium::storage::FileStorage;
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fn main() {
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fn main() {
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let title = "Egui glium demo";
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let title = "Egui glium demo";
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let storage = FileStorage::from_path(".egui_demo_glium.json".into());
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let storage = FileStorage::from_path(".egui_demo_glium.json".into());
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let app: egui::DemoApp = egui::app::get_value(&storage, egui::app::APP_KEY).unwrap_or_default();
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let app: egui::DemoApp = egui::app::get_value(&storage, egui::app::APP_KEY).unwrap_or_default();
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egui_glium::run(title, RunMode::Reactive, storage, app);
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egui_glium::run(title, storage, app);
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}
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}
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@ -6,7 +6,7 @@ use wasm_bindgen::prelude::*;
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/// This is the entry-point for all the web-assembly.
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/// This is the entry-point for all the web-assembly.
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#[wasm_bindgen]
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#[wasm_bindgen]
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pub fn start(canvas_id: &str) -> Result<(), wasm_bindgen::JsValue> {
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pub fn start(canvas_id: &str) -> Result<(), wasm_bindgen::JsValue> {
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let backend = egui_web::WebBackend::new(canvas_id, egui_web::RunMode::Reactive)?;
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let backend = egui_web::WebBackend::new(canvas_id)?;
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let app = Box::new(egui::DemoApp::default());
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let app = Box::new(egui::DemoApp::default());
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let runner = egui_web::AppRunner::new(backend, app)?;
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let runner = egui_web::AppRunner::new(backend, app)?;
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egui_web::run(runner)?;
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egui_web::run(runner)?;
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@ -19,29 +19,12 @@ pub trait App {
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fn on_exit(&mut self, _storage: &mut dyn Storage) {}
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fn on_exit(&mut self, _storage: &mut dyn Storage) {}
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}
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}
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// TODO: replace with manually calling `egui::Context::request_repaint()` each frame.
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/// How the backend runs the app
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#[derive(Clone, Copy, Debug, Eq, PartialEq)]
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pub enum RunMode {
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/// Repaint the UI all the time (at the display refresh rate of e.g. 60 Hz).
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/// This is good for games where things are constantly moving.
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/// This can also be achieved with `RunMode::Reactive` combined with calling `egui::Context::request_repaint()` each frame.
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Continuous,
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/// Only repaint when there are animations or input (mouse movement, keyboard input etc).
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/// This saves CPU.
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Reactive,
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}
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pub struct WebInfo {
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pub struct WebInfo {
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/// e.g. "#fragment" part of "www.example.com/index.html#fragment"
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/// e.g. "#fragment" part of "www.example.com/index.html#fragment"
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pub web_location_hash: String,
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pub web_location_hash: String,
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}
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}
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pub trait Backend {
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pub trait Backend {
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fn run_mode(&self) -> RunMode;
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fn set_run_mode(&mut self, run_mode: RunMode);
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/// If the app is running in a Web context, this returns information about the environment.
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/// If the app is running in a Web context, this returns information about the environment.
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fn web_info(&self) -> Option<WebInfo> {
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fn web_info(&self) -> Option<WebInfo> {
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None
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None
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@ -4,6 +4,49 @@ use crate::{app, color::*, containers::*, demos::*, paint::*, widgets::*, *};
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// ----------------------------------------------------------------------------
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// ----------------------------------------------------------------------------
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/// How often we repaint the demo app by default
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#[derive(Clone, Copy, Debug, Eq, PartialEq)]
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enum RunMode {
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/// This is the default for the demo.
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///
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/// If this is selected, Egui is only updated if are input events
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/// (like mouse movements) or there are some animations in the GUI.
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///
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/// Reactive mode saves CPU.
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///
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/// The downside is that the UI can become out-of-date if something it is supposed to monitor changes.
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/// For instance, a GUI for a thermostat need to repaint each time the temperature changes.
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/// To ensure the UI is up to date you need to call `egui::Context::request_repaint()` each
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/// time such an event happens. You can also chose to call `request_repaint()` once every second
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/// or after every single frame - this is called `Continuous` mode,
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/// and for games and interactive tools that need repainting every frame anyway, this should be the default.
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Reactive,
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/// This will call `egui::Context::request_repaint()` at the end of each frame
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/// to request the backend to repaint as soon as possible.
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///
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/// On most platforms this will mean that Egui will run at the display refresh rate of e.g. 60 Hz.
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///
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/// For this demo it is not any reason to do so except to
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/// demonstrate how quickly Egui runs.
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///
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/// For games or other interactive apps, this is probably what you want to do.
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/// It will guarantee that Egui is always up-to-date.
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Continuous,
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}
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/// Default for demo is Reactive since
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/// 1) We want to use minimal CPU
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/// 2) There are no external events that could invalidate the UI
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/// so there are no events to miss.
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impl Default for RunMode {
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fn default() -> Self {
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RunMode::Reactive
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}
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}
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// ----------------------------------------------------------------------------
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/// Demonstrates how to make an app using Egui.
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/// Demonstrates how to make an app using Egui.
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///
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///
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/// Implements `egui::app::App` so it can be used with
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/// Implements `egui::app::App` so it can be used with
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@ -12,6 +55,8 @@ use crate::{app, color::*, containers::*, demos::*, paint::*, widgets::*, *};
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#[cfg_attr(feature = "serde", derive(serde::Deserialize, serde::Serialize))]
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#[cfg_attr(feature = "serde", derive(serde::Deserialize, serde::Serialize))]
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#[cfg_attr(feature = "serde", serde(default))]
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#[cfg_attr(feature = "serde", serde(default))]
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pub struct DemoApp {
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pub struct DemoApp {
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#[cfg_attr(feature = "serde", serde(skip))] // go back to `Reactive` mode each time we start
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run_mode: RunMode,
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previous_web_location_hash: String,
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previous_web_location_hash: String,
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open_windows: OpenWindows,
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open_windows: OpenWindows,
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demo_window: DemoWindow,
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demo_window: DemoWindow,
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@ -172,16 +217,15 @@ impl DemoApp {
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ui.separator();
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ui.separator();
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ui.horizontal(|ui| {
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ui.horizontal(|ui| {
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let mut run_mode = backend.run_mode();
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let run_mode = &mut self.run_mode;
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ui.label("Run mode:");
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ui.label("Run mode:");
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ui.radio_value("Continuous", &mut run_mode, app::RunMode::Continuous)
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ui.radio_value("Continuous", run_mode, RunMode::Continuous)
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.tooltip_text("Repaint everything each frame");
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.tooltip_text("Repaint everything each frame");
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ui.radio_value("Reactive", &mut run_mode, app::RunMode::Reactive)
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ui.radio_value("Reactive", run_mode, RunMode::Reactive)
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.tooltip_text("Repaint when there are animations or input (e.g. mouse movement)");
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.tooltip_text("Repaint when there are animations or input (e.g. mouse movement)");
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backend.set_run_mode(run_mode);
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});
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});
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if backend.run_mode() == app::RunMode::Continuous {
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if self.run_mode == RunMode::Continuous {
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ui.add(
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ui.add(
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label!("Repainting the UI each frame. FPS: {:.1}", backend.fps())
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label!("Repainting the UI each frame. FPS: {:.1}", backend.fps())
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.text_style(TextStyle::Monospace),
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.text_style(TextStyle::Monospace),
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@ -232,6 +276,11 @@ impl app::App for DemoApp {
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.map(|info| info.web_location_hash.as_str())
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.map(|info| info.web_location_hash.as_str())
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.unwrap_or_default();
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.unwrap_or_default();
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self.ui(ui, web_location_hash);
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self.ui(ui, web_location_hash);
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if self.run_mode == RunMode::Continuous {
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// Tell the backend to repaint as soon as possible
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ui.ctx().request_repaint();
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}
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}
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}
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#[cfg(feature = "serde_json")]
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#[cfg(feature = "serde_json")]
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@ -6,7 +6,7 @@ use crate::{
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};
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};
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pub use egui::{
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pub use egui::{
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app::{App, Backend, RunMode, Storage},
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app::{App, Backend, Storage},
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Srgba,
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Srgba,
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};
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};
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@ -16,30 +16,20 @@ const WINDOW_KEY: &str = "window";
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pub struct GliumBackend {
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pub struct GliumBackend {
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frame_times: egui::MovementTracker<f32>,
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frame_times: egui::MovementTracker<f32>,
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quit: bool,
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quit: bool,
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run_mode: RunMode,
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painter: Painter,
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painter: Painter,
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}
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}
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impl GliumBackend {
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impl GliumBackend {
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pub fn new(run_mode: RunMode, painter: Painter) -> Self {
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pub fn new(painter: Painter) -> Self {
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Self {
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Self {
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frame_times: egui::MovementTracker::new(1000, 1.0),
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frame_times: egui::MovementTracker::new(1000, 1.0),
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quit: false,
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quit: false,
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run_mode,
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painter,
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painter,
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}
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}
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}
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}
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}
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}
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impl Backend for GliumBackend {
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impl Backend for GliumBackend {
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fn run_mode(&self) -> RunMode {
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self.run_mode
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}
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fn set_run_mode(&mut self, run_mode: RunMode) {
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self.run_mode = run_mode;
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}
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fn cpu_time(&self) -> f32 {
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fn cpu_time(&self) -> f32 {
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self.frame_times.average().unwrap_or_default()
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self.frame_times.average().unwrap_or_default()
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}
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}
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}
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}
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/// Run an egui app
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/// Run an egui app
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pub fn run(
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pub fn run(title: &str, mut storage: FileStorage, mut app: impl App + 'static) -> ! {
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title: &str,
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run_mode: RunMode,
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mut storage: FileStorage,
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mut app: impl App + 'static,
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) -> ! {
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let event_loop = glutin::event_loop::EventLoop::new();
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let event_loop = glutin::event_loop::EventLoop::new();
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let mut window = glutin::window::WindowBuilder::new()
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let mut window = glutin::window::WindowBuilder::new()
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.with_decorations(true)
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.with_decorations(true)
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// used to keep track of time for animations
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// used to keep track of time for animations
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let start_time = Instant::now();
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let start_time = Instant::now();
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let mut runner = GliumBackend::new(run_mode, Painter::new(&display));
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let mut runner = GliumBackend::new(Painter::new(&display));
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let mut clipboard = init_clipboard();
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let mut clipboard = init_clipboard();
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event_loop.run(move |event, _, control_flow| {
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event_loop.run(move |event, _, control_flow| {
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*control_flow = if runner.quit {
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*control_flow = if runner.quit {
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glutin::event_loop::ControlFlow::Exit
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glutin::event_loop::ControlFlow::Exit
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} else if runner.run_mode() == RunMode::Continuous {
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} else if output.needs_repaint {
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display.gl_window().window().request_redraw();
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display.gl_window().window().request_redraw();
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glutin::event_loop::ControlFlow::Poll
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glutin::event_loop::ControlFlow::Poll
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} else {
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} else {
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if output.needs_repaint {
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display.gl_window().window().request_redraw();
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}
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glutin::event_loop::ControlFlow::Wait
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glutin::event_loop::ControlFlow::Wait
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};
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};
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@ -1,7 +1,7 @@
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use crate::*;
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use crate::*;
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pub use egui::{
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pub use egui::{
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app::{App, Backend, RunMode, WebInfo},
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app::{App, Backend, WebInfo},
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Srgba,
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Srgba,
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};
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};
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painter: webgl::Painter,
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painter: webgl::Painter,
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frame_times: egui::MovementTracker<f32>,
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frame_times: egui::MovementTracker<f32>,
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frame_start: Option<f64>,
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frame_start: Option<f64>,
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run_mode: RunMode,
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last_save_time: Option<f64>,
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last_save_time: Option<f64>,
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}
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}
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impl WebBackend {
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impl WebBackend {
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pub fn new(canvas_id: &str, run_mode: RunMode) -> Result<Self, JsValue> {
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pub fn new(canvas_id: &str) -> Result<Self, JsValue> {
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let ctx = egui::Context::new();
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let ctx = egui::Context::new();
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load_memory(&ctx);
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load_memory(&ctx);
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Ok(Self {
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Ok(Self {
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painter: webgl::Painter::new(canvas_id)?,
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painter: webgl::Painter::new(canvas_id)?,
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frame_times: egui::MovementTracker::new(1000, 1.0),
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frame_times: egui::MovementTracker::new(1000, 1.0),
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frame_start: None,
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frame_start: None,
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run_mode,
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last_save_time: None,
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last_save_time: None,
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})
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})
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}
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}
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}
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}
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impl Backend for WebBackend {
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impl Backend for WebBackend {
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fn run_mode(&self) -> RunMode {
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self.run_mode
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}
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fn set_run_mode(&mut self, run_mode: RunMode) {
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self.run_mode = run_mode;
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}
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fn web_info(&self) -> Option<WebInfo> {
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fn web_info(&self) -> Option<WebInfo> {
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Some(WebInfo {
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Some(WebInfo {
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web_location_hash: location_hash().unwrap_or_default(),
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web_location_hash: location_hash().unwrap_or_default(),
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@ -229,7 +229,7 @@ pub struct AppRunnerRef(Arc<Mutex<AppRunner>>);
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fn paint_and_schedule(runner_ref: AppRunnerRef) -> Result<(), JsValue> {
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fn paint_and_schedule(runner_ref: AppRunnerRef) -> Result<(), JsValue> {
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fn paint_if_needed(runner_ref: &AppRunnerRef) -> Result<(), JsValue> {
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fn paint_if_needed(runner_ref: &AppRunnerRef) -> Result<(), JsValue> {
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let mut runner_lock = runner_ref.0.lock();
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let mut runner_lock = runner_ref.0.lock();
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if runner_lock.web_backend.run_mode() == RunMode::Continuous || runner_lock.needs_repaint {
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if runner_lock.needs_repaint {
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runner_lock.needs_repaint = false;
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runner_lock.needs_repaint = false;
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let (output, paint_jobs) = runner_lock.logic()?;
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let (output, paint_jobs) = runner_lock.logic()?;
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runner_lock.paint(paint_jobs)?;
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runner_lock.paint(paint_jobs)?;
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@ -4,7 +4,7 @@
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#![warn(clippy::all)]
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#![warn(clippy::all)]
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use egui::{Slider, Window};
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use egui::{Slider, Window};
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use egui_glium::{storage::FileStorage, RunMode};
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use egui_glium::storage::FileStorage;
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/// We derive Deserialize/Serialize so we can persist app state on shutdown.
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/// We derive Deserialize/Serialize so we can persist app state on shutdown.
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#[derive(Default, serde::Deserialize, serde::Serialize)]
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#[derive(Default, serde::Deserialize, serde::Serialize)]
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@ -39,7 +39,7 @@ fn main() {
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let title = "My Egui Window";
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let title = "My Egui Window";
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let storage = FileStorage::from_path(".egui_example_glium.json".into()); // Where to persist app state
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let storage = FileStorage::from_path(".egui_example_glium.json".into()); // Where to persist app state
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let app: MyApp = egui::app::get_value(&storage, egui::app::APP_KEY).unwrap_or_default(); // Restore `MyApp` from file, or create new `MyApp`.
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let app: MyApp = egui::app::get_value(&storage, egui::app::APP_KEY).unwrap_or_default(); // Restore `MyApp` from file, or create new `MyApp`.
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egui_glium::run(title, RunMode::Reactive, storage, app);
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egui_glium::run(title, storage, app);
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}
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}
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fn my_save_function() {
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fn my_save_function() {
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Reference in a new issue