Reducing glutin dependency in egui_glow (#1151)
Use winit wherever possible
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4 changed files with 28 additions and 31 deletions
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@ -6,7 +6,8 @@ All notable changes to the `egui_glow` integration will be noted in this file.
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* `EguiGlow::run` no longer returns the shapes to paint, but stores them internally until you call `EguiGlow::paint` ([#1110](https://github.com/emilk/egui/pull/1110)).
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* Added `set_texture_filter` method to `Painter` ([#1041](https://github.com/emilk/egui/pull/1041)).
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* Fix failure to run in Chrome ([#1092](https://github.com/emilk/egui/pull/1092)).
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* `EguiGlow::new` now takes `&winit::Window` because there are no reason to use `&glutin::WindowedContext` ([#1151](https://github.com/emilk/egui/pull/1151)).
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* `EguiGlow::paint` now takes `&winit::Window` because there are no reason to use `&glutin::WindowedContext` ([#1151](https://github.com/emilk/egui/pull/1151)).
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## 0.16.0 - 2021-12-29
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* Made winit/glutin an optional dependency ([#868](https://github.com/emilk/egui/pull/868)).
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@ -44,7 +44,7 @@ fn main() {
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let event_loop = glutin::event_loop::EventLoop::with_user_event();
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let (gl_window, gl) = create_display(&event_loop);
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let mut egui_glow = egui_glow::EguiGlow::new(&gl_window, &gl);
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let mut egui_glow = egui_glow::EguiGlow::new(gl_window.window(), &gl);
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event_loop.run(move |event, _, control_flow| {
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let mut redraw = || {
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@ -78,7 +78,7 @@ fn main() {
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// draw things behind egui here
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egui_glow.paint(&gl_window, &gl);
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egui_glow.paint(gl_window.window(), &gl);
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// draw things on top of egui here
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@ -1,8 +1,9 @@
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use crate::*;
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use egui_winit::winit;
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struct RequestRepaintEvent;
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struct GlowRepaintSignal(std::sync::Mutex<glutin::event_loop::EventLoopProxy<RequestRepaintEvent>>);
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struct GlowRepaintSignal(std::sync::Mutex<winit::event_loop::EventLoopProxy<RequestRepaintEvent>>);
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impl epi::backend::RepaintSignal for GlowRepaintSignal {
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fn request_repaint(&self) {
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@ -12,8 +13,8 @@ impl epi::backend::RepaintSignal for GlowRepaintSignal {
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#[allow(unsafe_code)]
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fn create_display(
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window_builder: glutin::window::WindowBuilder,
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event_loop: &glutin::event_loop::EventLoop<RequestRepaintEvent>,
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window_builder: winit::window::WindowBuilder,
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event_loop: &winit::event_loop::EventLoop<RequestRepaintEvent>,
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) -> (
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glutin::WindowedContext<glutin::PossiblyCurrent>,
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glow::Context,
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@ -51,7 +52,7 @@ pub fn run(app: Box<dyn epi::App>, native_options: &epi::NativeOptions) -> ! {
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let window_settings = persistence.load_window_settings();
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let window_builder =
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egui_winit::epi::window_builder(native_options, &window_settings).with_title(app.name());
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let event_loop = glutin::event_loop::EventLoop::with_user_event();
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let event_loop = winit::event_loop::EventLoop::with_user_event();
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let (gl_window, gl) = create_display(window_builder, &event_loop);
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let repaint_signal = std::sync::Arc::new(GlowRepaintSignal(std::sync::Mutex::new(
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@ -116,12 +117,12 @@ pub fn run(app: Box<dyn epi::App>, native_options: &epi::NativeOptions) -> ! {
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{
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*control_flow = if integration.should_quit() {
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glutin::event_loop::ControlFlow::Exit
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winit::event_loop::ControlFlow::Exit
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} else if needs_repaint {
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gl_window.window().request_redraw();
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glutin::event_loop::ControlFlow::Poll
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winit::event_loop::ControlFlow::Poll
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} else {
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glutin::event_loop::ControlFlow::Wait
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winit::event_loop::ControlFlow::Wait
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};
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}
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@ -132,30 +133,30 @@ pub fn run(app: Box<dyn epi::App>, native_options: &epi::NativeOptions) -> ! {
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// Platform-dependent event handlers to workaround a winit bug
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// See: https://github.com/rust-windowing/winit/issues/987
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// See: https://github.com/rust-windowing/winit/issues/1619
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glutin::event::Event::RedrawEventsCleared if cfg!(windows) => redraw(),
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glutin::event::Event::RedrawRequested(_) if !cfg!(windows) => redraw(),
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winit::event::Event::RedrawEventsCleared if cfg!(windows) => redraw(),
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winit::event::Event::RedrawRequested(_) if !cfg!(windows) => redraw(),
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glutin::event::Event::WindowEvent { event, .. } => {
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if let glutin::event::WindowEvent::Focused(new_focused) = event {
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winit::event::Event::WindowEvent { event, .. } => {
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if let winit::event::WindowEvent::Focused(new_focused) = event {
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is_focused = new_focused;
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}
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if let glutin::event::WindowEvent::Resized(physical_size) = event {
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if let winit::event::WindowEvent::Resized(physical_size) = event {
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gl_window.resize(physical_size);
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}
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integration.on_event(&event);
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if integration.should_quit() {
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*control_flow = glutin::event_loop::ControlFlow::Exit;
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*control_flow = winit::event_loop::ControlFlow::Exit;
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}
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gl_window.window().request_redraw(); // TODO: ask egui if the events warrants a repaint instead
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}
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glutin::event::Event::LoopDestroyed => {
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winit::event::Event::LoopDestroyed => {
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integration.on_exit(gl_window.window());
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painter.destroy(&gl);
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}
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glutin::event::Event::UserEvent(RequestRepaintEvent) => {
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winit::event::Event::UserEvent(RequestRepaintEvent) => {
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gl_window.window().request_redraw();
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}
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_ => (),
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@ -88,6 +88,8 @@
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#![allow(clippy::manual_range_contains)]
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pub mod painter;
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#[cfg(feature = "winit")]
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use egui_winit::winit;
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pub use glow;
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pub use painter::Painter;
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#[cfg(feature = "winit")]
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@ -119,10 +121,7 @@ pub struct EguiGlow {
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#[cfg(feature = "winit")]
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impl EguiGlow {
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pub fn new(
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gl_window: &glutin::WindowedContext<glutin::PossiblyCurrent>,
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gl: &glow::Context,
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) -> Self {
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pub fn new(window: &winit::window::Window, gl: &glow::Context) -> Self {
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let painter = crate::Painter::new(gl, None, "")
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.map_err(|error| {
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crate::misc_util::glow_print_error(format!(
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@ -134,7 +133,7 @@ impl EguiGlow {
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Self {
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egui_ctx: Default::default(),
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egui_winit: egui_winit::State::new(painter.max_texture_side(), gl_window.window()),
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egui_winit: egui_winit::State::new(painter.max_texture_side(), window),
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painter,
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shapes: Default::default(),
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textures_delta: Default::default(),
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@ -147,7 +146,7 @@ impl EguiGlow {
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/// and only when this returns `false` pass on the events to your game.
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///
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/// Note that egui uses `tab` to move focus between elements, so this will always return `true` for tabs.
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pub fn on_event(&mut self, event: &glutin::event::WindowEvent<'_>) -> bool {
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pub fn on_event(&mut self, event: &winit::event::WindowEvent<'_>) -> bool {
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self.egui_winit.on_event(&self.egui_ctx, event)
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}
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@ -156,7 +155,7 @@ impl EguiGlow {
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/// Call [`Self::paint`] later to paint.
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pub fn run(
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&mut self,
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window: &glutin::window::Window,
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window: &winit::window::Window,
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run_ui: impl FnMut(&egui::Context),
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) -> bool {
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let raw_input = self.egui_winit.take_egui_input(window);
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@ -172,11 +171,7 @@ impl EguiGlow {
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}
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/// Paint the results of the last call to [`Self::run`].
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pub fn paint(
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&mut self,
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gl_window: &glutin::WindowedContext<glutin::PossiblyCurrent>,
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gl: &glow::Context,
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) {
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pub fn paint(&mut self, window: &winit::window::Window, gl: &glow::Context) {
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let shapes = std::mem::take(&mut self.shapes);
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let mut textures_delta = std::mem::take(&mut self.textures_delta);
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@ -185,7 +180,7 @@ impl EguiGlow {
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}
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let clipped_meshes = self.egui_ctx.tessellate(shapes);
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let dimensions: [u32; 2] = gl_window.window().inner_size().into();
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let dimensions: [u32; 2] = window.inner_size().into();
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self.painter.paint_meshes(
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gl,
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dimensions,
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