egui-winit: don't repaint when just moving window (#1980)

* Bug fix: reset repaint countdown when we pass it

* eframe: debug-print what winit event caused a repaint

* egui-winit: don't repaint when only moving window

* fix docstring
This commit is contained in:
Emil Ernerfeldt 2022-08-29 11:20:19 +02:00 committed by GitHub
parent 9b2c3d1026
commit ac4d75e9b4
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GPG key ID: 4AEE18F83AFDEB23
8 changed files with 139 additions and 62 deletions

View file

@ -1,7 +1,9 @@
use crate::{epi, Theme, WindowInfo};
use egui_winit::{native_pixels_per_point, WindowSettings};
use winit::event_loop::EventLoopWindowTarget;
use egui_winit::{native_pixels_per_point, EventResponse, WindowSettings};
use crate::{epi, Theme, WindowInfo};
pub fn points_to_size(points: egui::Vec2) -> winit::dpi::LogicalSize<f64> {
winit::dpi::LogicalSize {
width: points.x as f64,
@ -248,7 +250,11 @@ impl EpiIntegration {
self.close
}
pub fn on_event(&mut self, app: &mut dyn epi::App, event: &winit::event::WindowEvent<'_>) {
pub fn on_event(
&mut self,
app: &mut dyn epi::App,
event: &winit::event::WindowEvent<'_>,
) -> EventResponse {
use winit::event::{ElementState, MouseButton, WindowEvent};
match event {
@ -262,7 +268,7 @@ impl EpiIntegration {
_ => {}
}
self.egui_winit.on_event(&self.egui_ctx, event);
self.egui_winit.on_event(&self.egui_ctx, event)
}
pub fn update(

View file

@ -19,6 +19,7 @@ pub struct RequestRepaintEvent;
pub use epi::NativeOptions;
#[derive(Debug)]
enum EventResult {
Wait,
RepaintAsap,
@ -35,7 +36,7 @@ trait WinitApp {
fn on_event(
&mut self,
event_loop: &EventLoopWindowTarget<RequestRepaintEvent>,
event: winit::event::Event<'_, RequestRepaintEvent>,
event: &winit::event::Event<'_, RequestRepaintEvent>,
) -> EventResult;
}
@ -81,7 +82,7 @@ fn run_and_return(event_loop: &mut EventLoop<RequestRepaintEvent>, mut winit_app
let mut next_repaint_time = Instant::now();
event_loop.run_return(|event, event_loop, control_flow| {
let event_result = match event {
let event_result = match &event {
winit::event::Event::LoopDestroyed => EventResult::Exit,
// Platform-dependent event handlers to workaround a winit bug
@ -103,7 +104,7 @@ fn run_and_return(event_loop: &mut EventLoop<RequestRepaintEvent>, mut winit_app
winit::event::Event::WindowEvent { window_id, .. }
if winit_app.window().is_none()
|| window_id != winit_app.window().unwrap().id() =>
|| *window_id != winit_app.window().unwrap().id() =>
{
// This can happen if we close a window, and then reopen a new one,
// or if we have multiple windows open.
@ -116,6 +117,7 @@ fn run_and_return(event_loop: &mut EventLoop<RequestRepaintEvent>, mut winit_app
match event_result {
EventResult::Wait => {}
EventResult::RepaintAsap => {
tracing::debug!("Repaint caused by winit::Event: {:?}", event);
next_repaint_time = Instant::now();
}
EventResult::RepaintAt(repaint_time) => {
@ -132,6 +134,7 @@ fn run_and_return(event_loop: &mut EventLoop<RequestRepaintEvent>, mut winit_app
if let Some(window) = winit_app.window() {
window.request_redraw();
}
next_repaint_time = Instant::now() + Duration::from_secs(1_000_000_000);
ControlFlow::Poll
}
Some(time_until_next_repaint) => {
@ -181,7 +184,7 @@ fn run_and_exit(
..
}) => EventResult::RepaintAsap,
event => winit_app.on_event(event_loop, event),
event => winit_app.on_event(event_loop, &event),
};
match event_result {
@ -496,7 +499,7 @@ mod glow_integration {
fn on_event(
&mut self,
event_loop: &EventLoopWindowTarget<RequestRepaintEvent>,
event: winit::event::Event<'_, RequestRepaintEvent>,
event: &winit::event::Event<'_, RequestRepaintEvent>,
) -> EventResult {
match event {
winit::event::Event::Resumed => {
@ -551,13 +554,15 @@ mod glow_integration {
_ => {}
}
running.integration.on_event(running.app.as_mut(), &event);
let event_response =
running.integration.on_event(running.app.as_mut(), event);
if running.integration.should_close() {
EventResult::Exit
} else {
// TODO(emilk): ask egui if the event warrants a repaint
} else if event_response.repaint {
EventResult::RepaintAsap
} else {
EventResult::Wait
}
} else {
EventResult::Wait
@ -847,7 +852,7 @@ mod wgpu_integration {
fn on_event(
&mut self,
event_loop: &EventLoopWindowTarget<RequestRepaintEvent>,
event: winit::event::Event<'_, RequestRepaintEvent>,
event: &winit::event::Event<'_, RequestRepaintEvent>,
) -> EventResult {
match event {
winit::event::Event::Resumed => {
@ -912,12 +917,14 @@ mod wgpu_integration {
_ => {}
};
running.integration.on_event(running.app.as_mut(), &event);
let event_response =
running.integration.on_event(running.app.as_mut(), event);
if running.integration.should_close() {
EventResult::Exit
} else {
// TODO(emilk): ask egui if the event warrants a repaint
} else if event_response.repaint {
EventResult::RepaintAsap
} else {
EventResult::Wait
}
} else {
EventResult::Wait

View file

@ -39,6 +39,25 @@ pub fn screen_size_in_pixels(window: &winit::window::Window) -> egui::Vec2 {
egui::vec2(size.width as f32, size.height as f32)
}
// ----------------------------------------------------------------------------
#[must_use]
pub struct EventResponse {
/// If true, egui consumed this event, i.e. 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 should only
/// pass on the events to your game when [`Self::consumed`] is `false.
///
/// Note that egui uses `tab` to move focus between elements, so this will always be `true` for tabs.
pub consumed: bool,
/// Do we need an egui refresh because of this event?
pub repaint: bool,
}
// ----------------------------------------------------------------------------
/// Handles the integration between egui and winit.
pub struct State {
start_time: instant::Instant,
@ -152,51 +171,63 @@ impl State {
/// Call this when there is a new event.
///
/// The result can be found in [`Self::egui_input`] and be extracted with [`Self::take_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
/// and only when this returns `false` pass on the events to your game.
///
/// Note that egui uses `tab` to move focus between elements, so this will always return `true` for tabs.
pub fn on_event(
&mut self,
egui_ctx: &egui::Context,
event: &winit::event::WindowEvent<'_>,
) -> bool {
) -> EventResponse {
use winit::event::WindowEvent;
match event {
WindowEvent::ScaleFactorChanged { scale_factor, .. } => {
let pixels_per_point = *scale_factor as f32;
self.egui_input.pixels_per_point = Some(pixels_per_point);
self.current_pixels_per_point = pixels_per_point;
false
EventResponse {
repaint: true,
consumed: false,
}
}
WindowEvent::MouseInput { state, button, .. } => {
self.on_mouse_button_input(*state, *button);
egui_ctx.wants_pointer_input()
EventResponse {
repaint: true,
consumed: egui_ctx.wants_pointer_input(),
}
}
WindowEvent::MouseWheel { delta, .. } => {
self.on_mouse_wheel(*delta);
egui_ctx.wants_pointer_input()
EventResponse {
repaint: true,
consumed: egui_ctx.wants_pointer_input(),
}
}
WindowEvent::CursorMoved { position, .. } => {
self.on_cursor_moved(*position);
egui_ctx.is_using_pointer()
EventResponse {
repaint: true,
consumed: egui_ctx.is_using_pointer(),
}
}
WindowEvent::CursorLeft { .. } => {
self.pointer_pos_in_points = None;
self.egui_input.events.push(egui::Event::PointerGone);
false
EventResponse {
repaint: true,
consumed: false,
}
}
// WindowEvent::TouchpadPressure {device_id, pressure, stage, .. } => {} // TODO
WindowEvent::Touch(touch) => {
self.on_touch(touch);
match touch.phase {
let consumed = match touch.phase {
winit::event::TouchPhase::Started
| winit::event::TouchPhase::Ended
| winit::event::TouchPhase::Cancelled => egui_ctx.wants_pointer_input(),
winit::event::TouchPhase::Moved => egui_ctx.is_using_pointer(),
};
EventResponse {
repaint: true,
consumed,
}
}
WindowEvent::ReceivedCharacter(ch) => {
@ -205,37 +236,54 @@ impl State {
let is_mac_cmd = cfg!(target_os = "macos")
&& (self.egui_input.modifiers.ctrl || self.egui_input.modifiers.mac_cmd);
if is_printable_char(*ch) && !is_mac_cmd {
let consumed = if is_printable_char(*ch) && !is_mac_cmd {
self.egui_input
.events
.push(egui::Event::Text(ch.to_string()));
egui_ctx.wants_keyboard_input()
} else {
false
};
EventResponse {
repaint: true,
consumed,
}
}
WindowEvent::KeyboardInput { input, .. } => {
self.on_keyboard_input(input);
egui_ctx.wants_keyboard_input()
|| input.virtual_keycode == Some(winit::event::VirtualKeyCode::Tab)
let consumed = egui_ctx.wants_keyboard_input()
|| input.virtual_keycode == Some(winit::event::VirtualKeyCode::Tab);
EventResponse {
repaint: true,
consumed,
}
}
WindowEvent::Focused(has_focus) => {
self.egui_input.has_focus = *has_focus;
// We will not be given a KeyboardInput event when the modifiers are released while
// the window does not have focus. Unset all modifier state to be safe.
self.egui_input.modifiers = egui::Modifiers::default();
false
EventResponse {
repaint: true,
consumed: false,
}
}
WindowEvent::HoveredFile(path) => {
self.egui_input.hovered_files.push(egui::HoveredFile {
path: Some(path.clone()),
..Default::default()
});
false
EventResponse {
repaint: true,
consumed: false,
}
}
WindowEvent::HoveredFileCancelled => {
self.egui_input.hovered_files.clear();
false
EventResponse {
repaint: true,
consumed: false,
}
}
WindowEvent::DroppedFile(path) => {
self.egui_input.hovered_files.clear();
@ -243,7 +291,10 @@ impl State {
path: Some(path.clone()),
..Default::default()
});
false
EventResponse {
repaint: true,
consumed: false,
}
}
WindowEvent::ModifiersChanged(state) => {
self.egui_input.modifiers.alt = state.alt();
@ -255,12 +306,27 @@ impl State {
} else {
state.ctrl()
};
false
}
_ => {
// dbg!(event);
false
EventResponse {
repaint: true,
consumed: false,
}
}
WindowEvent::AxisMotion { .. }
| WindowEvent::CloseRequested
| WindowEvent::CursorEntered { .. }
| WindowEvent::Destroyed
| WindowEvent::Ime(_)
| WindowEvent::Occluded(_)
| WindowEvent::Resized(_)
| WindowEvent::ThemeChanged(_)
| WindowEvent::TouchpadPressure { .. } => EventResponse {
repaint: true,
consumed: false,
},
WindowEvent::Moved(_) => EventResponse {
repaint: false, // moving a window doesn't warrant a repaint
consumed: false,
},
}
}

View file

@ -87,9 +87,11 @@ fn main() {
*control_flow = glutin::event_loop::ControlFlow::Exit;
}
egui_glium.on_event(&event);
let event_response = egui_glium.on_event(&event);
display.gl_window().window().request_redraw(); // TODO(emilk): ask egui if the events warrants a repaint instead
if event_response.repaint {
display.gl_window().window().request_redraw();
}
}
glutin::event::Event::NewEvents(glutin::event::StartCause::ResumeTimeReached {
..

View file

@ -66,9 +66,11 @@ fn main() {
*control_flow = glutin::event_loop::ControlFlow::Exit;
}
egui_glium.on_event(&event);
let event_response = egui_glium.on_event(&event);
display.gl_window().window().request_redraw(); // TODO(emilk): ask egui if the events warrants a repaint instead
if event_response.repaint {
display.gl_window().window().request_redraw();
}
}
glutin::event::Event::NewEvents(glutin::event::StartCause::ResumeTimeReached {
..

View file

@ -15,7 +15,9 @@ mod painter;
pub use painter::Painter;
pub use egui_winit;
use egui_winit::winit::event_loop::EventLoopWindowTarget;
pub use egui_winit::EventResponse;
// ----------------------------------------------------------------------------
@ -47,13 +49,7 @@ impl EguiGlium {
}
}
/// 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
/// and only when this returns `false` pass on the events to your game.
///
/// Note that egui uses `tab` to move focus between elements, so this will always return `true` for tabs.
pub fn on_event(&mut self, event: &glium::glutin::event::WindowEvent<'_>) -> bool {
pub fn on_event(&mut self, event: &glium::glutin::event::WindowEvent<'_>) -> EventResponse {
self.egui_winit.on_event(&self.egui_ctx, event)
}

View file

@ -79,9 +79,11 @@ fn main() {
gl_window.resize(**new_inner_size);
}
egui_glow.on_event(&event);
let event_response = egui_glow.on_event(&event);
gl_window.window().request_redraw(); // TODO(emilk): ask egui if the events warrants a repaint instead
if event_response.repaint {
gl_window.window().request_redraw();
}
}
glutin::event::Event::LoopDestroyed => {
egui_glow.destroy();

View file

@ -1,4 +1,6 @@
pub use egui_winit;
pub use egui_winit::EventResponse;
use egui_winit::winit;
/// Use [`egui`] from a [`glow`] app based on [`winit`].
@ -31,13 +33,7 @@ impl EguiGlow {
}
}
/// 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
/// and only when this returns `false` pass on the events to your game.
///
/// Note that egui uses `tab` to move focus between elements, so this will always return `true` for tabs.
pub fn on_event(&mut self, event: &winit::event::WindowEvent<'_>) -> bool {
pub fn on_event(&mut self, event: &winit::event::WindowEvent<'_>) -> EventResponse {
self.egui_winit.on_event(&self.egui_ctx, event)
}