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:
parent
9b2c3d1026
commit
ac4d75e9b4
8 changed files with 139 additions and 62 deletions
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@ -1,7 +1,9 @@
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use crate::{epi, Theme, WindowInfo};
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use egui_winit::{native_pixels_per_point, WindowSettings};
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use winit::event_loop::EventLoopWindowTarget;
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use egui_winit::{native_pixels_per_point, EventResponse, WindowSettings};
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use crate::{epi, Theme, WindowInfo};
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pub fn points_to_size(points: egui::Vec2) -> winit::dpi::LogicalSize<f64> {
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winit::dpi::LogicalSize {
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width: points.x as f64,
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@ -248,7 +250,11 @@ impl EpiIntegration {
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self.close
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}
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pub fn on_event(&mut self, app: &mut dyn epi::App, event: &winit::event::WindowEvent<'_>) {
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pub fn on_event(
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&mut self,
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app: &mut dyn epi::App,
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event: &winit::event::WindowEvent<'_>,
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) -> EventResponse {
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use winit::event::{ElementState, MouseButton, WindowEvent};
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match event {
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@ -262,7 +268,7 @@ impl EpiIntegration {
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_ => {}
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}
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self.egui_winit.on_event(&self.egui_ctx, event);
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self.egui_winit.on_event(&self.egui_ctx, event)
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}
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pub fn update(
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@ -19,6 +19,7 @@ pub struct RequestRepaintEvent;
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pub use epi::NativeOptions;
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#[derive(Debug)]
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enum EventResult {
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Wait,
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RepaintAsap,
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@ -35,7 +36,7 @@ trait WinitApp {
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fn on_event(
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&mut self,
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event_loop: &EventLoopWindowTarget<RequestRepaintEvent>,
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event: winit::event::Event<'_, RequestRepaintEvent>,
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event: &winit::event::Event<'_, RequestRepaintEvent>,
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) -> EventResult;
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}
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@ -81,7 +82,7 @@ fn run_and_return(event_loop: &mut EventLoop<RequestRepaintEvent>, mut winit_app
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let mut next_repaint_time = Instant::now();
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event_loop.run_return(|event, event_loop, control_flow| {
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let event_result = match event {
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let event_result = match &event {
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winit::event::Event::LoopDestroyed => EventResult::Exit,
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// Platform-dependent event handlers to workaround a winit bug
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@ -103,7 +104,7 @@ fn run_and_return(event_loop: &mut EventLoop<RequestRepaintEvent>, mut winit_app
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winit::event::Event::WindowEvent { window_id, .. }
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if winit_app.window().is_none()
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|| window_id != winit_app.window().unwrap().id() =>
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|| *window_id != winit_app.window().unwrap().id() =>
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{
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// This can happen if we close a window, and then reopen a new one,
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// or if we have multiple windows open.
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@ -116,6 +117,7 @@ fn run_and_return(event_loop: &mut EventLoop<RequestRepaintEvent>, mut winit_app
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match event_result {
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EventResult::Wait => {}
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EventResult::RepaintAsap => {
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tracing::debug!("Repaint caused by winit::Event: {:?}", event);
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next_repaint_time = Instant::now();
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}
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EventResult::RepaintAt(repaint_time) => {
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@ -132,6 +134,7 @@ fn run_and_return(event_loop: &mut EventLoop<RequestRepaintEvent>, mut winit_app
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if let Some(window) = winit_app.window() {
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window.request_redraw();
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}
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next_repaint_time = Instant::now() + Duration::from_secs(1_000_000_000);
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ControlFlow::Poll
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}
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Some(time_until_next_repaint) => {
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@ -181,7 +184,7 @@ fn run_and_exit(
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..
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}) => EventResult::RepaintAsap,
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event => winit_app.on_event(event_loop, event),
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event => winit_app.on_event(event_loop, &event),
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};
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match event_result {
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@ -496,7 +499,7 @@ mod glow_integration {
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fn on_event(
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&mut self,
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event_loop: &EventLoopWindowTarget<RequestRepaintEvent>,
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event: winit::event::Event<'_, RequestRepaintEvent>,
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event: &winit::event::Event<'_, RequestRepaintEvent>,
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) -> EventResult {
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match event {
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winit::event::Event::Resumed => {
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@ -551,13 +554,15 @@ mod glow_integration {
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_ => {}
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}
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running.integration.on_event(running.app.as_mut(), &event);
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let event_response =
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running.integration.on_event(running.app.as_mut(), event);
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if running.integration.should_close() {
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EventResult::Exit
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} else {
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// TODO(emilk): ask egui if the event warrants a repaint
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} else if event_response.repaint {
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EventResult::RepaintAsap
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} else {
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EventResult::Wait
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}
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} else {
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EventResult::Wait
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@ -847,7 +852,7 @@ mod wgpu_integration {
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fn on_event(
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&mut self,
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event_loop: &EventLoopWindowTarget<RequestRepaintEvent>,
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event: winit::event::Event<'_, RequestRepaintEvent>,
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event: &winit::event::Event<'_, RequestRepaintEvent>,
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) -> EventResult {
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match event {
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winit::event::Event::Resumed => {
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@ -912,12 +917,14 @@ mod wgpu_integration {
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_ => {}
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};
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running.integration.on_event(running.app.as_mut(), &event);
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let event_response =
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running.integration.on_event(running.app.as_mut(), event);
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if running.integration.should_close() {
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EventResult::Exit
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} else {
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// TODO(emilk): ask egui if the event warrants a repaint
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} else if event_response.repaint {
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EventResult::RepaintAsap
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} else {
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EventResult::Wait
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}
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} else {
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EventResult::Wait
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@ -39,6 +39,25 @@ pub fn screen_size_in_pixels(window: &winit::window::Window) -> egui::Vec2 {
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egui::vec2(size.width as f32, size.height as f32)
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}
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// ----------------------------------------------------------------------------
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#[must_use]
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pub struct EventResponse {
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/// If true, egui consumed this event, i.e. wants exclusive use of this event
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/// (e.g. a mouse click on an egui window, or entering text into a text field).
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///
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/// For instance, if you use egui for a game, you should only
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/// pass on the events to your game when [`Self::consumed`] is `false.
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///
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/// Note that egui uses `tab` to move focus between elements, so this will always be `true` for tabs.
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pub consumed: bool,
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/// Do we need an egui refresh because of this event?
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pub repaint: bool,
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}
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// ----------------------------------------------------------------------------
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/// Handles the integration between egui and winit.
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pub struct State {
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start_time: instant::Instant,
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@ -152,51 +171,63 @@ impl State {
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/// Call this when there is a new event.
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///
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/// The result can be found in [`Self::egui_input`] and be extracted with [`Self::take_egui_input`].
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///
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/// Returns `true` if egui wants exclusive use of this event
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/// (e.g. a mouse click on an egui window, or entering text into a text field).
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/// For instance, if you use egui for a game, you want to first call this
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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(
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&mut self,
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egui_ctx: &egui::Context,
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event: &winit::event::WindowEvent<'_>,
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) -> bool {
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) -> EventResponse {
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use winit::event::WindowEvent;
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match event {
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WindowEvent::ScaleFactorChanged { scale_factor, .. } => {
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let pixels_per_point = *scale_factor as f32;
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self.egui_input.pixels_per_point = Some(pixels_per_point);
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self.current_pixels_per_point = pixels_per_point;
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false
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EventResponse {
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repaint: true,
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consumed: false,
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}
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}
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WindowEvent::MouseInput { state, button, .. } => {
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self.on_mouse_button_input(*state, *button);
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egui_ctx.wants_pointer_input()
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EventResponse {
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repaint: true,
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consumed: egui_ctx.wants_pointer_input(),
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}
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}
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WindowEvent::MouseWheel { delta, .. } => {
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self.on_mouse_wheel(*delta);
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egui_ctx.wants_pointer_input()
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EventResponse {
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repaint: true,
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consumed: egui_ctx.wants_pointer_input(),
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}
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}
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WindowEvent::CursorMoved { position, .. } => {
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self.on_cursor_moved(*position);
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egui_ctx.is_using_pointer()
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EventResponse {
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repaint: true,
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consumed: egui_ctx.is_using_pointer(),
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}
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}
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WindowEvent::CursorLeft { .. } => {
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self.pointer_pos_in_points = None;
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self.egui_input.events.push(egui::Event::PointerGone);
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false
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EventResponse {
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repaint: true,
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consumed: false,
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}
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}
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// WindowEvent::TouchpadPressure {device_id, pressure, stage, .. } => {} // TODO
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WindowEvent::Touch(touch) => {
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self.on_touch(touch);
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match touch.phase {
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let consumed = match touch.phase {
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winit::event::TouchPhase::Started
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| winit::event::TouchPhase::Ended
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| winit::event::TouchPhase::Cancelled => egui_ctx.wants_pointer_input(),
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winit::event::TouchPhase::Moved => egui_ctx.is_using_pointer(),
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};
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EventResponse {
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repaint: true,
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consumed,
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}
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}
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WindowEvent::ReceivedCharacter(ch) => {
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@ -205,37 +236,54 @@ impl State {
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let is_mac_cmd = cfg!(target_os = "macos")
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&& (self.egui_input.modifiers.ctrl || self.egui_input.modifiers.mac_cmd);
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if is_printable_char(*ch) && !is_mac_cmd {
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let consumed = if is_printable_char(*ch) && !is_mac_cmd {
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self.egui_input
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.events
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.push(egui::Event::Text(ch.to_string()));
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egui_ctx.wants_keyboard_input()
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} else {
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false
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};
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EventResponse {
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repaint: true,
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consumed,
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}
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}
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WindowEvent::KeyboardInput { input, .. } => {
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self.on_keyboard_input(input);
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egui_ctx.wants_keyboard_input()
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|| input.virtual_keycode == Some(winit::event::VirtualKeyCode::Tab)
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let consumed = egui_ctx.wants_keyboard_input()
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|| input.virtual_keycode == Some(winit::event::VirtualKeyCode::Tab);
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EventResponse {
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repaint: true,
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consumed,
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}
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}
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WindowEvent::Focused(has_focus) => {
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self.egui_input.has_focus = *has_focus;
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// We will not be given a KeyboardInput event when the modifiers are released while
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// the window does not have focus. Unset all modifier state to be safe.
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self.egui_input.modifiers = egui::Modifiers::default();
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false
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EventResponse {
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repaint: true,
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consumed: false,
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}
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}
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WindowEvent::HoveredFile(path) => {
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self.egui_input.hovered_files.push(egui::HoveredFile {
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path: Some(path.clone()),
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..Default::default()
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});
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false
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EventResponse {
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repaint: true,
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consumed: false,
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}
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}
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WindowEvent::HoveredFileCancelled => {
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self.egui_input.hovered_files.clear();
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false
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EventResponse {
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repaint: true,
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consumed: false,
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}
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}
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WindowEvent::DroppedFile(path) => {
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self.egui_input.hovered_files.clear();
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@ -243,7 +291,10 @@ impl State {
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path: Some(path.clone()),
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..Default::default()
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});
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false
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EventResponse {
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repaint: true,
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consumed: false,
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}
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}
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WindowEvent::ModifiersChanged(state) => {
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self.egui_input.modifiers.alt = state.alt();
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@ -255,12 +306,27 @@ impl State {
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} else {
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state.ctrl()
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};
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false
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}
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_ => {
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// dbg!(event);
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false
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EventResponse {
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repaint: true,
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consumed: false,
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}
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}
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WindowEvent::AxisMotion { .. }
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| WindowEvent::CloseRequested
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| WindowEvent::CursorEntered { .. }
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| WindowEvent::Destroyed
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| WindowEvent::Ime(_)
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| WindowEvent::Occluded(_)
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| WindowEvent::Resized(_)
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| WindowEvent::ThemeChanged(_)
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| WindowEvent::TouchpadPressure { .. } => EventResponse {
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repaint: true,
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consumed: false,
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},
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WindowEvent::Moved(_) => EventResponse {
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repaint: false, // moving a window doesn't warrant a repaint
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consumed: false,
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},
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}
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}
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@ -87,9 +87,11 @@ fn main() {
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*control_flow = glutin::event_loop::ControlFlow::Exit;
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}
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egui_glium.on_event(&event);
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let event_response = egui_glium.on_event(&event);
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display.gl_window().window().request_redraw(); // TODO(emilk): ask egui if the events warrants a repaint instead
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if event_response.repaint {
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display.gl_window().window().request_redraw();
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}
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}
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glutin::event::Event::NewEvents(glutin::event::StartCause::ResumeTimeReached {
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..
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@ -66,9 +66,11 @@ fn main() {
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*control_flow = glutin::event_loop::ControlFlow::Exit;
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}
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egui_glium.on_event(&event);
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let event_response = egui_glium.on_event(&event);
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display.gl_window().window().request_redraw(); // TODO(emilk): ask egui if the events warrants a repaint instead
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if event_response.repaint {
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display.gl_window().window().request_redraw();
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}
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}
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glutin::event::Event::NewEvents(glutin::event::StartCause::ResumeTimeReached {
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..
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@ -15,7 +15,9 @@ mod painter;
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pub use painter::Painter;
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pub use egui_winit;
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use egui_winit::winit::event_loop::EventLoopWindowTarget;
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pub use egui_winit::EventResponse;
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// ----------------------------------------------------------------------------
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@ -47,13 +49,7 @@ impl EguiGlium {
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}
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}
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/// Returns `true` if egui wants exclusive use of this event
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/// (e.g. a mouse click on an egui window, or entering text into a text field).
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/// For instance, if you use egui for a game, you want to first call this
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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: &glium::glutin::event::WindowEvent<'_>) -> bool {
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pub fn on_event(&mut self, event: &glium::glutin::event::WindowEvent<'_>) -> EventResponse {
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self.egui_winit.on_event(&self.egui_ctx, event)
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}
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@ -79,9 +79,11 @@ fn main() {
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gl_window.resize(**new_inner_size);
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}
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egui_glow.on_event(&event);
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let event_response = egui_glow.on_event(&event);
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gl_window.window().request_redraw(); // TODO(emilk): ask egui if the events warrants a repaint instead
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if event_response.repaint {
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gl_window.window().request_redraw();
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}
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}
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glutin::event::Event::LoopDestroyed => {
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egui_glow.destroy();
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@ -1,4 +1,6 @@
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pub use egui_winit;
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pub use egui_winit::EventResponse;
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use egui_winit::winit;
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/// Use [`egui`] from a [`glow`] app based on [`winit`].
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@ -31,13 +33,7 @@ impl EguiGlow {
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}
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}
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/// Returns `true` if egui wants exclusive use of this event
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/// (e.g. a mouse click on an egui window, or entering text into a text field).
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/// For instance, if you use egui for a game, you want to first call this
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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: &winit::event::WindowEvent<'_>) -> bool {
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pub fn on_event(&mut self, event: &winit::event::WindowEvent<'_>) -> EventResponse {
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self.egui_winit.on_event(&self.egui_ctx, event)
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}
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