//! [`egui`] bindings for [`glium`](https://github.com/glium/glium). //! //! The main type you want to use is [`EguiGlium`]. //! //! This library is an [`epi`] backend. //! If you are writing an app, you may want to look at [`eframe`](https://docs.rs/eframe) instead. // Forbid warnings in release builds: #![cfg_attr(not(debug_assertions), deny(warnings))] #![forbid(unsafe_code)] #![warn( clippy::all, clippy::await_holding_lock, clippy::char_lit_as_u8, clippy::checked_conversions, clippy::dbg_macro, clippy::debug_assert_with_mut_call, clippy::disallowed_method, clippy::doc_markdown, clippy::empty_enum, clippy::enum_glob_use, clippy::exit, clippy::expl_impl_clone_on_copy, clippy::explicit_deref_methods, clippy::explicit_into_iter_loop, clippy::fallible_impl_from, clippy::filter_map_next, clippy::flat_map_option, clippy::float_cmp_const, clippy::fn_params_excessive_bools, clippy::from_iter_instead_of_collect, clippy::if_let_mutex, clippy::implicit_clone, clippy::imprecise_flops, clippy::inefficient_to_string, clippy::invalid_upcast_comparisons, clippy::large_digit_groups, clippy::large_stack_arrays, clippy::large_types_passed_by_value, clippy::let_unit_value, clippy::linkedlist, clippy::lossy_float_literal, clippy::macro_use_imports, clippy::manual_ok_or, clippy::map_err_ignore, clippy::map_flatten, clippy::map_unwrap_or, clippy::match_on_vec_items, clippy::match_same_arms, clippy::match_wild_err_arm, clippy::match_wildcard_for_single_variants, clippy::mem_forget, clippy::mismatched_target_os, clippy::missing_errors_doc, clippy::missing_safety_doc, clippy::mut_mut, clippy::mutex_integer, clippy::needless_borrow, clippy::needless_continue, clippy::needless_for_each, clippy::needless_pass_by_value, clippy::option_option, clippy::path_buf_push_overwrite, clippy::ptr_as_ptr, clippy::ref_option_ref, clippy::rest_pat_in_fully_bound_structs, clippy::same_functions_in_if_condition, clippy::semicolon_if_nothing_returned, clippy::single_match_else, clippy::string_add_assign, clippy::string_add, clippy::string_lit_as_bytes, clippy::string_to_string, clippy::todo, clippy::trait_duplication_in_bounds, clippy::unimplemented, clippy::unnested_or_patterns, clippy::unused_self, clippy::useless_transmute, clippy::verbose_file_reads, clippy::zero_sized_map_values, future_incompatible, nonstandard_style, rust_2018_idioms, rustdoc::missing_crate_level_docs )] #![allow(clippy::float_cmp)] #![allow(clippy::manual_range_contains)] mod painter; pub use painter::Painter; pub use egui_winit; // ---------------------------------------------------------------------------- /// Convenience wrapper for using [`egui`] from a [`glium`] app. pub struct EguiGlium { pub egui_ctx: egui::Context, pub egui_winit: egui_winit::State, pub painter: crate::Painter, shapes: Vec, textures_delta: egui::TexturesDelta, } impl EguiGlium { pub fn new(display: &glium::Display) -> Self { let painter = crate::Painter::new(display); Self { egui_ctx: Default::default(), egui_winit: egui_winit::State::new( painter.max_texture_side(), display.gl_window().window(), ), painter, shapes: Default::default(), textures_delta: Default::default(), } } /// 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 { self.egui_winit.on_event(&self.egui_ctx, event) } /// Returns `true` if egui requests a repaint. /// /// Call [`Self::paint`] later to paint. pub fn run(&mut self, display: &glium::Display, run_ui: impl FnMut(&egui::Context)) -> bool { let raw_input = self .egui_winit .take_egui_input(display.gl_window().window()); let egui::FullOutput { platform_output, needs_repaint, textures_delta, shapes, } = self.egui_ctx.run(raw_input, run_ui); self.egui_winit.handle_platform_output( display.gl_window().window(), &self.egui_ctx, platform_output, ); self.shapes = shapes; self.textures_delta.append(textures_delta); needs_repaint } /// Paint the results of the last call to [`Self::run`]. pub fn paint(&mut self, display: &glium::Display, target: &mut T) { let shapes = std::mem::take(&mut self.shapes); let textures_delta = std::mem::take(&mut self.textures_delta); let clipped_meshes = self.egui_ctx.tessellate(shapes); self.painter.paint_and_update_textures( display, target, self.egui_ctx.pixels_per_point(), clipped_meshes, &textures_delta, ); } }