//! [`egui`] bindings for [`glow`](https://github.com/grovesNL/glow). //! //! The main type you want to use is [`EguiGlow`]. //! //! 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))] #![deny(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::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::float_cmp_const, clippy::fn_params_excessive_bools, clippy::if_let_mutex, clippy::imprecise_flops, clippy::inefficient_to_string, clippy::invalid_upcast_comparisons, 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::match_on_vec_items, clippy::match_same_arms, 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_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::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, missing_crate_level_docs, nonstandard_style, rust_2018_idioms )] #![allow(clippy::float_cmp)] #![allow(clippy::manual_range_contains)] mod painter; pub use painter::Painter; #[cfg(feature = "epi")] mod epi_backend; #[cfg(feature = "epi")] pub use epi_backend::{run, NativeOptions}; pub use egui_winit; // ---------------------------------------------------------------------------- /// Use [`egui`] from a [`glow`] app. pub struct EguiGlow { egui_ctx: egui::CtxRef, egui_winit: egui_winit::State, painter: crate::Painter, } impl EguiGlow { pub fn new( gl_window: &glutin::WindowedContext, gl: &glow::Context, ) -> Self { Self { egui_ctx: Default::default(), egui_winit: egui_winit::State::new(gl_window.window()), painter: crate::Painter::new(gl), } } pub fn ctx(&self) -> &egui::CtxRef { &self.egui_ctx } pub fn painter_mut(&mut self) -> &mut crate::Painter { &mut self.painter } pub fn ctx_and_painter_mut(&mut self) -> (&egui::CtxRef, &mut crate::Painter) { (&self.egui_ctx, &mut self.painter) } pub fn pixels_per_point(&self) -> f32 { self.egui_winit.pixels_per_point() } pub fn egui_input(&self) -> &egui::RawInput { self.egui_winit.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, event: &glutin::event::WindowEvent<'_>) -> bool { self.egui_winit.on_event(&self.egui_ctx, event) } /// Is this a close event or a Cmd-Q/Alt-F4 keyboard command? pub fn is_quit_event(&self, event: &glutin::event::WindowEvent<'_>) -> bool { self.egui_winit.is_quit_event(event) } pub fn begin_frame(&mut self, window: &glutin::window::Window) { let raw_input = self.take_raw_input(window); self.begin_frame_with_input(raw_input); } pub fn begin_frame_with_input(&mut self, raw_input: egui::RawInput) { self.egui_ctx.begin_frame(raw_input); } /// Prepare for a new frame. Normally you would call [`Self::begin_frame`] instead. pub fn take_raw_input(&mut self, window: &glutin::window::Window) -> egui::RawInput { self.egui_winit.take_egui_input(window) } /// Returns `needs_repaint` and shapes to draw. pub fn end_frame( &mut self, window: &glutin::window::Window, ) -> (bool, Vec) { let (egui_output, shapes) = self.egui_ctx.end_frame(); let needs_repaint = egui_output.needs_repaint; self.handle_output(window, egui_output); (needs_repaint, shapes) } pub fn handle_output(&mut self, window: &glutin::window::Window, output: egui::Output) { self.egui_winit .handle_output(window, &self.egui_ctx, output); } pub fn paint( &mut self, gl_window: &glutin::WindowedContext, gl: &glow::Context, shapes: Vec, ) { let clipped_meshes = self.egui_ctx.tessellate(shapes); self.painter.paint_meshes( gl_window, gl, self.egui_ctx.pixels_per_point(), clipped_meshes, &self.egui_ctx.texture(), ); } pub fn destroy(&mut self, gl: &glow::Context) { self.painter.destroy(gl) } }