pub use egui_winit; use egui_winit::winit; /// Use [`egui`] from a [`glow`] app. pub struct EguiGlow { pub egui_ctx: egui::Context, pub egui_winit: egui_winit::State, pub painter: crate::Painter, shapes: Vec, textures_delta: egui::TexturesDelta, } impl EguiGlow { pub fn new(window: &winit::window::Window, gl: std::rc::Rc) -> Self { let painter = crate::Painter::new(gl, None, "") .map_err(|error| { tracing::error!("error occurred in initializing painter:\n{}", error); }) .unwrap(); Self { egui_ctx: Default::default(), egui_winit: egui_winit::State::new(painter.max_texture_side(), 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: &winit::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, window: &winit::window::Window, run_ui: impl FnMut(&egui::Context), ) -> bool { let raw_input = self.egui_winit.take_egui_input(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(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, window: &winit::window::Window) { let shapes = std::mem::take(&mut self.shapes); let mut textures_delta = std::mem::take(&mut self.textures_delta); for (id, image_delta) in textures_delta.set { self.painter.set_texture(id, &image_delta); } let clipped_primitives = self.egui_ctx.tessellate(shapes); let dimensions: [u32; 2] = window.inner_size().into(); self.painter.paint_primitives( dimensions, self.egui_ctx.pixels_per_point(), &clipped_primitives, ); for id in textures_delta.free.drain(..) { self.painter.free_texture(id); } } /// Call to release the allocated graphics resources. pub fn destroy(&mut self) { self.painter.destroy(); } }