//! Backend-agnostic interface for writing apps using [`egui`]. //! //! `epi` provides interfaces for window management, serialization and http requests. //! An app written for `epi` can then be plugged into [`eframe`](https://docs.rs/eframe), //! the egui framework crate. //! //! Start by looking at the [`App`] trait, and implement [`App::update`]. #![cfg_attr(not(debug_assertions), deny(warnings))] // Forbid warnings in release builds #![deny(broken_intra_doc_links)] #![deny(invalid_codeblock_attributes)] #![deny(private_intra_doc_links)] #![forbid(unsafe_code)] #![warn( clippy::all, clippy::await_holding_lock, clippy::dbg_macro, clippy::debug_assert_with_mut_call, clippy::doc_markdown, clippy::empty_enum, clippy::enum_glob_use, clippy::exit, clippy::explicit_into_iter_loop, clippy::filter_map_next, clippy::fn_params_excessive_bools, clippy::if_let_mutex, clippy::imprecise_flops, clippy::inefficient_to_string, clippy::large_types_passed_by_value, clippy::let_unit_value, clippy::linkedlist, clippy::lossy_float_literal, clippy::macro_use_imports, 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::needless_borrow, clippy::needless_continue, clippy::needless_pass_by_value, clippy::option_option, clippy::pub_enum_variant_names, clippy::ref_option_ref, clippy::rest_pat_in_fully_bound_structs, clippy::string_add_assign, clippy::string_add, clippy::string_to_string, clippy::todo, clippy::unimplemented, clippy::unnested_or_patterns, clippy::unused_self, clippy::verbose_file_reads, future_incompatible, nonstandard_style, rust_2018_idioms )] #![allow(clippy::manual_range_contains)] pub use egui; // Re-export for user convenience // ---------------------------------------------------------------------------- /// Implement this trait to write apps that can be compiled both natively using the [`egui_glium`](https://crates.io/crates/egui_glium) crate, /// and deployed as a web site using the [`egui_web`](https://crates.io/crates/egui_web) crate. pub trait App { /// Called each time the UI needs repainting, which may be many times per second. /// Put your widgets into a [`egui::SidePanel`], [`egui::TopPanel`], [`egui::CentralPanel`], [`egui::Window`] or [`egui::Area`]. fn update(&mut self, ctx: &egui::CtxRef, frame: &mut Frame<'_>); /// Called once before the first frame. /// Allows you to do setup code and to call `ctx.set_fonts()`. /// Optional. fn setup(&mut self, _ctx: &egui::CtxRef) {} /// If `true` a warm-up call to [`Self::update`] will be issued where /// `ctx.memory().everything_is_visible()` will be set to `true`. /// /// In this warm-up call, all painted shapes will be ignored. fn warm_up_enabled(&self) -> bool { false } /// Called once on start. Allows you to restore state. fn load(&mut self, _storage: &dyn Storage) {} /// Called on shutdown, and perhaps at regular intervals. Allows you to save state. /// /// On web the states is stored to "Local Storage". /// On native the path is picked using [`directories_next::ProjectDirs::data_dir`](https://docs.rs/directories-next/2.0.0/directories_next/struct.ProjectDirs.html#method.data_dir) which is: /// * Linux: `/home/UserName/.local/share/APPNAME` /// * macOS: `/Users/UserName/Library/Application Support/APPNAME` /// * Windows: `C:\Users\UserName\AppData\Roaming\APPNAME` /// /// where `APPNAME` is what is returned by [`Self::name()`]. fn save(&mut self, _storage: &mut dyn Storage) {} /// Called once on shutdown (before or after `save()`) fn on_exit(&mut self) {} // --------- // Settings: /// The name of your App. fn name(&self) -> &str; /// Time between automatic calls to `save()` fn auto_save_interval(&self) -> std::time::Duration { std::time::Duration::from_secs(30) } /// The size limit of the web app canvas fn max_size_points(&self) -> egui::Vec2 { // Some browsers get slow with huge WebGL canvases, so we limit the size: egui::Vec2::new(1024.0, 2048.0) } /// Background color for the app, e.g. what is sent to `gl.clearColor`. /// This is the background of your windows if you don't set a central panel. fn clear_color(&self) -> egui::Rgba { // NOTE: a bright gray makes the shadows of the windows look weird. // We use a bit of transparency so that if the user switches on the // `transparent()` option they get immediate results. egui::Color32::from_rgba_unmultiplied(12, 12, 12, 180).into() } } /// Options controlling the behavior of a native window #[derive(Clone)] pub struct NativeOptions { /// The application icon, e.g. in the Windows task bar etc. pub icon_data: Option, /// The initial size of the native window in points (logical pixels). pub initial_window_size: Option, /// Should the app window be resizable? pub resizable: bool, /// On desktop: add window decorations (i.e. a frame around your app)? /// If false it will be difficult to move and resize the app. pub decorated: bool, /// On desktop: make the window transparent. /// You control the transparency with [`App::clear_color()`]. /// You should avoid having a [`egui::CentralPanel`], or make sure its frame is also transparent. pub transparent: bool, /// On Windows: enable drag and drop support. /// Set to false to avoid issues with crates such as cpal which uses that use multi-threaded COM API pub drag_and_drop_support: bool, } impl Default for NativeOptions { fn default() -> Self { Self { icon_data: None, initial_window_size: None, resizable: true, decorated: true, transparent: false, drag_and_drop_support: true, } } } /// Image data for the icon. #[derive(Clone)] pub struct IconData { /// RGBA pixels. pub rgba: Vec, /// Image width. This should be a multiple of 4. pub width: u32, /// Image height. This should be a multiple of 4. pub height: u32, } /// Represents the surroundings of your app. /// /// It provides methods to inspect the surroundings (are we on the web?), /// allocate textures, do http requests, and change settings (e.g. window size). pub struct Frame<'a>(backend::FrameBuilder<'a>); impl<'a> Frame<'a> { /// True if you are in a web environment. pub fn is_web(&self) -> bool { self.info().web_info.is_some() } /// Information about the integration. pub fn info(&self) -> &IntegrationInfo { &self.0.info } /// A way to allocate textures. pub fn tex_allocator(&mut self) -> &mut dyn TextureAllocator { self.0.tex_allocator } /// Signal the app to stop/exit/quit the app (only works for native apps, not web apps). /// The framework will NOT quick immediately, but at the end of the this frame. pub fn quit(&mut self) { self.0.output.quit = true; } /// Set the desired inner size of the window (in egui points). pub fn set_window_size(&mut self, size: egui::Vec2) { self.0.output.window_size = Some(size); } /// If you need to request a repaint from another thread, clone this and send it to that other thread. pub fn repaint_signal(&self) -> std::sync::Arc { self.0.repaint_signal.clone() } /// Very simple Http fetch API. /// Calls the given callback when done. #[cfg(feature = "http")] pub fn http_fetch( &self, request: http::Request, on_done: impl 'static + Send + FnOnce(Result), ) { self.0.http.fetch_dyn(request, Box::new(on_done)) } } /// Information about the web environment (if applicable). #[derive(Clone, Debug)] pub struct WebInfo { /// e.g. "#fragment" part of "www.example.com/index.html#fragment". /// Note that the leading `#` is included in the string. /// Also known as "hash-link" or "anchor". pub web_location_hash: String, } /// Information about the integration passed to the use app each frame. #[derive(Clone, Debug)] pub struct IntegrationInfo { /// If the app is running in a Web context, this returns information about the environment. pub web_info: Option, /// Seconds of cpu usage (in seconds) of UI code on the previous frame. /// `None` if this is the first frame. pub cpu_usage: Option, /// Local time. Used for the clock in the demo app. /// Set to `None` if you don't know. pub seconds_since_midnight: Option, /// The OS native pixels-per-point pub native_pixels_per_point: Option, } /// How to allocate textures (images) to use in [`egui`]. pub trait TextureAllocator { /// Allocate a new user texture. /// /// There is no way to change a texture. /// Instead allocate a new texture and free the previous one with [`Self::free`]. fn alloc_srgba_premultiplied( &mut self, size: (usize, usize), srgba_pixels: &[egui::Color32], ) -> egui::TextureId; /// Free the given texture. fn free(&mut self, id: egui::TextureId); } /// How to signal the [`egui`] integration that a repaint is required. pub trait RepaintSignal: Send + Sync { /// This signals the [`egui`] integration that a repaint is required. /// This is meant to be called when a background process finishes in an async context and/or background thread. fn request_repaint(&self); } // ---------------------------------------------------------------------------- /// A place where you can store custom data in a way that persists when you restart the app. /// /// On the web this is backed by [local storage](https://developer.mozilla.org/en-US/docs/Web/API/Window/localStorage). /// On desktop this is backed by the file system. pub trait Storage { /// Get the value for the given key. fn get_string(&self, key: &str) -> Option; /// Set the value for the given key. fn set_string(&mut self, key: &str, value: String); /// write-to-disk or similar fn flush(&mut self); } /// Stores nothing. #[derive(Clone, Default)] pub struct DummyStorage {} impl Storage for DummyStorage { fn get_string(&self, _key: &str) -> Option { None } fn set_string(&mut self, _key: &str, _value: String) {} fn flush(&mut self) {} } /// Get an deserialize the [RON](https://github.com/ron-rs/ron) stored at the given key. #[cfg(feature = "ron")] pub fn get_value(storage: &dyn Storage, key: &str) -> Option { storage .get_string(key) .and_then(|value| ron::from_str(&value).ok()) } /// Serialize the given value as [RON](https://github.com/ron-rs/ron) and store with the given key. #[cfg(feature = "ron")] pub fn set_value(storage: &mut dyn Storage, key: &str, value: &T) { storage.set_string( key, ron::ser::to_string_pretty(value, Default::default()).unwrap(), ); } /// [`Storage`] key used for app pub const APP_KEY: &str = "app"; // ---------------------------------------------------------------------------- #[cfg(feature = "http")] /// `epi` supports simple HTTP requests with [`Frame::http_fetch`]. pub mod http { /// A simple http requests. pub struct Request { /// "GET", … pub method: String, /// https://… pub url: String, /// x-www-form-urlencoded body pub body: String, } impl Request { /// Create a `GET` requests with the given url. #[allow(clippy::needless_pass_by_value)] pub fn get(url: impl ToString) -> Self { Self { method: "GET".to_owned(), url: url.to_string(), body: "".to_string(), } } /// Create a `POST` requests with the give url and body. #[allow(clippy::needless_pass_by_value)] pub fn post(url: impl ToString, body: impl ToString) -> Self { Self { method: "POST".to_owned(), url: url.to_string(), body: body.to_string(), } } } /// Response from a completed HTTP request. pub struct Response { /// The URL we ended up at. This can differ from the request url when we have followed redirects. pub url: String, /// Did we get a 2xx response code? pub ok: bool, /// Status code (e.g. `404` for "File not found"). pub status: u16, /// Status tex (e.g. "File not found" for status code `404`). pub status_text: String, /// Content-Type header, or empty string if missing. pub header_content_type: String, /// The raw bytes. pub bytes: Vec, /// UTF-8 decoded version of bytes. /// ONLY if `header_content_type` starts with "text" and bytes is UTF-8. pub text: Option, } /// Possible errors does NOT include e.g. 404, which is NOT considered an error. pub type Error = String; } // ---------------------------------------------------------------------------- /// You only need to look here if you are writing a backend for `epi`. pub mod backend { use super::*; /// Implements `Http` requests. #[cfg(feature = "http")] pub trait Http { /// Calls the given callback when done. fn fetch_dyn( &self, request: http::Request, on_done: Box) + Send>, ); } /// The data required by [`Frame`] each frame. pub struct FrameBuilder<'a> { /// Information about the integration. pub info: IntegrationInfo, /// A way to allocate textures (on integrations that support it). pub tex_allocator: &'a mut dyn TextureAllocator, /// Do http requests. #[cfg(feature = "http")] pub http: std::sync::Arc, /// Where the app can issue commands back to the integration. pub output: &'a mut AppOutput, /// If you need to request a repaint from another thread, clone this and send it to that other thread. pub repaint_signal: std::sync::Arc, } impl<'a> FrameBuilder<'a> { /// Wrap us in a [`Frame`] to send to [`App::update`]. pub fn build(self) -> Frame<'a> { Frame(self) } } /// Action that can be taken by the user app. #[derive(Clone, Copy, Debug, Default, PartialEq)] pub struct AppOutput { /// Set to `true` to stop the app. /// This does nothing for web apps. pub quit: bool, /// Set to some size to resize the outer window (e.g. glium window) to this size. pub window_size: Option, } }