use std::time::Instant; use crate::{ persistence::{Persistence, WindowSettings}, *, }; const EGUI_MEMORY_KEY: &str = "egui"; const WINDOW_KEY: &str = "window"; #[derive(Clone, Copy, Debug, Eq, PartialEq)] pub enum RunMode { /// Uses `request_animation_frame` to repaint the UI on each display Hz. /// This is good for games and stuff where you want to run logic at e.g. 60 FPS. Continuous, /// Only repaint when there are animations or input (mouse movement, keyboard input etc). Reactive, } pub trait App { /// Called onced per frame for you to draw the UI. fn ui(&mut self, ui: &mut egui::Ui, runner: &mut Runner); /// Called once on shutdown. Allows you to save state. fn on_exit(&mut self, persistence: &mut Persistence); } pub struct Runner { frame_times: egui::MovementTracker, quit: bool, run_mode: RunMode, } impl Runner { pub fn new(run_mode: RunMode) -> Self { Self { frame_times: egui::MovementTracker::new(1000, 1.0), quit: false, run_mode, } } pub fn run_mode(&self) -> RunMode { self.run_mode } pub fn set_run_mode(&mut self, run_mode: RunMode) { self.run_mode = run_mode; } pub fn quit(&mut self) { self.quit = true; } pub fn cpu_time(&self) -> f32 { self.frame_times.average().unwrap_or_default() } pub fn fps(&self) -> f32 { 1.0 / self.frame_times.mean_time_interval().unwrap_or_default() } } /// Run an egui app pub fn run( title: &str, run_mode: RunMode, mut persistence: Persistence, mut app: impl App + 'static, ) -> ! { let event_loop = glutin::event_loop::EventLoop::new(); let mut window = glutin::window::WindowBuilder::new() .with_decorations(true) .with_resizable(true) .with_title(title) .with_transparent(false); let window_settings: Option = persistence.get_value(WINDOW_KEY); if let Some(window_settings) = &window_settings { window = window_settings.initialize_size(window); } let context = glutin::ContextBuilder::new() .with_depth_buffer(0) .with_srgb(true) .with_stencil_buffer(0) .with_vsync(true); let display = glium::Display::new(window, context, &event_loop).unwrap(); if let Some(window_settings) = &window_settings { window_settings.restore_positions(&display); } let mut ctx = egui::Context::new(); *ctx.memory() = persistence.get_value(EGUI_MEMORY_KEY).unwrap_or_default(); let mut painter = Painter::new(&display); let mut raw_input = make_raw_input(&display); // used to keep track of time for animations let start_time = Instant::now(); let mut runner = Runner::new(run_mode); let mut clipboard = init_clipboard(); event_loop.run(move |event, _, control_flow| { *control_flow = glutin::event_loop::ControlFlow::Wait; match event { glutin::event::Event::RedrawRequested(_) => { let egui_start = Instant::now(); raw_input.time = start_time.elapsed().as_nanos() as f64 * 1e-9; raw_input.seconds_since_midnight = Some(local_time_of_day()); let mut ui = ctx.begin_frame(raw_input.take()); app.ui(&mut ui, &mut runner); let (output, paint_jobs) = ctx.end_frame(); let frame_time = (Instant::now() - egui_start).as_secs_f64() as f32; runner.frame_times.add(raw_input.time, frame_time); painter.paint_jobs(&display, paint_jobs, ctx.texture()); if runner.quit { *control_flow = glutin::event_loop::ControlFlow::Exit } else if runner.run_mode() == RunMode::Continuous || output.needs_repaint { display.gl_window().window().request_redraw(); } handle_output(output, &display, clipboard.as_mut()); } glutin::event::Event::WindowEvent { event, .. } => { input_to_egui(event, clipboard.as_mut(), &mut raw_input, control_flow); display.gl_window().window().request_redraw(); // TODO: maybe only on some events? } glutin::event::Event::LoopDestroyed => { persistence.set_value(WINDOW_KEY, &WindowSettings::from_display(&display)); persistence.set_value(EGUI_MEMORY_KEY, &*ctx.memory()); app.on_exit(&mut persistence); persistence.save(); } _ => (), } }); }