//! Backend-agnostic interface for writing apps using [`egui`]. //! //! `epi` provides interfaces for window management and serialization. //! 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`]. #![warn(missing_docs)] // Let's keep `epi` well-documented. /// File storage which can be used by native backends. #[cfg(feature = "file_storage")] pub mod file_storage; pub use egui; // Re-export for user convenience pub use glow; // Re-export for user convenience /// The is is how your app is created. /// /// You can use the [`CreationContext`] to setup egui, restore state, setup OpenGL things, etc. pub type AppCreator = Box) -> Box>; /// Data that is passed to [`AppCreator`] that can be used to setup and initialize your app. pub struct CreationContext<'s> { /// The egui Context. /// /// You can use this to customize the look of egui, e.g to call [`egui::Context::set_fonts`], /// [`egui::Context::set_visuals`] etc. pub egui_ctx: egui::Context, /// Information about the surrounding environment. pub integration_info: IntegrationInfo, /// You can use the storage to restore app state(requires the "persistence" feature). pub storage: Option<&'s dyn Storage>, /// The [`glow::Context`] allows you to initialize OpenGL resources (e.g. shaders) that /// you might want to use later from a [`egui::PaintCallback`]. pub gl: std::rc::Rc, } // ---------------------------------------------------------------------------- /// Implement this trait to write apps that can be compiled both natively using the [`egui_glium`](https://github.com/emilk/egui/tree/master/egui_glium) crate, /// and deployed as a web site using the [`egui_web`](https://github.com/emilk/egui/tree/master/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::TopBottomPanel`], [`egui::CentralPanel`], [`egui::Window`] or [`egui::Area`]. /// /// The [`egui::Context`] can be cloned and saved if you like. /// /// To force a repaint, call [`egui::Context::request_repaint`] at any time (e.g. from another thread). fn update(&mut self, ctx: &egui::Context, frame: &mut Frame); /// Called on shutdown, and perhaps at regular intervals. Allows you to save state. /// /// Only called when the "persistence" feature is enabled. /// /// On web the state 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 given to `eframe::run_native`. fn save(&mut self, _storage: &mut dyn Storage) {} /// Called before an exit that can be aborted. /// By returning `false` the exit will be aborted. To continue the exit return `true`. /// /// A scenario where this method will be run is after pressing the close button on a native /// window, which allows you to ask the user whether they want to do something before exiting. /// See the example `eframe/examples/confirm_exit.rs` for practical usage. /// /// It will _not_ be called on the web or when the window is forcefully closed. fn on_exit_event(&mut self) -> bool { true } /// Called once on shutdown, after [`Self::save`]. /// /// If you need to abort an exit use [`Self::on_exit_event`]. fn on_exit(&mut self, _gl: &glow::Context) {} // --------- // Settings: /// Time between automatic calls to [`Self::save`] fn auto_save_interval(&self) -> std::time::Duration { std::time::Duration::from_secs(30) } /// The size limit of the web app canvas. /// /// By default the max size is [`egui::Vec2::INFINITY`], i.e. unlimited. /// /// A large canvas can lead to bad frame rates on some older browsers on some platforms /// (see ). fn max_size_points(&self) -> egui::Vec2 { egui::Vec2::INFINITY } /// 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() } /// Controls whether or not the native window position and size will be /// persisted (only if the "persistence" feature is enabled). fn persist_native_window(&self) -> bool { true } /// Controls whether or not the egui memory (window positions etc) will be /// persisted (only if the "persistence" feature is enabled). fn persist_egui_memory(&self) -> bool { true } /// If `true` a warm-up call to [`Self::update`] will be issued where /// `ctx.memory().everything_is_visible()` will be set to `true`. /// /// This can help pre-caching resources loaded by different parts of the UI, preventing stutter later on. /// /// In this warm-up call, all painted shapes will be ignored. /// /// The default is `false`, and it is unlikely you will want to change this. fn warm_up_enabled(&self) -> bool { false } } /// Options controlling the behavior of a native window. /// /// Only a single native window is currently supported. #[derive(Clone)] pub struct NativeOptions { /// Sets whether or not the window will always be on top of other windows. pub always_on_top: bool, /// Show window in maximized mode pub maximized: 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 Windows: enable drag and drop support. Drag and drop can /// not be disabled on other platforms. /// /// See [winit's documentation][drag_and_drop] for information on why you /// might want to disable this on windows. /// /// [drag_and_drop]: https://docs.rs/winit/latest/x86_64-pc-windows-msvc/winit/platform/windows/trait.WindowBuilderExtWindows.html#tymethod.with_drag_and_drop pub drag_and_drop_support: bool, /// The application icon, e.g. in the Windows task bar etc. pub icon_data: Option, /// The initial (inner) position of the native window in points (logical pixels). pub initial_window_pos: Option, /// The initial inner size of the native window in points (logical pixels). pub initial_window_size: Option, /// The minimum inner window size pub min_window_size: Option, /// The maximum inner window size pub max_window_size: Option, /// Should the app window be resizable? pub resizable: 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, /// Turn on vertical syncing, limiting the FPS to the display refresh rate. /// /// The default is `true`. pub vsync: bool, /// Set the level of the multisampling anti-aliasing (MSAA). /// /// Must be a power-of-two. Higher = more smooth 3D. /// /// A value of `0` turns it off (default). /// /// `egui` already performs anti-aliasing via "feathering" /// (controlled by [`egui::epaint::TessellationOptions`]), /// but if you are embedding 3D in egui you may want to turn on multisampling. pub multisampling: u16, /// Sets the number of bits in the depth buffer. /// /// `egui` doesn't need the depth buffer, so the default value is 0. pub depth_buffer: u8, /// Sets the number of bits in the stencil buffer. /// /// `egui` doesn't need the stencil buffer, so the default value is 0. pub stencil_buffer: u8, } impl Default for NativeOptions { fn default() -> Self { Self { always_on_top: false, maximized: false, decorated: true, drag_and_drop_support: true, icon_data: None, initial_window_pos: None, initial_window_size: None, min_window_size: None, max_window_size: None, resizable: true, transparent: false, vsync: true, multisampling: 0, depth_buffer: 0, stencil_buffer: 0, } } } /// Image data for the icon. #[derive(Clone)] pub struct IconData { /// RGBA pixels, unmultiplied. 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, and change settings (e.g. window size). /// /// [`Frame`] is cheap to clone and is safe to pass to other threads. pub struct Frame { /// Information about the integration. #[doc(hidden)] pub info: IntegrationInfo, /// Where the app can issue commands back to the integration. #[doc(hidden)] pub output: backend::AppOutput, /// A place where you can store custom data in a way that persists when you restart the app. #[doc(hidden)] pub storage: Option>, } impl Frame { /// 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.info.clone() } /// A place where you can store custom data in a way that persists when you restart the app. pub fn storage(&self) -> Option<&dyn Storage> { self.storage.as_deref() } /// A place where you can store custom data in a way that persists when you restart the app. pub fn storage_mut(&mut self) -> Option<&mut (dyn Storage + 'static)> { self.storage.as_deref_mut() } /// Signal the app to stop/exit/quit the app (only works for native apps, not web apps). /// The framework will not quit immediately, but at the end of the this frame. pub fn quit(&mut self) { self.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.output.window_size = Some(size); } /// Set the desired title of the window. pub fn set_window_title(&mut self, title: &str) { self.output.window_title = Some(title.to_owned()); } /// Set whether to show window decorations (i.e. a frame around you app). /// If false it will be difficult to move and resize the app. pub fn set_decorations(&mut self, decorated: bool) { self.output.decorated = Some(decorated); } /// When called, the native window will follow the /// movement of the cursor while the primary mouse button is down. /// /// Does not work on the web. pub fn drag_window(&mut self) { self.output.drag_window = true; } /// for integrations only: call once per frame #[doc(hidden)] pub fn take_app_output(&mut self) -> crate::backend::AppOutput { std::mem::take(&mut self.output) } } /// Information about the web environment (if applicable). #[derive(Clone, Debug)] pub struct WebInfo { /// Information about the URL. pub location: Location, } /// Information about the URL. /// /// Everything has been percent decoded (`%20` -> ` ` etc). #[derive(Clone, Debug)] pub struct Location { /// The full URL (`location.href`) without the hash. /// /// Example: `"http://www.example.com:80/index.html?foo=bar"`. pub url: String, /// `location.protocol` /// /// Example: `"http:"`. pub protocol: String, /// `location.host` /// /// Example: `"example.com:80"`. pub host: String, /// `location.hostname` /// /// Example: `"example.com"`. pub hostname: String, /// `location.port` /// /// Example: `"80"`. pub port: String, /// The "#fragment" part of "www.example.com/index.html?query#fragment". /// /// Note that the leading `#` is included in the string. /// Also known as "hash-link" or "anchor". pub hash: String, /// The "query" part of "www.example.com/index.html?query#fragment". /// /// Note that the leading `?` is NOT included in the string. /// /// Use [`Self::web_query_map]` to get the parsed version of it. pub query: String, /// The parsed "query" part of "www.example.com/index.html?query#fragment". /// /// "foo=42&bar%20" is parsed as `{"foo": "42", "bar ": ""}` pub query_map: std::collections::BTreeMap, /// `location.origin` /// /// Example: `"http://www.example.com:80"`. pub origin: String, } /// Information about the integration passed to the use app each frame. #[derive(Clone, Debug)] pub struct IntegrationInfo { /// The name of the integration, e.g. `egui_web`, `egui_glium`, `egui_glow` pub name: &'static str, /// If the app is running in a Web context, this returns information about the environment. pub web_info: Option, /// Does the system prefer dark mode (over light mode)? /// `None` means "don't know". pub prefer_dark_mode: 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, /// The OS native pixels-per-point pub native_pixels_per_point: Option, } /// Abstraction for platform dependent texture reference pub trait NativeTexture { /// The native texture type. type Texture; /// Bind native texture to an egui texture id. fn register_native_texture(&mut self, native: Self::Texture) -> egui::TextureId; /// Change what texture the given id refers to. fn replace_native_texture(&mut self, id: egui::TextureId, replacing: Self::Texture); } // ---------------------------------------------------------------------------- /// 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 and 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(value).unwrap()); } /// [`Storage`] key used for app pub const APP_KEY: &str = "app"; // ---------------------------------------------------------------------------- /// You only need to look here if you are writing a backend for `epi`. #[doc(hidden)] pub mod backend { use super::*; /// Action that can be taken by the user app. #[derive(Clone, Debug, Default)] #[must_use] 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, /// Set to some string to rename the outer window (e.g. glium window) to this title. pub window_title: Option, /// Set to some bool to change window decorations. pub decorated: Option, /// Set to true to drag window while primary mouse button is down. pub drag_window: bool, } }