use crate::*; use egui_winit::winit; struct RequestRepaintEvent; struct GlowRepaintSignal(std::sync::Mutex>); impl epi::backend::RepaintSignal for GlowRepaintSignal { fn request_repaint(&self) { self.0.lock().unwrap().send_event(RequestRepaintEvent).ok(); } } #[allow(unsafe_code)] fn create_display( window_builder: winit::window::WindowBuilder, event_loop: &winit::event_loop::EventLoop, ) -> ( glutin::WindowedContext, glow::Context, ) { let gl_window = unsafe { glutin::ContextBuilder::new() .with_depth_buffer(0) .with_srgb(true) .with_stencil_buffer(0) .with_vsync(true) .build_windowed(window_builder, event_loop) .unwrap() .make_current() .unwrap() }; let gl = unsafe { glow::Context::from_loader_function(|s| gl_window.get_proc_address(s)) }; unsafe { use glow::HasContext as _; gl.enable(glow::FRAMEBUFFER_SRGB); } (gl_window, gl) } // ---------------------------------------------------------------------------- pub use epi::NativeOptions; /// Run an egui app #[allow(unsafe_code)] pub fn run(app: Box, native_options: &epi::NativeOptions) -> ! { let persistence = egui_winit::epi::Persistence::from_app_name(app.name()); let window_settings = persistence.load_window_settings(); let window_builder = egui_winit::epi::window_builder(native_options, &window_settings).with_title(app.name()); let event_loop = winit::event_loop::EventLoop::with_user_event(); let (gl_window, gl) = create_display(window_builder, &event_loop); let repaint_signal = std::sync::Arc::new(GlowRepaintSignal(std::sync::Mutex::new( event_loop.create_proxy(), ))); let mut painter = crate::Painter::new(&gl, None, "") .unwrap_or_else(|error| panic!("some OpenGL error occurred {}\n", error)); let mut integration = egui_winit::epi::EpiIntegration::new( "egui_glow", painter.max_texture_side(), gl_window.window(), repaint_signal, persistence, app, ); let mut is_focused = true; event_loop.run(move |event, _, control_flow| { let mut redraw = || { if !is_focused { // On Mac, a minimized Window uses up all CPU: https://github.com/emilk/egui/issues/325 // We can't know if we are minimized: https://github.com/rust-windowing/winit/issues/208 // But we know if we are focused (in foreground). When minimized, we are not focused. // However, a user may want an egui with an animation in the background, // so we still need to repaint quite fast. std::thread::sleep(std::time::Duration::from_millis(10)); } let (needs_repaint, textures_delta, shapes) = integration.update(gl_window.window()); let clipped_meshes = integration.egui_ctx.tessellate(shapes); // paint: { let color = integration.app.clear_color(); unsafe { use glow::HasContext as _; gl.disable(glow::SCISSOR_TEST); gl.clear_color(color[0], color[1], color[2], color[3]); gl.clear(glow::COLOR_BUFFER_BIT); } painter.paint_and_update_textures( &gl, gl_window.window().inner_size().into(), integration.egui_ctx.pixels_per_point(), clipped_meshes, &textures_delta, ); gl_window.swap_buffers().unwrap(); } { *control_flow = if integration.should_quit() { winit::event_loop::ControlFlow::Exit } else if needs_repaint { gl_window.window().request_redraw(); winit::event_loop::ControlFlow::Poll } else { winit::event_loop::ControlFlow::Wait }; } integration.maybe_autosave(gl_window.window()); }; match event { // Platform-dependent event handlers to workaround a winit bug // See: https://github.com/rust-windowing/winit/issues/987 // See: https://github.com/rust-windowing/winit/issues/1619 winit::event::Event::RedrawEventsCleared if cfg!(windows) => redraw(), winit::event::Event::RedrawRequested(_) if !cfg!(windows) => redraw(), winit::event::Event::WindowEvent { event, .. } => { if let winit::event::WindowEvent::Focused(new_focused) = event { is_focused = new_focused; } if let winit::event::WindowEvent::Resized(physical_size) = event { gl_window.resize(physical_size); } integration.on_event(&event); if integration.should_quit() { *control_flow = winit::event_loop::ControlFlow::Exit; } gl_window.window().request_redraw(); // TODO: ask egui if the events warrants a repaint instead } winit::event::Event::LoopDestroyed => { integration.on_exit(gl_window.window()); painter.destroy(&gl); } winit::event::Event::UserEvent(RequestRepaintEvent) => { gl_window.window().request_redraw(); } _ => (), } }); }