use crate::*; use egui::Color32; #[cfg(target_os = "windows")] use glutin::platform::windows::WindowBuilderExtWindows; use std::time::Instant; impl epi::TextureAllocator for Painter { fn alloc_srgba_premultiplied( &mut self, size: (usize, usize), srgba_pixels: &[Color32], ) -> egui::TextureId { let id = self.alloc_user_texture(); self.set_user_texture(id, size, srgba_pixels); id } fn free(&mut self, id: egui::TextureId) { self.free_user_texture(id); } } struct RequestRepaintEvent; struct GlowRepaintSignal(std::sync::Mutex>); impl epi::RepaintSignal for GlowRepaintSignal { fn request_repaint(&self) { self.0.lock().unwrap().send_event(RequestRepaintEvent).ok(); } } #[allow(unsafe_code)] fn create_display( window_builder: glutin::window::WindowBuilder, event_loop: &glutin::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) } fn integration_info( window: &glutin::window::Window, previous_frame_time: Option, ) -> epi::IntegrationInfo { epi::IntegrationInfo { name: "egui_glow", web_info: None, prefer_dark_mode: None, // TODO: figure out system default cpu_usage: previous_frame_time, native_pixels_per_point: Some(egui_winit::native_pixels_per_point(window)), } } // ---------------------------------------------------------------------------- pub use epi::NativeOptions; /// Run an egui app #[allow(unsafe_code)] pub fn run(mut app: Box, native_options: &epi::NativeOptions) -> ! { let mut persistence = egui_winit::epi::Persistence::from_app_name(app.name()); let window_settings = persistence.load_window_settings(); let event_loop = glutin::event_loop::EventLoop::with_user_event(); let window_builder = egui_winit::epi::window_builder(native_options, &window_settings).with_title(app.name()); 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 egui = EguiGlow::new(&gl_window, &gl); *egui.ctx().memory() = persistence.load_memory().unwrap_or_default(); { let (ctx, painter) = egui.ctx_and_painter_mut(); let mut app_output = epi::backend::AppOutput::default(); let mut frame = epi::backend::FrameBuilder { info: integration_info(gl_window.window(), None), tex_allocator: painter, output: &mut app_output, repaint_signal: repaint_signal.clone(), } .build(); app.setup(ctx, &mut frame, persistence.storage()); } let mut previous_frame_time = None; let mut is_focused = true; if app.warm_up_enabled() { let saved_memory = egui.ctx().memory().clone(); egui.ctx().memory().set_everything_is_visible(true); egui.begin_frame(gl_window.window()); let (ctx, painter) = egui.ctx_and_painter_mut(); let mut app_output = epi::backend::AppOutput::default(); let mut frame = epi::backend::FrameBuilder { info: integration_info(gl_window.window(), None), tex_allocator: painter, output: &mut app_output, repaint_signal: repaint_signal.clone(), } .build(); app.update(ctx, &mut frame); let _ = egui.end_frame(gl_window.window()); *egui.ctx().memory() = saved_memory; // We don't want to remember that windows were huge. egui.ctx().clear_animations(); // TODO: handle app_output // eprintln!("Warmed up in {} ms", warm_up_start.elapsed().as_millis()) } 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 frame_start = std::time::Instant::now(); egui.begin_frame(gl_window.window()); let (ctx, painter) = egui.ctx_and_painter_mut(); let mut app_output = epi::backend::AppOutput::default(); let mut frame = epi::backend::FrameBuilder { info: integration_info(gl_window.window(), previous_frame_time), tex_allocator: painter, output: &mut app_output, repaint_signal: repaint_signal.clone(), } .build(); app.update(ctx, &mut frame); let (needs_repaint, shapes) = egui.end_frame(gl_window.window()); let frame_time = (Instant::now() - frame_start).as_secs_f64() as f32; previous_frame_time = Some(frame_time); { let color = 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); } egui.paint(&gl_window, &gl, shapes); gl_window.swap_buffers().unwrap(); } { egui_winit::epi::handle_app_output( gl_window.window(), egui.ctx().pixels_per_point(), app_output, ); *control_flow = if app_output.quit { glutin::event_loop::ControlFlow::Exit } else if needs_repaint { gl_window.window().request_redraw(); glutin::event_loop::ControlFlow::Poll } else { glutin::event_loop::ControlFlow::Wait }; } persistence.maybe_autosave(&mut *app, egui.ctx(), 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 glutin::event::Event::RedrawEventsCleared if cfg!(windows) => redraw(), glutin::event::Event::RedrawRequested(_) if !cfg!(windows) => redraw(), glutin::event::Event::WindowEvent { event, .. } => { if egui.is_quit_event(&event) { *control_flow = glutin::event_loop::ControlFlow::Exit; } if let glutin::event::WindowEvent::Focused(new_focused) = event { is_focused = new_focused; } if let glutin::event::WindowEvent::Resized(physical_size) = event { gl_window.resize(physical_size); } egui.on_event(&event); gl_window.window().request_redraw(); // TODO: ask egui if the events warrants a repaint instead } glutin::event::Event::LoopDestroyed => { app.on_exit(); persistence.save(&mut *app, egui.ctx(), gl_window.window()); egui.destroy(&gl); } glutin::event::Event::UserEvent(RequestRepaintEvent) => { gl_window.window().request_redraw(); } _ => (), } }); }