use crate::*; use egui::Color32; use glium::glutin; 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 GliumRepaintSignal( std::sync::Mutex>, ); impl epi::RepaintSignal for GliumRepaintSignal { fn request_repaint(&self) { self.0.lock().unwrap().send_event(RequestRepaintEvent).ok(); } } fn create_display( window_builder: glutin::window::WindowBuilder, event_loop: &glutin::event_loop::EventLoop, ) -> glium::Display { let context_builder = glutin::ContextBuilder::new() .with_depth_buffer(0) .with_srgb(true) .with_stencil_buffer(0) .with_vsync(true); glium::Display::new(window_builder, context_builder, event_loop).unwrap() } // ---------------------------------------------------------------------------- pub use epi::NativeOptions; /// Run an egui app 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 = glutin::event_loop::EventLoop::with_user_event(); let display = create_display(window_builder, &event_loop); let repaint_signal = std::sync::Arc::new(GliumRepaintSignal(std::sync::Mutex::new( event_loop.create_proxy(), ))); let mut painter = crate::Painter::new(&display); let mut integration = egui_winit::epi::EpiIntegration::new( "egui_glium", display.gl_window().window(), &mut painter, 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, shapes) = integration.update(display.gl_window().window(), &mut painter); let clipped_meshes = integration.egui_ctx.tessellate(shapes); { use glium::Surface as _; let mut target = display.draw(); let color = integration.app.clear_color(); target.clear_color(color[0], color[1], color[2], color[3]); painter.paint_meshes( &display, &mut target, integration.egui_ctx.pixels_per_point(), clipped_meshes, &integration.egui_ctx.texture(), ); target.finish().unwrap(); } { *control_flow = if integration.should_quit() { glutin::event_loop::ControlFlow::Exit } else if needs_repaint { display.gl_window().window().request_redraw(); glutin::event_loop::ControlFlow::Poll } else { glutin::event_loop::ControlFlow::Wait }; } integration.maybe_autosave(display.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 let glutin::event::WindowEvent::Focused(new_focused) = event { is_focused = new_focused; } integration.on_event(&event); if integration.should_quit() { *control_flow = glium::glutin::event_loop::ControlFlow::Exit; } display.gl_window().window().request_redraw(); // TODO: ask egui if the events warrants a repaint instead } glutin::event::Event::LoopDestroyed => { integration.on_exit(display.gl_window().window()); } glutin::event::Event::UserEvent(RequestRepaintEvent) => { display.gl_window().window().request_redraw(); } _ => (), } }); }