//! 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`]. // Forbid warnings in release builds: #![cfg_attr(not(debug_assertions), deny(warnings))] #![forbid(unsafe_code)] #![warn( clippy::all, clippy::await_holding_lock, clippy::char_lit_as_u8, clippy::checked_conversions, clippy::dbg_macro, clippy::debug_assert_with_mut_call, clippy::disallowed_method, clippy::doc_markdown, clippy::empty_enum, clippy::enum_glob_use, clippy::exit, clippy::expl_impl_clone_on_copy, clippy::explicit_deref_methods, clippy::explicit_into_iter_loop, clippy::fallible_impl_from, clippy::filter_map_next, clippy::flat_map_option, clippy::float_cmp_const, clippy::fn_params_excessive_bools, clippy::from_iter_instead_of_collect, clippy::if_let_mutex, clippy::implicit_clone, clippy::imprecise_flops, clippy::inefficient_to_string, clippy::invalid_upcast_comparisons, clippy::large_digit_groups, clippy::large_stack_arrays, clippy::large_types_passed_by_value, clippy::let_unit_value, clippy::linkedlist, clippy::lossy_float_literal, clippy::macro_use_imports, clippy::manual_ok_or, clippy::map_err_ignore, clippy::map_flatten, clippy::map_unwrap_or, clippy::match_on_vec_items, clippy::match_same_arms, clippy::match_wild_err_arm, clippy::match_wildcard_for_single_variants, clippy::mem_forget, clippy::mismatched_target_os, clippy::missing_errors_doc, clippy::missing_safety_doc, clippy::mut_mut, clippy::mutex_integer, clippy::needless_borrow, clippy::needless_continue, clippy::needless_for_each, clippy::needless_pass_by_value, clippy::option_option, clippy::path_buf_push_overwrite, clippy::ptr_as_ptr, clippy::ref_option_ref, clippy::rest_pat_in_fully_bound_structs, clippy::same_functions_in_if_condition, clippy::semicolon_if_nothing_returned, clippy::single_match_else, clippy::string_add_assign, clippy::string_add, clippy::string_lit_as_bytes, clippy::string_to_string, clippy::todo, clippy::trait_duplication_in_bounds, clippy::unimplemented, clippy::unnested_or_patterns, clippy::unused_self, clippy::useless_transmute, clippy::verbose_file_reads, clippy::zero_sized_map_values, future_incompatible, nonstandard_style, rust_2018_idioms, rustdoc::missing_crate_level_docs )] #![allow(clippy::float_cmp)] #![allow(clippy::manual_range_contains)] #![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 use std::sync::{Arc, Mutex}; // ---------------------------------------------------------------------------- /// 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 given [`egui::CtxRef`] is only valid for the duration of this call. /// The [`Frame`] however can be cloned and saved. /// /// To force a repaint, call either [`egui::Context::request_repaint`] or [`Frame::request_repaint`]. fn update(&mut self, ctx: &egui::CtxRef, frame: &Frame); /// Called once before the first frame. /// /// Allows you to do setup code, e.g to call [`egui::Context::set_fonts`], /// [`egui::Context::set_visuals`] etc. /// /// Also allows you to restore state, if there is a storage (required the "persistence" feature). fn setup(&mut self, _ctx: &egui::CtxRef, _frame: &Frame, _storage: Option<&dyn Storage>) {} /// If `true` a warm-up call to [`Self::update`] will be issued where /// `ctx.memory().everything_is_visible()` will be set to `true`. /// /// This will help pre-caching all text, preventing stutter when /// opening a window containing new glyphs. /// /// In this warm-up call, all painted shapes will be ignored. fn warm_up_enabled(&self) -> bool { false } /// Called on shutdown, and perhaps at regular intervals. Allows you to save state. /// /// Only called when the "persistence" feature is enabled. /// /// On web the states 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 returned by [`Self::name()`]. fn save(&mut self, _storage: &mut dyn Storage) {} /// Called once on shutdown (before or after [`Self::save`]) fn on_exit(&mut self) {} // --------- // Settings: /// The name of your App, used for the title bar of native windows /// and the save location of persistence (see [`Self::save`]). fn name(&self) -> &str; /// 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. fn max_size_points(&self) -> egui::Vec2 { // Some browsers get slow with huge WebGL canvases, so we limit the size: egui::Vec2::new(1024.0, 2048.0) } /// 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 wether 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 wether 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 } } /// Options controlling the behavior of a native window #[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. /// Default is `false` to avoid issues with crates such as [`cpal`](https://github.com/RustAudio/cpal) which /// will hang when combined with drag-and-drop. /// See . pub drag_and_drop_support: bool, /// The application icon, e.g. in the Windows task bar etc. pub icon_data: Option, /// The initial size of the native window in points (logical pixels). pub initial_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, } impl Default for NativeOptions { fn default() -> Self { Self { always_on_top: false, maximized: false, decorated: true, drag_and_drop_support: false, icon_data: None, initial_window_size: None, resizable: true, transparent: false, } } } /// 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. #[derive(Clone)] pub struct Frame(pub Arc>); impl Frame { /// Create a `Frame` - called by the integration. #[doc(hidden)] pub fn new(frame_data: backend::FrameData) -> Self { Self(Arc::new(Mutex::new(frame_data))) } /// Convenience to access the underlying `backend::FrameData`. #[doc(hidden)] #[inline] pub fn lock(&self) -> std::sync::MutexGuard<'_, backend::FrameData> { self.0.lock().unwrap() } /// True if you are in a web environment. pub fn is_web(&self) -> bool { self.lock().info.web_info.is_some() } /// Information about the integration. pub fn info(&self) -> IntegrationInfo { self.lock().info.clone() } /// 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(&self) { self.lock().output.quit = true; } /// Set the desired inner size of the window (in egui points). pub fn set_window_size(&self, size: egui::Vec2) { self.lock().output.window_size = Some(size); } /// Set the desired title of the window. pub fn set_window_title(&self, title: &str) { self.lock().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(&self, decorated: bool) { self.lock().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(&self) { self.lock().output.drag_window = true; } /// This signals the [`egui`] integration that a repaint is required. /// /// Call this e.g. when a background process finishes in an async context and/or background thread. pub fn request_repaint(&self) { self.lock().repaint_signal.request_repaint(); } /// for integrations only: call once per frame pub fn take_app_output(&self) -> crate::backend::AppOutput { let mut lock = self.lock(); let next_id = lock.output.tex_allocation_data.next_id; let app_output = std::mem::take(&mut lock.output); lock.output.tex_allocation_data.next_id = next_id; app_output } /// Allocate a texture. Free it again with [`Self::free_texture`]. pub fn alloc_texture(&self, image: Image) -> egui::TextureId { self.lock().output.tex_allocation_data.alloc(image) } /// Free a texture that has been previously allocated with [`Self::alloc_texture`]. Idempotent. pub fn free_texture(&self, id: egui::TextureId) { self.lock().output.tex_allocation_data.free(id); } } impl TextureAllocator for Frame { fn alloc(&self, image: Image) -> egui::TextureId { self.lock().output.tex_allocation_data.alloc(image) } fn free(&self, id: egui::TextureId) { self.lock().output.tex_allocation_data.free(id); } } /// Information about the web environment (if applicable). #[derive(Clone, Debug)] pub struct WebInfo { /// e.g. "#fragment" part of "www.example.com/index.html#fragment". /// Note that the leading `#` is included in the string. /// Also known as "hash-link" or "anchor". pub web_location_hash: 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, } /// How to allocate textures (images) to use in [`egui`]. pub trait TextureAllocator { /// Allocate a new user texture. /// /// There is no way to change a texture. /// Instead allocate a new texture and free the previous one with [`Self::free`]. fn alloc(&self, image: Image) -> egui::TextureId; /// Free the given texture. fn free(&self, id: egui::TextureId); } /// A 2D color image in RAM. #[derive(Clone, Default)] pub struct Image { /// width, height pub size: [usize; 2], /// The pixels, row by row, from top to bottom. pub pixels: Vec, } impl Image { /// Create an `Image` from flat RGBA data. /// Panics unless `size[0] * size[1] * 4 == rgba.len()`. /// This is usually what you want to use after having loaded an image. pub fn from_rgba_unmultiplied(size: [usize; 2], rgba: &[u8]) -> Self { assert_eq!(size[0] * size[1] * 4, rgba.len()); let pixels = rgba .chunks_exact(4) .map(|p| egui::Color32::from_rgba_unmultiplied(p[0], p[1], p[2], p[3])) .collect(); Self { size, pixels } } } /// Abstraction for platform dependent texture reference pub trait NativeTexture { /// The native texture type. type Texture; /// Bind native texture to egui texture fn register_native_texture(&mut self, native: Self::Texture) -> egui::TextureId; /// Change id's actual pointing texture /// only for user texture 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`. pub mod backend { use std::collections::HashMap; use super::*; /// How to signal the [`egui`] integration that a repaint is required. pub trait RepaintSignal: Send + Sync { /// This signals the [`egui`] integration that a repaint is required. /// /// Call this e.g. when a background process finishes in an async context and/or background thread. fn request_repaint(&self); } /// The data required by [`Frame`] each frame. pub struct FrameData { /// Information about the integration. pub info: IntegrationInfo, /// Where the app can issue commands back to the integration. pub output: AppOutput, /// If you need to request a repaint from another thread, clone this and send it to that other thread. pub repaint_signal: std::sync::Arc, } /// The data needed in order to allocate and free textures/images. #[derive(Default)] #[must_use] pub struct TexAllocationData { /// We allocate texture id linearly. pub(crate) next_id: u64, /// New creations this frame pub creations: HashMap, /// destructions this frame. pub destructions: Vec, } impl TexAllocationData { /// Should only be used by integrations pub fn take(&mut self) -> Self { let next_id = self.next_id; let ret = std::mem::take(self); self.next_id = next_id; ret } /// Allocate a new texture. pub fn alloc(&mut self, image: Image) -> egui::TextureId { let id = self.next_id; self.next_id += 1; self.creations.insert(id, image); egui::TextureId::User(id) } /// Free an existing texture. pub fn free(&mut self, id: egui::TextureId) { if let egui::TextureId::User(id) = id { self.destructions.push(id); } } } /// Action that can be taken by the user app. #[derive(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, /// A way to allocate textures (on integrations that support it). pub tex_allocation_data: TexAllocationData, } }