
Since https://github.com/emilk/egui/pull/1919 we can continue the application after closing the native window. It therefore makes more sense to call `frame.close()` to close the native window, instead of `frame.quit()`.
735 lines
26 KiB
Rust
735 lines
26 KiB
Rust
//! Note that this file contains two similar paths - one for [`glow`], one for [`wgpu`].
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//! When making changes to one you often also want to apply it to the other.
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use std::time::Duration;
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use std::time::Instant;
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use egui_winit::winit;
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use winit::event_loop::{ControlFlow, EventLoop};
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use super::epi_integration::{self, EpiIntegration};
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use crate::epi;
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#[derive(Debug)]
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struct RequestRepaintEvent;
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#[cfg(feature = "glow")]
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#[allow(unsafe_code)]
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fn create_display(
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native_options: &NativeOptions,
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window_builder: winit::window::WindowBuilder,
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event_loop: &EventLoop<RequestRepaintEvent>,
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) -> (
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glutin::WindowedContext<glutin::PossiblyCurrent>,
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glow::Context,
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) {
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crate::profile_function!();
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use crate::HardwareAcceleration;
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let hardware_acceleration = match native_options.hardware_acceleration {
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HardwareAcceleration::Required => Some(true),
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HardwareAcceleration::Preferred => None,
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HardwareAcceleration::Off => Some(false),
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};
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let gl_window = unsafe {
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glutin::ContextBuilder::new()
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.with_hardware_acceleration(hardware_acceleration)
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.with_depth_buffer(native_options.depth_buffer)
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.with_multisampling(native_options.multisampling)
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.with_srgb(true)
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.with_stencil_buffer(native_options.stencil_buffer)
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.with_vsync(native_options.vsync)
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.build_windowed(window_builder, event_loop)
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.unwrap()
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.make_current()
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.unwrap()
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};
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let gl = unsafe { glow::Context::from_loader_function(|s| gl_window.get_proc_address(s)) };
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(gl_window, gl)
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}
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// ----------------------------------------------------------------------------
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pub use epi::NativeOptions;
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enum EventResult {
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Wait,
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RepaintAsap,
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RepaintAt(Instant),
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Exit,
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}
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trait WinitApp {
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fn is_focused(&self) -> bool;
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fn integration(&self) -> &EpiIntegration;
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fn window(&self) -> &winit::window::Window;
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fn save_and_destroy(&mut self);
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fn paint(&mut self) -> EventResult;
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fn on_event(&mut self, event: winit::event::Event<'_, RequestRepaintEvent>) -> EventResult;
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}
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/// Access a thread-local event loop.
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///
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/// We reuse the event-loop so we can support closing and opening an eframe window
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/// multiple times. This is just a limitation of winit.
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fn with_event_loop(f: impl FnOnce(&mut EventLoop<RequestRepaintEvent>)) {
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use std::cell::RefCell;
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thread_local!(static EVENT_LOOP: RefCell<EventLoop<RequestRepaintEvent>> = RefCell::new(winit::event_loop::EventLoopBuilder::with_user_event().build()));
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EVENT_LOOP.with(|event_loop| {
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f(&mut *event_loop.borrow_mut());
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});
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}
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fn run_and_return(event_loop: &mut EventLoop<RequestRepaintEvent>, mut winit_app: impl WinitApp) {
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use winit::platform::run_return::EventLoopExtRunReturn as _;
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tracing::debug!("event_loop.run_return");
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let mut next_repaint_time = Instant::now();
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event_loop.run_return(|event, _, control_flow| {
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let event_result = match event {
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winit::event::Event::LoopDestroyed => EventResult::Exit,
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// Platform-dependent event handlers to workaround a winit bug
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// See: https://github.com/rust-windowing/winit/issues/987
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// See: https://github.com/rust-windowing/winit/issues/1619
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winit::event::Event::RedrawEventsCleared if cfg!(windows) => {
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next_repaint_time = Instant::now() + Duration::from_secs(1_000_000_000);
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winit_app.paint()
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}
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winit::event::Event::RedrawRequested(_) if !cfg!(windows) => {
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next_repaint_time = Instant::now() + Duration::from_secs(1_000_000_000);
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winit_app.paint()
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}
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winit::event::Event::UserEvent(RequestRepaintEvent)
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| winit::event::Event::NewEvents(winit::event::StartCause::ResumeTimeReached {
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..
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}) => EventResult::RepaintAsap,
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winit::event::Event::WindowEvent { window_id, .. }
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if window_id != winit_app.window().id() =>
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{
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// This can happen if we close a window, and then reopen a new one,
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// or if we have multiple windows open.
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EventResult::Wait
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}
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event => winit_app.on_event(event),
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};
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match event_result {
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EventResult::Wait => {}
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EventResult::RepaintAsap => {
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next_repaint_time = Instant::now();
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}
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EventResult::RepaintAt(repaint_time) => {
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next_repaint_time = next_repaint_time.min(repaint_time);
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}
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EventResult::Exit => {
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*control_flow = ControlFlow::Exit;
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return;
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}
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}
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*control_flow = match next_repaint_time.checked_duration_since(Instant::now()) {
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None => {
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winit_app.window().request_redraw();
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ControlFlow::Poll
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}
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Some(time_until_next_repaint) => {
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ControlFlow::WaitUntil(Instant::now() + time_until_next_repaint)
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}
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}
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});
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tracing::debug!("eframe window closed");
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winit_app.save_and_destroy();
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drop(winit_app);
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// Needed to clean the event_loop:
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event_loop.run_return(|_, _, control_flow| {
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control_flow.set_exit();
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});
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}
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fn run_and_exit(
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event_loop: EventLoop<RequestRepaintEvent>,
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mut winit_app: impl WinitApp + 'static,
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) -> ! {
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tracing::debug!("event_loop.run");
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let mut next_repaint_time = Instant::now();
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event_loop.run(move |event, _, control_flow| {
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let event_result = match event {
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winit::event::Event::LoopDestroyed => EventResult::Exit,
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// Platform-dependent event handlers to workaround a winit bug
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// See: https://github.com/rust-windowing/winit/issues/987
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// See: https://github.com/rust-windowing/winit/issues/1619
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winit::event::Event::RedrawEventsCleared if cfg!(windows) => {
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next_repaint_time = Instant::now() + Duration::from_secs(1_000_000_000);
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winit_app.paint()
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}
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winit::event::Event::RedrawRequested(_) if !cfg!(windows) => {
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next_repaint_time = Instant::now() + Duration::from_secs(1_000_000_000);
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winit_app.paint()
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}
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winit::event::Event::UserEvent(RequestRepaintEvent)
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| winit::event::Event::NewEvents(winit::event::StartCause::ResumeTimeReached {
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..
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}) => EventResult::RepaintAsap,
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event => winit_app.on_event(event),
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};
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match event_result {
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EventResult::Wait => {}
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EventResult::RepaintAsap => {
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next_repaint_time = Instant::now();
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}
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EventResult::RepaintAt(repaint_time) => {
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next_repaint_time = next_repaint_time.min(repaint_time);
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}
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EventResult::Exit => {
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tracing::debug!("Quitting…");
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winit_app.save_and_destroy();
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#[allow(clippy::exit)]
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std::process::exit(0);
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}
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}
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*control_flow = match next_repaint_time.checked_duration_since(Instant::now()) {
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None => {
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winit_app.window().request_redraw();
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ControlFlow::Poll
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}
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Some(time_until_next_repaint) => {
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ControlFlow::WaitUntil(Instant::now() + time_until_next_repaint)
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}
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}
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})
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}
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// ----------------------------------------------------------------------------
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/// Run an egui app
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#[cfg(feature = "glow")]
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mod glow_integration {
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use std::sync::Arc;
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use super::*;
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struct GlowWinitApp {
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gl_window: glutin::WindowedContext<glutin::PossiblyCurrent>,
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gl: Arc<glow::Context>,
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painter: egui_glow::Painter,
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integration: epi_integration::EpiIntegration,
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app: Box<dyn epi::App>,
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is_focused: bool,
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}
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impl GlowWinitApp {
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fn new(
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event_loop: &EventLoop<RequestRepaintEvent>,
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app_name: &str,
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native_options: &epi::NativeOptions,
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app_creator: epi::AppCreator,
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) -> Self {
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let storage = epi_integration::create_storage(app_name);
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let window_settings = epi_integration::load_window_settings(storage.as_deref());
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let window_builder = epi_integration::window_builder(native_options, &window_settings)
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.with_title(app_name);
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let (gl_window, gl) = create_display(native_options, window_builder, event_loop);
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let gl = Arc::new(gl);
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let painter = egui_glow::Painter::new(gl.clone(), None, "")
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.unwrap_or_else(|error| panic!("some OpenGL error occurred {}\n", error));
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let system_theme = native_options.system_theme();
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let mut integration = epi_integration::EpiIntegration::new(
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event_loop,
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painter.max_texture_side(),
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gl_window.window(),
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system_theme,
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storage,
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Some(gl.clone()),
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#[cfg(feature = "wgpu")]
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None,
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);
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let theme = system_theme.unwrap_or(native_options.default_theme);
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integration.egui_ctx.set_visuals(theme.egui_visuals());
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{
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let event_loop_proxy = egui::mutex::Mutex::new(event_loop.create_proxy());
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integration.egui_ctx.set_request_repaint_callback(move || {
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event_loop_proxy.lock().send_event(RequestRepaintEvent).ok();
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});
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}
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let mut app = app_creator(&epi::CreationContext {
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egui_ctx: integration.egui_ctx.clone(),
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integration_info: integration.frame.info(),
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storage: integration.frame.storage(),
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gl: Some(gl.clone()),
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#[cfg(feature = "wgpu")]
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wgpu_render_state: None,
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});
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if app.warm_up_enabled() {
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integration.warm_up(app.as_mut(), gl_window.window());
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}
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Self {
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gl_window,
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gl,
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painter,
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integration,
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app,
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is_focused: true,
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}
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}
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}
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impl WinitApp for GlowWinitApp {
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fn is_focused(&self) -> bool {
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self.is_focused
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}
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fn integration(&self) -> &EpiIntegration {
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&self.integration
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}
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fn window(&self) -> &winit::window::Window {
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self.gl_window.window()
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}
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fn save_and_destroy(&mut self) {
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self.integration
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.save(&mut *self.app, self.gl_window.window());
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self.app.on_exit(Some(&self.gl));
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self.painter.destroy();
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}
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fn paint(&mut self) -> EventResult {
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#[cfg(feature = "puffin")]
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puffin::GlobalProfiler::lock().new_frame();
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crate::profile_scope!("frame");
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let Self {
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gl_window,
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gl,
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app,
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integration,
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painter,
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..
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} = self;
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let window = gl_window.window();
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let screen_size_in_pixels: [u32; 2] = window.inner_size().into();
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egui_glow::painter::clear(
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gl,
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screen_size_in_pixels,
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app.clear_color(&integration.egui_ctx.style().visuals),
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);
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let egui::FullOutput {
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platform_output,
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repaint_after,
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textures_delta,
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shapes,
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} = integration.update(app.as_mut(), window);
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integration.handle_platform_output(window, platform_output);
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let clipped_primitives = {
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crate::profile_scope!("tessellate");
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integration.egui_ctx.tessellate(shapes)
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};
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painter.paint_and_update_textures(
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screen_size_in_pixels,
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integration.egui_ctx.pixels_per_point(),
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&clipped_primitives,
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&textures_delta,
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);
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integration.post_rendering(app.as_mut(), window);
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{
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crate::profile_scope!("swap_buffers");
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gl_window.swap_buffers().unwrap();
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}
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let control_flow = if integration.should_close() {
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EventResult::Exit
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} else if repaint_after.is_zero() {
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EventResult::RepaintAsap
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} else if let Some(repaint_after_instant) =
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std::time::Instant::now().checked_add(repaint_after)
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{
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// if repaint_after is something huge and can't be added to Instant,
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// we will use `ControlFlow::Wait` instead.
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// technically, this might lead to some weird corner cases where the user *WANTS*
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// winit to use `WaitUntil(MAX_INSTANT)` explicitly. they can roll their own
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// egui backend impl i guess.
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EventResult::RepaintAt(repaint_after_instant)
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} else {
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EventResult::Wait
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};
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integration.maybe_autosave(app.as_mut(), window);
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if !self.is_focused {
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// On Mac, a minimized Window uses up all CPU: https://github.com/emilk/egui/issues/325
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// We can't know if we are minimized: https://github.com/rust-windowing/winit/issues/208
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// But we know if we are focused (in foreground). When minimized, we are not focused.
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// However, a user may want an egui with an animation in the background,
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// so we still need to repaint quite fast.
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crate::profile_scope!("bg_sleep");
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std::thread::sleep(std::time::Duration::from_millis(10));
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}
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control_flow
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}
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fn on_event(&mut self, event: winit::event::Event<'_, RequestRepaintEvent>) -> EventResult {
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match event {
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winit::event::Event::WindowEvent { event, .. } => {
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match &event {
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winit::event::WindowEvent::Focused(new_focused) => {
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self.is_focused = *new_focused;
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}
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winit::event::WindowEvent::Resized(physical_size) => {
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// Resize with 0 width and height is used by winit to signal a minimize event on Windows.
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// See: https://github.com/rust-windowing/winit/issues/208
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// This solves an issue where the app would panic when minimizing on Windows.
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if physical_size.width > 0 && physical_size.height > 0 {
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self.gl_window.resize(*physical_size);
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}
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}
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winit::event::WindowEvent::ScaleFactorChanged {
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new_inner_size, ..
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} => {
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self.gl_window.resize(**new_inner_size);
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}
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winit::event::WindowEvent::CloseRequested
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if self.integration.should_close() =>
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{
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return EventResult::Exit
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}
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_ => {}
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}
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self.integration.on_event(self.app.as_mut(), &event);
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if self.integration.should_close() {
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EventResult::Exit
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} else {
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// TODO(emilk): ask egui if the event warrants a repaint
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EventResult::RepaintAsap
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}
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}
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_ => EventResult::Wait,
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}
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}
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}
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pub fn run_glow(
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app_name: &str,
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native_options: &epi::NativeOptions,
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app_creator: epi::AppCreator,
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) {
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if native_options.run_and_return {
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with_event_loop(|event_loop| {
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let glow_eframe =
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GlowWinitApp::new(event_loop, app_name, native_options, app_creator);
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run_and_return(event_loop, glow_eframe);
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});
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} else {
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let event_loop = winit::event_loop::EventLoopBuilder::with_user_event().build();
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let glow_eframe = GlowWinitApp::new(&event_loop, app_name, native_options, app_creator);
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run_and_exit(event_loop, glow_eframe);
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}
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}
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}
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|
|
#[cfg(feature = "glow")]
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pub use glow_integration::run_glow;
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|
|
// ----------------------------------------------------------------------------
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|
|
#[cfg(feature = "wgpu")]
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|
mod wgpu_integration {
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|
use super::*;
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|
|
struct WgpuWinitApp {
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|
window: winit::window::Window,
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painter: egui_wgpu::winit::Painter<'static>,
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integration: epi_integration::EpiIntegration,
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app: Box<dyn epi::App>,
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is_focused: bool,
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}
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|
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impl WgpuWinitApp {
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fn new(
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event_loop: &EventLoop<RequestRepaintEvent>,
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app_name: &str,
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native_options: &epi::NativeOptions,
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app_creator: epi::AppCreator,
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|
) -> Self {
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let storage = epi_integration::create_storage(app_name);
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let window_settings = epi_integration::load_window_settings(storage.as_deref());
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let window = epi_integration::window_builder(native_options, &window_settings)
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.with_title(app_name)
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.build(event_loop)
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.unwrap();
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|
|
// SAFETY: `window` must outlive `painter`.
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|
#[allow(unsafe_code, unused_mut, unused_unsafe)]
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|
let painter = unsafe {
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|
let mut painter = egui_wgpu::winit::Painter::new(
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wgpu::Backends::PRIMARY | wgpu::Backends::GL,
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wgpu::PowerPreference::HighPerformance,
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|
wgpu::DeviceDescriptor {
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label: None,
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features: wgpu::Features::default(),
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|
limits: wgpu::Limits::default(),
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},
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wgpu::PresentMode::Fifo,
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|
native_options.multisampling.max(1) as _,
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|
);
|
|
#[cfg(not(target_os = "android"))]
|
|
painter.set_window(Some(&window));
|
|
painter
|
|
};
|
|
|
|
let wgpu_render_state = painter.render_state();
|
|
|
|
let system_theme = native_options.system_theme();
|
|
let mut integration = epi_integration::EpiIntegration::new(
|
|
event_loop,
|
|
painter.max_texture_side().unwrap_or(2048),
|
|
&window,
|
|
system_theme,
|
|
storage,
|
|
#[cfg(feature = "glow")]
|
|
None,
|
|
wgpu_render_state.clone(),
|
|
);
|
|
let theme = system_theme.unwrap_or(native_options.default_theme);
|
|
integration.egui_ctx.set_visuals(theme.egui_visuals());
|
|
|
|
{
|
|
let event_loop_proxy = egui::mutex::Mutex::new(event_loop.create_proxy());
|
|
integration.egui_ctx.set_request_repaint_callback(move || {
|
|
event_loop_proxy.lock().send_event(RequestRepaintEvent).ok();
|
|
});
|
|
}
|
|
|
|
let mut app = app_creator(&epi::CreationContext {
|
|
egui_ctx: integration.egui_ctx.clone(),
|
|
integration_info: integration.frame.info(),
|
|
storage: integration.frame.storage(),
|
|
#[cfg(feature = "glow")]
|
|
gl: None,
|
|
wgpu_render_state,
|
|
});
|
|
|
|
if app.warm_up_enabled() {
|
|
integration.warm_up(app.as_mut(), &window);
|
|
}
|
|
|
|
Self {
|
|
window,
|
|
painter,
|
|
integration,
|
|
app,
|
|
is_focused: true,
|
|
}
|
|
}
|
|
}
|
|
|
|
impl WinitApp for WgpuWinitApp {
|
|
fn is_focused(&self) -> bool {
|
|
self.is_focused
|
|
}
|
|
|
|
fn integration(&self) -> &EpiIntegration {
|
|
&self.integration
|
|
}
|
|
|
|
fn window(&self) -> &winit::window::Window {
|
|
&self.window
|
|
}
|
|
|
|
fn save_and_destroy(&mut self) {
|
|
self.integration.save(&mut *self.app, &self.window);
|
|
|
|
#[cfg(feature = "glow")]
|
|
self.app.on_exit(None);
|
|
|
|
#[cfg(not(feature = "glow"))]
|
|
self.app.on_exit();
|
|
|
|
self.painter.destroy();
|
|
}
|
|
|
|
fn paint(&mut self) -> EventResult {
|
|
#[cfg(feature = "puffin")]
|
|
puffin::GlobalProfiler::lock().new_frame();
|
|
crate::profile_scope!("frame");
|
|
|
|
let Self {
|
|
window,
|
|
app,
|
|
integration,
|
|
painter,
|
|
..
|
|
} = self;
|
|
|
|
let egui::FullOutput {
|
|
platform_output,
|
|
repaint_after,
|
|
textures_delta,
|
|
shapes,
|
|
} = integration.update(app.as_mut(), window);
|
|
|
|
integration.handle_platform_output(window, platform_output);
|
|
|
|
let clipped_primitives = {
|
|
crate::profile_scope!("tessellate");
|
|
integration.egui_ctx.tessellate(shapes)
|
|
};
|
|
|
|
painter.paint_and_update_textures(
|
|
integration.egui_ctx.pixels_per_point(),
|
|
app.clear_color(&integration.egui_ctx.style().visuals),
|
|
&clipped_primitives,
|
|
&textures_delta,
|
|
);
|
|
|
|
integration.post_rendering(app.as_mut(), window);
|
|
|
|
let control_flow = if integration.should_close() {
|
|
EventResult::Exit
|
|
} else if repaint_after.is_zero() {
|
|
EventResult::RepaintAsap
|
|
} else if let Some(repaint_after_instant) =
|
|
std::time::Instant::now().checked_add(repaint_after)
|
|
{
|
|
// if repaint_after is something huge and can't be added to Instant,
|
|
// we will use `ControlFlow::Wait` instead.
|
|
// technically, this might lead to some weird corner cases where the user *WANTS*
|
|
// winit to use `WaitUntil(MAX_INSTANT)` explicitly. they can roll their own
|
|
// egui backend impl i guess.
|
|
EventResult::RepaintAt(repaint_after_instant)
|
|
} else {
|
|
EventResult::Wait
|
|
};
|
|
|
|
integration.maybe_autosave(app.as_mut(), window);
|
|
|
|
if !self.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.
|
|
crate::profile_scope!("bg_sleep");
|
|
std::thread::sleep(std::time::Duration::from_millis(10));
|
|
}
|
|
|
|
control_flow
|
|
}
|
|
|
|
fn on_event(&mut self, event: winit::event::Event<'_, RequestRepaintEvent>) -> EventResult {
|
|
match event {
|
|
#[cfg(target_os = "android")]
|
|
winit::event::Event::Resumed => unsafe {
|
|
self.painter.set_window(Some(&self.window));
|
|
EventResult::RepaintAsap
|
|
},
|
|
#[cfg(target_os = "android")]
|
|
winit::event::Event::Suspended => unsafe {
|
|
self.painter.set_window(None);
|
|
EventResult::Wait
|
|
},
|
|
|
|
winit::event::Event::WindowEvent { event, .. } => {
|
|
match &event {
|
|
winit::event::WindowEvent::Focused(new_focused) => {
|
|
self.is_focused = *new_focused;
|
|
}
|
|
winit::event::WindowEvent::Resized(physical_size) => {
|
|
// Resize with 0 width and height is used by winit to signal a minimize event on Windows.
|
|
// See: https://github.com/rust-windowing/winit/issues/208
|
|
// This solves an issue where the app would panic when minimizing on Windows.
|
|
if physical_size.width > 0 && physical_size.height > 0 {
|
|
self.painter
|
|
.on_window_resized(physical_size.width, physical_size.height);
|
|
}
|
|
}
|
|
winit::event::WindowEvent::ScaleFactorChanged {
|
|
new_inner_size, ..
|
|
} => {
|
|
self.painter
|
|
.on_window_resized(new_inner_size.width, new_inner_size.height);
|
|
}
|
|
winit::event::WindowEvent::CloseRequested
|
|
if self.integration.should_close() =>
|
|
{
|
|
return EventResult::Exit
|
|
}
|
|
_ => {}
|
|
};
|
|
|
|
self.integration.on_event(self.app.as_mut(), &event);
|
|
if self.integration.should_close() {
|
|
EventResult::Exit
|
|
} else {
|
|
// TODO(emilk): ask egui if the event warrants a repaint
|
|
EventResult::RepaintAsap
|
|
}
|
|
}
|
|
_ => EventResult::Wait,
|
|
}
|
|
}
|
|
}
|
|
|
|
pub fn run_wgpu(
|
|
app_name: &str,
|
|
native_options: &epi::NativeOptions,
|
|
app_creator: epi::AppCreator,
|
|
) {
|
|
if native_options.run_and_return {
|
|
with_event_loop(|event_loop| {
|
|
let wgpu_eframe =
|
|
WgpuWinitApp::new(event_loop, app_name, native_options, app_creator);
|
|
run_and_return(event_loop, wgpu_eframe);
|
|
});
|
|
} else {
|
|
let event_loop = winit::event_loop::EventLoopBuilder::with_user_event().build();
|
|
let wgpu_eframe = WgpuWinitApp::new(&event_loop, app_name, native_options, app_creator);
|
|
run_and_exit(event_loop, wgpu_eframe);
|
|
}
|
|
}
|
|
}
|
|
|
|
// ----------------------------------------------------------------------------
|
|
|
|
#[cfg(feature = "wgpu")]
|
|
pub use wgpu_integration::run_wgpu;
|