1129 lines
44 KiB
Rust
1129 lines
44 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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#[cfg(feature = "accesskit")]
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use egui_winit::accesskit_winit;
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use egui_winit::winit;
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use winit::event_loop::{
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ControlFlow, EventLoop, EventLoopBuilder, EventLoopProxy, EventLoopWindowTarget,
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};
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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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pub enum UserEvent {
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RequestRepaint,
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#[cfg(feature = "accesskit")]
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AccessKitActionRequest(accesskit_winit::ActionRequestEvent),
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}
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#[cfg(feature = "accesskit")]
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impl From<accesskit_winit::ActionRequestEvent> for UserEvent {
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fn from(inner: accesskit_winit::ActionRequestEvent) -> Self {
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Self::AccessKitActionRequest(inner)
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}
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}
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// ----------------------------------------------------------------------------
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pub use epi::NativeOptions;
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#[derive(Debug)]
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enum EventResult {
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Wait,
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/// Causes a synchronous repaint inside the event handler. This should only
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/// be used in special situations if the window must be repainted while
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/// handling a specific event. This occurs on Windows when handling resizes.
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///
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/// `RepaintNow` creates a new frame synchronously, and should therefore
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/// only be used for extremely urgent repaints.
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RepaintNow,
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/// Queues a repaint for once the event loop handles its next redraw. Exists
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/// so that multiple input events can be handled in one frame. Does not
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/// cause any delay like `RepaintNow`.
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RepaintNext,
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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) -> Option<&EpiIntegration>;
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fn window(&self) -> Option<&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(
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&mut self,
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event_loop: &EventLoopWindowTarget<UserEvent>,
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event: &winit::event::Event<'_, UserEvent>,
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) -> EventResult;
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}
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fn create_event_loop_builder(
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native_options: &mut epi::NativeOptions,
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) -> EventLoopBuilder<UserEvent> {
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let mut event_loop_builder = winit::event_loop::EventLoopBuilder::with_user_event();
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if let Some(hook) = std::mem::take(&mut native_options.event_loop_builder) {
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hook(&mut event_loop_builder);
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}
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event_loop_builder
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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(
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mut native_options: epi::NativeOptions,
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f: impl FnOnce(&mut EventLoop<UserEvent>, NativeOptions),
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) {
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use std::cell::RefCell;
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thread_local!(static EVENT_LOOP: RefCell<Option<EventLoop<UserEvent>>> = RefCell::new(None));
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EVENT_LOOP.with(|event_loop| {
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// Since we want to reference NativeOptions when creating the EventLoop we can't
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// do that as part of the lazy thread local storage initialization and so we instead
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// create the event loop lazily here
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let mut event_loop = event_loop.borrow_mut();
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let event_loop = event_loop
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.get_or_insert_with(|| create_event_loop_builder(&mut native_options).build());
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f(event_loop, native_options);
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});
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}
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fn run_and_return(event_loop: &mut EventLoop<UserEvent>, 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, event_loop, control_flow| {
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let event_result = match &event {
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winit::event::Event::LoopDestroyed => {
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tracing::debug!("winit::event::Event::LoopDestroyed");
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EventResult::Exit
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}
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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(UserEvent::RequestRepaint)
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| winit::event::Event::NewEvents(winit::event::StartCause::ResumeTimeReached {
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..
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}) => EventResult::RepaintNext,
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winit::event::Event::WindowEvent { window_id, .. }
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if winit_app.window().is_none()
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|| *window_id != winit_app.window().unwrap().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_loop, event),
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};
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match event_result {
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EventResult::Wait => {}
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EventResult::RepaintNow => {
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tracing::trace!("Repaint caused by winit::Event: {:?}", event);
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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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EventResult::RepaintNext => {
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tracing::trace!("Repaint caused by winit::Event: {:?}", event);
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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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// On Cmd-Q we get here and then `run_return` doesn't return,
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// so we need to save state now:
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tracing::debug!("Exiting event loop - saving app state…");
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winit_app.save_and_destroy();
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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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if let Some(window) = winit_app.window() {
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window.request_redraw();
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}
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next_repaint_time = Instant::now() + Duration::from_secs(1_000_000_000);
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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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drop(winit_app);
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// On Windows this clears out events so that we can later create another window.
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// See https://github.com/emilk/egui/pull/1889 for details.
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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(event_loop: EventLoop<UserEvent>, mut winit_app: impl WinitApp + 'static) -> ! {
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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, event_loop, 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(UserEvent::RequestRepaint)
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| winit::event::Event::NewEvents(winit::event::StartCause::ResumeTimeReached {
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..
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}) => EventResult::RepaintNext,
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event => winit_app.on_event(event_loop, &event),
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};
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match event_result {
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EventResult::Wait => {}
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EventResult::RepaintNow => {
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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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EventResult::RepaintNext => {
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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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if let Some(window) = winit_app.window() {
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window.request_redraw();
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}
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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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fn centere_window_pos(
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monitor: Option<winit::monitor::MonitorHandle>,
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native_options: &mut epi::NativeOptions,
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) {
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// Get the current_monitor.
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if let Some(monitor) = monitor {
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let monitor_size = monitor.size();
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let inner_size = native_options
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.initial_window_size
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.unwrap_or(egui::Vec2 { x: 800.0, y: 600.0 });
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if monitor_size.width > 0 && monitor_size.height > 0 {
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let x = (monitor_size.width - inner_size.x as u32) / 2;
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let y = (monitor_size.height - inner_size.y as u32) / 2;
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native_options.initial_window_pos = Some(egui::Pos2 {
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x: x as _,
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y: y as _,
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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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// Note: that the current Glutin API design tightly couples the GL context with
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// the Window which means it's not practically possible to just destroy the
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// window and re-create a new window while continuing to use the same GL context.
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//
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// For now this means it's not possible to support Android as well as we can with
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// wgpu because we're basically forced to destroy and recreate _everything_ when
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// the application suspends and resumes.
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//
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// There is work in progress to improve the Glutin API so it has a separate Surface
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// API that would allow us to just destroy a Window/Surface when suspending, see:
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// https://github.com/rust-windowing/glutin/pull/1435
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//
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/// State that is initialized when the application is first starts running via
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/// a Resumed event. On Android this ensures that any graphics state is only
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/// initialized once the application has an associated `SurfaceView`.
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struct GlowWinitRunning {
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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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// Conceptually this will be split out eventually so that the rest of the state
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// can be persistent.
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gl_window: glutin::WindowedContext<glutin::PossiblyCurrent>,
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}
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struct GlowWinitApp {
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repaint_proxy: Arc<egui::mutex::Mutex<EventLoopProxy<UserEvent>>>,
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app_name: String,
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native_options: epi::NativeOptions,
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running: Option<GlowWinitRunning>,
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// Note that since this `AppCreator` is FnOnce we are currently unable to support
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// re-initializing the `GlowWinitRunning` state on Android if the application
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// suspends and resumes.
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app_creator: Option<epi::AppCreator>,
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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<UserEvent>,
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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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Self {
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repaint_proxy: Arc::new(egui::mutex::Mutex::new(event_loop.create_proxy())),
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app_name: app_name.to_owned(),
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native_options,
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running: None,
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app_creator: Some(app_creator),
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is_focused: true,
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}
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}
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#[allow(unsafe_code)]
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fn create_glutin_windowed_context(
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event_loop: &EventLoopWindowTarget<UserEvent>,
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storage: Option<&dyn epi::Storage>,
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title: &String,
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native_options: &NativeOptions,
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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 window_settings = epi_integration::load_window_settings(storage);
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let window_builder = epi_integration::window_builder(native_options, &window_settings)
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.with_title(title)
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// Keep hidden until we've painted something. See https://github.com/emilk/egui/pull/2279
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// We must also keep the window hidden until AccessKit is initialized.
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.with_visible(false);
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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_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 =
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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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fn init_run_state(&mut self, event_loop: &EventLoopWindowTarget<UserEvent>) {
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let storage = epi_integration::create_storage(&self.app_name);
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let (gl_window, gl) = Self::create_glutin_windowed_context(
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event_loop,
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storage.as_deref(),
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&self.app_name,
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&self.native_options,
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);
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let gl = Arc::new(gl);
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let painter =
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egui_glow::Painter::new(gl.clone(), "", self.native_options.shader_version)
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.unwrap_or_else(|error| panic!("some OpenGL error occurred {}\n", error));
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let system_theme = self.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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#[cfg(feature = "accesskit")]
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{
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integration.init_accesskit(gl_window.window(), self.repaint_proxy.lock().clone());
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}
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let theme = system_theme.unwrap_or(self.native_options.default_theme);
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integration.egui_ctx.set_visuals(theme.egui_visuals());
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gl_window.window().set_ime_allowed(true);
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if self.native_options.mouse_passthrough {
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gl_window.window().set_cursor_hittest(false).unwrap();
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}
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{
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let event_loop_proxy = self.repaint_proxy.clone();
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integration.egui_ctx.set_request_repaint_callback(move || {
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event_loop_proxy
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.lock()
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.send_event(UserEvent::RequestRepaint)
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.ok();
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});
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}
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let app_creator = std::mem::take(&mut self.app_creator)
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.expect("Single-use AppCreator has unexpectedly already been taken");
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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.running = Some(GlowWinitRunning {
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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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});
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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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|
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fn integration(&self) -> Option<&EpiIntegration> {
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self.running.as_ref().map(|r| &r.integration)
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}
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fn window(&self) -> Option<&winit::window::Window> {
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self.running.as_ref().map(|r| r.gl_window.window())
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}
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|
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fn save_and_destroy(&mut self) {
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if let Some(mut running) = self.running.take() {
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running
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.integration
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.save(running.app.as_mut(), running.gl_window.window());
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running.app.on_exit(Some(&running.gl));
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running.painter.destroy();
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}
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}
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|
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fn paint(&mut self) -> EventResult {
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if let Some(running) = &mut self.running {
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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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|
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let GlowWinitRunning {
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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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} = running;
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let window = gl_window.window();
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|
|
let screen_size_in_pixels: [u32; 2] = window.inner_size().into();
|
|
|
|
egui_glow::painter::clear(
|
|
gl,
|
|
screen_size_in_pixels,
|
|
app.clear_color(&integration.egui_ctx.style().visuals),
|
|
);
|
|
|
|
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(
|
|
screen_size_in_pixels,
|
|
integration.egui_ctx.pixels_per_point(),
|
|
&clipped_primitives,
|
|
&textures_delta,
|
|
);
|
|
|
|
integration.post_rendering(app.as_mut(), window);
|
|
|
|
{
|
|
crate::profile_scope!("swap_buffers");
|
|
gl_window.swap_buffers().unwrap();
|
|
}
|
|
|
|
integration.post_present(window);
|
|
|
|
let control_flow = if integration.should_close() {
|
|
EventResult::Exit
|
|
} else if repaint_after.is_zero() {
|
|
EventResult::RepaintNext
|
|
} 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
|
|
} else {
|
|
EventResult::Wait
|
|
}
|
|
}
|
|
|
|
fn on_event(
|
|
&mut self,
|
|
event_loop: &EventLoopWindowTarget<UserEvent>,
|
|
event: &winit::event::Event<'_, UserEvent>,
|
|
) -> EventResult {
|
|
match event {
|
|
winit::event::Event::Resumed => {
|
|
if self.running.is_none() {
|
|
self.init_run_state(event_loop);
|
|
}
|
|
EventResult::RepaintNow
|
|
}
|
|
winit::event::Event::Suspended => {
|
|
#[cfg(target_os = "android")]
|
|
{
|
|
tracing::error!("Suspended app can't destroy Window surface state with current Egui Glow backend (undefined behaviour)");
|
|
// Instead of destroying everything which we _know_ we can't re-create
|
|
// we instead currently just try our luck with not destroying anything.
|
|
//
|
|
// When the application resumes then it will get a new `SurfaceView` but
|
|
// we have no practical way currently of creating a new EGL surface
|
|
// via the Glutin API while keeping the GL context and the rest of
|
|
// our app state. This will likely result in a black screen or
|
|
// frozen screen.
|
|
//
|
|
//self.running = None;
|
|
}
|
|
EventResult::Wait
|
|
}
|
|
|
|
winit::event::Event::WindowEvent { event, .. } => {
|
|
if let Some(running) = &mut self.running {
|
|
// On Windows, if a window is resized by the user, it should repaint synchronously, inside the
|
|
// event handler.
|
|
//
|
|
// If this is not done, the compositor will assume that the window does not want to redraw,
|
|
// and continue ahead.
|
|
//
|
|
// In eframe's case, that causes the window to rapidly flicker, as it struggles to deliver
|
|
// new frames to the compositor in time.
|
|
//
|
|
// The flickering is technically glutin or glow's fault, but we should be responding properly
|
|
// to resizes anyway, as doing so avoids dropping frames.
|
|
//
|
|
// See: https://github.com/emilk/egui/issues/903
|
|
let mut repaint_asap = false;
|
|
|
|
match &event {
|
|
winit::event::WindowEvent::Focused(new_focused) => {
|
|
self.is_focused = *new_focused;
|
|
}
|
|
winit::event::WindowEvent::Resized(physical_size) => {
|
|
repaint_asap = true;
|
|
|
|
// 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 {
|
|
running.gl_window.resize(*physical_size);
|
|
}
|
|
}
|
|
winit::event::WindowEvent::ScaleFactorChanged {
|
|
new_inner_size,
|
|
..
|
|
} => {
|
|
repaint_asap = true;
|
|
running.gl_window.resize(**new_inner_size);
|
|
}
|
|
winit::event::WindowEvent::CloseRequested
|
|
if running.integration.should_close() =>
|
|
{
|
|
return EventResult::Exit
|
|
}
|
|
_ => {}
|
|
}
|
|
|
|
let event_response =
|
|
running.integration.on_event(running.app.as_mut(), event);
|
|
|
|
if running.integration.should_close() {
|
|
EventResult::Exit
|
|
} else if event_response.repaint {
|
|
if repaint_asap {
|
|
EventResult::RepaintNow
|
|
} else {
|
|
EventResult::RepaintNext
|
|
}
|
|
} else {
|
|
EventResult::Wait
|
|
}
|
|
} else {
|
|
EventResult::Wait
|
|
}
|
|
}
|
|
#[cfg(feature = "accesskit")]
|
|
winit::event::Event::UserEvent(UserEvent::AccessKitActionRequest(
|
|
accesskit_winit::ActionRequestEvent { request, .. },
|
|
)) => {
|
|
if let Some(running) = &mut self.running {
|
|
running
|
|
.integration
|
|
.on_accesskit_action_request(request.clone());
|
|
// As a form of user input, accessibility actions should
|
|
// lead to a repaint.
|
|
EventResult::RepaintNext
|
|
} else {
|
|
EventResult::Wait
|
|
}
|
|
}
|
|
_ => EventResult::Wait,
|
|
}
|
|
}
|
|
}
|
|
|
|
pub fn run_glow(
|
|
app_name: &str,
|
|
mut native_options: epi::NativeOptions,
|
|
app_creator: epi::AppCreator,
|
|
) {
|
|
if native_options.run_and_return {
|
|
with_event_loop(native_options, |event_loop, mut native_options| {
|
|
if native_options.centered {
|
|
centere_window_pos(event_loop.available_monitors().next(), &mut native_options);
|
|
}
|
|
|
|
let glow_eframe =
|
|
GlowWinitApp::new(event_loop, app_name, native_options, app_creator);
|
|
run_and_return(event_loop, glow_eframe);
|
|
});
|
|
} else {
|
|
let event_loop = create_event_loop_builder(&mut native_options).build();
|
|
|
|
if native_options.centered {
|
|
centere_window_pos(event_loop.available_monitors().next(), &mut native_options);
|
|
}
|
|
|
|
let glow_eframe = GlowWinitApp::new(&event_loop, app_name, native_options, app_creator);
|
|
run_and_exit(event_loop, glow_eframe);
|
|
}
|
|
}
|
|
}
|
|
|
|
#[cfg(feature = "glow")]
|
|
pub use glow_integration::run_glow;
|
|
// ----------------------------------------------------------------------------
|
|
|
|
#[cfg(feature = "wgpu")]
|
|
mod wgpu_integration {
|
|
use std::sync::Arc;
|
|
|
|
use super::*;
|
|
|
|
/// State that is initialized when the application is first starts running via
|
|
/// a Resumed event. On Android this ensures that any graphics state is only
|
|
/// initialized once the application has an associated `SurfaceView`.
|
|
struct WgpuWinitRunning {
|
|
painter: egui_wgpu::winit::Painter,
|
|
integration: epi_integration::EpiIntegration,
|
|
app: Box<dyn epi::App>,
|
|
}
|
|
|
|
struct WgpuWinitApp {
|
|
repaint_proxy: Arc<std::sync::Mutex<EventLoopProxy<UserEvent>>>,
|
|
app_name: String,
|
|
native_options: epi::NativeOptions,
|
|
app_creator: Option<epi::AppCreator>,
|
|
running: Option<WgpuWinitRunning>,
|
|
|
|
/// Window surface state that's initialized when the app starts running via a Resumed event
|
|
/// and on Android will also be destroyed if the application is paused.
|
|
window: Option<winit::window::Window>,
|
|
is_focused: bool,
|
|
}
|
|
|
|
impl WgpuWinitApp {
|
|
fn new(
|
|
event_loop: &EventLoop<UserEvent>,
|
|
app_name: &str,
|
|
native_options: epi::NativeOptions,
|
|
app_creator: epi::AppCreator,
|
|
) -> Self {
|
|
Self {
|
|
repaint_proxy: Arc::new(std::sync::Mutex::new(event_loop.create_proxy())),
|
|
app_name: app_name.to_owned(),
|
|
native_options,
|
|
running: None,
|
|
window: None,
|
|
app_creator: Some(app_creator),
|
|
is_focused: true,
|
|
}
|
|
}
|
|
|
|
fn create_window(
|
|
event_loop: &EventLoopWindowTarget<UserEvent>,
|
|
storage: Option<&dyn epi::Storage>,
|
|
title: &String,
|
|
native_options: &NativeOptions,
|
|
) -> winit::window::Window {
|
|
let window_settings = epi_integration::load_window_settings(storage);
|
|
epi_integration::window_builder(native_options, &window_settings)
|
|
.with_title(title)
|
|
// Keep hidden until we've painted something. See https://github.com/emilk/egui/pull/2279
|
|
// We must also keep the window hidden until AccessKit is initialized.
|
|
.with_visible(false)
|
|
.build(event_loop)
|
|
.unwrap()
|
|
}
|
|
|
|
#[allow(unsafe_code)]
|
|
fn set_window(&mut self, window: winit::window::Window) {
|
|
self.window = Some(window);
|
|
if let Some(running) = &mut self.running {
|
|
unsafe {
|
|
running.painter.set_window(self.window.as_ref());
|
|
}
|
|
}
|
|
}
|
|
|
|
#[allow(unsafe_code)]
|
|
#[cfg(target_os = "android")]
|
|
fn drop_window(&mut self) {
|
|
self.window = None;
|
|
if let Some(running) = &mut self.running {
|
|
unsafe {
|
|
running.painter.set_window(None);
|
|
}
|
|
}
|
|
}
|
|
|
|
fn init_run_state(
|
|
&mut self,
|
|
event_loop: &EventLoopWindowTarget<UserEvent>,
|
|
storage: Option<Box<dyn epi::Storage>>,
|
|
window: winit::window::Window,
|
|
) {
|
|
#[allow(unsafe_code, unused_mut, unused_unsafe)]
|
|
let painter = unsafe {
|
|
let mut painter = egui_wgpu::winit::Painter::new(
|
|
self.native_options.wgpu_options.clone(),
|
|
self.native_options.multisampling.max(1) as _,
|
|
self.native_options.depth_buffer,
|
|
);
|
|
painter.set_window(Some(&window));
|
|
painter
|
|
};
|
|
|
|
let wgpu_render_state = painter.render_state();
|
|
|
|
let system_theme = self.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(),
|
|
);
|
|
#[cfg(feature = "accesskit")]
|
|
{
|
|
integration.init_accesskit(&window, self.repaint_proxy.lock().unwrap().clone());
|
|
}
|
|
let theme = system_theme.unwrap_or(self.native_options.default_theme);
|
|
integration.egui_ctx.set_visuals(theme.egui_visuals());
|
|
|
|
window.set_ime_allowed(true);
|
|
|
|
{
|
|
let event_loop_proxy = self.repaint_proxy.clone();
|
|
integration.egui_ctx.set_request_repaint_callback(move || {
|
|
event_loop_proxy
|
|
.lock()
|
|
.unwrap()
|
|
.send_event(UserEvent::RequestRepaint)
|
|
.ok();
|
|
});
|
|
}
|
|
|
|
let app_creator = std::mem::take(&mut self.app_creator)
|
|
.expect("Single-use AppCreator has unexpectedly already been taken");
|
|
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.running = Some(WgpuWinitRunning {
|
|
painter,
|
|
integration,
|
|
app,
|
|
});
|
|
self.window = Some(window);
|
|
}
|
|
}
|
|
|
|
impl WinitApp for WgpuWinitApp {
|
|
fn is_focused(&self) -> bool {
|
|
self.is_focused
|
|
}
|
|
|
|
fn integration(&self) -> Option<&EpiIntegration> {
|
|
self.running.as_ref().map(|r| &r.integration)
|
|
}
|
|
|
|
fn window(&self) -> Option<&winit::window::Window> {
|
|
self.window.as_ref()
|
|
}
|
|
|
|
fn save_and_destroy(&mut self) {
|
|
if let Some(mut running) = self.running.take() {
|
|
if let Some(window) = &self.window {
|
|
running.integration.save(running.app.as_mut(), window);
|
|
}
|
|
|
|
#[cfg(feature = "glow")]
|
|
running.app.on_exit(None);
|
|
|
|
#[cfg(not(feature = "glow"))]
|
|
running.app.on_exit();
|
|
|
|
running.painter.destroy();
|
|
}
|
|
}
|
|
|
|
fn paint(&mut self) -> EventResult {
|
|
if let (Some(running), Some(window)) = (&mut self.running, &self.window) {
|
|
#[cfg(feature = "puffin")]
|
|
puffin::GlobalProfiler::lock().new_frame();
|
|
crate::profile_scope!("frame");
|
|
|
|
let WgpuWinitRunning {
|
|
app,
|
|
integration,
|
|
painter,
|
|
} = running;
|
|
|
|
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);
|
|
integration.post_present(window);
|
|
|
|
let control_flow = if integration.should_close() {
|
|
EventResult::Exit
|
|
} else if repaint_after.is_zero() {
|
|
EventResult::RepaintNext
|
|
} 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
|
|
} else {
|
|
EventResult::Wait
|
|
}
|
|
}
|
|
|
|
fn on_event(
|
|
&mut self,
|
|
event_loop: &EventLoopWindowTarget<UserEvent>,
|
|
event: &winit::event::Event<'_, UserEvent>,
|
|
) -> EventResult {
|
|
match event {
|
|
winit::event::Event::Resumed => {
|
|
if let Some(running) = &self.running {
|
|
if self.window.is_none() {
|
|
let window = Self::create_window(
|
|
event_loop,
|
|
running.integration.frame.storage(),
|
|
&self.app_name,
|
|
&self.native_options,
|
|
);
|
|
self.set_window(window);
|
|
}
|
|
} else {
|
|
let storage = epi_integration::create_storage(&self.app_name);
|
|
let window = Self::create_window(
|
|
event_loop,
|
|
storage.as_deref(),
|
|
&self.app_name,
|
|
&self.native_options,
|
|
);
|
|
self.init_run_state(event_loop, storage, window);
|
|
}
|
|
EventResult::RepaintNow
|
|
}
|
|
winit::event::Event::Suspended => {
|
|
#[cfg(target_os = "android")]
|
|
self.drop_window();
|
|
EventResult::Wait
|
|
}
|
|
|
|
winit::event::Event::WindowEvent { event, .. } => {
|
|
if let Some(running) = &mut self.running {
|
|
// On Windows, if a window is resized by the user, it should repaint synchronously, inside the
|
|
// event handler.
|
|
//
|
|
// If this is not done, the compositor will assume that the window does not want to redraw,
|
|
// and continue ahead.
|
|
//
|
|
// In eframe's case, that causes the window to rapidly flicker, as it struggles to deliver
|
|
// new frames to the compositor in time.
|
|
//
|
|
// The flickering is technically glutin or glow's fault, but we should be responding properly
|
|
// to resizes anyway, as doing so avoids dropping frames.
|
|
//
|
|
// See: https://github.com/emilk/egui/issues/903
|
|
let mut repaint_asap = false;
|
|
|
|
match &event {
|
|
winit::event::WindowEvent::Focused(new_focused) => {
|
|
self.is_focused = *new_focused;
|
|
}
|
|
winit::event::WindowEvent::Resized(physical_size) => {
|
|
repaint_asap = true;
|
|
|
|
// 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 {
|
|
running.painter.on_window_resized(
|
|
physical_size.width,
|
|
physical_size.height,
|
|
);
|
|
}
|
|
}
|
|
winit::event::WindowEvent::ScaleFactorChanged {
|
|
new_inner_size,
|
|
..
|
|
} => {
|
|
repaint_asap = true;
|
|
running
|
|
.painter
|
|
.on_window_resized(new_inner_size.width, new_inner_size.height);
|
|
}
|
|
winit::event::WindowEvent::CloseRequested
|
|
if running.integration.should_close() =>
|
|
{
|
|
return EventResult::Exit
|
|
}
|
|
_ => {}
|
|
};
|
|
|
|
let event_response =
|
|
running.integration.on_event(running.app.as_mut(), event);
|
|
if running.integration.should_close() {
|
|
EventResult::Exit
|
|
} else if event_response.repaint {
|
|
if repaint_asap {
|
|
EventResult::RepaintNow
|
|
} else {
|
|
EventResult::RepaintNext
|
|
}
|
|
} else {
|
|
EventResult::Wait
|
|
}
|
|
} else {
|
|
EventResult::Wait
|
|
}
|
|
}
|
|
#[cfg(feature = "accesskit")]
|
|
winit::event::Event::UserEvent(UserEvent::AccessKitActionRequest(
|
|
accesskit_winit::ActionRequestEvent { request, .. },
|
|
)) => {
|
|
if let Some(running) = &mut self.running {
|
|
running
|
|
.integration
|
|
.on_accesskit_action_request(request.clone());
|
|
// As a form of user input, accessibility actions should
|
|
// lead to a repaint.
|
|
EventResult::RepaintNext
|
|
} else {
|
|
EventResult::Wait
|
|
}
|
|
}
|
|
_ => EventResult::Wait,
|
|
}
|
|
}
|
|
}
|
|
|
|
pub fn run_wgpu(
|
|
app_name: &str,
|
|
mut native_options: epi::NativeOptions,
|
|
app_creator: epi::AppCreator,
|
|
) {
|
|
if native_options.run_and_return {
|
|
with_event_loop(native_options, |event_loop, mut native_options| {
|
|
if native_options.centered {
|
|
centere_window_pos(event_loop.available_monitors().next(), &mut native_options);
|
|
}
|
|
|
|
let wgpu_eframe =
|
|
WgpuWinitApp::new(event_loop, app_name, native_options, app_creator);
|
|
run_and_return(event_loop, wgpu_eframe);
|
|
});
|
|
} else {
|
|
let event_loop = create_event_loop_builder(&mut native_options).build();
|
|
|
|
if native_options.centered {
|
|
centere_window_pos(event_loop.available_monitors().next(), &mut native_options);
|
|
}
|
|
|
|
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;
|