egui/crates/eframe/src/native/run.rs
Red Artist 8eb687cf04
Glutin Upgrade (#2187)
* working. but x11 blurry

* fixed x11 blurry. was just accidentally using multisampling even when user didnt request it

* allow dbg macro temporarily

* add windows WGL fallback support when EGL fails

* fmt

* glutin features explicitly added

* extract glutin context creation into a fn

* fix warnings
2022-12-05 11:34:28 +01:00

1287 lines
52 KiB
Rust

//! Note that this file contains two similar paths - one for [`glow`], one for [`wgpu`].
//! When making changes to one you often also want to apply it to the other.
use std::time::Duration;
use std::time::Instant;
#[cfg(feature = "accesskit")]
use egui_winit::accesskit_winit;
use egui_winit::winit;
use winit::event_loop::{
ControlFlow, EventLoop, EventLoopBuilder, EventLoopProxy, EventLoopWindowTarget,
};
use super::epi_integration::{self, EpiIntegration};
use crate::epi;
#[derive(Debug)]
pub enum UserEvent {
RequestRepaint,
#[cfg(feature = "accesskit")]
AccessKitActionRequest(accesskit_winit::ActionRequestEvent),
}
#[cfg(feature = "accesskit")]
impl From<accesskit_winit::ActionRequestEvent> for UserEvent {
fn from(inner: accesskit_winit::ActionRequestEvent) -> Self {
Self::AccessKitActionRequest(inner)
}
}
// ----------------------------------------------------------------------------
pub use epi::NativeOptions;
#[derive(Debug)]
enum EventResult {
Wait,
/// Causes a synchronous repaint inside the event handler. This should only
/// be used in special situations if the window must be repainted while
/// handling a specific event. This occurs on Windows when handling resizes.
///
/// `RepaintNow` creates a new frame synchronously, and should therefore
/// only be used for extremely urgent repaints.
RepaintNow,
/// Queues a repaint for once the event loop handles its next redraw. Exists
/// so that multiple input events can be handled in one frame. Does not
/// cause any delay like `RepaintNow`.
RepaintNext,
RepaintAt(Instant),
Exit,
}
trait WinitApp {
fn is_focused(&self) -> bool;
fn integration(&self) -> Option<&EpiIntegration>;
fn window(&self) -> Option<&winit::window::Window>;
fn save_and_destroy(&mut self);
fn paint(&mut self) -> EventResult;
fn on_event(
&mut self,
event_loop: &EventLoopWindowTarget<UserEvent>,
event: &winit::event::Event<'_, UserEvent>,
) -> EventResult;
}
fn create_event_loop_builder(
native_options: &mut epi::NativeOptions,
) -> EventLoopBuilder<UserEvent> {
let mut event_loop_builder = winit::event_loop::EventLoopBuilder::with_user_event();
if let Some(hook) = std::mem::take(&mut native_options.event_loop_builder) {
hook(&mut event_loop_builder);
}
event_loop_builder
}
/// Access a thread-local event loop.
///
/// We reuse the event-loop so we can support closing and opening an eframe window
/// multiple times. This is just a limitation of winit.
fn with_event_loop(
mut native_options: epi::NativeOptions,
f: impl FnOnce(&mut EventLoop<UserEvent>, NativeOptions),
) {
use std::cell::RefCell;
thread_local!(static EVENT_LOOP: RefCell<Option<EventLoop<UserEvent>>> = RefCell::new(None));
EVENT_LOOP.with(|event_loop| {
// Since we want to reference NativeOptions when creating the EventLoop we can't
// do that as part of the lazy thread local storage initialization and so we instead
// create the event loop lazily here
let mut event_loop = event_loop.borrow_mut();
let event_loop = event_loop
.get_or_insert_with(|| create_event_loop_builder(&mut native_options).build());
f(event_loop, native_options);
});
}
fn run_and_return(event_loop: &mut EventLoop<UserEvent>, mut winit_app: impl WinitApp) {
use winit::platform::run_return::EventLoopExtRunReturn as _;
tracing::debug!("event_loop.run_return");
let mut next_repaint_time = Instant::now();
event_loop.run_return(|event, event_loop, control_flow| {
let event_result = match &event {
winit::event::Event::LoopDestroyed => {
tracing::debug!("winit::event::Event::LoopDestroyed");
EventResult::Exit
}
// Platform-dependent event handlers to workaround a winit bug
// See: https://github.com/rust-windowing/winit/issues/987
// See: https://github.com/rust-windowing/winit/issues/1619
winit::event::Event::RedrawEventsCleared if cfg!(windows) => {
next_repaint_time = Instant::now() + Duration::from_secs(1_000_000_000);
winit_app.paint()
}
winit::event::Event::RedrawRequested(_) if !cfg!(windows) => {
next_repaint_time = Instant::now() + Duration::from_secs(1_000_000_000);
winit_app.paint()
}
winit::event::Event::UserEvent(UserEvent::RequestRepaint)
| winit::event::Event::NewEvents(winit::event::StartCause::ResumeTimeReached {
..
}) => EventResult::RepaintNext,
winit::event::Event::WindowEvent { window_id, .. }
if winit_app.window().is_none()
|| *window_id != winit_app.window().unwrap().id() =>
{
// This can happen if we close a window, and then reopen a new one,
// or if we have multiple windows open.
EventResult::Wait
}
event => winit_app.on_event(event_loop, event),
};
match event_result {
EventResult::Wait => {}
EventResult::RepaintNow => {
tracing::trace!("Repaint caused by winit::Event: {:?}", event);
next_repaint_time = Instant::now() + Duration::from_secs(1_000_000_000);
winit_app.paint();
}
EventResult::RepaintNext => {
tracing::trace!("Repaint caused by winit::Event: {:?}", event);
next_repaint_time = Instant::now();
}
EventResult::RepaintAt(repaint_time) => {
next_repaint_time = next_repaint_time.min(repaint_time);
}
EventResult::Exit => {
// On Cmd-Q we get here and then `run_return` doesn't return,
// so we need to save state now:
tracing::debug!("Exiting event loop - saving app state…");
winit_app.save_and_destroy();
*control_flow = ControlFlow::Exit;
return;
}
}
*control_flow = match next_repaint_time.checked_duration_since(Instant::now()) {
None => {
if let Some(window) = winit_app.window() {
window.request_redraw();
}
next_repaint_time = Instant::now() + Duration::from_secs(1_000_000_000);
ControlFlow::Poll
}
Some(time_until_next_repaint) => {
ControlFlow::WaitUntil(Instant::now() + time_until_next_repaint)
}
}
});
tracing::debug!("eframe window closed");
drop(winit_app);
// On Windows this clears out events so that we can later create another window.
// See https://github.com/emilk/egui/pull/1889 for details.
event_loop.run_return(|_, _, control_flow| {
control_flow.set_exit();
});
}
fn run_and_exit(event_loop: EventLoop<UserEvent>, mut winit_app: impl WinitApp + 'static) -> ! {
tracing::debug!("event_loop.run");
let mut next_repaint_time = Instant::now();
event_loop.run(move |event, event_loop, control_flow| {
let event_result = match event {
winit::event::Event::LoopDestroyed => EventResult::Exit,
// Platform-dependent event handlers to workaround a winit bug
// See: https://github.com/rust-windowing/winit/issues/987
// See: https://github.com/rust-windowing/winit/issues/1619
winit::event::Event::RedrawEventsCleared if cfg!(windows) => {
next_repaint_time = Instant::now() + Duration::from_secs(1_000_000_000);
winit_app.paint()
}
winit::event::Event::RedrawRequested(_) if !cfg!(windows) => {
next_repaint_time = Instant::now() + Duration::from_secs(1_000_000_000);
winit_app.paint()
}
winit::event::Event::UserEvent(UserEvent::RequestRepaint)
| winit::event::Event::NewEvents(winit::event::StartCause::ResumeTimeReached {
..
}) => EventResult::RepaintNext,
event => winit_app.on_event(event_loop, &event),
};
match event_result {
EventResult::Wait => {}
EventResult::RepaintNow => {
next_repaint_time = Instant::now() + Duration::from_secs(1_000_000_000);
winit_app.paint();
}
EventResult::RepaintNext => {
next_repaint_time = Instant::now();
}
EventResult::RepaintAt(repaint_time) => {
next_repaint_time = next_repaint_time.min(repaint_time);
}
EventResult::Exit => {
tracing::debug!("Quitting…");
winit_app.save_and_destroy();
#[allow(clippy::exit)]
std::process::exit(0);
}
}
*control_flow = match next_repaint_time.checked_duration_since(Instant::now()) {
None => {
if let Some(window) = winit_app.window() {
window.request_redraw();
}
ControlFlow::Poll
}
Some(time_until_next_repaint) => {
ControlFlow::WaitUntil(Instant::now() + time_until_next_repaint)
}
}
})
}
fn center_window_pos(
monitor: Option<winit::monitor::MonitorHandle>,
native_options: &mut epi::NativeOptions,
) {
// Get the current_monitor.
if let Some(monitor) = monitor {
let monitor_size = monitor.size();
let inner_size = native_options
.initial_window_size
.unwrap_or(egui::Vec2 { x: 800.0, y: 600.0 });
if monitor_size.width > 0 && monitor_size.height > 0 {
let x = (monitor_size.width - inner_size.x as u32) / 2;
let y = (monitor_size.height - inner_size.y as u32) / 2;
native_options.initial_window_pos = Some(egui::Pos2 {
x: x as _,
y: y as _,
});
}
}
}
// ----------------------------------------------------------------------------
/// Run an egui app
#[cfg(feature = "glow")]
mod glow_integration {
use std::sync::Arc;
use super::*;
// Note: that the current Glutin API design tightly couples the GL context with
// the Window which means it's not practically possible to just destroy the
// window and re-create a new window while continuing to use the same GL context.
//
// For now this means it's not possible to support Android as well as we can with
// wgpu because we're basically forced to destroy and recreate _everything_ when
// the application suspends and resumes.
//
// There is work in progress to improve the Glutin API so it has a separate Surface
// API that would allow us to just destroy a Window/Surface when suspending, see:
// https://github.com/rust-windowing/glutin/pull/1435
//
/// 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 GlowWinitRunning {
gl: Arc<glow::Context>,
painter: egui_glow::Painter,
integration: epi_integration::EpiIntegration,
app: Box<dyn epi::App>,
// Conceptually this will be split out eventually so that the rest of the state
// can be persistent.
gl_window: GlutinWindowContext,
}
struct GlutinWindowContext {
window: winit::window::Window,
gl_context: glutin::context::PossiblyCurrentContext,
gl_display: glutin::display::Display,
gl_surface: glutin::surface::Surface<glutin::surface::WindowSurface>,
}
impl GlutinWindowContext {
// refactor this function to use `glutin-winit` crate eventually.
// preferably add android support at the same time.
#[allow(unsafe_code)]
unsafe fn new(
winit_window: winit::window::Window,
native_options: &epi::NativeOptions,
) -> Self {
use glutin::prelude::*;
use raw_window_handle::*;
let hardware_acceleration = match native_options.hardware_acceleration {
crate::HardwareAcceleration::Required => Some(true),
crate::HardwareAcceleration::Preferred => None,
crate::HardwareAcceleration::Off => Some(false),
};
let raw_display_handle = winit_window.raw_display_handle();
let raw_window_handle = winit_window.raw_window_handle();
// EGL is crossplatform and the official khronos way
// but sometimes platforms/drivers may not have it, so we use back up options where possible.
// TODO: check whether we can expose these options as "features", so that users can select the relevant backend they want.
// try egl and fallback to windows wgl. Windows is the only platform that *requires* window handle to create display.
#[cfg(target_os = "windows")]
let preference = glutin::display::DisplayApiPreference::EglThenWgl(Some(window_handle));
// try egl and fallback to x11 glx
#[cfg(target_os = "linux")]
let preference = glutin::display::DisplayApiPreference::EglThenGlx(Box::new(
winit::platform::unix::register_xlib_error_hook,
));
#[cfg(target_os = "macos")]
let preference = glutin::display::DisplayApiPreference::Cgl;
#[cfg(target_os = "android")]
let preference = glutin::display::DisplayApiPreference::Egl;
let gl_display = glutin::display::Display::new(raw_display_handle, preference)
.expect("failed to create glutin display");
let swap_interval = if native_options.vsync {
glutin::surface::SwapInterval::Wait(std::num::NonZeroU32::new(1).unwrap())
} else {
glutin::surface::SwapInterval::DontWait
};
let config_template = glutin::config::ConfigTemplateBuilder::new()
.prefer_hardware_accelerated(hardware_acceleration)
.with_depth_size(native_options.depth_buffer);
// we don't know if multi sampling option is set. so, check if its more than 0.
let config_template = if native_options.multisampling > 0 {
config_template.with_multisampling(
native_options
.multisampling
.try_into()
.expect("failed to fit multisamples into u8"),
)
} else {
config_template
};
let config_template = config_template
.with_stencil_size(native_options.stencil_buffer)
.with_transparency(native_options.transparent)
.compatible_with_native_window(raw_window_handle)
.build();
// finds all valid configurations supported by this display that match the config_template
// this is where we will try to get a "fallback" config if we are okay with ignoring some native
// options required by user like multi sampling, srgb, transparency etc..
// TODO: need to figure out a good fallback config template
let config = gl_display
.find_configs(config_template)
.expect("failed to find even a single matching configuration")
.next()
.expect("failed to find a matching configuration for creating opengl context");
let context_attributes =
glutin::context::ContextAttributesBuilder::new().build(Some(raw_window_handle));
// for surface creation.
let (width, height): (u32, u32) = winit_window.inner_size().into();
let surface_attributes =
glutin::surface::SurfaceAttributesBuilder::<glutin::surface::WindowSurface>::new()
.build(
raw_window_handle,
std::num::NonZeroU32::new(width).unwrap(),
std::num::NonZeroU32::new(height).unwrap(),
);
// start creating the gl objects
let gl_context = gl_display
.create_context(&config, &context_attributes)
.expect("failed to create opengl context");
let gl_surface = gl_display
.create_window_surface(&config, &surface_attributes)
.expect("failed to create glutin window surface");
let gl_context = gl_context
.make_current(&gl_surface)
.expect("failed to make gl context current");
gl_surface
.set_swap_interval(&gl_context, swap_interval)
.expect("failed to set vsync swap interval");
GlutinWindowContext {
window: winit_window,
gl_context,
gl_display,
gl_surface,
}
}
fn window(&self) -> &winit::window::Window {
&self.window
}
fn resize(&self, physical_size: winit::dpi::PhysicalSize<u32>) {
use glutin::surface::GlSurface;
self.gl_surface.resize(
&self.gl_context,
physical_size
.width
.try_into()
.expect("physical size must not be zero"),
physical_size
.height
.try_into()
.expect("physical size must not be zero"),
);
}
fn swap_buffers(&self) -> glutin::error::Result<()> {
use glutin::surface::GlSurface;
self.gl_surface.swap_buffers(&self.gl_context)
}
fn get_proc_address(&self, addr: &std::ffi::CStr) -> *const std::ffi::c_void {
use glutin::display::GlDisplay;
self.gl_display.get_proc_address(addr)
}
}
struct GlowWinitApp {
repaint_proxy: Arc<egui::mutex::Mutex<EventLoopProxy<UserEvent>>>,
app_name: String,
native_options: epi::NativeOptions,
running: Option<GlowWinitRunning>,
// Note that since this `AppCreator` is FnOnce we are currently unable to support
// re-initializing the `GlowWinitRunning` state on Android if the application
// suspends and resumes.
app_creator: Option<epi::AppCreator>,
is_focused: bool,
frame_nr: u64,
}
impl GlowWinitApp {
fn new(
event_loop: &EventLoop<UserEvent>,
app_name: &str,
native_options: epi::NativeOptions,
app_creator: epi::AppCreator,
) -> Self {
Self {
repaint_proxy: Arc::new(egui::mutex::Mutex::new(event_loop.create_proxy())),
app_name: app_name.to_owned(),
native_options,
running: None,
app_creator: Some(app_creator),
is_focused: true,
frame_nr: 0,
}
}
#[allow(unsafe_code)]
fn create_glutin_windowed_context(
event_loop: &EventLoopWindowTarget<UserEvent>,
storage: Option<&dyn epi::Storage>,
title: &String,
native_options: &NativeOptions,
) -> (GlutinWindowContext, glow::Context) {
crate::profile_function!();
let window_settings = epi_integration::load_window_settings(storage);
let window_builder = epi_integration::window_builder(native_options, &window_settings)
.with_title(title)
.with_transparent(native_options.transparent)
// 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);
let winit_window = window_builder
.build(event_loop)
.expect("failed to create winit window");
// a lot of the code below has been lifted from glutin example in their repo.
let glutin_window_context =
unsafe { GlutinWindowContext::new(winit_window, native_options) };
let gl = unsafe {
glow::Context::from_loader_function(|s| {
let s = std::ffi::CString::new(s)
.expect("failed to construct C string from string for gl proc address");
glutin_window_context.get_proc_address(&s)
})
};
(glutin_window_context, gl)
}
fn init_run_state(&mut self, event_loop: &EventLoopWindowTarget<UserEvent>) {
let storage = epi_integration::create_storage(&self.app_name);
let (gl_window, gl) = Self::create_glutin_windowed_context(
event_loop,
storage.as_deref(),
&self.app_name,
&self.native_options,
);
let gl = Arc::new(gl);
let painter =
egui_glow::Painter::new(gl.clone(), "", self.native_options.shader_version)
.unwrap_or_else(|error| panic!("some OpenGL error occurred {}\n", error));
let system_theme = self.native_options.system_theme();
let mut integration = epi_integration::EpiIntegration::new(
event_loop,
painter.max_texture_side(),
gl_window.window(),
system_theme,
storage,
Some(gl.clone()),
#[cfg(feature = "wgpu")]
None,
);
#[cfg(feature = "accesskit")]
{
integration.init_accesskit(gl_window.window(), self.repaint_proxy.lock().clone());
}
let theme = system_theme.unwrap_or(self.native_options.default_theme);
integration.egui_ctx.set_visuals(theme.egui_visuals());
gl_window.window().set_ime_allowed(true);
if self.native_options.mouse_passthrough {
gl_window.window().set_cursor_hittest(false).unwrap();
}
{
let event_loop_proxy = self.repaint_proxy.clone();
integration.egui_ctx.set_request_repaint_callback(move || {
event_loop_proxy
.lock()
.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(),
gl: Some(gl.clone()),
#[cfg(feature = "wgpu")]
wgpu_render_state: None,
});
if app.warm_up_enabled() {
integration.warm_up(app.as_mut(), gl_window.window());
}
self.running = Some(GlowWinitRunning {
gl_window,
gl,
painter,
integration,
app,
});
}
}
impl WinitApp for GlowWinitApp {
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.running.as_ref().map(|r| r.gl_window.window())
}
fn save_and_destroy(&mut self) {
if let Some(mut running) = self.running.take() {
running
.integration
.save(running.app.as_mut(), running.gl_window.window());
running.app.on_exit(Some(&running.gl));
running.painter.destroy();
}
}
fn paint(&mut self) -> EventResult {
if let Some(running) = &mut self.running {
#[cfg(feature = "puffin")]
puffin::GlobalProfiler::lock().new_frame();
crate::profile_scope!("frame");
let GlowWinitRunning {
gl_window,
gl,
app,
integration,
painter,
} = running;
let window = gl_window.window();
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);
#[cfg(feature = "__screenshot")]
// give it time to settle:
if self.frame_nr == 2 {
if let Ok(path) = std::env::var("EFRAME_SCREENSHOT_TO") {
assert!(
path.ends_with(".png"),
"Expected EFRAME_SCREENSHOT_TO to end with '.png', got {path:?}"
);
let [w, h] = screen_size_in_pixels;
let pixels = painter.read_screen_rgba(screen_size_in_pixels);
let image = image::RgbaImage::from_vec(w, h, pixels).unwrap();
let image = image::imageops::flip_vertical(&image);
image.save(&path).unwrap_or_else(|err| {
panic!("Failed to save screenshot to {path:?}: {err}");
});
eprintln!("Screenshot saved to {path:?}.");
std::process::exit(0);
}
}
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));
}
self.frame_nr += 1;
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 {
center_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 {
center_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 {
#[cfg(feature = "__screenshot")]
assert!(
std::env::var("EFRAME_SCREENSHOT_TO").is_err(),
"EFRAME_SCREENSHOT_TO not yet implemented for wgpu backend"
);
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 {
center_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 {
center_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;