457 lines
16 KiB
Rust
457 lines
16 KiB
Rust
//! Backend-agnostic interface for writing apps using [`egui`].
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//!
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//! `epi` provides interfaces for window management and serialization.
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//! An app written for `epi` can then be plugged into [`eframe`](https://docs.rs/eframe),
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//! the egui framework crate.
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//!
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//! Start by looking at the [`App`] trait, and implement [`App::update`].
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// Forbid warnings in release builds:
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#![cfg_attr(not(debug_assertions), deny(warnings))]
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#![forbid(unsafe_code)]
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#![warn(
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clippy::all,
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clippy::await_holding_lock,
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clippy::char_lit_as_u8,
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clippy::checked_conversions,
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clippy::dbg_macro,
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clippy::debug_assert_with_mut_call,
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clippy::disallowed_method,
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clippy::doc_markdown,
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clippy::empty_enum,
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clippy::enum_glob_use,
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clippy::exit,
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clippy::expl_impl_clone_on_copy,
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clippy::explicit_deref_methods,
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clippy::explicit_into_iter_loop,
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clippy::fallible_impl_from,
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clippy::filter_map_next,
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clippy::flat_map_option,
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clippy::float_cmp_const,
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clippy::fn_params_excessive_bools,
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clippy::from_iter_instead_of_collect,
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clippy::if_let_mutex,
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clippy::implicit_clone,
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clippy::imprecise_flops,
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clippy::inefficient_to_string,
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clippy::invalid_upcast_comparisons,
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clippy::large_digit_groups,
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clippy::large_stack_arrays,
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clippy::large_types_passed_by_value,
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clippy::let_unit_value,
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clippy::linkedlist,
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clippy::lossy_float_literal,
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clippy::macro_use_imports,
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clippy::manual_ok_or,
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clippy::map_err_ignore,
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clippy::map_flatten,
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clippy::map_unwrap_or,
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clippy::match_on_vec_items,
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clippy::match_same_arms,
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clippy::match_wild_err_arm,
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clippy::match_wildcard_for_single_variants,
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clippy::mem_forget,
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clippy::mismatched_target_os,
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clippy::missing_errors_doc,
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clippy::missing_safety_doc,
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clippy::mut_mut,
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clippy::mutex_integer,
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clippy::needless_borrow,
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clippy::needless_continue,
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clippy::needless_for_each,
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clippy::needless_pass_by_value,
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clippy::option_option,
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clippy::path_buf_push_overwrite,
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clippy::ptr_as_ptr,
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clippy::ref_option_ref,
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clippy::rest_pat_in_fully_bound_structs,
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clippy::same_functions_in_if_condition,
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clippy::semicolon_if_nothing_returned,
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clippy::single_match_else,
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clippy::string_add_assign,
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clippy::string_add,
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clippy::string_lit_as_bytes,
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clippy::string_to_string,
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clippy::todo,
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clippy::trait_duplication_in_bounds,
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clippy::unimplemented,
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clippy::unnested_or_patterns,
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clippy::unused_self,
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clippy::useless_transmute,
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clippy::verbose_file_reads,
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clippy::zero_sized_map_values,
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future_incompatible,
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missing_crate_level_docs,
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nonstandard_style,
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rust_2018_idioms
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)]
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#![allow(clippy::float_cmp)]
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#![allow(clippy::manual_range_contains)]
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#![warn(missing_docs)] // Let's keep `epi` well-documented.
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/// File storage which can be used by native backends.
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#[cfg(feature = "file_storage")]
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pub mod file_storage;
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pub use egui; // Re-export for user convenience
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// ----------------------------------------------------------------------------
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/// Implement this trait to write apps that can be compiled both natively using the [`egui_glium`](https://github.com/emilk/egui/tree/master/egui_glium) crate,
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/// and deployed as a web site using the [`egui_web`](https://github.com/emilk/egui/tree/master/egui_web) crate.
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pub trait App {
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/// Called each time the UI needs repainting, which may be many times per second.
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/// Put your widgets into a [`egui::SidePanel`], [`egui::TopBottomPanel`], [`egui::CentralPanel`], [`egui::Window`] or [`egui::Area`].
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fn update(&mut self, ctx: &egui::CtxRef, frame: &mut Frame<'_>);
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/// Called once before the first frame.
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///
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/// Allows you to do setup code, e.g to call [`egui::Context::set_fonts`],
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/// [`egui::Context::set_visuals`] etc.
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///
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/// Also allows you to restore state, if there is a storage (required the "persistence" feature).
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fn setup(
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&mut self,
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_ctx: &egui::CtxRef,
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_frame: &mut Frame<'_>,
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_storage: Option<&dyn Storage>,
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) {
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}
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/// If `true` a warm-up call to [`Self::update`] will be issued where
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/// `ctx.memory().everything_is_visible()` will be set to `true`.
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///
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/// This will help pre-caching all text, preventing stutter when
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/// opening a window containing new glyphs.
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///
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/// In this warm-up call, all painted shapes will be ignored.
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fn warm_up_enabled(&self) -> bool {
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false
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}
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/// Called on shutdown, and perhaps at regular intervals. Allows you to save state.
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///
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/// Only called when the "persistence" feature is enabled.
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///
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/// On web the states is stored to "Local Storage".
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/// On native the path is picked using [`directories_next::ProjectDirs::data_dir`](https://docs.rs/directories-next/2.0.0/directories_next/struct.ProjectDirs.html#method.data_dir) which is:
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/// * Linux: `/home/UserName/.local/share/APPNAME`
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/// * macOS: `/Users/UserName/Library/Application Support/APPNAME`
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/// * Windows: `C:\Users\UserName\AppData\Roaming\APPNAME`
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///
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/// where `APPNAME` is what is returned by [`Self::name()`].
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fn save(&mut self, _storage: &mut dyn Storage) {}
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/// Called once on shutdown (before or after [`Self::save`])
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fn on_exit(&mut self) {}
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// ---------
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// Settings:
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/// The name of your App.
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fn name(&self) -> &str;
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/// Time between automatic calls to [`Self::save`]
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fn auto_save_interval(&self) -> std::time::Duration {
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std::time::Duration::from_secs(30)
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}
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/// The size limit of the web app canvas.
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fn max_size_points(&self) -> egui::Vec2 {
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// Some browsers get slow with huge WebGL canvases, so we limit the size:
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egui::Vec2::new(1024.0, 2048.0)
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}
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/// Background color for the app, e.g. what is sent to `gl.clearColor`.
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/// This is the background of your windows if you don't set a central panel.
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fn clear_color(&self) -> egui::Rgba {
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// NOTE: a bright gray makes the shadows of the windows look weird.
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// We use a bit of transparency so that if the user switches on the
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// `transparent()` option they get immediate results.
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egui::Color32::from_rgba_unmultiplied(12, 12, 12, 180).into()
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}
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/// Controls wether or not the native window position and size will be
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/// persisted (only if the "persistence" feature is enabled).
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fn persist_native_window(&self) -> bool {
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true
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}
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/// Controls wether or not the egui memory (window positions etc) will be
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/// persisted (only if the "persistence" feature is enabled).
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fn persist_egui_memory(&self) -> bool {
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true
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}
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}
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/// Options controlling the behavior of a native window
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#[derive(Clone)]
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pub struct NativeOptions {
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/// Sets whether or not the window will always be on top of other windows.
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pub always_on_top: bool,
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/// Show window in maximized mode
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pub maximized: bool,
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/// On desktop: add window decorations (i.e. a frame around your app)?
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/// If false it will be difficult to move and resize the app.
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pub decorated: bool,
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/// On Windows: enable drag and drop support.
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/// Default is `false` to avoid issues with crates such as [`cpal`](https://github.com/RustAudio/cpal) which
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/// will hang when combined with drag-and-drop.
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/// See <https://github.com/rust-windowing/winit/issues/1255>.
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pub drag_and_drop_support: bool,
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/// The application icon, e.g. in the Windows task bar etc.
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pub icon_data: Option<IconData>,
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/// The initial size of the native window in points (logical pixels).
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pub initial_window_size: Option<egui::Vec2>,
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/// Should the app window be resizable?
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pub resizable: bool,
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/// On desktop: make the window transparent.
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/// You control the transparency with [`App::clear_color()`].
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/// You should avoid having a [`egui::CentralPanel`], or make sure its frame is also transparent.
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pub transparent: bool,
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}
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impl Default for NativeOptions {
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fn default() -> Self {
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Self {
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always_on_top: false,
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maximized: false,
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decorated: true,
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drag_and_drop_support: false,
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icon_data: None,
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initial_window_size: None,
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resizable: true,
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transparent: false,
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}
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}
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}
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/// Image data for the icon.
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#[derive(Clone)]
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pub struct IconData {
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/// RGBA pixels.
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pub rgba: Vec<u8>,
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/// Image width. This should be a multiple of 4.
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pub width: u32,
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/// Image height. This should be a multiple of 4.
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pub height: u32,
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}
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/// Represents the surroundings of your app.
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///
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/// It provides methods to inspect the surroundings (are we on the web?),
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/// allocate textures, and change settings (e.g. window size).
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pub struct Frame<'a>(backend::FrameBuilder<'a>);
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impl<'a> Frame<'a> {
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/// True if you are in a web environment.
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pub fn is_web(&self) -> bool {
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self.info().web_info.is_some()
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}
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/// Information about the integration.
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pub fn info(&self) -> &IntegrationInfo {
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&self.0.info
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}
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/// A way to allocate textures.
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pub fn tex_allocator(&mut self) -> &mut dyn TextureAllocator {
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self.0.tex_allocator
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}
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/// Signal the app to stop/exit/quit the app (only works for native apps, not web apps).
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/// The framework will not quit immediately, but at the end of the this frame.
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pub fn quit(&mut self) {
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self.0.output.quit = true;
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}
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/// Set the desired inner size of the window (in egui points).
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pub fn set_window_size(&mut self, size: egui::Vec2) {
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self.0.output.window_size = Some(size);
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}
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/// Set whether to show window decorations (i.e. a frame around you app).
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/// If false it will be difficult to move and resize the app.
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pub fn set_decorations(&mut self, decorated: bool) {
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self.0.output.decorated = Some(decorated);
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}
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/// When called, the native window will follow the
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/// movement of the cursor while the primary mouse button is down.
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///
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/// Does not work on the web, and works badly on Mac.
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pub fn drag_window(&mut self) {
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self.0.output.drag_window = true;
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}
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/// If you need to request a repaint from another thread, clone this and send it to that other thread.
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pub fn repaint_signal(&self) -> std::sync::Arc<dyn RepaintSignal> {
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self.0.repaint_signal.clone()
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}
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}
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/// Information about the web environment (if applicable).
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#[derive(Clone, Debug)]
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pub struct WebInfo {
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/// e.g. "#fragment" part of "www.example.com/index.html#fragment".
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/// Note that the leading `#` is included in the string.
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/// Also known as "hash-link" or "anchor".
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pub web_location_hash: String,
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}
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/// Information about the integration passed to the use app each frame.
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#[derive(Clone, Debug)]
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pub struct IntegrationInfo {
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/// The name of the integration, e.g. `egui_web`, `egui_glium`, `egui_glow`
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pub name: &'static str,
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/// If the app is running in a Web context, this returns information about the environment.
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pub web_info: Option<WebInfo>,
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/// Does the system prefer dark mode (over light mode)?
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/// `None` means "don't know".
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pub prefer_dark_mode: Option<bool>,
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/// Seconds of cpu usage (in seconds) of UI code on the previous frame.
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/// `None` if this is the first frame.
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pub cpu_usage: Option<f32>,
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/// The OS native pixels-per-point
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pub native_pixels_per_point: Option<f32>,
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}
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/// How to allocate textures (images) to use in [`egui`].
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pub trait TextureAllocator {
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/// Allocate a new user texture.
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///
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/// There is no way to change a texture.
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/// Instead allocate a new texture and free the previous one with [`Self::free`].
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fn alloc_srgba_premultiplied(
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&mut self,
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size: (usize, usize),
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srgba_pixels: &[egui::Color32],
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) -> egui::TextureId;
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/// Free the given texture.
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fn free(&mut self, id: egui::TextureId);
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}
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/// Abstraction for platform dependent texture reference
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pub trait NativeTexture {
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/// The native texture type.
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type Texture;
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/// Bind native texture to egui texture
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fn register_native_texture(&mut self, native: Self::Texture) -> egui::TextureId;
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/// Change id's actual pointing texture
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/// only for user texture
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fn replace_native_texture(&mut self, id: egui::TextureId, replacing: Self::Texture);
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}
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/// How to signal the [`egui`] integration that a repaint is required.
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pub trait RepaintSignal: Send + Sync {
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/// This signals the [`egui`] integration that a repaint is required.
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/// This is meant to be called when a background process finishes in an async context and/or background thread.
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fn request_repaint(&self);
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}
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// ----------------------------------------------------------------------------
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/// A place where you can store custom data in a way that persists when you restart the app.
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///
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/// On the web this is backed by [local storage](https://developer.mozilla.org/en-US/docs/Web/API/Window/localStorage).
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/// On desktop this is backed by the file system.
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pub trait Storage {
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/// Get the value for the given key.
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fn get_string(&self, key: &str) -> Option<String>;
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/// Set the value for the given key.
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fn set_string(&mut self, key: &str, value: String);
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/// write-to-disk or similar
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fn flush(&mut self);
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}
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/// Stores nothing.
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#[derive(Clone, Default)]
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pub struct DummyStorage {}
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impl Storage for DummyStorage {
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fn get_string(&self, _key: &str) -> Option<String> {
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None
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}
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fn set_string(&mut self, _key: &str, _value: String) {}
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fn flush(&mut self) {}
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}
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/// Get and deserialize the [RON](https://github.com/ron-rs/ron) stored at the given key.
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#[cfg(feature = "ron")]
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pub fn get_value<T: serde::de::DeserializeOwned>(storage: &dyn Storage, key: &str) -> Option<T> {
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storage
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.get_string(key)
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.and_then(|value| ron::from_str(&value).ok())
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}
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/// Serialize the given value as [RON](https://github.com/ron-rs/ron) and store with the given key.
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#[cfg(feature = "ron")]
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pub fn set_value<T: serde::Serialize>(storage: &mut dyn Storage, key: &str, value: &T) {
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storage.set_string(
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key,
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ron::ser::to_string_pretty(value, Default::default()).unwrap(),
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);
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}
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/// [`Storage`] key used for app
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pub const APP_KEY: &str = "app";
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// ----------------------------------------------------------------------------
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/// You only need to look here if you are writing a backend for `epi`.
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pub mod backend {
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use super::*;
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/// The data required by [`Frame`] each frame.
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pub struct FrameBuilder<'a> {
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/// Information about the integration.
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pub info: IntegrationInfo,
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/// A way to allocate textures (on integrations that support it).
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pub tex_allocator: &'a mut dyn TextureAllocator,
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/// Where the app can issue commands back to the integration.
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pub output: &'a mut AppOutput,
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/// If you need to request a repaint from another thread, clone this and send it to that other thread.
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pub repaint_signal: std::sync::Arc<dyn RepaintSignal>,
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}
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impl<'a> FrameBuilder<'a> {
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/// Wrap us in a [`Frame`] to send to [`App::update`].
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pub fn build(self) -> Frame<'a> {
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Frame(self)
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}
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}
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/// Action that can be taken by the user app.
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#[derive(Clone, Copy, Debug, Default, PartialEq)]
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pub struct AppOutput {
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/// Set to `true` to stop the app.
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/// This does nothing for web apps.
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pub quit: bool,
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/// Set to some size to resize the outer window (e.g. glium window) to this size.
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pub window_size: Option<egui::Vec2>,
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/// Set to some bool to change window decorations
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pub decorated: Option<bool>,
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/// Set to true to drap window
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pub drag_window: bool,
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}
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}
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