1035 lines
36 KiB
Rust
1035 lines
36 KiB
Rust
//! Platform-agnostic interface for writing apps using [`egui`] (epi = egui programming interface).
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//!
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//! `epi` provides interfaces for window management and serialization.
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//!
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//! Start by looking at the [`App`] trait, and implement [`App::update`].
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#![warn(missing_docs)] // Let's keep `epi` well-documented.
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#[cfg(target_arch = "wasm32")]
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use std::any::Any;
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#[cfg(not(target_arch = "wasm32"))]
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pub use crate::native::run::UserEvent;
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#[cfg(not(target_arch = "wasm32"))]
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pub use winit::event_loop::EventLoopBuilder;
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/// Hook into the building of an event loop before it is run
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///
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/// You can configure any platform specific details required on top of the default configuration
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/// done by `EFrame`.
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#[cfg(not(target_arch = "wasm32"))]
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pub type EventLoopBuilderHook = Box<dyn FnOnce(&mut EventLoopBuilder<UserEvent>)>;
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/// This is how your app is created.
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///
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/// You can use the [`CreationContext`] to setup egui, restore state, setup OpenGL things, etc.
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pub type AppCreator = Box<dyn FnOnce(&CreationContext<'_>) -> Box<dyn App>>;
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/// Data that is passed to [`AppCreator`] that can be used to setup and initialize your app.
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pub struct CreationContext<'s> {
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/// The egui Context.
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///
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/// You can use this to customize the look of egui, e.g to call [`egui::Context::set_fonts`],
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/// [`egui::Context::set_visuals`] etc.
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pub egui_ctx: egui::Context,
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/// Information about the surrounding environment.
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pub integration_info: IntegrationInfo,
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/// You can use the storage to restore app state(requires the "persistence" feature).
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pub storage: Option<&'s dyn Storage>,
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/// The [`glow::Context`] allows you to initialize OpenGL resources (e.g. shaders) that
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/// you might want to use later from a [`egui::PaintCallback`].
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///
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/// Only available when compiling with the `glow` feature and using [`Renderer::Glow`].
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#[cfg(feature = "glow")]
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pub gl: Option<std::sync::Arc<glow::Context>>,
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/// The underlying WGPU render state.
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///
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/// Only available when compiling with the `wgpu` feature and using [`Renderer::Wgpu`].
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///
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/// Can be used to manage GPU resources for custom rendering with WGPU using [`egui::PaintCallback`]s.
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#[cfg(feature = "wgpu")]
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pub wgpu_render_state: Option<egui_wgpu::RenderState>,
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}
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// ----------------------------------------------------------------------------
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/// Implement this trait to write apps that can be compiled for both web/wasm and desktop/native using [`eframe`](https://github.com/emilk/egui/tree/master/crates/eframe).
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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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///
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/// Put your widgets into a [`egui::SidePanel`], [`egui::TopBottomPanel`], [`egui::CentralPanel`], [`egui::Window`] or [`egui::Area`].
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///
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/// The [`egui::Context`] can be cloned and saved if you like.
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///
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/// To force a repaint, call [`egui::Context::request_repaint`] at any time (e.g. from another thread).
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fn update(&mut self, ctx: &egui::Context, frame: &mut Frame);
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/// Get a handle to the app.
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///
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/// Can be used from web to interact or other external context.
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///
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/// You need to implement this if you want to be able to access the application from JS using [`crate::web::backend::AppRunner`].
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///
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/// This is needed because downcasting `Box<dyn App>` -> `Box<dyn Any>` to get &`ConcreteApp` is not simple in current rust.
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///
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/// Just copy-paste this as your implementation:
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/// ```ignore
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/// #[cfg(target_arch = "wasm32")]
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/// fn as_any_mut(&mut self) -> Option<&mut dyn std::any::Any> {
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/// Some(&mut *self)
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/// }
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/// ```
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#[cfg(target_arch = "wasm32")]
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fn as_any_mut(&mut self) -> Option<&mut dyn Any> {
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None
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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 state 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 given to `eframe::run_native`.
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fn save(&mut self, _storage: &mut dyn Storage) {}
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/// Called when the user attempts to close the desktop window and/or quit the application.
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///
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/// By returning `false` the closing will be aborted. To continue the closing return `true`.
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///
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/// A scenario where this method will be run is after pressing the close button on a native
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/// window, which allows you to ask the user whether they want to do something before exiting.
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/// See the example at <https://github.com/emilk/egui/blob/master/examples/confirm_exit/> for practical usage.
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///
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/// It will _not_ be called on the web or when the window is forcefully closed.
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#[cfg(not(target_arch = "wasm32"))]
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#[doc(alias = "exit")]
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#[doc(alias = "quit")]
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fn on_close_event(&mut self) -> bool {
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true
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}
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/// Called once on shutdown, after [`Self::save`].
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///
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/// If you need to abort an exit use [`Self::on_close_event`].
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///
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/// To get a [`glow`] context you need to compile with the `glow` feature flag,
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/// and run eframe with the glow backend.
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#[cfg(feature = "glow")]
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fn on_exit(&mut self, _gl: Option<&glow::Context>) {}
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/// Called once on shutdown, after [`Self::save`].
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///
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/// If you need to abort an exit use [`Self::on_close_event`].
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#[cfg(not(feature = "glow"))]
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fn on_exit(&mut self) {}
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// ---------
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// Settings:
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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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///
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/// By default the max size is [`egui::Vec2::INFINITY`], i.e. unlimited.
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fn max_size_points(&self) -> egui::Vec2 {
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egui::Vec2::INFINITY
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}
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/// Background color values for the app, e.g. what is sent to `gl.clearColor`.
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///
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/// This is the background of your windows if you don't set a central panel.
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///
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/// ATTENTION:
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/// Since these float values go to the render as-is, any color space conversion as done
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/// e.g. by converting from [`egui::Color32`] to [`egui::Rgba`] may cause incorrect results.
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/// egui recommends that rendering backends use a normal "gamma-space" (non-sRGB-aware) blending,
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/// which means the values you return here should also be in `sRGB` gamma-space in the 0-1 range.
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/// You can use [`egui::Color32::to_normalized_gamma_f32`] for this.
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fn clear_color(&self, _visuals: &egui::Visuals) -> [f32; 4] {
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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).to_normalized_gamma_f32()
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// _visuals.window_fill() would also be a natural choice
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}
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/// Controls whether 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 whether 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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/// If `true` a warm-up call to [`Self::update`] will be issued where
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/// `ctx.memory(|mem| mem.everything_is_visible())` will be set to `true`.
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///
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/// This can help pre-caching resources loaded by different parts of the UI, preventing stutter later on.
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///
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/// In this warm-up call, all painted shapes will be ignored.
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///
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/// The default is `false`, and it is unlikely you will want to change this.
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fn warm_up_enabled(&self) -> bool {
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false
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}
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/// Called each time after the rendering the UI.
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///
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/// Can be used to access pixel data with `get_pixels`
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fn post_rendering(&mut self, _window_size_px: [u32; 2], _frame: &Frame) {}
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}
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/// Selects the level of hardware graphics acceleration.
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#[cfg(not(target_arch = "wasm32"))]
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#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash)]
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pub enum HardwareAcceleration {
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/// Require graphics acceleration.
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Required,
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/// Prefer graphics acceleration, but fall back to software.
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Preferred,
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/// Do NOT use graphics acceleration.
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///
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/// On some platforms (MacOS) this is ignored and treated the same as [`Self::Preferred`].
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Off,
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}
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/// Options controlling the behavior of a native window.
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///
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/// Only a single native window is currently supported.
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#[cfg(not(target_arch = "wasm32"))]
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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 at initialization.
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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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/// Start in (borderless) fullscreen?
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///
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/// Default: `false`.
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pub fullscreen: bool,
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/// On Mac: the window doesn't have a titlebar, but floating window buttons.
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///
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/// See [winit's documentation][with_fullsize_content_view] for information on Mac-specific options.
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///
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/// [with_fullsize_content_view]: https://docs.rs/winit/latest/x86_64-apple-darwin/winit/platform/macos/trait.WindowBuilderExtMacOS.html#tymethod.with_fullsize_content_view
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#[cfg(target_os = "macos")]
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pub fullsize_content: bool,
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/// On Windows: enable drag and drop support. Drag and drop can
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/// not be disabled on other platforms.
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///
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/// See [winit's documentation][drag_and_drop] for information on why you
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/// might want to disable this on windows.
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///
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/// [drag_and_drop]: https://docs.rs/winit/latest/x86_64-pc-windows-msvc/winit/platform/windows/trait.WindowBuilderExtWindows.html#tymethod.with_drag_and_drop
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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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///
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/// This doesn't work on Mac and on Wayland.
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/// See <https://docs.rs/winit/latest/winit/window/struct.Window.html#method.set_window_icon> for more.
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pub icon_data: Option<IconData>,
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/// The initial (inner) position of the native window in points (logical pixels).
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pub initial_window_pos: Option<egui::Pos2>,
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/// The initial inner size of the native window in points (logical pixels).
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pub initial_window_size: Option<egui::Vec2>,
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/// The minimum inner window size in points (logical pixels).
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pub min_window_size: Option<egui::Vec2>,
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/// The maximum inner window size in points (logical pixels).
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pub max_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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/// On desktop: mouse clicks pass through the window, used for non-interactable overlays
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/// Generally you would use this in conjunction with always_on_top
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pub mouse_passthrough: bool,
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/// Turn on vertical syncing, limiting the FPS to the display refresh rate.
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///
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/// The default is `true`.
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pub vsync: bool,
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/// Set the level of the multisampling anti-aliasing (MSAA).
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///
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/// Must be a power-of-two. Higher = more smooth 3D.
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///
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/// A value of `0` turns it off (default).
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///
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/// `egui` already performs anti-aliasing via "feathering"
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/// (controlled by [`egui::epaint::TessellationOptions`]),
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/// but if you are embedding 3D in egui you may want to turn on multisampling.
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pub multisampling: u16,
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/// Sets the number of bits in the depth buffer.
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///
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/// `egui` doesn't need the depth buffer, so the default value is 0.
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///
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/// On `wgpu` backends, due to limited depth texture format options, this
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/// will be interpreted as a boolean (non-zero = true) for whether or not
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/// specifically a `Depth32Float` buffer is used.
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pub depth_buffer: u8,
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/// Sets the number of bits in the stencil buffer.
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///
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/// `egui` doesn't need the stencil buffer, so the default value is 0.
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pub stencil_buffer: u8,
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/// Specify whether or not hardware acceleration is preferred, required, or not.
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///
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/// Default: [`HardwareAcceleration::Preferred`].
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pub hardware_acceleration: HardwareAcceleration,
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/// What rendering backend to use.
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pub renderer: Renderer,
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/// Only used if the `dark-light` feature is enabled:
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///
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/// Try to detect and follow the system preferred setting for dark vs light mode.
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///
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/// By default, this is `true` on Mac and Windows, but `false` on Linux
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/// due to <https://github.com/frewsxcv/rust-dark-light/issues/17>.
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///
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/// See also [`Self::default_theme`].
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pub follow_system_theme: bool,
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/// Which theme to use in case [`Self::follow_system_theme`] is `false`
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/// or the `dark-light` feature is disabled.
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///
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/// Default: [`Theme::Dark`].
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pub default_theme: Theme,
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/// This controls what happens when you close the main eframe window.
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///
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/// If `true`, execution will continue after the eframe window is closed.
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/// If `false`, the app will close once the eframe window is closed.
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///
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/// This is `true` by default, and the `false` option is only there
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/// so we can revert if we find any bugs.
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///
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/// This feature was introduced in <https://github.com/emilk/egui/pull/1889>.
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///
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/// When `true`, [`winit::platform::run_return::EventLoopExtRunReturn::run_return`] is used.
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/// When `false`, [`winit::event_loop::EventLoop::run`] is used.
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pub run_and_return: bool,
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/// Hook into the building of an event loop before it is run.
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///
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/// Specify a callback here in case you need to make platform specific changes to the
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/// event loop before it is run.
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///
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/// Note: A [`NativeOptions`] clone will not include any `event_loop_builder` hook.
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pub event_loop_builder: Option<EventLoopBuilderHook>,
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#[cfg(feature = "glow")]
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/// Needed for cross compiling for VirtualBox VMSVGA driver with OpenGL ES 2.0 and OpenGL 2.1 which doesn't support SRGB texture.
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/// See <https://github.com/emilk/egui/pull/1993>.
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///
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/// For OpenGL ES 2.0: set this to [`egui_glow::ShaderVersion::Es100`] to solve blank texture problem (by using the "fallback shader").
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pub shader_version: Option<egui_glow::ShaderVersion>,
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/// On desktop: make the window position to be centered at initialization.
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///
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/// Platform specific:
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///
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/// Wayland desktop currently not supported.
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pub centered: bool,
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/// Configures wgpu instance/device/adapter/surface creation and renderloop.
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#[cfg(feature = "wgpu")]
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pub wgpu_options: egui_wgpu::WgpuConfiguration,
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}
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#[cfg(not(target_arch = "wasm32"))]
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impl Clone for NativeOptions {
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fn clone(&self) -> Self {
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Self {
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icon_data: self.icon_data.clone(),
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event_loop_builder: None, // Skip any builder callbacks if cloning
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#[cfg(feature = "wgpu")]
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wgpu_options: self.wgpu_options.clone(),
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..*self
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}
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}
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}
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#[cfg(not(target_arch = "wasm32"))]
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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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fullscreen: false,
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#[cfg(target_os = "macos")]
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fullsize_content: false,
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drag_and_drop_support: true,
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icon_data: None,
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initial_window_pos: None,
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initial_window_size: None,
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min_window_size: None,
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max_window_size: None,
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resizable: true,
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transparent: false,
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mouse_passthrough: false,
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vsync: true,
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multisampling: 0,
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depth_buffer: 0,
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stencil_buffer: 0,
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hardware_acceleration: HardwareAcceleration::Preferred,
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renderer: Renderer::default(),
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follow_system_theme: cfg!(target_os = "macos") || cfg!(target_os = "windows"),
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default_theme: Theme::Dark,
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run_and_return: true,
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event_loop_builder: None,
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#[cfg(feature = "glow")]
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shader_version: None,
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centered: false,
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#[cfg(feature = "wgpu")]
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wgpu_options: egui_wgpu::WgpuConfiguration::default(),
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}
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}
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}
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#[cfg(not(target_arch = "wasm32"))]
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impl NativeOptions {
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/// The theme used by the system.
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#[cfg(feature = "dark-light")]
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pub fn system_theme(&self) -> Option<Theme> {
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if self.follow_system_theme {
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crate::profile_scope!("dark_light::detect");
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match dark_light::detect() {
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dark_light::Mode::Dark => Some(Theme::Dark),
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dark_light::Mode::Light => Some(Theme::Light),
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dark_light::Mode::Default => None,
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}
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} else {
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None
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}
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}
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/// The theme used by the system.
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#[cfg(not(feature = "dark-light"))]
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pub fn system_theme(&self) -> Option<Theme> {
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None
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}
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}
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// ----------------------------------------------------------------------------
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/// Options when using `eframe` in a web page.
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#[cfg(target_arch = "wasm32")]
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pub struct WebOptions {
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/// Try to detect and follow the system preferred setting for dark vs light mode.
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///
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/// See also [`Self::default_theme`].
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///
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/// Default: `true`.
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pub follow_system_theme: bool,
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/// Which theme to use in case [`Self::follow_system_theme`] is `false`
|
|
/// or system theme detection fails.
|
|
///
|
|
/// Default: `Theme::Dark`.
|
|
pub default_theme: Theme,
|
|
|
|
/// Which version of WebGl context to select
|
|
///
|
|
/// Default: [`WebGlContextOption::BestFirst`].
|
|
#[cfg(feature = "glow")]
|
|
pub webgl_context_option: WebGlContextOption,
|
|
|
|
/// Configures wgpu instance/device/adapter/surface creation and renderloop.
|
|
#[cfg(feature = "wgpu")]
|
|
pub wgpu_options: egui_wgpu::WgpuConfiguration,
|
|
}
|
|
|
|
#[cfg(target_arch = "wasm32")]
|
|
impl Default for WebOptions {
|
|
fn default() -> Self {
|
|
Self {
|
|
follow_system_theme: true,
|
|
default_theme: Theme::Dark,
|
|
|
|
#[cfg(feature = "glow")]
|
|
webgl_context_option: WebGlContextOption::BestFirst,
|
|
|
|
#[cfg(feature = "wgpu")]
|
|
wgpu_options: egui_wgpu::WgpuConfiguration {
|
|
// WebGPU is not stable enough yet, use WebGL emulation
|
|
backends: wgpu::Backends::GL,
|
|
device_descriptor: wgpu::DeviceDescriptor {
|
|
label: Some("egui wgpu device"),
|
|
features: wgpu::Features::default(),
|
|
limits: wgpu::Limits {
|
|
// When using a depth buffer, we have to be able to create a texture
|
|
// large enough for the entire surface, and we want to support 4k+ displays.
|
|
max_texture_dimension_2d: 8192,
|
|
..wgpu::Limits::downlevel_webgl2_defaults()
|
|
},
|
|
},
|
|
..Default::default()
|
|
},
|
|
}
|
|
}
|
|
}
|
|
|
|
// ----------------------------------------------------------------------------
|
|
|
|
/// Dark or Light theme.
|
|
#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash)]
|
|
#[cfg_attr(feature = "serde", derive(serde::Deserialize, serde::Serialize))]
|
|
pub enum Theme {
|
|
/// Dark mode: light text on a dark background.
|
|
Dark,
|
|
|
|
/// Light mode: dark text on a light background.
|
|
Light,
|
|
}
|
|
|
|
impl Theme {
|
|
/// Get the egui visuals corresponding to this theme.
|
|
///
|
|
/// Use with [`egui::Context::set_visuals`].
|
|
pub fn egui_visuals(self) -> egui::Visuals {
|
|
match self {
|
|
Self::Dark => egui::Visuals::dark(),
|
|
Self::Light => egui::Visuals::light(),
|
|
}
|
|
}
|
|
}
|
|
|
|
// ----------------------------------------------------------------------------
|
|
|
|
/// WebGL Context options
|
|
#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash)]
|
|
#[cfg_attr(feature = "serde", derive(serde::Deserialize, serde::Serialize))]
|
|
pub enum WebGlContextOption {
|
|
/// Force Use WebGL1.
|
|
WebGl1,
|
|
|
|
/// Force use WebGL2.
|
|
WebGl2,
|
|
|
|
/// Use WebGl2 first.
|
|
BestFirst,
|
|
|
|
/// Use WebGl1 first
|
|
CompatibilityFirst,
|
|
}
|
|
|
|
// ----------------------------------------------------------------------------
|
|
|
|
/// What rendering backend to use.
|
|
///
|
|
/// You need to enable the "glow" and "wgpu" features to have a choice.
|
|
#[derive(Clone, Copy, Debug, PartialEq, Eq)]
|
|
#[cfg_attr(feature = "serde", derive(serde::Deserialize, serde::Serialize))]
|
|
#[cfg_attr(feature = "serde", serde(rename_all = "snake_case"))]
|
|
pub enum Renderer {
|
|
/// Use [`egui_glow`] renderer for [`glow`](https://github.com/grovesNL/glow).
|
|
#[cfg(feature = "glow")]
|
|
Glow,
|
|
|
|
/// Use [`egui_wgpu`] renderer for [`wgpu`](https://github.com/gfx-rs/wgpu).
|
|
#[cfg(feature = "wgpu")]
|
|
Wgpu,
|
|
}
|
|
|
|
impl Default for Renderer {
|
|
fn default() -> Self {
|
|
#[cfg(feature = "glow")]
|
|
return Self::Glow;
|
|
|
|
#[cfg(not(feature = "glow"))]
|
|
#[cfg(feature = "wgpu")]
|
|
return Self::Wgpu;
|
|
|
|
#[cfg(not(feature = "glow"))]
|
|
#[cfg(not(feature = "wgpu"))]
|
|
compile_error!("eframe: you must enable at least one of the rendering backend features: 'glow' or 'wgpu'");
|
|
}
|
|
}
|
|
|
|
impl std::fmt::Display for Renderer {
|
|
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
|
|
match self {
|
|
#[cfg(feature = "glow")]
|
|
Self::Glow => "glow".fmt(f),
|
|
|
|
#[cfg(feature = "wgpu")]
|
|
Self::Wgpu => "wgpu".fmt(f),
|
|
}
|
|
}
|
|
}
|
|
|
|
impl std::str::FromStr for Renderer {
|
|
type Err = String;
|
|
|
|
fn from_str(name: &str) -> Result<Self, String> {
|
|
match name.to_lowercase().as_str() {
|
|
#[cfg(feature = "glow")]
|
|
"glow" => Ok(Self::Glow),
|
|
|
|
#[cfg(feature = "wgpu")]
|
|
"wgpu" => Ok(Self::Wgpu),
|
|
|
|
_ => Err(format!("eframe renderer {name:?} is not available. Make sure that the corresponding eframe feature is enabled."))
|
|
}
|
|
}
|
|
}
|
|
|
|
// ----------------------------------------------------------------------------
|
|
|
|
/// Image data for an application icon.
|
|
#[derive(Clone)]
|
|
pub struct IconData {
|
|
/// RGBA pixels, unmultiplied.
|
|
pub rgba: Vec<u8>,
|
|
|
|
/// Image width. This should be a multiple of 4.
|
|
pub width: u32,
|
|
|
|
/// Image height. This should be a multiple of 4.
|
|
pub height: u32,
|
|
}
|
|
|
|
/// Represents the surroundings of your app.
|
|
///
|
|
/// It provides methods to inspect the surroundings (are we on the web?),
|
|
/// allocate textures, and change settings (e.g. window size).
|
|
pub struct Frame {
|
|
/// Information about the integration.
|
|
pub(crate) info: IntegrationInfo,
|
|
|
|
/// Where the app can issue commands back to the integration.
|
|
pub(crate) output: backend::AppOutput,
|
|
|
|
/// A place where you can store custom data in a way that persists when you restart the app.
|
|
pub(crate) storage: Option<Box<dyn Storage>>,
|
|
|
|
/// A reference to the underlying [`glow`] (OpenGL) context.
|
|
#[cfg(feature = "glow")]
|
|
pub(crate) gl: Option<std::sync::Arc<glow::Context>>,
|
|
|
|
/// Can be used to manage GPU resources for custom rendering with WGPU using [`egui::PaintCallback`]s.
|
|
#[cfg(feature = "wgpu")]
|
|
pub(crate) wgpu_render_state: Option<egui_wgpu::RenderState>,
|
|
}
|
|
|
|
impl Frame {
|
|
/// True if you are in a web environment.
|
|
///
|
|
/// Equivalent to `cfg!(target_arch = "wasm32")`
|
|
#[allow(clippy::unused_self)]
|
|
pub fn is_web(&self) -> bool {
|
|
cfg!(target_arch = "wasm32")
|
|
}
|
|
|
|
/// Information about the integration.
|
|
pub fn info(&self) -> IntegrationInfo {
|
|
self.info.clone()
|
|
}
|
|
|
|
/// A place where you can store custom data in a way that persists when you restart the app.
|
|
pub fn storage(&self) -> Option<&dyn Storage> {
|
|
self.storage.as_deref()
|
|
}
|
|
|
|
/// A place where you can store custom data in a way that persists when you restart the app.
|
|
pub fn storage_mut(&mut self) -> Option<&mut (dyn Storage + 'static)> {
|
|
self.storage.as_deref_mut()
|
|
}
|
|
|
|
/// A reference to the underlying [`glow`] (OpenGL) context.
|
|
///
|
|
/// This can be used, for instance, to:
|
|
/// * Render things to offscreen buffers.
|
|
/// * Read the pixel buffer from the previous frame (`glow::Context::read_pixels`).
|
|
/// * Render things behind the egui windows.
|
|
///
|
|
/// Note that all egui painting is deferred to after the call to [`App::update`]
|
|
/// ([`egui`] only collects [`egui::Shape`]s and then eframe paints them all in one go later on).
|
|
///
|
|
/// To get a [`glow`] context you need to compile with the `glow` feature flag,
|
|
/// and run eframe using [`Renderer::Glow`].
|
|
#[cfg(feature = "glow")]
|
|
pub fn gl(&self) -> Option<&std::sync::Arc<glow::Context>> {
|
|
self.gl.as_ref()
|
|
}
|
|
|
|
/// The underlying WGPU render state.
|
|
///
|
|
/// Only available when compiling with the `wgpu` feature and using [`Renderer::Wgpu`].
|
|
///
|
|
/// Can be used to manage GPU resources for custom rendering with WGPU using [`egui::PaintCallback`]s.
|
|
#[cfg(feature = "wgpu")]
|
|
pub fn wgpu_render_state(&self) -> Option<&egui_wgpu::RenderState> {
|
|
self.wgpu_render_state.as_ref()
|
|
}
|
|
|
|
/// Tell `eframe` to close the desktop window.
|
|
///
|
|
/// The window will not close immediately, but at the end of the this frame.
|
|
///
|
|
/// Calling this will likely result in the app quitting, unless
|
|
/// you have more code after the call to [`crate::run_native`].
|
|
#[cfg(not(target_arch = "wasm32"))]
|
|
#[doc(alias = "exit")]
|
|
#[doc(alias = "quit")]
|
|
pub fn close(&mut self) {
|
|
tracing::debug!("eframe::Frame::close called");
|
|
self.output.close = true;
|
|
}
|
|
|
|
/// Minimize or unminimize window. (native only)
|
|
#[cfg(not(target_arch = "wasm32"))]
|
|
pub fn set_minimized(&mut self, minimized: bool) {
|
|
self.output.minimized = Some(minimized);
|
|
}
|
|
|
|
/// Maximize or unmaximize window. (native only)
|
|
#[cfg(not(target_arch = "wasm32"))]
|
|
pub fn set_maximized(&mut self, maximized: bool) {
|
|
self.output.maximized = Some(maximized);
|
|
}
|
|
|
|
/// Tell `eframe` to close the desktop window.
|
|
#[cfg(not(target_arch = "wasm32"))]
|
|
#[deprecated = "Renamed `close`"]
|
|
pub fn quit(&mut self) {
|
|
self.close();
|
|
}
|
|
|
|
/// Set the desired inner size of the window (in egui points).
|
|
#[cfg(not(target_arch = "wasm32"))]
|
|
pub fn set_window_size(&mut self, size: egui::Vec2) {
|
|
self.output.window_size = Some(size);
|
|
self.info.window_info.size = size; // so that subsequent calls see the updated value
|
|
}
|
|
|
|
/// Set the desired title of the window.
|
|
#[cfg(not(target_arch = "wasm32"))]
|
|
pub fn set_window_title(&mut self, title: &str) {
|
|
self.output.window_title = Some(title.to_owned());
|
|
}
|
|
|
|
/// Set whether to show window decorations (i.e. a frame around you app).
|
|
///
|
|
/// If false it will be difficult to move and resize the app.
|
|
#[cfg(not(target_arch = "wasm32"))]
|
|
pub fn set_decorations(&mut self, decorated: bool) {
|
|
self.output.decorated = Some(decorated);
|
|
}
|
|
|
|
/// Turn borderless fullscreen on/off (native only).
|
|
#[cfg(not(target_arch = "wasm32"))]
|
|
pub fn set_fullscreen(&mut self, fullscreen: bool) {
|
|
self.output.fullscreen = Some(fullscreen);
|
|
self.info.window_info.fullscreen = fullscreen; // so that subsequent calls see the updated value
|
|
}
|
|
|
|
/// set the position of the outer window.
|
|
#[cfg(not(target_arch = "wasm32"))]
|
|
pub fn set_window_pos(&mut self, pos: egui::Pos2) {
|
|
self.output.window_pos = Some(pos);
|
|
self.info.window_info.position = Some(pos); // so that subsequent calls see the updated value
|
|
}
|
|
|
|
/// When called, the native window will follow the
|
|
/// movement of the cursor while the primary mouse button is down.
|
|
///
|
|
/// Does not work on the web.
|
|
#[cfg(not(target_arch = "wasm32"))]
|
|
pub fn drag_window(&mut self) {
|
|
self.output.drag_window = true;
|
|
}
|
|
|
|
/// Set the visibility of the window.
|
|
#[cfg(not(target_arch = "wasm32"))]
|
|
pub fn set_visible(&mut self, visible: bool) {
|
|
self.output.visible = Some(visible);
|
|
}
|
|
|
|
/// On desktop: Set the window always on top.
|
|
///
|
|
/// (Wayland desktop currently not supported)
|
|
#[cfg(not(target_arch = "wasm32"))]
|
|
pub fn set_always_on_top(&mut self, always_on_top: bool) {
|
|
self.output.always_on_top = Some(always_on_top);
|
|
}
|
|
|
|
/// On desktop: Set the window to be centered.
|
|
///
|
|
/// (Wayland desktop currently not supported)
|
|
#[cfg(not(target_arch = "wasm32"))]
|
|
pub fn set_centered(&mut self) {
|
|
if let Some(monitor_size) = self.info.window_info.monitor_size {
|
|
let inner_size = self.info.window_info.size;
|
|
if monitor_size.x > 1.0 && monitor_size.y > 1.0 {
|
|
let x = (monitor_size.x - inner_size.x) / 2.0;
|
|
let y = (monitor_size.y - inner_size.y) / 2.0;
|
|
self.set_window_pos(egui::Pos2 { x, y });
|
|
}
|
|
}
|
|
}
|
|
|
|
/// for integrations only: call once per frame
|
|
pub(crate) fn take_app_output(&mut self) -> backend::AppOutput {
|
|
std::mem::take(&mut self.output)
|
|
}
|
|
}
|
|
|
|
/// Information about the web environment (if applicable).
|
|
#[derive(Clone, Debug)]
|
|
#[cfg(target_arch = "wasm32")]
|
|
pub struct WebInfo {
|
|
/// The browser user agent.
|
|
pub user_agent: String,
|
|
|
|
/// Information about the URL.
|
|
pub location: Location,
|
|
}
|
|
|
|
/// Information about the application's main window, if available.
|
|
#[cfg(not(target_arch = "wasm32"))]
|
|
#[derive(Clone, Debug)]
|
|
pub struct WindowInfo {
|
|
/// Coordinates of the window's outer top left corner, relative to the top left corner of the first display.
|
|
///
|
|
/// Unit: egui points (logical pixels).
|
|
///
|
|
/// `None` = unknown.
|
|
pub position: Option<egui::Pos2>,
|
|
|
|
/// Are we in fullscreen mode?
|
|
pub fullscreen: bool,
|
|
|
|
/// Window inner size in egui points (logical pixels).
|
|
pub size: egui::Vec2,
|
|
|
|
/// Current monitor size in egui points (logical pixels)
|
|
pub monitor_size: Option<egui::Vec2>,
|
|
}
|
|
|
|
/// Information about the URL.
|
|
///
|
|
/// Everything has been percent decoded (`%20` -> ` ` etc).
|
|
#[cfg(target_arch = "wasm32")]
|
|
#[derive(Clone, Debug)]
|
|
pub struct Location {
|
|
/// The full URL (`location.href`) without the hash.
|
|
///
|
|
/// Example: `"http://www.example.com:80/index.html?foo=bar"`.
|
|
pub url: String,
|
|
|
|
/// `location.protocol`
|
|
///
|
|
/// Example: `"http:"`.
|
|
pub protocol: String,
|
|
|
|
/// `location.host`
|
|
///
|
|
/// Example: `"example.com:80"`.
|
|
pub host: String,
|
|
|
|
/// `location.hostname`
|
|
///
|
|
/// Example: `"example.com"`.
|
|
pub hostname: String,
|
|
|
|
/// `location.port`
|
|
///
|
|
/// Example: `"80"`.
|
|
pub port: String,
|
|
|
|
/// The "#fragment" part of "www.example.com/index.html?query#fragment".
|
|
///
|
|
/// Note that the leading `#` is included in the string.
|
|
/// Also known as "hash-link" or "anchor".
|
|
pub hash: String,
|
|
|
|
/// The "query" part of "www.example.com/index.html?query#fragment".
|
|
///
|
|
/// Note that the leading `?` is NOT included in the string.
|
|
///
|
|
/// Use [`Self::query_map`] to get the parsed version of it.
|
|
pub query: String,
|
|
|
|
/// The parsed "query" part of "www.example.com/index.html?query#fragment".
|
|
///
|
|
/// "foo=42&bar%20" is parsed as `{"foo": "42", "bar ": ""}`
|
|
pub query_map: std::collections::BTreeMap<String, String>,
|
|
|
|
/// `location.origin`
|
|
///
|
|
/// Example: `"http://www.example.com:80"`.
|
|
pub origin: String,
|
|
}
|
|
|
|
/// Information about the integration passed to the use app each frame.
|
|
#[derive(Clone, Debug)]
|
|
pub struct IntegrationInfo {
|
|
/// Information about the surrounding web environment.
|
|
#[cfg(target_arch = "wasm32")]
|
|
pub web_info: WebInfo,
|
|
|
|
/// Does the OS use dark or light mode?
|
|
///
|
|
/// `None` means "don't know".
|
|
pub system_theme: Option<Theme>,
|
|
|
|
/// Seconds of cpu usage (in seconds) of UI code on the previous frame.
|
|
/// `None` if this is the first frame.
|
|
pub cpu_usage: Option<f32>,
|
|
|
|
/// The OS native pixels-per-point
|
|
pub native_pixels_per_point: Option<f32>,
|
|
|
|
/// The position and size of the native window.
|
|
#[cfg(not(target_arch = "wasm32"))]
|
|
pub window_info: WindowInfo,
|
|
}
|
|
|
|
// ----------------------------------------------------------------------------
|
|
|
|
/// A place where you can store custom data in a way that persists when you restart the app.
|
|
///
|
|
/// On the web this is backed by [local storage](https://developer.mozilla.org/en-US/docs/Web/API/Window/localStorage).
|
|
/// On desktop this is backed by the file system.
|
|
///
|
|
/// See [`CreationContext::storage`] and [`App::save`].
|
|
pub trait Storage {
|
|
/// Get the value for the given key.
|
|
fn get_string(&self, key: &str) -> Option<String>;
|
|
|
|
/// Set the value for the given key.
|
|
fn set_string(&mut self, key: &str, value: String);
|
|
|
|
/// write-to-disk or similar
|
|
fn flush(&mut self);
|
|
}
|
|
|
|
/// Stores nothing.
|
|
#[derive(Clone, Default)]
|
|
pub(crate) struct DummyStorage {}
|
|
|
|
impl Storage for DummyStorage {
|
|
fn get_string(&self, _key: &str) -> Option<String> {
|
|
None
|
|
}
|
|
|
|
fn set_string(&mut self, _key: &str, _value: String) {}
|
|
|
|
fn flush(&mut self) {}
|
|
}
|
|
|
|
/// Get and deserialize the [RON](https://github.com/ron-rs/ron) stored at the given key.
|
|
#[cfg(feature = "ron")]
|
|
pub fn get_value<T: serde::de::DeserializeOwned>(storage: &dyn Storage, key: &str) -> Option<T> {
|
|
storage
|
|
.get_string(key)
|
|
.and_then(|value| ron::from_str(&value).ok())
|
|
}
|
|
|
|
/// Serialize the given value as [RON](https://github.com/ron-rs/ron) and store with the given key.
|
|
#[cfg(feature = "ron")]
|
|
pub fn set_value<T: serde::Serialize>(storage: &mut dyn Storage, key: &str, value: &T) {
|
|
match ron::ser::to_string(value) {
|
|
Ok(string) => storage.set_string(key, string),
|
|
Err(err) => tracing::error!("eframe failed to encode data using ron: {}", err),
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}
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|
}
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|
|
/// [`Storage`] key used for app
|
|
pub const APP_KEY: &str = "app";
|
|
|
|
// ----------------------------------------------------------------------------
|
|
|
|
/// You only need to look here if you are writing a backend for `epi`.
|
|
pub(crate) mod backend {
|
|
/// Action that can be taken by the user app.
|
|
#[derive(Clone, Debug, Default)]
|
|
#[must_use]
|
|
pub struct AppOutput {
|
|
/// Set to `true` to close the native window (which often quits the app).
|
|
#[cfg(not(target_arch = "wasm32"))]
|
|
pub close: bool,
|
|
|
|
/// Set to some size to resize the outer window (e.g. glium window) to this size.
|
|
#[cfg(not(target_arch = "wasm32"))]
|
|
pub window_size: Option<egui::Vec2>,
|
|
|
|
/// Set to some string to rename the outer window (e.g. glium window) to this title.
|
|
#[cfg(not(target_arch = "wasm32"))]
|
|
pub window_title: Option<String>,
|
|
|
|
/// Set to some bool to change window decorations.
|
|
#[cfg(not(target_arch = "wasm32"))]
|
|
pub decorated: Option<bool>,
|
|
|
|
/// Set to some bool to change window fullscreen.
|
|
#[cfg(not(target_arch = "wasm32"))] // TODO: implement fullscreen on web
|
|
pub fullscreen: Option<bool>,
|
|
|
|
/// Set to true to drag window while primary mouse button is down.
|
|
#[cfg(not(target_arch = "wasm32"))]
|
|
pub drag_window: bool,
|
|
|
|
/// Set to some position to move the outer window (e.g. glium window) to this position
|
|
#[cfg(not(target_arch = "wasm32"))]
|
|
pub window_pos: Option<egui::Pos2>,
|
|
|
|
/// Set to some bool to change window visibility.
|
|
#[cfg(not(target_arch = "wasm32"))]
|
|
pub visible: Option<bool>,
|
|
|
|
/// Set to some bool to tell the window always on top.
|
|
#[cfg(not(target_arch = "wasm32"))]
|
|
pub always_on_top: Option<bool>,
|
|
|
|
/// Set to some bool to minimize or unminimize window.
|
|
#[cfg(not(target_arch = "wasm32"))]
|
|
pub minimized: Option<bool>,
|
|
|
|
/// Set to some bool to maximize or unmaximize window.
|
|
#[cfg(not(target_arch = "wasm32"))]
|
|
pub maximized: Option<bool>,
|
|
}
|
|
}
|