egui/egui-winit/src/lib.rs
Emil Ernerfeldt bb421c7e8a
Remove egui_web and epi (#1545)
* Remove integration name (it is always eframe)

* Remove egui_web crate

* Move egui_web/CHANGELOG.md into eframe/CHANGELOG.md

* Remove all mentions of egui_web

* Remove epi crate and absorb into eframe

* egui_glow: only use puffin on native

* Remove WASM doc from CI (we don't generate it anyways!)

* Remove eframe::epi and improve eframe docs
2022-04-30 10:44:35 +02:00

682 lines
27 KiB
Rust

//! [`egui`] bindings for [`winit`](https://github.com/rust-windowing/winit).
//!
//! The library translates winit events to egui, handled copy/paste,
//! updates the cursor, open links clicked in egui, etc.
#![allow(clippy::manual_range_contains)]
pub use egui;
pub use winit;
pub mod clipboard;
pub mod screen_reader;
mod window_settings;
pub use window_settings::WindowSettings;
pub fn native_pixels_per_point(window: &winit::window::Window) -> f32 {
window.scale_factor() as f32
}
pub fn screen_size_in_pixels(window: &winit::window::Window) -> egui::Vec2 {
let size = window.inner_size();
egui::vec2(size.width as f32, size.height as f32)
}
/// Handles the integration between egui and winit.
pub struct State {
start_time: instant::Instant,
egui_input: egui::RawInput,
pointer_pos_in_points: Option<egui::Pos2>,
any_pointer_button_down: bool,
current_cursor_icon: egui::CursorIcon,
/// What egui uses.
current_pixels_per_point: f32,
clipboard: clipboard::Clipboard,
screen_reader: screen_reader::ScreenReader,
/// If `true`, mouse inputs will be treated as touches.
/// Useful for debugging touch support in egui.
///
/// Creates duplicate touches, if real touch inputs are coming.
simulate_touch_screen: bool,
/// Is Some(…) when a touch is being translated to a pointer.
///
/// Only one touch will be interpreted as pointer at any time.
pointer_touch_id: Option<u64>,
}
impl State {
/// Initialize with:
/// * `max_texture_side`: e.g. `GL_MAX_TEXTURE_SIZE`
/// * the native `pixels_per_point` (dpi scaling).
pub fn new(max_texture_side: usize, window: &winit::window::Window) -> Self {
Self::from_pixels_per_point(max_texture_side, native_pixels_per_point(window))
}
/// Initialize with:
/// * `max_texture_side`: e.g. `GL_MAX_TEXTURE_SIZE`
/// * the given `pixels_per_point` (dpi scaling).
pub fn from_pixels_per_point(max_texture_side: usize, pixels_per_point: f32) -> Self {
Self {
start_time: instant::Instant::now(),
egui_input: egui::RawInput {
pixels_per_point: Some(pixels_per_point),
max_texture_side: Some(max_texture_side),
..Default::default()
},
pointer_pos_in_points: None,
any_pointer_button_down: false,
current_cursor_icon: egui::CursorIcon::Default,
current_pixels_per_point: pixels_per_point,
clipboard: Default::default(),
screen_reader: screen_reader::ScreenReader::default(),
simulate_touch_screen: false,
pointer_touch_id: None,
}
}
/// The number of physical pixels per logical point,
/// as configured on the current egui context (see [`egui::Context::pixels_per_point`]).
#[inline]
pub fn pixels_per_point(&self) -> f32 {
self.current_pixels_per_point
}
/// The current input state.
/// This is changed by [`Self::on_event`] and cleared by [`Self::take_egui_input`].
#[inline]
pub fn egui_input(&self) -> &egui::RawInput {
&self.egui_input
}
/// Prepare for a new frame by extracting the accumulated input,
/// as well as setting [the time](egui::RawInput::time) and [screen rectangle](egui::RawInput::screen_rect).
pub fn take_egui_input(&mut self, window: &winit::window::Window) -> egui::RawInput {
let pixels_per_point = self.pixels_per_point();
self.egui_input.time = Some(self.start_time.elapsed().as_secs_f64());
// On Windows, a minimized window will have 0 width and height.
// See: https://github.com/rust-windowing/winit/issues/208
// This solves an issue where egui window positions would be changed when minimizing on Windows.
let screen_size_in_pixels = screen_size_in_pixels(window);
let screen_size_in_points = screen_size_in_pixels / pixels_per_point;
self.egui_input.screen_rect =
if screen_size_in_points.x > 0.0 && screen_size_in_points.y > 0.0 {
Some(egui::Rect::from_min_size(
egui::Pos2::ZERO,
screen_size_in_points,
))
} else {
None
};
self.egui_input.take()
}
/// Call this when there is a new event.
///
/// The result can be found in [`Self::egui_input`] and be extracted with [`Self::take_egui_input`].
///
/// Returns `true` if egui wants exclusive use of this event
/// (e.g. a mouse click on an egui window, or entering text into a text field).
/// For instance, if you use egui for a game, you want to first call this
/// and only when this returns `false` pass on the events to your game.
///
/// Note that egui uses `tab` to move focus between elements, so this will always return `true` for tabs.
pub fn on_event(
&mut self,
egui_ctx: &egui::Context,
event: &winit::event::WindowEvent<'_>,
) -> bool {
use winit::event::WindowEvent;
match event {
WindowEvent::ScaleFactorChanged { scale_factor, .. } => {
let pixels_per_point = *scale_factor as f32;
self.egui_input.pixels_per_point = Some(pixels_per_point);
self.current_pixels_per_point = pixels_per_point;
false
}
WindowEvent::MouseInput { state, button, .. } => {
self.on_mouse_button_input(*state, *button);
egui_ctx.wants_pointer_input()
}
WindowEvent::MouseWheel { delta, .. } => {
self.on_mouse_wheel(*delta);
egui_ctx.wants_pointer_input()
}
WindowEvent::CursorMoved { position, .. } => {
self.on_cursor_moved(*position);
egui_ctx.is_using_pointer()
}
WindowEvent::CursorLeft { .. } => {
self.pointer_pos_in_points = None;
self.egui_input.events.push(egui::Event::PointerGone);
false
}
// WindowEvent::TouchpadPressure {device_id, pressure, stage, .. } => {} // TODO
WindowEvent::Touch(touch) => {
self.on_touch(touch);
match touch.phase {
winit::event::TouchPhase::Started
| winit::event::TouchPhase::Ended
| winit::event::TouchPhase::Cancelled => egui_ctx.wants_pointer_input(),
winit::event::TouchPhase::Moved => egui_ctx.is_using_pointer(),
}
}
WindowEvent::ReceivedCharacter(ch) => {
// On Mac we get here when the user presses Cmd-C (copy), ctrl-W, etc.
// We need to ignore these characters that are side-effects of commands.
let is_mac_cmd = cfg!(target_os = "macos")
&& (self.egui_input.modifiers.ctrl || self.egui_input.modifiers.mac_cmd);
if is_printable_char(*ch) && !is_mac_cmd {
self.egui_input
.events
.push(egui::Event::Text(ch.to_string()));
egui_ctx.wants_keyboard_input()
} else {
false
}
}
WindowEvent::KeyboardInput { input, .. } => {
self.on_keyboard_input(input);
egui_ctx.wants_keyboard_input()
|| input.virtual_keycode == Some(winit::event::VirtualKeyCode::Tab)
}
WindowEvent::Focused(_) => {
// We will not be given a KeyboardInput event when the modifiers are released while
// the window does not have focus. Unset all modifier state to be safe.
self.egui_input.modifiers = egui::Modifiers::default();
false
}
WindowEvent::HoveredFile(path) => {
self.egui_input.hovered_files.push(egui::HoveredFile {
path: Some(path.clone()),
..Default::default()
});
false
}
WindowEvent::HoveredFileCancelled => {
self.egui_input.hovered_files.clear();
false
}
WindowEvent::DroppedFile(path) => {
self.egui_input.hovered_files.clear();
self.egui_input.dropped_files.push(egui::DroppedFile {
path: Some(path.clone()),
..Default::default()
});
false
}
WindowEvent::ModifiersChanged(state) => {
self.egui_input.modifiers.alt = state.alt();
self.egui_input.modifiers.ctrl = state.ctrl();
self.egui_input.modifiers.shift = state.shift();
self.egui_input.modifiers.mac_cmd = cfg!(target_os = "macos") && state.logo();
self.egui_input.modifiers.command = if cfg!(target_os = "macos") {
state.logo()
} else {
state.ctrl()
};
false
}
_ => {
// dbg!(event);
false
}
}
}
fn on_mouse_button_input(
&mut self,
state: winit::event::ElementState,
button: winit::event::MouseButton,
) {
if let Some(pos) = self.pointer_pos_in_points {
if let Some(button) = translate_mouse_button(button) {
let pressed = state == winit::event::ElementState::Pressed;
self.egui_input.events.push(egui::Event::PointerButton {
pos,
button,
pressed,
modifiers: self.egui_input.modifiers,
});
if self.simulate_touch_screen {
if pressed {
self.any_pointer_button_down = true;
self.egui_input.events.push(egui::Event::Touch {
device_id: egui::TouchDeviceId(0),
id: egui::TouchId(0),
phase: egui::TouchPhase::Start,
pos,
force: 0.0,
});
} else {
self.any_pointer_button_down = false;
self.egui_input.events.push(egui::Event::PointerGone);
self.egui_input.events.push(egui::Event::Touch {
device_id: egui::TouchDeviceId(0),
id: egui::TouchId(0),
phase: egui::TouchPhase::End,
pos,
force: 0.0,
});
};
}
}
}
}
fn on_cursor_moved(&mut self, pos_in_pixels: winit::dpi::PhysicalPosition<f64>) {
let pos_in_points = egui::pos2(
pos_in_pixels.x as f32 / self.pixels_per_point(),
pos_in_pixels.y as f32 / self.pixels_per_point(),
);
self.pointer_pos_in_points = Some(pos_in_points);
if self.simulate_touch_screen {
if self.any_pointer_button_down {
self.egui_input
.events
.push(egui::Event::PointerMoved(pos_in_points));
self.egui_input.events.push(egui::Event::Touch {
device_id: egui::TouchDeviceId(0),
id: egui::TouchId(0),
phase: egui::TouchPhase::Move,
pos: pos_in_points,
force: 0.0,
});
}
} else {
self.egui_input
.events
.push(egui::Event::PointerMoved(pos_in_points));
}
}
fn on_touch(&mut self, touch: &winit::event::Touch) {
// Emit touch event
self.egui_input.events.push(egui::Event::Touch {
device_id: egui::TouchDeviceId(egui::epaint::util::hash(touch.device_id)),
id: egui::TouchId::from(touch.id),
phase: match touch.phase {
winit::event::TouchPhase::Started => egui::TouchPhase::Start,
winit::event::TouchPhase::Moved => egui::TouchPhase::Move,
winit::event::TouchPhase::Ended => egui::TouchPhase::End,
winit::event::TouchPhase::Cancelled => egui::TouchPhase::Cancel,
},
pos: egui::pos2(
touch.location.x as f32 / self.pixels_per_point(),
touch.location.y as f32 / self.pixels_per_point(),
),
force: match touch.force {
Some(winit::event::Force::Normalized(force)) => force as f32,
Some(winit::event::Force::Calibrated {
force,
max_possible_force,
..
}) => (force / max_possible_force) as f32,
None => 0_f32,
},
});
// If we're not yet tanslating a touch or we're translating this very
// touch …
if self.pointer_touch_id.is_none() || self.pointer_touch_id.unwrap() == touch.id {
// … emit PointerButton resp. PointerMoved events to emulate mouse
match touch.phase {
winit::event::TouchPhase::Started => {
self.pointer_touch_id = Some(touch.id);
// First move the pointer to the right location
self.on_cursor_moved(touch.location);
self.on_mouse_button_input(
winit::event::ElementState::Pressed,
winit::event::MouseButton::Left,
);
}
winit::event::TouchPhase::Moved => {
self.on_cursor_moved(touch.location);
}
winit::event::TouchPhase::Ended => {
self.pointer_touch_id = None;
self.on_mouse_button_input(
winit::event::ElementState::Released,
winit::event::MouseButton::Left,
);
// The pointer should vanish completely to not get any
// hover effects
self.pointer_pos_in_points = None;
self.egui_input.events.push(egui::Event::PointerGone);
}
winit::event::TouchPhase::Cancelled => {
self.pointer_touch_id = None;
self.pointer_pos_in_points = None;
self.egui_input.events.push(egui::Event::PointerGone);
}
}
}
}
fn on_mouse_wheel(&mut self, delta: winit::event::MouseScrollDelta) {
let mut delta = match delta {
winit::event::MouseScrollDelta::LineDelta(x, y) => {
let points_per_scroll_line = 50.0; // Scroll speed decided by consensus: https://github.com/emilk/egui/issues/461
egui::vec2(x, y) * points_per_scroll_line
}
winit::event::MouseScrollDelta::PixelDelta(delta) => {
egui::vec2(delta.x as f32, delta.y as f32) / self.pixels_per_point()
}
};
delta.x *= -1.0; // Winit has inverted hscroll. Remove this line when we update winit after https://github.com/rust-windowing/winit/pull/2105 is merged and released
if self.egui_input.modifiers.ctrl || self.egui_input.modifiers.command {
// Treat as zoom instead:
let factor = (delta.y / 200.0).exp();
self.egui_input.events.push(egui::Event::Zoom(factor));
} else if self.egui_input.modifiers.shift {
// Treat as horizontal scrolling.
// Note: one Mac we already get horizontal scroll events when shift is down.
self.egui_input
.events
.push(egui::Event::Scroll(egui::vec2(delta.x + delta.y, 0.0)));
} else {
self.egui_input.events.push(egui::Event::Scroll(delta));
}
}
fn on_keyboard_input(&mut self, input: &winit::event::KeyboardInput) {
if let Some(keycode) = input.virtual_keycode {
let pressed = input.state == winit::event::ElementState::Pressed;
if pressed {
// VirtualKeyCode::Paste etc in winit are broken/untrustworthy,
// so we detect these things manually:
if is_cut_command(self.egui_input.modifiers, keycode) {
self.egui_input.events.push(egui::Event::Cut);
} else if is_copy_command(self.egui_input.modifiers, keycode) {
self.egui_input.events.push(egui::Event::Copy);
} else if is_paste_command(self.egui_input.modifiers, keycode) {
if let Some(contents) = self.clipboard.get() {
let contents = contents.replace("\r\n", "\n");
if !contents.is_empty() {
self.egui_input.events.push(egui::Event::Paste(contents));
}
}
}
}
if let Some(key) = translate_virtual_key_code(keycode) {
self.egui_input.events.push(egui::Event::Key {
key,
pressed,
modifiers: self.egui_input.modifiers,
});
}
}
}
/// Call with the output given by `egui`.
///
/// This will, if needed:
/// * update the cursor
/// * copy text to the clipboard
/// * open any clicked urls
/// * update the IME
/// *
pub fn handle_platform_output(
&mut self,
window: &winit::window::Window,
egui_ctx: &egui::Context,
platform_output: egui::PlatformOutput,
) {
if egui_ctx.options().screen_reader {
self.screen_reader
.speak(&platform_output.events_description());
}
let egui::PlatformOutput {
cursor_icon,
open_url,
copied_text,
events: _, // handled above
mutable_text_under_cursor: _, // only used in eframe web
text_cursor_pos,
} = platform_output;
self.current_pixels_per_point = egui_ctx.pixels_per_point(); // someone can have changed it to scale the UI
self.set_cursor_icon(window, cursor_icon);
if let Some(open_url) = open_url {
open_url_in_browser(&open_url.url);
}
if !copied_text.is_empty() {
self.clipboard.set(copied_text);
}
if let Some(egui::Pos2 { x, y }) = text_cursor_pos {
window.set_ime_position(winit::dpi::LogicalPosition { x, y });
}
}
fn set_cursor_icon(&mut self, window: &winit::window::Window, cursor_icon: egui::CursorIcon) {
// prevent flickering near frame boundary when Windows OS tries to control cursor icon for window resizing
if self.current_cursor_icon == cursor_icon {
return;
}
self.current_cursor_icon = cursor_icon;
if let Some(cursor_icon) = translate_cursor(cursor_icon) {
window.set_cursor_visible(true);
let is_pointer_in_window = self.pointer_pos_in_points.is_some();
if is_pointer_in_window {
window.set_cursor_icon(cursor_icon);
}
} else {
window.set_cursor_visible(false);
}
}
}
fn open_url_in_browser(_url: &str) {
#[cfg(feature = "webbrowser")]
if let Err(err) = webbrowser::open(_url) {
tracing::warn!("Failed to open url: {}", err);
}
#[cfg(not(feature = "webbrowser"))]
{
tracing::warn!("Cannot open url - feature \"links\" not enabled.");
}
}
/// Winit sends special keys (backspace, delete, F1, …) as characters.
/// Ignore those.
/// We also ignore '\r', '\n', '\t'.
/// Newlines are handled by the `Key::Enter` event.
fn is_printable_char(chr: char) -> bool {
let is_in_private_use_area = '\u{e000}' <= chr && chr <= '\u{f8ff}'
|| '\u{f0000}' <= chr && chr <= '\u{ffffd}'
|| '\u{100000}' <= chr && chr <= '\u{10fffd}';
!is_in_private_use_area && !chr.is_ascii_control()
}
fn is_cut_command(modifiers: egui::Modifiers, keycode: winit::event::VirtualKeyCode) -> bool {
(modifiers.command && keycode == winit::event::VirtualKeyCode::X)
|| (cfg!(target_os = "windows")
&& modifiers.shift
&& keycode == winit::event::VirtualKeyCode::Delete)
}
fn is_copy_command(modifiers: egui::Modifiers, keycode: winit::event::VirtualKeyCode) -> bool {
(modifiers.command && keycode == winit::event::VirtualKeyCode::C)
|| (cfg!(target_os = "windows")
&& modifiers.ctrl
&& keycode == winit::event::VirtualKeyCode::Insert)
}
fn is_paste_command(modifiers: egui::Modifiers, keycode: winit::event::VirtualKeyCode) -> bool {
(modifiers.command && keycode == winit::event::VirtualKeyCode::V)
|| (cfg!(target_os = "windows")
&& modifiers.shift
&& keycode == winit::event::VirtualKeyCode::Insert)
}
fn translate_mouse_button(button: winit::event::MouseButton) -> Option<egui::PointerButton> {
match button {
winit::event::MouseButton::Left => Some(egui::PointerButton::Primary),
winit::event::MouseButton::Right => Some(egui::PointerButton::Secondary),
winit::event::MouseButton::Middle => Some(egui::PointerButton::Middle),
winit::event::MouseButton::Other(_) => None,
}
}
fn translate_virtual_key_code(key: winit::event::VirtualKeyCode) -> Option<egui::Key> {
use egui::Key;
use winit::event::VirtualKeyCode;
Some(match key {
VirtualKeyCode::Down => Key::ArrowDown,
VirtualKeyCode::Left => Key::ArrowLeft,
VirtualKeyCode::Right => Key::ArrowRight,
VirtualKeyCode::Up => Key::ArrowUp,
VirtualKeyCode::Escape => Key::Escape,
VirtualKeyCode::Tab => Key::Tab,
VirtualKeyCode::Back => Key::Backspace,
VirtualKeyCode::Return => Key::Enter,
VirtualKeyCode::Space => Key::Space,
VirtualKeyCode::Insert => Key::Insert,
VirtualKeyCode::Delete => Key::Delete,
VirtualKeyCode::Home => Key::Home,
VirtualKeyCode::End => Key::End,
VirtualKeyCode::PageUp => Key::PageUp,
VirtualKeyCode::PageDown => Key::PageDown,
VirtualKeyCode::Key0 | VirtualKeyCode::Numpad0 => Key::Num0,
VirtualKeyCode::Key1 | VirtualKeyCode::Numpad1 => Key::Num1,
VirtualKeyCode::Key2 | VirtualKeyCode::Numpad2 => Key::Num2,
VirtualKeyCode::Key3 | VirtualKeyCode::Numpad3 => Key::Num3,
VirtualKeyCode::Key4 | VirtualKeyCode::Numpad4 => Key::Num4,
VirtualKeyCode::Key5 | VirtualKeyCode::Numpad5 => Key::Num5,
VirtualKeyCode::Key6 | VirtualKeyCode::Numpad6 => Key::Num6,
VirtualKeyCode::Key7 | VirtualKeyCode::Numpad7 => Key::Num7,
VirtualKeyCode::Key8 | VirtualKeyCode::Numpad8 => Key::Num8,
VirtualKeyCode::Key9 | VirtualKeyCode::Numpad9 => Key::Num9,
VirtualKeyCode::A => Key::A,
VirtualKeyCode::B => Key::B,
VirtualKeyCode::C => Key::C,
VirtualKeyCode::D => Key::D,
VirtualKeyCode::E => Key::E,
VirtualKeyCode::F => Key::F,
VirtualKeyCode::G => Key::G,
VirtualKeyCode::H => Key::H,
VirtualKeyCode::I => Key::I,
VirtualKeyCode::J => Key::J,
VirtualKeyCode::K => Key::K,
VirtualKeyCode::L => Key::L,
VirtualKeyCode::M => Key::M,
VirtualKeyCode::N => Key::N,
VirtualKeyCode::O => Key::O,
VirtualKeyCode::P => Key::P,
VirtualKeyCode::Q => Key::Q,
VirtualKeyCode::R => Key::R,
VirtualKeyCode::S => Key::S,
VirtualKeyCode::T => Key::T,
VirtualKeyCode::U => Key::U,
VirtualKeyCode::V => Key::V,
VirtualKeyCode::W => Key::W,
VirtualKeyCode::X => Key::X,
VirtualKeyCode::Y => Key::Y,
VirtualKeyCode::Z => Key::Z,
_ => {
return None;
}
})
}
fn translate_cursor(cursor_icon: egui::CursorIcon) -> Option<winit::window::CursorIcon> {
match cursor_icon {
egui::CursorIcon::None => None,
egui::CursorIcon::Alias => Some(winit::window::CursorIcon::Alias),
egui::CursorIcon::AllScroll => Some(winit::window::CursorIcon::AllScroll),
egui::CursorIcon::Cell => Some(winit::window::CursorIcon::Cell),
egui::CursorIcon::ContextMenu => Some(winit::window::CursorIcon::ContextMenu),
egui::CursorIcon::Copy => Some(winit::window::CursorIcon::Copy),
egui::CursorIcon::Crosshair => Some(winit::window::CursorIcon::Crosshair),
egui::CursorIcon::Default => Some(winit::window::CursorIcon::Default),
egui::CursorIcon::Grab => Some(winit::window::CursorIcon::Grab),
egui::CursorIcon::Grabbing => Some(winit::window::CursorIcon::Grabbing),
egui::CursorIcon::Help => Some(winit::window::CursorIcon::Help),
egui::CursorIcon::Move => Some(winit::window::CursorIcon::Move),
egui::CursorIcon::NoDrop => Some(winit::window::CursorIcon::NoDrop),
egui::CursorIcon::NotAllowed => Some(winit::window::CursorIcon::NotAllowed),
egui::CursorIcon::PointingHand => Some(winit::window::CursorIcon::Hand),
egui::CursorIcon::Progress => Some(winit::window::CursorIcon::Progress),
egui::CursorIcon::ResizeHorizontal => Some(winit::window::CursorIcon::EwResize),
egui::CursorIcon::ResizeNeSw => Some(winit::window::CursorIcon::NeswResize),
egui::CursorIcon::ResizeNwSe => Some(winit::window::CursorIcon::NwseResize),
egui::CursorIcon::ResizeVertical => Some(winit::window::CursorIcon::NsResize),
egui::CursorIcon::ResizeEast => Some(winit::window::CursorIcon::EResize),
egui::CursorIcon::ResizeSouthEast => Some(winit::window::CursorIcon::SeResize),
egui::CursorIcon::ResizeSouth => Some(winit::window::CursorIcon::SResize),
egui::CursorIcon::ResizeSouthWest => Some(winit::window::CursorIcon::SwResize),
egui::CursorIcon::ResizeWest => Some(winit::window::CursorIcon::WResize),
egui::CursorIcon::ResizeNorthWest => Some(winit::window::CursorIcon::NwResize),
egui::CursorIcon::ResizeNorth => Some(winit::window::CursorIcon::NResize),
egui::CursorIcon::ResizeNorthEast => Some(winit::window::CursorIcon::NeResize),
egui::CursorIcon::ResizeColumn => Some(winit::window::CursorIcon::ColResize),
egui::CursorIcon::ResizeRow => Some(winit::window::CursorIcon::RowResize),
egui::CursorIcon::Text => Some(winit::window::CursorIcon::Text),
egui::CursorIcon::VerticalText => Some(winit::window::CursorIcon::VerticalText),
egui::CursorIcon::Wait => Some(winit::window::CursorIcon::Wait),
egui::CursorIcon::ZoomIn => Some(winit::window::CursorIcon::ZoomIn),
egui::CursorIcon::ZoomOut => Some(winit::window::CursorIcon::ZoomOut),
}
}
// ---------------------------------------------------------------------------
/// Profiling macro for feature "puffin"
#[allow(unused_macros)]
macro_rules! profile_function {
($($arg: tt)*) => {
#[cfg(feature = "puffin")]
puffin::profile_function!($($arg)*);
};
}
#[allow(unused_imports)]
pub(crate) use profile_function;
/// Profiling macro for feature "puffin"
#[allow(unused_macros)]
macro_rules! profile_scope {
($($arg: tt)*) => {
#[cfg(feature = "puffin")]
puffin::profile_scope!($($arg)*);
};
}
#[allow(unused_imports)]
pub(crate) use profile_scope;