It required some ugly code in `egui-winit` in order to fix this without
breaking sem-ver (I want this to land in a 0.24.1 patch release). I'll
clean up in time for 0.25.
There is still a font rendering bug when using immediate viewports
across multiple viewports, but that's harder to fix.
* Closes https://github.com/emilk/egui/issues/3602
You can now zoom any egui app by pressing Cmd+Plus, Cmd+Minus or Cmd+0,
just like in a browser. This will change the current `zoom_factor`
(default 1.0) which is persisted in the egui memory, and is the same for
all viewports.
You can turn off the keyboard shortcuts with `ctx.options_mut(|o|
o.zoom_with_keyboard = false);`
`zoom_factor` can also be explicitly read/written with
`ctx.zoom_factor()` and `ctx.set_zoom_factor()`.
This redefines `pixels_per_point` as `zoom_factor *
native_pixels_per_point`, where `native_pixels_per_point` is whatever is
the native scale factor for the monitor that the current viewport is in.
This adds some complexity to the interaction with winit, since we need
to know the current `zoom_factor` in a lot of places, because all egui
IO is done in ui points. I'm pretty sure this PR fixes a bunch of subtle
bugs though that used to be in this code.
`egui::gui_zoom::zoom_with_keyboard_shortcuts` is now gone, and is no
longer needed, as this is now the default behavior.
`Context::set_pixels_per_point` is still there, but it is recommended
you use `Context::set_zoom_factor` instead.
This is required for Rust 1.72 (for unknown reasons; see
https://github.com/emilk/egui/pull/3595), but also for updating to glow
0.13, where the `glow::Context` is not longer `Sync+Send`
Introduced in the recent multi-viewports work, we accidentally recreated
the wgpu surfaces every frame. This is now fixed.
I found this while improving the profiling of `eframe`
* Part of https://github.com/emilk/egui/issues/3556
This PR replaces a bunch of options in `eframe::NativeOptions` with
`egui::ViewportBuilder`. For instance:
``` diff
let options = eframe::NativeOptions {
- initial_window_size: Some(egui::vec2(320.0, 240.0)),
- drag_and_drop_support: true,
+ viewport: egui::ViewportBuilder::default()
+ .with_inner_size([320.0, 240.0])
+ .with_drag_and_drop(true),
centered: true,
..Default::default()
};
```
* Part of https://github.com/emilk/egui/issues/3556
## In short
You now almost never need to use `eframe::Frame` - instead use
`ui.input(|i| i.viewport())` for information about the current viewport
(native window), and use `ctx.send_viewport_cmd` to modify it.
## In detail
This PR removes most commands from `eframe::Frame`, and replaces them
with `ViewportCommand`.
So `frame.close()` becomes
`ctx.send_viewport_cmd(ViewportCommand::Close)`, etc.
`frame.info().window_info` is now also gone, replaced with `ui.input(|i|
i.viewport())`.
`frame.info().native_pixels_per_point` is replaced with `ui.input(|i|
i.raw.native_pixels_per_point)`.
`RawInput` now contains one `ViewportInfo` for each viewport.
Screenshots are taken with
`ctx.send_viewport_cmd(ViewportCommand::Screenshots)` and are returned
in `egui::Event` which you can check with:
``` ust
ui.input(|i| {
for event in &i.raw.events {
if let egui::Event::Screenshot { viewport_id, image } = event {
// handle it here
}
}
});
```
### Motivation
You no longer need to pass around the `&eframe::Frame` everywhere.
This also opens the door for other integrations to use the same API of
`ViewportCommand`s.
* Closes#1044
---
(new PR description written by @emilk)
## Overview
This PR introduces the concept of `Viewports`, which on the native
eframe backend corresponds to native OS windows.
You can spawn a new viewport using `Context::show_viewport` and
`Cotext::show_viewport_immediate`.
These needs to be called every frame the viewport should be visible.
This is implemented by the native `eframe` backend, but not the web one.
## Viewport classes
The viewports form a tree of parent-child relationships.
There are different classes of viewports.
### Root vieport
The root viewport is the original viewport, and cannot be closed without
closing the application.
### Deferred viewports
These are created with `Context::show_viewport`.
Deferred viewports take a closure that is called by the integration at a
later time, perhaps multiple times.
Deferred viewports are repainted independenantly of the parent viewport.
This means communication with them need to done via channels, or
`Arc/Mutex`.
This is the most performant type of child viewport, though a bit more
cumbersome to work with compared to immediate viewports.
### Immediate viewports
These are created with `Context::show_viewport_immediate`.
Immediate viewports take a `FnOnce` closure, similar to other egui
functions, and is called immediately. This makes communication with them
much simpler than with deferred viewports, but this simplicity comes at
a cost: whenever tha parent viewports needs to be repainted, so will the
child viewport, and vice versa. This means that if you have `N`
viewports you are poentially doing `N` times as much CPU work. However,
if all your viewports are showing animations, and thus are repainting
constantly anyway, this doesn't matter.
In short: immediate viewports are simpler to use, but can waste a lot of
CPU time.
### Embedded viewports
These are not real, independenant viewports, but is a fallback mode for
when the integration does not support real viewports. In your callback
is called with `ViewportClass::Embedded` it means you need to create an
`egui::Window` to wrap your ui in, which will then be embedded in the
parent viewport, unable to escape it.
## Using the viewports
Only one viewport is active at any one time, identified wth
`Context::viewport_id`.
You can send commands to other viewports using
`Context::send_viewport_command_to`.
There is an example in
<https://github.com/emilk/egui/tree/master/examples/multiple_viewports/src/main.rs>.
## For integrations
There are several changes relevant to integrations.
* There is a [`crate::RawInput::viewport`] with information about the
current viewport.
* The repaint callback set by `Context::set_request_repaint_callback`
now points to which viewport should be repainted.
* `Context::run` now returns a list of viewports in `FullOutput` which
should result in their own independant windows
* There is a new `Context::set_immediate_viewport_renderer` for setting
up the immediate viewport integration
* If you support viewports, you need to call
`Context::set_embed_viewports(false)`, or all new viewports will be
embedded (the default behavior).
## Future work
* Make it easy to wrap child viewports in the same chrome as
`egui::Window`
* Automatically show embedded viewports using `egui::Window`
* Use the new `ViewportBuilder` in `eframe::NativeOptions`
* Automatically position new viewport windows (they currently cover each
other)
* Add a `Context` method for listing all existing viewports
Find more at https://github.com/emilk/egui/issues/3556
---
<details>
<summary>
Outdated PR description by @konkitoman
</summary>
## Inspiration
- Godot because the app always work desktop or single_window because of
embedding
- Dear ImGui viewport system
## What is a Viewport
A Viewport is a egui isolated component!
Can be used by the egui integration to create native windows!
When you create a Viewport is possible that the backend do not supports
that!
So you need to check if the Viewport was created or you are in the
normal egui context!
This is how you can do that:
```rust
if ctx.viewport_id() != ctx.parent_viewport_id() {
// In here you add the code for the viewport context, like
egui::CentralPanel::default().show(ctx, |ui|{
ui.label("This is in a native window!");
});
}else{
// In here you add the code for when viewport cannot be created!
// You cannot use CentralPanel in here because you will override the app CentralPanel
egui::Window::new("Virtual Viewport").show(ctx, |ui|{
ui.label("This is without a native window!\nThis is in a embedded viewport");
});
}
```
This PR do not support for drag and drop between Viewports!
After this PR is accepted i will begin work to intregrate the Viewport
system in `egui::Window`!
The `egui::Window` i want to behave the same on desktop and web
The `egui::Window` will be like Godot Window
## Changes and new
These are only public structs and functions!
<details>
<summary>
## New
</summary>
- `egui::ViewportId`
- `egui::ViewportBuilder`
This is like winit WindowBuilder
- `egui::ViewportCommand`
With this you can set any winit property on a viewport, when is a native
window!
- `egui::Context::new`
- `egui::Context::create_viewport`
- `egui::Context::create_viewport_sync`
- `egui::Context::viewport_id`
- `egui::Context::parent_viewport_id`
- `egui::Context::viewport_id_pair`
- `egui::Context::set_render_sync_callback`
- `egui::Context::is_desktop`
- `egui::Context::force_embedding`
- `egui::Context::set_force_embedding`
- `egui::Context::viewport_command`
- `egui::Context::send_viewport_command_to`
- `egui::Context::input_for`
- `egui::Context::input_mut_for`
- `egui::Context::frame_nr_for`
- `egui::Context::request_repaint_for`
- `egui::Context::request_repaint_after_for`
- `egui::Context::requested_repaint_last_frame`
- `egui::Context::requested_repaint_last_frame_for`
- `egui::Context::requested_repaint`
- `egui::Context::requested_repaint_for`
- `egui::Context::inner_rect`
- `egui::Context::outer_rect`
- `egui::InputState::inner_rect`
- `egui::InputState::outer_rect`
- `egui::WindowEvent`
</details>
<details>
<summary>
## Changes
</summary>
- `egui::Context::run`
Now needs the viewport that we want to render!
- `egui::Context::begin_frame`
Now needs the viewport that we want to render!
- `egui::Context::tessellate`
Now needs the viewport that we want to render!
- `egui::FullOutput`
```diff
- repaint_after
+ viewports
+ viewport_commands
```
- `egui::RawInput`
```diff
+ inner_rect
+ outer_rect
```
- `egui::Event`
```diff
+ WindowEvent
```
</details>
### Async Viewport
Async means that is independent from other viewports!
Is created by `egui::Context::create_viewport`
To be used you will need to wrap your state in `Arc<RwLock<T>>`
Look at viewports example to understand how to use it!
### Sync Viewport
Sync means that is dependent on his parent!
Is created by `egui::Context::create_viewport_sync`
This will pause the parent then render itself the resumes his parent!
#### ⚠️ This currently will make the fps/2 for every sync
viewport
### Common
#### ⚠️ Attention
You will need to do this when you render your content
```rust
ctx.create_viewport(ViewportBuilder::new("Simple Viewport"), | ctx | {
let content = |ui: &mut egui::Ui|{
ui.label("Content");
};
// This will make the content a popup if cannot create a native window
if ctx.viewport_id() != ctx.parent_viewport_id() {
egui::CentralPanel::default().show(ctx, content);
} else {
egui::Area::new("Simple Viewport").show(ctx, |ui| {
egui::Frame::popup(ui.style()).show(ui, content);
});
};
});
````
## What you need to know as egui user
### If you are using eframe
You don't need to change anything!
### If you have a manual implementation
Now `egui::run` or `egui::begin` and `egui::tessellate` will need the
current viewport id!
You cannot create a `ViewportId` only `ViewportId::MAIN`
If you make a single window app you will set the viewport id to be
`egui::ViewportId::MAIN` or see the `examples/pure_glow`
If you want to have multiples window support look at `crates/eframe`
glow or wgpu implementations!
## If you want to try this
- cargo run -p viewports
## This before was wanted to change
This will probably be in feature PR's
### egui::Window
To create a native window when embedded was set to false
You can try that in viewports example before:
[78a0ae8](78a0ae879e)
### egui popups, context_menu, tooltip
To be a native window
</details>
---------
Co-authored-by: Konkitoman <konkitoman@users.noreply.github.com>
Co-authored-by: Emil Ernerfeldt <emil.ernerfeldt@gmail.com>
Co-authored-by: Pablo Sichert <mail@pablosichert.com>
* Add puffin profile scopes to the startup and running of eframe
* puffin_profiler example: start puffin right away
* cargo format let-else statements
* More profile scopes
* Add some `#[inline]`
* Standardize puffin profile scope definitions
* standardize again
* Silence warning when puffin is disabled
* Fix the app only taking up half the screen size on iPad
* Fix request_repaint not working on iOS
* Always use run_and_exit on iOS since run_and_return is not supported by winit on iOS right now.
* Fix typo
* Fix eframe glow on ios
* Handle more cases
A window may not always be available and may have already been closed by the time an eframe app is closing. An example of this is Android, where the main activity window may have been stopped or discarded because the app is no longer in the foreground, and then the user decides to close your app without resuming it using the multitasking view.
In this case, skip the window persistence step if it does not exist anymore by the time we are saving the persistence data. Currently eframe will panic with `winit window doesn't exist` instead.
* Expose raw window and display handles in eframe
* Ensure that no one implements `Clone` in the future
* Cleanup
---------
Co-authored-by: Matti Virkkunen <mvirkkunen@gmail.com>
* Add an optional app_id field to eframe's NativeOptions (#1600).
This is used in the window builder to set the application ID, which is e.g. important for a proper configuration in `.desktop` files under Wayland.
When no application ID is explicitly set, it defaults to the title of the window.
* Only enable NativeOptions::app_id under Linux.
The wayland feature is not sufficent as constraint and it won't compile e.g. under Windows.
While Wayland could also be used on other Unix-Systems like FreeBSD, this would probably need some specific testing. Winit uses the following definition as "wayland_platform" and on which the required packages are available:
> wayland_platform: { all(feature = "wayland", free_unix, not(wasm), not(redox)) },
* Do not use title as default application ID under Wayland.
The title might be used to also communicate state (opened file, ...) to the user and this might have unforeseen consequences for the application ID. It seems to be better to use the old behavior of not setting an application ID in this case. Also add an example on how to set the application ID in the documentation.
* Avoid as_deref(), which was a left-over of a previous version
Co-authored-by: Emil Ernerfeldt <emil.ernerfeldt@gmail.com>
---------
Co-authored-by: Emil Ernerfeldt <emil.ernerfeldt@gmail.com>
* Add Pointer::is_decidedly_dragging and could_any_button_be_click
This allows users to distinguish between click and drags
while they are not yet done.
* Fix warning in eframe
* fix typo
* eframe: Set app icon on Mac and Windows
Also: correctly set window title on Mac when launching from
another process, e.g. python.
Co-authored-by: Wumpf <andreas@rerun.io>
* lint fixes
* Fix web build
* fix typo
* Try fix windows build
---------
Co-authored-by: Wumpf <andreas@rerun.io>
* add method for requesting attention to the main window
* use another enum member for user attention type instead of nested `Option`s
(also, document the enum members now that they don't mirror `winit`)
* update the docstring
Co-authored-by: Emil Ernerfeldt <emil.ernerfeldt@gmail.com>
* add an example app for testing window attention requests
* Apply suggestions from code review
Co-authored-by: Emil Ernerfeldt <emil.ernerfeldt@gmail.com>
* remove `chrono` dependency and improve the attention example's readability
---------
Co-authored-by: Emil Ernerfeldt <emil.ernerfeldt@gmail.com>
* Replace tracing crate with log
It's just so much simpler to use
* Add `bacon wasm` job
* eframe: add a WebLogger for piping log events to the web console
* Add ability to read the native window's focus state
* Add `eframe::Frame::focus()` for requesting the native window's focus
* rename the output field `active` → `focused` for consistency
* React to ThemeChanged event from winit
* React to theme change using media query change event in WASM
* Share conversion from bool -> Theme
* Suppress too_many_arguments warning
* Document limitations of automatically following the dark vs light mode preference
* Simplify expression
* Conditionally compile code to prevent unused item warnings
* Remove needless borrow
* Remove another needless borrow
* Make associated functions to standalone
* Request repaint after theme has changed
* Only install event listener when `follow_system_theme` is enabled
* Remove dark-light feature gate
* Detect system theme using winit
* Update documentation
* Fix typos
* fix warning about unused argument
---------
Co-authored-by: Emil Ernerfeldt <emil.ernerfeldt@gmail.com>
* use glutin-winit for glow context creation
* added some tracing for easier debugging of glutin problems
* fmt
* add more debug logs
* more tracing
* fallback egl instead of prefer egl
* update pure glow example to use glutin_winit
* add more logging. ignore vsync option if not supported
* cranky lint
* add some logging for easier debugging
* drop window after glutin surface
* small changes based on pr review
* build fix
---------
Co-authored-by: Emil Ernerfeldt <emil.ernerfeldt@gmail.com>
* Attempt to fix monitor clamping on Windows so window positions can be restored between sessions.
* Missed a change.
* Renamed variables, reorganized some lines of code, and added some more comments.
* Cargo fmt run
* Updated CHANGELOG.md to briefly describe my change
* Updated CHANGELOG.md to briefly describe my change
* Applied suggested fixes from emilk
Discovered an issue where putting the monitor off a non-primary monitor to the left causes the position to be off the monitor x and y range, clamping to the primary instead of the non-primary.
* Fix for matching negative restored window positions. Should clamp if any part of the window had been visible on a remaining monitor.
* Apparently compiler attributes on statements have been marked unstable.
Rather than just wrap in blocks, I kind of prefer the more explicit if cfg! call for line 114.
CHANGELOG.md - correct a missing paren I noticed
* I was being silly, I don't need to clone inner_size_points on line 112
* Cargo fmt run
* Update crates/egui-winit/CHANGELOG.md
emilk suggested changelog formatting
Co-authored-by: Emil Ernerfeldt <emil.ernerfeldt@gmail.com>
* Update window_settings.rs
Satisfy CI Error
* clippy
---------
Co-authored-by: Emil Ernerfeldt <emil.ernerfeldt@gmail.com>
* Update to winit 0.28
Mac trackpads pinch gestures will now generate `egui::Event::Zoom`
* Update accesskit_winit
* Try to get Android CI green
* Fix wayland compilation
* Add comment about android-activity
* Update changelogs
* Fix call to register_xlib_error_hook
* eframe::run_native: return errors instead of crashing
* Detect and handle glutin errors
* egui_demo_app: silence wgpu log spam
* Add trace logs for why eframe is shutting down
* Fix: only save App state once on Mac
* Handle Winit failure
* Log where we load app state from
* Don't panic on zero-sized window
* Clamp loaded window size to not be too tiny to see
* Simplify code: more shared code in window_builder
* Improve code readability
* Fix wasm32 build
* fix android
* Update changelog