//! Platform-agnostic interface for writing apps using [`egui`] (epi = egui programming interface). //! //! `epi` provides interfaces for window management and serialization. //! //! Start by looking at the [`App`] trait, and implement [`App::update`]. #![warn(missing_docs)] // Let's keep `epi` well-documented. #[cfg(target_arch = "wasm32")] use std::any::Any; #[cfg(not(target_arch = "wasm32"))] #[cfg(any(feature = "glow", feature = "wgpu"))] pub use crate::native::winit_integration::UserEvent; #[cfg(not(target_arch = "wasm32"))] use raw_window_handle::{ DisplayHandle, HandleError, HasDisplayHandle, HasWindowHandle, RawDisplayHandle, RawWindowHandle, WindowHandle, }; #[cfg(not(target_arch = "wasm32"))] use static_assertions::assert_not_impl_any; #[cfg(not(target_arch = "wasm32"))] #[cfg(any(feature = "glow", feature = "wgpu"))] pub use winit::{event_loop::EventLoopBuilder, window::WindowAttributes}; /// Hook into the building of an event loop before it is run /// /// You can configure any platform specific details required on top of the default configuration /// done by `EFrame`. #[cfg(not(target_arch = "wasm32"))] #[cfg(any(feature = "glow", feature = "wgpu"))] pub type EventLoopBuilderHook = Box)>; /// Hook into the building of a the native window. /// /// You can configure any platform specific details required on top of the default configuration /// done by `eframe`. #[cfg(not(target_arch = "wasm32"))] #[cfg(any(feature = "glow", feature = "wgpu"))] pub type WindowBuilderHook = Box egui::ViewportBuilder>; type DynError = Box; /// This is how your app is created. /// /// You can use the [`CreationContext`] to setup egui, restore state, setup OpenGL things, etc. pub type AppCreator<'app> = Box) -> Result, DynError>>; /// Data that is passed to [`AppCreator`] that can be used to setup and initialize your app. pub struct CreationContext<'s> { /// The egui Context. /// /// You can use this to customize the look of egui, e.g to call [`egui::Context::set_fonts`], /// [`egui::Context::set_visuals_of`] etc. pub egui_ctx: egui::Context, /// Information about the surrounding environment. pub integration_info: IntegrationInfo, /// You can use the storage to restore app state(requires the "persistence" feature). pub storage: Option<&'s dyn Storage>, /// The [`glow::Context`] allows you to initialize OpenGL resources (e.g. shaders) that /// you might want to use later from a [`egui::PaintCallback`]. /// /// Only available when compiling with the `glow` feature and using [`Renderer::Glow`]. #[cfg(feature = "glow")] pub gl: Option>, /// The `get_proc_address` wrapper of underlying GL context #[cfg(feature = "glow")] pub get_proc_address: Option<&'s dyn Fn(&std::ffi::CStr) -> *const std::ffi::c_void>, /// 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 wgpu_render_state: Option, /// Raw platform window handle #[cfg(not(target_arch = "wasm32"))] pub(crate) raw_window_handle: Result, /// Raw platform display handle for window #[cfg(not(target_arch = "wasm32"))] pub(crate) raw_display_handle: Result, } #[allow(unsafe_code)] #[cfg(not(target_arch = "wasm32"))] impl HasWindowHandle for CreationContext<'_> { fn window_handle(&self) -> Result, HandleError> { // Safety: the lifetime is correct. unsafe { Ok(WindowHandle::borrow_raw(self.raw_window_handle.clone()?)) } } } #[allow(unsafe_code)] #[cfg(not(target_arch = "wasm32"))] impl HasDisplayHandle for CreationContext<'_> { fn display_handle(&self) -> Result, HandleError> { // Safety: the lifetime is correct. unsafe { Ok(DisplayHandle::borrow_raw(self.raw_display_handle.clone()?)) } } } impl CreationContext<'_> { /// Create a new empty [CreationContext] for testing [App]s in kittest. #[doc(hidden)] pub fn _new_kittest(egui_ctx: egui::Context) -> Self { Self { egui_ctx, integration_info: IntegrationInfo::mock(), storage: None, #[cfg(feature = "glow")] gl: None, #[cfg(feature = "glow")] get_proc_address: None, #[cfg(feature = "wgpu")] wgpu_render_state: None, #[cfg(not(target_arch = "wasm32"))] raw_window_handle: Err(HandleError::NotSupported), #[cfg(not(target_arch = "wasm32"))] raw_display_handle: Err(HandleError::NotSupported), } } } // ---------------------------------------------------------------------------- /// 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). pub trait App { /// Called each time the UI needs repainting, which may be many times per second. /// /// Put your widgets into a [`egui::SidePanel`], [`egui::TopBottomPanel`], [`egui::CentralPanel`], [`egui::Window`] or [`egui::Area`]. /// /// The [`egui::Context`] can be cloned and saved if you like. /// /// To force a repaint, call [`egui::Context::request_repaint`] at any time (e.g. from another thread). /// /// This is called for the root viewport ([`egui::ViewportId::ROOT`]). /// Use [`egui::Context::show_viewport_deferred`] to spawn additional viewports (windows). /// (A "viewport" in egui means an native OS window). fn update(&mut self, ctx: &egui::Context, frame: &mut Frame); /// Get a handle to the app. /// /// Can be used from web to interact or other external context. /// /// You need to implement this if you want to be able to access the application from JS using [`crate::WebRunner::app_mut`]. /// /// This is needed because downcasting `Box` -> `Box` to get &`ConcreteApp` is not simple in current rust. /// /// Just copy-paste this as your implementation: /// ```ignore /// #[cfg(target_arch = "wasm32")] /// fn as_any_mut(&mut self) -> Option<&mut dyn std::any::Any> { /// Some(&mut *self) /// } /// ``` #[cfg(target_arch = "wasm32")] fn as_any_mut(&mut self) -> Option<&mut dyn Any> { None } /// Called on shutdown, and perhaps at regular intervals. Allows you to save state. /// /// Only called when the "persistence" feature is enabled. /// /// On web the state is stored to "Local Storage". /// /// On native the path is picked using [`crate::storage_dir`]. /// The path can be customized via [`NativeOptions::persistence_path`]. fn save(&mut self, _storage: &mut dyn Storage) {} /// Called once on shutdown, after [`Self::save`]. /// /// If you need to abort an exit check `ctx.input(|i| i.viewport().close_requested())` /// and respond with [`egui::ViewportCommand::CancelClose`]. /// /// To get a [`glow`] context you need to compile with the `glow` feature flag, /// and run eframe with the glow backend. #[cfg(feature = "glow")] fn on_exit(&mut self, _gl: Option<&glow::Context>) {} /// Called once on shutdown, after [`Self::save`]. /// /// If you need to abort an exit use [`Self::on_close_event`]. #[cfg(not(feature = "glow"))] fn on_exit(&mut self) {} // --------- // Settings: /// Time between automatic calls to [`Self::save`] fn auto_save_interval(&self) -> std::time::Duration { std::time::Duration::from_secs(30) } /// Background color values for the app, e.g. what is sent to `gl.clearColor`. /// /// This is the background of your windows if you don't set a central panel. /// /// ATTENTION: /// Since these float values go to the render as-is, any color space conversion as done /// e.g. by converting from [`egui::Color32`] to [`egui::Rgba`] may cause incorrect results. /// egui recommends that rendering backends use a normal "gamma-space" (non-sRGB-aware) blending, /// which means the values you return here should also be in `sRGB` gamma-space in the 0-1 range. /// You can use [`egui::Color32::to_normalized_gamma_f32`] for this. fn clear_color(&self, _visuals: &egui::Visuals) -> [f32; 4] { // NOTE: a bright gray makes the shadows of the windows look weird. // We use a bit of transparency so that if the user switches on the // `transparent()` option they get immediate results. egui::Color32::from_rgba_unmultiplied(12, 12, 12, 180).to_normalized_gamma_f32() // _visuals.window_fill() would also be a natural choice } /// Controls whether or not the egui memory (window positions etc) will be /// persisted (only if the "persistence" feature is enabled). fn persist_egui_memory(&self) -> bool { true } /// A hook for manipulating or filtering raw input before it is processed by [`Self::update`]. /// /// This function provides a way to modify or filter input events before they are processed by egui. /// /// It can be used to prevent specific keyboard shortcuts or mouse events from being processed by egui. /// /// Additionally, it can be used to inject custom keyboard or mouse events into the input stream, which can be useful for implementing features like a virtual keyboard. /// /// # Arguments /// /// * `_ctx` - The context of the egui, which provides access to the current state of the egui. /// * `_raw_input` - The raw input events that are about to be processed. This can be modified to change the input that egui processes. /// /// # Note /// /// This function does not return a value. Any changes to the input should be made directly to `_raw_input`. fn raw_input_hook(&mut self, _ctx: &egui::Context, _raw_input: &mut egui::RawInput) {} } /// Selects the level of hardware graphics acceleration. #[cfg(not(target_arch = "wasm32"))] #[derive(Clone, Copy, Debug, PartialEq, Eq, Hash)] pub enum HardwareAcceleration { /// Require graphics acceleration. Required, /// Prefer graphics acceleration, but fall back to software. Preferred, /// Do NOT use graphics acceleration. /// /// On some platforms (macOS) this is ignored and treated the same as [`Self::Preferred`]. Off, } /// Options controlling the behavior of a native window. /// /// Additional windows can be opened using (egui viewports)[`egui::viewport`]. /// /// Set the window title and size using [`Self::viewport`]. /// /// ### Application id /// [`egui::ViewportBuilder::with_app_id`] is used for determining the folder to persist the app to. /// /// On native the path is picked using [`crate::storage_dir`]. /// /// If you don't set an app id, the title argument to [`crate::run_native`] /// will be used as app id instead. #[cfg(not(target_arch = "wasm32"))] pub struct NativeOptions { /// Controls the native window of the root viewport. /// /// This is where you set things like window title and size. /// /// If you don't set an icon, a default egui icon will be used. /// To avoid this, set the icon to [`egui::IconData::default`]. pub viewport: egui::ViewportBuilder, /// Turn on vertical syncing, limiting the FPS to the display refresh rate. /// /// The default is `true`. pub vsync: bool, /// Set the level of the multisampling anti-aliasing (MSAA). /// /// Must be a power-of-two. Higher = more smooth 3D. /// /// A value of `0` turns it off (default). /// /// `egui` already performs anti-aliasing via "feathering" /// (controlled by [`egui::epaint::TessellationOptions`]), /// but if you are embedding 3D in egui you may want to turn on multisampling. pub multisampling: u16, /// Sets the number of bits in the depth buffer. /// /// `egui` doesn't need the depth buffer, so the default value is 0. pub depth_buffer: u8, /// Sets the number of bits in the stencil buffer. /// /// `egui` doesn't need the stencil buffer, so the default value is 0. pub stencil_buffer: u8, /// Specify whether or not hardware acceleration is preferred, required, or not. /// /// Default: [`HardwareAcceleration::Preferred`]. pub hardware_acceleration: HardwareAcceleration, /// What rendering backend to use. #[cfg(any(feature = "glow", feature = "wgpu"))] pub renderer: Renderer, /// This controls what happens when you close the main eframe window. /// /// If `true`, execution will continue after the eframe window is closed. /// If `false`, the app will close once the eframe window is closed. /// /// This is `true` by default, and the `false` option is only there /// so we can revert if we find any bugs. /// /// This feature was introduced in . /// /// When `true`, [`winit::platform::run_on_demand::EventLoopExtRunOnDemand`] is used. /// When `false`, [`winit::event_loop::EventLoop::run`] is used. pub run_and_return: bool, /// Hook into the building of an event loop before it is run. /// /// Specify a callback here in case you need to make platform specific changes to the /// event loop before it is run. /// /// Note: A [`NativeOptions`] clone will not include any `event_loop_builder` hook. #[cfg(any(feature = "glow", feature = "wgpu"))] pub event_loop_builder: Option, /// Hook into the building of a window. /// /// Specify a callback here in case you need to make platform specific changes to the /// window appearance. /// /// Note: A [`NativeOptions`] clone will not include any `window_builder` hook. #[cfg(any(feature = "glow", feature = "wgpu"))] pub window_builder: Option, #[cfg(feature = "glow")] /// Needed for cross compiling for VirtualBox VMSVGA driver with OpenGL ES 2.0 and OpenGL 2.1 which doesn't support SRGB texture. /// See . /// /// For OpenGL ES 2.0: set this to [`egui_glow::ShaderVersion::Es100`] to solve blank texture problem (by using the "fallback shader"). pub shader_version: Option, /// On desktop: make the window position to be centered at initialization. /// /// Platform specific: /// /// Wayland desktop currently not supported. pub centered: bool, /// Configures wgpu instance/device/adapter/surface creation and renderloop. #[cfg(feature = "wgpu")] pub wgpu_options: egui_wgpu::WgpuConfiguration, /// Controls whether or not the native window position and size will be /// persisted (only if the "persistence" feature is enabled). pub persist_window: bool, /// The folder where `eframe` will store the app state. If not set, eframe will use a default /// data storage path for each target system. pub persistence_path: Option, /// Controls whether to apply dithering to minimize banding artifacts. /// /// Dithering assumes an sRGB output and thus will apply noise to any input value that lies between /// two 8bit values after applying the sRGB OETF function, i.e. if it's not a whole 8bit value in "gamma space". /// This means that only inputs from texture interpolation and vertex colors should be affected in practice. /// /// Defaults to true. pub dithering: bool, /// Android application for `winit`'s event loop. /// /// This value is required on Android to correctly create the event loop. See /// [`EventLoopBuilder::build`] and [`with_android_app`] for details. /// /// [`EventLoopBuilder::build`]: winit::event_loop::EventLoopBuilder::build /// [`with_android_app`]: winit::platform::android::EventLoopBuilderExtAndroid::with_android_app #[cfg(target_os = "android")] pub android_app: Option, } #[cfg(not(target_arch = "wasm32"))] impl Clone for NativeOptions { fn clone(&self) -> Self { Self { viewport: self.viewport.clone(), #[cfg(any(feature = "glow", feature = "wgpu"))] event_loop_builder: None, // Skip any builder callbacks if cloning #[cfg(any(feature = "glow", feature = "wgpu"))] window_builder: None, // Skip any builder callbacks if cloning #[cfg(feature = "wgpu")] wgpu_options: self.wgpu_options.clone(), persistence_path: self.persistence_path.clone(), #[cfg(target_os = "android")] android_app: self.android_app.clone(), ..*self } } } #[cfg(not(target_arch = "wasm32"))] impl Default for NativeOptions { fn default() -> Self { Self { viewport: Default::default(), vsync: true, multisampling: 0, depth_buffer: 0, stencil_buffer: 0, hardware_acceleration: HardwareAcceleration::Preferred, #[cfg(any(feature = "glow", feature = "wgpu"))] renderer: Renderer::default(), run_and_return: true, #[cfg(any(feature = "glow", feature = "wgpu"))] event_loop_builder: None, #[cfg(any(feature = "glow", feature = "wgpu"))] window_builder: None, #[cfg(feature = "glow")] shader_version: None, centered: false, #[cfg(feature = "wgpu")] wgpu_options: egui_wgpu::WgpuConfiguration::default(), persist_window: true, persistence_path: None, dithering: true, #[cfg(target_os = "android")] android_app: None, } } } // ---------------------------------------------------------------------------- /// Options when using `eframe` in a web page. #[cfg(target_arch = "wasm32")] pub struct WebOptions { /// Sets the number of bits in the depth buffer. /// /// `egui` doesn't need the depth buffer, so the default value is 0. /// Unused by webgl context as of writing. pub depth_buffer: u8, /// 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, /// Controls whether to apply dithering to minimize banding artifacts. /// /// Dithering assumes an sRGB output and thus will apply noise to any input value that lies between /// two 8bit values after applying the sRGB OETF function, i.e. if it's not a whole 8bit value in "gamma space". /// This means that only inputs from texture interpolation and vertex colors should be affected in practice. /// /// Defaults to true. pub dithering: bool, /// If the web event corresponding to an egui event should be propagated /// to the rest of the web page. /// /// The default is `true`, meaning /// [`stopPropagation`](https://developer.mozilla.org/en-US/docs/Web/API/Event/stopPropagation) /// is called on every event, and the event is not propagated to the rest of the web page. pub should_stop_propagation: Box bool>, /// Whether the web event corresponding to an egui event should have `prevent_default` called /// on it or not. /// /// Defaults to true. pub should_prevent_default: Box bool>, } #[cfg(target_arch = "wasm32")] impl Default for WebOptions { fn default() -> Self { Self { depth_buffer: 0, #[cfg(feature = "glow")] webgl_context_option: WebGlContextOption::BestFirst, #[cfg(feature = "wgpu")] wgpu_options: egui_wgpu::WgpuConfiguration::default(), dithering: true, should_stop_propagation: Box::new(|_| true), should_prevent_default: Box::new(|_| true), } } } // ---------------------------------------------------------------------------- /// 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. #[cfg(any(feature = "glow", feature = "wgpu"))] #[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, } #[cfg(any(feature = "glow", feature = "wgpu"))] impl Default for Renderer { fn default() -> Self { #[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'"); #[cfg(feature = "glow")] #[cfg(not(feature = "wgpu"))] return Self::Glow; #[cfg(not(feature = "glow"))] #[cfg(feature = "wgpu")] return Self::Wgpu; // By default, only the `glow` feature is enabled, so if the user added `wgpu` to the feature list // they probably wanted to use wgpu: #[cfg(feature = "glow")] #[cfg(feature = "wgpu")] return Self::Wgpu; } } #[cfg(any(feature = "glow", feature = "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), } } } #[cfg(any(feature = "glow", feature = "wgpu"))] impl std::str::FromStr for Renderer { type Err = String; fn from_str(name: &str) -> Result { 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.")) } } } // ---------------------------------------------------------------------------- /// Represents the surroundings of your app. /// /// It provides methods to inspect the surroundings (are we on the web?), /// access to persistent storage, and access to the rendering backend. pub struct Frame { /// Information about the integration. pub(crate) info: IntegrationInfo, /// A place where you can store custom data in a way that persists when you restart the app. pub(crate) storage: Option>, /// A reference to the underlying [`glow`] (OpenGL) context. #[cfg(feature = "glow")] pub(crate) gl: Option>, /// Used to convert user custom [`glow::Texture`] to [`egui::TextureId`] #[cfg(all(feature = "glow", not(target_arch = "wasm32")))] pub(crate) glow_register_native_texture: Option egui::TextureId>>, /// Can be used to manage GPU resources for custom rendering with WGPU using [`egui::PaintCallback`]s. #[cfg(feature = "wgpu")] #[doc(hidden)] pub wgpu_render_state: Option, /// Raw platform window handle #[cfg(not(target_arch = "wasm32"))] pub(crate) raw_window_handle: Result, /// Raw platform display handle for window #[cfg(not(target_arch = "wasm32"))] pub(crate) raw_display_handle: Result, } // Implementing `Clone` would violate the guarantees of `HasWindowHandle` and `HasDisplayHandle`. #[cfg(not(target_arch = "wasm32"))] assert_not_impl_any!(Frame: Clone); #[allow(unsafe_code)] #[cfg(not(target_arch = "wasm32"))] impl HasWindowHandle for Frame { fn window_handle(&self) -> Result, HandleError> { // Safety: the lifetime is correct. unsafe { Ok(WindowHandle::borrow_raw(self.raw_window_handle.clone()?)) } } } #[allow(unsafe_code)] #[cfg(not(target_arch = "wasm32"))] impl HasDisplayHandle for Frame { fn display_handle(&self) -> Result, HandleError> { // Safety: the lifetime is correct. unsafe { Ok(DisplayHandle::borrow_raw(self.raw_display_handle.clone()?)) } } } impl Frame { /// Create a new empty [Frame] for testing [App]s in kittest. #[doc(hidden)] pub fn _new_kittest() -> Self { Self { #[cfg(feature = "glow")] gl: None, #[cfg(all(feature = "glow", not(target_arch = "wasm32")))] glow_register_native_texture: None, info: IntegrationInfo::mock(), #[cfg(not(target_arch = "wasm32"))] raw_display_handle: Err(HandleError::NotSupported), #[cfg(not(target_arch = "wasm32"))] raw_window_handle: Err(HandleError::NotSupported), storage: None, #[cfg(feature = "wgpu")] wgpu_render_state: None, } } /// 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 } /// 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> { self.gl.as_ref() } /// Register your own [`glow::Texture`], /// and then you can use the returned [`egui::TextureId`] to render your texture with [`egui`]. /// /// This function will take the ownership of your [`glow::Texture`], so please do not delete your [`glow::Texture`] after registering. #[cfg(all(feature = "glow", not(target_arch = "wasm32")))] pub fn register_native_glow_texture(&mut self, native: glow::Texture) -> egui::TextureId { self.glow_register_native_texture.as_mut().unwrap()(native) } /// 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() } } /// 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 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, percent-decoded. /// /// 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=hello&bar%20&foo=world" is parsed as `{"bar ": [""], "foo": ["hello", "world"]}` pub query_map: std::collections::BTreeMap>, /// `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, /// Seconds of cpu usage (in seconds) on the previous frame. /// /// This includes [`App::update`] as well as rendering (except for vsync waiting). /// /// For a more detailed view of cpu usage, connect your preferred profiler by enabling it's feature in [`profiling`](https://crates.io/crates/profiling). /// /// `None` if this is the first frame. pub cpu_usage: Option, } impl IntegrationInfo { fn mock() -> Self { Self { #[cfg(target_arch = "wasm32")] web_info: WebInfo { user_agent: "kittest".to_owned(), location: Location { url: "http://localhost".to_owned(), protocol: "http:".to_owned(), host: "localhost".to_owned(), hostname: "localhost".to_owned(), port: "80".to_owned(), hash: String::new(), query: String::new(), query_map: Default::default(), origin: "http://localhost".to_owned(), }, }, cpu_usage: None, } } } // ---------------------------------------------------------------------------- /// 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; /// 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); } /// Get and deserialize the [RON](https://github.com/ron-rs/ron) stored at the given key. #[cfg(feature = "ron")] pub fn get_value(storage: &dyn Storage, key: &str) -> Option { profiling::function_scope!(key); storage .get_string(key) .and_then(|value| match ron::from_str(&value) { Ok(value) => Some(value), Err(err) => { // This happens on when we break the format, e.g. when updating egui. log::debug!("Failed to decode RON: {err}"); None } }) } /// 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(storage: &mut dyn Storage, key: &str, value: &T) { profiling::function_scope!(key); match ron::ser::to_string(value) { Ok(string) => storage.set_string(key, string), Err(err) => log::error!("eframe failed to encode data using ron: {}", err), } } /// [`Storage`] key used for app pub const APP_KEY: &str = "app";