use std::{cell::RefCell, rc::Rc, sync::Arc, time::Instant}; use glutin::{ display::GetGlDisplay, prelude::{GlDisplay, NotCurrentGlContextSurfaceAccessor, PossiblyCurrentGlContext}, surface::GlSurface, }; use raw_window_handle::{HasRawDisplayHandle as _, HasRawWindowHandle as _}; use winit::{ event_loop::{EventLoop, EventLoopProxy, EventLoopWindowTarget}, window::{Window, WindowId}, }; use egui::{ epaint::ahash::HashMap, DeferredViewportUiCallback, ImmediateViewport, NumExt as _, ViewportBuilder, ViewportClass, ViewportId, ViewportIdMap, ViewportIdPair, ViewportIdSet, ViewportInfo, ViewportOutput, }; #[cfg(feature = "accesskit")] use egui_winit::accesskit_winit; use egui_winit::{ apply_viewport_builder_to_new_window, create_winit_window_builder, process_viewport_commands, EventResponse, }; use crate::{ native::{epi_integration::EpiIntegration, winit_integration::create_egui_context}, App, AppCreator, CreationContext, NativeOptions, Result, Storage, }; use super::{ winit_integration::{EventResult, UserEvent, WinitApp}, *, }; // Note: that the current Glutin API design tightly couples the GL context with // the Window which means it's not practically possible to just destroy the // window and re-create a new window while continuing to use the same GL context. // // For now this means it's not possible to support Android as well as we can with // wgpu because we're basically forced to destroy and recreate _everything_ when // the application suspends and resumes. // // There is work in progress to improve the Glutin API so it has a separate Surface // API that would allow us to just destroy a Window/Surface when suspending, see: // https://github.com/rust-windowing/glutin/pull/1435 // ---------------------------------------------------------------------------- // Types: pub struct GlowWinitApp { repaint_proxy: Arc>>, app_name: String, native_options: NativeOptions, running: Option, // Note that since this `AppCreator` is FnOnce we are currently unable to support // re-initializing the `GlowWinitRunning` state on Android if the application // suspends and resumes. app_creator: Option, } /// State that is initialized when the application is first starts running via /// a Resumed event. On Android this ensures that any graphics state is only /// initialized once the application has an associated `SurfaceView`. struct GlowWinitRunning { integration: EpiIntegration, app: Box, // These needs to be shared with the immediate viewport renderer, hence the Rc/Arc/RefCells: glutin: Rc>, painter: Rc>, } /// This struct will contain both persistent and temporary glutin state. /// /// Platform Quirks: /// * Microsoft Windows: requires that we create a window before opengl context. /// * Android: window and surface should be destroyed when we receive a suspend event. recreate on resume event. /// /// winit guarantees that we will get a Resumed event on startup on all platforms. /// * Before Resumed event: `gl_config`, `gl_context` can be created at any time. on windows, a window must be created to get `gl_context`. /// * Resumed: `gl_surface` will be created here. `window` will be re-created here for android. /// * Suspended: on android, we drop window + surface. on other platforms, we don't get Suspended event. /// /// The setup is divided between the `new` fn and `on_resume` fn. we can just assume that `on_resume` is a continuation of /// `new` fn on all platforms. only on android, do we get multiple resumed events because app can be suspended. struct GlutinWindowContext { egui_ctx: egui::Context, swap_interval: glutin::surface::SwapInterval, gl_config: glutin::config::Config, max_texture_side: Option, current_gl_context: Option, not_current_gl_context: Option, viewports: ViewportIdMap, viewport_from_window: HashMap, window_from_viewport: ViewportIdMap, focused_viewport: Option, } struct Viewport { ids: ViewportIdPair, class: ViewportClass, builder: ViewportBuilder, info: ViewportInfo, screenshot_requested: bool, /// The user-callback that shows the ui. /// None for immediate viewports. viewport_ui_cb: Option>, gl_surface: Option>, window: Option>, egui_winit: Option, } // ---------------------------------------------------------------------------- impl GlowWinitApp { pub fn new( event_loop: &EventLoop, app_name: &str, native_options: NativeOptions, app_creator: AppCreator, ) -> Self { crate::profile_function!(); Self { repaint_proxy: Arc::new(egui::mutex::Mutex::new(event_loop.create_proxy())), app_name: app_name.to_owned(), native_options, running: None, app_creator: Some(app_creator), } } #[allow(unsafe_code)] fn create_glutin_windowed_context( egui_ctx: &egui::Context, event_loop: &EventLoopWindowTarget, storage: Option<&dyn Storage>, native_options: &mut NativeOptions, ) -> Result<(GlutinWindowContext, egui_glow::Painter)> { crate::profile_function!(); let window_settings = epi_integration::load_window_settings(storage); let winit_window_builder = epi_integration::viewport_builder( egui_ctx.zoom_factor(), event_loop, native_options, window_settings, ); let mut glutin_window_context = unsafe { GlutinWindowContext::new(egui_ctx, winit_window_builder, native_options, event_loop)? }; // Creates the window - must come before we create our glow context glutin_window_context.on_resume(event_loop)?; if let Some(viewport) = glutin_window_context.viewports.get(&ViewportId::ROOT) { if let Some(window) = &viewport.window { epi_integration::apply_window_settings(window, window_settings); } } let gl = unsafe { crate::profile_scope!("glow::Context::from_loader_function"); Rc::new(glow::Context::from_loader_function(|s| { let s = std::ffi::CString::new(s) .expect("failed to construct C string from string for gl proc address"); glutin_window_context.get_proc_address(&s) })) }; let painter = egui_glow::Painter::new(gl, "", native_options.shader_version)?; Ok((glutin_window_context, painter)) } fn init_run_state( &mut self, event_loop: &EventLoopWindowTarget, ) -> Result<&mut GlowWinitRunning> { crate::profile_function!(); let storage = epi_integration::create_storage( self.native_options .viewport .app_id .as_ref() .unwrap_or(&self.app_name), ); let egui_ctx = create_egui_context(storage.as_deref()); let (mut glutin, painter) = Self::create_glutin_windowed_context( &egui_ctx, event_loop, storage.as_deref(), &mut self.native_options, )?; let gl = painter.gl().clone(); let max_texture_side = painter.max_texture_side(); glutin.max_texture_side = Some(max_texture_side); for viewport in glutin.viewports.values_mut() { if let Some(egui_winit) = viewport.egui_winit.as_mut() { egui_winit.set_max_texture_side(max_texture_side); } } let system_theme = winit_integration::system_theme(&glutin.window(ViewportId::ROOT), &self.native_options); let integration = EpiIntegration::new( egui_ctx, &glutin.window(ViewportId::ROOT), system_theme, &self.app_name, &self.native_options, storage, Some(gl.clone()), #[cfg(feature = "wgpu")] None, ); { let event_loop_proxy = self.repaint_proxy.clone(); integration .egui_ctx .set_request_repaint_callback(move |info| { log::trace!("request_repaint_callback: {info:?}"); let when = Instant::now() + info.delay; let frame_nr = info.current_frame_nr; event_loop_proxy .lock() .send_event(UserEvent::RequestRepaint { viewport_id: info.viewport_id, when, frame_nr, }) .ok(); }); } #[cfg(feature = "accesskit")] { let event_loop_proxy = self.repaint_proxy.lock().clone(); let viewport = glutin.viewports.get_mut(&ViewportId::ROOT).unwrap(); if let Viewport { window: Some(window), egui_winit: Some(egui_winit), .. } = viewport { integration.init_accesskit(egui_winit, window, event_loop_proxy); } } let theme = system_theme.unwrap_or(self.native_options.default_theme); integration.egui_ctx.set_visuals(theme.egui_visuals()); if self .native_options .viewport .mouse_passthrough .unwrap_or(false) { if let Err(err) = glutin.window(ViewportId::ROOT).set_cursor_hittest(false) { log::warn!("set_cursor_hittest(false) failed: {err}"); } } let app_creator = std::mem::take(&mut self.app_creator) .expect("Single-use AppCreator has unexpectedly already been taken"); let app = { let window = glutin.window(ViewportId::ROOT); let cc = CreationContext { egui_ctx: integration.egui_ctx.clone(), integration_info: integration.frame.info().clone(), storage: integration.frame.storage(), gl: Some(gl), #[cfg(feature = "wgpu")] wgpu_render_state: None, raw_display_handle: window.raw_display_handle(), raw_window_handle: window.raw_window_handle(), }; crate::profile_scope!("app_creator"); app_creator(&cc) }; let glutin = Rc::new(RefCell::new(glutin)); let painter = Rc::new(RefCell::new(painter)); { // Create weak pointers so that we don't keep // state alive for too long. let glutin = Rc::downgrade(&glutin); let painter = Rc::downgrade(&painter); let beginning = integration.beginning; let event_loop: *const EventLoopWindowTarget = event_loop; egui::Context::set_immediate_viewport_renderer(move |egui_ctx, immediate_viewport| { if let (Some(glutin), Some(painter)) = (glutin.upgrade(), painter.upgrade()) { // SAFETY: the event loop lives longer than // the Rc:s we just upgraded above. #[allow(unsafe_code)] let event_loop = unsafe { event_loop.as_ref().unwrap() }; render_immediate_viewport( event_loop, egui_ctx, &glutin, &painter, beginning, immediate_viewport, ); } else { log::warn!("render_sync_callback called after window closed"); } }); } Ok(self.running.insert(GlowWinitRunning { glutin, painter, integration, app, })) } } impl WinitApp for GlowWinitApp { fn frame_nr(&self, viewport_id: ViewportId) -> u64 { self.running .as_ref() .map_or(0, |r| r.integration.egui_ctx.frame_nr_for(viewport_id)) } fn is_focused(&self, window_id: WindowId) -> bool { if let Some(running) = &self.running { let glutin = running.glutin.borrow(); if let Some(window_id) = glutin.viewport_from_window.get(&window_id) { return glutin.focused_viewport == Some(*window_id); } } false } fn integration(&self) -> Option<&EpiIntegration> { self.running.as_ref().map(|r| &r.integration) } fn window(&self, window_id: WindowId) -> Option> { let running = self.running.as_ref()?; let glutin = running.glutin.borrow(); let viewport_id = *glutin.viewport_from_window.get(&window_id)?; if let Some(viewport) = glutin.viewports.get(&viewport_id) { viewport.window.clone() } else { None } } fn window_id_from_viewport_id(&self, id: ViewportId) -> Option { self.running .as_ref() .and_then(|r| r.glutin.borrow().window_from_viewport.get(&id).copied()) } fn save_and_destroy(&mut self) { if let Some(mut running) = self.running.take() { crate::profile_function!(); running.integration.save( running.app.as_mut(), Some(&running.glutin.borrow().window(ViewportId::ROOT)), ); running.app.on_exit(Some(running.painter.borrow().gl())); running.painter.borrow_mut().destroy(); } } fn run_ui_and_paint(&mut self, window_id: WindowId) -> EventResult { if let Some(running) = &mut self.running { running.run_ui_and_paint(window_id) } else { EventResult::Wait } } fn on_event( &mut self, event_loop: &EventLoopWindowTarget, event: &winit::event::Event<'_, UserEvent>, ) -> Result { crate::profile_function!(winit_integration::short_event_description(event)); Ok(match event { winit::event::Event::Resumed => { let running = if let Some(running) = &mut self.running { // not the first resume event. create whatever you need. running.glutin.borrow_mut().on_resume(event_loop)?; running } else { // first resume event. // we can actually move this outside of event loop. // and just run the on_resume fn of gl_window self.init_run_state(event_loop)? }; let window_id = running .glutin .borrow() .window_from_viewport .get(&ViewportId::ROOT) .copied(); EventResult::RepaintNow(window_id.unwrap()) } winit::event::Event::Suspended => { if let Some(running) = &mut self.running { running.glutin.borrow_mut().on_suspend()?; } EventResult::Wait } winit::event::Event::MainEventsCleared => { if let Some(running) = &self.running { if let Err(err) = running.glutin.borrow_mut().on_resume(event_loop) { log::warn!("on_resume failed {err}"); } } EventResult::Wait } winit::event::Event::WindowEvent { event, window_id } => { if let Some(running) = &mut self.running { running.on_window_event(*window_id, event) } else { EventResult::Wait } } #[cfg(feature = "accesskit")] winit::event::Event::UserEvent(UserEvent::AccessKitActionRequest( accesskit_winit::ActionRequestEvent { request, window_id }, )) => { if let Some(running) = &self.running { let mut glutin = running.glutin.borrow_mut(); if let Some(viewport_id) = glutin.viewport_from_window.get(window_id).copied() { if let Some(viewport) = glutin.viewports.get_mut(&viewport_id) { if let Some(egui_winit) = &mut viewport.egui_winit { crate::profile_scope!("on_accesskit_action_request"); egui_winit.on_accesskit_action_request(request.clone()); } } } // As a form of user input, accessibility actions should // lead to a repaint. EventResult::RepaintNext(*window_id) } else { EventResult::Wait } } _ => EventResult::Wait, }) } } impl GlowWinitRunning { fn run_ui_and_paint(&mut self, window_id: WindowId) -> EventResult { crate::profile_function!(); let Some(viewport_id) = self .glutin .borrow() .viewport_from_window .get(&window_id) .copied() else { return EventResult::Wait; }; #[cfg(feature = "puffin")] puffin::GlobalProfiler::lock().new_frame(); { let glutin = self.glutin.borrow(); let viewport = &glutin.viewports[&viewport_id]; let is_immediate = viewport.viewport_ui_cb.is_none(); if is_immediate && viewport_id != ViewportId::ROOT { // This will only happen if this is an immediate viewport. // That means that the viewport cannot be rendered by itself and needs his parent to be rendered. if let Some(parent_viewport) = glutin.viewports.get(&viewport.ids.parent) { if let Some(window) = parent_viewport.window.as_ref() { return EventResult::RepaintNext(window.id()); } } return EventResult::Wait; } } let (raw_input, viewport_ui_cb) = { let mut glutin = self.glutin.borrow_mut(); let viewport = glutin.viewports.get_mut(&viewport_id).unwrap(); viewport.update_viewport_info(); let window = viewport.window.as_ref().unwrap(); let egui_winit = viewport.egui_winit.as_mut().unwrap(); let mut raw_input = egui_winit.take_egui_input(window); let viewport_ui_cb = viewport.viewport_ui_cb.clone(); self.integration.pre_update(); raw_input.time = Some(self.integration.beginning.elapsed().as_secs_f64()); raw_input.viewports = glutin .viewports .iter() .map(|(id, viewport)| (*id, viewport.info.clone())) .collect(); (raw_input, viewport_ui_cb) }; // ------------------------------------------------------------ // The update function, which could call immediate viewports, // so make sure we don't hold any locks here required by the immediate viewports rendeer. let full_output = self.integration .update(self.app.as_mut(), viewport_ui_cb.as_deref(), raw_input); // ------------------------------------------------------------ let Self { integration, app, glutin, painter, .. } = self; let mut glutin = glutin.borrow_mut(); let mut painter = painter.borrow_mut(); let egui::FullOutput { platform_output, textures_delta, shapes, pixels_per_point, viewport_output, } = full_output; let GlutinWindowContext { viewports, current_gl_context, .. } = &mut *glutin; let viewport = viewports.get_mut(&viewport_id).unwrap(); viewport.info.events.clear(); // they should have been processed let window = viewport.window.as_ref().unwrap(); let gl_surface = viewport.gl_surface.as_ref().unwrap(); let egui_winit = viewport.egui_winit.as_mut().unwrap(); integration.post_update(); egui_winit.handle_platform_output(window, &integration.egui_ctx, platform_output); let clipped_primitives = integration.egui_ctx.tessellate(shapes, pixels_per_point); { // TODO: only do this if we actually have multiple viewports crate::profile_scope!("change_gl_context"); let not_current = { crate::profile_scope!("make_not_current"); current_gl_context .take() .unwrap() .make_not_current() .unwrap() }; crate::profile_scope!("make_current"); *current_gl_context = Some(not_current.make_current(gl_surface).unwrap()); } let screen_size_in_pixels: [u32; 2] = window.inner_size().into(); painter.clear( screen_size_in_pixels, app.clear_color(&integration.egui_ctx.style().visuals), ); painter.paint_and_update_textures( screen_size_in_pixels, pixels_per_point, &clipped_primitives, &textures_delta, ); { let screenshot_requested = std::mem::take(&mut viewport.screenshot_requested); if screenshot_requested { let screenshot = painter.read_screen_rgba(screen_size_in_pixels); egui_winit .egui_input_mut() .events .push(egui::Event::Screenshot { viewport_id, image: screenshot.into(), }); } integration.post_rendering(window); } { crate::profile_scope!("swap_buffers"); if let Err(err) = gl_surface.swap_buffers( current_gl_context .as_ref() .expect("failed to get current context to swap buffers"), ) { log::error!("swap_buffers failed: {err}"); } } // give it time to settle: #[cfg(feature = "__screenshot")] if integration.egui_ctx.frame_nr() == 2 { if let Ok(path) = std::env::var("EFRAME_SCREENSHOT_TO") { save_screeshot_and_exit(&path, &painter, screen_size_in_pixels); } } integration.maybe_autosave(app.as_mut(), Some(window)); if window.is_minimized() == Some(true) { // On Mac, a minimized Window uses up all CPU: // https://github.com/emilk/egui/issues/325 crate::profile_scope!("minimized_sleep"); std::thread::sleep(std::time::Duration::from_millis(10)); } glutin.handle_viewport_output(&integration.egui_ctx, viewport_output); if integration.should_close() { EventResult::Exit } else { EventResult::Wait } } fn on_window_event( &mut self, window_id: WindowId, event: &winit::event::WindowEvent<'_>, ) -> EventResult { crate::profile_function!(egui_winit::short_window_event_description(event)); let mut glutin = self.glutin.borrow_mut(); let viewport_id = glutin.viewport_from_window.get(&window_id).copied(); // On Windows, if a window is resized by the user, it should repaint synchronously, inside the // event handler. // // If this is not done, the compositor will assume that the window does not want to redraw, // and continue ahead. // // In eframe's case, that causes the window to rapidly flicker, as it struggles to deliver // new frames to the compositor in time. // // The flickering is technically glutin or glow's fault, but we should be responding properly // to resizes anyway, as doing so avoids dropping frames. // // See: https://github.com/emilk/egui/issues/903 let mut repaint_asap = false; match event { winit::event::WindowEvent::Focused(new_focused) => { glutin.focused_viewport = new_focused.then(|| viewport_id).flatten(); } winit::event::WindowEvent::Resized(physical_size) => { // Resize with 0 width and height is used by winit to signal a minimize event on Windows. // See: https://github.com/rust-windowing/winit/issues/208 // This solves an issue where the app would panic when minimizing on Windows. if 0 < physical_size.width && 0 < physical_size.height { if let Some(viewport_id) = viewport_id { repaint_asap = true; glutin.resize(viewport_id, *physical_size); } } } winit::event::WindowEvent::ScaleFactorChanged { new_inner_size, .. } => { if let Some(viewport_id) = viewport_id { repaint_asap = true; glutin.resize(viewport_id, **new_inner_size); } } winit::event::WindowEvent::CloseRequested => { if viewport_id == Some(ViewportId::ROOT) && self.integration.should_close() { log::debug!( "Received WindowEvent::CloseRequested for main viewport - shutting down." ); return EventResult::Exit; } log::debug!("Received WindowEvent::CloseRequested for viewport {viewport_id:?}"); if let Some(viewport_id) = viewport_id { if let Some(viewport) = glutin.viewports.get_mut(&viewport_id) { // Tell viewport it should close: viewport.info.events.push(egui::ViewportEvent::Close); // We may need to repaint both us and our parent to close the window, // and perhaps twice (once to notice the close-event, once again to enforce it). // `request_repaint_of` does a double-repaint though: self.integration.egui_ctx.request_repaint_of(viewport_id); self.integration .egui_ctx .request_repaint_of(viewport.ids.parent); } } } _ => {} } if self.integration.should_close() { return EventResult::Exit; } let mut event_response = EventResponse { consumed: false, repaint: false, }; if let Some(viewport_id) = viewport_id { if let Some(viewport) = glutin.viewports.get_mut(&viewport_id) { event_response = self .integration .on_window_event(event, viewport.egui_winit.as_mut().unwrap()); } } if event_response.repaint { if repaint_asap { EventResult::RepaintNow(window_id) } else { EventResult::RepaintNext(window_id) } } else { EventResult::Wait } } } impl GlutinWindowContext { #[allow(unsafe_code)] unsafe fn new( egui_ctx: &egui::Context, viewport_builder: ViewportBuilder, native_options: &NativeOptions, event_loop: &EventLoopWindowTarget, ) -> Result { crate::profile_function!(); // There is a lot of complexity with opengl creation, // so prefer extensive logging to get all the help we can to debug issues. use glutin::prelude::*; // convert native options to glutin options let hardware_acceleration = match native_options.hardware_acceleration { crate::HardwareAcceleration::Required => Some(true), crate::HardwareAcceleration::Preferred => None, crate::HardwareAcceleration::Off => Some(false), }; let swap_interval = if native_options.vsync { glutin::surface::SwapInterval::Wait(std::num::NonZeroU32::new(1).unwrap()) } else { glutin::surface::SwapInterval::DontWait }; /* opengl setup flow goes like this: 1. we create a configuration for opengl "Display" / "Config" creation 2. choose between special extensions like glx or egl or wgl and use them to create config/display 3. opengl context configuration 4. opengl context creation */ // start building config for gl display let config_template_builder = glutin::config::ConfigTemplateBuilder::new() .prefer_hardware_accelerated(hardware_acceleration) .with_depth_size(native_options.depth_buffer) .with_stencil_size(native_options.stencil_buffer) .with_transparency(native_options.viewport.transparent.unwrap_or(false)); // we don't know if multi sampling option is set. so, check if its more than 0. let config_template_builder = if native_options.multisampling > 0 { config_template_builder.with_multisampling( native_options .multisampling .try_into() .expect("failed to fit multisamples option of native_options into u8"), ) } else { config_template_builder }; log::debug!("trying to create glutin Display with config: {config_template_builder:?}"); // Create GL display. This may probably create a window too on most platforms. Definitely on `MS windows`. Never on Android. let display_builder = glutin_winit::DisplayBuilder::new() // we might want to expose this option to users in the future. maybe using an env var or using native_options. .with_preference(glutin_winit::ApiPrefence::FallbackEgl) // https://github.com/emilk/egui/issues/2520#issuecomment-1367841150 .with_window_builder(Some(create_winit_window_builder( egui_ctx, event_loop, viewport_builder.clone(), ))); let (window, gl_config) = { crate::profile_scope!("DisplayBuilder::build"); display_builder .build( event_loop, config_template_builder.clone(), |mut config_iterator| { let config = config_iterator.next().expect( "failed to find a matching configuration for creating glutin config", ); log::debug!( "using the first config from config picker closure. config: {config:?}" ); config }, ) .map_err(|e| crate::Error::NoGlutinConfigs(config_template_builder.build(), e))? }; if let Some(window) = &window { apply_viewport_builder_to_new_window(window, &viewport_builder); } let gl_display = gl_config.display(); log::debug!( "successfully created GL Display with version: {} and supported features: {:?}", gl_display.version_string(), gl_display.supported_features() ); let raw_window_handle = window.as_ref().map(|w| w.raw_window_handle()); log::debug!("creating gl context using raw window handle: {raw_window_handle:?}"); // create gl context. if core context cannot be created, try gl es context as fallback. let context_attributes = glutin::context::ContextAttributesBuilder::new().build(raw_window_handle); let fallback_context_attributes = glutin::context::ContextAttributesBuilder::new() .with_context_api(glutin::context::ContextApi::Gles(None)) .build(raw_window_handle); let gl_context_result = unsafe { crate::profile_scope!("create_context"); gl_config .display() .create_context(&gl_config, &context_attributes) }; let gl_context = match gl_context_result { Ok(it) => it, Err(err) => { log::warn!("Failed to create context using default context attributes {context_attributes:?} due to error: {err}"); log::debug!( "Retrying with fallback context attributes: {fallback_context_attributes:?}" ); unsafe { gl_config .display() .create_context(&gl_config, &fallback_context_attributes)? } } }; let not_current_gl_context = Some(gl_context); let mut viewport_from_window = HashMap::default(); let mut window_from_viewport = ViewportIdMap::default(); let mut info = ViewportInfo::default(); if let Some(window) = &window { viewport_from_window.insert(window.id(), ViewportId::ROOT); window_from_viewport.insert(ViewportId::ROOT, window.id()); info.minimized = window.is_minimized(); info.maximized = Some(window.is_maximized()); } let mut viewports = ViewportIdMap::default(); viewports.insert( ViewportId::ROOT, Viewport { ids: ViewportIdPair::ROOT, class: ViewportClass::Root, builder: viewport_builder, info, screenshot_requested: false, viewport_ui_cb: None, gl_surface: None, window: window.map(Rc::new), egui_winit: None, }, ); // the fun part with opengl gl is that we never know whether there is an error. the context creation might have failed, but // it could keep working until we try to make surface current or swap buffers or something else. future glutin improvements might // help us start from scratch again if we fail context creation and go back to preferEgl or try with different config etc.. // https://github.com/emilk/egui/pull/2541#issuecomment-1370767582 let mut slf = GlutinWindowContext { egui_ctx: egui_ctx.clone(), swap_interval, gl_config, current_gl_context: None, not_current_gl_context, viewports, viewport_from_window, max_texture_side: None, window_from_viewport, focused_viewport: Some(ViewportId::ROOT), }; slf.on_resume(event_loop)?; Ok(slf) } /// This will be run after `new`. on android, it might be called multiple times over the course of the app's lifetime. /// roughly, /// 1. check if window already exists. otherwise, create one now. /// 2. create attributes for surface creation. /// 3. create surface. /// 4. make surface and context current. /// /// we presently assume that we will fn on_resume(&mut self, event_loop: &EventLoopWindowTarget) -> Result<()> { crate::profile_function!(); let viewports: Vec = self .viewports .iter() .filter(|(_, viewport)| viewport.gl_surface.is_none()) .map(|(id, _)| *id) .collect(); for viewport_id in viewports { self.init_viewport(viewport_id, event_loop)?; } Ok(()) } #[allow(unsafe_code)] pub(crate) fn init_viewport( &mut self, viewport_id: ViewportId, event_loop: &EventLoopWindowTarget, ) -> Result<()> { crate::profile_function!(); let viewport = self .viewports .get_mut(&viewport_id) .expect("viewport doesn't exist"); let window = if let Some(window) = &mut viewport.window { window } else { log::trace!("Window doesn't exist yet. Creating one now with finalize_window"); let window = glutin_winit::finalize_window( event_loop, create_winit_window_builder(&self.egui_ctx, event_loop, viewport.builder.clone()), &self.gl_config, )?; apply_viewport_builder_to_new_window(&window, &viewport.builder); viewport.info.minimized = window.is_minimized(); viewport.info.maximized = Some(window.is_maximized()); viewport.window.insert(Rc::new(window)) }; { // surface attributes let (width_px, height_px): (u32, u32) = window.inner_size().into(); let width_px = std::num::NonZeroU32::new(width_px.at_least(1)).unwrap(); let height_px = std::num::NonZeroU32::new(height_px.at_least(1)).unwrap(); let surface_attributes = glutin::surface::SurfaceAttributesBuilder::::new() .build(window.raw_window_handle(), width_px, height_px); log::trace!("creating surface with attributes: {surface_attributes:?}"); let gl_surface = unsafe { self.gl_config .display() .create_window_surface(&self.gl_config, &surface_attributes)? }; log::trace!("surface created successfully: {gl_surface:?}. making context current"); let not_current_gl_context = if let Some(not_current_context) = self.not_current_gl_context.take() { not_current_context } else { self.current_gl_context .take() .unwrap() .make_not_current() .unwrap() }; let current_gl_context = not_current_gl_context.make_current(&gl_surface)?; // try setting swap interval. but its not absolutely necessary, so don't panic on failure. log::trace!("made context current. setting swap interval for surface"); if let Err(err) = gl_surface.set_swap_interval(¤t_gl_context, self.swap_interval) { log::warn!("Failed to set swap interval due to error: {err}"); } // we will reach this point only once in most platforms except android. // create window/surface/make context current once and just use them forever. viewport.egui_winit.get_or_insert_with(|| { egui_winit::State::new( viewport_id, event_loop, Some(window.scale_factor() as f32), self.max_texture_side, ) }); viewport.gl_surface = Some(gl_surface); self.current_gl_context = Some(current_gl_context); self.viewport_from_window .insert(window.id(), viewport.ids.this); self.window_from_viewport .insert(viewport.ids.this, window.id()); } Ok(()) } /// only applies for android. but we basically drop surface + window and make context not current fn on_suspend(&mut self) -> Result<()> { log::debug!("received suspend event. dropping window and surface"); for viewport in self.viewports.values_mut() { viewport.gl_surface = None; viewport.window = None; } if let Some(current) = self.current_gl_context.take() { log::debug!("context is current, so making it non-current"); self.not_current_gl_context = Some(current.make_not_current()?); } else { log::debug!("context is already not current??? could be duplicate suspend event"); } Ok(()) } fn viewport(&self, viewport_id: ViewportId) -> &Viewport { self.viewports .get(&viewport_id) .expect("viewport doesn't exist") } fn window(&self, viewport_id: ViewportId) -> Rc { self.viewport(viewport_id) .window .clone() .expect("winit window doesn't exist") } fn resize(&mut self, viewport_id: ViewportId, physical_size: winit::dpi::PhysicalSize) { let width_px = std::num::NonZeroU32::new(physical_size.width.at_least(1)).unwrap(); let height_px = std::num::NonZeroU32::new(physical_size.height.at_least(1)).unwrap(); if let Some(viewport) = self.viewports.get(&viewport_id) { if let Some(gl_surface) = &viewport.gl_surface { self.current_gl_context = Some( self.current_gl_context .take() .unwrap() .make_not_current() .unwrap() .make_current(gl_surface) .unwrap(), ); gl_surface.resize( self.current_gl_context .as_ref() .expect("failed to get current context to resize surface"), width_px, height_px, ); } } } fn get_proc_address(&self, addr: &std::ffi::CStr) -> *const std::ffi::c_void { self.gl_config.display().get_proc_address(addr) } fn handle_viewport_output( &mut self, egui_ctx: &egui::Context, viewport_output: ViewportIdMap, ) { crate::profile_function!(); let active_viewports_ids: ViewportIdSet = viewport_output.keys().copied().collect(); for ( viewport_id, ViewportOutput { parent, class, builder, viewport_ui_cb, commands, repaint_delay: _, // ignored - we listened to the repaint callback instead }, ) in viewport_output { let ids = ViewportIdPair::from_self_and_parent(viewport_id, parent); let viewport = initialize_or_update_viewport( egui_ctx, &mut self.viewports, ids, class, builder, viewport_ui_cb, self.focused_viewport, ); if let Some(window) = &viewport.window { let is_viewport_focused = self.focused_viewport == Some(viewport_id); egui_winit::process_viewport_commands( egui_ctx, &mut viewport.info, commands, window, is_viewport_focused, &mut viewport.screenshot_requested, ); } } // GC old viewports self.viewports .retain(|id, _| active_viewports_ids.contains(id)); self.viewport_from_window .retain(|_, id| active_viewports_ids.contains(id)); self.window_from_viewport .retain(|id, _| active_viewports_ids.contains(id)); } } impl Viewport { /// Update the stored `ViewportInfo`. fn update_viewport_info(&mut self) { let Some(window) = &self.window else { return; }; let Some(egui_winit) = &self.egui_winit else { return; }; egui_winit.update_viewport_info(&mut self.info, window); } } fn initialize_or_update_viewport<'vp>( egu_ctx: &'_ egui::Context, viewports: &'vp mut ViewportIdMap, ids: ViewportIdPair, class: ViewportClass, mut builder: ViewportBuilder, viewport_ui_cb: Option>, focused_viewport: Option, ) -> &'vp mut Viewport { crate::profile_function!(); if builder.icon.is_none() { // Inherit icon from parent builder.icon = viewports .get_mut(&ids.parent) .and_then(|vp| vp.builder.icon.clone()); } match viewports.entry(ids.this) { std::collections::hash_map::Entry::Vacant(entry) => { // New viewport: log::debug!("Creating new viewport {:?} ({:?})", ids.this, builder.title); entry.insert(Viewport { ids, class, builder, info: Default::default(), screenshot_requested: false, viewport_ui_cb, window: None, egui_winit: None, gl_surface: None, }) } std::collections::hash_map::Entry::Occupied(mut entry) => { // Patch an existing viewport: let viewport = entry.get_mut(); viewport.ids.parent = ids.parent; viewport.class = class; viewport.viewport_ui_cb = viewport_ui_cb; let (delta_commands, recreate) = viewport.builder.patch(builder); if recreate { log::debug!( "Recreating window for viewport {:?} ({:?})", ids.this, viewport.builder.title ); viewport.window = None; viewport.egui_winit = None; } else if let Some(window) = &viewport.window { let is_viewport_focused = focused_viewport == Some(ids.this); process_viewport_commands( egu_ctx, &mut viewport.info, delta_commands, window, is_viewport_focused, &mut viewport.screenshot_requested, ); } entry.into_mut() } } } /// This is called (via a callback) by user code to render immediate viewports, /// i.e. viewport that are directly nested inside a parent viewport. fn render_immediate_viewport( event_loop: &EventLoopWindowTarget, egui_ctx: &egui::Context, glutin: &RefCell, painter: &RefCell, beginning: Instant, immediate_viewport: ImmediateViewport<'_>, ) { crate::profile_function!(); let ImmediateViewport { ids, builder, viewport_ui_cb, } = immediate_viewport; { let mut glutin = glutin.borrow_mut(); let viewport = initialize_or_update_viewport( egui_ctx, &mut glutin.viewports, ids, ViewportClass::Immediate, builder, None, None, ); if viewport.gl_surface.is_none() { glutin .init_viewport(ids.this, event_loop) .expect("Failed to initialize window in egui::Context::show_viewport_immediate"); } } let input = { let mut glutin = glutin.borrow_mut(); let Some(viewport) = glutin.viewports.get_mut(&ids.this) else { return; }; viewport.update_viewport_info(); let Some(winit_state) = &mut viewport.egui_winit else { return; }; let Some(window) = &viewport.window else { return; }; let mut raw_input = winit_state.take_egui_input(window); raw_input.viewports = glutin .viewports .iter() .map(|(id, viewport)| (*id, viewport.info.clone())) .collect(); raw_input.time = Some(beginning.elapsed().as_secs_f64()); raw_input }; // --------------------------------------------------- // Call the user ui-code, which could re-entrantly call this function again! // No locks may be hold while calling this function. let egui::FullOutput { platform_output, textures_delta, shapes, pixels_per_point, viewport_output, } = egui_ctx.run(input, |ctx| { viewport_ui_cb(ctx); }); // --------------------------------------------------- let mut glutin = glutin.borrow_mut(); let GlutinWindowContext { current_gl_context, viewports, .. } = &mut *glutin; let Some(viewport) = viewports.get_mut(&ids.this) else { return; }; viewport.info.events.clear(); // they should have been processed let Some(winit_state) = &mut viewport.egui_winit else { return; }; let (Some(window), Some(gl_surface)) = (&viewport.window, &viewport.gl_surface) else { return; }; let screen_size_in_pixels: [u32; 2] = window.inner_size().into(); let clipped_primitives = egui_ctx.tessellate(shapes, pixels_per_point); let mut painter = painter.borrow_mut(); *current_gl_context = Some( current_gl_context .take() .unwrap() .make_not_current() .unwrap() .make_current(gl_surface) .unwrap(), ); let current_gl_context = current_gl_context.as_ref().unwrap(); if !gl_surface.is_current(current_gl_context) { log::error!("egui::show_viewport_immediate: viewport {:?} ({:?}) is not created in main thread, try to use wgpu!", viewport.ids.this, viewport.builder.title); } let gl = &painter.gl().clone(); egui_glow::painter::clear(gl, screen_size_in_pixels, [0.0, 0.0, 0.0, 0.0]); painter.paint_and_update_textures( screen_size_in_pixels, pixels_per_point, &clipped_primitives, &textures_delta, ); { crate::profile_scope!("swap_buffers"); if let Err(err) = gl_surface.swap_buffers(current_gl_context) { log::error!("swap_buffers failed: {err}"); } } winit_state.handle_platform_output(window, egui_ctx, platform_output); glutin.handle_viewport_output(egui_ctx, viewport_output); } #[cfg(feature = "__screenshot")] fn save_screeshot_and_exit( path: &str, painter: &egui_glow::Painter, screen_size_in_pixels: [u32; 2], ) { assert!( path.ends_with(".png"), "Expected EFRAME_SCREENSHOT_TO to end with '.png', got {path:?}" ); let screenshot = painter.read_screen_rgba(screen_size_in_pixels); image::save_buffer( path, screenshot.as_raw(), screenshot.width() as u32, screenshot.height() as u32, image::ColorType::Rgba8, ) .unwrap_or_else(|err| { panic!("Failed to save screenshot to {path:?}: {err}"); }); eprintln!("Screenshot saved to {path:?}."); #[allow(clippy::exit)] std::process::exit(0); }