//! Note that this file contains two similar paths - one for [`glow`], one for [`wgpu`]. //! When making changes to one you often also want to apply it to the other. //! //! This is also very complex code, and not very pretty. //! There is a bunch of improvements we could do, //! like removing a bunch of `unwraps`. use std::{cell::RefCell, rc::Rc, sync::Arc, time::Instant}; use raw_window_handle::{HasRawDisplayHandle as _, HasRawWindowHandle as _}; use winit::{ event_loop::{ControlFlow, EventLoop, EventLoopBuilder, EventLoopProxy, EventLoopWindowTarget}, window::{Window, WindowId}, }; use egui::{epaint::ahash::HashMap, ViewportBuilder, ViewportId}; #[cfg(feature = "accesskit")] use egui_winit::accesskit_winit; use egui_winit::winit; use crate::{epi, Result}; use super::epi_integration::{self, EpiIntegration}; // ---------------------------------------------------------------------------- pub const IS_DESKTOP: bool = cfg!(any( target_os = "freebsd", target_os = "linux", target_os = "macos", target_os = "openbsd", target_os = "windows", )); // ---------------------------------------------------------------------------- /// The custom even `eframe` uses with the [`winit`] event loop. #[derive(Debug)] pub enum UserEvent { /// A repaint is requested. RequestRepaint { /// What to repaint. viewport_id: ViewportId, /// When to repaint. when: Instant, /// What the frame number was when the repaint was _requested_. frame_nr: u64, }, /// A request related to [`accesskit`](https://accesskit.dev/). #[cfg(feature = "accesskit")] AccessKitActionRequest(accesskit_winit::ActionRequestEvent), } #[cfg(feature = "accesskit")] impl From for UserEvent { fn from(inner: accesskit_winit::ActionRequestEvent) -> Self { Self::AccessKitActionRequest(inner) } } // ---------------------------------------------------------------------------- pub use epi::NativeOptions; #[derive(Debug)] enum EventResult { Wait, /// Causes a synchronous repaint inside the event handler. This should only /// be used in special situations if the window must be repainted while /// handling a specific event. This occurs on Windows when handling resizes. /// /// `RepaintNow` creates a new frame synchronously, and should therefore /// only be used for extremely urgent repaints. RepaintNow(WindowId), /// Queues a repaint for once the event loop handles its next redraw. Exists /// so that multiple input events can be handled in one frame. Does not /// cause any delay like `RepaintNow`. RepaintNext(WindowId), RepaintAt(WindowId, Instant), Exit, } trait WinitApp { /// The current frame number, as reported by egui. fn frame_nr(&self, viewport_id: ViewportId) -> u64; fn is_focused(&self, window_id: WindowId) -> bool; fn integration(&self) -> Option<&EpiIntegration>; fn window(&self, window_id: WindowId) -> Option>; fn window_id_from_viewport_id(&self, id: ViewportId) -> Option; fn save_and_destroy(&mut self); fn run_ui_and_paint(&mut self, window_id: WindowId) -> EventResult; fn on_event( &mut self, event_loop: &EventLoopWindowTarget, event: &winit::event::Event<'_, UserEvent>, ) -> Result; } fn create_event_loop_builder( native_options: &mut epi::NativeOptions, ) -> EventLoopBuilder { crate::profile_function!(); let mut event_loop_builder = winit::event_loop::EventLoopBuilder::with_user_event(); if let Some(hook) = std::mem::take(&mut native_options.event_loop_builder) { hook(&mut event_loop_builder); } event_loop_builder } fn create_event_loop(native_options: &mut epi::NativeOptions) -> EventLoop { crate::profile_function!(); let mut builder = create_event_loop_builder(native_options); crate::profile_scope!("EventLoopBuilder::build"); builder.build() } /// Access a thread-local event loop. /// /// We reuse the event-loop so we can support closing and opening an eframe window /// multiple times. This is just a limitation of winit. fn with_event_loop( mut native_options: epi::NativeOptions, f: impl FnOnce(&mut EventLoop, NativeOptions) -> R, ) -> R { thread_local!(static EVENT_LOOP: RefCell>> = RefCell::new(None)); EVENT_LOOP.with(|event_loop| { // Since we want to reference NativeOptions when creating the EventLoop we can't // do that as part of the lazy thread local storage initialization and so we instead // create the event loop lazily here let mut event_loop = event_loop.borrow_mut(); let event_loop = event_loop.get_or_insert_with(|| create_event_loop(&mut native_options)); f(event_loop, native_options) }) } #[cfg(not(target_os = "ios"))] fn run_and_return( event_loop: &mut EventLoop, mut winit_app: impl WinitApp, ) -> Result<()> { use winit::platform::run_return::EventLoopExtRunReturn as _; log::debug!("Entering the winit event loop (run_return)…"); // When to repaint what window let mut windows_next_repaint_times = HashMap::default(); let mut returned_result = Ok(()); event_loop.run_return(|event, event_loop, control_flow| { crate::profile_scope!("winit_event", short_event_description(&event)); let event_result = match &event { winit::event::Event::LoopDestroyed => { // On Mac, Cmd-Q we get here and then `run_return` doesn't return (despite its name), // so we need to save state now: log::debug!("Received Event::LoopDestroyed - saving app state…"); winit_app.save_and_destroy(); *control_flow = ControlFlow::Exit; return; } winit::event::Event::RedrawRequested(window_id) => { windows_next_repaint_times.remove(window_id); winit_app.run_ui_and_paint(*window_id) } winit::event::Event::UserEvent(UserEvent::RequestRepaint { when, frame_nr, viewport_id, }) => { let current_frame_nr = winit_app.frame_nr(*viewport_id); if current_frame_nr == *frame_nr || current_frame_nr == *frame_nr + 1 { log::trace!("UserEvent::RequestRepaint scheduling repaint at {when:?}"); if let Some(window_id) = winit_app.window_id_from_viewport_id(*viewport_id) { EventResult::RepaintAt(window_id, *when) } else { EventResult::Wait } } else { log::trace!("Got outdated UserEvent::RequestRepaint"); EventResult::Wait // old request - we've already repainted } } winit::event::Event::NewEvents(winit::event::StartCause::ResumeTimeReached { .. }) => { log::trace!("Woke up to check next_repaint_time"); EventResult::Wait } event => match winit_app.on_event(event_loop, event) { Ok(event_result) => event_result, Err(err) => { log::error!("Exiting because of error: {err} during event {event:?}"); returned_result = Err(err); EventResult::Exit } }, }; match event_result { EventResult::Wait => { control_flow.set_wait(); } EventResult::RepaintNow(window_id) => { log::trace!("Repaint caused by {}", short_event_description(&event)); if cfg!(target_os = "windows") { // Fix flickering on Windows, see https://github.com/emilk/egui/pull/2280 windows_next_repaint_times.remove(&window_id); winit_app.run_ui_and_paint(window_id); } else { // Fix for https://github.com/emilk/egui/issues/2425 windows_next_repaint_times.insert(window_id, Instant::now()); } } EventResult::RepaintNext(window_id) => { log::trace!("Repaint caused by {}", short_event_description(&event)); windows_next_repaint_times.insert(window_id, Instant::now()); } EventResult::RepaintAt(window_id, repaint_time) => { windows_next_repaint_times.insert( window_id, windows_next_repaint_times .get(&window_id) .map_or(repaint_time, |last| (*last).min(repaint_time)), ); } EventResult::Exit => { log::debug!("Asking to exit event loop…"); winit_app.save_and_destroy(); *control_flow = ControlFlow::Exit; return; } } let mut next_repaint_time = windows_next_repaint_times.values().min().copied(); // This is for not duplicating redraw requests use winit::event::Event; if matches!( event, Event::RedrawEventsCleared | Event::RedrawRequested(_) | Event::Resumed ) { windows_next_repaint_times.retain(|window_id, repaint_time| { if Instant::now() < *repaint_time { return true; }; next_repaint_time = None; control_flow.set_poll(); if let Some(window) = winit_app.window(*window_id) { log::trace!("request_redraw for {window_id:?}"); window.request_redraw(); true } else { false } }); } if let Some(next_repaint_time) = next_repaint_time { let time_until_next = next_repaint_time.saturating_duration_since(Instant::now()); if time_until_next < std::time::Duration::from_secs(10_000) { log::trace!("WaitUntil {time_until_next:?}"); } control_flow.set_wait_until(next_repaint_time); }; }); log::debug!("eframe window closed"); drop(winit_app); // On Windows this clears out events so that we can later create another window. // See https://github.com/emilk/egui/pull/1889 for details. // // Note that this approach may cause issues on macOS (emilk/egui#2768); therefore, // we only apply this approach on Windows to minimize the affect. #[cfg(target_os = "windows")] { event_loop.run_return(|_, _, control_flow| { control_flow.set_exit(); }); } returned_result } fn run_and_exit(event_loop: EventLoop, mut winit_app: impl WinitApp + 'static) -> ! { log::debug!("Entering the winit event loop (run)…"); // When to repaint what window let mut windows_next_repaint_times = HashMap::default(); event_loop.run(move |event, event_loop, control_flow| { crate::profile_scope!("winit_event", short_event_description(&event)); let event_result = match &event { winit::event::Event::LoopDestroyed => { log::debug!("Received Event::LoopDestroyed"); EventResult::Exit } winit::event::Event::RedrawRequested(window_id) => { windows_next_repaint_times.remove(window_id); winit_app.run_ui_and_paint(*window_id) } winit::event::Event::UserEvent(UserEvent::RequestRepaint { when, frame_nr, viewport_id, }) => { let current_frame_nr = winit_app.frame_nr(*viewport_id); if current_frame_nr == *frame_nr || current_frame_nr == *frame_nr + 1 { if let Some(window_id) = winit_app.window_id_from_viewport_id(*viewport_id) { EventResult::RepaintAt(window_id, *when) } else { EventResult::Wait } } else { log::trace!("Got outdated UserEvent::RequestRepaint"); EventResult::Wait // old request - we've already repainted } } winit::event::Event::NewEvents(winit::event::StartCause::ResumeTimeReached { .. }) => { log::trace!("Woke up to check next_repaint_time"); EventResult::Wait } event => match winit_app.on_event(event_loop, event) { Ok(event_result) => event_result, Err(err) => { panic!("eframe encountered a fatal error: {err} during event {event:?}"); } }, }; match event_result { EventResult::Wait => { control_flow.set_wait(); } EventResult::RepaintNow(window_id) => { log::trace!("Repaint caused by {}", short_event_description(&event)); if cfg!(target_os = "windows") { // Fix flickering on Windows, see https://github.com/emilk/egui/pull/2280 windows_next_repaint_times.remove(&window_id); winit_app.run_ui_and_paint(window_id); } else { // Fix for https://github.com/emilk/egui/issues/2425 windows_next_repaint_times.insert(window_id, Instant::now()); } } EventResult::RepaintNext(window_id) => { log::trace!("Repaint caused by {}", short_event_description(&event)); windows_next_repaint_times.insert(window_id, Instant::now()); } EventResult::RepaintAt(window_id, repaint_time) => { windows_next_repaint_times.insert( window_id, windows_next_repaint_times .get(&window_id) .map_or(repaint_time, |last| (*last).min(repaint_time)), ); } EventResult::Exit => { log::debug!("Quitting - saving app state…"); winit_app.save_and_destroy(); #[allow(clippy::exit)] std::process::exit(0); } } let mut next_repaint_time = windows_next_repaint_times.values().min().copied(); // This is for not duplicating redraw requests use winit::event::Event; if matches!( event, Event::RedrawEventsCleared | Event::RedrawRequested(_) | Event::Resumed ) { windows_next_repaint_times.retain(|window_id, repaint_time| { if Instant::now() < *repaint_time { return true; } next_repaint_time = None; control_flow.set_poll(); if let Some(window) = winit_app.window(*window_id) { log::trace!("request_redraw for {window_id:?}"); window.request_redraw(); true } else { false } }); } if let Some(next_repaint_time) = next_repaint_time { let time_until_next = next_repaint_time.saturating_duration_since(Instant::now()); if time_until_next < std::time::Duration::from_secs(10_000) { log::trace!("WaitUntil {time_until_next:?}"); } // WaitUntil seems to not work on iOS #[cfg(target_os = "ios")] winit_app .get_window_winit_id(ViewportId::ROOT) .map(|window_id| { winit_app .window(window_id) .map(|window| window.request_redraw()) }); control_flow.set_wait_until(next_repaint_time); }; }) } // ---------------------------------------------------------------------------- /// Run an egui app #[cfg(feature = "glow")] mod glow_integration { use glutin::{ display::GetGlDisplay, prelude::{GlDisplay, NotCurrentGlContextSurfaceAccessor, PossiblyCurrentGlContext}, surface::GlSurface, }; use egui::{ epaint::ahash::HashMap, DeferredViewportUiCallback, ImmediateViewport, NumExt as _, ViewportClass, ViewportIdMap, ViewportIdPair, ViewportIdSet, ViewportInfo, ViewportOutput, }; use egui_winit::{ apply_viewport_builder_to_new_window, create_winit_window_builder, process_viewport_commands, EventResponse, }; use crate::native::epi_integration::EpiIntegration; use super::*; // 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 /// 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>, } impl GlowWinitRunning { fn run_ui_and_paint( &mut self, window_id: WindowId, focused_viewport: Option, ) -> EventResult { 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(); crate::profile_scope!("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, viewport.ids); 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(); 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(); integration.handle_platform_output(window, viewport_id, platform_output, egui_winit); let clipped_primitives = integration.egui_ctx.tessellate(shapes, pixels_per_point); *current_gl_context = Some( current_gl_context .take() .unwrap() .make_not_current() .unwrap() .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(viewport_output, focused_viewport); if integration.should_close() { EventResult::Exit } else { EventResult::Wait } } fn on_window_event( &mut self, window_id: WindowId, event: &winit::event::WindowEvent<'_>, focused_viewport: &mut Option, ) -> EventResult { let viewport_id = self .glutin .borrow() .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) => { *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; self.glutin.borrow_mut().resize(viewport_id, *physical_size); } } } winit::event::WindowEvent::ScaleFactorChanged { new_inner_size, .. } => { if let Some(viewport_id) = viewport_id { repaint_asap = true; self.glutin .borrow_mut() .resize(viewport_id, **new_inner_size); } } winit::event::WindowEvent::CloseRequested => { let is_root = viewport_id == Some(ViewportId::ROOT); if is_root && self.integration.should_close() { log::debug!("Received WindowEvent::CloseRequested"); return EventResult::Exit; } } _ => {} } let event_response = 'res: { if let Some(viewport_id) = viewport_id { let mut glutin = self.glutin.borrow_mut(); if let Some(viewport) = glutin.viewports.get_mut(&viewport_id) { break 'res self.integration.on_event( self.app.as_mut(), event, viewport.egui_winit.as_mut().unwrap(), viewport.ids.this, ); } } EventResponse { consumed: false, repaint: false, } }; if self.integration.should_close() { EventResult::Exit } else if event_response.repaint { if repaint_asap { EventResult::RepaintNow(window_id) } else { EventResult::RepaintNext(window_id) } } else { EventResult::Wait } } } #[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); } 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 Viewport { /// Update the stored `ViewportInfo`. pub 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); } } /// 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 { 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, } impl GlutinWindowContext { #[allow(unsafe_code)] unsafe fn new( viewport_builder: ViewportBuilder, native_options: &epi::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(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 = { 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:?}"); 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 { swap_interval, gl_config, current_gl_context: None, not_current_gl_context, viewports, viewport_from_window, max_texture_side: None, window_from_viewport, }; 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(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::< glutin::surface::WindowSurface, >::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( 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 viewport_mut(&mut self, viewport_id: ViewportId) -> &mut Viewport { self.viewports .get_mut(&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, viewport_output: ViewportIdMap, focused_viewport: Option, ) { 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( &mut self.viewports, ids, class, builder, viewport_ui_cb, focused_viewport, ); if let Some(window) = &viewport.window { let is_viewport_focused = focused_viewport == Some(viewport_id); egui_winit::process_viewport_commands( &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)); } } fn initialize_or_update_viewport( viewports: &mut ViewportIdMap, ids: ViewportIdPair, class: ViewportClass, mut builder: ViewportBuilder, viewport_ui_cb: Option>, focused_viewport: Option, ) -> &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, 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( &mut viewport.info, delta_commands, window, is_viewport_focused, &mut viewport.screenshot_requested, ); } entry.into_mut() } } } struct GlowWinitApp { repaint_proxy: Arc>>, app_name: String, native_options: epi::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, focused_viewport: Option, } impl GlowWinitApp { fn new( event_loop: &EventLoop, app_name: &str, native_options: epi::NativeOptions, app_creator: epi::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), focused_viewport: Some(ViewportId::ROOT), } } #[allow(unsafe_code)] fn create_glutin_windowed_context( event_loop: &EventLoopWindowTarget, storage: Option<&dyn epi::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(event_loop, native_options, window_settings); let mut glutin_window_context = unsafe { GlutinWindowContext::new(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"); Arc::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 (mut glutin, painter) = Self::create_glutin_windowed_context( 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 = system_theme(&glutin.window(ViewportId::ROOT), &self.native_options); let mut integration = EpiIntegration::new( &glutin.window(ViewportId::ROOT), system_theme, &self.app_name, &self.native_options, storage, IS_DESKTOP, 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 mut app = app_creator(&epi::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(), }); if app.warm_up_enabled() { let viewport = glutin.viewport_mut(ViewportId::ROOT); integration.warm_up( app.as_mut(), &window, viewport.egui_winit.as_mut().unwrap(), ); } app }; 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, })) } } /// 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( &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, ids); 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; }; 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, ids.this, egui_ctx, platform_output); let focused_viewport = None; // TODO glutin.handle_viewport_output(viewport_output, focused_viewport); } 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(focused_viewport) = self.focused_viewport { if let Some(running) = &self.running { if let Some(window_id) = running.glutin.borrow().viewport_from_window.get(&window_id) { return focused_viewport == *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, self.focused_viewport) } else { EventResult::Wait } } fn on_event( &mut self, event_loop: &EventLoopWindowTarget, event: &winit::event::Event<'_, UserEvent>, ) -> Result { crate::profile_function!(); 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, &mut self.focused_viewport) } 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, }) } } pub fn run_glow( app_name: &str, mut native_options: epi::NativeOptions, app_creator: epi::AppCreator, ) -> Result<()> { #[cfg(not(target_os = "ios"))] if native_options.run_and_return { return with_event_loop(native_options, |event_loop, native_options| { let glow_eframe = GlowWinitApp::new(event_loop, app_name, native_options, app_creator); run_and_return(event_loop, glow_eframe) }); } let event_loop = create_event_loop(&mut native_options); let glow_eframe = GlowWinitApp::new(&event_loop, app_name, native_options, app_creator); run_and_exit(event_loop, glow_eframe); } } #[cfg(feature = "glow")] pub use glow_integration::run_glow; // ---------------------------------------------------------------------------- #[cfg(feature = "wgpu")] mod wgpu_integration { use parking_lot::Mutex; use egui::{ DeferredViewportUiCallback, FullOutput, ImmediateViewport, ViewportClass, ViewportIdMap, ViewportIdPair, ViewportIdSet, ViewportInfo, ViewportOutput, }; use egui_winit::{ apply_viewport_builder_to_new_window, create_winit_window_builder, process_viewport_commands, }; use crate::native::epi_integration::EpiIntegration; use super::*; pub struct Viewport { ids: ViewportIdPair, class: ViewportClass, builder: ViewportBuilder, info: ViewportInfo, screenshot_requested: bool, /// `None` for sync viewports. viewport_ui_cb: Option>, /// Window surface state that's initialized when the app starts running via a Resumed event /// and on Android will also be destroyed if the application is paused. window: Option>, /// `window` and `egui_winit` are initialized together. egui_winit: Option, } impl Viewport { fn init_window( &mut self, windows_id: &mut HashMap, painter: &mut egui_wgpu::winit::Painter, event_loop: &EventLoopWindowTarget, ) { crate::profile_function!(); let viewport_id = self.ids.this; match create_winit_window_builder(self.builder.clone()).build(event_loop) { Ok(window) => { apply_viewport_builder_to_new_window(&window, &self.builder); windows_id.insert(window.id(), viewport_id); if let Err(err) = pollster::block_on(painter.set_window(viewport_id, Some(&window))) { log::error!("on set_window: viewport_id {viewport_id:?} {err}"); } self.egui_winit = Some(egui_winit::State::new( event_loop, Some(window.scale_factor() as f32), painter.max_texture_side(), )); self.info.minimized = window.is_minimized(); self.info.maximized = Some(window.is_maximized()); self.window = Some(Rc::new(window)); } Err(err) => { log::error!("Failed to create window: {err}"); } } } /// Update the stored `ViewportInfo`. pub 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); } } pub type Viewports = ViewportIdMap; /// Everything needed by the immediate viewport renderer. /// /// Wrapped in an `Rc>` so it can be re-entrantly shared via a weak-pointer. pub struct SharedState { viewports: Viewports, painter: egui_wgpu::winit::Painter, viewport_from_window: HashMap, } /// 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 WgpuWinitRunning { integration: EpiIntegration, /// The users application. app: Box, /// Wrapped in an `Rc>` so it can be re-entrantly shared via a weak-pointer. shared: Rc>, } struct WgpuWinitApp { repaint_proxy: Arc>>, app_name: String, native_options: epi::NativeOptions, /// Set at initialization, then taken and set to `None` in `init_run_state`. app_creator: Option, /// Set when we are actually up and running. running: Option, focused_viewport: Option, } impl WgpuWinitApp { fn new( event_loop: &EventLoop, app_name: &str, native_options: epi::NativeOptions, app_creator: epi::AppCreator, ) -> Self { crate::profile_function!(); #[cfg(feature = "__screenshot")] assert!( std::env::var("EFRAME_SCREENSHOT_TO").is_err(), "EFRAME_SCREENSHOT_TO not yet implemented for wgpu backend" ); Self { repaint_proxy: Arc::new(Mutex::new(event_loop.create_proxy())), app_name: app_name.to_owned(), native_options, running: None, app_creator: Some(app_creator), focused_viewport: Some(ViewportId::ROOT), } } fn build_windows(&mut self, event_loop: &EventLoopWindowTarget) { let Some(running) = &mut self.running else { return; }; let mut shared = running.shared.borrow_mut(); let SharedState { viewports, painter, viewport_from_window, } = &mut *shared; for viewport in viewports.values_mut() { if viewport.window.is_none() { viewport.init_window(viewport_from_window, painter, event_loop); } } } #[cfg(target_os = "android")] fn drop_window(&mut self) -> Result<(), egui_wgpu::WgpuError> { if let Some(running) = &mut self.running { let mut shared = running.shared.borrow_mut(); shared.viewports.remove(&ViewportId::ROOT); pollster::block_on(shared.painter.set_window(ViewportId::ROOT, None))?; } Ok(()) } fn init_run_state( &mut self, event_loop: &EventLoopWindowTarget, storage: Option>, window: Window, builder: ViewportBuilder, ) -> Result<&mut WgpuWinitRunning, egui_wgpu::WgpuError> { crate::profile_function!(); #[allow(unsafe_code, unused_mut, unused_unsafe)] let mut painter = egui_wgpu::winit::Painter::new( self.native_options.wgpu_options.clone(), self.native_options.multisampling.max(1) as _, egui_wgpu::depth_format_from_bits( self.native_options.depth_buffer, self.native_options.stencil_buffer, ), self.native_options.viewport.transparent.unwrap_or(false), ); pollster::block_on(painter.set_window(ViewportId::ROOT, Some(&window)))?; let wgpu_render_state = painter.render_state(); let system_theme = system_theme(&window, &self.native_options); let mut integration = EpiIntegration::new( &window, system_theme, &self.app_name, &self.native_options, storage, IS_DESKTOP, #[cfg(feature = "glow")] None, wgpu_render_state.clone(), ); { 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 { when, frame_nr, viewport_id: info.viewport_id, }) .ok(); }); } let mut egui_winit = egui_winit::State::new( event_loop, Some(window.scale_factor() as f32), painter.max_texture_side(), ); #[cfg(feature = "accesskit")] { let event_loop_proxy = self.repaint_proxy.lock().clone(); integration.init_accesskit(&mut 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()); let app_creator = std::mem::take(&mut self.app_creator) .expect("Single-use AppCreator has unexpectedly already been taken"); let cc = epi::CreationContext { egui_ctx: integration.egui_ctx.clone(), integration_info: integration.frame.info().clone(), storage: integration.frame.storage(), #[cfg(feature = "glow")] gl: None, wgpu_render_state, raw_display_handle: window.raw_display_handle(), raw_window_handle: window.raw_window_handle(), }; let mut app = { crate::profile_scope!("user_app_creator"); app_creator(&cc) }; if app.warm_up_enabled() { integration.warm_up(app.as_mut(), &window, &mut egui_winit); } let mut viewport_from_window = HashMap::default(); viewport_from_window.insert(window.id(), ViewportId::ROOT); let mut viewports = Viewports::default(); viewports.insert( ViewportId::ROOT, Viewport { ids: ViewportIdPair::ROOT, class: ViewportClass::Root, builder, info: ViewportInfo { minimized: window.is_minimized(), maximized: Some(window.is_maximized()), ..Default::default() }, screenshot_requested: false, viewport_ui_cb: None, window: Some(Rc::new(window)), egui_winit: Some(egui_winit), }, ); let shared = Rc::new(RefCell::new(SharedState { viewport_from_window, viewports, painter, })); { // Create a weak pointer so that we don't keep state alive for too long. let shared = Rc::downgrade(&shared); 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(shared) = shared.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, beginning, &shared, immediate_viewport, ); } else { log::warn!("render_sync_callback called after window closed"); } }, ); } Ok(self.running.insert(WgpuWinitRunning { integration, app, shared, })) } } fn create_window( event_loop: &EventLoopWindowTarget, storage: Option<&dyn epi::Storage>, native_options: &mut NativeOptions, ) -> Result<(Window, ViewportBuilder), winit::error::OsError> { crate::profile_function!(); let window_settings = epi_integration::load_window_settings(storage); let viewport_builder = epi_integration::viewport_builder(event_loop, native_options, window_settings); let window = { crate::profile_scope!("WindowBuilder::build"); create_winit_window_builder(viewport_builder.clone()).build(event_loop)? }; apply_viewport_builder_to_new_window(&window, &viewport_builder); epi_integration::apply_window_settings(&window, window_settings); Ok((window, viewport_builder)) } fn render_immediate_viewport( event_loop: &EventLoopWindowTarget, egui_ctx: &egui::Context, beginning: Instant, shared: &RefCell, immediate_viewport: ImmediateViewport<'_>, ) { crate::profile_function!(); let ImmediateViewport { ids, builder, viewport_ui_cb, } = immediate_viewport; let input = { let SharedState { viewports, painter, viewport_from_window, } = &mut *shared.borrow_mut(); let viewport = initialize_or_update_viewport( viewports, ids, ViewportClass::Immediate, builder, None, None, ); if viewport.window.is_none() { viewport.init_window(viewport_from_window, painter, event_loop); } viewport.update_viewport_info(); let (Some(window), Some(winit_state)) = (&viewport.window, &mut viewport.egui_winit) else { return; }; let mut input = winit_state.take_egui_input(window, ids); input.viewports = viewports .iter() .map(|(id, viewport)| (*id, viewport.info.clone())) .collect(); input.time = Some(beginning.elapsed().as_secs_f64()); input }; // ------------------------------------------ // Run the user code, which could re-entrantly call this function again (!). // Make sure no locks are held during this call. let egui::FullOutput { platform_output, textures_delta, shapes, pixels_per_point, viewport_output, } = egui_ctx.run(input, |ctx| { viewport_ui_cb(ctx); }); // ------------------------------------------ let mut shared = shared.borrow_mut(); let SharedState { viewports, painter, .. } = &mut *shared; let Some(viewport) = viewports.get_mut(&ids.this) else { return; }; let Some(winit_state) = &mut viewport.egui_winit else { return; }; let Some(window) = &viewport.window else { return; }; if let Err(err) = pollster::block_on(painter.set_window(ids.this, Some(window))) { log::error!( "when rendering viewport_id={:?}, set_window Error {err}", ids.this ); } let clipped_primitives = egui_ctx.tessellate(shapes, pixels_per_point); painter.paint_and_update_textures( ids.this, pixels_per_point, [0.0, 0.0, 0.0, 0.0], &clipped_primitives, &textures_delta, false, ); winit_state.handle_platform_output(window, ids.this, egui_ctx, platform_output); let focused_viewport = None; // TODO handle_viewport_output(viewport_output, viewports, focused_viewport); } impl WinitApp for WgpuWinitApp { 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 { let viewport_id = self.running.as_ref().and_then(|r| { r.shared .borrow() .viewport_from_window .get(&window_id) .copied() }); self.focused_viewport.is_some() && self.focused_viewport == viewport_id } fn integration(&self) -> Option<&EpiIntegration> { self.running.as_ref().map(|r| &r.integration) } fn window(&self, window_id: WindowId) -> Option> { self.running .as_ref() .and_then(|r| { let shared = r.shared.borrow(); shared .viewport_from_window .get(&window_id) .and_then(|id| shared.viewports.get(id).map(|v| v.window.clone())) }) .flatten() } fn window_id_from_viewport_id(&self, id: ViewportId) -> Option { Some( self.running .as_ref()? .shared .borrow() .viewports .get(&id)? .window .as_ref()? .id(), ) } fn save_and_destroy(&mut self) { if let Some(mut running) = self.running.take() { running.save_and_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, self.focused_viewport) } else { EventResult::Wait } } fn on_event( &mut self, event_loop: &EventLoopWindowTarget, event: &winit::event::Event<'_, UserEvent>, ) -> Result { crate::profile_function!(); self.build_windows(event_loop); Ok(match event { winit::event::Event::Resumed => { let running = if let Some(running) = &self.running { running } else { let storage = epi_integration::create_storage( self.native_options .viewport .app_id .as_ref() .unwrap_or(&self.app_name), ); let (window, builder) = create_window( event_loop, storage.as_deref(), &mut self.native_options, )?; self.init_run_state(event_loop, storage, window, builder)? }; EventResult::RepaintNow( running.shared.borrow().viewports[&ViewportId::ROOT] .window .as_ref() .unwrap() .id(), ) } winit::event::Event::Suspended => { #[cfg(target_os = "android")] self.drop_window()?; EventResult::Wait } winit::event::Event::WindowEvent { event, window_id } => { if let Some(running) = &mut self.running { running.on_window_event(*window_id, event, &mut self.focused_viewport) } else { EventResult::Wait } } #[cfg(feature = "accesskit")] winit::event::Event::UserEvent(UserEvent::AccessKitActionRequest( accesskit_winit::ActionRequestEvent { request, window_id }, )) => { if let Some(running) = &mut self.running { let mut shared_lock = running.shared.borrow_mut(); let SharedState { viewport_from_window, viewports, .. } = &mut *shared_lock; if let Some(viewport) = viewport_from_window .get(window_id) .and_then(|id| viewports.get_mut(id)) { if let Some(egui_winit) = &mut viewport.egui_winit { 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 WgpuWinitRunning { fn save_and_destroy(&mut self) { crate::profile_function!(); let mut shared = self.shared.borrow_mut(); if let Some(Viewport { window, .. }) = shared.viewports.get(&ViewportId::ROOT) { self.integration.save(self.app.as_mut(), window.as_deref()); } #[cfg(feature = "glow")] self.app.on_exit(None); #[cfg(not(feature = "glow"))] self.app.on_exit(); shared.painter.destroy(); } /// This is called both for the root viewport, and all deferred viewports fn run_ui_and_paint( &mut self, window_id: WindowId, focused_viewport: Option, ) -> EventResult { let Some(viewport_id) = self .shared .borrow() .viewport_from_window .get(&window_id) .copied() else { return EventResult::Wait; }; #[cfg(feature = "puffin")] puffin::GlobalProfiler::lock().new_frame(); crate::profile_scope!("frame"); let WgpuWinitRunning { app, integration, shared, } = self; let (viewport_ui_cb, raw_input) = { let mut shared_lock = shared.borrow_mut(); let SharedState { viewports, painter, .. } = &mut *shared_lock; let Some(viewport) = viewports.get(&viewport_id) else { return EventResult::Wait; }; if viewport_id != ViewportId::ROOT && viewport.viewport_ui_cb.is_none() { // 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(viewport) = viewports.get(&viewport.ids.parent) { if let Some(window) = viewport.window.as_ref() { return EventResult::RepaintNext(window.id()); } } return EventResult::Wait; } let Some(viewport) = viewports.get_mut(&viewport_id) else { return EventResult::Wait; }; viewport.update_viewport_info(); let Viewport { ids, viewport_ui_cb, window, egui_winit, .. } = viewport; let viewport_ui_cb = viewport_ui_cb.clone(); let Some(window) = window else { return EventResult::Wait; }; if let Err(err) = pollster::block_on(painter.set_window(viewport_id, Some(window))) { log::warn!("Failed to set window: {err}"); } let mut raw_input = egui_winit.as_mut().unwrap().take_egui_input( window, ViewportIdPair::from_self_and_parent(viewport_id, ids.parent), ); integration.pre_update(); raw_input.time = Some(integration.beginning.elapsed().as_secs_f64()); raw_input.viewports = viewports .iter() .map(|(id, viewport)| (*id, viewport.info.clone())) .collect(); (viewport_ui_cb, raw_input) }; // ------------------------------------------------------------ // Runs the update, which could call immediate viewports, // so make sure we hold no locks here! let full_output = integration.update(app.as_mut(), viewport_ui_cb.as_deref(), raw_input); // ------------------------------------------------------------ let mut shared = shared.borrow_mut(); let SharedState { viewports, painter, viewport_from_window, } = &mut *shared; let Some(viewport) = viewports.get_mut(&viewport_id) else { return EventResult::Wait; }; let Viewport { window: Some(window), egui_winit: Some(egui_winit), .. } = viewport else { return EventResult::Wait; }; integration.post_update(); let FullOutput { platform_output, textures_delta, shapes, pixels_per_point, viewport_output, } = full_output; integration.handle_platform_output(window, viewport_id, platform_output, egui_winit); { let clipped_primitives = integration.egui_ctx.tessellate(shapes, pixels_per_point); let screenshot_requested = std::mem::take(&mut viewport.screenshot_requested); let screenshot = painter.paint_and_update_textures( viewport_id, pixels_per_point, app.clear_color(&integration.egui_ctx.style().visuals), &clipped_primitives, &textures_delta, screenshot_requested, ); if let Some(screenshot) = screenshot { egui_winit .egui_input_mut() .events .push(egui::Event::Screenshot { viewport_id, image: screenshot.into(), }); } } integration.post_rendering(window); let active_viewports_ids: ViewportIdSet = viewport_output.keys().copied().collect(); handle_viewport_output(viewport_output, viewports, focused_viewport); // Prune dead viewports: viewports.retain(|id, _| active_viewports_ids.contains(id)); viewport_from_window.retain(|_, id| active_viewports_ids.contains(id)); painter.gc_viewports(&active_viewports_ids); let window = viewport_from_window .get(&window_id) .and_then(|id| viewports.get(id)) .and_then(|vp| vp.window.as_ref()); integration.maybe_autosave(app.as_mut(), window.map(|w| w.as_ref())); if let Some(window) = 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)); } } if integration.should_close() { EventResult::Exit } else { EventResult::Wait } } fn on_window_event( &mut self, window_id: WindowId, event: &winit::event::WindowEvent<'_>, focused_viewport: &mut Option, ) -> EventResult { let Self { integration, app, shared, } = self; let mut shared = shared.borrow_mut(); let viewport_id = shared.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) => { *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 let Some(viewport_id) = viewport_id { use std::num::NonZeroU32; if let (Some(width), Some(height)) = ( NonZeroU32::new(physical_size.width), NonZeroU32::new(physical_size.height), ) { repaint_asap = true; shared.painter.on_window_resized(viewport_id, width, height); } } } winit::event::WindowEvent::ScaleFactorChanged { new_inner_size, .. } => { use std::num::NonZeroU32; if let (Some(width), Some(height), Some(viewport_id)) = ( NonZeroU32::new(new_inner_size.width), NonZeroU32::new(new_inner_size.height), shared.viewport_from_window.get(&window_id).copied(), ) { repaint_asap = true; shared.painter.on_window_resized(viewport_id, width, height); } } winit::event::WindowEvent::CloseRequested if integration.should_close() => { log::debug!("Received WindowEvent::CloseRequested"); return EventResult::Exit; } _ => {} }; let event_response = viewport_id.and_then(|viewport_id| { shared.viewports.get_mut(&viewport_id).and_then(|viewport| { viewport.egui_winit.as_mut().map(|egui_winit| { integration.on_event(app.as_mut(), event, egui_winit, viewport_id) }) }) }); if integration.should_close() { EventResult::Exit } else if let Some(event_response) = event_response { if event_response.repaint { if repaint_asap { EventResult::RepaintNow(window_id) } else { EventResult::RepaintNext(window_id) } } else { EventResult::Wait } } else { EventResult::Wait } } } /// Add new viewports, and update existing ones: fn handle_viewport_output( viewport_output: ViewportIdMap, viewports: &mut ViewportIdMap, focused_viewport: Option, ) { 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( viewports, ids, class, builder, viewport_ui_cb, focused_viewport, ); if let Some(window) = viewport.window.as_ref() { let is_viewport_focused = focused_viewport == Some(viewport_id); egui_winit::process_viewport_commands( &mut viewport.info, commands, window, is_viewport_focused, &mut viewport.screenshot_requested, ); } } } fn initialize_or_update_viewport( viewports: &mut Viewports, ids: ViewportIdPair, class: ViewportClass, mut builder: ViewportBuilder, viewport_ui_cb: Option>, focused_viewport: Option, ) -> &mut Viewport { 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, }) } std::collections::hash_map::Entry::Occupied(mut entry) => { // Patch an existing viewport: let viewport = entry.get_mut(); viewport.class = class; viewport.ids.parent = ids.parent; 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, 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( &mut viewport.info, delta_commands, window, is_viewport_focused, &mut viewport.screenshot_requested, ); } entry.into_mut() } } } pub fn run_wgpu( app_name: &str, mut native_options: epi::NativeOptions, app_creator: epi::AppCreator, ) -> Result<()> { #[cfg(not(target_os = "ios"))] if native_options.run_and_return { return with_event_loop(native_options, |event_loop, native_options| { let wgpu_eframe = WgpuWinitApp::new(event_loop, app_name, native_options, app_creator); run_and_return(event_loop, wgpu_eframe) }); } let event_loop = create_event_loop(&mut native_options); let wgpu_eframe = WgpuWinitApp::new(&event_loop, app_name, native_options, app_creator); run_and_exit(event_loop, wgpu_eframe); } } #[cfg(feature = "wgpu")] pub use wgpu_integration::run_wgpu; // ---------------------------------------------------------------------------- fn system_theme(window: &Window, options: &NativeOptions) -> Option { if options.follow_system_theme { window .theme() .map(super::epi_integration::theme_from_winit_theme) } else { None } } // For the puffin profiler! #[allow(dead_code)] // Only used for profiling fn short_event_description(event: &winit::event::Event<'_, UserEvent>) -> &'static str { use winit::event::{DeviceEvent, Event, StartCause, WindowEvent}; match event { Event::Suspended => "Event::Suspended", Event::Resumed => "Event::Resumed", Event::MainEventsCleared => "Event::MainEventsCleared", Event::RedrawRequested(_) => "Event::RedrawRequested", Event::RedrawEventsCleared => "Event::RedrawEventsCleared", Event::LoopDestroyed => "Event::LoopDestroyed", Event::UserEvent(user_event) => match user_event { UserEvent::RequestRepaint { .. } => "UserEvent::RequestRepaint", #[cfg(feature = "accesskit")] UserEvent::AccessKitActionRequest(_) => "UserEvent::AccessKitActionRequest", }, Event::DeviceEvent { event, .. } => match event { DeviceEvent::Added { .. } => "DeviceEvent::Added", DeviceEvent::Removed { .. } => "DeviceEvent::Removed", DeviceEvent::MouseMotion { .. } => "DeviceEvent::MouseMotion", DeviceEvent::MouseWheel { .. } => "DeviceEvent::MouseWheel", DeviceEvent::Motion { .. } => "DeviceEvent::Motion", DeviceEvent::Button { .. } => "DeviceEvent::Button", DeviceEvent::Key { .. } => "DeviceEvent::Key", DeviceEvent::Text { .. } => "DeviceEvent::Text", }, Event::NewEvents(start_cause) => match start_cause { StartCause::ResumeTimeReached { .. } => "NewEvents::ResumeTimeReached", StartCause::WaitCancelled { .. } => "NewEvents::WaitCancelled", StartCause::Poll => "NewEvents::Poll", StartCause::Init => "NewEvents::Init", }, Event::WindowEvent { event, .. } => match event { WindowEvent::Resized { .. } => "WindowEvent::Resized", WindowEvent::Moved { .. } => "WindowEvent::Moved", WindowEvent::CloseRequested { .. } => "WindowEvent::CloseRequested", WindowEvent::Destroyed { .. } => "WindowEvent::Destroyed", WindowEvent::DroppedFile { .. } => "WindowEvent::DroppedFile", WindowEvent::HoveredFile { .. } => "WindowEvent::HoveredFile", WindowEvent::HoveredFileCancelled { .. } => "WindowEvent::HoveredFileCancelled", WindowEvent::ReceivedCharacter { .. } => "WindowEvent::ReceivedCharacter", WindowEvent::Focused { .. } => "WindowEvent::Focused", WindowEvent::KeyboardInput { .. } => "WindowEvent::KeyboardInput", WindowEvent::ModifiersChanged { .. } => "WindowEvent::ModifiersChanged", WindowEvent::Ime { .. } => "WindowEvent::Ime", WindowEvent::CursorMoved { .. } => "WindowEvent::CursorMoved", WindowEvent::CursorEntered { .. } => "WindowEvent::CursorEntered", WindowEvent::CursorLeft { .. } => "WindowEvent::CursorLeft", WindowEvent::MouseWheel { .. } => "WindowEvent::MouseWheel", WindowEvent::MouseInput { .. } => "WindowEvent::MouseInput", WindowEvent::TouchpadMagnify { .. } => "WindowEvent::TouchpadMagnify", WindowEvent::SmartMagnify { .. } => "WindowEvent::SmartMagnify", WindowEvent::TouchpadRotate { .. } => "WindowEvent::TouchpadRotate", WindowEvent::TouchpadPressure { .. } => "WindowEvent::TouchpadPressure", WindowEvent::AxisMotion { .. } => "WindowEvent::AxisMotion", WindowEvent::Touch { .. } => "WindowEvent::Touch", WindowEvent::ScaleFactorChanged { .. } => "WindowEvent::ScaleFactorChanged", WindowEvent::ThemeChanged { .. } => "WindowEvent::ThemeChanged", WindowEvent::Occluded { .. } => "WindowEvent::Occluded", }, } }