egui/crates/egui/src/viewport.rs

1251 lines
43 KiB
Rust

//! egui supports multiple viewports, corresponding to multiple native windows.
//!
//! Not all egui backends support multiple viewports, but `eframe` native does
//! (but not on web).
//!
//! You can spawn a new viewport using [`Context::show_viewport_deferred`] and [`Context::show_viewport_immediate`].
//! These needs to be called every frame the viewport should be visible.
//!
//! This is implemented by the native `eframe` backend, but not the web one.
//!
//! ## Viewport classes
//! The viewports form a tree of parent-child relationships.
//!
//! There are different classes of viewports.
//!
//! ### Root viewport
//! The root viewport is the original viewport, and cannot be closed without closing the application.
//!
//! ### Deferred viewports
//! These are created with [`Context::show_viewport_deferred`].
//! Deferred viewports take a closure that is called by the integration at a later time, perhaps multiple times.
//! Deferred viewports are repainted independently of the parent viewport.
//! This means communication with them needs to be done via channels, or `Arc/Mutex`.
//!
//! This is the most performant type of child viewport, though a bit more cumbersome to work with compared to immediate viewports.
//!
//! ### Immediate viewports
//! These are created with [`Context::show_viewport_immediate`].
//! Immediate viewports take a `FnOnce` closure, similar to other egui functions, and is called immediately.
//! This makes communication with them much simpler than with deferred viewports, but this simplicity comes at a cost: whenever the parent viewports needs to be repainted, so will the child viewport, and vice versa.
//! This means that if you have `N` viewports you are potentially doing `N` times as much CPU work. However, if all your viewports are showing animations, and thus are repainting constantly anyway, this doesn't matter.
//!
//! In short: immediate viewports are simpler to use, but can waste a lot of CPU time.
//!
//! ### Embedded viewports
//! These are not real, independent viewports, but is a fallback mode for when the integration does not support real viewports. In your callback is called with [`ViewportClass::Embedded`] it means you need to create a [`crate::Window`] to wrap your ui in, which will then be embedded in the parent viewport, unable to escape it.
//!
//!
//! ## Using the viewports
//! Only one viewport is active at any one time, identified with [`Context::viewport_id`].
//! You can modify the current (change the title, resize the window, etc) by sending
//! a [`ViewportCommand`] to it using [`Context::send_viewport_cmd`].
//! You can interact with other viewports using [`Context::send_viewport_cmd_to`].
//!
//! There is an example in <https://github.com/emilk/egui/tree/main/examples/multiple_viewports/src/main.rs>.
//!
//! You can find all available viewports in [`crate::RawInput::viewports`] and the active viewport in
//! [`crate::InputState::viewport`]:
//!
//! ```no_run
//! # let ctx = &egui::Context::default();
//! ctx.input(|i| {
//! dbg!(&i.viewport()); // Current viewport
//! dbg!(&i.raw.viewports); // All viewports
//! });
//! ```
//!
//! ## For integrations
//! * There is a [`crate::InputState::viewport`] with information about the current viewport.
//! * There is a [`crate::RawInput::viewports`] with information about all viewports.
//! * The repaint callback set by [`Context::set_request_repaint_callback`] points to which viewport should be repainted.
//! * [`crate::FullOutput::viewport_output`] is a list of viewports which should result in their own independent windows.
//! * To support immediate viewports you need to call [`Context::set_immediate_viewport_renderer`].
//! * If you support viewports, you need to call [`Context::set_embed_viewports`] with `false`, or all new viewports will be embedded (the default behavior).
//!
//! ## Future work
//! There are several more things related to viewports that we want to add.
//! Read more at <https://github.com/emilk/egui/issues/3556>.
use std::sync::Arc;
use epaint::{Pos2, Vec2};
use crate::{Context, Id};
// ----------------------------------------------------------------------------
/// The different types of viewports supported by egui.
#[derive(Clone, Copy, Default, Hash, PartialEq, Eq)]
#[cfg_attr(feature = "serde", derive(serde::Deserialize, serde::Serialize))]
pub enum ViewportClass {
/// The root viewport; i.e. the original window.
#[default]
Root,
/// A viewport run independently from the parent viewport.
///
/// This is the preferred type of viewport from a performance perspective.
///
/// Create these with [`crate::Context::show_viewport_deferred`].
Deferred,
/// A viewport run inside the parent viewport.
///
/// This is the easier type of viewport to use, but it is less performant
/// at it requires both parent and child to repaint if any one of them needs repainting,
/// which effectively produces double work for two viewports, and triple work for three viewports, etc.
///
/// Create these with [`crate::Context::show_viewport_immediate`].
Immediate,
/// The fallback, when the egui integration doesn't support viewports,
/// or [`crate::Context::embed_viewports`] is set to `true`.
Embedded,
}
// ----------------------------------------------------------------------------
/// A unique identifier of a viewport.
///
/// This is returned by [`Context::viewport_id`] and [`Context::parent_viewport_id`].
#[derive(Clone, Copy, Hash, PartialEq, Eq)]
#[cfg_attr(feature = "serde", derive(serde::Deserialize, serde::Serialize))]
pub struct ViewportId(pub Id);
// We implement `PartialOrd` and `Ord` so we can use `ViewportId` in a `BTreeMap`,
// which allows predicatable iteration order, frame-to-frame.
impl PartialOrd for ViewportId {
fn partial_cmp(&self, other: &Self) -> Option<std::cmp::Ordering> {
Some(self.cmp(other))
}
}
impl Ord for ViewportId {
fn cmp(&self, other: &Self) -> std::cmp::Ordering {
self.0.value().cmp(&other.0.value())
}
}
impl Default for ViewportId {
#[inline]
fn default() -> Self {
Self::ROOT
}
}
impl std::fmt::Debug for ViewportId {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
self.0.short_debug_format().fmt(f)
}
}
impl ViewportId {
/// The `ViewportId` of the root viewport.
pub const ROOT: Self = Self(Id::NULL);
#[inline]
pub fn from_hash_of(source: impl std::hash::Hash) -> Self {
Self(Id::new(source))
}
}
impl From<ViewportId> for Id {
#[inline]
fn from(id: ViewportId) -> Self {
id.0
}
}
impl nohash_hasher::IsEnabled for ViewportId {}
/// A fast hash set of [`ViewportId`].
pub type ViewportIdSet = nohash_hasher::IntSet<ViewportId>;
/// A fast hash map from [`ViewportId`] to `T`.
pub type ViewportIdMap<T> = nohash_hasher::IntMap<ViewportId, T>;
/// An order map from [`ViewportId`] to `T`.
pub type OrderedViewportIdMap<T> = std::collections::BTreeMap<ViewportId, T>;
// ----------------------------------------------------------------------------
/// Image data for an application icon.
///
/// Use a square image, e.g. 256x256 pixels.
/// You can use a transparent background.
#[derive(Clone, Default, PartialEq, Eq)]
#[cfg_attr(feature = "serde", derive(serde::Deserialize, serde::Serialize))]
pub struct IconData {
/// RGBA pixels, with separate/unmultiplied alpha.
pub rgba: Vec<u8>,
/// Image width. This should be a multiple of 4.
pub width: u32,
/// Image height. This should be a multiple of 4.
pub height: u32,
}
impl IconData {
#[inline]
pub fn is_empty(&self) -> bool {
self.rgba.is_empty()
}
}
impl std::fmt::Debug for IconData {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
f.debug_struct("IconData")
.field("width", &self.width)
.field("height", &self.height)
.finish_non_exhaustive()
}
}
impl From<IconData> for epaint::ColorImage {
fn from(icon: IconData) -> Self {
profiling::function_scope!();
let IconData {
rgba,
width,
height,
} = icon;
Self::from_rgba_premultiplied([width as usize, height as usize], &rgba)
}
}
impl From<&IconData> for epaint::ColorImage {
fn from(icon: &IconData) -> Self {
profiling::function_scope!();
let IconData {
rgba,
width,
height,
} = icon;
Self::from_rgba_premultiplied([*width as usize, *height as usize], rgba)
}
}
// ----------------------------------------------------------------------------
/// A pair of [`ViewportId`], used to identify a viewport and its parent.
#[derive(Debug, Hash, Clone, Copy, PartialEq, Eq)]
#[cfg_attr(feature = "serde", derive(serde::Deserialize, serde::Serialize))]
pub struct ViewportIdPair {
pub this: ViewportId,
pub parent: ViewportId,
}
impl Default for ViewportIdPair {
#[inline]
fn default() -> Self {
Self::ROOT
}
}
impl ViewportIdPair {
/// The `ViewportIdPair` of the root viewport, which is its own parent.
pub const ROOT: Self = Self {
this: ViewportId::ROOT,
parent: ViewportId::ROOT,
};
#[inline]
pub fn from_self_and_parent(this: ViewportId, parent: ViewportId) -> Self {
Self { this, parent }
}
}
/// The user-code that shows the ui in the viewport, used for deferred viewports.
pub type DeferredViewportUiCallback = dyn Fn(&Context) + Sync + Send;
/// Render the given viewport, calling the given ui callback.
pub type ImmediateViewportRendererCallback = dyn for<'a> Fn(&Context, ImmediateViewport<'a>);
/// Control the building of a new egui viewport (i.e. native window).
///
/// See [`crate::viewport`] for how to build new viewports (native windows).
///
/// The fields are public, but you should use the builder pattern to set them,
/// and that's where you'll find the documentation too.
///
/// Since egui is immediate mode, `ViewportBuilder` is accumulative in nature.
/// Setting any option to `None` means "keep the current value",
/// or "Use the default" if it is the first call.
///
/// The default values are implementation defined, so you may want to explicitly
/// configure the size of the window, and what buttons are shown.
#[derive(Clone, Debug, Default, Eq, PartialEq)]
pub struct ViewportBuilder {
/// The title of the viewport.
/// `eframe` will use this as the title of the native window.
pub title: Option<String>,
/// This is wayland only. See [`Self::with_app_id`].
pub app_id: Option<String>,
/// The desired outer position of the window.
pub position: Option<Pos2>,
pub inner_size: Option<Vec2>,
pub min_inner_size: Option<Vec2>,
pub max_inner_size: Option<Vec2>,
/// Whether clamp the window's size to monitor's size. The default is `true` on linux, otherwise it is `false`.
///
/// Note: On some Linux systems, a window size larger than the monitor causes crashes
pub clamp_size_to_monitor_size: Option<bool>,
pub fullscreen: Option<bool>,
pub maximized: Option<bool>,
pub resizable: Option<bool>,
pub transparent: Option<bool>,
pub decorations: Option<bool>,
pub icon: Option<Arc<IconData>>,
pub active: Option<bool>,
pub visible: Option<bool>,
// macOS:
pub fullsize_content_view: Option<bool>,
pub movable_by_window_background: Option<bool>,
pub title_shown: Option<bool>,
pub titlebar_buttons_shown: Option<bool>,
pub titlebar_shown: Option<bool>,
pub has_shadow: Option<bool>,
// windows:
pub drag_and_drop: Option<bool>,
pub taskbar: Option<bool>,
pub close_button: Option<bool>,
pub minimize_button: Option<bool>,
pub maximize_button: Option<bool>,
pub window_level: Option<WindowLevel>,
pub mouse_passthrough: Option<bool>,
// X11
pub window_type: Option<X11WindowType>,
}
impl ViewportBuilder {
/// Sets the initial title of the window in the title bar.
///
/// Look at winit for more details
#[inline]
pub fn with_title(mut self, title: impl Into<String>) -> Self {
self.title = Some(title.into());
self
}
/// Sets whether the window should have a border, a title bar, etc.
///
/// The default is `true`.
///
/// Look at winit for more details
#[inline]
pub fn with_decorations(mut self, decorations: bool) -> Self {
self.decorations = Some(decorations);
self
}
/// Sets whether the window should be put into fullscreen upon creation.
///
/// The default is `None`.
///
/// Look at winit for more details
/// This will use borderless
#[inline]
pub fn with_fullscreen(mut self, fullscreen: bool) -> Self {
self.fullscreen = Some(fullscreen);
self
}
/// Request that the window is maximized upon creation.
///
/// The default is `false`.
///
/// Look at winit for more details
#[inline]
pub fn with_maximized(mut self, maximized: bool) -> Self {
self.maximized = Some(maximized);
self
}
/// Sets whether the window is resizable or not.
///
/// The default is `true`.
///
/// Look at winit for more details
#[inline]
pub fn with_resizable(mut self, resizable: bool) -> Self {
self.resizable = Some(resizable);
self
}
/// Sets whether the background of the window should be transparent.
///
/// You should avoid having a [`crate::CentralPanel`], or make sure its frame is also transparent.
///
/// In `eframe` you control the transparency with `eframe::App::clear_color()`.
///
/// If this is `true`, writing colors with alpha values different than
/// `1.0` will produce a transparent window. On some platforms this
/// is more of a hint for the system and you'd still have the alpha
/// buffer.
///
/// The default is `false`.
/// If this is not working, it's because the graphic context doesn't support transparency,
/// you will need to set the transparency in the eframe!
///
/// ## Platform-specific
///
/// **macOS:** When using this feature to create an overlay-like UI, you likely want to combine this with [`Self::with_has_shadow`] set to `false` in order to avoid ghosting artifacts.
#[inline]
pub fn with_transparent(mut self, transparent: bool) -> Self {
self.transparent = Some(transparent);
self
}
/// The application icon, e.g. in the Windows task bar or the alt-tab menu.
///
/// The default icon is a white `e` on a black background (for "egui" or "eframe").
/// If you prefer the OS default, set this to `IconData::default()`.
#[inline]
pub fn with_icon(mut self, icon: impl Into<Arc<IconData>>) -> Self {
self.icon = Some(icon.into());
self
}
/// Whether the window will be initially focused or not.
///
/// The window should be assumed as not focused by default
///
/// ## Platform-specific:
///
/// **Android / iOS / X11 / Wayland / Orbital:** Unsupported.
///
/// Look at winit for more details
#[inline]
pub fn with_active(mut self, active: bool) -> Self {
self.active = Some(active);
self
}
/// Sets whether the window will be initially visible or hidden.
///
/// The default is to show the window.
///
/// Look at winit for more details
#[inline]
pub fn with_visible(mut self, visible: bool) -> Self {
self.visible = Some(visible);
self
}
/// macOS: Makes the window content appear behind the titlebar.
///
/// You often want to combine this with [`Self::with_titlebar_shown`]
/// and [`Self::with_title_shown`].
#[inline]
pub fn with_fullsize_content_view(mut self, value: bool) -> Self {
self.fullsize_content_view = Some(value);
self
}
/// macOS: Set to `true` to allow the window to be moved by dragging the background.
/// Enabling this feature can result in unexpected behavior with draggable UI widgets such as sliders.
#[inline]
pub fn with_movable_by_background(mut self, value: bool) -> Self {
self.movable_by_window_background = Some(value);
self
}
/// macOS: Set to `false` to hide the window title.
#[inline]
pub fn with_title_shown(mut self, title_shown: bool) -> Self {
self.title_shown = Some(title_shown);
self
}
/// macOS: Set to `false` to hide the titlebar button (close, minimize, maximize)
#[inline]
pub fn with_titlebar_buttons_shown(mut self, titlebar_buttons_shown: bool) -> Self {
self.titlebar_buttons_shown = Some(titlebar_buttons_shown);
self
}
/// macOS: Set to `false` to make the titlebar transparent, allowing the content to appear behind it.
#[inline]
pub fn with_titlebar_shown(mut self, shown: bool) -> Self {
self.titlebar_shown = Some(shown);
self
}
/// macOS: Set to `false` to make the window render without a drop shadow.
///
/// The default is `true`.
///
/// Disabling this feature can solve ghosting issues experienced if using [`Self::with_transparent`].
///
/// Look at winit for more details
#[inline]
pub fn with_has_shadow(mut self, has_shadow: bool) -> Self {
self.has_shadow = Some(has_shadow);
self
}
/// windows: Whether show or hide the window icon in the taskbar.
#[inline]
pub fn with_taskbar(mut self, show: bool) -> Self {
self.taskbar = Some(show);
self
}
/// Requests the window to be of specific dimensions.
///
/// If this is not set, some platform-specific dimensions will be used.
///
/// Should be bigger than 0
/// Look at winit for more details
#[inline]
pub fn with_inner_size(mut self, size: impl Into<Vec2>) -> Self {
self.inner_size = Some(size.into());
self
}
/// Sets the minimum dimensions a window can have.
///
/// If this is not set, the window will have no minimum dimensions (aside
/// from reserved).
///
/// Should be bigger than 0
/// Look at winit for more details
#[inline]
pub fn with_min_inner_size(mut self, size: impl Into<Vec2>) -> Self {
self.min_inner_size = Some(size.into());
self
}
/// Sets the maximum dimensions a window can have.
///
/// If this is not set, the window will have no maximum or will be set to
/// the primary monitor's dimensions by the platform.
///
/// Should be bigger than 0
/// Look at winit for more details
#[inline]
pub fn with_max_inner_size(mut self, size: impl Into<Vec2>) -> Self {
self.max_inner_size = Some(size.into());
self
}
/// Sets whether clamp the window's size to monitor's size. The default is `true` on linux, otherwise it is `false`.
///
/// Note: On some Linux systems, a window size larger than the monitor causes crashes
#[inline]
pub fn with_clamp_size_to_monitor_size(mut self, value: bool) -> Self {
self.clamp_size_to_monitor_size = Some(value);
self
}
/// Does not work on X11.
#[inline]
pub fn with_close_button(mut self, value: bool) -> Self {
self.close_button = Some(value);
self
}
/// Does not work on X11.
#[inline]
pub fn with_minimize_button(mut self, value: bool) -> Self {
self.minimize_button = Some(value);
self
}
/// Does not work on X11.
#[inline]
pub fn with_maximize_button(mut self, value: bool) -> Self {
self.maximize_button = Some(value);
self
}
/// On Windows: enable drag and drop support. Drag and drop can
/// not be disabled on other platforms.
///
/// See [winit's documentation][drag_and_drop] for information on why you
/// might want to disable this on windows.
///
/// [drag_and_drop]: https://docs.rs/winit/latest/x86_64-pc-windows-msvc/winit/platform/windows/trait.WindowAttributesExtWindows.html#tymethod.with_drag_and_drop
#[inline]
pub fn with_drag_and_drop(mut self, value: bool) -> Self {
self.drag_and_drop = Some(value);
self
}
/// The initial "outer" position of the window,
/// i.e. where the top-left corner of the frame/chrome should be.
///
/// **`eframe` notes**:
///
/// - **iOS:** Sets the top left coordinates of the window in the screen space coordinate system.
/// - **Web:** Sets the top-left coordinates relative to the viewport. Doesn't account for CSS
/// [`transform`].
/// - **Android / Wayland:** Unsupported.
///
/// [`transform`]: https://developer.mozilla.org/en-US/docs/Web/CSS/transform
#[inline]
pub fn with_position(mut self, pos: impl Into<Pos2>) -> Self {
self.position = Some(pos.into());
self
}
/// ### On Wayland
/// On Wayland this sets the Application ID for the window.
///
/// The application ID is used in several places of the compositor, e.g. for
/// grouping windows of the same application. It is also important for
/// connecting the configuration of a `.desktop` file with the window, by
/// using the application ID as file name. This allows e.g. a proper icon
/// handling under Wayland.
///
/// See [Waylands XDG shell documentation][xdg-shell] for more information
/// on this Wayland-specific option.
///
/// The `app_id` should match the `.desktop` file distributed with your program.
///
/// For details about application ID conventions, see the
/// [Desktop Entry Spec](https://specifications.freedesktop.org/desktop-entry-spec/desktop-entry-spec-latest.html#desktop-file-id)
///
/// [xdg-shell]: https://wayland.app/protocols/xdg-shell#xdg_toplevel:request:set_app_id
///
/// ### eframe
/// On eframe, the `app_id` of the root window is also used to determine
/// the storage location of persistence files.
#[inline]
pub fn with_app_id(mut self, app_id: impl Into<String>) -> Self {
self.app_id = Some(app_id.into());
self
}
/// Control if window is always-on-top, always-on-bottom, or neither.
///
/// For platform compatibility see [`crate::viewport::WindowLevel`] documentation
#[inline]
pub fn with_window_level(mut self, level: WindowLevel) -> Self {
self.window_level = Some(level);
self
}
/// This window is always on top
///
/// For platform compatibility see [`crate::viewport::WindowLevel`] documentation
#[inline]
pub fn with_always_on_top(self) -> Self {
self.with_window_level(WindowLevel::AlwaysOnTop)
}
/// On desktop: mouse clicks pass through the window, used for non-interactable overlays.
///
/// Generally you would use this in conjunction with [`Self::with_transparent`]
/// and [`Self::with_always_on_top`].
#[inline]
pub fn with_mouse_passthrough(mut self, value: bool) -> Self {
self.mouse_passthrough = Some(value);
self
}
/// ### On X11
/// This sets the window type.
/// Maps directly to [`_NET_WM_WINDOW_TYPE`](https://specifications.freedesktop.org/wm-spec/wm-spec-1.5.html).
#[inline]
pub fn with_window_type(mut self, value: X11WindowType) -> Self {
self.window_type = Some(value);
self
}
/// Update this `ViewportBuilder` with a delta,
/// returning a list of commands and a bool indicating if the window needs to be recreated.
#[must_use]
pub fn patch(&mut self, new_vp_builder: Self) -> (Vec<ViewportCommand>, bool) {
#![expect(clippy::useless_let_if_seq)] // False positive
let Self {
title: new_title,
app_id: new_app_id,
position: new_position,
inner_size: new_inner_size,
min_inner_size: new_min_inner_size,
max_inner_size: new_max_inner_size,
clamp_size_to_monitor_size: new_clamp_size_to_monitor_size,
fullscreen: new_fullscreen,
maximized: new_maximized,
resizable: new_resizable,
transparent: new_transparent,
decorations: new_decorations,
icon: new_icon,
active: new_active,
visible: new_visible,
drag_and_drop: new_drag_and_drop,
fullsize_content_view: new_fullsize_content_view,
movable_by_window_background: new_movable_by_window_background,
title_shown: new_title_shown,
titlebar_buttons_shown: new_titlebar_buttons_shown,
titlebar_shown: new_titlebar_shown,
has_shadow: new_has_shadow,
close_button: new_close_button,
minimize_button: new_minimize_button,
maximize_button: new_maximize_button,
window_level: new_window_level,
mouse_passthrough: new_mouse_passthrough,
taskbar: new_taskbar,
window_type: new_window_type,
} = new_vp_builder;
let mut commands = Vec::new();
if let Some(new_title) = new_title
&& Some(&new_title) != self.title.as_ref()
{
self.title = Some(new_title.clone());
commands.push(ViewportCommand::Title(new_title));
}
if let Some(new_position) = new_position
&& Some(new_position) != self.position
{
self.position = Some(new_position);
commands.push(ViewportCommand::OuterPosition(new_position));
}
if let Some(new_inner_size) = new_inner_size
&& Some(new_inner_size) != self.inner_size
{
self.inner_size = Some(new_inner_size);
commands.push(ViewportCommand::InnerSize(new_inner_size));
}
if let Some(new_min_inner_size) = new_min_inner_size
&& Some(new_min_inner_size) != self.min_inner_size
{
self.min_inner_size = Some(new_min_inner_size);
commands.push(ViewportCommand::MinInnerSize(new_min_inner_size));
}
if let Some(new_max_inner_size) = new_max_inner_size
&& Some(new_max_inner_size) != self.max_inner_size
{
self.max_inner_size = Some(new_max_inner_size);
commands.push(ViewportCommand::MaxInnerSize(new_max_inner_size));
}
if let Some(new_fullscreen) = new_fullscreen
&& Some(new_fullscreen) != self.fullscreen
{
self.fullscreen = Some(new_fullscreen);
commands.push(ViewportCommand::Fullscreen(new_fullscreen));
}
if let Some(new_maximized) = new_maximized
&& Some(new_maximized) != self.maximized
{
self.maximized = Some(new_maximized);
commands.push(ViewportCommand::Maximized(new_maximized));
}
if let Some(new_resizable) = new_resizable
&& Some(new_resizable) != self.resizable
{
self.resizable = Some(new_resizable);
commands.push(ViewportCommand::Resizable(new_resizable));
}
if let Some(new_transparent) = new_transparent
&& Some(new_transparent) != self.transparent
{
self.transparent = Some(new_transparent);
commands.push(ViewportCommand::Transparent(new_transparent));
}
if let Some(new_decorations) = new_decorations
&& Some(new_decorations) != self.decorations
{
self.decorations = Some(new_decorations);
commands.push(ViewportCommand::Decorations(new_decorations));
}
if let Some(new_icon) = new_icon {
let is_new = match &self.icon {
Some(existing) => !Arc::ptr_eq(&new_icon, existing),
None => true,
};
if is_new {
commands.push(ViewportCommand::Icon(Some(new_icon.clone())));
self.icon = Some(new_icon);
}
}
if let Some(new_visible) = new_visible
&& Some(new_visible) != self.visible
{
self.visible = Some(new_visible);
commands.push(ViewportCommand::Visible(new_visible));
}
if let Some(new_mouse_passthrough) = new_mouse_passthrough
&& Some(new_mouse_passthrough) != self.mouse_passthrough
{
self.mouse_passthrough = Some(new_mouse_passthrough);
commands.push(ViewportCommand::MousePassthrough(new_mouse_passthrough));
}
if let Some(new_window_level) = new_window_level
&& Some(new_window_level) != self.window_level
{
self.window_level = Some(new_window_level);
commands.push(ViewportCommand::WindowLevel(new_window_level));
}
// --------------------------------------------------------------
// Things we don't have commands for require a full window recreation.
// The reason we don't have commands for them is that `winit` doesn't support
// changing them without recreating the window.
let mut recreate_window = false;
if new_clamp_size_to_monitor_size.is_some()
&& self.clamp_size_to_monitor_size != new_clamp_size_to_monitor_size
{
self.clamp_size_to_monitor_size = new_clamp_size_to_monitor_size;
recreate_window = true;
}
if new_active.is_some() && self.active != new_active {
self.active = new_active;
recreate_window = true;
}
if new_app_id.is_some() && self.app_id != new_app_id {
self.app_id = new_app_id;
recreate_window = true;
}
if new_close_button.is_some() && self.close_button != new_close_button {
self.close_button = new_close_button;
recreate_window = true;
}
if new_minimize_button.is_some() && self.minimize_button != new_minimize_button {
self.minimize_button = new_minimize_button;
recreate_window = true;
}
if new_maximize_button.is_some() && self.maximize_button != new_maximize_button {
self.maximize_button = new_maximize_button;
recreate_window = true;
}
if new_title_shown.is_some() && self.title_shown != new_title_shown {
self.title_shown = new_title_shown;
recreate_window = true;
}
if new_titlebar_buttons_shown.is_some()
&& self.titlebar_buttons_shown != new_titlebar_buttons_shown
{
self.titlebar_buttons_shown = new_titlebar_buttons_shown;
recreate_window = true;
}
if new_titlebar_shown.is_some() && self.titlebar_shown != new_titlebar_shown {
self.titlebar_shown = new_titlebar_shown;
recreate_window = true;
}
if new_has_shadow.is_some() && self.has_shadow != new_has_shadow {
self.has_shadow = new_has_shadow;
recreate_window = true;
}
if new_taskbar.is_some() && self.taskbar != new_taskbar {
self.taskbar = new_taskbar;
recreate_window = true;
}
if new_fullsize_content_view.is_some()
&& self.fullsize_content_view != new_fullsize_content_view
{
self.fullsize_content_view = new_fullsize_content_view;
recreate_window = true;
}
if new_movable_by_window_background.is_some()
&& self.movable_by_window_background != new_movable_by_window_background
{
self.movable_by_window_background = new_movable_by_window_background;
recreate_window = true;
}
if new_drag_and_drop.is_some() && self.drag_and_drop != new_drag_and_drop {
self.drag_and_drop = new_drag_and_drop;
recreate_window = true;
}
if new_window_type.is_some() && self.window_type != new_window_type {
self.window_type = new_window_type;
recreate_window = true;
}
(commands, recreate_window)
}
}
/// For winit platform compatibility, see [`winit::WindowLevel` documentation](https://docs.rs/winit/latest/winit/window/enum.WindowLevel.html#platform-specific)
#[derive(Clone, Copy, Debug, Default, PartialEq, Eq)]
#[cfg_attr(feature = "serde", derive(serde::Deserialize, serde::Serialize))]
pub enum WindowLevel {
#[default]
Normal,
AlwaysOnBottom,
AlwaysOnTop,
}
#[derive(Clone, Copy, Debug, Default, PartialEq, Eq)]
#[cfg_attr(feature = "serde", derive(serde::Deserialize, serde::Serialize))]
pub enum X11WindowType {
/// This is a normal, top-level window.
#[default]
Normal,
/// A desktop feature. This can include a single window containing desktop icons with the same dimensions as the
/// screen, allowing the desktop environment to have full control of the desktop, without the need for proxying
/// root window clicks.
Desktop,
/// A dock or panel feature. Typically a Window Manager would keep such windows on top of all other windows.
Dock,
/// Toolbar windows. "Torn off" from the main application.
Toolbar,
/// Pinnable menu windows. "Torn off" from the main application.
Menu,
/// A small persistent utility window, such as a palette or toolbox.
Utility,
/// The window is a splash screen displayed as an application is starting up.
Splash,
/// This is a dialog window.
Dialog,
/// A dropdown menu that usually appears when the user clicks on an item in a menu bar.
/// This property is typically used on override-redirect windows.
DropdownMenu,
/// A popup menu that usually appears when the user right clicks on an object.
/// This property is typically used on override-redirect windows.
PopupMenu,
/// A tooltip window. Usually used to show additional information when hovering over an object with the cursor.
/// This property is typically used on override-redirect windows.
Tooltip,
/// The window is a notification.
/// This property is typically used on override-redirect windows.
Notification,
/// This should be used on the windows that are popped up by combo boxes.
/// This property is typically used on override-redirect windows.
Combo,
/// This indicates the window is being dragged.
/// This property is typically used on override-redirect windows.
Dnd,
}
#[derive(Clone, Copy, Default, Debug, PartialEq, Eq)]
#[cfg_attr(feature = "serde", derive(serde::Deserialize, serde::Serialize))]
pub enum IMEPurpose {
#[default]
Normal,
Password,
Terminal,
}
#[derive(Clone, Copy, Debug, Default, PartialEq, Eq)]
#[cfg_attr(feature = "serde", derive(serde::Deserialize, serde::Serialize))]
pub enum SystemTheme {
#[default]
SystemDefault,
Light,
Dark,
}
#[derive(Clone, Copy, Debug, Default, PartialEq, Eq)]
#[cfg_attr(feature = "serde", derive(serde::Deserialize, serde::Serialize))]
pub enum CursorGrab {
#[default]
None,
Confined,
Locked,
}
#[derive(Clone, Copy, Debug, PartialEq, Eq)]
#[cfg_attr(feature = "serde", derive(serde::Deserialize, serde::Serialize))]
pub enum ResizeDirection {
North,
South,
East,
West,
NorthEast,
SouthEast,
NorthWest,
SouthWest,
}
/// An output [viewport](crate::viewport)-command from egui to the backend, e.g. to change the window title or size.
///
/// You can send a [`ViewportCommand`] to the viewport with [`Context::send_viewport_cmd`].
///
/// See [`crate::viewport`] for how to build new viewports (native windows).
///
/// All coordinates are in logical points.
///
/// [`ViewportCommand`] is essentially a way to diff [`ViewportBuilder`]s.
///
/// Only commands specific to a viewport are part of [`ViewportCommand`].
/// Other commands should be put in [`crate::OutputCommand`].
#[derive(Clone, Debug, PartialEq, Eq)]
#[cfg_attr(feature = "serde", derive(serde::Deserialize, serde::Serialize))]
pub enum ViewportCommand {
/// Request this viewport to be closed.
///
/// For the root viewport, this usually results in the application shutting down.
/// For other viewports, the [`crate::ViewportInfo::close_requested`] flag will be set.
Close,
/// Cancel the closing that was signaled by [`crate::ViewportInfo::close_requested`].
CancelClose,
/// Set the window title.
Title(String),
/// Turn the window transparent or not.
Transparent(bool),
/// Set the visibility of the window.
Visible(bool),
/// Moves the window with the left mouse button until the button is released.
///
/// There's no guarantee that this will work unless the left mouse button was pressed
/// immediately before this function is called.
StartDrag,
/// Set the outer position of the viewport, i.e. moves the window.
OuterPosition(Pos2),
/// Should be bigger than 0
InnerSize(Vec2),
/// Should be bigger than 0
MinInnerSize(Vec2),
/// Should be bigger than 0
MaxInnerSize(Vec2),
/// Should be bigger than 0
ResizeIncrements(Option<Vec2>),
/// Begin resizing the viewport with the left mouse button until the button is released.
///
/// There's no guarantee that this will work unless the left mouse button was pressed
/// immediately before this function is called.
BeginResize(ResizeDirection),
/// Can the window be resized?
Resizable(bool),
/// Set which window buttons are enabled
EnableButtons {
close: bool,
minimized: bool,
maximize: bool,
},
Minimized(bool),
/// Maximize or unmaximize window.
Maximized(bool),
/// Turn borderless fullscreen on/off.
Fullscreen(bool),
/// Show window decorations, i.e. the chrome around the content
/// with the title bar, close buttons, resize handles, etc.
Decorations(bool),
/// Set window to be always-on-top, always-on-bottom, or neither.
WindowLevel(WindowLevel),
/// The window icon.
Icon(Option<Arc<IconData>>),
/// Set the IME cursor editing area.
IMERect(crate::Rect),
IMEAllowed(bool),
IMEPurpose(IMEPurpose),
/// Bring the window into focus (native only).
///
/// This command puts the window on top of other applications and takes input focus away from them,
/// which, if unexpected, will disturb the user.
///
/// Has no effect on Wayland, or if the window is minimized or invisible.
Focus,
/// If the window is unfocused, attract the user's attention (native only).
///
/// Typically, this means that the window will flash on the taskbar, or bounce, until it is interacted with.
///
/// When the window comes into focus, or if `None` is passed, the attention request will be automatically reset.
///
/// See [winit's documentation][user_attention_details] for platform-specific effect details.
///
/// [user_attention_details]: https://docs.rs/winit/latest/winit/window/enum.UserAttentionType.html
RequestUserAttention(crate::UserAttentionType),
SetTheme(SystemTheme),
ContentProtected(bool),
/// Will probably not work as expected!
CursorPosition(Pos2),
CursorGrab(CursorGrab),
CursorVisible(bool),
/// Enable mouse pass-through: mouse clicks pass through the window, used for non-interactable overlays.
MousePassthrough(bool),
/// Take a screenshot of the next frame after this.
///
/// The results are returned in [`crate::Event::Screenshot`].
Screenshot(crate::UserData),
/// Request cut of the current selection
///
/// This is equivalent to the system keyboard shortcut for cut (e.g. CTRL + X).
RequestCut,
/// Request a copy of the current selection.
///
/// This is equivalent to the system keyboard shortcut for copy (e.g. CTRL + C).
RequestCopy,
/// Request a paste from the clipboard to the current focused `TextEdit` if any.
///
/// This is equivalent to the system keyboard shortcut for paste (e.g. CTRL + V).
RequestPaste,
}
impl ViewportCommand {
/// Construct a command to center the viewport on the monitor, if possible.
pub fn center_on_screen(ctx: &crate::Context) -> Option<Self> {
ctx.input(|i| {
let outer_rect = i.viewport().outer_rect?;
let size = outer_rect.size();
let monitor_size = i.viewport().monitor_size?;
if 1.0 < monitor_size.x && 1.0 < monitor_size.y {
let x = (monitor_size.x - size.x) / 2.0;
let y = (monitor_size.y - size.y) / 2.0;
Some(Self::OuterPosition([x, y].into()))
} else {
None
}
})
}
/// This command requires the parent viewport to repaint.
pub fn requires_parent_repaint(&self) -> bool {
self == &Self::Close
}
}
// ----------------------------------------------------------------------------
/// Describes a viewport, i.e. a native window.
///
/// This is returned by [`crate::Context::run`] on each frame, and should be applied
/// by the integration.
#[derive(Clone)]
pub struct ViewportOutput {
/// Id of our parent viewport.
pub parent: ViewportId,
/// What type of viewport are we?
///
/// This will never be [`ViewportClass::Embedded`],
/// since those don't result in real viewports.
pub class: ViewportClass,
/// The window attributes such as title, position, size, etc.
///
/// Use this when first constructing the native window.
/// Also check for changes in it using [`ViewportBuilder::patch`],
/// and apply them as needed.
pub builder: ViewportBuilder,
/// The user-code that shows the GUI, used for deferred viewports.
///
/// `None` for immediate viewports and the ROOT viewport.
pub viewport_ui_cb: Option<Arc<DeferredViewportUiCallback>>,
/// Commands to change the viewport, e.g. window title and size.
pub commands: Vec<ViewportCommand>,
/// Schedule a repaint of this viewport after this delay.
///
/// It is preferable to instead install a [`Context::set_request_repaint_callback`],
/// but if you haven't, you can use this instead.
///
/// If the duration is zero, schedule a repaint immediately.
pub repaint_delay: std::time::Duration,
}
impl ViewportOutput {
/// Add on new output.
pub fn append(&mut self, newer: Self) {
let Self {
parent,
class,
builder,
viewport_ui_cb,
mut commands,
repaint_delay,
} = newer;
self.parent = parent;
self.class = class;
let _ = self.builder.patch(builder); // we ignore the returned command, because `self.builder` will be the basis of a new patch
self.viewport_ui_cb = viewport_ui_cb;
self.commands.append(&mut commands);
self.repaint_delay = self.repaint_delay.min(repaint_delay);
}
}
/// Viewport for immediate rendering.
pub struct ImmediateViewport<'a> {
/// Id of us and our parent.
pub ids: ViewportIdPair,
pub builder: ViewportBuilder,
/// The user-code that shows the GUI.
pub viewport_ui_cb: Box<dyn FnMut(&Context) + 'a>,
}