egui/crates/eframe/src/native/epi_integration.rs

479 lines
16 KiB
Rust

use std::time::Instant;
use winit::event_loop::EventLoopWindowTarget;
use raw_window_handle::{HasRawDisplayHandle as _, HasRawWindowHandle as _};
use egui::{
DeferredViewportUiCallback, NumExt as _, ViewportBuilder, ViewportId, ViewportIdPair,
ViewportInfo,
};
use egui_winit::{EventResponse, WindowSettings};
use crate::{epi, Theme};
pub fn window_builder<E>(
event_loop: &EventLoopWindowTarget<E>,
title: &str,
native_options: &mut epi::NativeOptions,
window_settings: Option<WindowSettings>,
) -> ViewportBuilder {
let epi::NativeOptions {
maximized,
decorated,
fullscreen,
#[cfg(target_os = "macos")]
fullsize_content,
drag_and_drop_support,
icon_data,
initial_window_pos,
initial_window_size,
min_window_size,
max_window_size,
resizable,
transparent,
centered,
active,
..
} = native_options;
let mut viewport_builder = egui::ViewportBuilder::default()
.with_title(title)
.with_decorations(*decorated)
.with_fullscreen(*fullscreen)
.with_maximized(*maximized)
.with_resizable(*resizable)
.with_transparent(*transparent)
.with_active(*active)
// Keep hidden until we've painted something. See https://github.com/emilk/egui/pull/2279
// We must also keep the window hidden until AccessKit is initialized.
.with_visible(false);
if let Some(icon_data) = icon_data {
viewport_builder =
viewport_builder.with_window_icon(egui::ColorImage::from_rgba_premultiplied(
[icon_data.width as usize, icon_data.height as usize],
&icon_data.rgba,
));
}
#[cfg(target_os = "macos")]
if *fullsize_content {
viewport_builder = viewport_builder
.with_title_hidden(true)
.with_titlebar_transparent(true)
.with_fullsize_content_view(true);
}
#[cfg(all(feature = "wayland", target_os = "linux"))]
{
viewport_builder = match &native_options.app_id {
Some(app_id) => viewport_builder.with_name(app_id, ""),
None => viewport_builder.with_name(title, ""),
};
}
if let Some(min_size) = *min_window_size {
viewport_builder = viewport_builder.with_min_inner_size(min_size);
}
if let Some(max_size) = *max_window_size {
viewport_builder = viewport_builder.with_max_inner_size(max_size);
}
viewport_builder = viewport_builder.with_drag_and_drop(*drag_and_drop_support);
// Always use the default window size / position on iOS. Trying to restore the previous position
// causes the window to be shown too small.
#[cfg(not(target_os = "ios"))]
let inner_size_points = if let Some(mut window_settings) = window_settings {
// Restore pos/size from previous session
window_settings.clamp_size_to_sane_values(largest_monitor_point_size(event_loop));
window_settings.clamp_position_to_monitors(event_loop);
viewport_builder = window_settings.initialize_viewport_builder(viewport_builder);
window_settings.inner_size_points()
} else {
if let Some(pos) = *initial_window_pos {
viewport_builder = viewport_builder.with_position(pos);
}
if let Some(initial_window_size) = *initial_window_size {
let initial_window_size =
initial_window_size.at_most(largest_monitor_point_size(event_loop));
viewport_builder = viewport_builder.with_inner_size(initial_window_size);
}
*initial_window_size
};
#[cfg(not(target_os = "ios"))]
if *centered {
if let Some(monitor) = event_loop.available_monitors().next() {
let monitor_size = monitor.size().to_logical::<f32>(monitor.scale_factor());
let inner_size = inner_size_points.unwrap_or(egui::Vec2 { x: 800.0, y: 600.0 });
if monitor_size.width > 0.0 && monitor_size.height > 0.0 {
let x = (monitor_size.width - inner_size.x) / 2.0;
let y = (monitor_size.height - inner_size.y) / 2.0;
viewport_builder = viewport_builder.with_position([x, y]);
}
}
}
match std::mem::take(&mut native_options.window_builder) {
Some(hook) => hook(viewport_builder),
None => viewport_builder,
}
}
pub fn apply_native_options_to_window(
window: &winit::window::Window,
native_options: &crate::NativeOptions,
window_settings: Option<WindowSettings>,
) {
crate::profile_function!();
use winit::window::WindowLevel;
window.set_window_level(if native_options.always_on_top {
WindowLevel::AlwaysOnTop
} else {
WindowLevel::Normal
});
if let Some(window_settings) = window_settings {
window_settings.initialize_window(window);
}
}
fn largest_monitor_point_size<E>(event_loop: &EventLoopWindowTarget<E>) -> egui::Vec2 {
let mut max_size = egui::Vec2::ZERO;
for monitor in event_loop.available_monitors() {
let size = monitor.size().to_logical::<f32>(monitor.scale_factor());
let size = egui::vec2(size.width, size.height);
max_size = max_size.max(size);
}
if max_size == egui::Vec2::ZERO {
egui::Vec2::splat(16000.0)
} else {
max_size
}
}
// ----------------------------------------------------------------------------
/// For loading/saving app state and/or egui memory to disk.
pub fn create_storage(_app_name: &str) -> Option<Box<dyn epi::Storage>> {
#[cfg(feature = "persistence")]
if let Some(storage) = super::file_storage::FileStorage::from_app_id(_app_name) {
return Some(Box::new(storage));
}
None
}
// ----------------------------------------------------------------------------
/// Everything needed to make a winit-based integration for [`epi`].
///
/// Only one instance per app (not one per viewport).
pub struct EpiIntegration {
pub frame: epi::Frame,
last_auto_save: Instant,
pub beginning: Instant,
is_first_frame: bool,
pub frame_start: Instant,
pub egui_ctx: egui::Context,
pending_full_output: egui::FullOutput,
/// When set, it is time to close the native window.
close: bool,
can_drag_window: bool,
follow_system_theme: bool,
#[cfg(feature = "persistence")]
persist_window: bool,
app_icon_setter: super::app_icon::AppTitleIconSetter,
}
impl EpiIntegration {
#[allow(clippy::too_many_arguments)]
pub fn new(
window: &winit::window::Window,
system_theme: Option<Theme>,
app_name: &str,
native_options: &crate::NativeOptions,
storage: Option<Box<dyn epi::Storage>>,
is_desktop: bool,
#[cfg(feature = "glow")] gl: Option<std::sync::Arc<glow::Context>>,
#[cfg(feature = "wgpu")] wgpu_render_state: Option<egui_wgpu::RenderState>,
) -> Self {
let egui_ctx = egui::Context::default();
egui_ctx.set_embed_viewports(!is_desktop);
let memory = load_egui_memory(storage.as_deref()).unwrap_or_default();
egui_ctx.memory_mut(|mem| *mem = memory);
let frame = epi::Frame {
info: epi::IntegrationInfo {
system_theme,
cpu_usage: None,
},
storage,
#[cfg(feature = "glow")]
gl,
#[cfg(feature = "wgpu")]
wgpu_render_state,
raw_display_handle: window.raw_display_handle(),
raw_window_handle: window.raw_window_handle(),
};
let app_icon_setter = super::app_icon::AppTitleIconSetter::new(
app_name.to_owned(),
native_options.icon_data.clone(),
);
Self {
frame,
last_auto_save: Instant::now(),
egui_ctx,
pending_full_output: Default::default(),
close: false,
can_drag_window: false,
follow_system_theme: native_options.follow_system_theme,
#[cfg(feature = "persistence")]
persist_window: native_options.persist_window,
app_icon_setter,
beginning: Instant::now(),
is_first_frame: true,
frame_start: Instant::now(),
}
}
#[cfg(feature = "accesskit")]
pub fn init_accesskit<E: From<egui_winit::accesskit_winit::ActionRequestEvent> + Send>(
&mut self,
egui_winit: &mut egui_winit::State,
window: &winit::window::Window,
event_loop_proxy: winit::event_loop::EventLoopProxy<E>,
) {
crate::profile_function!();
let egui_ctx = self.egui_ctx.clone();
egui_winit.init_accesskit(window, event_loop_proxy, move || {
// This function is called when an accessibility client
// (e.g. screen reader) makes its first request. If we got here,
// we know that an accessibility tree is actually wanted.
egui_ctx.enable_accesskit();
// Enqueue a repaint so we'll receive a full tree update soon.
egui_ctx.request_repaint();
egui_ctx.accesskit_placeholder_tree_update()
});
}
pub fn warm_up(
&mut self,
app: &mut dyn epi::App,
window: &winit::window::Window,
egui_winit: &mut egui_winit::State,
) {
crate::profile_function!();
let saved_memory: egui::Memory = self.egui_ctx.memory(|mem| mem.clone());
self.egui_ctx
.memory_mut(|mem| mem.set_everything_is_visible(true));
let mut raw_input = egui_winit.take_egui_input(window, ViewportIdPair::ROOT);
raw_input.viewports =
std::iter::once((ViewportId::ROOT, ViewportInfo::default())).collect();
self.pre_update();
let full_output = self.update(app, None, raw_input);
self.post_update();
self.pending_full_output.append(full_output); // Handle it next frame
self.egui_ctx.memory_mut(|mem| *mem = saved_memory); // We don't want to remember that windows were huge.
self.egui_ctx.clear_animations();
}
/// If `true`, it is time to close the native window.
pub fn should_close(&self) -> bool {
self.close
}
pub fn on_event(
&mut self,
app: &mut dyn epi::App,
event: &winit::event::WindowEvent<'_>,
egui_winit: &mut egui_winit::State,
viewport_id: ViewportId,
) -> EventResponse {
crate::profile_function!();
use winit::event::{ElementState, MouseButton, WindowEvent};
match event {
WindowEvent::CloseRequested => {
log::debug!("Received WindowEvent::CloseRequested");
self.close = app.on_close_event() && viewport_id == ViewportId::ROOT;
log::debug!("App::on_close_event returned {}", self.close);
}
WindowEvent::Destroyed => {
log::debug!("Received WindowEvent::Destroyed");
self.close = true;
}
WindowEvent::MouseInput {
button: MouseButton::Left,
state: ElementState::Pressed,
..
} => self.can_drag_window = true,
WindowEvent::ScaleFactorChanged { scale_factor, .. } => {
egui_winit.egui_input_mut().native_pixels_per_point = Some(*scale_factor as _);
}
WindowEvent::ThemeChanged(winit_theme) if self.follow_system_theme => {
let theme = theme_from_winit_theme(*winit_theme);
self.frame.info.system_theme = Some(theme);
self.egui_ctx.set_visuals(theme.egui_visuals());
}
_ => {}
}
egui_winit.on_event(&self.egui_ctx, event, viewport_id)
}
pub fn pre_update(&mut self) {
self.frame_start = Instant::now();
self.app_icon_setter.update();
}
/// Run user code - this can create immediate viewports, so hold no locks over this!
///
/// If `viewport_ui_cb` is None, we are in the root viewport and will call [`crate::App::update`].
pub fn update(
&mut self,
app: &mut dyn epi::App,
viewport_ui_cb: Option<&DeferredViewportUiCallback>,
mut raw_input: egui::RawInput,
) -> egui::FullOutput {
raw_input.time = Some(self.beginning.elapsed().as_secs_f64());
let full_output = self.egui_ctx.run(raw_input, |egui_ctx| {
if let Some(viewport_ui_cb) = viewport_ui_cb {
// Child viewport
crate::profile_scope!("viewport_callback");
viewport_ui_cb(egui_ctx);
} else {
// Root viewport
if egui_ctx.input(|i| i.viewport().close_requested) {
self.close = app.on_close_event();
log::debug!("App::on_close_event returned {}", self.close);
}
crate::profile_scope!("App::update");
app.update(egui_ctx, &mut self.frame);
}
});
self.pending_full_output.append(full_output);
std::mem::take(&mut self.pending_full_output)
}
pub fn post_update(&mut self) {
let frame_time = self.frame_start.elapsed().as_secs_f64() as f32;
self.frame.info.cpu_usage = Some(frame_time);
}
pub fn post_rendering(&mut self, window: &winit::window::Window) {
crate::profile_function!();
if std::mem::take(&mut self.is_first_frame) {
// We keep hidden until we've painted something. See https://github.com/emilk/egui/pull/2279
window.set_visible(true);
}
}
pub fn handle_platform_output(
&mut self,
window: &winit::window::Window,
viewport_id: ViewportId,
platform_output: egui::PlatformOutput,
egui_winit: &mut egui_winit::State,
) {
egui_winit.handle_platform_output(window, viewport_id, &self.egui_ctx, platform_output);
}
// ------------------------------------------------------------------------
// Persistence stuff:
pub fn maybe_autosave(
&mut self,
app: &mut dyn epi::App,
window: Option<&winit::window::Window>,
) {
let now = Instant::now();
if now - self.last_auto_save > app.auto_save_interval() {
self.save(app, window);
self.last_auto_save = now;
}
}
#[allow(clippy::unused_self)]
pub fn save(&mut self, _app: &mut dyn epi::App, _window: Option<&winit::window::Window>) {
#[cfg(feature = "persistence")]
if let Some(storage) = self.frame.storage_mut() {
crate::profile_function!();
if let Some(window) = _window {
if self.persist_window {
crate::profile_scope!("native_window");
epi::set_value(
storage,
STORAGE_WINDOW_KEY,
&WindowSettings::from_display(window),
);
}
}
if _app.persist_egui_memory() {
crate::profile_scope!("egui_memory");
self.egui_ctx
.memory(|mem| epi::set_value(storage, STORAGE_EGUI_MEMORY_KEY, mem));
}
{
crate::profile_scope!("App::save");
_app.save(storage);
}
crate::profile_scope!("Storage::flush");
storage.flush();
}
}
}
#[cfg(feature = "persistence")]
const STORAGE_EGUI_MEMORY_KEY: &str = "egui";
#[cfg(feature = "persistence")]
const STORAGE_WINDOW_KEY: &str = "window";
pub fn load_window_settings(_storage: Option<&dyn epi::Storage>) -> Option<WindowSettings> {
crate::profile_function!();
#[cfg(feature = "persistence")]
{
epi::get_value(_storage?, STORAGE_WINDOW_KEY)
}
#[cfg(not(feature = "persistence"))]
None
}
pub fn load_egui_memory(_storage: Option<&dyn epi::Storage>) -> Option<egui::Memory> {
crate::profile_function!();
#[cfg(feature = "persistence")]
{
epi::get_value(_storage?, STORAGE_EGUI_MEMORY_KEY)
}
#[cfg(not(feature = "persistence"))]
None
}
pub(crate) fn theme_from_winit_theme(theme: winit::window::Theme) -> Theme {
match theme {
winit::window::Theme::Dark => Theme::Dark,
winit::window::Theme::Light => Theme::Light,
}
}