1420 lines
51 KiB
Rust
1420 lines
51 KiB
Rust
use std::{cell::RefCell, rc::Rc, sync::Arc, time::Instant};
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use glutin::{
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display::GetGlDisplay,
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prelude::{GlDisplay, NotCurrentGlContextSurfaceAccessor, PossiblyCurrentGlContext},
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surface::GlSurface,
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};
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use raw_window_handle::{HasRawDisplayHandle as _, HasRawWindowHandle as _};
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use winit::{
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event_loop::{EventLoop, EventLoopProxy, EventLoopWindowTarget},
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window::{Window, WindowId},
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};
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use egui::{
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epaint::ahash::HashMap, DeferredViewportUiCallback, ImmediateViewport, NumExt as _,
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ViewportBuilder, ViewportClass, ViewportId, ViewportIdMap, ViewportIdPair, ViewportIdSet,
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ViewportInfo, ViewportOutput,
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};
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#[cfg(feature = "accesskit")]
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use egui_winit::accesskit_winit;
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use egui_winit::{
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apply_viewport_builder_to_new_window, create_winit_window_builder, process_viewport_commands,
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EventResponse,
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};
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use crate::{
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native::{epi_integration::EpiIntegration, winit_integration::create_egui_context},
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App, AppCreator, CreationContext, NativeOptions, Result, Storage,
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};
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use super::{
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winit_integration::{EventResult, UserEvent, WinitApp},
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*,
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};
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// Note: that the current Glutin API design tightly couples the GL context with
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// the Window which means it's not practically possible to just destroy the
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// window and re-create a new window while continuing to use the same GL context.
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//
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// For now this means it's not possible to support Android as well as we can with
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// wgpu because we're basically forced to destroy and recreate _everything_ when
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// the application suspends and resumes.
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//
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// There is work in progress to improve the Glutin API so it has a separate Surface
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// API that would allow us to just destroy a Window/Surface when suspending, see:
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// https://github.com/rust-windowing/glutin/pull/1435
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// ----------------------------------------------------------------------------
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// Types:
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pub struct GlowWinitApp {
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repaint_proxy: Arc<egui::mutex::Mutex<EventLoopProxy<UserEvent>>>,
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app_name: String,
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native_options: NativeOptions,
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running: Option<GlowWinitRunning>,
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// Note that since this `AppCreator` is FnOnce we are currently unable to support
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// re-initializing the `GlowWinitRunning` state on Android if the application
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// suspends and resumes.
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app_creator: Option<AppCreator>,
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}
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/// State that is initialized when the application is first starts running via
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/// a Resumed event. On Android this ensures that any graphics state is only
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/// initialized once the application has an associated `SurfaceView`.
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struct GlowWinitRunning {
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integration: EpiIntegration,
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app: Box<dyn App>,
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// These needs to be shared with the immediate viewport renderer, hence the Rc/Arc/RefCells:
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glutin: Rc<RefCell<GlutinWindowContext>>,
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painter: Rc<RefCell<egui_glow::Painter>>,
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}
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/// This struct will contain both persistent and temporary glutin state.
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///
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/// Platform Quirks:
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/// * Microsoft Windows: requires that we create a window before opengl context.
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/// * Android: window and surface should be destroyed when we receive a suspend event. recreate on resume event.
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///
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/// winit guarantees that we will get a Resumed event on startup on all platforms.
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/// * Before Resumed event: `gl_config`, `gl_context` can be created at any time. on windows, a window must be created to get `gl_context`.
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/// * Resumed: `gl_surface` will be created here. `window` will be re-created here for android.
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/// * Suspended: on android, we drop window + surface. on other platforms, we don't get Suspended event.
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///
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/// The setup is divided between the `new` fn and `on_resume` fn. we can just assume that `on_resume` is a continuation of
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/// `new` fn on all platforms. only on android, do we get multiple resumed events because app can be suspended.
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struct GlutinWindowContext {
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egui_ctx: egui::Context,
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swap_interval: glutin::surface::SwapInterval,
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gl_config: glutin::config::Config,
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max_texture_side: Option<usize>,
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current_gl_context: Option<glutin::context::PossiblyCurrentContext>,
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not_current_gl_context: Option<glutin::context::NotCurrentContext>,
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viewports: ViewportIdMap<Viewport>,
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viewport_from_window: HashMap<WindowId, ViewportId>,
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window_from_viewport: ViewportIdMap<WindowId>,
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focused_viewport: Option<ViewportId>,
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}
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struct Viewport {
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ids: ViewportIdPair,
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class: ViewportClass,
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builder: ViewportBuilder,
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info: ViewportInfo,
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screenshot_requested: bool,
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/// The user-callback that shows the ui.
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/// None for immediate viewports.
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viewport_ui_cb: Option<Arc<DeferredViewportUiCallback>>,
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gl_surface: Option<glutin::surface::Surface<glutin::surface::WindowSurface>>,
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window: Option<Rc<Window>>,
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egui_winit: Option<egui_winit::State>,
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}
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// ----------------------------------------------------------------------------
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impl GlowWinitApp {
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pub fn new(
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event_loop: &EventLoop<UserEvent>,
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app_name: &str,
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native_options: NativeOptions,
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app_creator: AppCreator,
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) -> Self {
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crate::profile_function!();
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Self {
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repaint_proxy: Arc::new(egui::mutex::Mutex::new(event_loop.create_proxy())),
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app_name: app_name.to_owned(),
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native_options,
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running: None,
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app_creator: Some(app_creator),
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}
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}
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#[allow(unsafe_code)]
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fn create_glutin_windowed_context(
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egui_ctx: &egui::Context,
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event_loop: &EventLoopWindowTarget<UserEvent>,
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storage: Option<&dyn Storage>,
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native_options: &mut NativeOptions,
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) -> Result<(GlutinWindowContext, egui_glow::Painter)> {
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crate::profile_function!();
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let window_settings = epi_integration::load_window_settings(storage);
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let winit_window_builder = epi_integration::viewport_builder(
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egui_ctx.zoom_factor(),
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event_loop,
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native_options,
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window_settings,
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);
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let mut glutin_window_context = unsafe {
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GlutinWindowContext::new(egui_ctx, winit_window_builder, native_options, event_loop)?
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};
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// Creates the window - must come before we create our glow context
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glutin_window_context.on_resume(event_loop)?;
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if let Some(viewport) = glutin_window_context.viewports.get(&ViewportId::ROOT) {
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if let Some(window) = &viewport.window {
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epi_integration::apply_window_settings(window, window_settings);
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}
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}
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let gl = unsafe {
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crate::profile_scope!("glow::Context::from_loader_function");
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Rc::new(glow::Context::from_loader_function(|s| {
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let s = std::ffi::CString::new(s)
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.expect("failed to construct C string from string for gl proc address");
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glutin_window_context.get_proc_address(&s)
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}))
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};
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let painter = egui_glow::Painter::new(gl, "", native_options.shader_version)?;
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Ok((glutin_window_context, painter))
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}
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fn init_run_state(
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&mut self,
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event_loop: &EventLoopWindowTarget<UserEvent>,
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) -> Result<&mut GlowWinitRunning> {
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crate::profile_function!();
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let storage = epi_integration::create_storage(
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self.native_options
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.viewport
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.app_id
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.as_ref()
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.unwrap_or(&self.app_name),
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);
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let egui_ctx = create_egui_context(storage.as_deref());
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let (mut glutin, painter) = Self::create_glutin_windowed_context(
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&egui_ctx,
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event_loop,
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storage.as_deref(),
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&mut self.native_options,
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)?;
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let gl = painter.gl().clone();
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let max_texture_side = painter.max_texture_side();
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glutin.max_texture_side = Some(max_texture_side);
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for viewport in glutin.viewports.values_mut() {
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if let Some(egui_winit) = viewport.egui_winit.as_mut() {
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egui_winit.set_max_texture_side(max_texture_side);
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}
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}
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let system_theme =
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winit_integration::system_theme(&glutin.window(ViewportId::ROOT), &self.native_options);
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let integration = EpiIntegration::new(
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egui_ctx,
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&glutin.window(ViewportId::ROOT),
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system_theme,
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&self.app_name,
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&self.native_options,
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storage,
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Some(gl.clone()),
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#[cfg(feature = "wgpu")]
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None,
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);
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{
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let event_loop_proxy = self.repaint_proxy.clone();
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integration
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.egui_ctx
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.set_request_repaint_callback(move |info| {
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log::trace!("request_repaint_callback: {info:?}");
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let when = Instant::now() + info.delay;
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let frame_nr = info.current_frame_nr;
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event_loop_proxy
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.lock()
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.send_event(UserEvent::RequestRepaint {
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viewport_id: info.viewport_id,
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when,
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frame_nr,
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})
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.ok();
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});
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}
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#[cfg(feature = "accesskit")]
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{
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let event_loop_proxy = self.repaint_proxy.lock().clone();
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let viewport = glutin.viewports.get_mut(&ViewportId::ROOT).unwrap();
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if let Viewport {
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window: Some(window),
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egui_winit: Some(egui_winit),
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..
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} = viewport
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{
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integration.init_accesskit(egui_winit, window, event_loop_proxy);
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}
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}
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let theme = system_theme.unwrap_or(self.native_options.default_theme);
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integration.egui_ctx.set_visuals(theme.egui_visuals());
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if self
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.native_options
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.viewport
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.mouse_passthrough
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.unwrap_or(false)
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{
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if let Err(err) = glutin.window(ViewportId::ROOT).set_cursor_hittest(false) {
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log::warn!("set_cursor_hittest(false) failed: {err}");
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}
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}
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let app_creator = std::mem::take(&mut self.app_creator)
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.expect("Single-use AppCreator has unexpectedly already been taken");
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let app = {
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let window = glutin.window(ViewportId::ROOT);
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let cc = CreationContext {
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egui_ctx: integration.egui_ctx.clone(),
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integration_info: integration.frame.info().clone(),
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storage: integration.frame.storage(),
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gl: Some(gl),
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#[cfg(feature = "wgpu")]
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wgpu_render_state: None,
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raw_display_handle: window.raw_display_handle(),
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raw_window_handle: window.raw_window_handle(),
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};
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crate::profile_scope!("app_creator");
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app_creator(&cc)
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};
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let glutin = Rc::new(RefCell::new(glutin));
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let painter = Rc::new(RefCell::new(painter));
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{
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// Create weak pointers so that we don't keep
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// state alive for too long.
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let glutin = Rc::downgrade(&glutin);
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let painter = Rc::downgrade(&painter);
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let beginning = integration.beginning;
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let event_loop: *const EventLoopWindowTarget<UserEvent> = event_loop;
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egui::Context::set_immediate_viewport_renderer(move |egui_ctx, immediate_viewport| {
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if let (Some(glutin), Some(painter)) = (glutin.upgrade(), painter.upgrade()) {
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// SAFETY: the event loop lives longer than
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// the Rc:s we just upgraded above.
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#[allow(unsafe_code)]
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let event_loop = unsafe { event_loop.as_ref().unwrap() };
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render_immediate_viewport(
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event_loop,
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egui_ctx,
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&glutin,
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&painter,
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beginning,
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immediate_viewport,
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);
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} else {
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log::warn!("render_sync_callback called after window closed");
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}
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});
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}
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Ok(self.running.insert(GlowWinitRunning {
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glutin,
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painter,
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integration,
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app,
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}))
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}
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}
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impl WinitApp for GlowWinitApp {
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fn frame_nr(&self, viewport_id: ViewportId) -> u64 {
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self.running
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.as_ref()
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.map_or(0, |r| r.integration.egui_ctx.frame_nr_for(viewport_id))
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}
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fn is_focused(&self, window_id: WindowId) -> bool {
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if let Some(running) = &self.running {
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let glutin = running.glutin.borrow();
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if let Some(window_id) = glutin.viewport_from_window.get(&window_id) {
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return glutin.focused_viewport == Some(*window_id);
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}
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}
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false
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}
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fn integration(&self) -> Option<&EpiIntegration> {
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self.running.as_ref().map(|r| &r.integration)
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}
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fn window(&self, window_id: WindowId) -> Option<Rc<Window>> {
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let running = self.running.as_ref()?;
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let glutin = running.glutin.borrow();
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let viewport_id = *glutin.viewport_from_window.get(&window_id)?;
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if let Some(viewport) = glutin.viewports.get(&viewport_id) {
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viewport.window.clone()
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} else {
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None
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}
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}
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fn window_id_from_viewport_id(&self, id: ViewportId) -> Option<WindowId> {
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self.running
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.as_ref()
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.and_then(|r| r.glutin.borrow().window_from_viewport.get(&id).copied())
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}
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fn save_and_destroy(&mut self) {
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if let Some(mut running) = self.running.take() {
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crate::profile_function!();
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running.integration.save(
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running.app.as_mut(),
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Some(&running.glutin.borrow().window(ViewportId::ROOT)),
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);
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running.app.on_exit(Some(running.painter.borrow().gl()));
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running.painter.borrow_mut().destroy();
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}
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}
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fn run_ui_and_paint(&mut self, window_id: WindowId) -> EventResult {
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if let Some(running) = &mut self.running {
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running.run_ui_and_paint(window_id)
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} else {
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EventResult::Wait
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}
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}
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fn on_event(
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&mut self,
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event_loop: &EventLoopWindowTarget<UserEvent>,
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event: &winit::event::Event<'_, UserEvent>,
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) -> Result<EventResult> {
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crate::profile_function!(winit_integration::short_event_description(event));
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Ok(match event {
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winit::event::Event::Resumed => {
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let running = if let Some(running) = &mut self.running {
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// not the first resume event. create whatever you need.
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running.glutin.borrow_mut().on_resume(event_loop)?;
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running
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} else {
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// first resume event.
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// we can actually move this outside of event loop.
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// and just run the on_resume fn of gl_window
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self.init_run_state(event_loop)?
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};
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let window_id = running
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.glutin
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.borrow()
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.window_from_viewport
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.get(&ViewportId::ROOT)
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.copied();
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EventResult::RepaintNow(window_id.unwrap())
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}
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|
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winit::event::Event::Suspended => {
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if let Some(running) = &mut self.running {
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running.glutin.borrow_mut().on_suspend()?;
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}
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EventResult::Wait
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}
|
|
|
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winit::event::Event::MainEventsCleared => {
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if let Some(running) = &self.running {
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if let Err(err) = running.glutin.borrow_mut().on_resume(event_loop) {
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log::warn!("on_resume failed {err}");
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}
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}
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EventResult::Wait
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}
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|
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winit::event::Event::WindowEvent { event, window_id } => {
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if let Some(running) = &mut self.running {
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running.on_window_event(*window_id, event)
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} else {
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EventResult::Wait
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}
|
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}
|
|
|
|
#[cfg(feature = "accesskit")]
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winit::event::Event::UserEvent(UserEvent::AccessKitActionRequest(
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accesskit_winit::ActionRequestEvent { request, window_id },
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)) => {
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if let Some(running) = &self.running {
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let mut glutin = running.glutin.borrow_mut();
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if let Some(viewport_id) = glutin.viewport_from_window.get(window_id).copied() {
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if let Some(viewport) = glutin.viewports.get_mut(&viewport_id) {
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if let Some(egui_winit) = &mut viewport.egui_winit {
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crate::profile_scope!("on_accesskit_action_request");
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egui_winit.on_accesskit_action_request(request.clone());
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}
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}
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}
|
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// As a form of user input, accessibility actions should
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// lead to a repaint.
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EventResult::RepaintNext(*window_id)
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} else {
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EventResult::Wait
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}
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}
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_ => EventResult::Wait,
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})
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}
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}
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|
|
|
impl GlowWinitRunning {
|
|
fn run_ui_and_paint(&mut self, window_id: WindowId) -> EventResult {
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crate::profile_function!();
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|
|
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let Some(viewport_id) = self
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.glutin
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.borrow()
|
|
.viewport_from_window
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.get(&window_id)
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.copied()
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else {
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return EventResult::Wait;
|
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};
|
|
|
|
#[cfg(feature = "puffin")]
|
|
puffin::GlobalProfiler::lock().new_frame();
|
|
|
|
{
|
|
let glutin = self.glutin.borrow();
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|
let viewport = &glutin.viewports[&viewport_id];
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|
let is_immediate = viewport.viewport_ui_cb.is_none();
|
|
if is_immediate && viewport_id != ViewportId::ROOT {
|
|
// This will only happen if this is an immediate viewport.
|
|
// That means that the viewport cannot be rendered by itself and needs his parent to be rendered.
|
|
if let Some(parent_viewport) = glutin.viewports.get(&viewport.ids.parent) {
|
|
if let Some(window) = parent_viewport.window.as_ref() {
|
|
return EventResult::RepaintNext(window.id());
|
|
}
|
|
}
|
|
return EventResult::Wait;
|
|
}
|
|
}
|
|
|
|
let (raw_input, viewport_ui_cb) = {
|
|
let mut glutin = self.glutin.borrow_mut();
|
|
let viewport = glutin.viewports.get_mut(&viewport_id).unwrap();
|
|
viewport.update_viewport_info();
|
|
let window = viewport.window.as_ref().unwrap();
|
|
|
|
let egui_winit = viewport.egui_winit.as_mut().unwrap();
|
|
let mut raw_input = egui_winit.take_egui_input(window);
|
|
let viewport_ui_cb = viewport.viewport_ui_cb.clone();
|
|
|
|
self.integration.pre_update();
|
|
|
|
raw_input.time = Some(self.integration.beginning.elapsed().as_secs_f64());
|
|
raw_input.viewports = glutin
|
|
.viewports
|
|
.iter()
|
|
.map(|(id, viewport)| (*id, viewport.info.clone()))
|
|
.collect();
|
|
|
|
(raw_input, viewport_ui_cb)
|
|
};
|
|
|
|
// ------------------------------------------------------------
|
|
// The update function, which could call immediate viewports,
|
|
// so make sure we don't hold any locks here required by the immediate viewports rendeer.
|
|
|
|
let full_output =
|
|
self.integration
|
|
.update(self.app.as_mut(), viewport_ui_cb.as_deref(), raw_input);
|
|
|
|
// ------------------------------------------------------------
|
|
|
|
let Self {
|
|
integration,
|
|
app,
|
|
glutin,
|
|
painter,
|
|
..
|
|
} = self;
|
|
|
|
let mut glutin = glutin.borrow_mut();
|
|
let mut painter = painter.borrow_mut();
|
|
|
|
let egui::FullOutput {
|
|
platform_output,
|
|
textures_delta,
|
|
shapes,
|
|
pixels_per_point,
|
|
viewport_output,
|
|
} = full_output;
|
|
|
|
let GlutinWindowContext {
|
|
viewports,
|
|
current_gl_context,
|
|
..
|
|
} = &mut *glutin;
|
|
|
|
let viewport = viewports.get_mut(&viewport_id).unwrap();
|
|
viewport.info.events.clear(); // they should have been processed
|
|
let window = viewport.window.as_ref().unwrap();
|
|
let gl_surface = viewport.gl_surface.as_ref().unwrap();
|
|
let egui_winit = viewport.egui_winit.as_mut().unwrap();
|
|
|
|
integration.post_update();
|
|
egui_winit.handle_platform_output(window, &integration.egui_ctx, platform_output);
|
|
|
|
let clipped_primitives = integration.egui_ctx.tessellate(shapes, pixels_per_point);
|
|
|
|
{
|
|
// TODO: only do this if we actually have multiple viewports
|
|
crate::profile_scope!("change_gl_context");
|
|
|
|
let not_current = {
|
|
crate::profile_scope!("make_not_current");
|
|
current_gl_context
|
|
.take()
|
|
.unwrap()
|
|
.make_not_current()
|
|
.unwrap()
|
|
};
|
|
|
|
crate::profile_scope!("make_current");
|
|
*current_gl_context = Some(not_current.make_current(gl_surface).unwrap());
|
|
}
|
|
|
|
let screen_size_in_pixels: [u32; 2] = window.inner_size().into();
|
|
|
|
painter.clear(
|
|
screen_size_in_pixels,
|
|
app.clear_color(&integration.egui_ctx.style().visuals),
|
|
);
|
|
|
|
painter.paint_and_update_textures(
|
|
screen_size_in_pixels,
|
|
pixels_per_point,
|
|
&clipped_primitives,
|
|
&textures_delta,
|
|
);
|
|
|
|
{
|
|
let screenshot_requested = std::mem::take(&mut viewport.screenshot_requested);
|
|
if screenshot_requested {
|
|
let screenshot = painter.read_screen_rgba(screen_size_in_pixels);
|
|
egui_winit
|
|
.egui_input_mut()
|
|
.events
|
|
.push(egui::Event::Screenshot {
|
|
viewport_id,
|
|
image: screenshot.into(),
|
|
});
|
|
}
|
|
integration.post_rendering(window);
|
|
}
|
|
|
|
{
|
|
crate::profile_scope!("swap_buffers");
|
|
if let Err(err) = gl_surface.swap_buffers(
|
|
current_gl_context
|
|
.as_ref()
|
|
.expect("failed to get current context to swap buffers"),
|
|
) {
|
|
log::error!("swap_buffers failed: {err}");
|
|
}
|
|
}
|
|
|
|
// give it time to settle:
|
|
#[cfg(feature = "__screenshot")]
|
|
if integration.egui_ctx.frame_nr() == 2 {
|
|
if let Ok(path) = std::env::var("EFRAME_SCREENSHOT_TO") {
|
|
save_screeshot_and_exit(&path, &painter, screen_size_in_pixels);
|
|
}
|
|
}
|
|
|
|
integration.maybe_autosave(app.as_mut(), Some(window));
|
|
|
|
if window.is_minimized() == Some(true) {
|
|
// On Mac, a minimized Window uses up all CPU:
|
|
// https://github.com/emilk/egui/issues/325
|
|
crate::profile_scope!("minimized_sleep");
|
|
std::thread::sleep(std::time::Duration::from_millis(10));
|
|
}
|
|
|
|
glutin.handle_viewport_output(&integration.egui_ctx, viewport_output);
|
|
|
|
if integration.should_close() {
|
|
EventResult::Exit
|
|
} else {
|
|
EventResult::Wait
|
|
}
|
|
}
|
|
|
|
fn on_window_event(
|
|
&mut self,
|
|
window_id: WindowId,
|
|
event: &winit::event::WindowEvent<'_>,
|
|
) -> EventResult {
|
|
crate::profile_function!(egui_winit::short_window_event_description(event));
|
|
|
|
let mut glutin = self.glutin.borrow_mut();
|
|
let viewport_id = glutin.viewport_from_window.get(&window_id).copied();
|
|
|
|
// On Windows, if a window is resized by the user, it should repaint synchronously, inside the
|
|
// event handler.
|
|
//
|
|
// If this is not done, the compositor will assume that the window does not want to redraw,
|
|
// and continue ahead.
|
|
//
|
|
// In eframe's case, that causes the window to rapidly flicker, as it struggles to deliver
|
|
// new frames to the compositor in time.
|
|
//
|
|
// The flickering is technically glutin or glow's fault, but we should be responding properly
|
|
// to resizes anyway, as doing so avoids dropping frames.
|
|
//
|
|
// See: https://github.com/emilk/egui/issues/903
|
|
let mut repaint_asap = false;
|
|
|
|
match event {
|
|
winit::event::WindowEvent::Focused(new_focused) => {
|
|
glutin.focused_viewport = new_focused.then(|| viewport_id).flatten();
|
|
}
|
|
|
|
winit::event::WindowEvent::Resized(physical_size) => {
|
|
// Resize with 0 width and height is used by winit to signal a minimize event on Windows.
|
|
// See: https://github.com/rust-windowing/winit/issues/208
|
|
// This solves an issue where the app would panic when minimizing on Windows.
|
|
if 0 < physical_size.width && 0 < physical_size.height {
|
|
if let Some(viewport_id) = viewport_id {
|
|
repaint_asap = true;
|
|
glutin.resize(viewport_id, *physical_size);
|
|
}
|
|
}
|
|
}
|
|
|
|
winit::event::WindowEvent::ScaleFactorChanged { new_inner_size, .. } => {
|
|
if let Some(viewport_id) = viewport_id {
|
|
repaint_asap = true;
|
|
glutin.resize(viewport_id, **new_inner_size);
|
|
}
|
|
}
|
|
|
|
winit::event::WindowEvent::CloseRequested => {
|
|
if viewport_id == Some(ViewportId::ROOT) && self.integration.should_close() {
|
|
log::debug!(
|
|
"Received WindowEvent::CloseRequested for main viewport - shutting down."
|
|
);
|
|
return EventResult::Exit;
|
|
}
|
|
|
|
log::debug!("Received WindowEvent::CloseRequested for viewport {viewport_id:?}");
|
|
|
|
if let Some(viewport_id) = viewport_id {
|
|
if let Some(viewport) = glutin.viewports.get_mut(&viewport_id) {
|
|
// Tell viewport it should close:
|
|
viewport.info.events.push(egui::ViewportEvent::Close);
|
|
|
|
// We may need to repaint both us and our parent to close the window,
|
|
// and perhaps twice (once to notice the close-event, once again to enforce it).
|
|
// `request_repaint_of` does a double-repaint though:
|
|
self.integration.egui_ctx.request_repaint_of(viewport_id);
|
|
self.integration
|
|
.egui_ctx
|
|
.request_repaint_of(viewport.ids.parent);
|
|
}
|
|
}
|
|
}
|
|
|
|
_ => {}
|
|
}
|
|
|
|
if self.integration.should_close() {
|
|
return EventResult::Exit;
|
|
}
|
|
|
|
let mut event_response = EventResponse {
|
|
consumed: false,
|
|
repaint: false,
|
|
};
|
|
if let Some(viewport_id) = viewport_id {
|
|
if let Some(viewport) = glutin.viewports.get_mut(&viewport_id) {
|
|
event_response = self
|
|
.integration
|
|
.on_window_event(event, viewport.egui_winit.as_mut().unwrap());
|
|
}
|
|
}
|
|
|
|
if event_response.repaint {
|
|
if repaint_asap {
|
|
EventResult::RepaintNow(window_id)
|
|
} else {
|
|
EventResult::RepaintNext(window_id)
|
|
}
|
|
} else {
|
|
EventResult::Wait
|
|
}
|
|
}
|
|
}
|
|
|
|
impl GlutinWindowContext {
|
|
#[allow(unsafe_code)]
|
|
unsafe fn new(
|
|
egui_ctx: &egui::Context,
|
|
viewport_builder: ViewportBuilder,
|
|
native_options: &NativeOptions,
|
|
event_loop: &EventLoopWindowTarget<UserEvent>,
|
|
) -> Result<Self> {
|
|
crate::profile_function!();
|
|
|
|
// There is a lot of complexity with opengl creation,
|
|
// so prefer extensive logging to get all the help we can to debug issues.
|
|
|
|
use glutin::prelude::*;
|
|
// convert native options to glutin options
|
|
let hardware_acceleration = match native_options.hardware_acceleration {
|
|
crate::HardwareAcceleration::Required => Some(true),
|
|
crate::HardwareAcceleration::Preferred => None,
|
|
crate::HardwareAcceleration::Off => Some(false),
|
|
};
|
|
let swap_interval = if native_options.vsync {
|
|
glutin::surface::SwapInterval::Wait(std::num::NonZeroU32::new(1).unwrap())
|
|
} else {
|
|
glutin::surface::SwapInterval::DontWait
|
|
};
|
|
/* opengl setup flow goes like this:
|
|
1. we create a configuration for opengl "Display" / "Config" creation
|
|
2. choose between special extensions like glx or egl or wgl and use them to create config/display
|
|
3. opengl context configuration
|
|
4. opengl context creation
|
|
*/
|
|
// start building config for gl display
|
|
let config_template_builder = glutin::config::ConfigTemplateBuilder::new()
|
|
.prefer_hardware_accelerated(hardware_acceleration)
|
|
.with_depth_size(native_options.depth_buffer)
|
|
.with_stencil_size(native_options.stencil_buffer)
|
|
.with_transparency(native_options.viewport.transparent.unwrap_or(false));
|
|
// we don't know if multi sampling option is set. so, check if its more than 0.
|
|
let config_template_builder = if native_options.multisampling > 0 {
|
|
config_template_builder.with_multisampling(
|
|
native_options
|
|
.multisampling
|
|
.try_into()
|
|
.expect("failed to fit multisamples option of native_options into u8"),
|
|
)
|
|
} else {
|
|
config_template_builder
|
|
};
|
|
|
|
log::debug!("trying to create glutin Display with config: {config_template_builder:?}");
|
|
|
|
// Create GL display. This may probably create a window too on most platforms. Definitely on `MS windows`. Never on Android.
|
|
let display_builder = glutin_winit::DisplayBuilder::new()
|
|
// we might want to expose this option to users in the future. maybe using an env var or using native_options.
|
|
.with_preference(glutin_winit::ApiPrefence::FallbackEgl) // https://github.com/emilk/egui/issues/2520#issuecomment-1367841150
|
|
.with_window_builder(Some(create_winit_window_builder(
|
|
egui_ctx,
|
|
event_loop,
|
|
viewport_builder.clone(),
|
|
)));
|
|
|
|
let (window, gl_config) = {
|
|
crate::profile_scope!("DisplayBuilder::build");
|
|
|
|
display_builder
|
|
.build(
|
|
event_loop,
|
|
config_template_builder.clone(),
|
|
|mut config_iterator| {
|
|
let config = config_iterator.next().expect(
|
|
"failed to find a matching configuration for creating glutin config",
|
|
);
|
|
log::debug!(
|
|
"using the first config from config picker closure. config: {config:?}"
|
|
);
|
|
config
|
|
},
|
|
)
|
|
.map_err(|e| crate::Error::NoGlutinConfigs(config_template_builder.build(), e))?
|
|
};
|
|
if let Some(window) = &window {
|
|
apply_viewport_builder_to_new_window(window, &viewport_builder);
|
|
}
|
|
|
|
let gl_display = gl_config.display();
|
|
log::debug!(
|
|
"successfully created GL Display with version: {} and supported features: {:?}",
|
|
gl_display.version_string(),
|
|
gl_display.supported_features()
|
|
);
|
|
let raw_window_handle = window.as_ref().map(|w| w.raw_window_handle());
|
|
log::debug!("creating gl context using raw window handle: {raw_window_handle:?}");
|
|
|
|
// create gl context. if core context cannot be created, try gl es context as fallback.
|
|
let context_attributes =
|
|
glutin::context::ContextAttributesBuilder::new().build(raw_window_handle);
|
|
let fallback_context_attributes = glutin::context::ContextAttributesBuilder::new()
|
|
.with_context_api(glutin::context::ContextApi::Gles(None))
|
|
.build(raw_window_handle);
|
|
|
|
let gl_context_result = unsafe {
|
|
crate::profile_scope!("create_context");
|
|
gl_config
|
|
.display()
|
|
.create_context(&gl_config, &context_attributes)
|
|
};
|
|
|
|
let gl_context = match gl_context_result {
|
|
Ok(it) => it,
|
|
Err(err) => {
|
|
log::warn!("Failed to create context using default context attributes {context_attributes:?} due to error: {err}");
|
|
log::debug!(
|
|
"Retrying with fallback context attributes: {fallback_context_attributes:?}"
|
|
);
|
|
unsafe {
|
|
gl_config
|
|
.display()
|
|
.create_context(&gl_config, &fallback_context_attributes)?
|
|
}
|
|
}
|
|
};
|
|
let not_current_gl_context = Some(gl_context);
|
|
|
|
let mut viewport_from_window = HashMap::default();
|
|
let mut window_from_viewport = ViewportIdMap::default();
|
|
let mut info = ViewportInfo::default();
|
|
if let Some(window) = &window {
|
|
viewport_from_window.insert(window.id(), ViewportId::ROOT);
|
|
window_from_viewport.insert(ViewportId::ROOT, window.id());
|
|
info.minimized = window.is_minimized();
|
|
info.maximized = Some(window.is_maximized());
|
|
}
|
|
|
|
let mut viewports = ViewportIdMap::default();
|
|
viewports.insert(
|
|
ViewportId::ROOT,
|
|
Viewport {
|
|
ids: ViewportIdPair::ROOT,
|
|
class: ViewportClass::Root,
|
|
builder: viewport_builder,
|
|
info,
|
|
screenshot_requested: false,
|
|
viewport_ui_cb: None,
|
|
gl_surface: None,
|
|
window: window.map(Rc::new),
|
|
egui_winit: None,
|
|
},
|
|
);
|
|
|
|
// the fun part with opengl gl is that we never know whether there is an error. the context creation might have failed, but
|
|
// it could keep working until we try to make surface current or swap buffers or something else. future glutin improvements might
|
|
// help us start from scratch again if we fail context creation and go back to preferEgl or try with different config etc..
|
|
// https://github.com/emilk/egui/pull/2541#issuecomment-1370767582
|
|
|
|
let mut slf = GlutinWindowContext {
|
|
egui_ctx: egui_ctx.clone(),
|
|
swap_interval,
|
|
gl_config,
|
|
current_gl_context: None,
|
|
not_current_gl_context,
|
|
viewports,
|
|
viewport_from_window,
|
|
max_texture_side: None,
|
|
window_from_viewport,
|
|
focused_viewport: Some(ViewportId::ROOT),
|
|
};
|
|
|
|
slf.on_resume(event_loop)?;
|
|
|
|
Ok(slf)
|
|
}
|
|
|
|
/// This will be run after `new`. on android, it might be called multiple times over the course of the app's lifetime.
|
|
/// roughly,
|
|
/// 1. check if window already exists. otherwise, create one now.
|
|
/// 2. create attributes for surface creation.
|
|
/// 3. create surface.
|
|
/// 4. make surface and context current.
|
|
///
|
|
/// we presently assume that we will
|
|
fn on_resume(&mut self, event_loop: &EventLoopWindowTarget<UserEvent>) -> Result<()> {
|
|
crate::profile_function!();
|
|
|
|
let viewports: Vec<ViewportId> = 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<UserEvent>,
|
|
) -> Result<()> {
|
|
crate::profile_function!();
|
|
|
|
let viewport = self
|
|
.viewports
|
|
.get_mut(&viewport_id)
|
|
.expect("viewport doesn't exist");
|
|
|
|
let window = if let Some(window) = &mut viewport.window {
|
|
window
|
|
} else {
|
|
log::trace!("Window doesn't exist yet. Creating one now with finalize_window");
|
|
let window = glutin_winit::finalize_window(
|
|
event_loop,
|
|
create_winit_window_builder(&self.egui_ctx, event_loop, viewport.builder.clone()),
|
|
&self.gl_config,
|
|
)?;
|
|
apply_viewport_builder_to_new_window(&window, &viewport.builder);
|
|
viewport.info.minimized = window.is_minimized();
|
|
viewport.info.maximized = Some(window.is_maximized());
|
|
viewport.window.insert(Rc::new(window))
|
|
};
|
|
|
|
{
|
|
// surface attributes
|
|
let (width_px, height_px): (u32, u32) = window.inner_size().into();
|
|
let width_px = std::num::NonZeroU32::new(width_px.at_least(1)).unwrap();
|
|
let height_px = std::num::NonZeroU32::new(height_px.at_least(1)).unwrap();
|
|
let surface_attributes =
|
|
glutin::surface::SurfaceAttributesBuilder::<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(
|
|
viewport_id,
|
|
event_loop,
|
|
Some(window.scale_factor() as f32),
|
|
self.max_texture_side,
|
|
)
|
|
});
|
|
|
|
viewport.gl_surface = Some(gl_surface);
|
|
self.current_gl_context = Some(current_gl_context);
|
|
self.viewport_from_window
|
|
.insert(window.id(), viewport.ids.this);
|
|
self.window_from_viewport
|
|
.insert(viewport.ids.this, window.id());
|
|
}
|
|
|
|
Ok(())
|
|
}
|
|
|
|
/// only applies for android. but we basically drop surface + window and make context not current
|
|
fn on_suspend(&mut self) -> Result<()> {
|
|
log::debug!("received suspend event. dropping window and surface");
|
|
for viewport in self.viewports.values_mut() {
|
|
viewport.gl_surface = None;
|
|
viewport.window = None;
|
|
}
|
|
if let Some(current) = self.current_gl_context.take() {
|
|
log::debug!("context is current, so making it non-current");
|
|
self.not_current_gl_context = Some(current.make_not_current()?);
|
|
} else {
|
|
log::debug!("context is already not current??? could be duplicate suspend event");
|
|
}
|
|
Ok(())
|
|
}
|
|
|
|
fn viewport(&self, viewport_id: ViewportId) -> &Viewport {
|
|
self.viewports
|
|
.get(&viewport_id)
|
|
.expect("viewport doesn't exist")
|
|
}
|
|
|
|
fn window(&self, viewport_id: ViewportId) -> Rc<Window> {
|
|
self.viewport(viewport_id)
|
|
.window
|
|
.clone()
|
|
.expect("winit window doesn't exist")
|
|
}
|
|
|
|
fn resize(&mut self, viewport_id: ViewportId, physical_size: winit::dpi::PhysicalSize<u32>) {
|
|
let width_px = std::num::NonZeroU32::new(physical_size.width.at_least(1)).unwrap();
|
|
let height_px = std::num::NonZeroU32::new(physical_size.height.at_least(1)).unwrap();
|
|
|
|
if let Some(viewport) = self.viewports.get(&viewport_id) {
|
|
if let Some(gl_surface) = &viewport.gl_surface {
|
|
self.current_gl_context = Some(
|
|
self.current_gl_context
|
|
.take()
|
|
.unwrap()
|
|
.make_not_current()
|
|
.unwrap()
|
|
.make_current(gl_surface)
|
|
.unwrap(),
|
|
);
|
|
gl_surface.resize(
|
|
self.current_gl_context
|
|
.as_ref()
|
|
.expect("failed to get current context to resize surface"),
|
|
width_px,
|
|
height_px,
|
|
);
|
|
}
|
|
}
|
|
}
|
|
|
|
fn get_proc_address(&self, addr: &std::ffi::CStr) -> *const std::ffi::c_void {
|
|
self.gl_config.display().get_proc_address(addr)
|
|
}
|
|
|
|
fn handle_viewport_output(
|
|
&mut self,
|
|
egui_ctx: &egui::Context,
|
|
viewport_output: ViewportIdMap<ViewportOutput>,
|
|
) {
|
|
crate::profile_function!();
|
|
|
|
let active_viewports_ids: ViewportIdSet = viewport_output.keys().copied().collect();
|
|
|
|
for (
|
|
viewport_id,
|
|
ViewportOutput {
|
|
parent,
|
|
class,
|
|
builder,
|
|
viewport_ui_cb,
|
|
commands,
|
|
repaint_delay: _, // ignored - we listened to the repaint callback instead
|
|
},
|
|
) in viewport_output
|
|
{
|
|
let ids = ViewportIdPair::from_self_and_parent(viewport_id, parent);
|
|
|
|
let viewport = initialize_or_update_viewport(
|
|
egui_ctx,
|
|
&mut self.viewports,
|
|
ids,
|
|
class,
|
|
builder,
|
|
viewport_ui_cb,
|
|
self.focused_viewport,
|
|
);
|
|
|
|
if let Some(window) = &viewport.window {
|
|
let is_viewport_focused = self.focused_viewport == Some(viewport_id);
|
|
egui_winit::process_viewport_commands(
|
|
egui_ctx,
|
|
&mut viewport.info,
|
|
commands,
|
|
window,
|
|
is_viewport_focused,
|
|
&mut viewport.screenshot_requested,
|
|
);
|
|
}
|
|
}
|
|
|
|
// GC old viewports
|
|
self.viewports
|
|
.retain(|id, _| active_viewports_ids.contains(id));
|
|
self.viewport_from_window
|
|
.retain(|_, id| active_viewports_ids.contains(id));
|
|
self.window_from_viewport
|
|
.retain(|id, _| active_viewports_ids.contains(id));
|
|
}
|
|
}
|
|
|
|
impl Viewport {
|
|
/// Update the stored `ViewportInfo`.
|
|
fn update_viewport_info(&mut self) {
|
|
let Some(window) = &self.window else {
|
|
return;
|
|
};
|
|
let Some(egui_winit) = &self.egui_winit else {
|
|
return;
|
|
};
|
|
egui_winit.update_viewport_info(&mut self.info, window);
|
|
}
|
|
}
|
|
|
|
fn initialize_or_update_viewport<'vp>(
|
|
egu_ctx: &'_ egui::Context,
|
|
viewports: &'vp mut ViewportIdMap<Viewport>,
|
|
ids: ViewportIdPair,
|
|
class: ViewportClass,
|
|
mut builder: ViewportBuilder,
|
|
viewport_ui_cb: Option<Arc<dyn Fn(&egui::Context) + Send + Sync>>,
|
|
focused_viewport: Option<ViewportId>,
|
|
) -> &'vp mut Viewport {
|
|
crate::profile_function!();
|
|
|
|
if builder.icon.is_none() {
|
|
// Inherit icon from parent
|
|
builder.icon = viewports
|
|
.get_mut(&ids.parent)
|
|
.and_then(|vp| vp.builder.icon.clone());
|
|
}
|
|
|
|
match viewports.entry(ids.this) {
|
|
std::collections::hash_map::Entry::Vacant(entry) => {
|
|
// New viewport:
|
|
log::debug!("Creating new viewport {:?} ({:?})", ids.this, builder.title);
|
|
entry.insert(Viewport {
|
|
ids,
|
|
class,
|
|
builder,
|
|
info: Default::default(),
|
|
screenshot_requested: false,
|
|
viewport_ui_cb,
|
|
window: None,
|
|
egui_winit: None,
|
|
gl_surface: None,
|
|
})
|
|
}
|
|
|
|
std::collections::hash_map::Entry::Occupied(mut entry) => {
|
|
// Patch an existing viewport:
|
|
let viewport = entry.get_mut();
|
|
|
|
viewport.ids.parent = ids.parent;
|
|
viewport.class = class;
|
|
viewport.viewport_ui_cb = viewport_ui_cb;
|
|
|
|
let (delta_commands, recreate) = viewport.builder.patch(builder);
|
|
|
|
if recreate {
|
|
log::debug!(
|
|
"Recreating window for viewport {:?} ({:?})",
|
|
ids.this,
|
|
viewport.builder.title
|
|
);
|
|
viewport.window = None;
|
|
viewport.egui_winit = None;
|
|
} else if let Some(window) = &viewport.window {
|
|
let is_viewport_focused = focused_viewport == Some(ids.this);
|
|
process_viewport_commands(
|
|
egu_ctx,
|
|
&mut viewport.info,
|
|
delta_commands,
|
|
window,
|
|
is_viewport_focused,
|
|
&mut viewport.screenshot_requested,
|
|
);
|
|
}
|
|
|
|
entry.into_mut()
|
|
}
|
|
}
|
|
}
|
|
|
|
/// This is called (via a callback) by user code to render immediate viewports,
|
|
/// i.e. viewport that are directly nested inside a parent viewport.
|
|
fn render_immediate_viewport(
|
|
event_loop: &EventLoopWindowTarget<UserEvent>,
|
|
egui_ctx: &egui::Context,
|
|
glutin: &RefCell<GlutinWindowContext>,
|
|
painter: &RefCell<egui_glow::Painter>,
|
|
beginning: Instant,
|
|
immediate_viewport: ImmediateViewport<'_>,
|
|
) {
|
|
crate::profile_function!();
|
|
|
|
let ImmediateViewport {
|
|
ids,
|
|
builder,
|
|
viewport_ui_cb,
|
|
} = immediate_viewport;
|
|
|
|
{
|
|
let mut glutin = glutin.borrow_mut();
|
|
|
|
let viewport = initialize_or_update_viewport(
|
|
egui_ctx,
|
|
&mut glutin.viewports,
|
|
ids,
|
|
ViewportClass::Immediate,
|
|
builder,
|
|
None,
|
|
None,
|
|
);
|
|
|
|
if viewport.gl_surface.is_none() {
|
|
glutin
|
|
.init_viewport(ids.this, event_loop)
|
|
.expect("Failed to initialize window in egui::Context::show_viewport_immediate");
|
|
}
|
|
}
|
|
|
|
let input = {
|
|
let mut glutin = glutin.borrow_mut();
|
|
|
|
let Some(viewport) = glutin.viewports.get_mut(&ids.this) else {
|
|
return;
|
|
};
|
|
viewport.update_viewport_info();
|
|
let Some(winit_state) = &mut viewport.egui_winit else {
|
|
return;
|
|
};
|
|
let Some(window) = &viewport.window else {
|
|
return;
|
|
};
|
|
|
|
let mut raw_input = winit_state.take_egui_input(window);
|
|
raw_input.viewports = glutin
|
|
.viewports
|
|
.iter()
|
|
.map(|(id, viewport)| (*id, viewport.info.clone()))
|
|
.collect();
|
|
raw_input.time = Some(beginning.elapsed().as_secs_f64());
|
|
raw_input
|
|
};
|
|
|
|
// ---------------------------------------------------
|
|
// Call the user ui-code, which could re-entrantly call this function again!
|
|
// No locks may be hold while calling this function.
|
|
|
|
let egui::FullOutput {
|
|
platform_output,
|
|
textures_delta,
|
|
shapes,
|
|
pixels_per_point,
|
|
viewport_output,
|
|
} = egui_ctx.run(input, |ctx| {
|
|
viewport_ui_cb(ctx);
|
|
});
|
|
|
|
// ---------------------------------------------------
|
|
|
|
let mut glutin = glutin.borrow_mut();
|
|
|
|
let GlutinWindowContext {
|
|
current_gl_context,
|
|
viewports,
|
|
..
|
|
} = &mut *glutin;
|
|
|
|
let Some(viewport) = viewports.get_mut(&ids.this) else {
|
|
return;
|
|
};
|
|
viewport.info.events.clear(); // they should have been processed
|
|
|
|
let Some(winit_state) = &mut viewport.egui_winit else {
|
|
return;
|
|
};
|
|
let (Some(window), Some(gl_surface)) = (&viewport.window, &viewport.gl_surface) else {
|
|
return;
|
|
};
|
|
|
|
let screen_size_in_pixels: [u32; 2] = window.inner_size().into();
|
|
|
|
let clipped_primitives = egui_ctx.tessellate(shapes, pixels_per_point);
|
|
|
|
let mut painter = painter.borrow_mut();
|
|
|
|
*current_gl_context = Some(
|
|
current_gl_context
|
|
.take()
|
|
.unwrap()
|
|
.make_not_current()
|
|
.unwrap()
|
|
.make_current(gl_surface)
|
|
.unwrap(),
|
|
);
|
|
|
|
let current_gl_context = current_gl_context.as_ref().unwrap();
|
|
|
|
if !gl_surface.is_current(current_gl_context) {
|
|
log::error!("egui::show_viewport_immediate: viewport {:?} ({:?}) is not created in main thread, try to use wgpu!", viewport.ids.this, viewport.builder.title);
|
|
}
|
|
|
|
let gl = &painter.gl().clone();
|
|
egui_glow::painter::clear(gl, screen_size_in_pixels, [0.0, 0.0, 0.0, 0.0]);
|
|
|
|
painter.paint_and_update_textures(
|
|
screen_size_in_pixels,
|
|
pixels_per_point,
|
|
&clipped_primitives,
|
|
&textures_delta,
|
|
);
|
|
|
|
{
|
|
crate::profile_scope!("swap_buffers");
|
|
if let Err(err) = gl_surface.swap_buffers(current_gl_context) {
|
|
log::error!("swap_buffers failed: {err}");
|
|
}
|
|
}
|
|
|
|
winit_state.handle_platform_output(window, egui_ctx, platform_output);
|
|
|
|
glutin.handle_viewport_output(egui_ctx, viewport_output);
|
|
}
|
|
|
|
#[cfg(feature = "__screenshot")]
|
|
fn save_screeshot_and_exit(
|
|
path: &str,
|
|
painter: &egui_glow::Painter,
|
|
screen_size_in_pixels: [u32; 2],
|
|
) {
|
|
assert!(
|
|
path.ends_with(".png"),
|
|
"Expected EFRAME_SCREENSHOT_TO to end with '.png', got {path:?}"
|
|
);
|
|
let screenshot = painter.read_screen_rgba(screen_size_in_pixels);
|
|
image::save_buffer(
|
|
path,
|
|
screenshot.as_raw(),
|
|
screenshot.width() as u32,
|
|
screenshot.height() as u32,
|
|
image::ColorType::Rgba8,
|
|
)
|
|
.unwrap_or_else(|err| {
|
|
panic!("Failed to save screenshot to {path:?}: {err}");
|
|
});
|
|
eprintln!("Screenshot saved to {path:?}.");
|
|
|
|
#[allow(clippy::exit)]
|
|
std::process::exit(0);
|
|
}
|