eframe/epi.rs
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//! Platform-agnostic interface for writing apps using [`egui`] (epi = egui programming interface).
//!
//! `epi` provides interfaces for window management and serialization.
//!
//! Start by looking at the [`App`] trait, and implement [`App::update`].
#![warn(missing_docs)] // Let's keep `epi` well-documented.
#[cfg(target_arch = "wasm32")]
use std::any::Any;
#[cfg(not(target_arch = "wasm32"))]
#[cfg(any(feature = "glow", feature = "wgpu"))]
pub use crate::native::winit_integration::UserEvent;
#[cfg(not(target_arch = "wasm32"))]
use raw_window_handle::{
DisplayHandle, HandleError, HasDisplayHandle, HasWindowHandle, RawDisplayHandle,
RawWindowHandle, WindowHandle,
};
#[cfg(not(target_arch = "wasm32"))]
use static_assertions::assert_not_impl_any;
#[cfg(not(target_arch = "wasm32"))]
#[cfg(any(feature = "glow", feature = "wgpu"))]
pub use winit::{event_loop::EventLoopBuilder, window::WindowAttributes};
/// Hook into the building of an event loop before it is run
///
/// You can configure any platform specific details required on top of the default configuration
/// done by `EFrame`.
#[cfg(not(target_arch = "wasm32"))]
#[cfg(any(feature = "glow", feature = "wgpu"))]
pub type EventLoopBuilderHook = Box<dyn FnOnce(&mut EventLoopBuilder<UserEvent>)>;
/// Hook into the building of a the native window.
///
/// You can configure any platform specific details required on top of the default configuration
/// done by `eframe`.
#[cfg(not(target_arch = "wasm32"))]
#[cfg(any(feature = "glow", feature = "wgpu"))]
pub type WindowBuilderHook = Box<dyn FnOnce(egui::ViewportBuilder) -> egui::ViewportBuilder>;
type DynError = Box<dyn std::error::Error + Send + Sync>;
/// This is how your app is created.
///
/// You can use the [`CreationContext`] to setup egui, restore state, setup OpenGL things, etc.
pub type AppCreator<'app> =
Box<dyn 'app + FnOnce(&CreationContext<'_>) -> Result<Box<dyn 'app + App>, DynError>>;
/// Data that is passed to [`AppCreator`] that can be used to setup and initialize your app.
pub struct CreationContext<'s> {
/// The egui Context.
///
/// You can use this to customize the look of egui, e.g to call [`egui::Context::set_fonts`],
/// [`egui::Context::set_visuals_of`] etc.
pub egui_ctx: egui::Context,
/// Information about the surrounding environment.
pub integration_info: IntegrationInfo,
/// You can use the storage to restore app state(requires the "persistence" feature).
pub storage: Option<&'s dyn Storage>,
/// The [`glow::Context`] allows you to initialize OpenGL resources (e.g. shaders) that
/// you might want to use later from a [`egui::PaintCallback`].
///
/// Only available when compiling with the `glow` feature and using [`Renderer::Glow`].
#[cfg(feature = "glow")]
pub gl: Option<std::sync::Arc<glow::Context>>,
/// The `get_proc_address` wrapper of underlying GL context
#[cfg(feature = "glow")]
pub get_proc_address: Option<&'s dyn Fn(&std::ffi::CStr) -> *const std::ffi::c_void>,
/// The underlying WGPU render state.
///
/// Only available when compiling with the `wgpu` feature and using [`Renderer::Wgpu`].
///
/// Can be used to manage GPU resources for custom rendering with WGPU using [`egui::PaintCallback`]s.
#[cfg(feature = "wgpu")]
pub wgpu_render_state: Option<egui_wgpu::RenderState>,
/// Raw platform window handle
#[cfg(not(target_arch = "wasm32"))]
pub(crate) raw_window_handle: Result<RawWindowHandle, HandleError>,
/// Raw platform display handle for window
#[cfg(not(target_arch = "wasm32"))]
pub(crate) raw_display_handle: Result<RawDisplayHandle, HandleError>,
}
#[allow(unsafe_code)]
#[cfg(not(target_arch = "wasm32"))]
impl HasWindowHandle for CreationContext<'_> {
fn window_handle(&self) -> Result<WindowHandle<'_>, HandleError> {
// Safety: the lifetime is correct.
unsafe { Ok(WindowHandle::borrow_raw(self.raw_window_handle.clone()?)) }
}
}
#[allow(unsafe_code)]
#[cfg(not(target_arch = "wasm32"))]
impl HasDisplayHandle for CreationContext<'_> {
fn display_handle(&self) -> Result<DisplayHandle<'_>, HandleError> {
// Safety: the lifetime is correct.
unsafe { Ok(DisplayHandle::borrow_raw(self.raw_display_handle.clone()?)) }
}
}
// ----------------------------------------------------------------------------
/// Implement this trait to write apps that can be compiled for both web/wasm and desktop/native using [`eframe`](https://github.com/emilk/egui/tree/master/crates/eframe).
pub trait App {
/// Called each time the UI needs repainting, which may be many times per second.
///
/// Put your widgets into a [`egui::SidePanel`], [`egui::TopBottomPanel`], [`egui::CentralPanel`], [`egui::Window`] or [`egui::Area`].
///
/// The [`egui::Context`] can be cloned and saved if you like.
///
/// To force a repaint, call [`egui::Context::request_repaint`] at any time (e.g. from another thread).
///
/// This is called for the root viewport ([`egui::ViewportId::ROOT`]).
/// Use [`egui::Context::show_viewport_deferred`] to spawn additional viewports (windows).
/// (A "viewport" in egui means an native OS window).
fn update(&mut self, ctx: &egui::Context, frame: &mut Frame);
/// Get a handle to the app.
///
/// Can be used from web to interact or other external context.
///
/// You need to implement this if you want to be able to access the application from JS using [`crate::WebRunner::app_mut`].
///
/// This is needed because downcasting `Box<dyn App>` -> `Box<dyn Any>` to get &`ConcreteApp` is not simple in current rust.
///
/// Just copy-paste this as your implementation:
/// ```ignore
/// #[cfg(target_arch = "wasm32")]
/// fn as_any_mut(&mut self) -> Option<&mut dyn std::any::Any> {
/// Some(&mut *self)
/// }
/// ```
#[cfg(target_arch = "wasm32")]
fn as_any_mut(&mut self) -> Option<&mut dyn Any> {
None
}
/// Called on shutdown, and perhaps at regular intervals. Allows you to save state.
///
/// Only called when the "persistence" feature is enabled.
///
/// On web the state is stored to "Local Storage".
///
/// On native the path is picked using [`crate::storage_dir`].
/// The path can be customized via [`NativeOptions::persistence_path`].
fn save(&mut self, _storage: &mut dyn Storage) {}
/// Called once on shutdown, after [`Self::save`].
///
/// If you need to abort an exit check `ctx.input(|i| i.viewport().close_requested())`
/// and respond with [`egui::ViewportCommand::CancelClose`].
///
/// To get a [`glow`] context you need to compile with the `glow` feature flag,
/// and run eframe with the glow backend.
#[cfg(feature = "glow")]
fn on_exit(&mut self, _gl: Option<&glow::Context>) {}
/// Called once on shutdown, after [`Self::save`].
///
/// If you need to abort an exit use [`Self::on_close_event`].
#[cfg(not(feature = "glow"))]
fn on_exit(&mut self) {}
// ---------
// Settings:
/// Time between automatic calls to [`Self::save`]
fn auto_save_interval(&self) -> std::time::Duration {
std::time::Duration::from_secs(30)
}
/// Background color values for the app, e.g. what is sent to `gl.clearColor`.
///
/// This is the background of your windows if you don't set a central panel.
///
/// ATTENTION:
/// Since these float values go to the render as-is, any color space conversion as done
/// e.g. by converting from [`egui::Color32`] to [`egui::Rgba`] may cause incorrect results.
/// egui recommends that rendering backends use a normal "gamma-space" (non-sRGB-aware) blending,
/// which means the values you return here should also be in `sRGB` gamma-space in the 0-1 range.
/// You can use [`egui::Color32::to_normalized_gamma_f32`] for this.
fn clear_color(&self, _visuals: &egui::Visuals) -> [f32; 4] {
// NOTE: a bright gray makes the shadows of the windows look weird.
// We use a bit of transparency so that if the user switches on the
// `transparent()` option they get immediate results.
egui::Color32::from_rgba_unmultiplied(12, 12, 12, 180).to_normalized_gamma_f32()
// _visuals.window_fill() would also be a natural choice
}
/// Controls whether or not the egui memory (window positions etc) will be
/// persisted (only if the "persistence" feature is enabled).
fn persist_egui_memory(&self) -> bool {
true
}
/// A hook for manipulating or filtering raw input before it is processed by [`Self::update`].
///
/// This function provides a way to modify or filter input events before they are processed by egui.
///
/// It can be used to prevent specific keyboard shortcuts or mouse events from being processed by egui.
///
/// Additionally, it can be used to inject custom keyboard or mouse events into the input stream, which can be useful for implementing features like a virtual keyboard.
///
/// # Arguments
///
/// * `_ctx` - The context of the egui, which provides access to the current state of the egui.
/// * `_raw_input` - The raw input events that are about to be processed. This can be modified to change the input that egui processes.
///
/// # Note
///
/// This function does not return a value. Any changes to the input should be made directly to `_raw_input`.
fn raw_input_hook(&mut self, _ctx: &egui::Context, _raw_input: &mut egui::RawInput) {}
}
/// Selects the level of hardware graphics acceleration.
#[cfg(not(target_arch = "wasm32"))]
#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash)]
pub enum HardwareAcceleration {
/// Require graphics acceleration.
Required,
/// Prefer graphics acceleration, but fall back to software.
Preferred,
/// Do NOT use graphics acceleration.
///
/// On some platforms (macOS) this is ignored and treated the same as [`Self::Preferred`].
Off,
}
/// Options controlling the behavior of a native window.
///
/// Additional windows can be opened using (egui viewports)[`egui::viewport`].
///
/// Set the window title and size using [`Self::viewport`].
///
/// ### Application id
/// [`egui::ViewportBuilder::with_app_id`] is used for determining the folder to persist the app to.
///
/// On native the path is picked using [`crate::storage_dir`].
///
/// If you don't set an app id, the title argument to [`crate::run_native`]
/// will be used as app id instead.
#[cfg(not(target_arch = "wasm32"))]
pub struct NativeOptions {
/// Controls the native window of the root viewport.
///
/// This is where you set things like window title and size.
///
/// If you don't set an icon, a default egui icon will be used.
/// To avoid this, set the icon to [`egui::IconData::default`].
pub viewport: egui::ViewportBuilder,
/// Turn on vertical syncing, limiting the FPS to the display refresh rate.
///
/// The default is `true`.
pub vsync: bool,
/// Set the level of the multisampling anti-aliasing (MSAA).
///
/// Must be a power-of-two. Higher = more smooth 3D.
///
/// A value of `0` turns it off (default).
///
/// `egui` already performs anti-aliasing via "feathering"
/// (controlled by [`egui::epaint::TessellationOptions`]),
/// but if you are embedding 3D in egui you may want to turn on multisampling.
pub multisampling: u16,
/// Sets the number of bits in the depth buffer.
///
/// `egui` doesn't need the depth buffer, so the default value is 0.
pub depth_buffer: u8,
/// Sets the number of bits in the stencil buffer.
///
/// `egui` doesn't need the stencil buffer, so the default value is 0.
pub stencil_buffer: u8,
/// Specify whether or not hardware acceleration is preferred, required, or not.
///
/// Default: [`HardwareAcceleration::Preferred`].
pub hardware_acceleration: HardwareAcceleration,
/// What rendering backend to use.
#[cfg(any(feature = "glow", feature = "wgpu"))]
pub renderer: Renderer,
/// This controls what happens when you close the main eframe window.
///
/// If `true`, execution will continue after the eframe window is closed.
/// If `false`, the app will close once the eframe window is closed.
///
/// This is `true` by default, and the `false` option is only there
/// so we can revert if we find any bugs.
///
/// This feature was introduced in <https://github.com/emilk/egui/pull/1889>.
///
/// When `true`, [`winit::platform::run_on_demand::EventLoopExtRunOnDemand`] is used.
/// When `false`, [`winit::event_loop::EventLoop::run`] is used.
pub run_and_return: bool,
/// Hook into the building of an event loop before it is run.
///
/// Specify a callback here in case you need to make platform specific changes to the
/// event loop before it is run.
///
/// Note: A [`NativeOptions`] clone will not include any `event_loop_builder` hook.
#[cfg(any(feature = "glow", feature = "wgpu"))]
pub event_loop_builder: Option<EventLoopBuilderHook>,
/// Hook into the building of a window.
///
/// Specify a callback here in case you need to make platform specific changes to the
/// window appearance.
///
/// Note: A [`NativeOptions`] clone will not include any `window_builder` hook.
#[cfg(any(feature = "glow", feature = "wgpu"))]
pub window_builder: Option<WindowBuilderHook>,
#[cfg(feature = "glow")]
/// Needed for cross compiling for VirtualBox VMSVGA driver with OpenGL ES 2.0 and OpenGL 2.1 which doesn't support SRGB texture.
/// See <https://github.com/emilk/egui/pull/1993>.
///
/// For OpenGL ES 2.0: set this to [`egui_glow::ShaderVersion::Es100`] to solve blank texture problem (by using the "fallback shader").
pub shader_version: Option<egui_glow::ShaderVersion>,
/// On desktop: make the window position to be centered at initialization.
///
/// Platform specific:
///
/// Wayland desktop currently not supported.
pub centered: bool,
/// Configures wgpu instance/device/adapter/surface creation and renderloop.
#[cfg(feature = "wgpu")]
pub wgpu_options: egui_wgpu::WgpuConfiguration,
/// Controls whether or not the native window position and size will be
/// persisted (only if the "persistence" feature is enabled).
pub persist_window: bool,
/// The folder where `eframe` will store the app state. If not set, eframe will use a default
/// data storage path for each target system.
pub persistence_path: Option<std::path::PathBuf>,
/// Controls whether to apply dithering to minimize banding artifacts.
///
/// Dithering assumes an sRGB output and thus will apply noise to any input value that lies between
/// two 8bit values after applying the sRGB OETF function, i.e. if it's not a whole 8bit value in "gamma space".
/// This means that only inputs from texture interpolation and vertex colors should be affected in practice.
///
/// Defaults to true.
pub dithering: bool,
/// Android application for `winit`'s event loop.
///
/// This value is required on Android to correctly create the event loop. See
/// [`EventLoopBuilder::build`] and [`with_android_app`] for details.
///
/// [`EventLoopBuilder::build`]: winit::event_loop::EventLoopBuilder::build
/// [`with_android_app`]: winit::platform::android::EventLoopBuilderExtAndroid::with_android_app
#[cfg(target_os = "android")]
pub android_app: Option<winit::platform::android::activity::AndroidApp>,
}
#[cfg(not(target_arch = "wasm32"))]
impl Clone for NativeOptions {
fn clone(&self) -> Self {
Self {
viewport: self.viewport.clone(),
#[cfg(any(feature = "glow", feature = "wgpu"))]
event_loop_builder: None, // Skip any builder callbacks if cloning
#[cfg(any(feature = "glow", feature = "wgpu"))]
window_builder: None, // Skip any builder callbacks if cloning
#[cfg(feature = "wgpu")]
wgpu_options: self.wgpu_options.clone(),
persistence_path: self.persistence_path.clone(),
#[cfg(target_os = "android")]
android_app: self.android_app.clone(),
..*self
}
}
}
#[cfg(not(target_arch = "wasm32"))]
impl Default for NativeOptions {
fn default() -> Self {
Self {
viewport: Default::default(),
vsync: true,
multisampling: 0,
depth_buffer: 0,
stencil_buffer: 0,
hardware_acceleration: HardwareAcceleration::Preferred,
#[cfg(any(feature = "glow", feature = "wgpu"))]
renderer: Renderer::default(),
run_and_return: true,
#[cfg(any(feature = "glow", feature = "wgpu"))]
event_loop_builder: None,
#[cfg(any(feature = "glow", feature = "wgpu"))]
window_builder: None,
#[cfg(feature = "glow")]
shader_version: None,
centered: false,
#[cfg(feature = "wgpu")]
wgpu_options: egui_wgpu::WgpuConfiguration::default(),
persist_window: true,
persistence_path: None,
dithering: true,
#[cfg(target_os = "android")]
android_app: None,
}
}
}
// ----------------------------------------------------------------------------
/// Options when using `eframe` in a web page.
#[cfg(target_arch = "wasm32")]
pub struct WebOptions {
/// Sets the number of bits in the depth buffer.
///
/// `egui` doesn't need the depth buffer, so the default value is 0.
/// Unused by webgl context as of writing.
pub depth_buffer: u8,
/// Which version of WebGL context to select
///
/// Default: [`WebGlContextOption::BestFirst`].
#[cfg(feature = "glow")]
pub webgl_context_option: WebGlContextOption,
/// Configures wgpu instance/device/adapter/surface creation and renderloop.
#[cfg(feature = "wgpu")]
pub wgpu_options: egui_wgpu::WgpuConfiguration,
/// Controls whether to apply dithering to minimize banding artifacts.
///
/// Dithering assumes an sRGB output and thus will apply noise to any input value that lies between
/// two 8bit values after applying the sRGB OETF function, i.e. if it's not a whole 8bit value in "gamma space".
/// This means that only inputs from texture interpolation and vertex colors should be affected in practice.
///
/// Defaults to true.
pub dithering: bool,
/// If the web event corresponding to an egui event should be propagated
/// to the rest of the web page.
///
/// The default is `false`, meaning
/// [`stopPropagation`](https://developer.mozilla.org/en-US/docs/Web/API/Event/stopPropagation)
/// is called on every event.
pub should_propagate_event: Box<dyn Fn(&egui::Event) -> bool>,
}
#[cfg(target_arch = "wasm32")]
impl Default for WebOptions {
fn default() -> Self {
Self {
depth_buffer: 0,
#[cfg(feature = "glow")]
webgl_context_option: WebGlContextOption::BestFirst,
#[cfg(feature = "wgpu")]
wgpu_options: egui_wgpu::WgpuConfiguration::default(),
dithering: true,
should_propagate_event: Box::new(|_| false),
}
}
}
// ----------------------------------------------------------------------------
/// WebGL Context options
#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash)]
#[cfg_attr(feature = "serde", derive(serde::Deserialize, serde::Serialize))]
pub enum WebGlContextOption {
/// Force Use WebGL1.
WebGl1,
/// Force use WebGL2.
WebGl2,
/// Use WebGL2 first.
BestFirst,
/// Use WebGL1 first
CompatibilityFirst,
}
// ----------------------------------------------------------------------------
/// What rendering backend to use.
///
/// You need to enable the "glow" and "wgpu" features to have a choice.
#[cfg(any(feature = "glow", feature = "wgpu"))]
#[derive(Clone, Copy, Debug, PartialEq, Eq)]
#[cfg_attr(feature = "serde", derive(serde::Deserialize, serde::Serialize))]
#[cfg_attr(feature = "serde", serde(rename_all = "snake_case"))]
pub enum Renderer {
/// Use [`egui_glow`] renderer for [`glow`](https://github.com/grovesNL/glow).
#[cfg(feature = "glow")]
Glow,
/// Use [`egui_wgpu`] renderer for [`wgpu`](https://github.com/gfx-rs/wgpu).
#[cfg(feature = "wgpu")]
Wgpu,
}
#[cfg(any(feature = "glow", feature = "wgpu"))]
impl Default for Renderer {
fn default() -> Self {
#[cfg(not(feature = "glow"))]
#[cfg(not(feature = "wgpu"))]
compile_error!("eframe: you must enable at least one of the rendering backend features: 'glow' or 'wgpu'");
#[cfg(feature = "glow")]
#[cfg(not(feature = "wgpu"))]
return Self::Glow;
#[cfg(not(feature = "glow"))]
#[cfg(feature = "wgpu")]
return Self::Wgpu;
// By default, only the `glow` feature is enabled, so if the user added `wgpu` to the feature list
// they probably wanted to use wgpu:
#[cfg(feature = "glow")]
#[cfg(feature = "wgpu")]
return Self::Wgpu;
}
}
#[cfg(any(feature = "glow", feature = "wgpu"))]
impl std::fmt::Display for Renderer {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
match self {
#[cfg(feature = "glow")]
Self::Glow => "glow".fmt(f),
#[cfg(feature = "wgpu")]
Self::Wgpu => "wgpu".fmt(f),
}
}
}
#[cfg(any(feature = "glow", feature = "wgpu"))]
impl std::str::FromStr for Renderer {
type Err = String;
fn from_str(name: &str) -> Result<Self, String> {
match name.to_lowercase().as_str() {
#[cfg(feature = "glow")]
"glow" => Ok(Self::Glow),
#[cfg(feature = "wgpu")]
"wgpu" => Ok(Self::Wgpu),
_ => Err(format!("eframe renderer {name:?} is not available. Make sure that the corresponding eframe feature is enabled."))
}
}
}
// ----------------------------------------------------------------------------
/// Represents the surroundings of your app.
///
/// It provides methods to inspect the surroundings (are we on the web?),
/// access to persistent storage, and access to the rendering backend.
pub struct Frame {
/// Information about the integration.
pub(crate) info: IntegrationInfo,
/// A place where you can store custom data in a way that persists when you restart the app.
pub(crate) storage: Option<Box<dyn Storage>>,
/// A reference to the underlying [`glow`] (OpenGL) context.
#[cfg(feature = "glow")]
pub(crate) gl: Option<std::sync::Arc<glow::Context>>,
/// Used to convert user custom [`glow::Texture`] to [`egui::TextureId`]
#[cfg(all(feature = "glow", not(target_arch = "wasm32")))]
pub(crate) glow_register_native_texture:
Option<Box<dyn FnMut(glow::Texture) -> egui::TextureId>>,
/// Can be used to manage GPU resources for custom rendering with WGPU using [`egui::PaintCallback`]s.
#[cfg(feature = "wgpu")]
pub(crate) wgpu_render_state: Option<egui_wgpu::RenderState>,
/// Raw platform window handle
#[cfg(not(target_arch = "wasm32"))]
pub(crate) raw_window_handle: Result<RawWindowHandle, HandleError>,
/// Raw platform display handle for window
#[cfg(not(target_arch = "wasm32"))]
pub(crate) raw_display_handle: Result<RawDisplayHandle, HandleError>,
}
// Implementing `Clone` would violate the guarantees of `HasWindowHandle` and `HasDisplayHandle`.
#[cfg(not(target_arch = "wasm32"))]
assert_not_impl_any!(Frame: Clone);
#[allow(unsafe_code)]
#[cfg(not(target_arch = "wasm32"))]
impl HasWindowHandle for Frame {
fn window_handle(&self) -> Result<WindowHandle<'_>, HandleError> {
// Safety: the lifetime is correct.
unsafe { Ok(WindowHandle::borrow_raw(self.raw_window_handle.clone()?)) }
}
}
#[allow(unsafe_code)]
#[cfg(not(target_arch = "wasm32"))]
impl HasDisplayHandle for Frame {
fn display_handle(&self) -> Result<DisplayHandle<'_>, HandleError> {
// Safety: the lifetime is correct.
unsafe { Ok(DisplayHandle::borrow_raw(self.raw_display_handle.clone()?)) }
}
}
impl Frame {
/// True if you are in a web environment.
///
/// Equivalent to `cfg!(target_arch = "wasm32")`
#[allow(clippy::unused_self)]
pub fn is_web(&self) -> bool {
cfg!(target_arch = "wasm32")
}
/// Information about the integration.
pub fn info(&self) -> &IntegrationInfo {
&self.info
}
/// A place where you can store custom data in a way that persists when you restart the app.
pub fn storage(&self) -> Option<&dyn Storage> {
self.storage.as_deref()
}
/// A place where you can store custom data in a way that persists when you restart the app.
pub fn storage_mut(&mut self) -> Option<&mut (dyn Storage + 'static)> {
self.storage.as_deref_mut()
}
/// A reference to the underlying [`glow`] (OpenGL) context.
///
/// This can be used, for instance, to:
/// * Render things to offscreen buffers.
/// * Read the pixel buffer from the previous frame (`glow::Context::read_pixels`).
/// * Render things behind the egui windows.
///
/// Note that all egui painting is deferred to after the call to [`App::update`]
/// ([`egui`] only collects [`egui::Shape`]s and then eframe paints them all in one go later on).
///
/// To get a [`glow`] context you need to compile with the `glow` feature flag,
/// and run eframe using [`Renderer::Glow`].
#[cfg(feature = "glow")]
pub fn gl(&self) -> Option<&std::sync::Arc<glow::Context>> {
self.gl.as_ref()
}
/// Register your own [`glow::Texture`],
/// and then you can use the returned [`egui::TextureId`] to render your texture with [`egui`].
///
/// This function will take the ownership of your [`glow::Texture`], so please do not delete your [`glow::Texture`] after registering.
#[cfg(all(feature = "glow", not(target_arch = "wasm32")))]
pub fn register_native_glow_texture(&mut self, native: glow::Texture) -> egui::TextureId {
self.glow_register_native_texture.as_mut().unwrap()(native)
}
/// The underlying WGPU render state.
///
/// Only available when compiling with the `wgpu` feature and using [`Renderer::Wgpu`].
///
/// Can be used to manage GPU resources for custom rendering with WGPU using [`egui::PaintCallback`]s.
#[cfg(feature = "wgpu")]
pub fn wgpu_render_state(&self) -> Option<&egui_wgpu::RenderState> {
self.wgpu_render_state.as_ref()
}
}
/// Information about the web environment (if applicable).
#[derive(Clone, Debug)]
#[cfg(target_arch = "wasm32")]
pub struct WebInfo {
/// The browser user agent.
pub user_agent: String,
/// Information about the URL.
pub location: Location,
}
/// Information about the URL.
///
/// Everything has been percent decoded (`%20` -> ` ` etc).
#[cfg(target_arch = "wasm32")]
#[derive(Clone, Debug)]
pub struct Location {
/// The full URL (`location.href`) without the hash, percent-decoded.
///
/// Example: `"http://www.example.com:80/index.html?foo=bar"`.
pub url: String,
/// `location.protocol`
///
/// Example: `"http:"`.
pub protocol: String,
/// `location.host`
///
/// Example: `"example.com:80"`.
pub host: String,
/// `location.hostname`
///
/// Example: `"example.com"`.
pub hostname: String,
/// `location.port`
///
/// Example: `"80"`.
pub port: String,
/// The "#fragment" part of "www.example.com/index.html?query#fragment".
///
/// Note that the leading `#` is included in the string.
/// Also known as "hash-link" or "anchor".
pub hash: String,
/// The "query" part of "www.example.com/index.html?query#fragment".
///
/// Note that the leading `?` is NOT included in the string.
///
/// Use [`Self::query_map`] to get the parsed version of it.
pub query: String,
/// The parsed "query" part of "www.example.com/index.html?query#fragment".
///
/// "foo=hello&bar%20&foo=world" is parsed as `{"bar ": [""], "foo": ["hello", "world"]}`
pub query_map: std::collections::BTreeMap<String, Vec<String>>,
/// `location.origin`
///
/// Example: `"http://www.example.com:80"`.
pub origin: String,
}
/// Information about the integration passed to the use app each frame.
#[derive(Clone, Debug)]
pub struct IntegrationInfo {
/// Information about the surrounding web environment.
#[cfg(target_arch = "wasm32")]
pub web_info: WebInfo,
/// Seconds of cpu usage (in seconds) on the previous frame.
///
/// This includes [`App::update`] as well as rendering (except for vsync waiting).
///
/// For a more detailed view of cpu usage, connect your preferred profiler by enabling it's feature in [`profiling`](https://crates.io/crates/profiling).
///
/// `None` if this is the first frame.
pub cpu_usage: Option<f32>,
}
// ----------------------------------------------------------------------------
/// A place where you can store custom data in a way that persists when you restart the app.
///
/// On the web this is backed by [local storage](https://developer.mozilla.org/en-US/docs/Web/API/Window/localStorage).
/// On desktop this is backed by the file system.
///
/// See [`CreationContext::storage`] and [`App::save`].
pub trait Storage {
/// Get the value for the given key.
fn get_string(&self, key: &str) -> Option<String>;
/// Set the value for the given key.
fn set_string(&mut self, key: &str, value: String);
/// write-to-disk or similar
fn flush(&mut self);
}
/// Stores nothing.
#[derive(Clone, Default)]
pub(crate) struct DummyStorage {}
impl Storage for DummyStorage {
fn get_string(&self, _key: &str) -> Option<String> {
None
}
fn set_string(&mut self, _key: &str, _value: String) {}
fn flush(&mut self) {}
}
/// Get and deserialize the [RON](https://github.com/ron-rs/ron) stored at the given key.
#[cfg(feature = "ron")]
pub fn get_value<T: serde::de::DeserializeOwned>(storage: &dyn Storage, key: &str) -> Option<T> {
profiling::function_scope!(key);
storage
.get_string(key)
.and_then(|value| match ron::from_str(&value) {
Ok(value) => Some(value),
Err(err) => {
// This happens on when we break the format, e.g. when updating egui.
log::debug!("Failed to decode RON: {err}");
None
}
})
}
/// Serialize the given value as [RON](https://github.com/ron-rs/ron) and store with the given key.
#[cfg(feature = "ron")]
pub fn set_value<T: serde::Serialize>(storage: &mut dyn Storage, key: &str, value: &T) {
profiling::function_scope!(key);
match ron::ser::to_string(value) {
Ok(string) => storage.set_string(key, string),
Err(err) => log::error!("eframe failed to encode data using ron: {}", err),
}
}
/// [`Storage`] key used for app
pub const APP_KEY: &str = "app";