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mod.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(not(target_arch = "wasm32"))]
mod icon_data;
#[cfg(not(target_arch = "wasm32"))]
pub use icon_data::IconData;
#[cfg(target_arch = "wasm32")]
use std::any::Any;
#[cfg(not(target_arch = "wasm32"))]
#[cfg(any(feature = "glow", feature = "wgpu"))]
pub use crate::native::run::UserEvent;
#[cfg(not(target_arch = "wasm32"))]
use raw_window_handle::{
HasRawDisplayHandle, HasRawWindowHandle, RawDisplayHandle, RawWindowHandle,
};
#[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::WindowBuilder};
/// 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>;
/// This is how your app is created.
///
/// You can use the [`CreationContext`] to setup egui, restore state, setup OpenGL things, etc.
pub type AppCreator = Box<dyn FnOnce(&CreationContext<'_>) -> Box<dyn App>>;
/// 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`] 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 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: RawWindowHandle,
/// Raw platform display handle for window
#[cfg(not(target_arch = "wasm32"))]
pub(crate) raw_display_handle: RawDisplayHandle,
}
// Implementing `Clone` would violate the guarantees of `HasRawWindowHandle` and `HasRawDisplayHandle`.
#[cfg(not(target_arch = "wasm32"))]
assert_not_impl_any!(CreationContext<'_>: Clone);
#[allow(unsafe_code)]
#[cfg(not(target_arch = "wasm32"))]
unsafe impl HasRawWindowHandle for CreationContext<'_> {
fn raw_window_handle(&self) -> RawWindowHandle {
self.raw_window_handle
}
}
#[allow(unsafe_code)]
#[cfg(not(target_arch = "wasm32"))]
unsafe impl HasRawDisplayHandle for CreationContext<'_> {
fn raw_display_handle(&self) -> RawDisplayHandle {
self.raw_display_handle
}
}
// ----------------------------------------------------------------------------
/// 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`] 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`].
fn save(&mut self, _storage: &mut dyn Storage) {}
/// Called when the user attempts to close the desktop window and/or quit the application.
///
/// By returning `false` the closing will be aborted. To continue the closing return `true`.
///
/// A scenario where this method will be run is after pressing the close button on a native
/// window, which allows you to ask the user whether they want to do something before exiting.
/// See the example at <https://github.com/emilk/egui/blob/master/examples/confirm_exit/> for practical usage.
///
/// It will _not_ be called on the web or when the window is forcefully closed.
#[cfg(not(target_arch = "wasm32"))]
#[doc(alias = "exit")]
#[doc(alias = "quit")]
fn on_close_event(&mut self) -> bool {
true
}
/// Called once on shutdown, after [`Self::save`].
///
/// If you need to abort an exit use [`Self::on_close_event`].
///
/// 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
}
/// If `true` a warm-up call to [`Self::update`] will be issued where
/// `ctx.memory(|mem| mem.everything_is_visible())` will be set to `true`.
///
/// This can help pre-caching resources loaded by different parts of the UI, preventing stutter later on.
///
/// In this warm-up call, all painted shapes will be ignored.
///
/// The default is `false`, and it is unlikely you will want to change this.
fn warm_up_enabled(&self) -> bool {
false
}
/// Called each time after the rendering the UI.
///
/// Can be used to access pixel data with [`Frame::screenshot`]
fn post_rendering(&mut self, _window_size_px: [u32; 2], _frame: &Frame) {}
}
/// 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.
///
/// Only a single native window is currently supported.
#[cfg(not(target_arch = "wasm32"))]
pub struct NativeOptions {
/// Sets whether or not the window will always be on top of other windows at initialization.
pub always_on_top: bool,
/// Show window in maximized mode
pub maximized: bool,
/// On desktop: add window decorations (i.e. a frame around your app)?
/// If false it will be difficult to move and resize the app.
pub decorated: bool,
/// Start in (borderless) fullscreen?
///
/// Default: `false`.
pub fullscreen: bool,
/// On Mac: the window doesn't have a titlebar, but floating window buttons.
///
/// See [winit's documentation][with_fullsize_content_view] for information on Mac-specific options.
///
/// [with_fullsize_content_view]: https://docs.rs/winit/latest/x86_64-apple-darwin/winit/platform/macos/trait.WindowBuilderExtMacOS.html#tymethod.with_fullsize_content_view
#[cfg(target_os = "macos")]
pub fullsize_content: bool,
/// On Windows: enable drag and drop support. Drag and drop can
/// not be disabled on other platforms.
///
/// See [winit's documentation][drag_and_drop] for information on why you
/// might want to disable this on windows.
///
/// [drag_and_drop]: https://docs.rs/winit/latest/x86_64-pc-windows-msvc/winit/platform/windows/trait.WindowBuilderExtWindows.html#tymethod.with_drag_and_drop
pub drag_and_drop_support: bool,
/// The application icon, e.g. in the Windows task bar or the alt-tab menu.
///
/// The default icon is a white `e` on a black background (for "egui" or "eframe").
/// If you prefer the OS default, set this to `None`.
pub icon_data: Option<IconData>,
/// The initial (inner) position of the native window in points (logical pixels).
pub initial_window_pos: Option<egui::Pos2>,
/// The initial inner size of the native window in points (logical pixels).
pub initial_window_size: Option<egui::Vec2>,
/// The minimum inner window size in points (logical pixels).
pub min_window_size: Option<egui::Vec2>,
/// The maximum inner window size in points (logical pixels).
pub max_window_size: Option<egui::Vec2>,
/// Should the app window be resizable?
pub resizable: bool,
/// On desktop: make the window transparent.
///
/// You control the transparency with [`App::clear_color()`].
/// You should avoid having a [`egui::CentralPanel`], or make sure its frame is also transparent.
pub transparent: bool,
/// On desktop: mouse clicks pass through the window, used for non-interactable overlays
/// Generally you would use this in conjunction with always_on_top
pub mouse_passthrough: bool,
/// Whether grant focus when window initially opened. True by default.
pub active: bool,
/// 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,
/// Try to detect and follow the system preferred setting for dark vs light mode.
///
/// The theme will automatically change when the dark vs light mode preference is changed.
///
/// Does not work on Linux (see <https://github.com/rust-windowing/winit/issues/1549>).
///
/// See also [`Self::default_theme`].
pub follow_system_theme: bool,
/// Which theme to use in case [`Self::follow_system_theme`] is `false`
/// or eframe fails to detect the system theme.
///
/// Default: [`Theme::Dark`].
pub default_theme: Theme,
/// 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_return::EventLoopExtRunReturn::run_return`] 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,
/// The application id, 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 [`Self::app_id`], the title argument to [`crate::run_native`]
/// will be used as app id instead.
///
/// ### On Wayland
/// On Wayland this sets the Application ID for the window.
///
/// The application ID is used in several places of the compositor, e.g. for
/// grouping windows of the same application. It is also important for
/// connecting the configuration of a `.desktop` file with the window, by
/// using the application ID as file name. This allows e.g. a proper icon
/// handling under Wayland.
///
/// See [Waylands XDG shell documentation][xdg-shell] for more information
/// on this Wayland-specific option.
///
/// [xdg-shell]: https://wayland.app/protocols/xdg-shell#xdg_toplevel:request:set_app_id
///
/// # Example
/// ``` no_run
/// fn main() -> eframe::Result<()> {
///
/// let mut options = eframe::NativeOptions::default();
/// // Set the application ID for Wayland only on Linux
/// #[cfg(target_os = "linux")]
/// {
/// options.app_id = Some("egui-example".to_string());
/// }
///
/// eframe::run_simple_native("My egui App", options, move |ctx, _frame| {
/// egui::CentralPanel::default().show(ctx, |ui| {
/// ui.heading("My egui Application");
/// });
/// })
/// }
/// ```
pub app_id: Option<String>,
/// Controls whether or not the native window position and size will be
/// persisted (only if the "persistence" feature is enabled).
pub persist_window: bool,
}
#[cfg(not(target_arch = "wasm32"))]
impl Clone for NativeOptions {
fn clone(&self) -> Self {
Self {
icon_data: self.icon_data.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(),
app_id: self.app_id.clone(),
..*self
}
}
}
#[cfg(not(target_arch = "wasm32"))]
impl Default for NativeOptions {
fn default() -> Self {
Self {
always_on_top: false,
maximized: false,
decorated: true,
fullscreen: false,
#[cfg(target_os = "macos")]
fullsize_content: false,
// We set a default "egui" or "eframe" icon, which is usually more distinctive than the default OS icon.
icon_data: Some(
IconData::try_from_png_bytes(&include_bytes!("../../data/icon.png")[..]).unwrap(),
),
drag_and_drop_support: true,
initial_window_pos: None,
initial_window_size: None,
min_window_size: None,
max_window_size: None,
resizable: true,
transparent: false,
mouse_passthrough: false,
active: true,
vsync: true,
multisampling: 0,
depth_buffer: 0,
stencil_buffer: 0,
hardware_acceleration: HardwareAcceleration::Preferred,
#[cfg(any(feature = "glow", feature = "wgpu"))]
renderer: Renderer::default(),
follow_system_theme: cfg!(target_os = "macos") || cfg!(target_os = "windows"),
default_theme: Theme::Dark,
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(),
app_id: None,
persist_window: true,
}
}
}
// ----------------------------------------------------------------------------
/// Options when using `eframe` in a web page.
#[cfg(target_arch = "wasm32")]
pub struct WebOptions {
/// Try to detect and follow the system preferred setting for dark vs light mode.
///
/// See also [`Self::default_theme`].
///
/// Default: `true`.
pub follow_system_theme: bool,
/// Which theme to use in case [`Self::follow_system_theme`] is `false`
/// or system theme detection fails.
///
/// Default: `Theme::Dark`.
pub default_theme: Theme,
/// 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,
/// The size limit of the web app canvas.
///
/// By default the max size is [`egui::Vec2::INFINITY`], i.e. unlimited.
pub max_size_points: egui::Vec2,
}
#[cfg(target_arch = "wasm32")]
impl Default for WebOptions {
fn default() -> Self {
Self {
follow_system_theme: true,
default_theme: Theme::Dark,
depth_buffer: 0,
#[cfg(feature = "glow")]
webgl_context_option: WebGlContextOption::BestFirst,
#[cfg(feature = "wgpu")]
wgpu_options: egui_wgpu::WgpuConfiguration::default(),
max_size_points: egui::Vec2::INFINITY,
}
}
}
// ----------------------------------------------------------------------------
/// Dark or Light theme.
#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash)]
#[cfg_attr(feature = "serde", derive(serde::Deserialize, serde::Serialize))]
pub enum Theme {
/// Dark mode: light text on a dark background.
Dark,
/// Light mode: dark text on a light background.
Light,
}
impl Theme {
/// Get the egui visuals corresponding to this theme.
///
/// Use with [`egui::Context::set_visuals`].
pub fn egui_visuals(self) -> egui::Visuals {
match self {
Self::Dark => egui::Visuals::dark(),
Self::Light => egui::Visuals::light(),
}
}
}
// ----------------------------------------------------------------------------
/// 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(feature = "glow")]
return Self::Glow;
#[cfg(not(feature = "glow"))]
#[cfg(feature = "wgpu")]
return Self::Wgpu;
#[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(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?),
/// allocate textures, and change settings (e.g. window size).
pub struct Frame {
/// Information about the integration.
pub(crate) info: IntegrationInfo,
/// Where the app can issue commands back to the integration.
pub(crate) output: backend::AppOutput,
/// 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>>,
/// 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>,
/// If [`Frame::request_screenshot`] was called during a frame, this field will store the screenshot
/// such that it can be retrieved during [`App::post_rendering`] with [`Frame::screenshot`]
#[cfg(not(target_arch = "wasm32"))]
pub(crate) screenshot: std::cell::Cell<Option<egui::ColorImage>>,
/// Raw platform window handle
#[cfg(not(target_arch = "wasm32"))]
pub(crate) raw_window_handle: RawWindowHandle,
/// Raw platform display handle for window
#[cfg(not(target_arch = "wasm32"))]
pub(crate) raw_display_handle: RawDisplayHandle,
}
// Implementing `Clone` would violate the guarantees of `HasRawWindowHandle` and `HasRawDisplayHandle`.
#[cfg(not(target_arch = "wasm32"))]
assert_not_impl_any!(Frame: Clone);
#[allow(unsafe_code)]
#[cfg(not(target_arch = "wasm32"))]
unsafe impl HasRawWindowHandle for Frame {
fn raw_window_handle(&self) -> RawWindowHandle {
self.raw_window_handle
}
}
#[allow(unsafe_code)]
#[cfg(not(target_arch = "wasm32"))]
unsafe impl HasRawDisplayHandle for Frame {
fn raw_display_handle(&self) -> RawDisplayHandle {
self.raw_display_handle
}
}
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()
}
/// Request the current frame's pixel data. Needs to be retrieved by calling [`Frame::screenshot`]
/// during [`App::post_rendering`].
#[cfg(not(target_arch = "wasm32"))]
pub fn request_screenshot(&mut self) {
self.output.screenshot_requested = true;
}
/// Cancel a request made with [`Frame::request_screenshot`].
#[cfg(not(target_arch = "wasm32"))]
pub fn cancel_screenshot_request(&mut self) {
self.output.screenshot_requested = false;
}
/// During [`App::post_rendering`], use this to retrieve the pixel data that was requested during
/// [`App::update`] via [`Frame::request_screenshot`].
///
/// Returns None if:
/// * Called in [`App::update`]
/// * [`Frame::request_screenshot`] wasn't called on this frame during [`App::update`]
/// * The rendering backend doesn't support this feature (yet). Currently implemented for wgpu and glow, but not with wasm as target.
/// * Wgpu's GL target is active (not yet supported)
/// * Retrieving the data was unsuccessful in some way.
///
/// See also [`egui::ColorImage::region`]
///
/// ## Example generating a capture of everything within a square of 100 pixels located at the top left of the app and saving it with the [`image`](crates.io/crates/image) crate:
/// ```
/// struct MyApp;
///
/// impl eframe::App for MyApp {
/// fn update(&mut self, ctx: &egui::Context, frame: &mut eframe::Frame) {
/// // In real code the app would render something here
/// frame.request_screenshot();
/// // Things that are added to the frame after the call to
/// // request_screenshot() will still be included.
/// }
///
/// fn post_rendering(&mut self, _window_size: [u32; 2], frame: &eframe::Frame) {
/// if let Some(screenshot) = frame.screenshot() {
/// let pixels_per_point = frame.info().native_pixels_per_point;
/// let region = egui::Rect::from_two_pos(
/// egui::Pos2::ZERO,
/// egui::Pos2{ x: 100., y: 100. },
/// );
/// let top_left_corner = screenshot.region(®ion, pixels_per_point);
/// image::save_buffer(
/// "top_left.png",
/// top_left_corner.as_raw(),
/// top_left_corner.width() as u32,
/// top_left_corner.height() as u32,
/// image::ColorType::Rgba8,
/// ).unwrap();
/// }
/// }
/// }
/// ```
#[cfg(not(target_arch = "wasm32"))]
pub fn screenshot(&self) -> Option<egui::ColorImage> {
self.screenshot.take()
}
/// 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()
}
/// 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()
}
/// Tell `eframe` to close the desktop window.
///
/// The window will not close immediately, but at the end of the this frame.
///
/// Calling this will likely result in the app quitting, unless
/// you have more code after the call to [`crate::run_native`].
#[cfg(not(target_arch = "wasm32"))]
#[doc(alias = "exit")]
#[doc(alias = "quit")]
pub fn close(&mut self) {
log::debug!("eframe::Frame::close called");
self.output.close = true;
}
/// Minimize or unminimize window. (native only)
#[cfg(not(target_arch = "wasm32"))]
pub fn set_minimized(&mut self, minimized: bool) {
self.output.minimized = Some(minimized);
}
/// Bring the window into focus (native only). Has no effect on Wayland, or if the window is minimized or invisible.
///
/// This method puts the window on top of other applications and takes input focus away from them,
/// which, if unexpected, will disturb the user.
#[cfg(not(target_arch = "wasm32"))]
pub fn focus(&mut self) {
self.output.focus = Some(true);
}
/// If the window is unfocused, attract the user's attention (native only).
///
/// Typically, this means that the window will flash on the taskbar, or bounce, until it is interacted with.
///
/// When the window comes into focus, or if `None` is passed, the attention request will be automatically reset.
///
/// See [winit's documentation][user_attention_details] for platform-specific effect details.
///
/// [user_attention_details]: https://docs.rs/winit/latest/winit/window/enum.UserAttentionType.html
#[cfg(not(target_arch = "wasm32"))]
pub fn request_user_attention(&mut self, kind: egui::UserAttentionType) {
self.output.attention = Some(kind);
}
/// Maximize or unmaximize window. (native only)
#[cfg(not(target_arch = "wasm32"))]
pub fn set_maximized(&mut self, maximized: bool) {
self.output.maximized = Some(maximized);
}
/// Tell `eframe` to close the desktop window.
#[cfg(not(target_arch = "wasm32"))]
#[deprecated = "Renamed `close`"]
pub fn quit(&mut self) {
self.close();
}
/// Set the desired inner size of the window (in egui points).
#[cfg(not(target_arch = "wasm32"))]
pub fn set_window_size(&mut self, size: egui::Vec2) {
self.output.window_size = Some(size);
self.info.window_info.size = size; // so that subsequent calls see the updated value
}
/// Set the desired title of the window.
#[cfg(not(target_arch = "wasm32"))]
pub fn set_window_title(&mut self, title: &str) {
self.output.window_title = Some(title.to_owned());
}
/// Set whether to show window decorations (i.e. a frame around you app).
///
/// If false it will be difficult to move and resize the app.
#[cfg(not(target_arch = "wasm32"))]
pub fn set_decorations(&mut self, decorated: bool) {
self.output.decorated = Some(decorated);
}
/// Turn borderless fullscreen on/off (native only).
#[cfg(not(target_arch = "wasm32"))]
pub fn set_fullscreen(&mut self, fullscreen: bool) {
self.output.fullscreen = Some(fullscreen);
self.info.window_info.fullscreen = fullscreen; // so that subsequent calls see the updated value
}
/// set the position of the outer window.
#[cfg(not(target_arch = "wasm32"))]
pub fn set_window_pos(&mut self, pos: egui::Pos2) {
self.output.window_pos = Some(pos);
self.info.window_info.position = Some(pos); // so that subsequent calls see the updated value
}
/// When called, the native window will follow the
/// movement of the cursor while the primary mouse button is down.
///
/// Does not work on the web.
#[cfg(not(target_arch = "wasm32"))]
pub fn drag_window(&mut self) {
self.output.drag_window = true;
}
/// Set the visibility of the window.
#[cfg(not(target_arch = "wasm32"))]
pub fn set_visible(&mut self, visible: bool) {
self.output.visible = Some(visible);
}