/* This Source Code Form is subject to the terms of the Mozilla Public * License, v. 2.0. If a copy of the MPL was not distributed with this * file, You can obtain one at https://mozilla.org/MPL/2.0/. */ //! A modified version of EguiGlow [from egui_glow 0.22.0][0] that retains its shapes, //! allowing [`EguiGlow::paint`] to be called multiple times. //! //! [0]: https://github.com/emilk/egui/blob/0.22.0/crates/egui_glow/src/winit.rs // Copyright (c) 2018-2021 Emil Ernerfeldt // // Permission is hereby granted, free of charge, to any // person obtaining a copy of this software and associated // documentation files (the "Software"), to deal in the // Software without restriction, including without // limitation the rights to use, copy, modify, merge, // publish, distribute, sublicense, and/or sell copies of // the Software, and to permit persons to whom the Software // is furnished to do so, subject to the following // conditions: // // The above copyright notice and this permission notice // shall be included in all copies or substantial portions // of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF // ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED // TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A // PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT // SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY // CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION // OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR // IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER // DEALINGS IN THE SOFTWARE. use egui_glow::ShaderVersion; pub use egui_winit; use egui_winit::winit; pub use egui_winit::EventResponse; /// Use [`egui`] from a [`glow`] app based on [`winit`]. pub struct EguiGlow { pub egui_ctx: egui::Context, pub egui_winit: egui_winit::State, pub painter: egui_glow::Painter, shapes: Vec, textures_delta: egui::TexturesDelta, } impl EguiGlow { /// For automatic shader version detection set `shader_version` to `None`. pub fn new( event_loop: &winit::event_loop::EventLoopWindowTarget, gl: std::sync::Arc, shader_version: Option, ) -> Self { let painter = egui_glow::Painter::new(gl, "", shader_version) .map_err(|err| { log::error!("error occurred in initializing painter:\n{err}"); }) .unwrap(); Self { egui_ctx: Default::default(), egui_winit: egui_winit::State::new(event_loop), painter, shapes: Default::default(), textures_delta: Default::default(), } } pub fn on_event(&mut self, event: &winit::event::WindowEvent<'_>) -> EventResponse { self.egui_winit.on_event(&self.egui_ctx, event) } /// Returns the `Duration` of the timeout after which egui should be repainted even if there's no new events. /// /// Call [`Self::paint`] later to paint. pub fn run( &mut self, window: &winit::window::Window, run_ui: impl FnMut(&egui::Context), ) -> std::time::Duration { let raw_input = self.egui_winit.take_egui_input(window); let egui::FullOutput { platform_output, repaint_after, textures_delta, shapes, } = self.egui_ctx.run(raw_input, run_ui); self.egui_winit .handle_platform_output(window, &self.egui_ctx, platform_output); self.shapes = shapes; self.textures_delta.append(textures_delta); repaint_after } /// Paint the results of the last call to [`Self::run`]. pub fn paint(&mut self, window: &winit::window::Window) { /////// let shapes = std::mem::take(&mut self.shapes); let shapes = &self.shapes; let mut textures_delta = std::mem::take(&mut self.textures_delta); for (id, image_delta) in textures_delta.set { self.painter.set_texture(id, &image_delta); } /////// let clipped_primitives = self.egui_ctx.tessellate(shapes); let clipped_primitives = self.egui_ctx.tessellate(shapes.clone()); let dimensions: [u32; 2] = window.inner_size().into(); self.painter.paint_primitives( dimensions, self.egui_ctx.pixels_per_point(), &clipped_primitives, ); for id in textures_delta.free.drain(..) { self.painter.free_texture(id); } } /// Call to release the allocated graphics resources. pub fn destroy(&mut self) { self.painter.destroy(); } }