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#![deny(missing_docs)]

//! This crate provides a [Egui](https://github.com/emilk/egui) integration for the [Bevy](https://github.com/bevyengine/bevy) game engine.
//!
//! **Trying out:**
//!
//! An example WASM project is live at [mvlabat.github.io/bevy_egui_web_showcase](https://mvlabat.github.io/bevy_egui_web_showcase/index.html) [[source](https://github.com/mvlabat/bevy_egui_web_showcase)].
//!
//! **Features:**
//! - Desktop and web platforms support
//! - Clipboard (web support is limited to the same window, see [rust-windowing/winit#1829](https://github.com/rust-windowing/winit/issues/1829))
//! - Opening URLs
//! - Multiple windows support (see [./examples/two_windows.rs](https://github.com/mvlabat/bevy_egui/blob/v0.15.0/examples/two_windows.rs))
//!
//! `bevy_egui` can be compiled with using only `bevy` and `egui` as dependencies: `manage_clipboard` and `open_url` features,
//! that require additional crates, can be disabled.
//!
//! ## Usage
//!
//! Here's a minimal usage example:
//!
//! ```no_run,rust
//! use bevy::prelude::*;
//! use bevy_egui::{egui, EguiContexts, EguiPlugin};
//!
//! fn main() {
//!     App::new()
//!         .add_plugins(DefaultPlugins)
//!         .add_plugin(EguiPlugin)
//!         // Systems that create Egui widgets should be run during the `CoreSet::Update` set,
//!         // or after the `EguiSet::BeginFrame` system (which belongs to the `CoreSet::PreUpdate` set).
//!         .add_system(ui_example_system)
//!         .run();
//! }
//!
//! fn ui_example_system(mut contexts: EguiContexts) {
//!     egui::Window::new("Hello").show(contexts.ctx_mut(), |ui| {
//!         ui.label("world");
//!     });
//! }
//! ```
//!
//! For a more advanced example, see [examples/ui.rs](https://github.com/mvlabat/bevy_egui/blob/v0.15.0/examples/ui.rs).
//!
//! ```bash
//! cargo run --example ui
//! ```
//!
//! ## See also
//!
//! - [`bevy-inspector-egui`](https://github.com/jakobhellermann/bevy-inspector-egui)

/// Plugin systems for the render app.
pub mod render_systems;
/// Plugin systems.
pub mod systems;

/// Egui render node.
pub mod egui_node;

pub use egui;

use crate::{
    egui_node::{EguiPipeline, EGUI_SHADER_HANDLE},
    render_systems::EguiTransforms,
    systems::*,
};
#[cfg(all(feature = "manage_clipboard", not(target_arch = "wasm32")))]
use arboard::Clipboard;
use bevy::{
    app::{App, Plugin},
    asset::{AssetEvent, Assets, Handle},
    ecs::{
        event::EventReader,
        query::{QueryEntityError, WorldQuery},
        schedule::apply_system_buffers,
        system::{ResMut, SystemParam},
    },
    input::InputSystem,
    log,
    prelude::{
        Added, Commands, Component, CoreSet, Deref, DerefMut, Entity, IntoSystemAppConfigs,
        IntoSystemConfig, IntoSystemConfigs, Query, Resource, Shader, StartupSet, SystemSet, With,
    },
    render::{
        render_resource::SpecializedRenderPipelines, texture::Image, ExtractSchedule, RenderApp,
        RenderSet,
    },
    utils::HashMap,
    window::{PrimaryWindow, Window},
};
use std::borrow::Cow;
#[cfg(all(feature = "manage_clipboard", not(target_arch = "wasm32")))]
use std::cell::{RefCell, RefMut};
#[cfg(all(feature = "manage_clipboard", not(target_arch = "wasm32")))]
use thread_local::ThreadLocal;

/// Adds all Egui resources and render graph nodes.
pub struct EguiPlugin;

/// A resource for storing global UI settings.
#[derive(Clone, Debug, PartialEq, Resource)]
pub struct EguiSettings {
    /// Global scale factor for Egui widgets (`1.0` by default).
    ///
    /// This setting can be used to force the UI to render in physical pixels regardless of DPI as follows:
    /// ```rust
    /// use bevy::{prelude::*, window::PrimaryWindow};
    /// use bevy_egui::EguiSettings;
    ///
    /// fn update_ui_scale_factor(mut egui_settings: ResMut<EguiSettings>, windows: Query<&Window, With<PrimaryWindow>>) {
    ///     if let Ok(window) = windows.get_single() {
    ///         egui_settings.scale_factor = 1.0 / window.scale_factor();
    ///     }
    /// }
    /// ```
    pub scale_factor: f64,
    /// Will be used as a default value for hyperlink [target](https://www.w3schools.com/tags/att_a_target.asp) hints.
    /// If not specified, `_self` will be used. Only matters in a web browser.
    #[cfg(feature = "open_url")]
    pub default_open_url_target: Option<String>,
}

impl Default for EguiSettings {
    fn default() -> Self {
        Self {
            scale_factor: 1.0,
            #[cfg(feature = "open_url")]
            default_open_url_target: None,
        }
    }
}

/// Is used for storing Egui context input..
///
/// It gets reset during the [`EguiSet::ProcessInput`] system.
#[derive(Component, Clone, Debug, Default, Deref, DerefMut)]
pub struct EguiInput(pub egui::RawInput);

/// A resource for accessing clipboard.
///
/// The resource is available only if `manage_clipboard` feature is enabled.
#[cfg(feature = "manage_clipboard")]
#[derive(Default, Resource)]
pub struct EguiClipboard {
    #[cfg(not(target_arch = "wasm32"))]
    clipboard: ThreadLocal<Option<RefCell<Clipboard>>>,
    #[cfg(target_arch = "wasm32")]
    clipboard: String,
}

#[cfg(feature = "manage_clipboard")]
impl EguiClipboard {
    /// Sets clipboard contents.
    pub fn set_contents(&mut self, contents: &str) {
        self.set_contents_impl(contents);
    }

    /// Gets clipboard contents. Returns [`None`] if clipboard provider is unavailable or returns an error.
    #[must_use]
    pub fn get_contents(&self) -> Option<String> {
        self.get_contents_impl()
    }

    #[cfg(not(target_arch = "wasm32"))]
    fn set_contents_impl(&self, contents: &str) {
        if let Some(mut clipboard) = self.get() {
            if let Err(err) = clipboard.set_text(contents.to_owned()) {
                log::error!("Failed to set clipboard contents: {:?}", err);
            }
        }
    }

    #[cfg(target_arch = "wasm32")]
    fn set_contents_impl(&mut self, contents: &str) {
        self.clipboard = contents.to_owned();
    }

    #[cfg(not(target_arch = "wasm32"))]
    fn get_contents_impl(&self) -> Option<String> {
        if let Some(mut clipboard) = self.get() {
            match clipboard.get_text() {
                Ok(contents) => return Some(contents),
                Err(err) => log::info!("Failed to get clipboard contents: {:?}", err),
            }
        };
        None
    }

    #[cfg(target_arch = "wasm32")]
    #[allow(clippy::unnecessary_wraps)]
    fn get_contents_impl(&self) -> Option<String> {
        Some(self.clipboard.clone())
    }

    #[cfg(not(target_arch = "wasm32"))]
    fn get(&self) -> Option<RefMut<Clipboard>> {
        self.clipboard
            .get_or(|| {
                Clipboard::new()
                    .map(RefCell::new)
                    .map_err(|err| {
                        log::info!("Failed to initialize clipboard: {:?}", err);
                    })
                    .ok()
            })
            .as_ref()
            .map(|cell| cell.borrow_mut())
    }
}

/// Is used for storing Egui shapes and textures delta.
#[derive(Component, Clone, Default, Debug, Resource)]
pub struct EguiRenderOutput {
    /// Pairs of rectangles and paint commands.
    ///
    /// The field gets populated during the [`EguiSet::ProcessOutput`] system (belonging to [`CoreSet::PostUpdate`]) and reset during `EguiNode::update`.
    pub paint_jobs: Vec<egui::ClippedPrimitive>,

    /// The change in egui textures since last frame.
    pub textures_delta: egui::TexturesDelta,
}

/// Is used for storing Egui output.
#[derive(Component, Clone, Default)]
pub struct EguiOutput {
    /// The field gets updated during the [`EguiSet::ProcessOutput`] system (belonging to [`CoreSet::PostUpdate`]).
    pub platform_output: egui::PlatformOutput,
}

/// A component for storing `bevy_egui` context.
#[derive(Clone, Component, Default)]
pub struct EguiContext(egui::Context);

impl EguiContext {
    /// Borrows the underlying Egui context immutably.
    ///
    /// Even though the mutable borrow isn't necessary, as the context is wrapped into `RwLock`,
    /// using the immutable getter is gated with the `immutable_ctx` feature. Using the immutable
    /// borrow is discouraged as it may cause unpredictable blocking in UI systems.
    ///
    /// When the context is queried with `&mut EguiContext`, the Bevy scheduler is able to make
    /// sure that the context isn't accessed concurrently and can perform other useful work
    /// instead of busy-waiting.
    #[cfg(feature = "immutable_ctx")]
    #[must_use]
    pub fn get(&self) -> &egui::Context {
        &self.0
    }

    /// Borrows the underlying Egui context mutably.
    ///
    /// Even though the mutable borrow isn't necessary, as the context is wrapped into `RwLock`,
    /// using the immutable getter is gated with the `immutable_ctx` feature. Using the immutable
    /// borrow is discouraged as it may cause unpredictable blocking in UI systems.
    ///
    /// When the context is queried with `&mut EguiContext`, the Bevy scheduler is able to make
    /// sure that the context isn't accessed concurrently and can perform other useful work
    /// instead of busy-waiting.
    #[must_use]
    pub fn get_mut(&mut self) -> &mut egui::Context {
        &mut self.0
    }
}

#[derive(SystemParam)]
/// A helper SystemParam that provides a way to get `[EguiContext]` with less boilerplate and
/// combines a proxy interface to the [`EguiUserTextures`] resource.
pub struct EguiContexts<'w, 's> {
    q: Query<
        'w,
        's,
        (
            Entity,
            &'static mut EguiContext,
            Option<&'static PrimaryWindow>,
        ),
        With<Window>,
    >,
    user_textures: ResMut<'w, EguiUserTextures>,
}

impl<'w, 's> EguiContexts<'w, 's> {
    /// Egui context of the primary window.
    #[must_use]
    pub fn ctx_mut(&mut self) -> &mut egui::Context {
        let (_window, ctx, _primary_window) = self
            .q
            .iter_mut()
            .find(|(_window_entity, _ctx, primary_window)| primary_window.is_some())
            .expect("`EguiContexts::ctx_mut` was called for an uninitialized context (primary window), make sure your system is run after [`EguiSet::InitContexts`] (or [`EguiStartupSet::InitContexts`] for startup systems)");
        ctx.into_inner().get_mut()
    }

    /// Egui context for a specific window.
    #[must_use]
    pub fn ctx_for_window_mut(&mut self, window: Entity) -> &mut egui::Context {
        let (_window, ctx, _primary_window) = self
            .q
            .iter_mut()
            .find(|(window_entity, _ctx, _primary_window)| *window_entity == window)
            .expect("`EguiContexts::ctx_for_window_mut` was called for an uninitialized context (window {window}), make sure your system is run after [`EguiSet::InitContexts`] (or [`EguiStartupSet::InitContexts`] for startup systems)");
        ctx.into_inner().get_mut()
    }

    /// Fallible variant of [`EguiContexts::ctx_for_window_mut`].
    #[must_use]
    #[track_caller]
    pub fn try_ctx_for_window_mut(&mut self, window: Entity) -> Option<&mut egui::Context> {
        self.q
            .iter_mut()
            .find_map(|(window_entity, ctx, _primary_window)| {
                if window_entity == window {
                    Some(ctx.into_inner().get_mut())
                } else {
                    None
                }
            })
    }

    /// Allows to get multiple contexts at the same time. This function is useful when you want
    /// to get multiple window contexts without using the `immutable_ctx` feature.
    #[track_caller]
    pub fn ctx_for_windows_mut<const N: usize>(
        &mut self,
        ids: [Entity; N],
    ) -> Result<[&mut egui::Context; N], QueryEntityError> {
        self.q
            .get_many_mut(ids)
            .map(|arr| arr.map(|(_window_entity, ctx, _primary_window)| ctx.into_inner().get_mut()))
    }

    /// Egui context of the primary window.
    ///
    /// Even though the mutable borrow isn't necessary, as the context is wrapped into `RwLock`,
    /// using the immutable getter is gated with the `immutable_ctx` feature. Using the immutable
    /// borrow is discouraged as it may cause unpredictable blocking in UI systems.
    ///
    /// When the context is queried with `&mut EguiContext`, the Bevy scheduler is able to make
    /// sure that the context isn't accessed concurrently and can perform other useful work
    /// instead of busy-waiting.
    #[cfg(feature = "immutable_ctx")]
    #[must_use]
    pub fn ctx(&self) -> &egui::Context {
        let (_window, ctx, _primary_window) = self
            .q
            .iter()
            .find(|(_window_entity, _ctx, primary_window)| primary_window.is_some())
            .expect("`EguiContexts::ctx` was called for an uninitialized context (primary window), make sure your system is run after [`EguiSet::InitContexts`] (or [`EguiStartupSet::InitContexts`] for startup systems)");
        ctx.get()
    }

    /// Egui context for a specific window.
    ///
    /// Even though the mutable borrow isn't necessary, as the context is wrapped into `RwLock`,
    /// using the immutable getter is gated with the `immutable_ctx` feature. Using the immutable
    /// borrow is discouraged as it may cause unpredictable blocking in UI systems.
    ///
    /// When the context is queried with `&mut EguiContext`, the Bevy scheduler is able to make
    /// sure that the context isn't accessed concurrently and can perform other useful work
    /// instead of busy-waiting.
    #[must_use]
    #[cfg(feature = "immutable_ctx")]
    pub fn ctx_for_window(&self, window: Entity) -> &egui::Context {
        let (_window, ctx, _primary_window) = self
            .q
            .iter()
            .find(|(window_entity, _ctx, _primary_window)| *window_entity == window)
            .expect("`EguiContexts::ctx_for_window` was called for an uninitialized context (window {window}), make sure your system is run after [`EguiSet::InitContexts`] (or [`EguiStartupSet::InitContexts`] for startup systems)");
        ctx.get()
    }

    /// Fallible variant of [`EguiContexts::ctx_for_window_mut`].
    ///
    /// Even though the mutable borrow isn't necessary, as the context is wrapped into `RwLock`,
    /// using the immutable getter is gated with the `immutable_ctx` feature. Using the immutable
    /// borrow is discouraged as it may cause unpredictable blocking in UI systems.
    ///
    /// When the context is queried with `&mut EguiContext`, the Bevy scheduler is able to make
    /// sure that the context isn't accessed concurrently and can perform other useful work
    /// instead of busy-waiting.
    #[must_use]
    #[track_caller]
    #[cfg(feature = "immutable_ctx")]
    pub fn try_ctx_for_window(&self, window: Entity) -> Option<&egui::Context> {
        self.q
            .iter()
            .find_map(|(window_entity, ctx, _primary_window)| {
                if window_entity == window {
                    Some(ctx.get())
                } else {
                    None
                }
            })
    }

    /// Can accept either a strong or a weak handle.
    ///
    /// You may want to pass a weak handle if you control removing texture assets in your
    /// application manually and you don't want to bother with cleaning up textures in Egui.
    ///
    /// You'll want to pass a strong handle if a texture is used only in Egui and there are no
    /// handle copies stored anywhere else.
    pub fn add_image(&mut self, image: Handle<Image>) -> egui::TextureId {
        self.user_textures.add_image(image)
    }

    /// Removes the image handle and an Egui texture id associated with it.
    #[track_caller]
    pub fn remove_image(&mut self, image: &Handle<Image>) -> Option<egui::TextureId> {
        self.user_textures.remove_image(image)
    }

    /// Returns an associated Egui texture id.
    #[must_use]
    #[track_caller]
    pub fn image_id(&self, image: &Handle<Image>) -> Option<egui::TextureId> {
        self.user_textures.image_id(image)
    }
}

/// A resource for storing `bevy_egui` mouse position.
#[derive(Resource, Component, Default, Deref, DerefMut)]
pub struct EguiMousePosition(pub Option<(Entity, egui::Vec2)>);

/// A resource for storing `bevy_egui` user textures.
#[derive(Clone, Resource, Default)]
pub struct EguiUserTextures {
    textures: HashMap<Handle<Image>, u64>,
    last_texture_id: u64,
}

impl EguiUserTextures {
    /// Can accept either a strong or a weak handle.
    ///
    /// You may want to pass a weak handle if you control removing texture assets in your
    /// application manually and you don't want to bother with cleaning up textures in Egui.
    ///
    /// You'll want to pass a strong handle if a texture is used only in Egui and there are no
    /// handle copies stored anywhere else.
    pub fn add_image(&mut self, image: Handle<Image>) -> egui::TextureId {
        let id = *self.textures.entry(image.clone()).or_insert_with(|| {
            let id = self.last_texture_id;
            log::debug!("Add a new image (id: {}, handle: {:?})", id, image);
            self.last_texture_id += 1;
            id
        });
        egui::TextureId::User(id)
    }

    /// Removes the image handle and an Egui texture id associated with it.
    pub fn remove_image(&mut self, image: &Handle<Image>) -> Option<egui::TextureId> {
        let id = self.textures.remove(image);
        log::debug!("Remove image (id: {:?}, handle: {:?})", id, image);
        id.map(egui::TextureId::User)
    }

    /// Returns an associated Egui texture id.
    #[must_use]
    pub fn image_id(&self, image: &Handle<Image>) -> Option<egui::TextureId> {
        self.textures
            .get(image)
            .map(|&id| egui::TextureId::User(id))
    }
}

/// Stores physical size and scale factor, is used as a helper to calculate logical size.
#[derive(Component, Debug, Default, Clone, Copy, PartialEq)]
pub struct WindowSize {
    physical_width: f32,
    physical_height: f32,
    scale_factor: f32,
}

impl WindowSize {
    fn new(physical_width: f32, physical_height: f32, scale_factor: f32) -> Self {
        Self {
            physical_width,
            physical_height,
            scale_factor,
        }
    }

    #[inline]
    fn width(&self) -> f32 {
        self.physical_width / self.scale_factor
    }

    #[inline]
    fn height(&self) -> f32 {
        self.physical_height / self.scale_factor
    }
}

/// The names of `bevy_egui` nodes.
pub mod node {
    /// The main egui pass.
    pub const EGUI_PASS: &str = "egui_pass";
}

#[derive(SystemSet, Clone, Hash, Debug, Eq, PartialEq)]
/// The `bevy_egui` plugin startup system sets.
pub enum EguiStartupSet {
    /// Initializes Egui contexts for available windows.
    InitContexts,
}

/// The `bevy_egui` plugin system sets.
#[derive(SystemSet, Clone, Hash, Debug, Eq, PartialEq)]
pub enum EguiSet {
    /// Initializes Egui contexts for newly created windows.
    InitContexts,
    /// Reads Egui inputs (keyboard, mouse, etc) and writes them into the [`EguiInput`] resource.
    ///
    /// To modify the input, you can hook your system like this:
    ///
    /// `system.after(EguiSet::ProcessInput).before(EguiSet::BeginFrame)`.
    ProcessInput,
    /// Begins the `egui` frame.
    BeginFrame,
    /// Processes the [`EguiOutput`] resource.
    ProcessOutput,
}

impl Plugin for EguiPlugin {
    fn build(&self, app: &mut App) {
        let world = &mut app.world;
        world.init_resource::<EguiSettings>();
        world.init_resource::<EguiManagedTextures>();
        #[cfg(feature = "manage_clipboard")]
        world.init_resource::<EguiClipboard>();
        world.init_resource::<EguiUserTextures>();
        world.init_resource::<EguiMousePosition>();

        app.add_startup_systems(
            (
                setup_new_windows_system,
                apply_system_buffers,
                update_window_contexts_system,
            )
                .chain()
                .in_set(EguiStartupSet::InitContexts)
                .in_base_set(StartupSet::PreStartup),
        );
        app.add_systems(
            (
                setup_new_windows_system,
                apply_system_buffers,
                update_window_contexts_system,
            )
                .chain()
                .in_set(EguiSet::InitContexts)
                .in_base_set(CoreSet::PreUpdate),
        );
        app.add_system(
            process_input_system
                .in_set(EguiSet::ProcessInput)
                .after(InputSystem)
                .after(EguiSet::InitContexts)
                .in_base_set(CoreSet::PreUpdate),
        );
        app.add_system(
            begin_frame_system
                .in_set(EguiSet::BeginFrame)
                .after(EguiSet::ProcessInput)
                .in_base_set(CoreSet::PreUpdate),
        );
        app.add_system(
            process_output_system
                .in_set(EguiSet::ProcessOutput)
                .in_base_set(CoreSet::PostUpdate),
        );
        app.add_system(
            update_egui_textures_system
                .after(EguiSet::ProcessOutput)
                .in_base_set(CoreSet::PostUpdate),
        );
        app.add_system(free_egui_textures_system.in_base_set(CoreSet::Last));

        let mut shaders = app.world.resource_mut::<Assets<Shader>>();
        shaders.set_untracked(
            EGUI_SHADER_HANDLE,
            Shader::from_wgsl(include_str!("egui.wgsl")),
        );

        if let Ok(render_app) = app.get_sub_app_mut(RenderApp) {
            render_app
                .init_resource::<egui_node::EguiPipeline>()
                .init_resource::<SpecializedRenderPipelines<EguiPipeline>>()
                .init_resource::<EguiTransforms>()
                .add_systems(
                    (
                        render_systems::extract_egui_render_data_system,
                        render_systems::extract_egui_textures_system,
                        render_systems::setup_new_windows_render_system,
                    )
                        .into_configs()
                        .in_schedule(ExtractSchedule),
                )
                .add_system(
                    render_systems::prepare_egui_transforms_system.in_set(RenderSet::Prepare),
                )
                .add_system(render_systems::queue_bind_groups_system.in_set(RenderSet::Queue))
                .add_system(render_systems::queue_pipelines_system.in_set(RenderSet::Queue));
        }
    }
}

/// Queries all the Egui related components.
#[derive(WorldQuery)]
#[world_query(mutable)]
pub struct EguiContextQuery {
    /// Window entity.
    pub window_entity: Entity,
    /// Egui context associated with the window.
    pub ctx: &'static mut EguiContext,
    /// Encapsulates [`egui::RawInput`].
    pub egui_input: &'static mut EguiInput,
    /// Egui shapes and textures delta.
    pub render_output: &'static mut EguiRenderOutput,
    /// Encapsulates [`egui::PlatformOutput`].
    pub egui_output: &'static mut EguiOutput,
    /// Stores physical size of the window and its scale factor.
    pub window_size: &'static mut WindowSize,
    /// [`Window`] component.
    pub window: &'static mut Window,
}

/// Contains textures allocated and painted by Egui.
#[derive(Resource, Deref, DerefMut, Default)]
pub struct EguiManagedTextures(pub HashMap<(Entity, u64), EguiManagedTexture>);

/// Represents a texture allocated and painted by Egui.
pub struct EguiManagedTexture {
    /// Assets store handle.
    pub handle: Handle<Image>,
    /// Stored in full so we can do partial updates (which bevy doesn't support).
    pub color_image: egui::ColorImage,
}

/// Adds bevy_egui components to newly created windows.
pub fn setup_new_windows_system(mut commands: Commands, new_windows: Query<Entity, Added<Window>>) {
    for window in new_windows.iter() {
        commands.entity(window).insert((
            EguiContext::default(),
            EguiMousePosition::default(),
            EguiRenderOutput::default(),
            EguiInput::default(),
            EguiOutput::default(),
            WindowSize::default(),
        ));
    }
}

/// Updates textures painted by Egui.
pub fn update_egui_textures_system(
    mut egui_render_output: Query<(Entity, &mut EguiRenderOutput), With<Window>>,
    mut egui_managed_textures: ResMut<EguiManagedTextures>,
    mut image_assets: ResMut<Assets<Image>>,
) {
    for (window_id, mut egui_render_output) in egui_render_output.iter_mut() {
        let set_textures = std::mem::take(&mut egui_render_output.textures_delta.set);

        for (texture_id, image_delta) in set_textures {
            let color_image = egui_node::as_color_image(image_delta.image);

            let texture_id = match texture_id {
                egui::TextureId::Managed(texture_id) => texture_id,
                egui::TextureId::User(_) => continue,
            };

            if let Some(pos) = image_delta.pos {
                // Partial update.
                if let Some(managed_texture) =
                    egui_managed_textures.get_mut(&(window_id, texture_id))
                {
                    // TODO: when bevy supports it, only update the part of the texture that changes.
                    update_image_rect(&mut managed_texture.color_image, pos, &color_image);
                    let image = egui_node::color_image_as_bevy_image(&managed_texture.color_image);
                    managed_texture.handle = image_assets.add(image);
                } else {
                    log::warn!("Partial update of a missing texture (id: {:?})", texture_id);
                }
            } else {
                // Full update.
                let image = egui_node::color_image_as_bevy_image(&color_image);
                let handle = image_assets.add(image);
                egui_managed_textures.insert(
                    (window_id, texture_id),
                    EguiManagedTexture {
                        handle,
                        color_image,
                    },
                );
            }
        }
    }

    fn update_image_rect(dest: &mut egui::ColorImage, [x, y]: [usize; 2], src: &egui::ColorImage) {
        for sy in 0..src.height() {
            for sx in 0..src.width() {
                dest[(x + sx, y + sy)] = src[(sx, sy)];
            }
        }
    }
}

fn free_egui_textures_system(
    mut egui_user_textures: ResMut<EguiUserTextures>,
    mut egui_render_output: Query<(Entity, &mut EguiRenderOutput), With<Window>>,
    mut egui_managed_textures: ResMut<EguiManagedTextures>,
    mut image_assets: ResMut<Assets<Image>>,
    mut image_events: EventReader<AssetEvent<Image>>,
) {
    for (window_id, mut egui_render_output) in egui_render_output.iter_mut() {
        let free_textures = std::mem::take(&mut egui_render_output.textures_delta.free);
        for texture_id in free_textures {
            if let egui::TextureId::Managed(texture_id) = texture_id {
                let managed_texture = egui_managed_textures.remove(&(window_id, texture_id));
                if let Some(managed_texture) = managed_texture {
                    image_assets.remove(managed_texture.handle);
                }
            }
        }
    }

    for image_event in image_events.iter() {
        if let AssetEvent::Removed { handle } = image_event {
            egui_user_textures.remove_image(handle);
        }
    }
}

/// Egui's render graph config.
pub struct RenderGraphConfig {
    /// Target window.
    pub window: Entity,
    /// Render pass name.
    pub egui_pass: Cow<'static, str>,
}

#[cfg(test)]
mod tests {
    use super::*;
    use bevy::{
        app::PluginGroup,
        render::{settings::WgpuSettings, RenderPlugin},
        winit::WinitPlugin,
        DefaultPlugins,
    };

    #[test]
    fn test_readme_deps() {
        version_sync::assert_markdown_deps_updated!("README.md");
    }

    #[test]
    fn test_headless_mode() {
        App::new()
            .add_plugins(
                DefaultPlugins
                    .set(RenderPlugin {
                        wgpu_settings: WgpuSettings {
                            backends: None,
                            ..Default::default()
                        },
                    })
                    .build()
                    .disable::<WinitPlugin>(),
            )
            .add_plugin(EguiPlugin)
            .update();
    }
}