use crate::common::UiExample;
use sdl2::{
event::{Event, WindowEvent},
video::GLContext,
};
use std::{sync::Arc, time::Duration};
mod common;
fn main() {
let sdl = sdl2::init().unwrap();
let mut event_pump = sdl.event_pump().unwrap();
let mut app = App::new(&sdl);
let frame_dur = Duration::from_secs_f64(1.0 / common::TARGET_FPS);
while !app.ui.quit {
for event in event_pump.poll_iter() {
app.handle_event(&event);
}
app.update();
std::thread::sleep(frame_dur);
}
app.shutdown();
}
struct App {
_gl_ctx: GLContext,
window: sdl2::video::Window,
egui: egui_sdl2::EguiGlow,
ui: UiExample,
}
impl App {
pub fn new(sdl: &sdl2::Sdl) -> Self {
let video = sdl.video().unwrap();
let window = video
.window("Egui SDL2 Glow", 800, 600)
.opengl()
.resizable()
.build()
.unwrap();
let gl_ctx = window
.gl_create_context()
.expect("Failed to create GL context");
window.gl_make_current(&gl_ctx).unwrap();
let glow_ctx = Arc::new(unsafe {
glow::Context::from_loader_function(|name| video.gl_get_proc_address(name) as *const _)
});
let egui = egui_sdl2::EguiGlow::new(&window, glow_ctx, None, false);
Self {
_gl_ctx: gl_ctx,
window,
egui,
ui: UiExample::default(),
}
}
pub fn shutdown(&mut self) {
self.egui.destroy();
}
pub fn handle_event(&mut self, event: &Event) {
let resp = self.egui.state.on_event(&self.window, event);
if !resp.consumed {
if let Event::Window {
win_event: WindowEvent::Close,
..
} = event
{
self.ui.quit = true;
}
}
}
pub fn update(&mut self) {
self.egui.run(|ctx| self.ui.update(ctx));
self.egui.clear(self.ui.color);
self.egui.paint();
self.window.gl_swap_window();
}
}