use fltk_egui::{
EguiImageConvertible, EguiSvgConvertible,
};
use egui::{self, Label};
use egui_glow::glow;
use fltk::{
*,
prelude::*,
image::{JpegImage, SvgImage},
};
use std::rc::Rc;
use std::{cell::RefCell, time::Instant};
const SCREEN_WIDTH: u32 = 800;
const SCREEN_HEIGHT: u32 = 600;
fn main() {
let fltk_app = app::App::default();
let mut win = window::GlWindow::new(100, 100, SCREEN_WIDTH as _, SCREEN_HEIGHT as _, None);
win.set_mode(enums::Mode::Opengl3);
win.end();
win.make_resizable(true);
win.show();
win.make_current();
let (mut painter, egui_state) = fltk_egui::init(&mut win);
let state = Rc::from(RefCell::from(egui_state));
win.handle({
let state = state.clone();
move |win, ev| match ev {
enums::Event::Push
| enums::Event::Released
| enums::Event::KeyDown
| enums::Event::KeyUp
| enums::Event::MouseWheel
| enums::Event::Resize
| enums::Event::Move
| enums::Event::Drag => {
if let Ok(mut state) = state.try_borrow_mut() {
state.fuse_input(win, ev);
true
} else {
false
}
}
_ => false,
}
});
let retained_egui_image = JpegImage::load("screenshots/egui.jpg")
.unwrap()
.egui_image("egui.jpg", egui::TextureOptions::LINEAR)
.unwrap();
let retained_egui_image_svg = SvgImage::load("screenshots/fingerprint.svg")
.unwrap()
.egui_svg_image("fingerprint.svg", egui::TextureOptions::LINEAR)
.unwrap();
let egui_ctx = egui::Context::default();
let start_time = Instant::now();
let mut quit = false;
while fltk_app.wait() {
let gl = painter.gl().as_ref();
draw_background(gl);
let mut state = state.borrow_mut();
state.input.time = Some(start_time.elapsed().as_secs_f64());
let egui_output = egui_ctx.run(state.take_input(), |ctx| {
egui::CentralPanel::default().show(&ctx, |ui| {
egui::ScrollArea::vertical().show(ui, |ui| {
ui.add(Label::new("this is fingerprint.svg"));
retained_egui_image_svg.show(ui);
ui.add(Label::new("this is egui.jpg"));
retained_egui_image.show(ui);
if ui
.button("Quit?")
.on_hover_cursor(egui::CursorIcon::PointingHand)
.clicked()
{
quit = true;
}
});
});
});
if egui_ctx.has_requested_repaint() || state.window_resized() {
state.fuse_output(&mut win, egui_output.platform_output);
let meshes = egui_ctx.tessellate(egui_output.shapes, win.pixels_per_unit());
painter.paint_and_update_textures(
state.canvas_size,
state.pixels_per_point(),
&meshes,
&egui_output.textures_delta,
);
win.swap_buffers();
win.flush();
app::awake();
}
if quit {
break;
}
}
painter.destroy();
}
fn draw_background<GL: glow::HasContext>(gl: &GL) {
unsafe {
gl.clear_color(0.6, 0.3, 0.3, 1.0);
gl.clear(glow::COLOR_BUFFER_BIT);
gl.clear(glow::DEPTH_BUFFER_BIT);
}
}