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use crate::conv::{from_imgui_cursor, to_imgui_button, to_imgui_key};
use cgmath::Matrix3;
use easy_imgui::{self as imgui, cgmath, mint, Vector2};
use easy_imgui_renderer::Renderer;
use easy_imgui_sys::*;
use glutin::{
context::PossiblyCurrentContext,
prelude::*,
surface::{Surface, WindowSurface},
};
use std::num::NonZeroU32;
use std::time::{Duration, Instant};
use winit::{
dpi::{LogicalSize, PhysicalSize},
event::{Event, Ime::Commit},
keyboard::PhysicalKey,
window::{CursorIcon, Window},
};
// Only used with the main-window feature
#[allow(unused_imports)]
use winit::dpi::{LogicalPosition, PhysicalPosition, Pixel};
/// This struct maintains basic window info to be kept across events.
#[derive(Debug, Clone)]
pub struct MainWindowStatus {
last_frame: Instant,
current_cursor: Option<CursorIcon>,
}
impl Default for MainWindowStatus {
fn default() -> MainWindowStatus {
let now = Instant::now();
MainWindowStatus {
last_frame: now,
current_cursor: Some(CursorIcon::Default),
}
}
}
/// This struct handles the main loop going to idle when there is no user input for a while.
pub struct MainWindowIdler {
idle_time: Duration,
idle_frame_count: u32,
last_input_time: Instant,
last_input_frame: u32,
}
impl Default for MainWindowIdler {
fn default() -> MainWindowIdler {
let now = Instant::now();
MainWindowIdler {
idle_time: Duration::from_secs(1),
idle_frame_count: 60,
last_input_time: now,
last_input_frame: 0,
}
}
}
impl MainWindowIdler {
/// Sets the maximum time that the window will be rendered without user input.
pub fn set_idle_time(&mut self, time: Duration) {
self.idle_time = time;
}
/// Sets the maximum number of frames time that the window will be rendered without user input.
pub fn set_idle_frame_count(&mut self, frame_count: u32) {
self.idle_frame_count = frame_count;
}
/// Call this when the window is renderer.
pub fn incr_frame(&mut self) {
// An u32 incrementing 60 values/second would overflow after about 2 years, better safe
// than sorry.
self.last_input_frame = self.last_input_frame.saturating_add(1);
}
/// Check whether the window should go to idle or keep on rendering.
pub fn has_to_render(&self) -> bool {
self.last_input_frame < self.idle_frame_count
|| Instant::now().duration_since(self.last_input_time) < self.idle_time
}
/// Notify this struct that user input happened.
pub fn ping_user_input(&mut self) {
self.last_input_time = Instant::now();
self.last_input_frame = 0;
}
}
/// This traits grants access to a Window.
///
/// Usually you will have a [`MainWindow`], but if you create the `Window` with an external
/// crate, maybe you don't own it.
pub trait MainWindowRef {
/// Gets the [`Window`].
fn window(&self) -> &Window;
/// This runs just before rendering.
///
/// The intended use is to make the GL context current, if needed.
/// Clearing the background is usually done in [`easy_imgui::UiBuilder::pre_render`], or by the renderer if it has a background color.
fn pre_render(&mut self) {}
/// This runs just after rendering.
///
/// The intended use is to present the screen buffer.
fn post_render(&mut self) {}
/// Notifies of a user interaction, for idling purposes.
fn ping_user_input(&mut self) {}
/// There are no more messages, going to idle.
fn about_to_wait(&mut self, _pinged: bool) {}
fn transform_position(&self, pos: Vector2) -> Vector2 {
pos / self.scale_factor()
}
/// Gets the scale factor of the window, (HiDPI).
fn scale_factor(&self) -> f32 {
self.window().scale_factor() as f32
}
/// Changes the scale factor.
///
/// Normally there is nothing to be done here, unless you are doing something fancy with HiDPI.
///
/// It returns the real applied scale factor, as it would returned by
/// `self.scale_factor()` after this change has been applied.
fn set_scale_factor(&self, scale: f32) -> f32 {
scale
}
/// The window has been resized.
///
/// Takes the new physical size. It should return the new logical size.
fn resize(&mut self, size: PhysicalSize<u32>) -> LogicalSize<f32> {
let scale = self.scale_factor();
size.to_logical(scale as f64)
}
/// Changes the mouse cursor.
fn set_cursor(&mut self, cursor: Option<CursorIcon>) {
let w = self.window();
match cursor {
None => w.set_cursor_visible(false),
Some(c) => {
w.set_cursor_icon(c);
w.set_cursor_visible(true);
}
}
}
}
fn transform_position_with_optional_matrix(
w: &impl MainWindowRef,
pos: Vector2,
mx: &Option<Matrix3<f32>>,
) -> Vector2 {
use cgmath::{EuclideanSpace as _, Transform};
match mx {
Some(mx) => mx.transform_point(cgmath::Point2::from_vec(pos)).to_vec(),
None => pos / w.scale_factor(),
}
}
bitflags::bitflags! {
/// These flags can be used to customize the [`do_event`] function.
#[derive(Debug, Copy, Clone, PartialEq, Eq, PartialOrd, Ord)]
pub struct EventFlags: u32 {
/// Do not render the UI
const DoNotRender = 1;
/// Do not run the focus gained workaround.
///
/// https://github.com/rust-windowing/winit/issues/2841
const DoNotFixFocusGainedBug = 2;
/// Do not change the size or scale of the UI
const DoNotResize = 4;
/// Do not send mouse positions
const DoNotMouse = 8;
}
}
/// Helper struct to call [`do_event`] without owning the Window.
pub struct MainWindowPieces<'a> {
window: &'a Window,
surface: &'a Surface<WindowSurface>,
gl_context: &'a PossiblyCurrentContext,
matrix: Option<Matrix3<f32>>,
}
impl<'a> MainWindowPieces<'a> {
pub fn new(
window: &'a Window,
surface: &'a Surface<WindowSurface>,
gl_context: &'a PossiblyCurrentContext,
) -> Self {
MainWindowPieces {
window,
surface,
gl_context,
matrix: None,
}
}
/// Sets the matrix that transforms the input mouse coordinates into UI space.
///
/// If none, it uses the default transformation.
pub fn set_matrix(&mut self, matrix: Option<Matrix3<f32>>) {
self.matrix = matrix;
}
}
/// Default implementation if you have all the pieces.
impl<'a> MainWindowRef for MainWindowPieces<'a> {
fn window(&self) -> &Window {
self.window
}
fn pre_render(&mut self) {
self.gl_context.make_current(self.surface).unwrap();
}
fn post_render(&mut self) {
self.window.pre_present_notify();
self.surface.swap_buffers(self.gl_context).unwrap();
}
fn resize(&mut self, size: PhysicalSize<u32>) -> LogicalSize<f32> {
let width = NonZeroU32::new(size.width.max(1)).unwrap();
let height = NonZeroU32::new(size.height.max(1)).unwrap();
self.surface.resize(self.gl_context, width, height);
let scale = self.scale_factor();
size.to_logical(scale as f64)
}
fn transform_position(&self, pos: Vector2) -> Vector2 {
transform_position_with_optional_matrix(self, pos, &self.matrix)
}
}
/// Simple implementation if you only have a window, no pre/post render, no resize.
impl<'a> MainWindowRef for &'a Window {
fn window(&self) -> &Window {
self
}
}
// NewType to disable the HiDPI scaling.
pub struct NoScale<'a>(pub &'a Window);
impl<'a> MainWindowRef for NoScale<'a> {
fn window(&self) -> &Window {
self.0
}
fn scale_factor(&self) -> f32 {
1.0
}
fn set_scale_factor(&self, _scale: f32) -> f32 {
1.0
}
}
/// The result of processing an event in the ImGui loop.
#[derive(Debug, Default, Clone)]
pub struct EventResult {
/// The user requested to close the window. You can break the loop or ignore it, at will.
pub window_closed: bool,
/// ImGui requests handling the mouse, your application should ignore mouse events.
pub want_capture_mouse: bool,
/// ImGui requests handling the keyboard, your application should ignore keyboard events.
pub want_capture_keyboard: bool,
/// ImGui requests handling text input, your application should ignore text events.
pub want_text_input: bool,
}
/// Just like [`MainWindowWithRenderer::do_event`] but using all the pieces separately.
pub fn do_event<EventUserType>(
main_window: &mut impl MainWindowRef,
renderer: &mut Renderer,
status: &mut MainWindowStatus,
app: &mut impl imgui::UiBuilder,
event: &Event<EventUserType>,
flags: EventFlags,
) -> EventResult {
let mut window_closed = false;
match event {
Event::NewEvents(x) => {
if x == &winit::event::StartCause::Init
&& !flags.contains(EventFlags::DoNotFixFocusGainedBug)
{
// This fixes "keyboard non-responsive on startup because it doesn't detect FocusGained...":
// https://github.com/rust-windowing/winit/issues/2841
use winit::raw_window_handle::{
HasWindowHandle,
RawWindowHandle::{Xcb, Xlib},
};
if let Ok(h) = main_window.window().window_handle() {
if matches!(h.as_raw(), Xcb(_) | Xlib(_)) {
main_window.window().set_visible(false);
main_window.window().set_visible(true);
}
}
}
let now = Instant::now();
let mut imgui = unsafe { renderer.imgui().set_current() };
let io = imgui.io_mut();
io.DeltaTime = now.duration_since(status.last_frame).as_secs_f32();
status.last_frame = now;
}
Event::AboutToWait => {
let imgui = unsafe { renderer.imgui().set_current() };
let io = imgui.io();
if io.WantSetMousePos {
let pos = io.MousePos;
let pos = winit::dpi::LogicalPosition { x: pos.x, y: pos.y };
let _ = main_window.window().set_cursor_position(pos);
}
// If the mouse is down, redraw all the time, maybe the user is dragging.
let mouse = unsafe { ImGui_IsAnyMouseDown() };
main_window.about_to_wait(mouse);
}
Event::WindowEvent { window_id, event } if main_window.window().id() == *window_id => {
use winit::event::WindowEvent::*;
match event {
CloseRequested => {
window_closed = true;
}
RedrawRequested => unsafe {
let imgui = renderer.imgui().set_current();
let io = imgui.io();
let config_flags = imgui::ConfigFlags::from_bits_truncate(io.ConfigFlags);
if !config_flags.contains(imgui::ConfigFlags::NoMouseCursorChange) {
let cursor = if io.MouseDrawCursor {
None
} else {
let cursor = imgui::MouseCursor::from_bits(ImGui_GetMouseCursor())
.unwrap_or(imgui::MouseCursor::Arrow);
from_imgui_cursor(cursor)
};
if cursor != status.current_cursor {
main_window.set_cursor(cursor);
status.current_cursor = cursor;
}
}
if !flags.contains(EventFlags::DoNotRender) {
main_window.pre_render();
renderer.do_frame(app);
main_window.post_render();
}
},
Resized(size) => {
if !flags.contains(EventFlags::DoNotResize) {
main_window.ping_user_input();
// GL surface in physical pixels, imgui in logical
let size = main_window.resize(*size);
let mut imgui = unsafe { renderer.imgui().set_current() };
let io = imgui.io_mut();
let size = Vector2::from(mint::Vector2::from(size));
io.DisplaySize = imgui::v2_to_im(size);
}
}
ScaleFactorChanged { scale_factor, .. } => {
if !flags.contains(EventFlags::DoNotResize) {
main_window.ping_user_input();
let scale_factor = main_window.set_scale_factor(*scale_factor as f32);
let mut imgui = unsafe { renderer.imgui().set_current() };
let io = imgui.io_mut();
// Keep the mouse in the same relative position: maybe it is wrong, but it is
// the best guess we can do.
let old_scale_factor = io.DisplayFramebufferScale.x;
if io.MousePos.x.is_finite() && io.MousePos.y.is_finite() {
io.MousePos.x *= scale_factor / old_scale_factor;
io.MousePos.y *= scale_factor / old_scale_factor;
}
let size = renderer.size();
renderer.set_size(size, scale_factor);
}
}
ModifiersChanged(mods) => {
main_window.ping_user_input();
unsafe {
let mut imgui = renderer.imgui().set_current();
let io = imgui.io_mut();
ImGuiIO_AddKeyEvent(
io,
imgui::Key::ModCtrl.bits(),
mods.state().control_key(),
);
ImGuiIO_AddKeyEvent(
io,
imgui::Key::ModShift.bits(),
mods.state().shift_key(),
);
#[rustfmt::skip]
ImGuiIO_AddKeyEvent(
io,
imgui::Key::ModAlt.bits(),
mods.state().alt_key(),
);
ImGuiIO_AddKeyEvent(
io,
imgui::Key::ModSuper.bits(),
mods.state().super_key(),
);
}
}
KeyboardInput {
event:
winit::event::KeyEvent {
physical_key,
text,
state,
..
},
is_synthetic: false,
..
} => {
main_window.ping_user_input();
let pressed = *state == winit::event::ElementState::Pressed;
if let Some(key) = to_imgui_key(*physical_key) {
unsafe {
let mut imgui = renderer.imgui().set_current();
let io = imgui.io_mut();
ImGuiIO_AddKeyEvent(io, key.bits(), pressed);
use winit::keyboard::KeyCode::*;
if let PhysicalKey::Code(keycode) = physical_key {
let kmod = match keycode {
ControlLeft | ControlRight => Some(imgui::Key::ModCtrl),
ShiftLeft | ShiftRight => Some(imgui::Key::ModShift),
AltLeft | AltRight => Some(imgui::Key::ModAlt),
SuperLeft | SuperRight => Some(imgui::Key::ModSuper),
_ => None,
};
if let Some(kmod) = kmod {
ImGuiIO_AddKeyEvent(io, kmod.bits(), pressed);
}
}
}
}
if pressed {
if let Some(text) = text {
unsafe {
let mut imgui = renderer.imgui().set_current();
let io = imgui.io_mut();
for c in text.chars() {
ImGuiIO_AddInputCharacter(io, c as u32);
}
}
}
}
}
Ime(Commit(text)) => {
main_window.ping_user_input();
unsafe {
let mut imgui = renderer.imgui().set_current();
let io = imgui.io_mut();
for c in text.chars() {
ImGuiIO_AddInputCharacter(io, c as u32);
}
}
}
CursorMoved { position, .. } => {
main_window.ping_user_input();
unsafe {
let mut imgui = renderer.imgui().set_current();
let io = imgui.io_mut();
let position = main_window
.transform_position(Vector2::new(position.x as f32, position.y as f32));
ImGuiIO_AddMousePosEvent(io, position.x, position.y);
}
}
MouseWheel {
delta,
phase: winit::event::TouchPhase::Moved,
..
} => {
main_window.ping_user_input();
let mut imgui = unsafe { renderer.imgui().set_current() };
let io = imgui.io_mut();
let (h, v) = match delta {
winit::event::MouseScrollDelta::LineDelta(h, v) => (*h, *v),
winit::event::MouseScrollDelta::PixelDelta(d) => {
let scale = io.DisplayFramebufferScale.x;
let f_scale = unsafe { ImGui_GetFontSize() };
let scale = scale * f_scale;
(d.x as f32 / scale, d.y as f32 / scale)
}
};
unsafe {
ImGuiIO_AddMouseWheelEvent(io, h, v);
}
}
MouseInput { state, button, .. } => {
main_window.ping_user_input();
unsafe {
let mut imgui = renderer.imgui().set_current();
let io = imgui.io_mut();
if let Some(btn) = to_imgui_button(*button) {
let pressed = *state == winit::event::ElementState::Pressed;
ImGuiIO_AddMouseButtonEvent(io, btn.bits(), pressed);
}
}
}
CursorLeft { .. } => {
main_window.ping_user_input();
unsafe {
let mut imgui = renderer.imgui().set_current();
let io = imgui.io_mut();
ImGuiIO_AddMousePosEvent(io, f32::MAX, f32::MAX);
}
}
Focused(focused) => {
main_window.ping_user_input();
unsafe {
let mut imgui = renderer.imgui().set_current();
let io = imgui.io_mut();
ImGuiIO_AddFocusEvent(io, *focused);
}
}
_ => {}
}
}
_ => {}
}
let res = unsafe {
let imgui = renderer.imgui().set_current();
EventResult {
window_closed,
want_capture_mouse: imgui.want_capture_mouse(),
want_capture_keyboard: imgui.want_capture_keyboard(),
want_text_input: imgui.want_text_input(),
}
};
res
}
#[cfg(feature = "clipboard")]
pub mod clipboard {
use easy_imgui as imgui;
use std::ffi::{c_char, c_void, CStr, CString};
/// Sets up the ImGui clipboard using the `arboard` crate.
pub fn setup(imgui: &mut imgui::CurrentContext<'_>) {
if let Ok(ctx) = arboard::Clipboard::new() {
let clip = MyClipboard {
ctx,
text: CString::default(),
};
let io = imgui.io_mut();
io.ClipboardUserData = Box::into_raw(Box::new(clip)) as *mut c_void;
io.SetClipboardTextFn = Some(set_clipboard_text);
io.GetClipboardTextFn = Some(get_clipboard_text);
}
}
unsafe extern "C" fn set_clipboard_text(user: *mut c_void, text: *const c_char) {
let clip = &mut *(user as *mut MyClipboard);
if text.is_null() {
let _ = clip.ctx.clear();
} else {
let cstr = CStr::from_ptr(text);
let str = String::from_utf8_lossy(cstr.to_bytes()).to_string();
let _ = clip.ctx.set_text(str);
}
}
// The returned pointer should be valid for a while...
unsafe extern "C" fn get_clipboard_text(user: *mut c_void) -> *const c_char {
let clip = &mut *(user as *mut MyClipboard);
let Ok(text) = clip.ctx.get_text() else {
return std::ptr::null();
};
let Ok(text) = CString::new(text) else {
return std::ptr::null();
};
clip.text = text;
clip.text.as_ptr()
}
struct MyClipboard {
ctx: arboard::Clipboard,
text: CString,
}
}
#[cfg(feature = "main-window")]
mod main_window {
use super::*;
use anyhow::{anyhow, Result};
use easy_imgui_renderer::glow;
use glutin::{
config::{Config, ConfigTemplateBuilder},
context::{ContextApi, ContextAttributesBuilder},
display::GetGlDisplay,
surface::SurfaceAttributesBuilder,
};
use glutin_winit::DisplayBuilder;
use raw_window_handle::HasRawWindowHandle;
use winit::{event_loop::EventLoopWindowTarget, window::WindowBuilder};
/// This type represents a `winit` window and an OpenGL context.
pub struct MainWindow {
gl_context: PossiblyCurrentContext,
// The surface must be dropped before the window.
surface: Surface<WindowSurface>,
window: Window,
matrix: Option<Matrix3<f32>>,
idler: MainWindowIdler,
}
/// This is a [`MainWindow`] plus a [`Renderer`]. It is the ultimate `easy-imgui` object.
/// Instead of a literal `MainWindow` you can use any type that implements [`MainWindowRef`].
pub struct MainWindowWithRenderer {
main_window: MainWindow,
renderer: Renderer,
status: MainWindowStatus,
}
impl MainWindow {
/// Creates a `MainWindow` with default values.
pub fn new<EventUserType>(
event_loop: &EventLoopWindowTarget<EventUserType>,
title: &str,
) -> Result<MainWindow> {
// For standard UI, we need as few fancy things as available
let score = |c: &Config| (c.num_samples(), c.depth_size(), c.stencil_size());
Self::with_gl_chooser(event_loop, title, |cfg1, cfg2| {
if score(&cfg2) < score(&cfg1) {
cfg2
} else {
cfg1
}
})
}
/// Creates a `MainWindow` with your own OpenGL context chooser.
///
/// If you don't have specific OpenGL needs, prefer using [`MainWindow::new`]. If you do,
/// consider using a _FramebufferObject_ and do an offscreen rendering instead.
pub fn with_gl_chooser<EventUserType>(
event_loop: &EventLoopWindowTarget<EventUserType>,
title: &str,
f_choose_cfg: impl FnMut(Config, Config) -> Config,
) -> Result<MainWindow> {
let window_builder = WindowBuilder::new();
let template = ConfigTemplateBuilder::new()
.prefer_hardware_accelerated(Some(true))
.with_depth_size(0)
.with_stencil_size(0);
let display_builder = DisplayBuilder::new().with_window_builder(Some(window_builder));
let (window, gl_config) = display_builder
.build(event_loop, template, |configs| {
configs.reduce(f_choose_cfg).unwrap()
})
.map_err(|e| anyhow!("{:#?}", e))?;
let window = window.unwrap();
window.set_title(title);
window.set_ime_allowed(true);
let raw_window_handle = Some(window.raw_window_handle());
let gl_display = gl_config.display();
let context_attributes = ContextAttributesBuilder::new().build(raw_window_handle);
let fallback_context_attributes = ContextAttributesBuilder::new()
.with_context_api(ContextApi::Gles(None))
.build(raw_window_handle);
let mut not_current_gl_context = Some(unsafe {
gl_display
.create_context(&gl_config, &context_attributes)
.or_else(|_| {
gl_display.create_context(&gl_config, &fallback_context_attributes)
})?
});
let size = window.inner_size();
let (width, height): (u32, u32) = size.into();
let raw_window_handle = window.raw_window_handle();
let attrs = SurfaceAttributesBuilder::<WindowSurface>::new().build(
raw_window_handle,
NonZeroU32::new(width).unwrap(),
NonZeroU32::new(height).unwrap(),
);
let surface = unsafe {
gl_config
.display()
.create_window_surface(&gl_config, &attrs)?
};
let gl_context = not_current_gl_context
.take()
.unwrap()
.make_current(&surface)?;
// Enable v-sync to avoid consuming too much CPU
let _ = surface.set_swap_interval(
&gl_context,
glutin::surface::SwapInterval::Wait(NonZeroU32::new(1).unwrap()),
);
Ok(MainWindow {
gl_context,
window,
surface,
matrix: None,
idler: MainWindowIdler::default(),
})
}
/// Sets a custom matrix that converts physical mouse coordinates into logical ones.
pub fn set_matrix(&mut self, matrix: Option<Matrix3<f32>>) {
self.matrix = matrix;
}
/// Splits this window into its parts.
///
/// # Safety
/// Do not drop the `window` without dropping the `surface` first.
pub unsafe fn into_pieces(
self,
) -> (PossiblyCurrentContext, Surface<WindowSurface>, Window) {
(self.gl_context, self.surface, self.window)
}
pub fn glutin_context(&self) -> &PossiblyCurrentContext {
&self.gl_context
}
/// Creates a new `glow` OpenGL context for this window and the selected configuration.
pub fn create_gl_context(&self) -> glow::Context {
let dsp = self.gl_context.display();
unsafe { glow::Context::from_loader_function_cstr(|s| dsp.get_proc_address(s)) }
}
/// Gets a reference to the `winit` window.
pub fn window(&self) -> &Window {
&self.window
}
pub fn surface(&self) -> &Surface<WindowSurface> {
&self.surface
}
/// Converts the given physical size to a logical size, using the window scale factor.
pub fn to_logical_size<X: Pixel, Y: Pixel>(&self, size: PhysicalSize<X>) -> LogicalSize<Y> {
let scale = self.window.scale_factor();
size.to_logical(scale)
}
/// Converts the given logical size to a physical size, using the window scale factor.
pub fn to_physical_size<X: Pixel, Y: Pixel>(
&self,
size: LogicalSize<X>,
) -> PhysicalSize<Y> {
let scale = self.window.scale_factor();
size.to_physical(scale)
}
/// Converts the given physical position to a logical position, using the window scale factor.
pub fn to_logical_pos<X: Pixel, Y: Pixel>(
&self,
pos: PhysicalPosition<X>,
) -> LogicalPosition<Y> {
let scale = self.window.scale_factor();
pos.to_logical(scale)
}
/// Converts the given logical position to a physical position, using the window scale factor.
pub fn to_physical_pos<X: Pixel, Y: Pixel>(
&self,
pos: LogicalPosition<X>,
) -> PhysicalPosition<Y> {
let scale = self.window.scale_factor();
pos.to_physical(scale)
}
}
impl MainWindowWithRenderer {
/// Creates a new [`Renderer`] and attaches it to the given window.
pub fn new(main_window: MainWindow) -> Self {
let gl = main_window.create_gl_context();
let renderer = Renderer::new(std::rc::Rc::new(gl)).unwrap();
Self::new_with_renderer(main_window, renderer)
}
/// Sets the time after which the UI will stop rendering, if there is no user input.
pub fn set_idle_time(&mut self, time: Duration) {
self.main_window.idler.set_idle_time(time);
}
/// Sets the frame count after which the UI will stop rendering, if there is no user input.
///
/// Note that by default V-Sync is enabled, and that will affect the frame rate.
pub fn set_idle_frame_count(&mut self, frame_count: u32) {
self.main_window.idler.set_idle_frame_count(frame_count);
}
/// Forces a rebuild of the UI.
///
/// By default the window will stop rendering the UI after a while without user input. Use this
/// function to force a redraw because of some external factor.
pub fn ping_user_input(&mut self) {
self.main_window.idler.ping_user_input();
}
/// Gets a reference to the inner renderer.
pub fn renderer(&mut self) -> &mut Renderer {
&mut self.renderer
}
/// Gets a reference to the inner window.
pub fn main_window(&mut self) -> &mut MainWindow {
&mut self.main_window
}
/// Attaches the given window and renderer together.
pub fn new_with_renderer(main_window: MainWindow, mut renderer: Renderer) -> Self {
let w = main_window.window();
let size = w.inner_size();
let scale = w.scale_factor();
let size = size.to_logical::<f32>(scale);
renderer.set_size(Vector2::from(mint::Vector2::from(size)), scale as f32);
let mut imgui = unsafe { renderer.imgui().set_current() };
#[cfg(feature = "clipboard")]
clipboard::setup(&mut imgui);
MainWindowWithRenderer {
main_window,
renderer,
status: MainWindowStatus::default(),
}
}
/// The main event function, to be called from your event loop.
///
/// It returns [`EventResult`]. You can use it to break the main loop, or ignore it, as you see fit.
/// It also informs of whether ImGui want the monopoly of the user input.
pub fn do_event<EventUserType>(
&mut self,
app: &mut impl imgui::UiBuilder,
event: &Event<EventUserType>,
) -> EventResult {
self.do_event_with_flags(app, event, EventFlags::empty())
}
/// Just like `do_event` but with flags.
pub fn do_event_with_flags<EventUserType>(
&mut self,
app: &mut impl imgui::UiBuilder,
event: &Event<EventUserType>,
flags: EventFlags,
) -> EventResult {
do_event(
&mut self.main_window,
&mut self.renderer,
&mut self.status,
app,
event,
flags,
)
}
}
/// Main implementation of the `MainWindowRef` trait for an owned `MainWindow`.
impl MainWindowRef for MainWindow {
fn window(&self) -> &Window {
&self.window
}
fn pre_render(&mut self) {
self.idler.incr_frame();
self.gl_context.make_current(&self.surface).unwrap();
}
fn post_render(&mut self) {
self.window.pre_present_notify();
self.surface.swap_buffers(&self.gl_context).unwrap();
}
fn resize(&mut self, size: PhysicalSize<u32>) -> LogicalSize<f32> {
let width = NonZeroU32::new(size.width.max(1)).unwrap();
let height = NonZeroU32::new(size.height.max(1)).unwrap();
self.surface.resize(&self.gl_context, width, height);
self.to_logical_size::<_, f32>(size)
}
fn ping_user_input(&mut self) {
self.idler.ping_user_input();
}
fn about_to_wait(&mut self, pinged: bool) {
if pinged || self.idler.has_to_render() {
// No need to call set_control_flow(): doing a redraw will force extra Poll.
// Not doing it will default to Wait.
self.window.request_redraw();
}
}
fn transform_position(&self, pos: Vector2) -> Vector2 {
transform_position_with_optional_matrix(self, pos, &self.matrix)
}
}
}
#[cfg(feature = "main-window")]
pub use main_window::*;