1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883 884 885 886 887 888 889 890 891 892 893 894 895 896 897 898 899 900 901 902 903 904 905 906 907 908 909 910 911 912 913 914 915 916 917 918 919 920 921 922 923 924 925 926 927 928 929 930 931 932 933 934 935 936 937 938 939 940 941 942 943 944 945 946 947 948 949 950 951 952 953 954 955 956 957 958 959 960 961 962 963 964 965 966 967 968 969 970 971 972 973 974 975 976 977 978 979 980 981 982 983 984 985 986 987 988 989 990 991 992 993 994 995 996 997 998 999 1000 1001 1002 1003 1004 1005 1006 1007 1008 1009 1010 1011 1012 1013 1014 1015 1016 1017 1018 1019 1020 1021 1022 1023 1024 1025 1026 1027 1028 1029 1030 1031 1032 1033 1034 1035 1036 1037 1038 1039 1040 1041 1042 1043 1044 1045 1046 1047 1048 1049 1050 1051 1052 1053 1054 1055 1056 1057 1058 1059 1060 1061 1062 1063 1064 1065
//! Platform-agnostic interface for writing apps using [`egui`] (epi = egui programming interface).
//!
//! `epi` provides interfaces for window management and serialization.
//!
//! Start by looking at the [`App`] trait, and implement [`App::update`].
#![warn(missing_docs)] // Let's keep `epi` well-documented.
#[cfg(target_arch = "wasm32")]
use std::any::Any;
#[cfg(not(target_arch = "wasm32"))]
#[cfg(any(feature = "glow", feature = "wgpu"))]
pub use crate::native::run::UserEvent;
#[cfg(not(target_arch = "wasm32"))]
#[cfg(any(feature = "glow", feature = "wgpu"))]
pub use winit::event_loop::EventLoopBuilder;
/// Hook into the building of an event loop before it is run
///
/// You can configure any platform specific details required on top of the default configuration
/// done by `EFrame`.
#[cfg(not(target_arch = "wasm32"))]
#[cfg(any(feature = "glow", feature = "wgpu"))]
pub type EventLoopBuilderHook = Box<dyn FnOnce(&mut EventLoopBuilder<UserEvent>)>;
/// This is how your app is created.
///
/// You can use the [`CreationContext`] to setup egui, restore state, setup OpenGL things, etc.
pub type AppCreator = Box<dyn FnOnce(&CreationContext<'_>) -> Box<dyn App>>;
/// Data that is passed to [`AppCreator`] that can be used to setup and initialize your app.
pub struct CreationContext<'s> {
/// The egui Context.
///
/// You can use this to customize the look of egui, e.g to call [`egui::Context::set_fonts`],
/// [`egui::Context::set_visuals`] etc.
pub egui_ctx: egui::Context,
/// Information about the surrounding environment.
pub integration_info: IntegrationInfo,
/// You can use the storage to restore app state(requires the "persistence" feature).
pub storage: Option<&'s dyn Storage>,
/// The [`glow::Context`] allows you to initialize OpenGL resources (e.g. shaders) that
/// you might want to use later from a [`egui::PaintCallback`].
///
/// Only available when compiling with the `glow` feature and using [`Renderer::Glow`].
#[cfg(feature = "glow")]
pub gl: Option<std::sync::Arc<glow::Context>>,
/// The underlying WGPU render state.
///
/// Only available when compiling with the `wgpu` feature and using [`Renderer::Wgpu`].
///
/// Can be used to manage GPU resources for custom rendering with WGPU using [`egui::PaintCallback`]s.
#[cfg(feature = "wgpu")]
pub wgpu_render_state: Option<egui_wgpu::RenderState>,
}
// ----------------------------------------------------------------------------
/// Implement this trait to write apps that can be compiled for both web/wasm and desktop/native using [`eframe`](https://github.com/emilk/egui/tree/master/crates/eframe).
pub trait App {
/// Called each time the UI needs repainting, which may be many times per second.
///
/// Put your widgets into a [`egui::SidePanel`], [`egui::TopBottomPanel`], [`egui::CentralPanel`], [`egui::Window`] or [`egui::Area`].
///
/// The [`egui::Context`] can be cloned and saved if you like.
///
/// To force a repaint, call [`egui::Context::request_repaint`] at any time (e.g. from another thread).
fn update(&mut self, ctx: &egui::Context, frame: &mut Frame);
/// Get a handle to the app.
///
/// Can be used from web to interact or other external context.
///
/// You need to implement this if you want to be able to access the application from JS using [`crate::web::backend::AppRunner`].
///
/// This is needed because downcasting `Box<dyn App>` -> `Box<dyn Any>` to get &`ConcreteApp` is not simple in current rust.
///
/// Just copy-paste this as your implementation:
/// ```ignore
/// #[cfg(target_arch = "wasm32")]
/// fn as_any_mut(&mut self) -> Option<&mut dyn std::any::Any> {
/// Some(&mut *self)
/// }
/// ```
#[cfg(target_arch = "wasm32")]
fn as_any_mut(&mut self) -> Option<&mut dyn Any> {
None
}
/// Called on shutdown, and perhaps at regular intervals. Allows you to save state.
///
/// Only called when the "persistence" feature is enabled.
///
/// On web the state is stored to "Local Storage".
/// On native the path is picked using [`directories_next::ProjectDirs::data_dir`](https://docs.rs/directories-next/2.0.0/directories_next/struct.ProjectDirs.html#method.data_dir) which is:
/// * Linux: `/home/UserName/.local/share/APPNAME`
/// * macOS: `/Users/UserName/Library/Application Support/APPNAME`
/// * Windows: `C:\Users\UserName\AppData\Roaming\APPNAME`
///
/// where `APPNAME` is what is given to `eframe::run_native`.
fn save(&mut self, _storage: &mut dyn Storage) {}
/// Called when the user attempts to close the desktop window and/or quit the application.
///
/// By returning `false` the closing will be aborted. To continue the closing return `true`.
///
/// A scenario where this method will be run is after pressing the close button on a native
/// window, which allows you to ask the user whether they want to do something before exiting.
/// See the example at <https://github.com/emilk/egui/blob/master/examples/confirm_exit/> for practical usage.
///
/// It will _not_ be called on the web or when the window is forcefully closed.
#[cfg(not(target_arch = "wasm32"))]
#[doc(alias = "exit")]
#[doc(alias = "quit")]
fn on_close_event(&mut self) -> bool {
true
}
/// Called once on shutdown, after [`Self::save`].
///
/// If you need to abort an exit use [`Self::on_close_event`].
///
/// To get a [`glow`] context you need to compile with the `glow` feature flag,
/// and run eframe with the glow backend.
#[cfg(feature = "glow")]
fn on_exit(&mut self, _gl: Option<&glow::Context>) {}
/// Called once on shutdown, after [`Self::save`].
///
/// If you need to abort an exit use [`Self::on_close_event`].
#[cfg(not(feature = "glow"))]
fn on_exit(&mut self) {}
// ---------
// Settings:
/// Time between automatic calls to [`Self::save`]
fn auto_save_interval(&self) -> std::time::Duration {
std::time::Duration::from_secs(30)
}
/// The size limit of the web app canvas.
///
/// By default the max size is [`egui::Vec2::INFINITY`], i.e. unlimited.
fn max_size_points(&self) -> egui::Vec2 {
egui::Vec2::INFINITY
}
/// Background color values for the app, e.g. what is sent to `gl.clearColor`.
///
/// This is the background of your windows if you don't set a central panel.
///
/// ATTENTION:
/// Since these float values go to the render as-is, any color space conversion as done
/// e.g. by converting from [`egui::Color32`] to [`egui::Rgba`] may cause incorrect results.
/// egui recommends that rendering backends use a normal "gamma-space" (non-sRGB-aware) blending,
/// which means the values you return here should also be in `sRGB` gamma-space in the 0-1 range.
/// You can use [`egui::Color32::to_normalized_gamma_f32`] for this.
fn clear_color(&self, _visuals: &egui::Visuals) -> [f32; 4] {
// NOTE: a bright gray makes the shadows of the windows look weird.
// We use a bit of transparency so that if the user switches on the
// `transparent()` option they get immediate results.
egui::Color32::from_rgba_unmultiplied(12, 12, 12, 180).to_normalized_gamma_f32()
// _visuals.window_fill() would also be a natural choice
}
/// Controls whether or not the native window position and size will be
/// persisted (only if the "persistence" feature is enabled).
fn persist_native_window(&self) -> bool {
true
}
/// Controls whether or not the egui memory (window positions etc) will be
/// persisted (only if the "persistence" feature is enabled).
fn persist_egui_memory(&self) -> bool {
true
}
/// If `true` a warm-up call to [`Self::update`] will be issued where
/// `ctx.memory(|mem| mem.everything_is_visible())` will be set to `true`.
///
/// This can help pre-caching resources loaded by different parts of the UI, preventing stutter later on.
///
/// In this warm-up call, all painted shapes will be ignored.
///
/// The default is `false`, and it is unlikely you will want to change this.
fn warm_up_enabled(&self) -> bool {
false
}
/// Called each time after the rendering the UI.
///
/// Can be used to access pixel data with `get_pixels`
fn post_rendering(&mut self, _window_size_px: [u32; 2], _frame: &Frame) {}
}
/// Selects the level of hardware graphics acceleration.
#[cfg(not(target_arch = "wasm32"))]
#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash)]
pub enum HardwareAcceleration {
/// Require graphics acceleration.
Required,
/// Prefer graphics acceleration, but fall back to software.
Preferred,
/// Do NOT use graphics acceleration.
///
/// On some platforms (MacOS) this is ignored and treated the same as [`Self::Preferred`].
Off,
}
/// Options controlling the behavior of a native window.
///
/// Only a single native window is currently supported.
#[cfg(not(target_arch = "wasm32"))]
pub struct NativeOptions {
/// Sets whether or not the window will always be on top of other windows at initialization.
pub always_on_top: bool,
/// Show window in maximized mode
pub maximized: bool,
/// On desktop: add window decorations (i.e. a frame around your app)?
/// If false it will be difficult to move and resize the app.
pub decorated: bool,
/// Start in (borderless) fullscreen?
///
/// Default: `false`.
pub fullscreen: bool,
/// On Mac: the window doesn't have a titlebar, but floating window buttons.
///
/// See [winit's documentation][with_fullsize_content_view] for information on Mac-specific options.
///
/// [with_fullsize_content_view]: https://docs.rs/winit/latest/x86_64-apple-darwin/winit/platform/macos/trait.WindowBuilderExtMacOS.html#tymethod.with_fullsize_content_view
#[cfg(target_os = "macos")]
pub fullsize_content: bool,
/// On Windows: enable drag and drop support. Drag and drop can
/// not be disabled on other platforms.
///
/// See [winit's documentation][drag_and_drop] for information on why you
/// might want to disable this on windows.
///
/// [drag_and_drop]: https://docs.rs/winit/latest/x86_64-pc-windows-msvc/winit/platform/windows/trait.WindowBuilderExtWindows.html#tymethod.with_drag_and_drop
pub drag_and_drop_support: bool,
/// The application icon, e.g. in the Windows task bar etc.
///
/// This doesn't work on Mac and on Wayland.
/// See <https://docs.rs/winit/latest/winit/window/struct.Window.html#method.set_window_icon> for more.
pub icon_data: Option<IconData>,
/// The initial (inner) position of the native window in points (logical pixels).
pub initial_window_pos: Option<egui::Pos2>,
/// The initial inner size of the native window in points (logical pixels).
pub initial_window_size: Option<egui::Vec2>,
/// The minimum inner window size in points (logical pixels).
pub min_window_size: Option<egui::Vec2>,
/// The maximum inner window size in points (logical pixels).
pub max_window_size: Option<egui::Vec2>,
/// Should the app window be resizable?
pub resizable: bool,
/// On desktop: make the window transparent.
/// You control the transparency with [`App::clear_color()`].
/// You should avoid having a [`egui::CentralPanel`], or make sure its frame is also transparent.
pub transparent: bool,
/// On desktop: mouse clicks pass through the window, used for non-interactable overlays
/// Generally you would use this in conjunction with always_on_top
pub mouse_passthrough: bool,
/// Turn on vertical syncing, limiting the FPS to the display refresh rate.
///
/// The default is `true`.
pub vsync: bool,
/// Set the level of the multisampling anti-aliasing (MSAA).
///
/// Must be a power-of-two. Higher = more smooth 3D.
///
/// A value of `0` turns it off (default).
///
/// `egui` already performs anti-aliasing via "feathering"
/// (controlled by [`egui::epaint::TessellationOptions`]),
/// but if you are embedding 3D in egui you may want to turn on multisampling.
pub multisampling: u16,
/// Sets the number of bits in the depth buffer.
///
/// `egui` doesn't need the depth buffer, so the default value is 0.
///
/// On `wgpu` backends, due to limited depth texture format options, this
/// will be interpreted as a boolean (non-zero = true) for whether or not
/// specifically a `Depth32Float` buffer is used.
pub depth_buffer: u8,
/// Sets the number of bits in the stencil buffer.
///
/// `egui` doesn't need the stencil buffer, so the default value is 0.
pub stencil_buffer: u8,
/// Specify whether or not hardware acceleration is preferred, required, or not.
///
/// Default: [`HardwareAcceleration::Preferred`].
pub hardware_acceleration: HardwareAcceleration,
/// What rendering backend to use.
#[cfg(any(feature = "glow", feature = "wgpu"))]
pub renderer: Renderer,
/// Only used if the `dark-light` feature is enabled:
///
/// Try to detect and follow the system preferred setting for dark vs light mode.
///
/// By default, this is `true` on Mac and Windows, but `false` on Linux
/// due to <https://github.com/frewsxcv/rust-dark-light/issues/17>.
///
/// See also [`Self::default_theme`].
pub follow_system_theme: bool,
/// Which theme to use in case [`Self::follow_system_theme`] is `false`
/// or the `dark-light` feature is disabled.
///
/// Default: [`Theme::Dark`].
pub default_theme: Theme,
/// This controls what happens when you close the main eframe window.
///
/// If `true`, execution will continue after the eframe window is closed.
/// If `false`, the app will close once the eframe window is closed.
///
/// This is `true` by default, and the `false` option is only there
/// so we can revert if we find any bugs.
///
/// This feature was introduced in <https://github.com/emilk/egui/pull/1889>.
///
/// When `true`, [`winit::platform::run_return::EventLoopExtRunReturn::run_return`] is used.
/// When `false`, [`winit::event_loop::EventLoop::run`] is used.
pub run_and_return: bool,
/// Hook into the building of an event loop before it is run.
///
/// Specify a callback here in case you need to make platform specific changes to the
/// event loop before it is run.
///
/// Note: A [`NativeOptions`] clone will not include any `event_loop_builder` hook.
#[cfg(any(feature = "glow", feature = "wgpu"))]
pub event_loop_builder: Option<EventLoopBuilderHook>,
#[cfg(feature = "glow")]
/// Needed for cross compiling for VirtualBox VMSVGA driver with OpenGL ES 2.0 and OpenGL 2.1 which doesn't support SRGB texture.
/// See <https://github.com/emilk/egui/pull/1993>.
///
/// For OpenGL ES 2.0: set this to [`egui_glow::ShaderVersion::Es100`] to solve blank texture problem (by using the "fallback shader").
pub shader_version: Option<egui_glow::ShaderVersion>,
/// On desktop: make the window position to be centered at initialization.
///
/// Platform specific:
///
/// Wayland desktop currently not supported.
pub centered: bool,
/// Configures wgpu instance/device/adapter/surface creation and renderloop.
#[cfg(feature = "wgpu")]
pub wgpu_options: egui_wgpu::WgpuConfiguration,
}
#[cfg(not(target_arch = "wasm32"))]
impl Clone for NativeOptions {
fn clone(&self) -> Self {
Self {
icon_data: self.icon_data.clone(),
#[cfg(any(feature = "glow", feature = "wgpu"))]
event_loop_builder: None, // Skip any builder callbacks if cloning
#[cfg(feature = "wgpu")]
wgpu_options: self.wgpu_options.clone(),
..*self
}
}
}
#[cfg(not(target_arch = "wasm32"))]
impl Default for NativeOptions {
fn default() -> Self {
Self {
always_on_top: false,
maximized: false,
decorated: true,
fullscreen: false,
#[cfg(target_os = "macos")]
fullsize_content: false,
drag_and_drop_support: true,
icon_data: None,
initial_window_pos: None,
initial_window_size: None,
min_window_size: None,
max_window_size: None,
resizable: true,
transparent: false,
mouse_passthrough: false,
vsync: true,
multisampling: 0,
depth_buffer: 0,
stencil_buffer: 0,
hardware_acceleration: HardwareAcceleration::Preferred,
#[cfg(any(feature = "glow", feature = "wgpu"))]
renderer: Renderer::default(),
follow_system_theme: cfg!(target_os = "macos") || cfg!(target_os = "windows"),
default_theme: Theme::Dark,
run_and_return: true,
#[cfg(any(feature = "glow", feature = "wgpu"))]
event_loop_builder: None,
#[cfg(feature = "glow")]
shader_version: None,
centered: false,
#[cfg(feature = "wgpu")]
wgpu_options: egui_wgpu::WgpuConfiguration::default(),
}
}
}
#[cfg(not(target_arch = "wasm32"))]
impl NativeOptions {
/// The theme used by the system.
#[cfg(feature = "dark-light")]
pub fn system_theme(&self) -> Option<Theme> {
if self.follow_system_theme {
crate::profile_scope!("dark_light::detect");
match dark_light::detect() {
dark_light::Mode::Dark => Some(Theme::Dark),
dark_light::Mode::Light => Some(Theme::Light),
dark_light::Mode::Default => None,
}
} else {
None
}
}
/// The theme used by the system.
#[cfg(not(feature = "dark-light"))]
pub fn system_theme(&self) -> Option<Theme> {
None
}
}
// ----------------------------------------------------------------------------
/// Options when using `eframe` in a web page.
#[cfg(target_arch = "wasm32")]
pub struct WebOptions {
/// Try to detect and follow the system preferred setting for dark vs light mode.
///
/// See also [`Self::default_theme`].
///
/// Default: `true`.
pub follow_system_theme: bool,
/// Which theme to use in case [`Self::follow_system_theme`] is `false`
/// or system theme detection fails.
///
/// Default: `Theme::Dark`.
pub default_theme: Theme,
/// Which version of WebGl context to select
///
/// Default: [`WebGlContextOption::BestFirst`].
#[cfg(feature = "glow")]
pub webgl_context_option: WebGlContextOption,
/// Configures wgpu instance/device/adapter/surface creation and renderloop.
#[cfg(feature = "wgpu")]
pub wgpu_options: egui_wgpu::WgpuConfiguration,
}
#[cfg(target_arch = "wasm32")]
impl Default for WebOptions {
fn default() -> Self {
Self {
follow_system_theme: true,
default_theme: Theme::Dark,
#[cfg(feature = "glow")]
webgl_context_option: WebGlContextOption::BestFirst,
#[cfg(feature = "wgpu")]
wgpu_options: egui_wgpu::WgpuConfiguration {
// WebGPU is not stable enough yet, use WebGL emulation
backends: wgpu::Backends::GL,
device_descriptor: wgpu::DeviceDescriptor {
label: Some("egui wgpu device"),
features: wgpu::Features::default(),
limits: wgpu::Limits {
// When using a depth buffer, we have to be able to create a texture
// large enough for the entire surface, and we want to support 4k+ displays.
max_texture_dimension_2d: 8192,
..wgpu::Limits::downlevel_webgl2_defaults()
},
},
..Default::default()
},
}
}
}
// ----------------------------------------------------------------------------
/// Dark or Light theme.
#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash)]
#[cfg_attr(feature = "serde", derive(serde::Deserialize, serde::Serialize))]
pub enum Theme {
/// Dark mode: light text on a dark background.
Dark,
/// Light mode: dark text on a light background.
Light,
}
impl Theme {
/// Get the egui visuals corresponding to this theme.
///
/// Use with [`egui::Context::set_visuals`].
pub fn egui_visuals(self) -> egui::Visuals {
match self {
Self::Dark => egui::Visuals::dark(),
Self::Light => egui::Visuals::light(),
}
}
}
// ----------------------------------------------------------------------------
/// WebGL Context options
#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash)]
#[cfg_attr(feature = "serde", derive(serde::Deserialize, serde::Serialize))]
pub enum WebGlContextOption {
/// Force Use WebGL1.
WebGl1,
/// Force use WebGL2.
WebGl2,
/// Use WebGl2 first.
BestFirst,
/// Use WebGl1 first
CompatibilityFirst,
}
// ----------------------------------------------------------------------------
/// What rendering backend to use.
///
/// You need to enable the "glow" and "wgpu" features to have a choice.
#[cfg(any(feature = "glow", feature = "wgpu"))]
#[derive(Clone, Copy, Debug, PartialEq, Eq)]
#[cfg_attr(feature = "serde", derive(serde::Deserialize, serde::Serialize))]
#[cfg_attr(feature = "serde", serde(rename_all = "snake_case"))]
pub enum Renderer {
/// Use [`egui_glow`] renderer for [`glow`](https://github.com/grovesNL/glow).
#[cfg(feature = "glow")]
Glow,
/// Use [`egui_wgpu`] renderer for [`wgpu`](https://github.com/gfx-rs/wgpu).
#[cfg(feature = "wgpu")]
Wgpu,
}
#[cfg(any(feature = "glow", feature = "wgpu"))]
impl Default for Renderer {
fn default() -> Self {
#[cfg(feature = "glow")]
return Self::Glow;
#[cfg(not(feature = "glow"))]
#[cfg(feature = "wgpu")]
return Self::Wgpu;
#[cfg(not(feature = "glow"))]
#[cfg(not(feature = "wgpu"))]
compile_error!("eframe: you must enable at least one of the rendering backend features: 'glow' or 'wgpu'");
}
}
#[cfg(any(feature = "glow", feature = "wgpu"))]
impl std::fmt::Display for Renderer {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
match self {
#[cfg(feature = "glow")]
Self::Glow => "glow".fmt(f),
#[cfg(feature = "wgpu")]
Self::Wgpu => "wgpu".fmt(f),
}
}
}
#[cfg(any(feature = "glow", feature = "wgpu"))]
impl std::str::FromStr for Renderer {
type Err = String;
fn from_str(name: &str) -> Result<Self, String> {
match name.to_lowercase().as_str() {
#[cfg(feature = "glow")]
"glow" => Ok(Self::Glow),
#[cfg(feature = "wgpu")]
"wgpu" => Ok(Self::Wgpu),
_ => Err(format!("eframe renderer {name:?} is not available. Make sure that the corresponding eframe feature is enabled."))
}
}
}
// ----------------------------------------------------------------------------
/// Image data for an application icon.
#[derive(Clone)]
pub struct IconData {
/// RGBA pixels, unmultiplied.
pub rgba: Vec<u8>,
/// Image width. This should be a multiple of 4.
pub width: u32,
/// Image height. This should be a multiple of 4.
pub height: u32,
}
/// Represents the surroundings of your app.
///
/// It provides methods to inspect the surroundings (are we on the web?),
/// allocate textures, and change settings (e.g. window size).
pub struct Frame {
/// Information about the integration.
pub(crate) info: IntegrationInfo,
/// Where the app can issue commands back to the integration.
pub(crate) output: backend::AppOutput,
/// A place where you can store custom data in a way that persists when you restart the app.
pub(crate) storage: Option<Box<dyn Storage>>,
/// A reference to the underlying [`glow`] (OpenGL) context.
#[cfg(feature = "glow")]
pub(crate) gl: Option<std::sync::Arc<glow::Context>>,
/// Can be used to manage GPU resources for custom rendering with WGPU using [`egui::PaintCallback`]s.
#[cfg(feature = "wgpu")]
pub(crate) wgpu_render_state: Option<egui_wgpu::RenderState>,
}
impl Frame {
/// True if you are in a web environment.
///
/// Equivalent to `cfg!(target_arch = "wasm32")`
#[allow(clippy::unused_self)]
pub fn is_web(&self) -> bool {
cfg!(target_arch = "wasm32")
}
/// Information about the integration.
pub fn info(&self) -> IntegrationInfo {
self.info.clone()
}
/// A place where you can store custom data in a way that persists when you restart the app.
pub fn storage(&self) -> Option<&dyn Storage> {
self.storage.as_deref()
}
/// A place where you can store custom data in a way that persists when you restart the app.
pub fn storage_mut(&mut self) -> Option<&mut (dyn Storage + 'static)> {
self.storage.as_deref_mut()
}
/// A reference to the underlying [`glow`] (OpenGL) context.
///
/// This can be used, for instance, to:
/// * Render things to offscreen buffers.
/// * Read the pixel buffer from the previous frame (`glow::Context::read_pixels`).
/// * Render things behind the egui windows.
///
/// Note that all egui painting is deferred to after the call to [`App::update`]
/// ([`egui`] only collects [`egui::Shape`]s and then eframe paints them all in one go later on).
///
/// To get a [`glow`] context you need to compile with the `glow` feature flag,
/// and run eframe using [`Renderer::Glow`].
#[cfg(feature = "glow")]
pub fn gl(&self) -> Option<&std::sync::Arc<glow::Context>> {
self.gl.as_ref()
}
/// The underlying WGPU render state.
///
/// Only available when compiling with the `wgpu` feature and using [`Renderer::Wgpu`].
///
/// Can be used to manage GPU resources for custom rendering with WGPU using [`egui::PaintCallback`]s.
#[cfg(feature = "wgpu")]
pub fn wgpu_render_state(&self) -> Option<&egui_wgpu::RenderState> {
self.wgpu_render_state.as_ref()
}
/// Tell `eframe` to close the desktop window.
///
/// The window will not close immediately, but at the end of the this frame.
///
/// Calling this will likely result in the app quitting, unless
/// you have more code after the call to [`crate::run_native`].
#[cfg(not(target_arch = "wasm32"))]
#[doc(alias = "exit")]
#[doc(alias = "quit")]
pub fn close(&mut self) {
tracing::debug!("eframe::Frame::close called");
self.output.close = true;
}
/// Minimize or unminimize window. (native only)
#[cfg(not(target_arch = "wasm32"))]
pub fn set_minimized(&mut self, minimized: bool) {
self.output.minimized = Some(minimized);
}
/// Maximize or unmaximize window. (native only)
#[cfg(not(target_arch = "wasm32"))]
pub fn set_maximized(&mut self, maximized: bool) {
self.output.maximized = Some(maximized);
}
/// Tell `eframe` to close the desktop window.
#[cfg(not(target_arch = "wasm32"))]
#[deprecated = "Renamed `close`"]
pub fn quit(&mut self) {
self.close();
}
/// Set the desired inner size of the window (in egui points).
#[cfg(not(target_arch = "wasm32"))]
pub fn set_window_size(&mut self, size: egui::Vec2) {
self.output.window_size = Some(size);
self.info.window_info.size = size; // so that subsequent calls see the updated value
}
/// Set the desired title of the window.
#[cfg(not(target_arch = "wasm32"))]
pub fn set_window_title(&mut self, title: &str) {
self.output.window_title = Some(title.to_owned());
}
/// Set whether to show window decorations (i.e. a frame around you app).
///
/// If false it will be difficult to move and resize the app.
#[cfg(not(target_arch = "wasm32"))]
pub fn set_decorations(&mut self, decorated: bool) {
self.output.decorated = Some(decorated);
}
/// Turn borderless fullscreen on/off (native only).
#[cfg(not(target_arch = "wasm32"))]
pub fn set_fullscreen(&mut self, fullscreen: bool) {
self.output.fullscreen = Some(fullscreen);
self.info.window_info.fullscreen = fullscreen; // so that subsequent calls see the updated value
}
/// set the position of the outer window.
#[cfg(not(target_arch = "wasm32"))]
pub fn set_window_pos(&mut self, pos: egui::Pos2) {
self.output.window_pos = Some(pos);
self.info.window_info.position = Some(pos); // so that subsequent calls see the updated value
}
/// When called, the native window will follow the
/// movement of the cursor while the primary mouse button is down.
///
/// Does not work on the web.
#[cfg(not(target_arch = "wasm32"))]
pub fn drag_window(&mut self) {
self.output.drag_window = true;
}
/// Set the visibility of the window.
#[cfg(not(target_arch = "wasm32"))]
pub fn set_visible(&mut self, visible: bool) {
self.output.visible = Some(visible);
}
/// On desktop: Set the window always on top.
///
/// (Wayland desktop currently not supported)
#[cfg(not(target_arch = "wasm32"))]
pub fn set_always_on_top(&mut self, always_on_top: bool) {
self.output.always_on_top = Some(always_on_top);
}
/// On desktop: Set the window to be centered.
///
/// (Wayland desktop currently not supported)
#[cfg(not(target_arch = "wasm32"))]
pub fn set_centered(&mut self) {
if let Some(monitor_size) = self.info.window_info.monitor_size {
let inner_size = self.info.window_info.size;
if monitor_size.x > 1.0 && monitor_size.y > 1.0 {
let x = (monitor_size.x - inner_size.x) / 2.0;
let y = (monitor_size.y - inner_size.y) / 2.0;
self.set_window_pos(egui::Pos2 { x, y });
}
}
}
/// for integrations only: call once per frame
#[cfg(any(feature = "glow", feature = "wgpu"))]
pub(crate) fn take_app_output(&mut self) -> backend::AppOutput {
std::mem::take(&mut self.output)
}
}
/// Information about the web environment (if applicable).
#[derive(Clone, Debug)]
#[cfg(target_arch = "wasm32")]
pub struct WebInfo {
/// The browser user agent.
pub user_agent: String,
/// Information about the URL.
pub location: Location,
}
/// Information about the application's main window, if available.
#[cfg(not(target_arch = "wasm32"))]
#[derive(Clone, Debug)]
pub struct WindowInfo {
/// Coordinates of the window's outer top left corner, relative to the top left corner of the first display.
///
/// Unit: egui points (logical pixels).
///
/// `None` = unknown.
pub position: Option<egui::Pos2>,
/// Are we in fullscreen mode?
pub fullscreen: bool,
/// Are we minimized?
pub minimized: bool,
/// Are we maximized?
pub maximized: bool,
/// Window inner size in egui points (logical pixels).
pub size: egui::Vec2,
/// Current monitor size in egui points (logical pixels)
pub monitor_size: Option<egui::Vec2>,
}
/// Information about the URL.
///
/// Everything has been percent decoded (`%20` -> ` ` etc).
#[cfg(target_arch = "wasm32")]
#[derive(Clone, Debug)]
pub struct Location {
/// The full URL (`location.href`) without the hash.
///
/// Example: `"http://www.example.com:80/index.html?foo=bar"`.
pub url: String,
/// `location.protocol`
///
/// Example: `"http:"`.
pub protocol: String,
/// `location.host`
///
/// Example: `"example.com:80"`.
pub host: String,
/// `location.hostname`
///
/// Example: `"example.com"`.
pub hostname: String,
/// `location.port`
///
/// Example: `"80"`.
pub port: String,
/// The "#fragment" part of "www.example.com/index.html?query#fragment".
///
/// Note that the leading `#` is included in the string.
/// Also known as "hash-link" or "anchor".
pub hash: String,
/// The "query" part of "www.example.com/index.html?query#fragment".
///
/// Note that the leading `?` is NOT included in the string.
///
/// Use [`Self::query_map`] to get the parsed version of it.
pub query: String,
/// The parsed "query" part of "www.example.com/index.html?query#fragment".
///
/// "foo=42&bar%20" is parsed as `{"foo": "42", "bar ": ""}`
pub query_map: std::collections::BTreeMap<String, String>,
/// `location.origin`
///
/// Example: `"http://www.example.com:80"`.
pub origin: String,
}
/// Information about the integration passed to the use app each frame.
#[derive(Clone, Debug)]
pub struct IntegrationInfo {
/// Information about the surrounding web environment.
#[cfg(target_arch = "wasm32")]
pub web_info: WebInfo,
/// Does the OS use dark or light mode?
///
/// `None` means "don't know".
pub system_theme: Option<Theme>,
/// Seconds of cpu usage (in seconds) of UI code on the previous frame.
/// `None` if this is the first frame.
pub cpu_usage: Option<f32>,
/// The OS native pixels-per-point
pub native_pixels_per_point: Option<f32>,
/// The position and size of the native window.
#[cfg(not(target_arch = "wasm32"))]
pub window_info: WindowInfo,
}
// ----------------------------------------------------------------------------
/// A place where you can store custom data in a way that persists when you restart the app.
///
/// On the web this is backed by [local storage](https://developer.mozilla.org/en-US/docs/Web/API/Window/localStorage).
/// On desktop this is backed by the file system.
///
/// See [`CreationContext::storage`] and [`App::save`].
pub trait Storage {
/// Get the value for the given key.
fn get_string(&self, key: &str) -> Option<String>;
/// Set the value for the given key.
fn set_string(&mut self, key: &str, value: String);
/// write-to-disk or similar
fn flush(&mut self);
}
/// Stores nothing.
#[derive(Clone, Default)]
pub(crate) struct DummyStorage {}
impl Storage for DummyStorage {
fn get_string(&self, _key: &str) -> Option<String> {
None
}
fn set_string(&mut self, _key: &str, _value: String) {}
fn flush(&mut self) {}
}
/// Get and deserialize the [RON](https://github.com/ron-rs/ron) stored at the given key.
#[cfg(feature = "ron")]
pub fn get_value<T: serde::de::DeserializeOwned>(storage: &dyn Storage, key: &str) -> Option<T> {
storage
.get_string(key)
.and_then(|value| ron::from_str(&value).ok())
}
/// Serialize the given value as [RON](https://github.com/ron-rs/ron) and store with the given key.
#[cfg(feature = "ron")]
pub fn set_value<T: serde::Serialize>(storage: &mut dyn Storage, key: &str, value: &T) {
match ron::ser::to_string(value) {
Ok(string) => storage.set_string(key, string),
Err(err) => tracing::error!("eframe failed to encode data using ron: {}", err),
}
}
/// [`Storage`] key used for app
pub const APP_KEY: &str = "app";
// ----------------------------------------------------------------------------
/// You only need to look here if you are writing a backend for `epi`.
pub(crate) mod backend {
/// Action that can be taken by the user app.
#[derive(Clone, Debug, Default)]
#[must_use]
pub struct AppOutput {
/// Set to `true` to close the native window (which often quits the app).
#[cfg(not(target_arch = "wasm32"))]
pub close: bool,
/// Set to some size to resize the outer window (e.g. glium window) to this size.
#[cfg(not(target_arch = "wasm32"))]
pub window_size: Option<egui::Vec2>,
/// Set to some string to rename the outer window (e.g. glium window) to this title.
#[cfg(not(target_arch = "wasm32"))]
pub window_title: Option<String>,
/// Set to some bool to change window decorations.
#[cfg(not(target_arch = "wasm32"))]
pub decorated: Option<bool>,
/// Set to some bool to change window fullscreen.
#[cfg(not(target_arch = "wasm32"))] // TODO: implement fullscreen on web
pub fullscreen: Option<bool>,
/// Set to true to drag window while primary mouse button is down.
#[cfg(not(target_arch = "wasm32"))]
pub drag_window: bool,
/// Set to some position to move the outer window (e.g. glium window) to this position
#[cfg(not(target_arch = "wasm32"))]
pub window_pos: Option<egui::Pos2>,
/// Set to some bool to change window visibility.
#[cfg(not(target_arch = "wasm32"))]
pub visible: Option<bool>,
/// Set to some bool to tell the window always on top.
#[cfg(not(target_arch = "wasm32"))]
pub always_on_top: Option<bool>,
/// Set to some bool to minimize or unminimize window.
#[cfg(not(target_arch = "wasm32"))]
pub minimized: Option<bool>,
/// Set to some bool to maximize or unmaximize window.
#[cfg(not(target_arch = "wasm32"))]
pub maximized: Option<bool>,
}
}