egui_sdl3/lib.rs
1//! # egui-sdl3
2//!
3//! Integration between [`egui`](https://github.com/emilk/egui) and
4//! [`sdl3`](https://github.com/vhspace/sdl3-rs).
5//!
6//! ## Features
7//! - Translate SDL3 events into [`egui`] events.
8//! - Handle [`egui::PlatformOutput`] (clipboard, cursor updates, links).
9//! - Render with OpenGL via [`glow`] (`glow-backend` feature).
10//! - Render with the SDL3 software renderer via [`sdl3::render::Canvas`] (`canvas-backend` feature).
11//!
12//! ## Usage
13//! ```no_run
14//! // Create SDL3 window:
15//! let sdl = sdl3::init().unwrap();
16//! let video = sdl.video().unwrap();
17//! let window = video.window("Egui SDL3 Canvas", 800, 600).build().unwrap();
18//! // Create egui renderer:
19//! let mut egui = egui_sdl3::EguiCanvas::new(window);
20//! let mut event_pump = sdl.event_pump().unwrap();
21//! loop {
22//! // Feed SDL3 events into egui:
23//! for event in event_pump.poll_iter() {
24//! egui.on_event(&event);
25//! }
26//! // Call `run` + `paint` each frame:
27//! egui.run(|ctx: &egui::Context| {});
28//! egui.paint();
29//! egui.present();
30//! std::thread::sleep(std::time::Duration::from_secs_f64(1.0 / 60.0));
31//!}
32//! ```
33
34pub use egui;
35#[cfg(feature = "glow-backend")]
36pub use egui_glow;
37pub use sdl3;
38
39#[cfg(feature = "canvas-backend")]
40pub mod canvas;
41#[cfg(feature = "glow-backend")]
42pub mod glow;
43pub mod state;
44#[cfg(feature = "wgpu-backend")]
45pub mod wgpu;
46
47#[cfg(feature = "canvas-backend")]
48pub use canvas::EguiCanvas;
49#[cfg(feature = "glow-backend")]
50pub use glow::*;
51pub use state::*;
52#[cfg(feature = "wgpu-backend")]
53pub use wgpu::EguiWgpu;
54
55/// The results of running one frame of `egui`.
56///
57/// `EguiRunOutput` collects the renderable shapes, texture updates, and scale
58/// factor from a single `egui` run. It also provides convenience methods for
59/// updating its contents from an `egui::Context` and for draining the data
60/// when it is time to render.
61///
62/// This is typically created once per backend instance and reused across frames.
63pub struct EguiRunOutput {
64 /// The clipped shapes that should be rendered for the current frame.
65 ///
66 /// This is produced by egui’s tessellation step and represents what should
67 /// be drawn to the screen.
68 pub shapes: Vec<egui::epaint::ClippedShape>,
69
70 /// The logical-to-physical pixel scaling factor used by egui in this frame.
71 ///
72 /// Backends should respect this when converting coordinates to pixels.
73 pub pixels_per_point: f32,
74
75 /// The delta of texture updates required for this frame.
76 ///
77 /// Includes new textures to upload and old textures to free.
78 pub textures_delta: egui::TexturesDelta,
79
80 /// How long until egui wants the ROOT viewport repainted, as reported by
81 /// the last [`Self::update`] (egui's `ViewportOutput::repaint_delay`).
82 ///
83 /// `Duration::ZERO` means egui needs another frame *immediately* — e.g. the
84 /// frame just run was a sizing pass for a freshly shown [`egui::Area`], whose
85 /// real (positioned, visible) frame must follow. `Duration::MAX` means egui
86 /// is idle and the backend may block on input. Event-driven backends should
87 /// fold this into their idle wait so animations and first-frame layout show
88 /// without an extra input event.
89 pub repaint_delay: std::time::Duration,
90}
91
92impl Default for EguiRunOutput {
93 /// Creates an empty `EguiRunOutput` with no shapes, no texture updates,
94 /// and a scale factor of `1.0`.
95 fn default() -> Self {
96 Self {
97 shapes: Default::default(),
98 pixels_per_point: 1.0,
99 textures_delta: Default::default(),
100 repaint_delay: std::time::Duration::MAX,
101 }
102 }
103}
104
105impl EguiRunOutput {
106 /// Run `egui` for one frame and update this output with the results.
107 ///
108 /// # Parameters
109 /// - `ctx`: The [`egui::Context`] used to run the UI.
110 /// - `state`: A backend state that provides input for egui and
111 /// handles platform output (clipboard, cursor, etc.).
112 /// - `run_ui`: A closure that builds the UI using the given `egui::Context`.
113 ///
114 /// # Behavior
115 /// - Takes input events from `state`.
116 /// - Runs egui with the provided `run_ui` closure.
117 /// - Handles platform output via `state`.
118 /// - Stores the frame’s shapes, texture updates, and scale factor
119 /// in this `EguiRunOutput`.
120 #[inline]
121 pub fn update(
122 &mut self,
123 ctx: &egui::Context,
124 state: &mut State,
125 mut run_ui: impl FnMut(&egui::Context),
126 ) {
127 let raw_input = state.take_egui_input();
128 // Our public API hands the caller an `&egui::Context`, so we drive egui through
129 // `run_ui` (which internally handles multi-pass layout) and bridge the root `Ui`
130 // back to its context. This keeps the `FnMut(&egui::Context)` closure contract
131 // while avoiding the deprecated `Context::run`.
132 let egui::FullOutput {
133 platform_output,
134 viewport_output,
135 textures_delta,
136 shapes,
137 pixels_per_point,
138 } = ctx.run_ui(raw_input, |ui| run_ui(ui.ctx()));
139 state.handle_platform_output(platform_output);
140
141 self.shapes = shapes;
142 self.textures_delta.append(textures_delta);
143 self.pixels_per_point = pixels_per_point;
144 // Surface egui's own repaint timing for the ROOT viewport so event-driven
145 // backends don't drop it: a sizing pass for a freshly shown anchored Area
146 // reports `ZERO` here, asking for the follow-up frame that actually paints
147 // it. `MAX` if egui didn't report (idle — wait on input).
148 self.repaint_delay = viewport_output
149 .get(&egui::ViewportId::ROOT)
150 .map_or(std::time::Duration::MAX, |v| v.repaint_delay);
151 }
152
153 /// Take ownership of the texture updates and shapes for the current frame.
154 ///
155 /// This clears both fields in the struct, leaving them empty for the next frame.
156 ///
157 /// # Returns
158 /// - `(textures_delta, shapes)` where:
159 /// - `textures_delta`: The [`egui::TexturesDelta`] with texture uploads/free requests.
160 /// - `shapes`: The tessellated shapes that should be rendered.
161 #[inline]
162 pub fn take(&mut self) -> (egui::TexturesDelta, Vec<egui::epaint::ClippedShape>) {
163 let textures_delta = std::mem::take(&mut self.textures_delta);
164 let shapes = std::mem::take(&mut self.shapes);
165
166 (textures_delta, shapes)
167 }
168}