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Fix egui_glow when targeting `wasm32-unknown-unknown` (#1303)

* Gate winit/glow and epi correctly

* Add check to CI

* Fix epi cfg
pull/1343/head
Jake Shadle 3 years ago
committed by GitHub
parent
commit
37c9f116bf
No known key found for this signature in database GPG Key ID: 4AEE18F83AFDEB23
  1. 14
      .github/workflows/rust.yml
  2. 117
      egui_glow/src/lib.rs
  3. 92
      egui_glow/src/winit.rs

14
.github/workflows/rust.yml

@ -56,6 +56,20 @@ jobs:
command: check
args: -p egui_demo_app --lib --target wasm32-unknown-unknown
check_wasm_eframe_with_features:
name: cargo check wasm eframe
runs-on: ubuntu-20.04
steps:
- uses: actions/checkout@v2
- uses: actions-rs/toolchain@v1
with:
profile: minimal
toolchain: 1.56.0
override: true
- run: rustup target add wasm32-unknown-unknown
- name: check
run: cargo check -p eframe --lib --no-default-features --features egui_glow,persistence --target wasm32-unknown-unknown
check_web_all_features:
name: cargo check web --all-features
runs-on: ubuntu-latest

117
egui_glow/src/lib.rs

@ -88,114 +88,27 @@
#![allow(clippy::manual_range_contains)]
pub mod painter;
#[cfg(feature = "winit")]
use egui_winit::winit;
pub use glow;
pub use painter::Painter;
#[cfg(feature = "winit")]
mod epi_backend;
mod misc_util;
mod post_process;
mod shader_version;
mod vao_emulate;
#[cfg(not(target_arch = "wasm32"))]
#[cfg(feature = "egui_winit")]
pub use egui_winit;
#[cfg(all(not(target_arch = "wasm32"), feature = "winit"))]
pub mod winit;
#[cfg(all(not(target_arch = "wasm32"), feature = "winit"))]
pub use winit::*;
#[cfg(all(feature = "epi", feature = "winit"))]
#[cfg(all(
not(target_arch = "wasm32"),
feature = "persistence",
feature = "winit"
))]
mod epi_backend;
#[cfg(all(
not(target_arch = "wasm32"),
feature = "persistence",
feature = "winit"
))]
pub use epi_backend::{run, NativeOptions};
// ----------------------------------------------------------------------------
/// Use [`egui`] from a [`glow`] app.
#[cfg(feature = "winit")]
pub struct EguiGlow {
pub egui_ctx: egui::Context,
pub egui_winit: egui_winit::State,
pub painter: crate::Painter,
shapes: Vec<egui::epaint::ClippedShape>,
textures_delta: egui::TexturesDelta,
}
#[cfg(feature = "winit")]
impl EguiGlow {
pub fn new(window: &winit::window::Window, gl: &glow::Context) -> Self {
let painter = crate::Painter::new(gl, None, "")
.map_err(|error| {
tracing::error!("error occurred in initializing painter:\n{}", error);
})
.unwrap();
Self {
egui_ctx: Default::default(),
egui_winit: egui_winit::State::new(painter.max_texture_side(), window),
painter,
shapes: Default::default(),
textures_delta: Default::default(),
}
}
/// Returns `true` if egui wants exclusive use of this event
/// (e.g. a mouse click on an egui window, or entering text into a text field).
/// For instance, if you use egui for a game, you want to first call this
/// and only when this returns `false` pass on the events to your game.
///
/// Note that egui uses `tab` to move focus between elements, so this will always return `true` for tabs.
pub fn on_event(&mut self, event: &winit::event::WindowEvent<'_>) -> bool {
self.egui_winit.on_event(&self.egui_ctx, event)
}
/// Returns `true` if egui requests a repaint.
///
/// Call [`Self::paint`] later to paint.
pub fn run(
&mut self,
window: &winit::window::Window,
run_ui: impl FnMut(&egui::Context),
) -> bool {
let raw_input = self.egui_winit.take_egui_input(window);
let egui::FullOutput {
platform_output,
needs_repaint,
textures_delta,
shapes,
} = self.egui_ctx.run(raw_input, run_ui);
self.egui_winit
.handle_platform_output(window, &self.egui_ctx, platform_output);
self.shapes = shapes;
self.textures_delta.append(textures_delta);
needs_repaint
}
/// Paint the results of the last call to [`Self::run`].
pub fn paint(&mut self, window: &winit::window::Window, gl: &glow::Context) {
let shapes = std::mem::take(&mut self.shapes);
let mut textures_delta = std::mem::take(&mut self.textures_delta);
for (id, image_delta) in textures_delta.set {
self.painter.set_texture(gl, id, &image_delta);
}
let clipped_meshes = self.egui_ctx.tessellate(shapes);
let dimensions: [u32; 2] = window.inner_size().into();
self.painter.paint_meshes(
gl,
dimensions,
self.egui_ctx.pixels_per_point(),
clipped_meshes,
);
for id in textures_delta.free.drain(..) {
self.painter.free_texture(gl, id);
}
}
/// Call to release the allocated graphics resources.
pub fn destroy(&mut self, gl: &glow::Context) {
self.painter.destroy(gl);
}
}

92
egui_glow/src/winit.rs

@ -0,0 +1,92 @@
pub use egui_winit;
use egui_winit::winit;
/// Use [`egui`] from a [`glow`] app.
pub struct EguiGlow {
pub egui_ctx: egui::Context,
pub egui_winit: egui_winit::State,
pub painter: crate::Painter,
shapes: Vec<egui::epaint::ClippedShape>,
textures_delta: egui::TexturesDelta,
}
impl EguiGlow {
pub fn new(window: &winit::window::Window, gl: &glow::Context) -> Self {
let painter = crate::Painter::new(gl, None, "")
.map_err(|error| {
tracing::error!("error occurred in initializing painter:\n{}", error);
})
.unwrap();
Self {
egui_ctx: Default::default(),
egui_winit: egui_winit::State::new(painter.max_texture_side(), window),
painter,
shapes: Default::default(),
textures_delta: Default::default(),
}
}
/// Returns `true` if egui wants exclusive use of this event
/// (e.g. a mouse click on an egui window, or entering text into a text field).
/// For instance, if you use egui for a game, you want to first call this
/// and only when this returns `false` pass on the events to your game.
///
/// Note that egui uses `tab` to move focus between elements, so this will always return `true` for tabs.
pub fn on_event(&mut self, event: &winit::event::WindowEvent<'_>) -> bool {
self.egui_winit.on_event(&self.egui_ctx, event)
}
/// Returns `true` if egui requests a repaint.
///
/// Call [`Self::paint`] later to paint.
pub fn run(
&mut self,
window: &winit::window::Window,
run_ui: impl FnMut(&egui::Context),
) -> bool {
let raw_input = self.egui_winit.take_egui_input(window);
let egui::FullOutput {
platform_output,
needs_repaint,
textures_delta,
shapes,
} = self.egui_ctx.run(raw_input, run_ui);
self.egui_winit
.handle_platform_output(window, &self.egui_ctx, platform_output);
self.shapes = shapes;
self.textures_delta.append(textures_delta);
needs_repaint
}
/// Paint the results of the last call to [`Self::run`].
pub fn paint(&mut self, window: &winit::window::Window, gl: &glow::Context) {
let shapes = std::mem::take(&mut self.shapes);
let mut textures_delta = std::mem::take(&mut self.textures_delta);
for (id, image_delta) in textures_delta.set {
self.painter.set_texture(gl, id, &image_delta);
}
let clipped_meshes = self.egui_ctx.tessellate(shapes);
let dimensions: [u32; 2] = window.inner_size().into();
self.painter.paint_meshes(
gl,
dimensions,
self.egui_ctx.pixels_per_point(),
clipped_meshes,
);
for id in textures_delta.free.drain(..) {
self.painter.free_texture(gl, id);
}
}
/// Call to release the allocated graphics resources.
pub fn destroy(&mut self, gl: &glow::Context) {
self.painter.destroy(gl);
}
}
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