From a6c8e1e392f033ced07edcf9dde218c46a67e27f Mon Sep 17 00:00:00 2001 From: Robert Bragg Date: Sat, 20 Aug 2022 15:26:00 +0100 Subject: [PATCH] eframe: defer graphics state initialization until app Resumed Conceptually the Winit `Resumed` event signifies that the application is ready to run and render and since https://github.com/rust-windowing/winit/pull/2331 all platforms now consistently emit a Resumed event that can be used to initialize graphics state for an application. On Android in particular it's important to wait until the application has Resumed before initializing graphics state since it won't have an associated SurfaceView while paused. Without this change then Android applications are likely to just show a black screen. This updates the Wgpu+Winit and Glow+Winit integration for eframe but it's worth noting that the Glow integration is still not able to fully support suspend and resume on Android due to limitations with Glutin's API that mean we can't destroy and create a Window without also destroying the GL context, and therefore (practically) the entire application. There is a plan (and progress on) to improve the Glutin API here: https://github.com/rust-windowing/glutin/pull/1435 and with that change it should be an incremental change to enable Android suspend/resume support with Glow later. In the mean time the Glow changes keep the implementation consistent with the wgpu integration and it should now at least be possible to start an Android application - even though it won't be able to suspend correctly. Fixes #1951 --- crates/eframe/CHANGELOG.md | 1 + crates/eframe/src/native/run.rs | 795 ++++++++++++++++++++------------ 2 files changed, 497 insertions(+), 299 deletions(-) diff --git a/crates/eframe/CHANGELOG.md b/crates/eframe/CHANGELOG.md index b50d446620d..f71046c36f1 100644 --- a/crates/eframe/CHANGELOG.md +++ b/crates/eframe/CHANGELOG.md @@ -6,6 +6,7 @@ NOTE: [`egui-winit`](../egui-winit/CHANGELOG.md), [`egui_glium`](../egui_glium/C ## Unreleased * Added `NativeOptions::event_loop_builder` hook for apps to change platform specific event loop options ([#1952](https://github.com/emilk/egui/pull/1952)). +* Enabled deferred render state initialization to support Android ([#1952](https://github.com/emilk/egui/pull/1952)). ## 0.19.0 - 2022-08-20 * MSRV (Minimum Supported Rust Version) is now `1.61.0` ([#1846](https://github.com/emilk/egui/pull/1846)). diff --git a/crates/eframe/src/native/run.rs b/crates/eframe/src/native/run.rs index e1c017a9dc7..0082f94e605 100644 --- a/crates/eframe/src/native/run.rs +++ b/crates/eframe/src/native/run.rs @@ -5,7 +5,9 @@ use std::time::Duration; use std::time::Instant; use egui_winit::winit; -use winit::event_loop::{ControlFlow, EventLoop, EventLoopBuilder}; +use winit::event_loop::{ + ControlFlow, EventLoop, EventLoopBuilder, EventLoopProxy, EventLoopWindowTarget, +}; use super::epi_integration::{self, EpiIntegration}; use crate::epi; @@ -13,45 +15,6 @@ use crate::epi; #[derive(Debug)] pub struct RequestRepaintEvent; -#[cfg(feature = "glow")] -#[allow(unsafe_code)] -fn create_display( - native_options: &NativeOptions, - window_builder: winit::window::WindowBuilder, - event_loop: &EventLoop, -) -> ( - glutin::WindowedContext, - glow::Context, -) { - crate::profile_function!(); - - use crate::HardwareAcceleration; - - let hardware_acceleration = match native_options.hardware_acceleration { - HardwareAcceleration::Required => Some(true), - HardwareAcceleration::Preferred => None, - HardwareAcceleration::Off => Some(false), - }; - - let gl_window = unsafe { - glutin::ContextBuilder::new() - .with_hardware_acceleration(hardware_acceleration) - .with_depth_buffer(native_options.depth_buffer) - .with_multisampling(native_options.multisampling) - .with_srgb(true) - .with_stencil_buffer(native_options.stencil_buffer) - .with_vsync(native_options.vsync) - .build_windowed(window_builder, event_loop) - .unwrap() - .make_current() - .unwrap() - }; - - let gl = unsafe { glow::Context::from_loader_function(|s| gl_window.get_proc_address(s)) }; - - (gl_window, gl) -} - // ---------------------------------------------------------------------------- pub use epi::NativeOptions; @@ -65,11 +28,15 @@ enum EventResult { trait WinitApp { fn is_focused(&self) -> bool; - fn integration(&self) -> &EpiIntegration; - fn window(&self) -> &winit::window::Window; + fn integration(&self) -> Option<&EpiIntegration>; + fn window(&self) -> Option<&winit::window::Window>; fn save_and_destroy(&mut self); fn paint(&mut self) -> EventResult; - fn on_event(&mut self, event: winit::event::Event<'_, RequestRepaintEvent>) -> EventResult; + fn on_event( + &mut self, + event_loop: &EventLoopWindowTarget, + event: winit::event::Event<'_, RequestRepaintEvent>, + ) -> EventResult; } fn create_event_loop_builder( @@ -113,7 +80,7 @@ fn run_and_return(event_loop: &mut EventLoop, mut winit_app let mut next_repaint_time = Instant::now(); - event_loop.run_return(|event, _, control_flow| { + event_loop.run_return(|event, event_loop, control_flow| { let event_result = match event { winit::event::Event::LoopDestroyed => EventResult::Exit, @@ -135,14 +102,15 @@ fn run_and_return(event_loop: &mut EventLoop, mut winit_app }) => EventResult::RepaintAsap, winit::event::Event::WindowEvent { window_id, .. } - if window_id != winit_app.window().id() => + if winit_app.window().is_none() + || window_id != winit_app.window().unwrap().id() => { // This can happen if we close a window, and then reopen a new one, // or if we have multiple windows open. EventResult::Wait } - event => winit_app.on_event(event), + event => winit_app.on_event(event_loop, event), }; match event_result { @@ -161,7 +129,9 @@ fn run_and_return(event_loop: &mut EventLoop, mut winit_app *control_flow = match next_repaint_time.checked_duration_since(Instant::now()) { None => { - winit_app.window().request_redraw(); + if let Some(window) = winit_app.window() { + window.request_redraw(); + } ControlFlow::Poll } Some(time_until_next_repaint) => { @@ -190,7 +160,7 @@ fn run_and_exit( let mut next_repaint_time = Instant::now(); - event_loop.run(move |event, _, control_flow| { + event_loop.run(move |event, event_loop, control_flow| { let event_result = match event { winit::event::Event::LoopDestroyed => EventResult::Exit, @@ -211,7 +181,7 @@ fn run_and_exit( .. }) => EventResult::RepaintAsap, - event => winit_app.on_event(event), + event => winit_app.on_event(event_loop, event), }; match event_result { @@ -232,7 +202,9 @@ fn run_and_exit( *control_flow = match next_repaint_time.checked_duration_since(Instant::now()) { None => { - winit_app.window().request_redraw(); + if let Some(window) = winit_app.window() { + window.request_redraw(); + } ControlFlow::Poll } Some(time_until_next_repaint) => { @@ -243,7 +215,6 @@ fn run_and_exit( } // ---------------------------------------------------------------------------- - /// Run an egui app #[cfg(feature = "glow")] mod glow_integration { @@ -251,12 +222,43 @@ mod glow_integration { use super::*; - struct GlowWinitApp { - gl_window: glutin::WindowedContext, + // Note: that the current Glutin API design tightly couples the GL context with + // the Window which means it's not practically possible to just destroy the + // window and re-create a new window while continuing to use the same GL context. + // + // For now this means it's not possible to support Android as well as we can with + // wgpu because we're basically forced to destroy and recreate _everything_ when + // the application suspends and resumes. + // + // There is work in progress to improve the Glutin API so it has a separate Surface + // API that would allow us to just destroy a Window/Surface when suspending, see: + // https://github.com/rust-windowing/glutin/pull/1435 + // + + /// State that is initialized when the application is first starts running via + /// a Resumed event. On Android this ensures that any graphics state is only + /// initialized once the application has an associated `SurfaceView`. + struct GlowWinitRunning { gl: Arc, painter: egui_glow::Painter, integration: epi_integration::EpiIntegration, app: Box, + + // Conceptually this will be split out eventually so that the rest of the state + // can be persistent. + gl_window: glutin::WindowedContext, + } + + struct GlowWinitApp { + repaint_proxy: Arc>>, + app_name: String, + native_options: epi::NativeOptions, + running: Option, + + // Note that since this `AppCreator` is FnOnce we are currently unable to support + // re-initializing the `GlowWinitRunning` state on Android if the application + // suspends and resumes. + app_creator: Option, is_focused: bool, } @@ -267,18 +269,75 @@ mod glow_integration { native_options: epi::NativeOptions, app_creator: epi::AppCreator, ) -> Self { - let storage = epi_integration::create_storage(app_name); - let window_settings = epi_integration::load_window_settings(storage.as_deref()); + Self { + repaint_proxy: Arc::new(egui::mutex::Mutex::new(event_loop.create_proxy())), + app_name: app_name.to_owned(), + native_options, + running: None, + app_creator: Some(app_creator), + is_focused: true, + } + } + + #[allow(unsafe_code)] + fn create_glutin_windowed_context( + event_loop: &EventLoopWindowTarget, + storage: Option<&dyn epi::Storage>, + title: &String, + native_options: &NativeOptions, + ) -> ( + glutin::WindowedContext, + glow::Context, + ) { + crate::profile_function!(); + + use crate::HardwareAcceleration; + + let hardware_acceleration = match native_options.hardware_acceleration { + HardwareAcceleration::Required => Some(true), + HardwareAcceleration::Preferred => None, + HardwareAcceleration::Off => Some(false), + }; + let window_settings = epi_integration::load_window_settings(storage); + + let window_builder = + epi_integration::window_builder(native_options, &window_settings).with_title(title); + + let gl_window = unsafe { + glutin::ContextBuilder::new() + .with_hardware_acceleration(hardware_acceleration) + .with_depth_buffer(native_options.depth_buffer) + .with_multisampling(native_options.multisampling) + .with_srgb(true) + .with_stencil_buffer(native_options.stencil_buffer) + .with_vsync(native_options.vsync) + .build_windowed(window_builder, event_loop) + .unwrap() + .make_current() + .unwrap() + }; + + let gl = + unsafe { glow::Context::from_loader_function(|s| gl_window.get_proc_address(s)) }; - let window_builder = epi_integration::window_builder(&native_options, &window_settings) - .with_title(app_name); - let (gl_window, gl) = create_display(&native_options, window_builder, event_loop); + (gl_window, gl) + } + + fn init_run_state(&mut self, event_loop: &EventLoopWindowTarget) { + let storage = epi_integration::create_storage(&self.app_name); + + let (gl_window, gl) = Self::create_glutin_windowed_context( + event_loop, + storage.as_deref(), + &self.app_name, + &self.native_options, + ); let gl = Arc::new(gl); let painter = egui_glow::Painter::new(gl.clone(), None, "") .unwrap_or_else(|error| panic!("some OpenGL error occurred {}\n", error)); - let system_theme = native_options.system_theme(); + let system_theme = self.native_options.system_theme(); let mut integration = epi_integration::EpiIntegration::new( event_loop, painter.max_texture_side(), @@ -289,16 +348,18 @@ mod glow_integration { #[cfg(feature = "wgpu")] None, ); - let theme = system_theme.unwrap_or(native_options.default_theme); + let theme = system_theme.unwrap_or(self.native_options.default_theme); integration.egui_ctx.set_visuals(theme.egui_visuals()); { - let event_loop_proxy = egui::mutex::Mutex::new(event_loop.create_proxy()); + let event_loop_proxy = self.repaint_proxy.clone(); integration.egui_ctx.set_request_repaint_callback(move || { event_loop_proxy.lock().send_event(RequestRepaintEvent).ok(); }); } + let app_creator = std::mem::take(&mut self.app_creator) + .expect("Single-use AppCreator has unexpectedly already been taken"); let mut app = app_creator(&epi::CreationContext { egui_ctx: integration.egui_ctx.clone(), integration_info: integration.frame.info(), @@ -312,14 +373,13 @@ mod glow_integration { integration.warm_up(app.as_mut(), gl_window.window()); } - Self { + self.running = Some(GlowWinitRunning { gl_window, gl, painter, integration, app, - is_focused: true, - } + }); } } @@ -328,139 +388,179 @@ mod glow_integration { self.is_focused } - fn integration(&self) -> &EpiIntegration { - &self.integration + fn integration(&self) -> Option<&EpiIntegration> { + self.running.as_ref().map(|r| &r.integration) } - fn window(&self) -> &winit::window::Window { - self.gl_window.window() + fn window(&self) -> Option<&winit::window::Window> { + self.running.as_ref().map(|r| r.gl_window.window()) } fn save_and_destroy(&mut self) { - self.integration - .save(&mut *self.app, self.gl_window.window()); - self.app.on_exit(Some(&self.gl)); - self.painter.destroy(); + if let Some(running) = &mut self.running { + running + .integration + .save(running.app.as_mut(), running.gl_window.window()); + running.app.on_exit(Some(&running.gl)); + running.painter.destroy(); + } } fn paint(&mut self) -> EventResult { - #[cfg(feature = "puffin")] - puffin::GlobalProfiler::lock().new_frame(); - crate::profile_scope!("frame"); - - let Self { - gl_window, - gl, - app, - integration, - painter, - .. - } = self; - let window = gl_window.window(); - - let screen_size_in_pixels: [u32; 2] = window.inner_size().into(); - - egui_glow::painter::clear( - gl, - screen_size_in_pixels, - app.clear_color(&integration.egui_ctx.style().visuals), - ); - - let egui::FullOutput { - platform_output, - repaint_after, - textures_delta, - shapes, - } = integration.update(app.as_mut(), window); - - integration.handle_platform_output(window, platform_output); + if let Some(running) = &mut self.running { + #[cfg(feature = "puffin")] + puffin::GlobalProfiler::lock().new_frame(); + crate::profile_scope!("frame"); + + let GlowWinitRunning { + gl_window, + gl, + app, + integration, + painter, + } = running; + + let window = gl_window.window(); + + let screen_size_in_pixels: [u32; 2] = window.inner_size().into(); + + egui_glow::painter::clear( + gl, + screen_size_in_pixels, + app.clear_color(&integration.egui_ctx.style().visuals), + ); - let clipped_primitives = { - crate::profile_scope!("tessellate"); - integration.egui_ctx.tessellate(shapes) - }; + let egui::FullOutput { + platform_output, + repaint_after, + textures_delta, + shapes, + } = integration.update(app.as_mut(), window); + + integration.handle_platform_output(window, platform_output); + + let clipped_primitives = { + crate::profile_scope!("tessellate"); + integration.egui_ctx.tessellate(shapes) + }; + + painter.paint_and_update_textures( + screen_size_in_pixels, + integration.egui_ctx.pixels_per_point(), + &clipped_primitives, + &textures_delta, + ); - painter.paint_and_update_textures( - screen_size_in_pixels, - integration.egui_ctx.pixels_per_point(), - &clipped_primitives, - &textures_delta, - ); + integration.post_rendering(app.as_mut(), window); - integration.post_rendering(app.as_mut(), window); + { + crate::profile_scope!("swap_buffers"); + gl_window.swap_buffers().unwrap(); + } - { - crate::profile_scope!("swap_buffers"); - gl_window.swap_buffers().unwrap(); - } + let control_flow = if integration.should_close() { + EventResult::Exit + } else if repaint_after.is_zero() { + EventResult::RepaintAsap + } else if let Some(repaint_after_instant) = + std::time::Instant::now().checked_add(repaint_after) + { + // if repaint_after is something huge and can't be added to Instant, + // we will use `ControlFlow::Wait` instead. + // technically, this might lead to some weird corner cases where the user *WANTS* + // winit to use `WaitUntil(MAX_INSTANT)` explicitly. they can roll their own + // egui backend impl i guess. + EventResult::RepaintAt(repaint_after_instant) + } else { + EventResult::Wait + }; + + integration.maybe_autosave(app.as_mut(), window); + + if !self.is_focused { + // On Mac, a minimized Window uses up all CPU: https://github.com/emilk/egui/issues/325 + // We can't know if we are minimized: https://github.com/rust-windowing/winit/issues/208 + // But we know if we are focused (in foreground). When minimized, we are not focused. + // However, a user may want an egui with an animation in the background, + // so we still need to repaint quite fast. + crate::profile_scope!("bg_sleep"); + std::thread::sleep(std::time::Duration::from_millis(10)); + } - let control_flow = if integration.should_close() { - EventResult::Exit - } else if repaint_after.is_zero() { - EventResult::RepaintAsap - } else if let Some(repaint_after_instant) = - std::time::Instant::now().checked_add(repaint_after) - { - // if repaint_after is something huge and can't be added to Instant, - // we will use `ControlFlow::Wait` instead. - // technically, this might lead to some weird corner cases where the user *WANTS* - // winit to use `WaitUntil(MAX_INSTANT)` explicitly. they can roll their own - // egui backend impl i guess. - EventResult::RepaintAt(repaint_after_instant) + control_flow } else { EventResult::Wait - }; - - integration.maybe_autosave(app.as_mut(), window); - - if !self.is_focused { - // On Mac, a minimized Window uses up all CPU: https://github.com/emilk/egui/issues/325 - // We can't know if we are minimized: https://github.com/rust-windowing/winit/issues/208 - // But we know if we are focused (in foreground). When minimized, we are not focused. - // However, a user may want an egui with an animation in the background, - // so we still need to repaint quite fast. - crate::profile_scope!("bg_sleep"); - std::thread::sleep(std::time::Duration::from_millis(10)); } - - control_flow } - fn on_event(&mut self, event: winit::event::Event<'_, RequestRepaintEvent>) -> EventResult { + fn on_event( + &mut self, + event_loop: &EventLoopWindowTarget, + event: winit::event::Event<'_, RequestRepaintEvent>, + ) -> EventResult { match event { + winit::event::Event::Resumed => { + if self.running.is_none() { + self.init_run_state(event_loop); + } + EventResult::RepaintAsap + } + winit::event::Event::Suspended => { + #[cfg(target_os = "android")] + { + tracing::error!("Suspended app can't destroy Window surface state with current Egui Glow backend (undefined behaviour)"); + // Instead of destroying everything which we _know_ we can't re-create + // we instead currently just try our luck with not destroying anything. + // + // When the application resumes then it will get a new `SurfaceView` but + // we have no practical way currently of creating a new EGL surface + // via the Glutin API while keeping the GL context and the rest of + // our app state. This will likely result in a black screen or + // frozen screen. + // + //self.running = None; + } + EventResult::Wait + } + winit::event::Event::WindowEvent { event, .. } => { - match &event { - winit::event::WindowEvent::Focused(new_focused) => { - self.is_focused = *new_focused; - } - winit::event::WindowEvent::Resized(physical_size) => { - // Resize with 0 width and height is used by winit to signal a minimize event on Windows. - // See: https://github.com/rust-windowing/winit/issues/208 - // This solves an issue where the app would panic when minimizing on Windows. - if physical_size.width > 0 && physical_size.height > 0 { - self.gl_window.resize(*physical_size); + if let Some(running) = &mut self.running { + match &event { + winit::event::WindowEvent::Focused(new_focused) => { + self.is_focused = *new_focused; } + winit::event::WindowEvent::Resized(physical_size) => { + // Resize with 0 width and height is used by winit to signal a minimize event on Windows. + // See: https://github.com/rust-windowing/winit/issues/208 + // This solves an issue where the app would panic when minimizing on Windows. + if physical_size.width > 0 && physical_size.height > 0 { + running.gl_window.resize(*physical_size); + } + } + winit::event::WindowEvent::ScaleFactorChanged { + new_inner_size, + .. + } => { + running.gl_window.resize(**new_inner_size); + } + winit::event::WindowEvent::CloseRequested + if running.integration.should_close() => + { + return EventResult::Exit + } + _ => {} } - winit::event::WindowEvent::ScaleFactorChanged { - new_inner_size, .. - } => { - self.gl_window.resize(**new_inner_size); - } - winit::event::WindowEvent::CloseRequested - if self.integration.should_close() => - { - return EventResult::Exit - } - _ => {} - } - self.integration.on_event(self.app.as_mut(), &event); + running.integration.on_event(running.app.as_mut(), &event); - if self.integration.should_close() { - EventResult::Exit + if running.integration.should_close() { + EventResult::Exit + } else { + // TODO(emilk): ask egui if the event warrants a repaint + EventResult::RepaintAsap + } } else { - // TODO(emilk): ask egui if the event warrants a repaint - EventResult::RepaintAsap + EventResult::Wait } } _ => EventResult::Wait, @@ -489,18 +589,33 @@ mod glow_integration { #[cfg(feature = "glow")] pub use glow_integration::run_glow; - // ---------------------------------------------------------------------------- #[cfg(feature = "wgpu")] mod wgpu_integration { + use std::sync::Arc; + use super::*; - struct WgpuWinitApp { - window: winit::window::Window, + /// State that is initialized when the application is first starts running via + /// a Resumed event. On Android this ensures that any graphics state is only + /// initialized once the application has an associated `SurfaceView`. + struct WgpuWinitRunning { painter: egui_wgpu::winit::Painter<'static>, integration: epi_integration::EpiIntegration, app: Box, + } + + struct WgpuWinitApp { + repaint_proxy: Arc>>, + app_name: String, + native_options: epi::NativeOptions, + app_creator: Option, + running: Option, + + /// Window surface state that's initialized when the app starts running via a Resumed event + /// and on Android will also be destroyed if the application is paused. + window: Option, is_focused: bool, } @@ -511,15 +626,57 @@ mod wgpu_integration { native_options: epi::NativeOptions, app_creator: epi::AppCreator, ) -> Self { - let storage = epi_integration::create_storage(app_name); - let window_settings = epi_integration::load_window_settings(storage.as_deref()); + Self { + repaint_proxy: Arc::new(std::sync::Mutex::new(event_loop.create_proxy())), + app_name: app_name.to_owned(), + native_options, + running: None, + window: None, + app_creator: Some(app_creator), + is_focused: true, + } + } - let window = epi_integration::window_builder(&native_options, &window_settings) - .with_title(app_name) + fn create_window( + event_loop: &EventLoopWindowTarget, + storage: Option<&dyn epi::Storage>, + title: &String, + native_options: &NativeOptions, + ) -> winit::window::Window { + let window_settings = epi_integration::load_window_settings(storage); + epi_integration::window_builder(native_options, &window_settings) + .with_title(title) .build(event_loop) - .unwrap(); + .unwrap() + } - // SAFETY: `window` must outlive `painter`. + #[allow(unsafe_code)] + fn set_window(&mut self, window: winit::window::Window) { + self.window = Some(window); + if let Some(running) = &mut self.running { + unsafe { + running.painter.set_window(self.window.as_ref()); + } + } + } + + #[allow(unsafe_code)] + #[cfg(target_os = "android")] + fn drop_window(&mut self) { + self.window = None; + if let Some(running) = &mut self.running { + unsafe { + running.painter.set_window(None); + } + } + } + + fn init_run_state( + &mut self, + event_loop: &EventLoopWindowTarget, + storage: Option>, + window: winit::window::Window, + ) { #[allow(unsafe_code, unused_mut, unused_unsafe)] let painter = unsafe { let mut painter = egui_wgpu::winit::Painter::new( @@ -531,16 +688,15 @@ mod wgpu_integration { limits: wgpu::Limits::default(), }, wgpu::PresentMode::Fifo, - native_options.multisampling.max(1) as _, + self.native_options.multisampling.max(1) as _, ); - #[cfg(not(target_os = "android"))] painter.set_window(Some(&window)); painter }; let wgpu_render_state = painter.render_state(); - let system_theme = native_options.system_theme(); + let system_theme = self.native_options.system_theme(); let mut integration = epi_integration::EpiIntegration::new( event_loop, painter.max_texture_side().unwrap_or(2048), @@ -551,16 +707,22 @@ mod wgpu_integration { None, wgpu_render_state.clone(), ); - let theme = system_theme.unwrap_or(native_options.default_theme); + let theme = system_theme.unwrap_or(self.native_options.default_theme); integration.egui_ctx.set_visuals(theme.egui_visuals()); { - let event_loop_proxy = egui::mutex::Mutex::new(event_loop.create_proxy()); + let event_loop_proxy = self.repaint_proxy.clone(); integration.egui_ctx.set_request_repaint_callback(move || { - event_loop_proxy.lock().send_event(RequestRepaintEvent).ok(); + event_loop_proxy + .lock() + .unwrap() + .send_event(RequestRepaintEvent) + .ok(); }); } + let app_creator = std::mem::take(&mut self.app_creator) + .expect("Single-use AppCreator has unexpectedly already been taken"); let mut app = app_creator(&epi::CreationContext { egui_ctx: integration.egui_ctx.clone(), integration_info: integration.frame.info(), @@ -574,13 +736,12 @@ mod wgpu_integration { integration.warm_up(app.as_mut(), &window); } - Self { - window, + self.running = Some(WgpuWinitRunning { painter, integration, app, - is_focused: true, - } + }); + self.window = Some(window); } } @@ -589,141 +750,177 @@ mod wgpu_integration { self.is_focused } - fn integration(&self) -> &EpiIntegration { - &self.integration + fn integration(&self) -> Option<&EpiIntegration> { + self.running.as_ref().map(|r| &r.integration) } - fn window(&self) -> &winit::window::Window { - &self.window + fn window(&self) -> Option<&winit::window::Window> { + self.window.as_ref() } fn save_and_destroy(&mut self) { - self.integration.save(&mut *self.app, &self.window); + if let Some(running) = &mut self.running { + if let Some(window) = &self.window { + running.integration.save(running.app.as_mut(), window); + } - #[cfg(feature = "glow")] - self.app.on_exit(None); + #[cfg(feature = "glow")] + running.app.on_exit(None); - #[cfg(not(feature = "glow"))] - self.app.on_exit(); + #[cfg(not(feature = "glow"))] + running.app.on_exit(); - self.painter.destroy(); + running.painter.destroy(); + } } fn paint(&mut self) -> EventResult { - #[cfg(feature = "puffin")] - puffin::GlobalProfiler::lock().new_frame(); - crate::profile_scope!("frame"); - - let Self { - window, - app, - integration, - painter, - .. - } = self; - - let egui::FullOutput { - platform_output, - repaint_after, - textures_delta, - shapes, - } = integration.update(app.as_mut(), window); - - integration.handle_platform_output(window, platform_output); - - let clipped_primitives = { - crate::profile_scope!("tessellate"); - integration.egui_ctx.tessellate(shapes) - }; + if let (Some(running), Some(window)) = (&mut self.running, &self.window) { + #[cfg(feature = "puffin")] + puffin::GlobalProfiler::lock().new_frame(); + crate::profile_scope!("frame"); + + let WgpuWinitRunning { + app, + integration, + painter, + } = running; + + let egui::FullOutput { + platform_output, + repaint_after, + textures_delta, + shapes, + } = integration.update(app.as_mut(), window); + + integration.handle_platform_output(window, platform_output); + + let clipped_primitives = { + crate::profile_scope!("tessellate"); + integration.egui_ctx.tessellate(shapes) + }; + + painter.paint_and_update_textures( + integration.egui_ctx.pixels_per_point(), + app.clear_color(&integration.egui_ctx.style().visuals), + &clipped_primitives, + &textures_delta, + ); - painter.paint_and_update_textures( - integration.egui_ctx.pixels_per_point(), - app.clear_color(&integration.egui_ctx.style().visuals), - &clipped_primitives, - &textures_delta, - ); + integration.post_rendering(app.as_mut(), window); - integration.post_rendering(app.as_mut(), window); + let control_flow = if integration.should_close() { + EventResult::Exit + } else if repaint_after.is_zero() { + EventResult::RepaintAsap + } else if let Some(repaint_after_instant) = + std::time::Instant::now().checked_add(repaint_after) + { + // if repaint_after is something huge and can't be added to Instant, + // we will use `ControlFlow::Wait` instead. + // technically, this might lead to some weird corner cases where the user *WANTS* + // winit to use `WaitUntil(MAX_INSTANT)` explicitly. they can roll their own + // egui backend impl i guess. + EventResult::RepaintAt(repaint_after_instant) + } else { + EventResult::Wait + }; + + integration.maybe_autosave(app.as_mut(), window); + + if !self.is_focused { + // On Mac, a minimized Window uses up all CPU: https://github.com/emilk/egui/issues/325 + // We can't know if we are minimized: https://github.com/rust-windowing/winit/issues/208 + // But we know if we are focused (in foreground). When minimized, we are not focused. + // However, a user may want an egui with an animation in the background, + // so we still need to repaint quite fast. + crate::profile_scope!("bg_sleep"); + std::thread::sleep(std::time::Duration::from_millis(10)); + } - let control_flow = if integration.should_close() { - EventResult::Exit - } else if repaint_after.is_zero() { - EventResult::RepaintAsap - } else if let Some(repaint_after_instant) = - std::time::Instant::now().checked_add(repaint_after) - { - // if repaint_after is something huge and can't be added to Instant, - // we will use `ControlFlow::Wait` instead. - // technically, this might lead to some weird corner cases where the user *WANTS* - // winit to use `WaitUntil(MAX_INSTANT)` explicitly. they can roll their own - // egui backend impl i guess. - EventResult::RepaintAt(repaint_after_instant) + control_flow } else { EventResult::Wait - }; - - integration.maybe_autosave(app.as_mut(), window); - - if !self.is_focused { - // On Mac, a minimized Window uses up all CPU: https://github.com/emilk/egui/issues/325 - // We can't know if we are minimized: https://github.com/rust-windowing/winit/issues/208 - // But we know if we are focused (in foreground). When minimized, we are not focused. - // However, a user may want an egui with an animation in the background, - // so we still need to repaint quite fast. - crate::profile_scope!("bg_sleep"); - std::thread::sleep(std::time::Duration::from_millis(10)); } - - control_flow } - fn on_event(&mut self, event: winit::event::Event<'_, RequestRepaintEvent>) -> EventResult { + fn on_event( + &mut self, + event_loop: &EventLoopWindowTarget, + event: winit::event::Event<'_, RequestRepaintEvent>, + ) -> EventResult { match event { - #[cfg(target_os = "android")] - winit::event::Event::Resumed => unsafe { - self.painter.set_window(Some(&self.window)); + winit::event::Event::Resumed => { + if let Some(running) = &self.running { + if self.window.is_none() { + let window = Self::create_window( + event_loop, + running.integration.frame.storage(), + &self.app_name, + &self.native_options, + ); + self.set_window(window); + } + } else { + let storage = epi_integration::create_storage(&self.app_name); + let window = Self::create_window( + event_loop, + storage.as_deref(), + &self.app_name, + &self.native_options, + ); + self.init_run_state(event_loop, storage, window); + } EventResult::RepaintAsap - }, - #[cfg(target_os = "android")] - winit::event::Event::Suspended => unsafe { - self.painter.set_window(None); + } + winit::event::Event::Suspended => { + #[cfg(target_os = "android")] + self.drop_window(); EventResult::Wait - }, + } winit::event::Event::WindowEvent { event, .. } => { - match &event { - winit::event::WindowEvent::Focused(new_focused) => { - self.is_focused = *new_focused; - } - winit::event::WindowEvent::Resized(physical_size) => { - // Resize with 0 width and height is used by winit to signal a minimize event on Windows. - // See: https://github.com/rust-windowing/winit/issues/208 - // This solves an issue where the app would panic when minimizing on Windows. - if physical_size.width > 0 && physical_size.height > 0 { - self.painter - .on_window_resized(physical_size.width, physical_size.height); + if let Some(running) = &mut self.running { + match &event { + winit::event::WindowEvent::Focused(new_focused) => { + self.is_focused = *new_focused; } + winit::event::WindowEvent::Resized(physical_size) => { + // Resize with 0 width and height is used by winit to signal a minimize event on Windows. + // See: https://github.com/rust-windowing/winit/issues/208 + // This solves an issue where the app would panic when minimizing on Windows. + if physical_size.width > 0 && physical_size.height > 0 { + running.painter.on_window_resized( + physical_size.width, + physical_size.height, + ); + } + } + winit::event::WindowEvent::ScaleFactorChanged { + new_inner_size, + .. + } => { + running + .painter + .on_window_resized(new_inner_size.width, new_inner_size.height); + } + winit::event::WindowEvent::CloseRequested + if running.integration.should_close() => + { + return EventResult::Exit + } + _ => {} + }; + + running.integration.on_event(running.app.as_mut(), &event); + if running.integration.should_close() { + EventResult::Exit + } else { + // TODO(emilk): ask egui if the event warrants a repaint + EventResult::RepaintAsap } - winit::event::WindowEvent::ScaleFactorChanged { - new_inner_size, .. - } => { - self.painter - .on_window_resized(new_inner_size.width, new_inner_size.height); - } - winit::event::WindowEvent::CloseRequested - if self.integration.should_close() => - { - return EventResult::Exit - } - _ => {} - }; - - self.integration.on_event(self.app.as_mut(), &event); - if self.integration.should_close() { - EventResult::Exit } else { - // TODO(emilk): ask egui if the event warrants a repaint - EventResult::RepaintAsap + EventResult::Wait } } _ => EventResult::Wait,