Replies: 3 comments 7 replies
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Maybe it's related to this? #5112 |
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This is because when the window is |
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I found that egui, as a UI framework, supports multiple backends. If we don't use eframe, but instead directly use glow+winit or wgpu+winit, we can better control the underlying details. Before eframe solves this problem, we can do this. The following is code modified from //! Example how to use pure `egui_glow`.
#![cfg_attr(not(debug_assertions), windows_subsystem = "windows")] // hide console window on Windows in release
#![allow(rustdoc::missing_crate_level_docs)] // it's an example
#![allow(clippy::undocumented_unsafe_blocks)]
#![allow(unsafe_code)]
use std::num::NonZeroU32;
use std::sync::Arc;
use egui_winit::winit;
use winit::raw_window_handle::HasWindowHandle;
/// The majority of `GlutinWindowContext` is taken from `eframe`
struct GlutinWindowContext {
window: winit::window::Window,
gl_context: glutin::context::PossiblyCurrentContext,
gl_display: glutin::display::Display,
gl_surface: glutin::surface::Surface<glutin::surface::WindowSurface>,
}
impl GlutinWindowContext {
// refactor this function to use `glutin-winit` crate eventually.
// preferably add android support at the same time.
#[allow(unsafe_code)]
unsafe fn new(event_loop: &winit::event_loop::ActiveEventLoop) -> Self {
use glutin::context::NotCurrentGlContext;
use glutin::display::GetGlDisplay;
use glutin::display::GlDisplay;
use glutin::prelude::GlSurface;
let winit_window_builder = winit::window::WindowAttributes::default()
.with_resizable(true)
.with_inner_size(winit::dpi::LogicalSize {
width: 800.0,
height: 600.0,
})
.with_title("egui_glow example") // Keep hidden until we've painted something. See https://github.com/emilk/egui/pull/2279
.with_visible(false);
let config_template_builder = glutin::config::ConfigTemplateBuilder::new()
.prefer_hardware_accelerated(None)
.with_depth_size(0)
.with_stencil_size(0)
.with_transparency(false);
log::debug!("trying to get gl_config");
let (mut window, gl_config) =
glutin_winit::DisplayBuilder::new() // let glutin-winit helper crate handle the complex parts of opengl context creation
.with_preference(glutin_winit::ApiPreference::FallbackEgl) // https://github.com/emilk/egui/issues/2520#issuecomment-1367841150
.with_window_attributes(Some(winit_window_builder.clone()))
.build(
event_loop,
config_template_builder,
|mut config_iterator| {
config_iterator.next().expect(
"failed to find a matching configuration for creating glutin config",
)
},
)
.expect("failed to create gl_config");
let gl_display = gl_config.display();
log::debug!("found gl_config: {:?}", &gl_config);
let raw_window_handle = window.as_ref().map(|w| {
w.window_handle()
.expect("failed to get window handle")
.as_raw()
});
log::debug!("raw window handle: {:?}", raw_window_handle);
let context_attributes =
glutin::context::ContextAttributesBuilder::new().build(raw_window_handle);
// by default, glutin will try to create a core opengl context. but, if it is not available, try to create a gl-es context using this fallback attributes
let fallback_context_attributes = glutin::context::ContextAttributesBuilder::new()
.with_context_api(glutin::context::ContextApi::Gles(None))
.build(raw_window_handle);
let not_current_gl_context = unsafe {
gl_display
.create_context(&gl_config, &context_attributes)
.unwrap_or_else(|_| {
log::debug!("failed to create gl_context with attributes: {:?}. retrying with fallback context attributes: {:?}",
&context_attributes,
&fallback_context_attributes);
gl_config
.display()
.create_context(&gl_config, &fallback_context_attributes)
.expect("failed to create context even with fallback attributes")
})
};
// this is where the window is created, if it has not been created while searching for suitable gl_config
let window = window.take().unwrap_or_else(|| {
log::debug!("window doesn't exist yet. creating one now with finalize_window");
glutin_winit::finalize_window(event_loop, winit_window_builder.clone(), &gl_config)
.expect("failed to finalize glutin window")
});
let (width, height): (u32, u32) = window.inner_size().into();
let width = NonZeroU32::new(width).unwrap_or(NonZeroU32::MIN);
let height = NonZeroU32::new(height).unwrap_or(NonZeroU32::MIN);
let surface_attributes =
glutin::surface::SurfaceAttributesBuilder::<glutin::surface::WindowSurface>::new()
.build(
window
.window_handle()
.expect("failed to get window handle")
.as_raw(),
width,
height,
);
log::debug!(
"creating surface with attributes: {:?}",
&surface_attributes
);
let gl_surface = unsafe {
gl_display
.create_window_surface(&gl_config, &surface_attributes)
.unwrap()
};
log::debug!("surface created successfully: {gl_surface:?}.making context current");
let gl_context = not_current_gl_context.make_current(&gl_surface).unwrap();
gl_surface
.set_swap_interval(
&gl_context,
glutin::surface::SwapInterval::Wait(NonZeroU32::MIN),
)
.unwrap();
Self {
window,
gl_context,
gl_display,
gl_surface,
}
}
fn window(&self) -> &winit::window::Window {
&self.window
}
fn resize(&self, physical_size: winit::dpi::PhysicalSize<u32>) {
use glutin::surface::GlSurface;
self.gl_surface.resize(
&self.gl_context,
physical_size.width.try_into().unwrap(),
physical_size.height.try_into().unwrap(),
);
}
fn swap_buffers(&self) -> glutin::error::Result<()> {
use glutin::surface::GlSurface;
self.gl_surface.swap_buffers(&self.gl_context)
}
fn get_proc_address(&self, addr: &std::ffi::CStr) -> *const std::ffi::c_void {
use glutin::display::GlDisplay;
self.gl_display.get_proc_address(addr)
}
}
#[derive(Debug)]
pub enum UserEvent {
Redraw(std::time::Duration),
ShowWindow, // Event to show the window after delay
}
struct GlowApp {
proxy: winit::event_loop::EventLoopProxy<UserEvent>,
gl_window: Option<GlutinWindowContext>,
gl: Option<Arc<glow::Context>>,
egui_glow: Option<egui_glow::EguiGlow>,
repaint_delay: std::time::Duration,
clear_color: [f32; 3],
window_hidden: bool, // Track if the window should stay hidden
}
impl GlowApp {
fn new(proxy: winit::event_loop::EventLoopProxy<UserEvent>) -> Self {
Self {
proxy,
gl_window: None,
gl: None,
egui_glow: None,
repaint_delay: std::time::Duration::MAX,
clear_color: [0.1, 0.1, 0.1],
window_hidden: false,
}
}
}
impl winit::application::ApplicationHandler<UserEvent> for GlowApp {
fn resumed(&mut self, event_loop: &winit::event_loop::ActiveEventLoop) {
let (gl_window, gl) = create_display(event_loop);
let gl = std::sync::Arc::new(gl);
gl_window.window().set_visible(true);
let egui_glow = egui_glow::EguiGlow::new(event_loop, gl.clone(), None, None, true);
let event_loop_proxy = egui::mutex::Mutex::new(self.proxy.clone());
egui_glow
.egui_ctx
.set_request_repaint_callback(move |info| {
event_loop_proxy
.lock()
.send_event(UserEvent::Redraw(info.delay))
.expect("Cannot send event");
});
self.gl_window = Some(gl_window);
self.gl = Some(gl);
self.egui_glow = Some(egui_glow);
}
fn window_event(
&mut self,
event_loop: &winit::event_loop::ActiveEventLoop,
_window_id: winit::window::WindowId,
event: winit::event::WindowEvent,
) {
let mut redraw = || {
let mut quit = false;
let gl_window = self.gl_window.as_mut().unwrap();
self.egui_glow
.as_mut()
.unwrap()
.run(gl_window.window(), |egui_ctx| {
egui::SidePanel::left("my_side_panel").show(egui_ctx, |ui| {
ui.heading("Hello World!");
if ui.button("Quit").clicked() {
quit = true;
}
// Add Hide Window button
if ui.button("Hide Window").clicked() {
// Hide the window
gl_window.window().set_visible(false);
self.window_hidden = true; // Set flag to keep window hidden
// Create a thread to wait and then show the window
let proxy = self.proxy.clone();
std::thread::spawn(move || {
// Wait for 3 seconds
std::thread::sleep(std::time::Duration::from_secs(3));
// Send ShowWindow event to the main thread
proxy.send_event(UserEvent::ShowWindow).ok();
});
}
ui.color_edit_button_rgb(self.clear_color.as_mut().try_into().unwrap());
});
});
if quit {
event_loop.exit();
} else {
event_loop.set_control_flow(if self.repaint_delay.is_zero() {
self.gl_window.as_mut().unwrap().window().request_redraw();
winit::event_loop::ControlFlow::Poll
} else if let Some(repaint_after_instant) =
std::time::Instant::now().checked_add(self.repaint_delay)
{
winit::event_loop::ControlFlow::WaitUntil(repaint_after_instant)
} else {
winit::event_loop::ControlFlow::Wait
});
}
{
unsafe {
use glow::HasContext as _;
self.gl.as_mut().unwrap().clear_color(
self.clear_color[0],
self.clear_color[1],
self.clear_color[2],
1.0,
);
self.gl.as_mut().unwrap().clear(glow::COLOR_BUFFER_BIT);
}
// draw things behind egui here
self.egui_glow
.as_mut()
.unwrap()
.paint(self.gl_window.as_mut().unwrap().window());
// draw things on top of egui here
// Only make the window visible at the end of rendering if it's not supposed to be hidden
if !self.window_hidden {
self.gl_window.as_mut().unwrap().swap_buffers().unwrap();
} else {
// Even when hidden, we still need to swap buffers
self.gl_window.as_mut().unwrap().swap_buffers().unwrap();
// But we ensure the window stays hidden
self.gl_window.as_mut().unwrap().window().set_visible(false);
}
}
};
use winit::event::WindowEvent;
if matches!(event, WindowEvent::CloseRequested | WindowEvent::Destroyed) {
event_loop.exit();
return;
}
if matches!(event, WindowEvent::RedrawRequested) {
redraw();
return;
}
if let winit::event::WindowEvent::Resized(physical_size) = &event {
self.gl_window.as_mut().unwrap().resize(*physical_size);
}
let event_response = self
.egui_glow
.as_mut()
.unwrap()
.on_window_event(self.gl_window.as_mut().unwrap().window(), &event);
if event_response.repaint {
self.gl_window.as_mut().unwrap().window().request_redraw();
}
}
fn user_event(&mut self, _event_loop: &winit::event_loop::ActiveEventLoop, event: UserEvent) {
match event {
UserEvent::Redraw(delay) => self.repaint_delay = delay,
UserEvent::ShowWindow => {
// Reset the hidden flag and make the window visible again
self.window_hidden = false;
if let Some(ref gl_window) = self.gl_window {
gl_window.window().set_visible(true);
gl_window.window().request_redraw();
}
}
}
}
fn new_events(
&mut self,
_event_loop: &winit::event_loop::ActiveEventLoop,
cause: winit::event::StartCause,
) {
if let winit::event::StartCause::ResumeTimeReached { .. } = &cause {
self.gl_window.as_mut().unwrap().window().request_redraw();
}
}
fn exiting(&mut self, _event_loop: &winit::event_loop::ActiveEventLoop) {
self.egui_glow.as_mut().unwrap().destroy();
}
}
fn main() {
let event_loop = winit::event_loop::EventLoop::<UserEvent>::with_user_event()
.build()
.unwrap();
let proxy = event_loop.create_proxy();
let mut app = GlowApp::new(proxy);
event_loop.run_app(&mut app).expect("failed to run app");
}
fn create_display(
event_loop: &winit::event_loop::ActiveEventLoop,
) -> (GlutinWindowContext, glow::Context) {
let glutin_window_context = unsafe { GlutinWindowContext::new(event_loop) };
let gl = unsafe {
glow::Context::from_loader_function(|s| {
let s = std::ffi::CString::new(s)
.expect("failed to construct C string from string for gl proc address");
glutin_window_context.get_proc_address(&s)
})
};
(glutin_window_context, gl)
} |
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I used tray-icon for the taskbar icon,
but the program can't receive the taskbar event after closing the display of the main window using
ctx.send_viewport_cmd(egui::ViewportCommand::Visible(false))
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