Add egui
example. (#146)
This commit is contained in:
parent
333ce71468
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4
.github/workflows/ci.yml
vendored
4
.github/workflows/ci.yml
vendored
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@ -13,7 +13,7 @@ jobs:
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rust:
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rust:
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- stable
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- stable
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- beta
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- beta
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- 1.48.0
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- 1.50.0
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steps:
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steps:
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- name: Checkout sources
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- name: Checkout sources
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uses: actions/checkout@v2
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uses: actions/checkout@v2
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@ -40,7 +40,7 @@ jobs:
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rust:
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rust:
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- stable
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- stable
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- beta
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- beta
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- 1.48.0
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- 1.50.0
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steps:
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steps:
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- name: Checkout sources
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- name: Checkout sources
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uses: actions/checkout@v2
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uses: actions/checkout@v2
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@ -25,6 +25,7 @@ Rapidly prototype a simple 2D game, pixel-based animations, software renderers,
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- [Conway's Game of Life](./examples/conway)
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- [Conway's Game of Life](./examples/conway)
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- [Custom Shader](./examples/custom-shader)
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- [Custom Shader](./examples/custom-shader)
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- [Dear ImGui example with `winit`](./examples/imgui-winit)
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- [Dear ImGui example with `winit`](./examples/imgui-winit)
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- [Egui example with `winit`](./examples/egui-winit)
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- [Minimal example with SDL2](./examples/minimal-sdl2)
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- [Minimal example with SDL2](./examples/minimal-sdl2)
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- [Minimal example with `winit`](./examples/minimal-winit)
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- [Minimal example with `winit`](./examples/minimal-winit)
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- [Minimal example with `fltk`](./examples/minimal-fltk)
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- [Minimal example with `fltk`](./examples/minimal-fltk)
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20
examples/egui-winit/Cargo.toml
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examples/egui-winit/Cargo.toml
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[package]
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name = "egui-winit"
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version = "0.1.0"
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authors = ["Jay Oster <jay@kodewerx.org>"]
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edition = "2018"
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publish = false
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[features]
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optimize = ["log/release_max_level_warn"]
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default = ["optimize"]
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[dependencies]
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egui = "0.10"
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egui_wgpu_backend = { git = "https://github.com/hasenbanck/egui_wgpu_backend.git", rev = "9d03ad345d15d1e44165849b242d3562fdf3e859" }
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egui_winit_platform = { git = "https://github.com/hasenbanck/egui_winit_platform.git", rev = "17298250e9721e8bf2c1d4a17b3e22777f8cb2e8" }
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env_logger = "0.7"
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log = "0.4"
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pixels = { path = "../.." }
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winit = "0.24"
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winit_input_helper = "0.9"
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15
examples/egui-winit/README.md
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15
examples/egui-winit/README.md
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# Egui Example
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![Egui Example](../../img/egui-winit.png)
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Minimal example with `egui` and `winit`.
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## Running
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```bash
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cargo run --release --package egui-winit
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```
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## About
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This example is based on `minimal-winit`, and extends it with `egui` to render custom GUI elements over your pixel frame buffer.
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137
examples/egui-winit/src/gui.rs
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137
examples/egui-winit/src/gui.rs
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use egui::{ClippedMesh, FontDefinitions};
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use egui_wgpu_backend::{RenderPass, ScreenDescriptor};
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use egui_winit_platform::{Platform, PlatformDescriptor};
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use pixels::{wgpu, PixelsContext};
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use std::time::Instant;
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/// Manages all state required for rendering egui over `Pixels`.
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pub(crate) struct Gui {
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// State for egui.
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start_time: Instant,
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platform: Platform,
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screen_descriptor: ScreenDescriptor,
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rpass: RenderPass,
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paint_jobs: Vec<ClippedMesh>,
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// State for the demo app.
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window_open: bool,
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}
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impl Gui {
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/// Create egui.
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pub(crate) fn new(width: u32, height: u32, scale_factor: f64, context: &PixelsContext) -> Self {
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let platform = Platform::new(PlatformDescriptor {
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physical_width: width,
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physical_height: height,
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scale_factor,
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font_definitions: FontDefinitions::default(),
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style: Default::default(),
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});
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let screen_descriptor = ScreenDescriptor {
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physical_width: width,
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physical_height: height,
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scale_factor: scale_factor as f32,
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};
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let rpass = RenderPass::new(&context.device, wgpu::TextureFormat::Bgra8UnormSrgb);
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Self {
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start_time: Instant::now(),
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platform,
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screen_descriptor,
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rpass,
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paint_jobs: Vec::new(),
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window_open: true,
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}
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}
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/// Handle input events from the window manager.
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pub(crate) fn handle_event(&mut self, event: &winit::event::Event<'_, ()>) {
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self.platform.handle_event(event);
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}
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/// Resize egui.
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pub(crate) fn resize(&mut self, width: u32, height: u32) {
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self.screen_descriptor.physical_width = width;
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self.screen_descriptor.physical_height = height;
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}
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/// Update scaling factor.
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pub(crate) fn scale_factor(&mut self, scale_factor: f64) {
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self.screen_descriptor.scale_factor = scale_factor as f32;
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}
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/// Prepare egui.
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pub(crate) fn prepare(&mut self) {
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self.platform
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.update_time(self.start_time.elapsed().as_secs_f64());
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// Begin the egui frame.
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self.platform.begin_frame();
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// Draw the demo application.
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self.ui(&self.platform.context());
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// End the egui frame and create all paint jobs to prepare for rendering.
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let (_output, paint_commands) = self.platform.end_frame();
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self.paint_jobs = self.platform.context().tessellate(paint_commands);
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}
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/// Create the UI using egui.
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fn ui(&mut self, ctx: &egui::CtxRef) {
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egui::TopPanel::top("menubar_container").show(ctx, |ui| {
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egui::menu::bar(ui, |ui| {
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egui::menu::menu(ui, "File", |ui| {
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if ui.button("About...").clicked() {
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self.window_open = true;
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}
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})
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});
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});
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egui::Window::new("Hello, egui!")
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.open(&mut self.window_open)
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.show(ctx, |ui| {
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ui.label("This example demonstrates using egui with pixels.");
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ui.label("Made with 💖 in San Francisco!");
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ui.separator();
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ui.horizontal_for_text(egui::TextStyle::Body, |ui| {
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ui.label("Learn more about egui at");
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ui.hyperlink("https://docs.rs/egui");
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});
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});
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}
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/// Render egui.
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pub(crate) fn render(
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&mut self,
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encoder: &mut wgpu::CommandEncoder,
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render_target: &wgpu::TextureView,
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context: &PixelsContext,
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) {
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// Upload all resources to the GPU.
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self.rpass.update_texture(
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&context.device,
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&context.queue,
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&self.platform.context().texture(),
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);
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self.rpass
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.update_user_textures(&context.device, &context.queue);
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self.rpass.update_buffers(
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&context.device,
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&context.queue,
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&self.paint_jobs,
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&self.screen_descriptor,
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);
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// Record all render passes.
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self.rpass.execute(
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encoder,
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render_target,
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&self.paint_jobs,
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&self.screen_descriptor,
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None,
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);
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}
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}
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160
examples/egui-winit/src/main.rs
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160
examples/egui-winit/src/main.rs
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#![deny(clippy::all)]
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#![forbid(unsafe_code)]
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use crate::gui::Gui;
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use log::error;
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use pixels::{Error, Pixels, SurfaceTexture};
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use winit::dpi::LogicalSize;
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use winit::event::{Event, VirtualKeyCode};
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use winit::event_loop::{ControlFlow, EventLoop};
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use winit::window::WindowBuilder;
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use winit_input_helper::WinitInputHelper;
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mod gui;
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const WIDTH: u32 = 640;
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const HEIGHT: u32 = 480;
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const BOX_SIZE: i16 = 64;
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/// Representation of the application state. In this example, a box will bounce around the screen.
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struct World {
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box_x: i16,
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box_y: i16,
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velocity_x: i16,
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velocity_y: i16,
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}
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fn main() -> Result<(), Error> {
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env_logger::init();
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let event_loop = EventLoop::new();
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let mut input = WinitInputHelper::new();
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let window = {
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let size = LogicalSize::new(WIDTH as f64, HEIGHT as f64);
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WindowBuilder::new()
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.with_title("Hello Pixels + egui")
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.with_inner_size(size)
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.with_min_inner_size(size)
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.build(&event_loop)
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.unwrap()
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};
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let (mut pixels, mut gui) = {
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let window_size = window.inner_size();
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let scale_factor = window.scale_factor();
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let surface_texture = SurfaceTexture::new(window_size.width, window_size.height, &window);
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let pixels = Pixels::new(WIDTH, HEIGHT, surface_texture)?;
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let gui = Gui::new(
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window_size.width,
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window_size.height,
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scale_factor,
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pixels.context(),
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);
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(pixels, gui)
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};
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let mut world = World::new();
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event_loop.run(move |event, _, control_flow| {
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// Update egui inputs
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gui.handle_event(&event);
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// Draw the current frame
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if let Event::RedrawRequested(_) = event {
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// Draw the world
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world.draw(pixels.get_frame());
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// Prepare egui
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gui.prepare();
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// Render everything together
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let render_result = pixels.render_with(|encoder, render_target, context| {
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// Render the world texture
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context.scaling_renderer.render(encoder, render_target);
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// Render egui
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gui.render(encoder, render_target, context);
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});
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// Basic error handling
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if render_result
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.map_err(|e| error!("pixels.render() failed: {}", e))
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.is_err()
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{
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*control_flow = ControlFlow::Exit;
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return;
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}
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}
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// Handle input events
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if input.update(&event) {
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// Close events
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if input.key_pressed(VirtualKeyCode::Escape) || input.quit() {
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*control_flow = ControlFlow::Exit;
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return;
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}
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// Update the scale factor
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if let Some(scale_factor) = input.scale_factor() {
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gui.scale_factor(scale_factor);
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}
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// Resize the window
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if let Some(size) = input.window_resized() {
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pixels.resize(size.width, size.height);
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gui.resize(size.width, size.height);
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}
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// Update internal state and request a redraw
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world.update();
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window.request_redraw();
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}
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});
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}
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impl World {
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/// Create a new `World` instance that can draw a moving box.
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fn new() -> Self {
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Self {
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box_x: 24,
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box_y: 16,
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velocity_x: 1,
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velocity_y: 1,
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}
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}
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/// Update the `World` internal state; bounce the box around the screen.
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fn update(&mut self) {
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if self.box_x <= 0 || self.box_x + BOX_SIZE > WIDTH as i16 {
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self.velocity_x *= -1;
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}
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if self.box_y <= 0 || self.box_y + BOX_SIZE > HEIGHT as i16 {
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self.velocity_y *= -1;
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}
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self.box_x += self.velocity_x;
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self.box_y += self.velocity_y;
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}
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/// Draw the `World` state to the frame buffer.
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///
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/// Assumes the default texture format: `wgpu::TextureFormat::Rgba8UnormSrgb`
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fn draw(&self, frame: &mut [u8]) {
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for (i, pixel) in frame.chunks_exact_mut(4).enumerate() {
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let x = (i % WIDTH as usize) as i16;
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let y = (i / WIDTH as usize) as i16;
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let inside_the_box = x >= self.box_x
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&& x < self.box_x + BOX_SIZE
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&& y >= self.box_y
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&& y < self.box_y + BOX_SIZE;
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let rgba = if inside_the_box {
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[0x5e, 0x48, 0xe8, 0xff]
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} else {
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[0x48, 0xb2, 0xe8, 0xff]
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};
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pixel.copy_from_slice(&rgba);
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}
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}
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}
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BIN
img/egui-winit.png
Normal file
BIN
img/egui-winit.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 361 KiB |
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