Add egui
example. (#146)
This commit is contained in:
parent
333ce71468
commit
161b448a18
4
.github/workflows/ci.yml
vendored
4
.github/workflows/ci.yml
vendored
|
@ -13,7 +13,7 @@ jobs:
|
|||
rust:
|
||||
- stable
|
||||
- beta
|
||||
- 1.48.0
|
||||
- 1.50.0
|
||||
steps:
|
||||
- name: Checkout sources
|
||||
uses: actions/checkout@v2
|
||||
|
@ -40,7 +40,7 @@ jobs:
|
|||
rust:
|
||||
- stable
|
||||
- beta
|
||||
- 1.48.0
|
||||
- 1.50.0
|
||||
steps:
|
||||
- name: Checkout sources
|
||||
uses: actions/checkout@v2
|
||||
|
|
|
@ -25,6 +25,7 @@ Rapidly prototype a simple 2D game, pixel-based animations, software renderers,
|
|||
- [Conway's Game of Life](./examples/conway)
|
||||
- [Custom Shader](./examples/custom-shader)
|
||||
- [Dear ImGui example with `winit`](./examples/imgui-winit)
|
||||
- [Egui example with `winit`](./examples/egui-winit)
|
||||
- [Minimal example with SDL2](./examples/minimal-sdl2)
|
||||
- [Minimal example with `winit`](./examples/minimal-winit)
|
||||
- [Minimal example with `fltk`](./examples/minimal-fltk)
|
||||
|
|
20
examples/egui-winit/Cargo.toml
Normal file
20
examples/egui-winit/Cargo.toml
Normal file
|
@ -0,0 +1,20 @@
|
|||
[package]
|
||||
name = "egui-winit"
|
||||
version = "0.1.0"
|
||||
authors = ["Jay Oster <jay@kodewerx.org>"]
|
||||
edition = "2018"
|
||||
publish = false
|
||||
|
||||
[features]
|
||||
optimize = ["log/release_max_level_warn"]
|
||||
default = ["optimize"]
|
||||
|
||||
[dependencies]
|
||||
egui = "0.10"
|
||||
egui_wgpu_backend = { git = "https://github.com/hasenbanck/egui_wgpu_backend.git", rev = "9d03ad345d15d1e44165849b242d3562fdf3e859" }
|
||||
egui_winit_platform = { git = "https://github.com/hasenbanck/egui_winit_platform.git", rev = "17298250e9721e8bf2c1d4a17b3e22777f8cb2e8" }
|
||||
env_logger = "0.7"
|
||||
log = "0.4"
|
||||
pixels = { path = "../.." }
|
||||
winit = "0.24"
|
||||
winit_input_helper = "0.9"
|
15
examples/egui-winit/README.md
Normal file
15
examples/egui-winit/README.md
Normal file
|
@ -0,0 +1,15 @@
|
|||
# Egui Example
|
||||
|
||||
![Egui Example](../../img/egui-winit.png)
|
||||
|
||||
Minimal example with `egui` and `winit`.
|
||||
|
||||
## Running
|
||||
|
||||
```bash
|
||||
cargo run --release --package egui-winit
|
||||
```
|
||||
|
||||
## About
|
||||
|
||||
This example is based on `minimal-winit`, and extends it with `egui` to render custom GUI elements over your pixel frame buffer.
|
137
examples/egui-winit/src/gui.rs
Normal file
137
examples/egui-winit/src/gui.rs
Normal file
|
@ -0,0 +1,137 @@
|
|||
use egui::{ClippedMesh, FontDefinitions};
|
||||
use egui_wgpu_backend::{RenderPass, ScreenDescriptor};
|
||||
use egui_winit_platform::{Platform, PlatformDescriptor};
|
||||
use pixels::{wgpu, PixelsContext};
|
||||
use std::time::Instant;
|
||||
|
||||
/// Manages all state required for rendering egui over `Pixels`.
|
||||
pub(crate) struct Gui {
|
||||
// State for egui.
|
||||
start_time: Instant,
|
||||
platform: Platform,
|
||||
screen_descriptor: ScreenDescriptor,
|
||||
rpass: RenderPass,
|
||||
paint_jobs: Vec<ClippedMesh>,
|
||||
|
||||
// State for the demo app.
|
||||
window_open: bool,
|
||||
}
|
||||
|
||||
impl Gui {
|
||||
/// Create egui.
|
||||
pub(crate) fn new(width: u32, height: u32, scale_factor: f64, context: &PixelsContext) -> Self {
|
||||
let platform = Platform::new(PlatformDescriptor {
|
||||
physical_width: width,
|
||||
physical_height: height,
|
||||
scale_factor,
|
||||
font_definitions: FontDefinitions::default(),
|
||||
style: Default::default(),
|
||||
});
|
||||
let screen_descriptor = ScreenDescriptor {
|
||||
physical_width: width,
|
||||
physical_height: height,
|
||||
scale_factor: scale_factor as f32,
|
||||
};
|
||||
let rpass = RenderPass::new(&context.device, wgpu::TextureFormat::Bgra8UnormSrgb);
|
||||
|
||||
Self {
|
||||
start_time: Instant::now(),
|
||||
platform,
|
||||
screen_descriptor,
|
||||
rpass,
|
||||
paint_jobs: Vec::new(),
|
||||
window_open: true,
|
||||
}
|
||||
}
|
||||
|
||||
/// Handle input events from the window manager.
|
||||
pub(crate) fn handle_event(&mut self, event: &winit::event::Event<'_, ()>) {
|
||||
self.platform.handle_event(event);
|
||||
}
|
||||
|
||||
/// Resize egui.
|
||||
pub(crate) fn resize(&mut self, width: u32, height: u32) {
|
||||
self.screen_descriptor.physical_width = width;
|
||||
self.screen_descriptor.physical_height = height;
|
||||
}
|
||||
|
||||
/// Update scaling factor.
|
||||
pub(crate) fn scale_factor(&mut self, scale_factor: f64) {
|
||||
self.screen_descriptor.scale_factor = scale_factor as f32;
|
||||
}
|
||||
|
||||
/// Prepare egui.
|
||||
pub(crate) fn prepare(&mut self) {
|
||||
self.platform
|
||||
.update_time(self.start_time.elapsed().as_secs_f64());
|
||||
|
||||
// Begin the egui frame.
|
||||
self.platform.begin_frame();
|
||||
|
||||
// Draw the demo application.
|
||||
self.ui(&self.platform.context());
|
||||
|
||||
// End the egui frame and create all paint jobs to prepare for rendering.
|
||||
let (_output, paint_commands) = self.platform.end_frame();
|
||||
self.paint_jobs = self.platform.context().tessellate(paint_commands);
|
||||
}
|
||||
|
||||
/// Create the UI using egui.
|
||||
fn ui(&mut self, ctx: &egui::CtxRef) {
|
||||
egui::TopPanel::top("menubar_container").show(ctx, |ui| {
|
||||
egui::menu::bar(ui, |ui| {
|
||||
egui::menu::menu(ui, "File", |ui| {
|
||||
if ui.button("About...").clicked() {
|
||||
self.window_open = true;
|
||||
}
|
||||
})
|
||||
});
|
||||
});
|
||||
|
||||
egui::Window::new("Hello, egui!")
|
||||
.open(&mut self.window_open)
|
||||
.show(ctx, |ui| {
|
||||
ui.label("This example demonstrates using egui with pixels.");
|
||||
ui.label("Made with 💖 in San Francisco!");
|
||||
|
||||
ui.separator();
|
||||
|
||||
ui.horizontal_for_text(egui::TextStyle::Body, |ui| {
|
||||
ui.label("Learn more about egui at");
|
||||
ui.hyperlink("https://docs.rs/egui");
|
||||
});
|
||||
});
|
||||
}
|
||||
|
||||
/// Render egui.
|
||||
pub(crate) fn render(
|
||||
&mut self,
|
||||
encoder: &mut wgpu::CommandEncoder,
|
||||
render_target: &wgpu::TextureView,
|
||||
context: &PixelsContext,
|
||||
) {
|
||||
// Upload all resources to the GPU.
|
||||
self.rpass.update_texture(
|
||||
&context.device,
|
||||
&context.queue,
|
||||
&self.platform.context().texture(),
|
||||
);
|
||||
self.rpass
|
||||
.update_user_textures(&context.device, &context.queue);
|
||||
self.rpass.update_buffers(
|
||||
&context.device,
|
||||
&context.queue,
|
||||
&self.paint_jobs,
|
||||
&self.screen_descriptor,
|
||||
);
|
||||
|
||||
// Record all render passes.
|
||||
self.rpass.execute(
|
||||
encoder,
|
||||
render_target,
|
||||
&self.paint_jobs,
|
||||
&self.screen_descriptor,
|
||||
None,
|
||||
);
|
||||
}
|
||||
}
|
160
examples/egui-winit/src/main.rs
Normal file
160
examples/egui-winit/src/main.rs
Normal file
|
@ -0,0 +1,160 @@
|
|||
#![deny(clippy::all)]
|
||||
#![forbid(unsafe_code)]
|
||||
|
||||
use crate::gui::Gui;
|
||||
use log::error;
|
||||
use pixels::{Error, Pixels, SurfaceTexture};
|
||||
use winit::dpi::LogicalSize;
|
||||
use winit::event::{Event, VirtualKeyCode};
|
||||
use winit::event_loop::{ControlFlow, EventLoop};
|
||||
use winit::window::WindowBuilder;
|
||||
use winit_input_helper::WinitInputHelper;
|
||||
|
||||
mod gui;
|
||||
|
||||
const WIDTH: u32 = 640;
|
||||
const HEIGHT: u32 = 480;
|
||||
const BOX_SIZE: i16 = 64;
|
||||
|
||||
/// Representation of the application state. In this example, a box will bounce around the screen.
|
||||
struct World {
|
||||
box_x: i16,
|
||||
box_y: i16,
|
||||
velocity_x: i16,
|
||||
velocity_y: i16,
|
||||
}
|
||||
|
||||
fn main() -> Result<(), Error> {
|
||||
env_logger::init();
|
||||
let event_loop = EventLoop::new();
|
||||
let mut input = WinitInputHelper::new();
|
||||
let window = {
|
||||
let size = LogicalSize::new(WIDTH as f64, HEIGHT as f64);
|
||||
WindowBuilder::new()
|
||||
.with_title("Hello Pixels + egui")
|
||||
.with_inner_size(size)
|
||||
.with_min_inner_size(size)
|
||||
.build(&event_loop)
|
||||
.unwrap()
|
||||
};
|
||||
|
||||
let (mut pixels, mut gui) = {
|
||||
let window_size = window.inner_size();
|
||||
let scale_factor = window.scale_factor();
|
||||
let surface_texture = SurfaceTexture::new(window_size.width, window_size.height, &window);
|
||||
let pixels = Pixels::new(WIDTH, HEIGHT, surface_texture)?;
|
||||
let gui = Gui::new(
|
||||
window_size.width,
|
||||
window_size.height,
|
||||
scale_factor,
|
||||
pixels.context(),
|
||||
);
|
||||
|
||||
(pixels, gui)
|
||||
};
|
||||
let mut world = World::new();
|
||||
|
||||
event_loop.run(move |event, _, control_flow| {
|
||||
// Update egui inputs
|
||||
gui.handle_event(&event);
|
||||
|
||||
// Draw the current frame
|
||||
if let Event::RedrawRequested(_) = event {
|
||||
// Draw the world
|
||||
world.draw(pixels.get_frame());
|
||||
|
||||
// Prepare egui
|
||||
gui.prepare();
|
||||
|
||||
// Render everything together
|
||||
let render_result = pixels.render_with(|encoder, render_target, context| {
|
||||
// Render the world texture
|
||||
context.scaling_renderer.render(encoder, render_target);
|
||||
|
||||
// Render egui
|
||||
gui.render(encoder, render_target, context);
|
||||
});
|
||||
|
||||
// Basic error handling
|
||||
if render_result
|
||||
.map_err(|e| error!("pixels.render() failed: {}", e))
|
||||
.is_err()
|
||||
{
|
||||
*control_flow = ControlFlow::Exit;
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
// Handle input events
|
||||
if input.update(&event) {
|
||||
// Close events
|
||||
if input.key_pressed(VirtualKeyCode::Escape) || input.quit() {
|
||||
*control_flow = ControlFlow::Exit;
|
||||
return;
|
||||
}
|
||||
|
||||
// Update the scale factor
|
||||
if let Some(scale_factor) = input.scale_factor() {
|
||||
gui.scale_factor(scale_factor);
|
||||
}
|
||||
|
||||
// Resize the window
|
||||
if let Some(size) = input.window_resized() {
|
||||
pixels.resize(size.width, size.height);
|
||||
gui.resize(size.width, size.height);
|
||||
}
|
||||
|
||||
// Update internal state and request a redraw
|
||||
world.update();
|
||||
window.request_redraw();
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
impl World {
|
||||
/// Create a new `World` instance that can draw a moving box.
|
||||
fn new() -> Self {
|
||||
Self {
|
||||
box_x: 24,
|
||||
box_y: 16,
|
||||
velocity_x: 1,
|
||||
velocity_y: 1,
|
||||
}
|
||||
}
|
||||
|
||||
/// Update the `World` internal state; bounce the box around the screen.
|
||||
fn update(&mut self) {
|
||||
if self.box_x <= 0 || self.box_x + BOX_SIZE > WIDTH as i16 {
|
||||
self.velocity_x *= -1;
|
||||
}
|
||||
if self.box_y <= 0 || self.box_y + BOX_SIZE > HEIGHT as i16 {
|
||||
self.velocity_y *= -1;
|
||||
}
|
||||
|
||||
self.box_x += self.velocity_x;
|
||||
self.box_y += self.velocity_y;
|
||||
}
|
||||
|
||||
/// Draw the `World` state to the frame buffer.
|
||||
///
|
||||
/// Assumes the default texture format: `wgpu::TextureFormat::Rgba8UnormSrgb`
|
||||
fn draw(&self, frame: &mut [u8]) {
|
||||
for (i, pixel) in frame.chunks_exact_mut(4).enumerate() {
|
||||
let x = (i % WIDTH as usize) as i16;
|
||||
let y = (i / WIDTH as usize) as i16;
|
||||
|
||||
let inside_the_box = x >= self.box_x
|
||||
&& x < self.box_x + BOX_SIZE
|
||||
&& y >= self.box_y
|
||||
&& y < self.box_y + BOX_SIZE;
|
||||
|
||||
let rgba = if inside_the_box {
|
||||
[0x5e, 0x48, 0xe8, 0xff]
|
||||
} else {
|
||||
[0x48, 0xb2, 0xe8, 0xff]
|
||||
};
|
||||
|
||||
pixel.copy_from_slice(&rgba);
|
||||
}
|
||||
}
|
||||
}
|
BIN
img/egui-winit.png
Normal file
BIN
img/egui-winit.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 361 KiB |
Loading…
Reference in a new issue