Add a minimal Egui + Winit + WGPU based example

This commit is contained in:
Robert Bragg
2022-05-13 20:09:34 +01:00
parent c36efc7f6b
commit bfc0d091e6
39 changed files with 1364 additions and 0 deletions
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*.iml
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/local.properties
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/.idea/navEditor.xml
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.DS_Store
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.externalNativeBuild
.cxx
local.properties
*.so
# Added by cargo
/target
Cargo.lock
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[package]
name = "agdk-egui"
version = "0.1.0"
edition = "2021"
resolver = "2"
# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html
[dependencies]
log = "0.4"
winit = { git = "https://github.com/rib/winit", branch = "agdk-game-activity" }
#winit = { path="../../../winit" }
wgpu = "0.12.0"
pollster = "0.2"
#egui_winit_platform = "0.14"
egui_winit_platform = { path = "../../../egui_winit_platform" }
egui_wgpu_backend = "0.17"
egui = "0.17"
chrono = "0.4"
epi = "0.17"
egui_demo_lib = "0.17"
[patch.crates-io]
winit = { git = "https://github.com/rib/winit", branch = "agdk-game-activity" }
[target.'cfg(not(target_os = "android"))'.dependencies]
env_logger = "0.9"
[target.'cfg(target_os = "android")'.dependencies]
android_logger = "0.11.0"
game-activity = { path="../../game-activity" }
[features]
default = []
desktop = []
[lib]
name="main"
crate_type=["cdylib"]
[[bin]]
path="src/lib.rs"
name="egui-test"
required-features = [ "desktop" ]
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This tests using the game_activity crate with egui, winit and wgpu.
This is based on a re-worked winit backend here:
https://github.com/rib/winit/tree/agdk-game-activity
```
rustup target add aarch64-linux-android
cargo install cargo-ndk
export ANDROID_NDK_HOME="path/to/ndk"
cargo ndk -t arm64-v8a -o app/src/main/jniLibs/ build
export ANDROID_HOME="path/to/sdk"
./gradlew build
./gradlew installDebug
adb shell am start -n co.realfit.agdkegui/.MainActivity
```
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/build
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plugins {
id 'com.android.application'
}
android {
compileSdk 31
defaultConfig {
applicationId "co.realfit.agdkegui"
minSdk 28
targetSdk 31
versionCode 1
versionName "1.0"
testInstrumentationRunner "androidx.test.runner.AndroidJUnitRunner"
}
buildTypes {
release {
minifyEnabled false
proguardFiles getDefaultProguardFile('proguard-android-optimize.txt'), 'proguard-rules.pro'
}
debug {
minifyEnabled false
//packagingOptions {
// doNotStrip '**/*.so'
//}
//debuggable true
}
}
compileOptions {
sourceCompatibility JavaVersion.VERSION_1_8
targetCompatibility JavaVersion.VERSION_1_8
}
}
dependencies {
implementation 'androidx.appcompat:appcompat:1.4.1'
implementation 'com.google.android.material:material:1.5.0'
implementation 'androidx.constraintlayout:constraintlayout:2.1.3'
testImplementation 'junit:junit:4.13.2'
androidTestImplementation 'androidx.test.ext:junit:1.1.3'
androidTestImplementation 'androidx.test.espresso:espresso-core:3.4.0'
// To use the Android Frame Pacing library
//implementation "androidx.games:games-frame-pacing:1.9.1"
// To use the Android Performance Tuner
//implementation "androidx.games:games-performance-tuner:1.5.0"
// To use the Games Activity library
implementation "androidx.games:games-activity:1.1.0"
// To use the Games Controller Library
//implementation "androidx.games:games-controller:1.1.0"
// To use the Games Text Input Library
//implementation "androidx.games:games-text-input:1.1.0"
}
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# Add project specific ProGuard rules here.
# You can control the set of applied configuration files using the
# proguardFiles setting in build.gradle.
#
# For more details, see
# http://developer.android.com/guide/developing/tools/proguard.html
# If your project uses WebView with JS, uncomment the following
# and specify the fully qualified class name to the JavaScript interface
# class:
#-keepclassmembers class fqcn.of.javascript.interface.for.webview {
# public *;
#}
# Uncomment this to preserve the line number information for
# debugging stack traces.
#-keepattributes SourceFile,LineNumberTable
# If you keep the line number information, uncomment this to
# hide the original source file name.
#-renamesourcefileattribute SourceFile
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<?xml version="1.0" encoding="utf-8"?>
<manifest xmlns:android="http://schemas.android.com/apk/res/android"
package="co.realfit.agdkegui">
<application
android:allowBackup="true"
android:icon="@mipmap/ic_launcher"
android:label="AGDK Egui"
android:roundIcon="@mipmap/ic_launcher_round"
android:supportsRtl="true"
android:theme="@style/Theme.RustTemplate">
<activity
android:name=".MainActivity"
android:exported="true">
<intent-filter>
<action android:name="android.intent.action.MAIN" />
<category android:name="android.intent.category.LAUNCHER" />
</intent-filter>
<meta-data android:name="android.app.lib_name" android:value="main" />
</activity>
</application>
</manifest>
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package co.realfit.agdkegui;
import androidx.appcompat.app.AppCompatActivity;
import androidx.core.view.WindowCompat;
import androidx.core.view.WindowInsetsCompat;
import androidx.core.view.WindowInsetsControllerCompat;
import com.google.androidgamesdk.GameActivity;
import android.os.Bundle;
import android.content.pm.PackageManager;
import android.os.Build.VERSION;
import android.os.Build.VERSION_CODES;
import android.os.Bundle;
import android.view.View;
import android.view.WindowManager;
public class MainActivity extends GameActivity {
static {
// Load the STL first to workaround issues on old Android versions:
// "if your app targets a version of Android earlier than Android 4.3
// (Android API level 18),
// and you use libc++_shared.so, you must load the shared library before any other
// library that depends on it."
// See https://developer.android.com/ndk/guides/cpp-support#shared_runtimes
//System.loadLibrary("c++_shared");
// Load the native library.
// The name "android-game" depends on your CMake configuration, must be
// consistent here and inside AndroidManifect.xml
System.loadLibrary("main");
}
private void hideSystemUI() {
// This will put the game behind any cutouts and waterfalls on devices which have
// them, so the corresponding insets will be non-zero.
if (VERSION.SDK_INT >= VERSION_CODES.P) {
getWindow().getAttributes().layoutInDisplayCutoutMode
= WindowManager.LayoutParams.LAYOUT_IN_DISPLAY_CUTOUT_MODE_ALWAYS;
}
// From API 30 onwards, this is the recommended way to hide the system UI, rather than
// using View.setSystemUiVisibility.
View decorView = getWindow().getDecorView();
WindowInsetsControllerCompat controller = new WindowInsetsControllerCompat(getWindow(),
decorView);
controller.hide(WindowInsetsCompat.Type.systemBars());
controller.hide(WindowInsetsCompat.Type.displayCutout());
controller.setSystemBarsBehavior(
WindowInsetsControllerCompat.BEHAVIOR_SHOW_TRANSIENT_BARS_BY_SWIPE);
}
@Override
protected void onCreate(Bundle savedInstanceState) {
// When true, the app will fit inside any system UI windows.
// When false, we render behind any system UI windows.
WindowCompat.setDecorFitsSystemWindows(getWindow(), false);
hideSystemUI();
// You can set IME fields here or in native code using GameActivity_setImeEditorInfoFields.
// We set the fields in native_engine.cpp.
// super.setImeEditorInfoFields(InputType.TYPE_CLASS_TEXT,
// IME_ACTION_NONE, IME_FLAG_NO_FULLSCREEN );
super.onCreate(savedInstanceState);
}
public boolean isGooglePlayGames() {
PackageManager pm = getPackageManager();
return pm.hasSystemFeature("com.google.android.play.feature.HPE_EXPERIENCE");
}
}
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<?xml version="1.0" encoding="utf-8"?>
<androidx.constraintlayout.widget.ConstraintLayout xmlns:android="http://schemas.android.com/apk/res/android"
xmlns:app="http://schemas.android.com/apk/res-auto"
xmlns:tools="http://schemas.android.com/tools"
android:layout_width="match_parent"
android:layout_height="match_parent"
tools:context=".MainActivity">
<TextView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:text="Hello World!"
app:layout_constraintBottom_toBottomOf="parent"
app:layout_constraintLeft_toLeftOf="parent"
app:layout_constraintRight_toRightOf="parent"
app:layout_constraintTop_toTopOf="parent" />
</androidx.constraintlayout.widget.ConstraintLayout>
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<resources xmlns:tools="http://schemas.android.com/tools">
<!-- Base application theme. -->
<style name="Theme.RustTemplate" parent="Theme.MaterialComponents.DayNight.DarkActionBar">
<!-- Primary brand color. -->
<item name="colorPrimary">@color/purple_200</item>
<item name="colorPrimaryVariant">@color/purple_700</item>
<item name="colorOnPrimary">@color/black</item>
<!-- Secondary brand color. -->
<item name="colorSecondary">@color/teal_200</item>
<item name="colorSecondaryVariant">@color/teal_200</item>
<item name="colorOnSecondary">@color/black</item>
<!-- Status bar color. -->
<item name="android:statusBarColor" tools:targetApi="l">?attr/colorPrimaryVariant</item>
<!-- Customize your theme here. -->
</style>
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<resources>
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<color name="purple_500">#FF6200EE</color>
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<color name="white">#FFFFFFFF</color>
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<!-- Base application theme. -->
<style name="Theme.RustTemplate" parent="Theme.MaterialComponents.DayNight.DarkActionBar">
<!-- Primary brand color. -->
<item name="colorPrimary">@color/purple_500</item>
<item name="colorPrimaryVariant">@color/purple_700</item>
<item name="colorOnPrimary">@color/white</item>
<!-- Secondary brand color. -->
<item name="colorSecondary">@color/teal_200</item>
<item name="colorSecondaryVariant">@color/teal_700</item>
<item name="colorOnSecondary">@color/black</item>
<!-- Status bar color. -->
<item name="android:statusBarColor" tools:targetApi="l">?attr/colorPrimaryVariant</item>
<!-- Customize your theme here. -->
</style>
</resources>
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// Top-level build file where you can add configuration options common to all sub-projects/modules.
plugins {
id 'com.android.application' version '7.1.2' apply false
id 'com.android.library' version '7.1.2' apply false
}
task clean(type: Delete) {
delete rootProject.buildDir
}
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# Project-wide Gradle settings.
# IDE (e.g. Android Studio) users:
# Gradle settings configured through the IDE *will override*
# any settings specified in this file.
# For more details on how to configure your build environment visit
# http://www.gradle.org/docs/current/userguide/build_environment.html
# Specifies the JVM arguments used for the daemon process.
# The setting is particularly useful for tweaking memory settings.
org.gradle.jvmargs=-Xmx2048m -Dfile.encoding=UTF-8
# When configured, Gradle will run in incubating parallel mode.
# This option should only be used with decoupled projects. More details, visit
# http://www.gradle.org/docs/current/userguide/multi_project_builds.html#sec:decoupled_projects
# org.gradle.parallel=true
# AndroidX package structure to make it clearer which packages are bundled with the
# Android operating system, and which are packaged with your app"s APK
# https://developer.android.com/topic/libraries/support-library/androidx-rn
android.useAndroidX=true
# Enables namespacing of each library's R class so that its R class includes only the
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android.nonTransitiveRClass=true
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#Mon May 02 15:39:12 BST 2022
distributionBase=GRADLE_USER_HOME
distributionUrl=https\://services.gradle.org/distributions/gradle-7.2-bin.zip
distributionPath=wrapper/dists
zipStorePath=wrapper/dists
zipStoreBase=GRADLE_USER_HOME
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#!/usr/bin/env sh
#
# Copyright 2015 the original author or authors.
#
# Licensed under the Apache License, Version 2.0 (the "License");
# you may not use this file except in compliance with the License.
# You may obtain a copy of the License at
#
# https://www.apache.org/licenses/LICENSE-2.0
#
# Unless required by applicable law or agreed to in writing, software
# distributed under the License is distributed on an "AS IS" BASIS,
# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
# See the License for the specific language governing permissions and
# limitations under the License.
#
##############################################################################
##
## Gradle start up script for UN*X
##
##############################################################################
# Attempt to set APP_HOME
# Resolve links: $0 may be a link
PRG="$0"
# Need this for relative symlinks.
while [ -h "$PRG" ] ; do
ls=`ls -ld "$PRG"`
link=`expr "$ls" : '.*-> \(.*\)$'`
if expr "$link" : '/.*' > /dev/null; then
PRG="$link"
else
PRG=`dirname "$PRG"`"/$link"
fi
done
SAVED="`pwd`"
cd "`dirname \"$PRG\"`/" >/dev/null
APP_HOME="`pwd -P`"
cd "$SAVED" >/dev/null
APP_NAME="Gradle"
APP_BASE_NAME=`basename "$0"`
# Add default JVM options here. You can also use JAVA_OPTS and GRADLE_OPTS to pass JVM options to this script.
DEFAULT_JVM_OPTS='"-Xmx64m" "-Xms64m"'
# Use the maximum available, or set MAX_FD != -1 to use that value.
MAX_FD="maximum"
warn () {
echo "$*"
}
die () {
echo
echo "$*"
echo
exit 1
}
# OS specific support (must be 'true' or 'false').
cygwin=false
msys=false
darwin=false
nonstop=false
case "`uname`" in
CYGWIN* )
cygwin=true
;;
Darwin* )
darwin=true
;;
MINGW* )
msys=true
;;
NONSTOP* )
nonstop=true
;;
esac
CLASSPATH=$APP_HOME/gradle/wrapper/gradle-wrapper.jar
# Determine the Java command to use to start the JVM.
if [ -n "$JAVA_HOME" ] ; then
if [ -x "$JAVA_HOME/jre/sh/java" ] ; then
# IBM's JDK on AIX uses strange locations for the executables
JAVACMD="$JAVA_HOME/jre/sh/java"
else
JAVACMD="$JAVA_HOME/bin/java"
fi
if [ ! -x "$JAVACMD" ] ; then
die "ERROR: JAVA_HOME is set to an invalid directory: $JAVA_HOME
Please set the JAVA_HOME variable in your environment to match the
location of your Java installation."
fi
else
JAVACMD="java"
which java >/dev/null 2>&1 || die "ERROR: JAVA_HOME is not set and no 'java' command could be found in your PATH.
Please set the JAVA_HOME variable in your environment to match the
location of your Java installation."
fi
# Increase the maximum file descriptors if we can.
if [ "$cygwin" = "false" -a "$darwin" = "false" -a "$nonstop" = "false" ] ; then
MAX_FD_LIMIT=`ulimit -H -n`
if [ $? -eq 0 ] ; then
if [ "$MAX_FD" = "maximum" -o "$MAX_FD" = "max" ] ; then
MAX_FD="$MAX_FD_LIMIT"
fi
ulimit -n $MAX_FD
if [ $? -ne 0 ] ; then
warn "Could not set maximum file descriptor limit: $MAX_FD"
fi
else
warn "Could not query maximum file descriptor limit: $MAX_FD_LIMIT"
fi
fi
# For Darwin, add options to specify how the application appears in the dock
if $darwin; then
GRADLE_OPTS="$GRADLE_OPTS \"-Xdock:name=$APP_NAME\" \"-Xdock:icon=$APP_HOME/media/gradle.icns\""
fi
# For Cygwin or MSYS, switch paths to Windows format before running java
if [ "$cygwin" = "true" -o "$msys" = "true" ] ; then
APP_HOME=`cygpath --path --mixed "$APP_HOME"`
CLASSPATH=`cygpath --path --mixed "$CLASSPATH"`
JAVACMD=`cygpath --unix "$JAVACMD"`
# We build the pattern for arguments to be converted via cygpath
ROOTDIRSRAW=`find -L / -maxdepth 1 -mindepth 1 -type d 2>/dev/null`
SEP=""
for dir in $ROOTDIRSRAW ; do
ROOTDIRS="$ROOTDIRS$SEP$dir"
SEP="|"
done
OURCYGPATTERN="(^($ROOTDIRS))"
# Add a user-defined pattern to the cygpath arguments
if [ "$GRADLE_CYGPATTERN" != "" ] ; then
OURCYGPATTERN="$OURCYGPATTERN|($GRADLE_CYGPATTERN)"
fi
# Now convert the arguments - kludge to limit ourselves to /bin/sh
i=0
for arg in "$@" ; do
CHECK=`echo "$arg"|egrep -c "$OURCYGPATTERN" -`
CHECK2=`echo "$arg"|egrep -c "^-"` ### Determine if an option
if [ $CHECK -ne 0 ] && [ $CHECK2 -eq 0 ] ; then ### Added a condition
eval `echo args$i`=`cygpath --path --ignore --mixed "$arg"`
else
eval `echo args$i`="\"$arg\""
fi
i=`expr $i + 1`
done
case $i in
0) set -- ;;
1) set -- "$args0" ;;
2) set -- "$args0" "$args1" ;;
3) set -- "$args0" "$args1" "$args2" ;;
4) set -- "$args0" "$args1" "$args2" "$args3" ;;
5) set -- "$args0" "$args1" "$args2" "$args3" "$args4" ;;
6) set -- "$args0" "$args1" "$args2" "$args3" "$args4" "$args5" ;;
7) set -- "$args0" "$args1" "$args2" "$args3" "$args4" "$args5" "$args6" ;;
8) set -- "$args0" "$args1" "$args2" "$args3" "$args4" "$args5" "$args6" "$args7" ;;
9) set -- "$args0" "$args1" "$args2" "$args3" "$args4" "$args5" "$args6" "$args7" "$args8" ;;
esac
fi
# Escape application args
save () {
for i do printf %s\\n "$i" | sed "s/'/'\\\\''/g;1s/^/'/;\$s/\$/' \\\\/" ; done
echo " "
}
APP_ARGS=`save "$@"`
# Collect all arguments for the java command, following the shell quoting and substitution rules
eval set -- $DEFAULT_JVM_OPTS $JAVA_OPTS $GRADLE_OPTS "\"-Dorg.gradle.appname=$APP_BASE_NAME\"" -classpath "\"$CLASSPATH\"" org.gradle.wrapper.GradleWrapperMain "$APP_ARGS"
exec "$JAVACMD" "$@"
+89
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@@ -0,0 +1,89 @@
@rem
@rem Copyright 2015 the original author or authors.
@rem
@rem Licensed under the Apache License, Version 2.0 (the "License");
@rem you may not use this file except in compliance with the License.
@rem You may obtain a copy of the License at
@rem
@rem https://www.apache.org/licenses/LICENSE-2.0
@rem
@rem Unless required by applicable law or agreed to in writing, software
@rem distributed under the License is distributed on an "AS IS" BASIS,
@rem WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
@rem See the License for the specific language governing permissions and
@rem limitations under the License.
@rem
@if "%DEBUG%" == "" @echo off
@rem ##########################################################################
@rem
@rem Gradle startup script for Windows
@rem
@rem ##########################################################################
@rem Set local scope for the variables with windows NT shell
if "%OS%"=="Windows_NT" setlocal
set DIRNAME=%~dp0
if "%DIRNAME%" == "" set DIRNAME=.
set APP_BASE_NAME=%~n0
set APP_HOME=%DIRNAME%
@rem Resolve any "." and ".." in APP_HOME to make it shorter.
for %%i in ("%APP_HOME%") do set APP_HOME=%%~fi
@rem Add default JVM options here. You can also use JAVA_OPTS and GRADLE_OPTS to pass JVM options to this script.
set DEFAULT_JVM_OPTS="-Xmx64m" "-Xms64m"
@rem Find java.exe
if defined JAVA_HOME goto findJavaFromJavaHome
set JAVA_EXE=java.exe
%JAVA_EXE% -version >NUL 2>&1
if "%ERRORLEVEL%" == "0" goto execute
echo.
echo ERROR: JAVA_HOME is not set and no 'java' command could be found in your PATH.
echo.
echo Please set the JAVA_HOME variable in your environment to match the
echo location of your Java installation.
goto fail
:findJavaFromJavaHome
set JAVA_HOME=%JAVA_HOME:"=%
set JAVA_EXE=%JAVA_HOME%/bin/java.exe
if exist "%JAVA_EXE%" goto execute
echo.
echo ERROR: JAVA_HOME is set to an invalid directory: %JAVA_HOME%
echo.
echo Please set the JAVA_HOME variable in your environment to match the
echo location of your Java installation.
goto fail
:execute
@rem Setup the command line
set CLASSPATH=%APP_HOME%\gradle\wrapper\gradle-wrapper.jar
@rem Execute Gradle
"%JAVA_EXE%" %DEFAULT_JVM_OPTS% %JAVA_OPTS% %GRADLE_OPTS% "-Dorg.gradle.appname=%APP_BASE_NAME%" -classpath "%CLASSPATH%" org.gradle.wrapper.GradleWrapperMain %*
:end
@rem End local scope for the variables with windows NT shell
if "%ERRORLEVEL%"=="0" goto mainEnd
:fail
rem Set variable GRADLE_EXIT_CONSOLE if you need the _script_ return code instead of
rem the _cmd.exe /c_ return code!
if not "" == "%GRADLE_EXIT_CONSOLE%" exit 1
exit /b 1
:mainEnd
if "%OS%"=="Windows_NT" endlocal
:omega
+16
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pluginManagement {
repositories {
gradlePluginPortal()
google()
mavenCentral()
}
}
dependencyResolutionManagement {
repositoriesMode.set(RepositoriesMode.FAIL_ON_PROJECT_REPOS)
repositories {
google()
mavenCentral()
}
}
include ':app'
+454
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use log::Level;
use log::{trace, warn, error};
use wgpu::TextureFormat;
use wgpu::{Instance, Adapter, Device, Queue};
use winit::event_loop::{EventLoopWindowTarget, EventLoopBuilder};
use std::ops::Deref;
use std::sync::{Arc, RwLock};
use winit::{
event_loop::{ControlFlow},
};
use std::iter;
use std::time::Instant;
use chrono::Timelike;
use egui::FontDefinitions;
use egui_wgpu_backend::{RenderPass, ScreenDescriptor};
use egui_winit_platform::{Platform, PlatformDescriptor};
use epi::{*, App};
use winit::event::Event::*;
const INITIAL_WIDTH: u32 = 1920;
const INITIAL_HEIGHT: u32 = 1080;
struct RenderState {
device: Device,
queue: Queue,
target_format: TextureFormat,
egui_rpass: RwLock<RenderPass>,
}
struct SurfaceState {
window: winit::window::Window,
surface: wgpu::Surface
}
struct AppInner {
instance: Instance,
adapter: Option<Adapter>,
surface_state: Option<SurfaceState>,
render_state: Option<RenderState>,
}
struct EguiApp {
inner: Arc<RwLock<AppInner>>
}
impl EguiApp {
fn new(instance: Instance) -> Self {
Self {
inner: Arc::new(RwLock::new(AppInner {
instance,
adapter: None,
surface_state: None,
render_state: None,
}))
}
}
}
impl Deref for EguiApp {
type Target = Arc<RwLock<AppInner>>;
fn deref(&self) -> &Self::Target {
&self.inner
}
}
/// A custom event type for the winit app.
enum Event {
RequestRedraw,
}
/// This is the repaint signal type that egui needs for requesting a repaint from another thread.
/// It sends the custom RequestRedraw event to the winit event loop.
struct ExampleRepaintSignal(std::sync::Mutex<winit::event_loop::EventLoopProxy<Event>>);
impl epi::backend::RepaintSignal for ExampleRepaintSignal {
fn request_repaint(&self) {
self.0.lock().unwrap().send_event(Event::RequestRedraw).ok();
}
}
/// Time of day as seconds since midnight. Used for clock in demo app.
pub fn seconds_since_midnight() -> f64 {
let time = chrono::Local::now().time();
time.num_seconds_from_midnight() as f64 + 1e-9 * (time.nanosecond() as f64)
}
async fn init_render_state(adapter: &Adapter, target_format: TextureFormat) -> RenderState {
trace!("Initializing render state");
trace!("WGPU: requesting device");
// Create the logical device and command queue
let (device, queue) = adapter
.request_device(
&wgpu::DeviceDescriptor {
label: None,
features: wgpu::Features::empty(),
// Make sure we use the texture resolution limits from the adapter, so we can support images the size of the swapchain.
limits: wgpu::Limits::downlevel_webgl2_defaults()
.using_resolution(adapter.limits()),
},
None,
)
.await
.expect("Failed to create device");
let egui_rpass = RenderPass::new(&device, target_format, 1);
RenderState {
device,
queue,
target_format,
egui_rpass: RwLock::new(egui_rpass),
}
}
fn configure_surface_swapchain(render_state: &RenderState, surface_state: &SurfaceState) {
let swapchain_format = render_state.target_format;
let size = surface_state.window.inner_size();
let config = wgpu::SurfaceConfiguration {
usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
format: swapchain_format,
width: size.width,
height: size.height,
present_mode: wgpu::PresentMode::Mailbox,
//present_mode: wgpu::PresentMode::Fifo,
};
trace!("WGPU: Configuring surface swapchain: format = {swapchain_format:?}, size = {size:?}");
surface_state.surface.configure(&render_state.device, &config);
}
// We want to defer the initialization of our render state until
// we have a surface so we can take its format into account.
//
// After we've initialized our render state once though we
// expect all future surfaces will have the same format and we
// so this stat will remain valid.
async fn ensure_render_state_for_surface(app: &EguiApp, new_surface_state: &SurfaceState) {
let mut app_guard = app.inner.write().unwrap();
if app_guard.adapter.is_none() {
trace!("WGPU: requesting a suitable adapter (compatible with our surface)");
let adapter = app_guard.instance
.request_adapter(&wgpu::RequestAdapterOptions {
power_preference: wgpu::PowerPreference::default(),
force_fallback_adapter: false,
// Request an adapter which can render to our surface
compatible_surface: Some(&new_surface_state.surface),
})
.await
.expect("Failed to find an appropriate adapter");
app_guard.adapter = Some(adapter);
}
let adapter = app_guard.adapter.as_ref().unwrap();
if app_guard.render_state.is_none() {
trace!("WGPU: finding preferred swapchain format");
let swapchain_format = new_surface_state.surface.get_preferred_format(&adapter).unwrap();
let rs = init_render_state(adapter, swapchain_format).await;
app_guard.render_state = Some(rs);
}
}
fn create_surface<T>(app: &EguiApp, event_loop: &EventLoopWindowTarget<T>) -> SurfaceState {
//let window = winit::window::Window::new(&event_loop).unwrap();
let window = winit::window::WindowBuilder::new()
.with_decorations(true)
.with_resizable(true)
.with_transparent(false)
.with_title("egui-wgpu_winit example")
.with_inner_size(winit::dpi::PhysicalSize {
width: INITIAL_WIDTH,
height: INITIAL_HEIGHT,
})
.build(&event_loop)
.unwrap();
trace!("WGPU: creating surface for native window");
let guard = app.inner.read().unwrap();
let surface = unsafe { guard.instance.create_surface(&window) };
SurfaceState {
window,
surface
}
}
fn resume<T>(app: &EguiApp, event_loop: &EventLoopWindowTarget<T>, platform: &mut Platform) {
trace!("Resumed, creating render state...");
let new_surface = create_surface(&app, event_loop);
pollster::block_on(ensure_render_state_for_surface(&app, &new_surface));
app.write().unwrap().surface_state = Some(new_surface);
let guard = app.read().unwrap();
let render_state = guard.render_state.as_ref().unwrap();
let surface_state = guard.surface_state.as_ref().unwrap();
configure_surface_swapchain(render_state, surface_state);
let mut size = surface_state.window.inner_size();
let scale_factor = surface_state.window.scale_factor() as f32;
let raw_input = platform.raw_input_mut();
raw_input.pixels_per_point = Some(scale_factor);
raw_input.screen_rect = Some(egui::Rect::from_min_size(
egui::Pos2::default(),
egui::vec2(
size.width as f32,
size.height as f32,
) / scale_factor,
));
// WORKAROUND
//
// egui_winit_platform maintains a private scale_factor that's normally
// only possible to initialize via `Platform::new()` which isn't possible
// on Android before we have a Window. Currently the only way we can update this
// state is by issuing a fake ScaleFactorChanged event...
//
// See: https://github.com/hasenbanck/egui_winit_platform/issues/40
platform.handle_event::<Event>(&winit::event::Event::WindowEvent {
window_id: surface_state.window.id(),
event: winit::event::WindowEvent::ScaleFactorChanged {
scale_factor: scale_factor as f64,
new_inner_size: &mut size }
});
trace!("Making Redraw Request");
surface_state.window.request_redraw();
}
fn _main() {
let instance = wgpu::Instance::new(wgpu::Backends::PRIMARY);
//let instance = wgpu::Instance::new(wgpu::Backends::VULKAN);
//let instance = wgpu::Instance::new(wgpu::Backends::GL);
let app = EguiApp::new(instance);
let event_loop = EventLoopBuilder::with_user_event().build();
let repaint_signal = std::sync::Arc::new(ExampleRepaintSignal(std::sync::Mutex::new(
event_loop.create_proxy(),
)));
// We use the egui_winit_platform crate as the platform.
// Note: we are initializing with dummy state because we don't technically know
// anything about the physical size or required scale factor yet...
let mut platform = Platform::new(PlatformDescriptor {
physical_width: INITIAL_WIDTH,
physical_height: INITIAL_HEIGHT,
scale_factor: 1.0,
font_definitions: FontDefinitions::default(),
style: Default::default(),
});
// We use the egui_wgpu_backend crate as the render backend.
// Display the demo application that ships with egui.
let mut demo_app = egui_demo_lib::WrapApp::default();
let start_time = Instant::now();
let mut previous_frame_time = None;
event_loop.run(move |event, event_loop, control_flow| {
// Pass the winit events to the platform integration.
platform.handle_event(&event);
match event {
NewEvents(winit::event::StartCause::Init) => {
// Note: that because Winit doesn't currently support lifecycle events consistently
// across platforms then we effectively issue a fake 'resume' on non-android
// platforms...
#[cfg(not(target_os="android"))]
resume(&app, event_loop, &mut platform)
}
Resumed => {
resume(&app, event_loop, &mut platform);
}
RedrawRequested(..) => {
let guard = app.read().unwrap();
if let Some(ref surface_state) = guard.surface_state {
if let Some(ref render_state) = guard.render_state {
platform.update_time(start_time.elapsed().as_secs_f64());
let size = surface_state.window.inner_size();
let scale_factor = surface_state.window.scale_factor() as f32;
let output_frame = match surface_state.surface.get_current_texture() {
Ok(frame) => frame,
Err(wgpu::SurfaceError::Outdated) => {
// This error occurs when the app is minimized on Windows.
// Silently return here to prevent spamming the console with:
// "The underlying surface has changed, and therefore the swap chain must be updated"
return;
}
Err(e) => {
eprintln!("Dropped frame with error: {}", e);
return;
}
};
let output_view = output_frame
.texture
.create_view(&wgpu::TextureViewDescriptor::default());
// Begin to draw the UI frame.
let egui_start = Instant::now();
platform.begin_frame();
let app_output = epi::backend::AppOutput::default();
let mut frame = epi::Frame::new(epi::backend::FrameData {
info: epi::IntegrationInfo {
name: "egui_example",
web_info: None,
cpu_usage: previous_frame_time,
native_pixels_per_point: Some(scale_factor),
prefer_dark_mode: None,
},
output: app_output,
repaint_signal: repaint_signal.clone(),
});
// Draw the demo application.
demo_app.update(&platform.context(), &mut frame);
// End the UI frame. We could now handle the output and draw the UI with the backend.
//let (_output, paint_commands) =
let output = platform.end_frame(Some(&surface_state.window));
let paint_jobs = platform.context().tessellate(output.shapes);
let frame_time = (Instant::now() - egui_start).as_secs_f64() as f32;
previous_frame_time = Some(frame_time);
let mut encoder = render_state.device.create_command_encoder(&wgpu::CommandEncoderDescriptor {
label: Some("encoder"),
});
// Upload all resources for the GPU.
let screen_descriptor = ScreenDescriptor {
physical_width: size.width,
physical_height: size.height,
scale_factor: scale_factor,
};
{
let mut egui_rpass = render_state.egui_rpass.write().unwrap();
match egui_rpass.add_textures(&render_state.device, &render_state.queue, &output.textures_delta) {
Ok(()) => {
//egui_rpass.update_texture(&device, &queue, &platform.context().font_image());
//egui_rpass.update_user_textures(&device, &queue);
egui_rpass.update_buffers(&render_state.device, &render_state.queue, &paint_jobs, &screen_descriptor);
// Record all render passes.
egui_rpass
.execute(
&mut encoder,
&output_view,
&paint_jobs,
&screen_descriptor,
Some(wgpu::Color::BLACK),
)
.unwrap();
// Submit the commands.
render_state.queue.submit(iter::once(encoder.finish()));
// Redraw egui
output_frame.present();
if let Err(err) = egui_rpass.remove_textures(output.textures_delta) {
error!("Failed to remove texture deltas from Egui render pass: {err:?}");
}
}
Err(err) => {
error!("Failed to add texture deltas before executing render pass: {err:?}");
}
}
}
// Suppport reactive on windows only, but not on linux.
// if _output.needs_repaint {
// *control_flow = ControlFlow::Poll;
// } else {
// *control_flow = ControlFlow::Wait;
// }
}
}
}
MainEventsCleared | UserEvent(Event::RequestRedraw) => {
let guard = app.read().unwrap();
if let Some(ref surface_state) = guard.surface_state {
surface_state.window.request_redraw();
}
}
WindowEvent { event, .. } => match event {
winit::event::WindowEvent::Resized(size) => {
let guard = app.read().unwrap();
if let Some(ref surface_state) = guard.surface_state {
if let Some(ref render_state) = guard.render_state {
warn!("resized size = {size:?}, window inner_size = {:?}", surface_state.window.inner_size());
// BUG WORKAROUND:
//
// Currently Windows will emit an erroneous Resized 0x0 event on minimize which doesn't
// even logically make sense on Windows, where apps can continue to render for minimization
// thumbnails. A 0x0 size will almost certainly lead to divide zeros when calculating
// aspect ratios so we just ignore the event.
//
// See: https://github.com/rust-windowing/winit/issues/208
if size.width > 0 && size.height > 0 {
configure_surface_swapchain(render_state, surface_state);
}
}
}
}
winit::event::WindowEvent::CloseRequested => {
*control_flow = ControlFlow::Exit;
}
_ => {}
},
_ => (),
}
});
}
#[cfg(target_os="android")]
#[no_mangle]
extern "C" fn android_main() {
android_logger::init_once(
android_logger::Config::default().with_min_level(Level::Trace)
);
_main();
}
// Stop rust-analyzer from complaining that this file doesn't have a main() function...
#[cfg(target_os="android")]
#[cfg(allow_unused)]
fn main() {}
#[cfg(not(target_os="android"))]
fn main() {
env_logger::builder().filter_level(log::LevelFilter::Warn) // Default Log Level
.parse_default_env()
.init();
_main();
}