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Not all winit platforms support getting the system theme properly. In some places we fall back to the light theme, but it seems that the default for `egui` is dark. This change makes it so that we fall back to the light theme more consistently, meaning that servoshell on Wayland will properly use the light theme. Signed-off-by: Martin Robinson <mrobinson@igalia.com>
147 lines
5.2 KiB
Rust
147 lines
5.2 KiB
Rust
/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at https://mozilla.org/MPL/2.0/. */
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//! A modified version of EguiGlow [from egui_glow 0.22.0][0] that retains its shapes,
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//! allowing [`EguiGlow::paint`] to be called multiple times.
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//!
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//! [0]: https://github.com/emilk/egui/blob/0.22.0/crates/egui_glow/src/winit.rs
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// Copyright (c) 2018-2021 Emil Ernerfeldt <emil.ernerfeldt@gmail.com>
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//
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// Permission is hereby granted, free of charge, to any
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// person obtaining a copy of this software and associated
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// documentation files (the "Software"), to deal in the
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// Software without restriction, including without
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// limitation the rights to use, copy, modify, merge,
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// publish, distribute, sublicense, and/or sell copies of
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// the Software, and to permit persons to whom the Software
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// is furnished to do so, subject to the following
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// conditions:
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//
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// The above copyright notice and this permission notice
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// shall be included in all copies or substantial portions
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// of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF
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// ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED
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// TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A
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// PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT
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// SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
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// CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
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// OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR
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// IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
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// DEALINGS IN THE SOFTWARE.
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use egui::{ViewportId, ViewportOutput};
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use egui_glow::ShaderVersion;
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pub use egui_winit;
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pub use egui_winit::EventResponse;
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use egui_winit::winit;
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use winit::event_loop::ActiveEventLoop;
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use winit::window::Theme;
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/// Use [`egui`] from a [`glow`] app based on [`winit`].
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pub struct EguiGlow {
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pub egui_ctx: egui::Context,
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pub egui_winit: egui_winit::State,
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pub painter: egui_glow::Painter,
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shapes: Vec<egui::epaint::ClippedShape>,
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textures_delta: egui::TexturesDelta,
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}
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impl EguiGlow {
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/// For automatic shader version detection set `shader_version` to `None`.
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pub fn new(
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event_loop: &ActiveEventLoop,
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gl: std::sync::Arc<glow::Context>,
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shader_version: Option<ShaderVersion>,
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) -> Self {
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let painter = egui_glow::Painter::new(gl, "", shader_version, false)
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.map_err(|err| {
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log::error!("error occurred in initializing painter:\n{err}");
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})
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.unwrap();
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let theme = event_loop.system_theme().unwrap_or(Theme::Light);
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let egui_ctx = egui::Context::default();
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Self {
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egui_winit: egui_winit::State::new(
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egui_ctx.clone(),
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ViewportId::ROOT,
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event_loop,
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None,
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Some(theme),
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None,
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),
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egui_ctx,
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painter,
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shapes: Default::default(),
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textures_delta: Default::default(),
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}
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}
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pub fn on_window_event(
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&mut self,
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window: &winit::window::Window,
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event: &winit::event::WindowEvent,
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) -> EventResponse {
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self.egui_winit.on_window_event(window, event)
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}
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/// Returns the `Duration` of the timeout after which egui should be repainted even if there's no new events.
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///
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/// Call [`Self::paint`] later to paint.
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pub fn run(
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&mut self,
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window: &winit::window::Window,
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run_ui: impl FnMut(&egui::Context),
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) -> std::time::Duration {
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let raw_input = self.egui_winit.take_egui_input(window);
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let egui::FullOutput {
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platform_output,
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viewport_output,
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textures_delta,
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shapes,
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pixels_per_point: _pixels_per_point,
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} = self.egui_ctx.run(raw_input, run_ui);
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self.egui_winit
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.handle_platform_output(window, platform_output);
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self.shapes = shapes;
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self.textures_delta.append(textures_delta);
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match viewport_output.get(&ViewportId::ROOT) {
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Some(&ViewportOutput { repaint_delay, .. }) => repaint_delay,
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None => std::time::Duration::ZERO,
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}
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}
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/// Paint the results of the last call to [`Self::run`].
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pub fn paint(&mut self, window: &winit::window::Window) {
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/////// let shapes = std::mem::take(&mut self.shapes);
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let shapes = &self.shapes;
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let mut textures_delta = std::mem::take(&mut self.textures_delta);
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for (id, image_delta) in textures_delta.set {
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self.painter.set_texture(id, &image_delta);
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}
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let pixels_per_point = self.egui_ctx.pixels_per_point();
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/////// let clipped_primitives = self.egui_ctx.tessellate(shapes);
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let clipped_primitives = self.egui_ctx.tessellate(shapes.clone(), pixels_per_point);
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let dimensions: [u32; 2] = window.inner_size().into();
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self.painter
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.paint_primitives(dimensions, pixels_per_point, &clipped_primitives);
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for id in textures_delta.free.drain(..) {
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self.painter.free_texture(id);
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}
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}
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/// Call to release the allocated graphics resources.
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pub fn destroy(&mut self) {
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self.painter.destroy();
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}
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}
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