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path: root/client/src/ui.rs
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/*
    wearechat - generic multiplayer game with voip
    Copyright (C) 2025 metamuffin

    This program is free software: you can redistribute it and/or modify
    it under the terms of the GNU Affero General Public License as published by
    the Free Software Foundation, version 3 of the License only.

    This program is distributed in the hope that it will be useful,
    but WITHOUT ANY WARRANTY; without even the implied warranty of
    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
    GNU Affero General Public License for more details.

    You should have received a copy of the GNU Affero General Public License
    along with this program.  If not, see <https://www.gnu.org/licenses/>.
*/
use egui::{Context, epaint::Primitive};
use wgpu::{Buffer, BufferDescriptor, BufferUsages, Device, Queue};

pub struct UiRenderer {
    ctx: Context,
}

impl UiRenderer {
    pub fn new(device: &Device) -> Self {
        let index = device.create_buffer(&BufferDescriptor {
            label: None,
            size: 1,
            usage: BufferUsages::INDEX | BufferUsages::COPY_DST,
            mapped_at_creation: false,
        });
        let vertex = device.create_buffer(&BufferDescriptor {
            label: None,
            size: 1,
            usage: BufferUsages::VERTEX | BufferUsages::COPY_DST,
            mapped_at_creation: false,
        });
        Self {
            ctx: Context::default(),
            index,
            vertex,
        }
    }

    pub fn draw(&self, queue: &Queue) {
        let raw_input = egui::RawInput::default();
        let full_output = self.ctx.run(raw_input, |ctx| {
            egui::CentralPanel::default().show(&ctx, |ui| {
                ui.label("Hello world!");
                if ui.button("Click me").clicked() {
                    // take some action here
                }
            });
        });


        // handle_platform_output(full_output.platform_output);
        let clipped_primitives = self
            .ctx
            .tessellate(full_output.shapes, full_output.pixels_per_point);

        for p in clipped_primitives {
            match p.primitive {
                Primitive::Mesh(mesh) => {}
                _ => unreachable!(),
            }
        }
        // paint(full_output.textures_delta, clipped_primitives);
    }
}