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// use egui_overlay::{EguiOverlay, OverlayApp};
// use egui_render_three_d::ThreeDBackend;
// use egui_window_glfw_passthrough::glfw::Context;
// use egui_window_glfw_passthrough::{GlfwBackend, GlfwConfig};
// use crate::Core_Bringup;
// // struct CustomEguiOverlay {
// // backend:
// // }
// fn init() {
// let mut glfw_backend = GlfwBackend::new(GlfwConfig::default());
// let mut glfw_window_ptr = glfw_backend.window.window_ptr();
// unsafe {
// // Cast the window pointer to the expected type
// let window_ptr = glfw_window_ptr as *mut crate::GLFWwindow;
// Core_Bringup(window_ptr);
// };
// }
// /// After implementing [`EguiOverlay`], just call this function with your app data
// pub fn start<T: EguiOverlay + 'static>(user_data: T) {
// let mut glfw_backend = GlfwBackend::new(GlfwConfig {
// // this closure will be called before creating a window
// glfw_callback: Box::new(|gtx| {
// // some defualt hints. it is empty atm, but in future we might add some convenience hints to it.
// (egui_window_glfw_passthrough::GlfwConfig::default().glfw_callback)(gtx);
// // scale the window size based on monitor scale. as 800x600 looks too small on a 4k screen, compared to a hd screen in absolute pixel sizes.
// gtx.window_hint(egui_window_glfw_passthrough::glfw::WindowHint::ScaleToMonitor(true));
// }),
// opengl_window: Some(true), // macos doesn't support opengl.
// transparent_window: Some(false),
// window_title: "Celeritas egui".into(),
// ..Default::default()
// });
// // always on top
// // glfw_backend.window.set_floating(true);
// // disable borders/titlebar
// // glfw_backend.window.set_decorated(false);
// let latest_size = glfw_backend.window.get_framebuffer_size();
// let latest_size = [latest_size.0 as _, latest_size.1 as _];
// let default_gfx_backend = {
// ThreeDBackend::new(
// egui_render_three_d::ThreeDConfig {
// ..Default::default()
// },
// |s| glfw_backend.get_proc_address(s),
// latest_size,
// )
// };
// let glfw_window_ptr = glfw_backend.window.window_ptr();
// unsafe {
// // Cast the window pointer to the expected type
// let window_ptr = glfw_window_ptr as *mut crate::GLFWwindow;
// Core_Bringup(window_ptr);
// };
// let overlap_app = OverlayApp {
// user_data,
// egui_context: Default::default(),
// default_gfx_backend,
// glfw_backend,
// };
// overlap_app.enter_event_loop();
// }
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