feat(gui): hand-rolled winit loop for true window-hide on Wayland

Replace eframe::run_native with a winit ApplicationHandler + glutin +
egui_glow loop so "keep running in the tray" can genuinely hide the
window. winit's set_visible(false) is a deliberate no-op on Wayland
(xdg-shell has no unmap-but-keep-alive request), so the only way to hide
a toplevel is to destroy its surface: hide-to-tray now drops the Window +
GL surface (parking the GL context as not-current) and a tray click
recreates them and makes the context current again. The GL context,
glutin display/config, egui_glow painter (uploaded textures), and
egui-winit state (clipboard) all persist across the cycle — only the OS
window and its surface churn.

Wakeups route through winit's EventLoopProxy (the new Waker, and the
tray) instead of egui's repaint callback, so a child event or tray click
wakes the loop even while the window is dropped and no frame is running —
keeping viewer join/leave notifications and the tray tooltip live while
hidden. Removes the old Wayland minimize-to-tray fallback (window stayed
in the taskbar); hide is now uniform on Wayland and X11.

Deps: winit/glutin/glutin-winit/egui_glow promoted to direct (gui-gated,
optional) — all already transitive via eframe, so no new crates. winit's
default features minus wayland-csd-adwaita, so sctk-adwaita/tiny-skia/
ttf-parser aren't pulled for a CSD fallback titlebar (KWin draws
server-side decorations, and eframe never had CSD either).

Verified end-to-end on KWin Wayland: launch->render; close->window AND
taskbar entry gone (true hide, process stays alive); tray activate->
window + GL surface recreated and renders; tray quit->clean exit; stderr
clean throughout. cargo test --features gui: 15 pass; clippy clean;
headless dependency tree unchanged.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
This commit is contained in:
2026-05-26 15:41:38 -04:00
parent b260d57dc4
commit 511927569b
6 changed files with 659 additions and 128 deletions
+15 -5
View File
@@ -12,11 +12,12 @@ use std::sync::mpsc::Receiver;
use std::sync::{Arc, Mutex};
use std::time::Duration;
use eframe::egui;
use nix::sys::signal::{Signal, kill};
use nix::unistd::Pid;
use serde::Deserialize;
use super::Waker;
/// One parsed event from the child's stdout. Owned mirror of
/// [`crate::common::output::Event`] (which borrows for emit); kept separate so
/// the wire format and the parser can evolve independently.
@@ -77,9 +78,13 @@ pub struct ChildProc {
}
impl ChildProc {
/// Spawn `pixelpass <args>` as a child, wiring up the event reader. `ctx`
/// is repainted whenever an event arrives so the UI updates live.
pub fn spawn(args: &[String], ctx: egui::Context) -> std::io::Result<Self> {
/// Spawn `pixelpass <args>` as a child, wiring up the event reader. The
/// `waker` is pinged whenever an event arrives so the UI thread wakes to
/// drain it — this wakes the winit event loop directly (via an
/// `EventLoopProxy`), so it works even when the window is hidden to the tray
/// and no frames are running (egui's own repaint callback would not fire
/// repeatedly in that idle state — see [`super::Waker`]).
pub fn spawn(args: &[String], waker: Waker) -> std::io::Result<Self> {
let exe = std::env::current_exe()?;
let mut child = Command::new(exe)
.args(args)
@@ -104,9 +109,14 @@ impl ChildProc {
if tx.send(ev).is_err() {
break; // app gone
}
ctx.request_repaint();
waker.wake();
}
}
// stdout closed → the child has exited (player closed, connection
// ended, or a failed launch). Wake once more so the UI reaps it and
// clears the "running" view, even if no final event was emitted and
// the window is hidden to the tray.
waker.wake();
});
let stderr_tail = Arc::new(Mutex::new(Vec::<String>::new()));
+600 -104
View File
@@ -8,46 +8,599 @@
//! child's JSON event stream (see [`crate::common::output`]) to drive what it
//! shows. That keeps the fragile capture stack sealed in a separate process:
//! the GUI can be closed or crash without taking a live stream down.
//!
//! ## Windowing: why we hand-roll the loop instead of using `eframe`
//!
//! The "keep running in the tray" feature needs to truly *hide* the window
//! while a stream keeps running in the child. On Wayland there is no
//! unmap-but-keep-alive request in xdg-shell, so winit's `set_visible(false)`
//! is a deliberate no-op there — the only way to make a toplevel vanish is to
//! **destroy its surface** and recreate it later. `eframe::run_native` owns the
//! one window it will never let you drop, so we replace it with a hand-rolled
//! [`winit::application::ApplicationHandler`] + `glutin` + [`egui_glow`] loop:
//!
//! * **Hide to tray** ([`Gfx::hide`]) parks the GL context as *not-current*
//! and drops the [`winit::window::Window`] + its GL surface — the Wayland
//! surface is genuinely gone, natively, on both Wayland and X11.
//! * **Show** ([`Gfx::show`], on a tray click) recreates the window + surface
//! and makes the parked context current again.
//!
//! The GL context, `glutin` display/config, and the `egui_glow` painter (with
//! its uploaded font/texture atlas) and `egui-winit` state (with its clipboard
//! connection) are **kept** across the cycle — only the OS window and its
//! surface churn. That preserves the hard-won Wayland clipboard integration and
//! avoids re-uploading textures on every show.
//!
//! Wakeups are routed through winit's [`winit::event_loop::EventLoopProxy`]
//! (see [`Waker`] and [`tray`]) rather than egui's repaint callback, because a
//! child event or tray click must wake the loop even while the window is
//! dropped and no egui frame is running.
mod child;
mod tray;
use std::num::NonZeroU32;
use std::sync::Arc;
use std::time::{Duration, Instant};
use eframe::egui;
use egui_glow::EguiGlow;
use egui_glow::egui_winit;
use egui_glow::glow::{self, HasContext as _};
use glutin::config::{Config, ConfigTemplateBuilder};
use glutin::context::{
ContextApi, ContextAttributesBuilder, NotCurrentContext, NotCurrentGlContext as _,
PossiblyCurrentContext, PossiblyCurrentGlContext as _,
};
use glutin::display::{Display, GetGlDisplay as _, GlDisplay as _};
use glutin::surface::{
GlSurface as _, Surface, SurfaceAttributesBuilder, SwapInterval, WindowSurface,
};
use glutin_winit::{ApiPreference, DisplayBuilder};
use winit::application::ApplicationHandler;
use winit::event::WindowEvent;
use winit::event_loop::{ActiveEventLoop, ControlFlow, EventLoop, EventLoopProxy};
use winit::raw_window_handle::HasWindowHandle as _;
use winit::window::{Window, WindowAttributes, WindowId};
use self::child::{ChildEvent, ChildProc};
use self::tray::{TrayAction, TrayHandle, TrayStatus};
/// Launch the GUI event loop. Blocks until the window is closed. Runs on the
/// main thread (a winit requirement), which is where `main` calls it from.
pub fn run() -> anyhow::Result<()> {
// `app_id` must match the installed `pixelpass.desktop`: on Wayland the
// compositor sources the titlebar/taskbar icon from that desktop file's
// `Icon=` keyed by app_id — not from any pixels the app sets.
let mut viewport = egui::ViewportBuilder::default()
.with_app_id("pixelpass")
.with_inner_size([520.0, 480.0])
.with_min_inner_size([460.0, 380.0])
.with_title("PixelPass");
/// Initial / minimum window size, in logical points.
const INNER_SIZE: [f64; 2] = [520.0, 480.0];
const MIN_INNER_SIZE: [f64; 2] = [460.0, 380.0];
// Pixel icon for X11 titlebars (`_NET_WM_ICON`), embedded at compile time
// so the single binary stays self-contained. Non-fatal on failure: Wayland
// already has its icon via app_id, and X11 just keeps the generic fallback.
/// Events delivered to the winit loop from off the UI thread (or from egui).
pub enum UserEvent {
/// Something changed off the UI thread — a headless child emitted a JSON
/// event or exited (see [`Waker`]). Drain it on the next tick, and repaint
/// if a window is currently shown.
Wake,
/// A system-tray icon/menu action (see [`tray`]).
Tray(TrayAction),
}
/// A cheap, cloneable handle that wakes the winit event loop from any thread.
///
/// Used by the headless-child reader threads: pinging this wakes the loop
/// **even when the window has been dropped to the tray** (no egui frame is
/// running then, so egui's own repaint callback would go quiet after the first
/// request — see the egui repaint bookkeeping). That's what keeps join/leave
/// desktop notifications and the tray tooltip live while hidden.
#[derive(Clone)]
pub struct Waker {
proxy: EventLoopProxy<UserEvent>,
}
impl Waker {
/// Wake the loop. A send error only means the loop has already exited, in
/// which case there is nothing left to wake.
pub fn wake(&self) {
let _ = self.proxy.send_event(UserEvent::Wake);
}
}
/// Window attributes used for both the first window and every recreated one, so
/// a window restored from the tray is identical to the original.
fn window_attributes() -> WindowAttributes {
use winit::dpi::LogicalSize;
// Wayland sources the titlebar/taskbar icon from the .desktop file matched
// by this app_id (NOT from `with_window_icon`, which Wayland ignores) — it
// must equal the installed pixelpass.desktop. `with_name(general, instance)`
// sets the Wayland app_id to `general`.
use winit::platform::wayland::WindowAttributesExtWayland as _;
let mut attrs = WindowAttributes::default()
.with_title("PixelPass")
.with_inner_size(LogicalSize::new(INNER_SIZE[0], INNER_SIZE[1]))
.with_min_inner_size(LogicalSize::new(MIN_INNER_SIZE[0], MIN_INNER_SIZE[1]))
// Stay unmapped until the first frame is painted, to avoid a flash of an
// empty window (on Wayland the surface only maps on the first swap
// anyway; this matters mostly for X11).
.with_visible(false)
.with_name("pixelpass", "pixelpass");
// X11 titlebar/taskbar icon (`_NET_WM_ICON`), embedded at compile time so
// the binary stays self-contained. Wayland ignores it (uses app_id above);
// X11 falls back to it. Non-fatal on failure.
match eframe::icon_data::from_png_bytes(include_bytes!("../../assets/pixelpass-256.png")) {
Ok(icon) => viewport = viewport.with_icon(icon),
Ok(icon) => match winit::window::Icon::from_rgba(icon.rgba, icon.width, icon.height) {
Ok(winit_icon) => attrs = attrs.with_window_icon(Some(winit_icon)),
Err(e) => tracing::warn!("could not build X11 window icon: {e}"),
},
Err(e) => tracing::warn!("could not load embedded window icon: {e}"),
}
attrs
}
let options = eframe::NativeOptions {
viewport,
..Default::default()
/// Build a GL surface for `window` using the established display + config.
fn create_surface(
display: &Display,
config: &Config,
window: &Window,
) -> anyhow::Result<Surface<WindowSurface>> {
let (w, h): (u32, u32) = window.inner_size().into();
let attrs = SurfaceAttributesBuilder::<WindowSurface>::new().build(
window.window_handle()?.as_raw(),
NonZeroU32::new(w).unwrap_or(NonZeroU32::MIN),
NonZeroU32::new(h).unwrap_or(NonZeroU32::MIN),
);
// SAFETY: `window` outlives the surface — both live in the same `WinState`
// and are dropped together — so the raw handle stays valid for the
// surface's lifetime.
let surface = unsafe { display.create_window_surface(config, &attrs)? };
Ok(surface)
}
/// GL + egui state that persists for the whole GUI session. Only the OS window
/// and its surface are dropped/recreated on hide/show (see the module docs);
/// everything here outlives the cycle.
struct Gfx {
gl: Arc<glow::Context>,
gl_display: Display,
gl_config: Config,
egui_glow: EguiGlow,
/// egui→window command state (title changes etc.), threaded through
/// [`egui_winit::process_viewport_commands`] each frame.
viewport_info: egui::ViewportInfo,
win: WinState,
}
/// Whether the window is currently mapped. The GL *context* is preserved in
/// both states; `Between` is only a momentary placeholder during a transition.
// Exactly one `WinState` exists (it's a field of the single `Gfx`), never a
// collection of them, so the inter-variant size gap costs ~250 idle bytes once
// — not worth boxing the window/surface that every frame touches.
#[allow(clippy::large_enum_variant)]
enum WinState {
Shown {
window: Window,
surface: Surface<WindowSurface>,
context: PossiblyCurrentContext,
},
Hidden {
context: NotCurrentContext,
},
/// Transient placeholder held only inside [`Gfx::hide`] / [`Gfx::show`].
Between,
}
impl Gfx {
/// Full first-time initialization: pick a GL config, create the window,
/// context, and surface, make the context current, and build the egui glow
/// integration. Runs once, from `resumed`.
fn create(event_loop: &ActiveEventLoop) -> anyhow::Result<Self> {
let template = ConfigTemplateBuilder::new()
.prefer_hardware_accelerated(None)
.with_depth_size(0)
.with_stencil_size(0)
.with_transparency(false);
let (maybe_window, gl_config) = DisplayBuilder::new()
.with_preference(ApiPreference::FallbackEgl)
.with_window_attributes(Some(window_attributes()))
.build(event_loop, template, |mut configs| {
configs.next().expect("no GL config matched")
})
.map_err(|e| anyhow::anyhow!("failed to choose a GL config: {e}"))?;
let gl_display = gl_config.display();
// On EGL/Wayland the window is built during `build`; on GLX it is
// deferred until the visual is known, so finalize it here.
let window = match maybe_window {
Some(w) => w,
None => glutin_winit::finalize_window(event_loop, window_attributes(), &gl_config)?,
};
let raw = window.window_handle()?.as_raw();
let ctx_attrs = ContextAttributesBuilder::new().build(Some(raw));
// Fall back to a GLES context if a core GL context can't be created.
let gles_attrs = ContextAttributesBuilder::new()
.with_context_api(ContextApi::Gles(None))
.build(Some(raw));
// SAFETY: `raw` comes from `window`, which lives at least as long as the
// context (both are owned by this `Gfx`).
let not_current = unsafe {
gl_display
.create_context(&gl_config, &ctx_attrs)
.or_else(|_| gl_display.create_context(&gl_config, &gles_attrs))
}
.map_err(|e| anyhow::anyhow!("failed to create a GL context: {e}"))?;
let surface = create_surface(&gl_display, &gl_config, &window)?;
let context = not_current
.make_current(&surface)
.map_err(|e| anyhow::anyhow!("failed to make the GL context current: {e}"))?;
// Vsync, so the frame loop self-throttles and idles cheaply.
let _ = surface.set_swap_interval(&context, SwapInterval::Wait(NonZeroU32::MIN));
// SAFETY: the loader is only called while `gl_display` is alive, which
// outlives the returned context.
let gl = Arc::new(unsafe {
glow::Context::from_loader_function(|s| match std::ffi::CString::new(s) {
Ok(name) => gl_display.get_proc_address(name.as_c_str()),
Err(_) => std::ptr::null(),
})
});
let egui_glow = EguiGlow::new(event_loop, gl.clone(), None, None, true);
window.set_visible(true);
window.request_redraw();
Ok(Self {
gl,
gl_display,
gl_config,
egui_glow,
viewport_info: egui::ViewportInfo::default(),
win: WinState::Shown {
window,
surface,
context,
},
})
}
fn shown_window(&self) -> Option<&Window> {
match &self.win {
WinState::Shown { window, .. } => Some(window),
_ => None,
}
}
/// Hide to tray: park the context as not-current and drop the window +
/// surface. The Wayland surface is genuinely destroyed (the only way to
/// hide a toplevel there).
fn hide(&mut self) {
match std::mem::replace(&mut self.win, WinState::Between) {
WinState::Shown {
window,
surface,
context,
} => match context.make_not_current() {
Ok(not_current) => {
// Order matters: the context must be made not-current before
// its surface is dropped.
drop(surface);
drop(window);
self.win = WinState::Hidden {
context: not_current,
};
}
Err(e) => {
tracing::error!("hide-to-tray: make_not_current failed: {e}");
// Leave `Between` (window already gone); a later Show will
// log that there's no parked context and the user can quit
// from the tray. This effectively never happens.
}
},
other => self.win = other, // already hidden / transient
}
}
/// Restore from the tray: recreate the window + surface and make the parked
/// context current again.
fn show(&mut self, event_loop: &ActiveEventLoop) -> anyhow::Result<()> {
match std::mem::replace(&mut self.win, WinState::Between) {
WinState::Hidden { context } => {
let window =
glutin_winit::finalize_window(event_loop, window_attributes(), &self.gl_config)?;
let surface = create_surface(&self.gl_display, &self.gl_config, &window)?;
let context = context
.make_current(&surface)
.map_err(|e| anyhow::anyhow!("failed to make the GL context current: {e}"))?;
let _ = surface.set_swap_interval(&context, SwapInterval::Wait(NonZeroU32::MIN));
window.set_visible(true);
window.request_redraw();
self.win = WinState::Shown {
window,
surface,
context,
};
Ok(())
}
WinState::Shown {
window,
surface,
context,
} => {
// Already shown — just nudge a repaint and restore.
window.request_redraw();
self.win = WinState::Shown {
window,
surface,
context,
};
Ok(())
}
WinState::Between => {
anyhow::bail!("no parked GL context to restore the window from")
}
}
}
/// Run one egui frame and paint it. Returns how long egui wants to wait
/// before the next repaint (`Duration::MAX` == idle, sleep until an event).
/// No-op returning `MAX` if the window isn't currently shown.
fn paint_frame(&mut self, run_ui: impl FnMut(&mut egui::Ui)) -> Duration {
let WinState::Shown {
window,
surface,
context,
} = &self.win
else {
return Duration::MAX;
};
let eg = &mut self.egui_glow;
let raw_input = eg.egui_winit.take_egui_input(window);
let egui::FullOutput {
platform_output,
textures_delta,
shapes,
pixels_per_point,
viewport_output,
} = eg.egui_ctx.run_ui(raw_input, run_ui);
eg.egui_winit.handle_platform_output(window, platform_output);
// Apply any window commands egui emitted (we issue none directly, but
// egui may request e.g. IME changes) and read the next repaint delay.
let (repaint_delay, commands) = match viewport_output.get(&egui::ViewportId::ROOT) {
Some(out) => (out.repaint_delay, out.commands.clone()),
None => (Duration::MAX, Vec::new()),
};
if !commands.is_empty() {
let mut actions = Vec::new();
egui_winit::process_viewport_commands(
&eg.egui_ctx,
&mut self.viewport_info,
commands,
window,
&mut actions,
);
}
let clipped = eg.egui_ctx.tessellate(shapes, pixels_per_point);
for (id, image_delta) in &textures_delta.set {
eg.painter.set_texture(*id, image_delta);
}
let dimensions: [u32; 2] = window.inner_size().into();
// SAFETY: the context is current (we are in the `Shown` arm) and `gl`
// belongs to it.
unsafe {
self.gl.clear_color(0.08, 0.08, 0.08, 1.0);
self.gl.clear(glow::COLOR_BUFFER_BIT);
}
eg.painter
.paint_primitives(dimensions, pixels_per_point, &clipped);
for id in &textures_delta.free {
eg.painter.free_texture(*id);
}
if let Err(e) = surface.swap_buffers(context) {
tracing::warn!("GL swap_buffers failed: {e}");
}
repaint_delay
}
}
/// The winit application: owns the persistent GL/egui state ([`Gfx`]) and the
/// PixelPass UI logic ([`PixelPassApp`]), and routes events between them.
struct App {
state: PixelPassApp,
/// `None` until the first `resumed`; `Some` for the rest of the session
/// (the window inside may be Shown or Hidden).
gfx: Option<Gfx>,
/// When the next repaint is due, derived from egui's per-frame delay and
/// external wakes. `None` == idle (sleep until an event).
repaint_at: Option<Instant>,
}
impl App {
fn shown_window(&self) -> Option<&Window> {
self.gfx.as_ref().and_then(Gfx::shown_window)
}
fn request_redraw(&self) {
if let Some(w) = self.shown_window() {
w.request_redraw();
}
}
/// Run an egui frame now (if shown) and record the next repaint deadline.
fn redraw(&mut self) {
let App {
gfx,
state,
repaint_at,
..
} = self;
let Some(gfx) = gfx.as_mut() else { return };
let delay = gfx.paint_frame(|ui| state.draw(ui));
*repaint_at = (delay < Duration::MAX).then(|| Instant::now() + delay);
}
/// The window's close button: hide to the tray if enabled and a tray is
/// actually present, otherwise quit.
fn on_close(&mut self, event_loop: &ActiveEventLoop) {
let hide = self.state.close_to_tray
&& self
.state
.tray
.as_ref()
.is_some_and(TrayHandle::registered);
if hide {
if let Some(gfx) = self.gfx.as_mut() {
gfx.hide();
}
self.repaint_at = None;
} else {
event_loop.exit();
}
}
}
impl ApplicationHandler<UserEvent> for App {
fn resumed(&mut self, event_loop: &ActiveEventLoop) {
if self.gfx.is_some() {
return; // already initialized
}
match Gfx::create(event_loop) {
Ok(gfx) => self.gfx = Some(gfx),
Err(e) => {
tracing::error!("GUI: could not create the window/GL context: {e}");
event_loop.exit();
}
}
}
fn window_event(
&mut self,
event_loop: &ActiveEventLoop,
_id: WindowId,
event: WindowEvent,
) {
if matches!(event, WindowEvent::CloseRequested) {
self.on_close(event_loop);
return;
}
if matches!(event, WindowEvent::RedrawRequested) {
self.redraw();
return;
}
if let WindowEvent::Resized(size) = &event
&& let Some(gfx) = self.gfx.as_ref()
&& let WinState::Shown {
surface, context, ..
} = &gfx.win
&& let (Some(w), Some(h)) = (NonZeroU32::new(size.width), NonZeroU32::new(size.height))
{
surface.resize(context, w, h);
}
// Feed the event to egui and repaint if it wants one.
let Some(gfx) = self.gfx.as_mut() else { return };
let WinState::Shown { window, .. } = &gfx.win else {
return;
};
let response = gfx.egui_glow.egui_winit.on_window_event(window, &event);
if response.repaint {
window.request_redraw();
}
}
fn user_event(&mut self, event_loop: &ActiveEventLoop, event: UserEvent) {
match event {
UserEvent::Wake => {
// A child emitted/closed: update state (and fire notifications /
// tray tooltip) even while hidden, then repaint if shown.
self.state.tick();
self.request_redraw();
}
UserEvent::Tray(TrayAction::Show) => {
if let Some(gfx) = self.gfx.as_mut()
&& let Err(e) = gfx.show(event_loop)
{
tracing::error!("could not restore the window from the tray: {e}");
}
self.state.tick();
}
UserEvent::Tray(TrayAction::Quit) => {
event_loop.exit();
}
}
}
fn about_to_wait(&mut self, event_loop: &ActiveEventLoop) {
let flow = match self.repaint_at {
None => ControlFlow::Wait,
Some(at) if at > Instant::now() => ControlFlow::WaitUntil(at),
Some(_) => {
// Due now: ask for a frame if there's a window to paint into;
// otherwise (hidden) drop the pending repaint and sleep.
if let Some(w) = self.shown_window() {
w.request_redraw();
} else {
self.repaint_at = None;
}
ControlFlow::Wait
}
};
event_loop.set_control_flow(flow);
}
fn exiting(&mut self, _event_loop: &ActiveEventLoop) {
// Release GL resources only if the context is current (window shown);
// when hidden the context isn't current, and the process is exiting
// anyway so the driver reclaims everything.
if let Some(gfx) = self.gfx.as_mut()
&& matches!(gfx.win, WinState::Shown { .. })
{
gfx.egui_glow.painter.destroy();
}
}
}
/// Launch the GUI. Blocks until the window is closed (or the tray Quit is
/// chosen). Runs on the main thread, a winit requirement, which is where `main`
/// calls it from.
pub fn run() -> anyhow::Result<()> {
let event_loop = EventLoop::<UserEvent>::with_user_event()
.build()
.map_err(|e| anyhow::anyhow!("failed to build the event loop: {e}"))?;
event_loop.set_control_flow(ControlFlow::Wait);
let proxy = event_loop.create_proxy();
let waker = Waker {
proxy: proxy.clone(),
};
// The tray runs on its own thread and wakes us via the proxy.
let tray = tray::start(proxy.clone());
let close_to_tray = crate::common::config::load()
.map(|c| c.gui.close_to_tray)
.unwrap_or(false);
let state = PixelPassApp {
screen: Screen::default(),
host: HostState::default(),
viewer: ViewerState::default(),
tray,
close_to_tray,
waker,
};
let mut app = App {
state,
gfx: None,
repaint_at: None,
};
eframe::run_native(
"PixelPass",
options,
Box::new(|cc| Ok(Box::new(PixelPassApp::new(cc.egui_ctx.clone())))),
)
.map_err(|e| anyhow::anyhow!("GUI failed to start: {e}"))
event_loop
.run_app(&mut app)
.map_err(|e| anyhow::anyhow!("GUI event loop error: {e}"))
}
/// Best-effort clipboard write. Returns whether it succeeded so callers can
@@ -246,37 +799,36 @@ struct ViewerState {
error: Option<String>,
}
#[derive(Default)]
/// The PixelPass UI logic — screens, the running children, and the tray. Knows
/// nothing about windowing; [`App`] drives its [`PixelPassApp::draw`] each frame
/// and [`PixelPassApp::tick`] on each wake.
struct PixelPassApp {
screen: Screen,
host: HostState,
viewer: ViewerState,
/// System-tray handle; `None` if the tray couldn't start, in which case the
/// window behaves normally (no minimize-to-tray).
/// close button always quits (never hides).
tray: Option<TrayHandle>,
/// winit can't truly hide a Wayland toplevel, so close-to-tray iconifies
/// there and fully hides on X11.
is_wayland: bool,
/// Set by the tray's "Quit" item so the next close really exits — the
/// window's own close button only hides to the tray.
really_quit: bool,
/// Persisted preference: when true, the close button hides to the tray
/// instead of quitting. Loaded at startup, written on toggle in Settings.
/// Persisted preference: when true (and a tray is present), the close button
/// hides to the tray instead of quitting. Loaded at startup, written on
/// toggle in Settings.
close_to_tray: bool,
/// Wakes the winit loop when a spawned child emits/exits.
waker: Waker,
}
impl eframe::App for PixelPassApp {
// eframe 0.34 hands us the central-panel `ui` directly.
fn ui(&mut self, ui: &mut egui::Ui, _frame: &mut eframe::Frame) {
// Tray clicks + close-to-tray come first, before any drawing.
let ctx = ui.ctx().clone();
self.handle_tray(&ctx);
// Drain any pending child events before drawing this frame.
impl PixelPassApp {
/// Drain child output and reflect it into the tray. Runs on every wake,
/// whether or not a window is shown, so notifications and the tray tooltip
/// stay live while hidden.
fn tick(&mut self) {
self.pump_host_events();
self.pump_viewer_events();
// Reflect the resulting host/viewer state into the tray icon.
self.sync_tray_status();
}
/// Render the current screen. Called from inside the egui frame.
fn draw(&mut self, ui: &mut egui::Ui) {
match self.screen {
Screen::Menu => self.menu(ui),
Screen::Host => self.host(ui),
@@ -284,62 +836,6 @@ impl eframe::App for PixelPassApp {
Screen::Settings => self.settings(ui),
}
}
}
impl PixelPassApp {
/// Build the app and start the tray with the live egui context (needed so
/// tray clicks can wake a hidden/minimized window).
fn new(ctx: egui::Context) -> Self {
let close_to_tray = crate::common::config::load()
.map(|c| c.gui.close_to_tray)
.unwrap_or(false);
Self {
tray: tray::start(ctx),
is_wayland: std::env::var_os("WAYLAND_DISPLAY").is_some(),
close_to_tray,
..Default::default()
}
}
/// Drain tray actions and divert the window's close button to the tray
/// (keeping any live host stream running) instead of quitting.
fn handle_tray(&mut self, ctx: &egui::Context) {
let actions: Vec<TrayAction> = match &self.tray {
Some(t) => std::iter::from_fn(|| t.actions.try_recv().ok()).collect(),
None => Vec::new(),
};
for action in actions {
match action {
TrayAction::Show => {
// Restore from whichever hide path this backend used, then
// raise. The no-op one of these two is harmless.
ctx.send_viewport_cmd(egui::ViewportCommand::Minimized(false));
ctx.send_viewport_cmd(egui::ViewportCommand::Visible(true));
ctx.send_viewport_cmd(egui::ViewportCommand::Focus);
}
TrayAction::Quit => {
self.really_quit = true;
ctx.send_viewport_cmd(egui::ViewportCommand::Close);
}
}
}
// Only divert the close when a tray is actually showing our icon —
// otherwise hiding would strand the window with no way to get it back.
let tray_live = self.tray.as_ref().is_some_and(TrayHandle::registered);
if tray_live
&& self.close_to_tray
&& !self.really_quit
&& ctx.input(|i| i.viewport().close_requested())
{
ctx.send_viewport_cmd(egui::ViewportCommand::CancelClose);
if self.is_wayland {
ctx.send_viewport_cmd(egui::ViewportCommand::Minimized(true));
} else {
ctx.send_viewport_cmd(egui::ViewportCommand::Visible(false));
}
}
}
/// Mirror current activity into the tray icon's tooltip/menu.
fn sync_tray_status(&mut self) {
@@ -498,7 +994,7 @@ impl PixelPassApp {
.add_sized([160.0, 36.0], egui::Button::new("Start hosting"))
.clicked()
{
self.start_host(ui.ctx().clone());
self.start_host();
}
ui.add_space(8.0);
ui.label(
@@ -621,7 +1117,7 @@ impl PixelPassApp {
}
}
fn start_host(&mut self, ctx: egui::Context) {
fn start_host(&mut self) {
self.host.error = None;
self.host.last_refusal = None;
self.host.ticket = None;
@@ -650,7 +1146,7 @@ impl PixelPassApp {
args.push("--window".to_string());
}
match ChildProc::spawn(&args, ctx) {
match ChildProc::spawn(&args, self.waker.clone()) {
Ok(p) => self.host.proc = Some(p),
Err(e) => self.host.error = Some(format!("Couldn't start host: {e}")),
}
@@ -867,7 +1363,7 @@ impl PixelPassApp {
.on_disabled_hover_text("Paste a valid share code first.")
.clicked();
if decoded_id.is_some() && (connect_clicked || enter_pressed) {
self.start_viewer(ui.ctx().clone());
self.start_viewer();
}
}
@@ -911,7 +1407,7 @@ impl PixelPassApp {
self.viewer.focus_ticket = true;
}
fn start_viewer(&mut self, ctx: egui::Context) {
fn start_viewer(&mut self) {
self.viewer.error = None;
self.viewer.url = None;
self.viewer.launched = false;
@@ -919,7 +1415,7 @@ impl PixelPassApp {
let ticket = self.viewer.ticket_input.trim().to_string();
self.viewer.connecting_to = ticket_endpoint_id(&ticket).map(|id| short_id(&id));
let args = vec![ticket, "--output".to_string(), "json".to_string()];
match ChildProc::spawn(&args, ctx) {
match ChildProc::spawn(&args, self.waker.clone()) {
Ok(p) => self.viewer.proc = Some(p),
Err(e) => self.viewer.error = Some(format!("Couldn't connect: {e}")),
}
+17 -18
View File
@@ -3,9 +3,13 @@
//! The tray runs on its **own dedicated thread** with its own current-thread
//! tokio runtime, fully decoupled from the winit event loop (which owns the
//! main thread) and from the process-wide `#[tokio::main]` runtime. It talks to
//! the egui app purely over channels:
//! the egui app purely over winit's event channel and a status channel:
//!
//! * tray → app: [`TrayAction`] (Show / Quit), polled each frame.
//! * tray → app: a [`super::UserEvent::Tray`] carrying a [`TrayAction`]
//! (Show / Quit), pushed through the [`winit::event_loop::EventLoopProxy`].
//! Using the proxy (not egui's repaint) is essential: a tray click must
//! wake the winit loop even when the window has been **dropped** (hidden to
//! tray), so the loop can recreate it.
//! * app → tray: [`TrayStatus`] (idle / hosting / viewing), pushed on change.
//!
//! Why a separate thread instead of `Handle::current().spawn`: updating the
@@ -15,12 +19,14 @@
use std::sync::Arc;
use std::sync::atomic::{AtomicBool, Ordering};
use std::sync::mpsc::{Receiver, Sender};
use eframe::egui;
use ksni::TrayMethods;
use winit::event_loop::EventLoopProxy;
/// What the user picked from the tray icon or its menu (tray thread → app).
use super::UserEvent;
/// What the user picked from the tray icon or its menu (tray thread → app),
/// delivered as a [`UserEvent::Tray`].
pub enum TrayAction {
/// Left-click, or the "Show window" item: bring the window back.
Show,
@@ -49,8 +55,6 @@ fn status_text(status: TrayStatus) -> String {
/// Handle held by the egui app for the lifetime of the window. Dropping it
/// closes the app→tray channel, which ends the tray thread and removes the icon.
pub struct TrayHandle {
/// Menu/icon actions to drain each frame.
pub actions: Receiver<TrayAction>,
status_tx: tokio::sync::mpsc::UnboundedSender<TrayStatus>,
/// Set true once the tray actually registered with a StatusNotifier host.
/// The app must not divert the window's close to a tray that never appeared.
@@ -80,16 +84,14 @@ struct PixelPassTray {
/// ARGB pixmap, so the icon shows even where the themed "pixelpass" name
/// can't be resolved (e.g. running the dev binary before `make install`).
icon: Vec<ksni::Icon>,
actions: Sender<TrayAction>,
/// Repaint the (possibly hidden/minimized) window so it wakes to act on a
/// tray click — otherwise an idle, hidden window never processes the action.
ctx: egui::Context,
/// Wakes the winit loop and delivers the action — works even when the
/// window has been dropped to the tray (no egui frame is running then).
proxy: EventLoopProxy<UserEvent>,
}
impl PixelPassTray {
fn notify(&self, action: TrayAction) {
let _ = self.actions.send(action);
self.ctx.request_repaint();
let _ = self.proxy.send_event(UserEvent::Tray(action));
}
}
@@ -176,9 +178,8 @@ fn load_icon() -> Option<Vec<ksni::Icon>> {
/// Start the tray on its own thread. Returns a handle for the app to drive it,
/// or `None` if the icon couldn't be decoded or the thread couldn't spawn (in
/// which case the GUI simply runs without a tray — close behaves as before).
pub fn start(ctx: egui::Context) -> Option<TrayHandle> {
pub fn start(proxy: EventLoopProxy<UserEvent>) -> Option<TrayHandle> {
let icon = load_icon()?;
let (action_tx, action_rx) = std::sync::mpsc::channel();
let (status_tx, mut status_rx) = tokio::sync::mpsc::unbounded_channel::<TrayStatus>();
let registered = Arc::new(AtomicBool::new(false));
let registered_thread = registered.clone();
@@ -200,8 +201,7 @@ pub fn start(ctx: egui::Context) -> Option<TrayHandle> {
let tray = PixelPassTray {
status: TrayStatus::Idle,
icon,
actions: action_tx,
ctx,
proxy,
};
let handle = match tray.spawn().await {
Ok(handle) => handle,
@@ -226,7 +226,6 @@ pub fn start(ctx: egui::Context) -> Option<TrayHandle> {
.ok()?;
Some(TrayHandle {
actions: action_rx,
status_tx,
registered,
last_sent: None,