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Replace eframe::Frame commands and WindowInfo with egui (#3564)
* Part of https://github.com/emilk/egui/issues/3556 ## In short You now almost never need to use `eframe::Frame` - instead use `ui.input(|i| i.viewport())` for information about the current viewport (native window), and use `ctx.send_viewport_cmd` to modify it. ## In detail This PR removes most commands from `eframe::Frame`, and replaces them with `ViewportCommand`. So `frame.close()` becomes `ctx.send_viewport_cmd(ViewportCommand::Close)`, etc. `frame.info().window_info` is now also gone, replaced with `ui.input(|i| i.viewport())`. `frame.info().native_pixels_per_point` is replaced with `ui.input(|i| i.raw.native_pixels_per_point)`. `RawInput` now contains one `ViewportInfo` for each viewport. Screenshots are taken with `ctx.send_viewport_cmd(ViewportCommand::Screenshots)` and are returned in `egui::Event` which you can check with: ``` ust ui.input(|i| { for event in &i.raw.events { if let egui::Event::Screenshot { viewport_id, image } = event { // handle it here } } }); ``` ### Motivation You no longer need to pass around the `&eframe::Frame` everywhere. This also opens the door for other integrations to use the same API of `ViewportCommand`s.
This commit is contained in:
@@ -280,6 +280,42 @@ impl Sub<Vec2> for Pos2 {
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}
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}
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impl Mul<f32> for Pos2 {
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type Output = Pos2;
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#[inline(always)]
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fn mul(self, factor: f32) -> Pos2 {
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Pos2 {
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x: self.x * factor,
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y: self.y * factor,
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}
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}
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}
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impl Mul<Pos2> for f32 {
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type Output = Pos2;
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#[inline(always)]
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fn mul(self, vec: Pos2) -> Pos2 {
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Pos2 {
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x: self * vec.x,
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y: self * vec.y,
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}
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}
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}
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impl Div<f32> for Pos2 {
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type Output = Pos2;
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#[inline(always)]
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fn div(self, factor: f32) -> Pos2 {
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Pos2 {
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x: self.x / factor,
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y: self.y / factor,
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}
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}
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}
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impl std::fmt::Debug for Pos2 {
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fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
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write!(f, "[{:.1} {:.1}]", self.x, self.y)
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@@ -622,3 +622,39 @@ impl From<[Pos2; 2]> for Rect {
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Self { min, max }
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}
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}
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impl Mul<f32> for Rect {
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type Output = Rect;
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#[inline]
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fn mul(self, factor: f32) -> Rect {
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Rect {
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min: self.min * factor,
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max: self.max * factor,
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}
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}
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}
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impl Mul<Rect> for f32 {
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type Output = Rect;
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#[inline]
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fn mul(self, vec: Rect) -> Rect {
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Rect {
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min: self * vec.min,
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max: self * vec.max,
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}
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}
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}
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impl Div<f32> for Rect {
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type Output = Rect;
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#[inline]
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fn div(self, factor: f32) -> Rect {
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Rect {
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min: self.min / factor,
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max: self.max / factor,
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}
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}
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}
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