mirror of
https://github.com/emilk/egui.git
synced 2026-09-02 14:50:03 -04:00
Move code from egui_demo_lib to egui_demo_app (#1540)
Also clean up feature names and dependencies
This commit is contained in:
361
egui_demo_app/src/backend_panel.rs
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361
egui_demo_app/src/backend_panel.rs
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/// How often we repaint the demo app by default
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#[derive(Clone, Copy, Debug, Eq, PartialEq)]
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enum RunMode {
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/// This is the default for the demo.
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///
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/// If this is selected, egui is only updated if are input events
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/// (like mouse movements) or there are some animations in the GUI.
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///
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/// Reactive mode saves CPU.
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///
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/// The downside is that the UI can become out-of-date if something it is supposed to monitor changes.
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/// For instance, a GUI for a thermostat need to repaint each time the temperature changes.
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/// To ensure the UI is up to date you need to call `egui::Context::request_repaint()` each
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/// time such an event happens. You can also chose to call `request_repaint()` once every second
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/// or after every single frame - this is called [`Continuous`](RunMode::Continuous) mode,
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/// and for games and interactive tools that need repainting every frame anyway, this should be the default.
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Reactive,
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/// This will call `egui::Context::request_repaint()` at the end of each frame
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/// to request the backend to repaint as soon as possible.
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///
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/// On most platforms this will mean that egui will run at the display refresh rate of e.g. 60 Hz.
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///
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/// For this demo it is not any reason to do so except to
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/// demonstrate how quickly egui runs.
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///
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/// For games or other interactive apps, this is probably what you want to do.
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/// It will guarantee that egui is always up-to-date.
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Continuous,
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}
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/// Default for demo is Reactive since
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/// 1) We want to use minimal CPU
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/// 2) There are no external events that could invalidate the UI
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/// so there are no events to miss.
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impl Default for RunMode {
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fn default() -> Self {
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RunMode::Reactive
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}
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}
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// ----------------------------------------------------------------------------
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#[derive(Default)]
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#[cfg_attr(feature = "serde", derive(serde::Deserialize, serde::Serialize))]
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#[cfg_attr(feature = "serde", serde(default))]
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pub struct BackendPanel {
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pub open: bool,
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#[cfg_attr(feature = "serde", serde(skip))]
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// go back to [`Reactive`] mode each time we start
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run_mode: RunMode,
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/// current slider value for current gui scale
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#[cfg_attr(feature = "serde", serde(skip))]
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pixels_per_point: Option<f32>,
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#[cfg_attr(feature = "serde", serde(skip))]
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frame_history: crate::frame_history::FrameHistory,
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egui_windows: EguiWindows,
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}
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impl BackendPanel {
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pub fn update(&mut self, ctx: &egui::Context, frame: &mut eframe::Frame) {
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self.frame_history
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.on_new_frame(ctx.input().time, frame.info().cpu_usage);
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if self.run_mode == RunMode::Continuous {
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// Tell the backend to repaint as soon as possible
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ctx.request_repaint();
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}
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}
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pub fn end_of_frame(&mut self, ctx: &egui::Context) {
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self.egui_windows.windows(ctx);
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}
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pub fn ui(&mut self, ui: &mut egui::Ui, frame: &mut eframe::Frame) {
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egui::trace!(ui);
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ui.vertical_centered(|ui| {
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ui.heading("💻 Backend");
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});
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ui.separator();
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self.integration_ui(ui, frame);
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ui.separator();
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self.run_mode_ui(ui);
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ui.separator();
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self.frame_history.ui(ui);
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ui.separator();
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ui.label("egui windows:");
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self.egui_windows.checkboxes(ui);
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ui.separator();
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{
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let mut debug_on_hover = ui.ctx().debug_on_hover();
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ui.checkbox(&mut debug_on_hover, "🐛 Debug on hover")
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.on_hover_text("Show structure of the ui when you hover with the mouse");
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ui.ctx().set_debug_on_hover(debug_on_hover);
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}
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ui.separator();
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{
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let mut screen_reader = ui.ctx().options().screen_reader;
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ui.checkbox(&mut screen_reader, "🔈 Screen reader").on_hover_text("Experimental feature: checking this will turn on the screen reader on supported platforms");
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ui.ctx().options().screen_reader = screen_reader;
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}
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if !frame.is_web() {
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ui.separator();
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if ui.button("Quit").clicked() {
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frame.quit();
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}
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if ui
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.button("Drag me to drag window")
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.is_pointer_button_down_on()
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{
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frame.drag_window();
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}
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}
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}
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fn integration_ui(&mut self, ui: &mut egui::Ui, frame: &mut eframe::Frame) {
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if frame.is_web() {
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ui.label("egui is an immediate mode GUI written in Rust, compiled to WebAssembly, rendered with WebGL.");
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ui.label(
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"Everything you see is rendered as textured triangles. There is no DOM and no HTML elements. \
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This is the web page, reinvented with game tech.");
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ui.hyperlink("https://github.com/emilk/egui");
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ui.separator();
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}
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show_integration_name(ui, &frame.info());
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if let Some(web_info) = &frame.info().web_info {
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ui.collapsing("Web info (location)", |ui| {
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ui.monospace(format!("{:#?}", web_info.location));
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});
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}
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// For instance: `egui_web` sets `pixels_per_point` every frame to force
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// egui to use the same scale as the web zoom factor.
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let integration_controls_pixels_per_point = ui.input().raw.pixels_per_point.is_some();
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if !integration_controls_pixels_per_point {
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if let Some(new_pixels_per_point) = self.pixels_per_point_ui(ui, &frame.info()) {
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ui.ctx().set_pixels_per_point(new_pixels_per_point);
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}
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}
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if !frame.is_web()
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&& ui
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.button("📱 Phone Size")
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.on_hover_text("Resize the window to be small like a phone.")
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.clicked()
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{
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frame.set_window_size(egui::Vec2::new(375.0, 812.0)); // iPhone 12 mini
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}
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}
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fn pixels_per_point_ui(
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&mut self,
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ui: &mut egui::Ui,
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info: &eframe::IntegrationInfo,
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) -> Option<f32> {
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let pixels_per_point = self.pixels_per_point.get_or_insert_with(|| {
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info.native_pixels_per_point
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.unwrap_or_else(|| ui.ctx().pixels_per_point())
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});
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ui.horizontal(|ui| {
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ui.spacing_mut().slider_width = 90.0;
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ui.add(
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egui::Slider::new(pixels_per_point, 0.5..=5.0)
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.logarithmic(true)
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.clamp_to_range(true)
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.text("Scale"),
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)
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.on_hover_text("Physical pixels per point.");
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if let Some(native_pixels_per_point) = info.native_pixels_per_point {
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let enabled = *pixels_per_point != native_pixels_per_point;
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if ui
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.add_enabled(enabled, egui::Button::new("Reset"))
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.on_hover_text(format!(
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"Reset scale to native value ({:.1})",
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native_pixels_per_point
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))
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.clicked()
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{
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*pixels_per_point = native_pixels_per_point;
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}
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}
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});
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// We wait until mouse release to activate:
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if ui.ctx().is_using_pointer() {
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None
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} else {
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Some(*pixels_per_point)
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}
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}
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fn run_mode_ui(&mut self, ui: &mut egui::Ui) {
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ui.horizontal(|ui| {
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let run_mode = &mut self.run_mode;
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ui.label("Mode:");
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ui.radio_value(run_mode, RunMode::Reactive, "Reactive")
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.on_hover_text("Repaint when there are animations or input (e.g. mouse movement)");
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ui.radio_value(run_mode, RunMode::Continuous, "Continuous")
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.on_hover_text("Repaint everything each frame");
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});
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if self.run_mode == RunMode::Continuous {
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ui.label(format!(
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"Repainting the UI each frame. FPS: {:.1}",
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self.frame_history.fps()
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));
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} else {
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ui.label("Only running UI code when there are animations or input");
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}
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}
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}
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// ----------------------------------------------------------------------------
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fn show_integration_name(ui: &mut egui::Ui, integration_info: &eframe::IntegrationInfo) {
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let name = integration_info.name;
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ui.horizontal(|ui| {
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ui.spacing_mut().item_spacing.x = 0.0;
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ui.label("Integration: ");
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match name {
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"egui_glium" | "egui_glow" | "egui_web" => {
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ui.hyperlink_to(
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name,
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format!("https://github.com/emilk/egui/tree/master/{}", name),
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);
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}
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name => {
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ui.label(name);
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}
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}
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});
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}
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// ----------------------------------------------------------------------------
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#[cfg_attr(feature = "serde", derive(serde::Deserialize, serde::Serialize))]
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struct EguiWindows {
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// egui stuff:
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settings: bool,
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inspection: bool,
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memory: bool,
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output_events: bool,
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#[cfg_attr(feature = "serde", serde(skip))]
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output_event_history: std::collections::VecDeque<egui::output::OutputEvent>,
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}
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impl Default for EguiWindows {
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fn default() -> Self {
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EguiWindows::none()
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}
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}
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impl EguiWindows {
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fn none() -> Self {
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Self {
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settings: false,
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inspection: false,
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memory: false,
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output_events: false,
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output_event_history: Default::default(),
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}
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}
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fn checkboxes(&mut self, ui: &mut egui::Ui) {
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let Self {
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settings,
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inspection,
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memory,
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output_events,
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output_event_history: _,
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} = self;
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ui.checkbox(settings, "🔧 Settings");
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ui.checkbox(inspection, "🔍 Inspection");
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ui.checkbox(memory, "📝 Memory");
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ui.checkbox(output_events, "📤 Output Events");
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}
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fn windows(&mut self, ctx: &egui::Context) {
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let Self {
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settings,
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inspection,
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memory,
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output_events,
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output_event_history,
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} = self;
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for event in &ctx.output().events {
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output_event_history.push_back(event.clone());
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}
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while output_event_history.len() > 1000 {
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output_event_history.pop_front();
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}
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egui::Window::new("🔧 Settings")
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.open(settings)
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.vscroll(true)
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.show(ctx, |ui| {
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ctx.settings_ui(ui);
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});
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egui::Window::new("🔍 Inspection")
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.open(inspection)
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.vscroll(true)
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.show(ctx, |ui| {
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ctx.inspection_ui(ui);
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});
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egui::Window::new("📝 Memory")
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.open(memory)
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.resizable(false)
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.show(ctx, |ui| {
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ctx.memory_ui(ui);
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});
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egui::Window::new("📤 Output Events")
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.open(output_events)
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.resizable(true)
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.default_width(520.0)
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.show(ctx, |ui| {
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ui.label(
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"Recent output events from egui. \
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These are emitted when you interact with widgets, or move focus between them with TAB. \
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They can be hooked up to a screen reader on supported platforms.",
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);
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ui.separator();
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egui::ScrollArea::vertical()
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.stick_to_bottom()
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.show(ui, |ui| {
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for event in output_event_history {
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ui.label(format!("{:?}", event));
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}
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});
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});
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}
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}
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