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https://github.com/emilk/egui.git
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WIP: move 3d rendering example into egui_demo_lib
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@@ -36,10 +36,12 @@ syntax_highlighting = ["syntect"]
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[dependencies]
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egui = { version = "0.17.0", path = "../egui", default-features = false }
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epi = { version = "0.17.0", path = "../epi" }
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egui_glow = { version = "0.17.0", path = "../egui_glow" } # for custom_3d app
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chrono = { version = "0.4", optional = true, features = ["js-sys", "wasmbind"] }
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enum-map = { version = "2", features = ["serde"] }
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tracing = "0.1"
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parking_lot = "0.12"
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unicode_names2 = { version = "0.5.0", default-features = false }
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# feature "http":
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190
egui_demo_lib/src/apps/custom_3d.rs
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190
egui_demo_lib/src/apps/custom_3d.rs
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@@ -0,0 +1,190 @@
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//! This demo shows how to embed 3D rendering using [`glow`](https://github.com/grovesNL/glow) in `epi`.
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//!
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//! This is very advanced usage, and you need to be careful.
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//!
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//! If you want an easier way to show 3D graphics with egui, take a look at:
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//! * [`bevy_egui`](https://github.com/mvlabat/bevy_egui)
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//! * [`three-d`](https://github.com/asny/three-d)
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#![cfg_attr(not(debug_assertions), windows_subsystem = "windows")] // hide console window on Windows in release
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use epi::{glow, Renderer as _};
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use parking_lot::Mutex;
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use std::sync::Arc;
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pub struct Custom3dApp {
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/// Behind an `Arc<Mutex<…>>` so we can pass it to [`egui::PaintCallback`] and paint later.
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rotating_triangle: Arc<Mutex<RotatingTriangle>>,
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angle: f32,
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}
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impl Custom3dApp {
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pub fn new(cc: &epi::CreationContext<'_>) -> Self {
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Self {
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rotating_triangle: Arc::new(Mutex::new(RotatingTriangle::new(&cc.gl))),
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angle: 0.0,
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}
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}
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}
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impl epi::App for Custom3dApp {
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fn update(&mut self, ctx: &egui::Context, _frame: &epi::Frame) {
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egui::CentralPanel::default().show(ctx, |ui| {
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ui.vertical_centered(|ui| {
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ui.add(crate::__egui_github_link_file!());
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});
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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("The triangle is being painted using ");
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ui.hyperlink_to("glow", "https://github.com/grovesNL/glow");
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ui.label(" (OpenGL).");
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});
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egui::ScrollArea::both().show(ui, |ui| {
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egui::Frame::canvas(ui.style()).show(ui, |ui| {
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self.custom_painting(ui);
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});
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ui.label("Drag to rotate!");
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});
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});
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}
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}
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impl Custom3dApp {
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fn custom_painting(&mut self, ui: &mut egui::Ui) {
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let (rect, response) =
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ui.allocate_exact_size(egui::Vec2::splat(256.0), egui::Sense::drag());
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self.angle += response.drag_delta().x * 0.01;
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let angle = self.angle;
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let rotating_triangle = self.rotating_triangle.clone();
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let callback = egui::epaint::PaintCallback {
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rect,
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callback: std::sync::Arc::new(move |render_ctx| {
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if let Some(painter) = render_ctx.downcast_ref::<egui_glow::Painter>() {
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rotating_triangle.lock().paint(painter.gl(), angle);
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} else {
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eprintln!("Can't do custom painting because we are not using a glow context");
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}
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}),
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};
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ui.painter().add(callback);
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}
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}
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struct RotatingTriangle {
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program: glow::Program,
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vertex_array: glow::VertexArray,
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}
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impl RotatingTriangle {
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fn new(gl: &glow::Context) -> Self {
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use glow::HasContext as _;
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let shader_version = if cfg!(target_arch = "wasm32") {
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"#version 300 es"
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} else {
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"#version 410"
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};
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unsafe {
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let program = gl.create_program().expect("Cannot create program");
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let (vertex_shader_source, fragment_shader_source) = (
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r#"
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const vec2 verts[3] = vec2[3](
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vec2(0.0, 1.0),
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vec2(-1.0, -1.0),
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vec2(1.0, -1.0)
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);
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const vec4 colors[3] = vec4[3](
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vec4(1.0, 0.0, 0.0, 1.0),
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vec4(0.0, 1.0, 0.0, 1.0),
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vec4(0.0, 0.0, 1.0, 1.0)
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);
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out vec4 v_color;
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uniform float u_angle;
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void main() {
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v_color = colors[gl_VertexID];
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gl_Position = vec4(verts[gl_VertexID], 0.0, 1.0);
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gl_Position.x *= cos(u_angle);
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}
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"#,
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r#"
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precision mediump float;
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in vec4 v_color;
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out vec4 out_color;
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void main() {
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out_color = v_color;
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}
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"#,
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);
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let shader_sources = [
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(glow::VERTEX_SHADER, vertex_shader_source),
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(glow::FRAGMENT_SHADER, fragment_shader_source),
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];
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let shaders: Vec<_> = shader_sources
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.iter()
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.map(|(shader_type, shader_source)| {
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let shader = gl
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.create_shader(*shader_type)
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.expect("Cannot create shader");
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gl.shader_source(shader, &format!("{}\n{}", shader_version, shader_source));
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gl.compile_shader(shader);
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if !gl.get_shader_compile_status(shader) {
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panic!("{}", gl.get_shader_info_log(shader));
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}
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gl.attach_shader(program, shader);
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shader
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})
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.collect();
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gl.link_program(program);
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if !gl.get_program_link_status(program) {
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panic!("{}", gl.get_program_info_log(program));
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}
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for shader in shaders {
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gl.detach_shader(program, shader);
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gl.delete_shader(shader);
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}
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let vertex_array = gl
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.create_vertex_array()
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.expect("Cannot create vertex array");
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Self {
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program,
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vertex_array,
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}
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}
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}
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// TODO: figure out how to call this in a nice way
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#[allow(unused)]
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fn destroy(self, gl: &glow::Context) {
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use glow::HasContext as _;
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unsafe {
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gl.delete_program(self.program);
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gl.delete_vertex_array(self.vertex_array);
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}
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}
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fn paint(&self, gl: &glow::Context, angle: f32) {
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use glow::HasContext as _;
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unsafe {
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gl.use_program(Some(self.program));
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gl.uniform_1_f32(
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gl.get_uniform_location(self.program, "u_angle").as_ref(),
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angle,
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);
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gl.bind_vertex_array(Some(self.vertex_array));
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gl.draw_arrays(glow::TRIANGLES, 0, 3);
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}
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}
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}
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@@ -1,10 +1,12 @@
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mod color_test;
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mod custom_3d;
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mod demo;
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mod fractal_clock;
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#[cfg(feature = "http")]
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mod http_app;
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pub use color_test::ColorTest;
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pub use custom_3d::Custom3dApp;
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pub use demo::DemoApp;
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pub use fractal_clock::FractalClock;
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#[cfg(feature = "http")]
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@@ -1,7 +1,5 @@
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/// All the different demo apps.
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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 Apps {
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demo: crate::apps::DemoApp,
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easy_mark_editor: crate::easy_mark::EasyMarkEditor,
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@@ -9,9 +7,22 @@ pub struct Apps {
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http: crate::apps::HttpApp,
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clock: crate::apps::FractalClock,
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color_test: crate::apps::ColorTest,
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custom_3d: crate::apps::Custom3dApp,
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}
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impl Apps {
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fn new(cc: &epi::CreationContext<'_>) -> Self {
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Self {
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demo: Default::default(),
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easy_mark_editor: Default::default(),
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#[cfg(feature = "http")]
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http: Default::default(),
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clock: Default::default(),
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color_test: Default::default(),
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custom_3d: crate::apps::Custom3dApp::new(cc),
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}
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}
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fn iter_mut(&mut self) -> impl Iterator<Item = (&str, &str, &mut dyn epi::App)> {
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vec![
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("✨ Demos", "demo", &mut self.demo as &mut dyn epi::App),
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@@ -32,6 +43,11 @@ impl Apps {
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"colors",
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&mut self.color_test as &mut dyn epi::App,
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),
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(
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"🔺 3D painting",
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"custom_3d",
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&mut self.custom_3d as &mut dyn epi::App,
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),
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]
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.into_iter()
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}
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