mirror of
https://github.com/emilk/egui.git
synced 2026-08-30 21:30:03 -04:00
Made the fields in Context private
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@@ -68,7 +68,7 @@ impl CollapsingHeader {
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});
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if interact.clicked {
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state.open = !state.open;
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state.toggle_time = region.ctx.input.time;
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state.toggle_time = region.ctx.input().time;
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}
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*state
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};
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@@ -93,7 +93,7 @@ impl CollapsingHeader {
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);
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let animation_time = region.style().animation_time;
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let time_since_toggle = (region.ctx.input.time - state.toggle_time) as f32;
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let time_since_toggle = (region.ctx.input().time - state.toggle_time) as f32;
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let animate = time_since_toggle < animation_time;
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if animate {
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region.indent(id, |region| {
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@@ -101,8 +101,8 @@ impl Floating {
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let margin = 32.0;
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state.pos = state.pos.max(pos2(margin - state.size.x, 0.0));
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state.pos = state.pos.min(pos2(
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ctx.input.screen_size.x - margin,
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ctx.input.screen_size.y - margin,
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ctx.input().screen_size.x - margin,
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ctx.input().screen_size.y - margin,
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));
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state.pos = state.pos.round();
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@@ -115,8 +115,8 @@ impl Floating {
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}
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fn mouse_pressed_on_floating(ctx: &Context, id: Id) -> bool {
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if let Some(mouse_pos) = ctx.input.mouse_pos {
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ctx.input.mouse_pressed && ctx.memory().layer_at(mouse_pos) == Layer::Window(id)
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if let Some(mouse_pos) = ctx.input().mouse_pos {
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ctx.input().mouse_pressed && ctx.memory().layer_at(mouse_pos) == Layer::Window(id)
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} else {
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false
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}
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@@ -101,12 +101,12 @@ impl ScrollArea {
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let content_interact = outer_region.interact_rect(&inner_rect, scroll_area_id.with("area"));
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if content_interact.active {
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// Dragging scroll area to scroll:
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state.offset.y -= ctx.input.mouse_move.y;
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state.offset.y -= ctx.input().mouse_move.y;
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}
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// TODO: check that nothing else is being inteacted with
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if outer_region.contains_mouse(&outer_rect) && ctx.memory().active_id.is_none() {
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state.offset.y -= ctx.input.scroll_delta.y;
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state.offset.y -= ctx.input().scroll_delta.y;
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}
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let show_scroll_this_frame = content_size.y > inner_size.y || self.always_show_scroll;
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@@ -134,11 +134,11 @@ impl ScrollArea {
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let interact_id = scroll_area_id.with("vertical");
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let handle_interact = outer_region.interact_rect(&handle_rect, interact_id);
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if let Some(mouse_pos) = ctx.input.mouse_pos {
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if let Some(mouse_pos) = ctx.input().mouse_pos {
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if handle_interact.active {
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if inner_rect.top() <= mouse_pos.y && mouse_pos.y <= inner_rect.bottom() {
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state.offset.y +=
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ctx.input.mouse_move.y * content_size.y / inner_rect.height();
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ctx.input().mouse_move.y * content_size.y / inner_rect.height();
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}
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} else {
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// Check for mouse down outside handle:
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