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Add culling of the painting for most widgets
This is a good early-out for widgets in `ScrollAreas`, but also prepares for speeding up the first pass of a possible two-pass version of egui: https://github.com/emilk/egui/issues/843
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@@ -41,24 +41,27 @@ pub fn toggle_ui(ui: &mut egui::Ui, on: &mut bool) -> egui::Response {
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response.widget_info(|| egui::WidgetInfo::selected(egui::WidgetType::Checkbox, *on, ""));
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// 4. Paint!
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// First let's ask for a simple animation from egui.
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// egui keeps track of changes in the boolean associated with the id and
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// returns an animated value in the 0-1 range for how much "on" we are.
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let how_on = ui.ctx().animate_bool(response.id, *on);
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// We will follow the current style by asking
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// "how should something that is being interacted with be painted?".
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// This will, for instance, give us different colors when the widget is hovered or clicked.
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let visuals = ui.style().interact_selectable(&response, *on);
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// All coordinates are in absolute screen coordinates so we use `rect` to place the elements.
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let rect = rect.expand(visuals.expansion);
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let radius = 0.5 * rect.height();
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ui.painter()
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.rect(rect, radius, visuals.bg_fill, visuals.bg_stroke);
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// Paint the circle, animating it from left to right with `how_on`:
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let circle_x = egui::lerp((rect.left() + radius)..=(rect.right() - radius), how_on);
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let center = egui::pos2(circle_x, rect.center().y);
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ui.painter()
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.circle(center, 0.75 * radius, visuals.bg_fill, visuals.fg_stroke);
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// Make sure we need to paint:
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if ui.is_rect_visible(rect) {
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// Let's ask for a simple animation from egui.
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// egui keeps track of changes in the boolean associated with the id and
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// returns an animated value in the 0-1 range for how much "on" we are.
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let how_on = ui.ctx().animate_bool(response.id, *on);
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// We will follow the current style by asking
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// "how should something that is being interacted with be painted?".
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// This will, for instance, give us different colors when the widget is hovered or clicked.
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let visuals = ui.style().interact_selectable(&response, *on);
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// All coordinates are in absolute screen coordinates so we use `rect` to place the elements.
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let rect = rect.expand(visuals.expansion);
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let radius = 0.5 * rect.height();
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ui.painter()
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.rect(rect, radius, visuals.bg_fill, visuals.bg_stroke);
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// Paint the circle, animating it from left to right with `how_on`:
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let circle_x = egui::lerp((rect.left() + radius)..=(rect.right() - radius), how_on);
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let center = egui::pos2(circle_x, rect.center().y);
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ui.painter()
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.circle(center, 0.75 * radius, visuals.bg_fill, visuals.fg_stroke);
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}
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// All done! Return the interaction response so the user can check what happened
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// (hovered, clicked, ...) and maybe show a tooltip:
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@@ -76,16 +79,18 @@ fn toggle_ui_compact(ui: &mut egui::Ui, on: &mut bool) -> egui::Response {
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}
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response.widget_info(|| egui::WidgetInfo::selected(egui::WidgetType::Checkbox, *on, ""));
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let how_on = ui.ctx().animate_bool(response.id, *on);
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let visuals = ui.style().interact_selectable(&response, *on);
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let rect = rect.expand(visuals.expansion);
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let radius = 0.5 * rect.height();
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ui.painter()
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.rect(rect, radius, visuals.bg_fill, visuals.bg_stroke);
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let circle_x = egui::lerp((rect.left() + radius)..=(rect.right() - radius), how_on);
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let center = egui::pos2(circle_x, rect.center().y);
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ui.painter()
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.circle(center, 0.75 * radius, visuals.bg_fill, visuals.fg_stroke);
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if ui.is_rect_visible(rect) {
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let how_on = ui.ctx().animate_bool(response.id, *on);
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let visuals = ui.style().interact_selectable(&response, *on);
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let rect = rect.expand(visuals.expansion);
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let radius = 0.5 * rect.height();
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ui.painter()
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.rect(rect, radius, visuals.bg_fill, visuals.bg_stroke);
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let circle_x = egui::lerp((rect.left() + radius)..=(rect.right() - radius), how_on);
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let center = egui::pos2(circle_x, rect.center().y);
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ui.painter()
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.circle(center, 0.75 * radius, visuals.bg_fill, visuals.fg_stroke);
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}
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response
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}
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