mirror of
https://github.com/emilk/egui.git
synced 2026-06-26 22:53:14 -04:00
This provides a better estimate of a typical frametime in reactive mode. From the docstring of `stable_dt`: Time since last frame (in seconds), but gracefully handles the first frame after sleeping in reactive mode. In reactive mode (available in e.g. `eframe`), `egui` only updates when there is new input or something animating. This can lead to large gaps of time (sleep), leading to large [`Self::unstable_dt`]. If `egui` requested a repaint the previous frame, then `egui` will use `stable_dt = unstable_dt;`, but if `egui` did not not request a repaint last frame, then `egui` will assume `unstable_dt` is too large, and will use `stable_dt = predicted_dt;`. This means that for the first frame after a sleep, `stable_dt` will be a prediction of the delta-time until the next frame, and in all other situations this will be an accurate measurement of time passed since the previous frame. Note that a frame can still stall for various reasons, so `stable_dt` can still be unusually large in some situations. When animating something, it is recommended that you use something like `stable_dt.min(0.1)` - this will give you smooth animations when the framerate is good (even in reactive mode), but will avoid large jumps when framerate is bad, and will effectively slow down the animation when FPS drops below 10.
1310 lines
47 KiB
Rust
1310 lines
47 KiB
Rust
// #![warn(missing_docs)]
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use std::sync::Arc;
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use crate::{
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animation_manager::AnimationManager, data::output::PlatformOutput, frame_state::FrameState,
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input_state::*, layers::GraphicLayers, memory::Options, output::FullOutput, TextureHandle, *,
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};
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use epaint::{mutex::*, stats::*, text::Fonts, TessellationOptions, *};
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// ----------------------------------------------------------------------------
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struct WrappedTextureManager(Arc<RwLock<epaint::TextureManager>>);
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impl Default for WrappedTextureManager {
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fn default() -> Self {
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let mut tex_mngr = epaint::textures::TextureManager::default();
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// Will be filled in later
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let font_id = tex_mngr.alloc(
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"egui_font_texture".into(),
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epaint::FontImage::new([0, 0]).into(),
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);
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assert_eq!(font_id, TextureId::default());
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Self(Arc::new(RwLock::new(tex_mngr)))
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}
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}
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// ----------------------------------------------------------------------------
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#[derive(Default)]
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struct ContextImpl {
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/// `None` until the start of the first frame.
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fonts: Option<Fonts>,
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memory: Memory,
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animation_manager: AnimationManager,
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tex_manager: WrappedTextureManager,
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input: InputState,
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/// State that is collected during a frame and then cleared
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frame_state: FrameState,
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// The output of a frame:
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graphics: GraphicLayers,
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output: PlatformOutput,
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paint_stats: PaintStats,
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/// While positive, keep requesting repaints. Decrement at the end of each frame.
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repaint_requests: u32,
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request_repaint_callbacks: Option<Box<dyn Fn() + Send + Sync>>,
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requested_repaint_last_frame: bool,
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}
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impl ContextImpl {
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fn begin_frame_mut(&mut self, new_raw_input: RawInput) {
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self.memory.begin_frame(&self.input, &new_raw_input);
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self.input = std::mem::take(&mut self.input)
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.begin_frame(new_raw_input, self.requested_repaint_last_frame);
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if let Some(new_pixels_per_point) = self.memory.new_pixels_per_point.take() {
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self.input.pixels_per_point = new_pixels_per_point;
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}
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self.frame_state.begin_frame(&self.input);
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self.update_fonts_mut();
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// Ensure we register the background area so panels and background ui can catch clicks:
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let screen_rect = self.input.screen_rect();
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self.memory.areas.set_state(
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LayerId::background(),
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containers::area::State {
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pos: screen_rect.min,
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size: screen_rect.size(),
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interactable: true,
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},
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);
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}
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/// Load fonts unless already loaded.
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fn update_fonts_mut(&mut self) {
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let pixels_per_point = self.input.pixels_per_point();
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let max_texture_side = self.input.max_texture_side;
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if let Some(font_definitions) = self.memory.new_font_definitions.take() {
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let fonts = Fonts::new(pixels_per_point, max_texture_side, font_definitions);
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self.fonts = Some(fonts);
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}
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let fonts = self.fonts.get_or_insert_with(|| {
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let font_definitions = FontDefinitions::default();
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Fonts::new(pixels_per_point, max_texture_side, font_definitions)
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});
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fonts.begin_frame(pixels_per_point, max_texture_side);
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if self.memory.options.preload_font_glyphs {
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// Preload the most common characters for the most common fonts.
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// This is not very important to do, but may a few GPU operations.
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for font_id in self.memory.options.style.text_styles.values() {
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fonts.lock().fonts.font(font_id).preload_common_characters();
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}
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}
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}
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}
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// ----------------------------------------------------------------------------
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/// Your handle to egui.
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///
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/// This is the first thing you need when working with egui.
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/// Contains the [`InputState`], [`Memory`], [`PlatformOutput`], and more.
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///
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/// [`Context`] is cheap to clone, and any clones refers to the same mutable data
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/// ([`Context`] uses refcounting internally).
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///
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/// All methods are marked `&self`; [`Context`] has interior mutability (protected by a mutex).
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///
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///
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/// You can store
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///
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/// # Example:
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///
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/// ``` no_run
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/// # fn handle_platform_output(_: egui::PlatformOutput) {}
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/// # fn paint(textures_detla: egui::TexturesDelta, _: Vec<egui::ClippedPrimitive>) {}
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/// let mut ctx = egui::Context::default();
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///
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/// // Game loop:
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/// loop {
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/// let raw_input = egui::RawInput::default();
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/// let full_output = ctx.run(raw_input, |ctx| {
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/// egui::CentralPanel::default().show(&ctx, |ui| {
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/// ui.label("Hello world!");
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/// if ui.button("Click me").clicked() {
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/// // take some action here
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/// }
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/// });
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/// });
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/// handle_platform_output(full_output.platform_output);
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/// let clipped_primitives = ctx.tessellate(full_output.shapes); // create triangles to paint
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/// paint(full_output.textures_delta, clipped_primitives);
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/// }
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/// ```
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#[derive(Clone)]
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pub struct Context(Arc<RwLock<ContextImpl>>);
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impl std::cmp::PartialEq for Context {
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fn eq(&self, other: &Context) -> bool {
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Arc::ptr_eq(&self.0, &other.0)
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}
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}
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impl Default for Context {
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fn default() -> Self {
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Self(Arc::new(RwLock::new(ContextImpl {
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// Start with painting an extra frame to compensate for some widgets
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// that take two frames before they "settle":
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repaint_requests: 1,
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..ContextImpl::default()
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})))
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}
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}
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impl Context {
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fn read(&self) -> RwLockReadGuard<'_, ContextImpl> {
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self.0.read()
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}
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fn write(&self) -> RwLockWriteGuard<'_, ContextImpl> {
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self.0.write()
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}
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/// Run the ui code for one frame.
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///
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/// Put your widgets into a [`SidePanel`], [`TopBottomPanel`], [`CentralPanel`], [`Window`] or [`Area`].
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///
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/// This will modify the internal reference to point to a new generation of [`Context`].
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/// Any old clones of this [`Context`] will refer to the old [`Context`], which will not get new input.
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///
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/// You can alternatively run [`Self::begin_frame`] and [`Context::end_frame`].
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///
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/// ```
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/// // One egui context that you keep reusing:
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/// let mut ctx = egui::Context::default();
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///
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/// // Each frame:
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/// let input = egui::RawInput::default();
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/// let full_output = ctx.run(input, |ctx| {
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/// egui::CentralPanel::default().show(&ctx, |ui| {
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/// ui.label("Hello egui!");
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/// });
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/// });
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/// // handle full_output
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/// ```
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#[must_use]
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pub fn run(&self, new_input: RawInput, run_ui: impl FnOnce(&Context)) -> FullOutput {
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self.begin_frame(new_input);
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run_ui(self);
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self.end_frame()
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}
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/// An alternative to calling [`Self::run`].
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///
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/// ```
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/// // One egui context that you keep reusing:
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/// let mut ctx = egui::Context::default();
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///
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/// // Each frame:
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/// let input = egui::RawInput::default();
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/// ctx.begin_frame(input);
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///
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/// egui::CentralPanel::default().show(&ctx, |ui| {
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/// ui.label("Hello egui!");
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/// });
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///
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/// let full_output = ctx.end_frame();
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/// // handle full_output
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/// ```
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pub fn begin_frame(&self, new_input: RawInput) {
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self.write().begin_frame_mut(new_input);
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}
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// ---------------------------------------------------------------------
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/// If the given [`Id`] has been used previously the same frame at at different position,
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/// then an error will be printed on screen.
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///
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/// This function is already called for all widgets that do any interaction,
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/// but you can call this from widgets that store state but that does not interact.
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///
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/// The given [`Rect`] should be approximately where the widget will be.
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/// The most important thing is that [`Rect::min`] is approximately correct,
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/// because that's where the warning will be painted. If you don't know what size to pick, just pick [`Vec2::ZERO`].
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pub fn check_for_id_clash(&self, id: Id, new_rect: Rect, what: &str) {
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let prev_rect = self.frame_state().used_ids.insert(id, new_rect);
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if let Some(prev_rect) = prev_rect {
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// it is ok to reuse the same ID for e.g. a frame around a widget,
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// or to check for interaction with the same widget twice:
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if prev_rect.expand(0.1).contains_rect(new_rect)
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|| new_rect.expand(0.1).contains_rect(prev_rect)
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{
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return;
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}
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let show_error = |pos: Pos2, text: String| {
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let painter = self.debug_painter();
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let rect = painter.error(pos, text);
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if let Some(pointer_pos) = self.pointer_hover_pos() {
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if rect.contains(pointer_pos) {
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painter.error(
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rect.left_bottom() + vec2(2.0, 4.0),
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"ID clashes happens when things like Windows or CollapsingHeaders share names,\n\
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or when things like Plot and Grid:s aren't given unique id_source:s.\n\n\
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Sometimes the solution is to use ui.push_id.",
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);
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}
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}
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};
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let id_str = id.short_debug_format();
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if prev_rect.min.distance(new_rect.min) < 4.0 {
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show_error(
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new_rect.min,
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format!("Double use of {} ID {}", what, id_str),
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);
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} else {
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show_error(
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prev_rect.min,
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format!("First use of {} ID {}", what, id_str),
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);
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show_error(
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new_rect.min,
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format!("Second use of {} ID {}", what, id_str),
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);
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}
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}
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}
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// ---------------------------------------------------------------------
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/// Use `ui.interact` instead
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#[allow(clippy::too_many_arguments)]
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pub(crate) fn interact(
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&self,
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clip_rect: Rect,
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item_spacing: Vec2,
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layer_id: LayerId,
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id: Id,
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rect: Rect,
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sense: Sense,
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enabled: bool,
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) -> Response {
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let gap = 0.5; // Just to make sure we don't accidentally hover two things at once (a small eps should be sufficient).
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// Make it easier to click things:
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let interact_rect = rect.expand2(
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(0.5 * item_spacing - Vec2::splat(gap))
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.at_least(Vec2::splat(0.0))
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.at_most(Vec2::splat(5.0)),
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); // make it easier to click
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let hovered = self.rect_contains_pointer(layer_id, clip_rect.intersect(interact_rect));
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self.interact_with_hovered(layer_id, id, rect, sense, enabled, hovered)
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}
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/// You specify if a thing is hovered, and the function gives a [`Response`].
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pub(crate) fn interact_with_hovered(
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&self,
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layer_id: LayerId,
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id: Id,
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rect: Rect,
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sense: Sense,
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enabled: bool,
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hovered: bool,
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) -> Response {
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let hovered = hovered && enabled; // can't even hover disabled widgets
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let mut response = Response {
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ctx: self.clone(),
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layer_id,
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id,
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rect,
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sense,
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enabled,
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hovered,
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clicked: Default::default(),
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double_clicked: Default::default(),
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triple_clicked: Default::default(),
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dragged: false,
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drag_released: false,
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is_pointer_button_down_on: false,
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interact_pointer_pos: None,
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changed: false, // must be set by the widget itself
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};
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if !enabled || !sense.focusable || !layer_id.allow_interaction() {
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// Not interested or allowed input:
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self.memory().surrender_focus(id);
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return response;
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}
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self.check_for_id_clash(id, rect, "widget");
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let clicked_elsewhere = response.clicked_elsewhere();
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let ctx_impl = &mut *self.write();
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let memory = &mut ctx_impl.memory;
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let input = &mut ctx_impl.input;
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// We only want to focus labels if the screen reader is on.
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let interested_in_focus =
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sense.interactive() || sense.focusable && memory.options.screen_reader;
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if interested_in_focus {
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memory.interested_in_focus(id);
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}
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if sense.click
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&& memory.has_focus(response.id)
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&& (input.key_pressed(Key::Space) || input.key_pressed(Key::Enter))
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{
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// Space/enter works like a primary click for e.g. selected buttons
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response.clicked[PointerButton::Primary as usize] = true;
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}
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if sense.click || sense.drag {
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memory.interaction.click_interest |= hovered && sense.click;
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memory.interaction.drag_interest |= hovered && sense.drag;
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response.dragged = memory.interaction.drag_id == Some(id);
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response.is_pointer_button_down_on =
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memory.interaction.click_id == Some(id) || response.dragged;
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for pointer_event in &input.pointer.pointer_events {
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match pointer_event {
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PointerEvent::Moved(_) => {}
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PointerEvent::Pressed { .. } => {
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if hovered {
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if sense.click && memory.interaction.click_id.is_none() {
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// potential start of a click
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memory.interaction.click_id = Some(id);
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response.is_pointer_button_down_on = true;
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}
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// HACK: windows have low priority on dragging.
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// This is so that if you drag a slider in a window,
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// the slider will steal the drag away from the window.
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// This is needed because we do window interaction first (to prevent frame delay),
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// and then do content layout.
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if sense.drag
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&& (memory.interaction.drag_id.is_none()
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|| memory.interaction.drag_is_window)
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{
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// potential start of a drag
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memory.interaction.drag_id = Some(id);
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memory.interaction.drag_is_window = false;
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memory.window_interaction = None; // HACK: stop moving windows (if any)
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response.is_pointer_button_down_on = true;
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response.dragged = true;
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}
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}
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}
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PointerEvent::Released(click) => {
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response.drag_released = response.dragged;
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response.dragged = false;
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if hovered && response.is_pointer_button_down_on {
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if let Some(click) = click {
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let clicked = hovered && response.is_pointer_button_down_on;
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response.clicked[click.button as usize] = clicked;
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response.double_clicked[click.button as usize] =
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clicked && click.is_double();
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response.triple_clicked[click.button as usize] =
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clicked && click.is_triple();
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}
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}
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}
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}
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}
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}
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if response.is_pointer_button_down_on {
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response.interact_pointer_pos = input.pointer.interact_pos();
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}
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if input.pointer.any_down() {
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response.hovered &= response.is_pointer_button_down_on; // we don't hover widgets while interacting with *other* widgets
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}
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if memory.has_focus(response.id) && clicked_elsewhere {
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memory.surrender_focus(id);
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}
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if response.dragged() && !memory.has_focus(response.id) {
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// e.g.: remove focus from a widget when you drag something else
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memory.stop_text_input();
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}
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response
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}
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/// Get a full-screen painter for a new or existing layer
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pub fn layer_painter(&self, layer_id: LayerId) -> Painter {
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let screen_rect = self.input().screen_rect();
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Painter::new(self.clone(), layer_id, screen_rect)
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}
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/// Paint on top of everything else
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pub fn debug_painter(&self) -> Painter {
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Self::layer_painter(self, LayerId::debug())
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}
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/// How much space is still available after panels has been added.
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/// This is the "background" area, what egui doesn't cover with panels (but may cover with windows).
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/// This is also the area to which windows are constrained.
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pub fn available_rect(&self) -> Rect {
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self.frame_state().available_rect()
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}
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}
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|
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/// ## Borrows parts of [`Context`]
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impl Context {
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/// Stores all the egui state.
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///
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/// If you want to store/restore egui, serialize this.
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#[inline]
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pub fn memory(&self) -> RwLockWriteGuard<'_, Memory> {
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RwLockWriteGuard::map(self.write(), |c| &mut c.memory)
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}
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|
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/// Stores superficial widget state.
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#[inline]
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pub fn data(&self) -> RwLockWriteGuard<'_, crate::util::IdTypeMap> {
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RwLockWriteGuard::map(self.write(), |c| &mut c.memory.data)
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}
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#[inline]
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|
pub(crate) fn graphics(&self) -> RwLockWriteGuard<'_, GraphicLayers> {
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RwLockWriteGuard::map(self.write(), |c| &mut c.graphics)
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}
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|
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/// What egui outputs each frame.
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///
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|
/// ```
|
|
/// # let mut ctx = egui::Context::default();
|
|
/// ctx.output().cursor_icon = egui::CursorIcon::Progress;
|
|
/// ```
|
|
#[inline]
|
|
pub fn output(&self) -> RwLockWriteGuard<'_, PlatformOutput> {
|
|
RwLockWriteGuard::map(self.write(), |c| &mut c.output)
|
|
}
|
|
|
|
#[inline]
|
|
pub(crate) fn frame_state(&self) -> RwLockWriteGuard<'_, FrameState> {
|
|
RwLockWriteGuard::map(self.write(), |c| &mut c.frame_state)
|
|
}
|
|
|
|
/// Access the [`InputState`].
|
|
///
|
|
/// Note that this locks the [`Context`], so be careful with if-let bindings:
|
|
///
|
|
/// ```
|
|
/// # let mut ctx = egui::Context::default();
|
|
/// if let Some(pos) = ctx.input().pointer.hover_pos() {
|
|
/// // ⚠️ Using `ctx` again here will lead to a dead-lock!
|
|
/// }
|
|
///
|
|
/// if let Some(pos) = { ctx.input().pointer.hover_pos() } {
|
|
/// // This is fine!
|
|
/// }
|
|
///
|
|
/// let pos = ctx.input().pointer.hover_pos();
|
|
/// if let Some(pos) = pos {
|
|
/// // This is fine!
|
|
/// }
|
|
/// ```
|
|
#[inline]
|
|
pub fn input(&self) -> RwLockReadGuard<'_, InputState> {
|
|
RwLockReadGuard::map(self.read(), |c| &c.input)
|
|
}
|
|
|
|
#[inline]
|
|
pub fn input_mut(&self) -> RwLockWriteGuard<'_, InputState> {
|
|
RwLockWriteGuard::map(self.write(), |c| &mut c.input)
|
|
}
|
|
|
|
/// Not valid until first call to [`Context::run()`].
|
|
/// That's because since we don't know the proper `pixels_per_point` until then.
|
|
#[inline]
|
|
pub fn fonts(&self) -> RwLockReadGuard<'_, Fonts> {
|
|
RwLockReadGuard::map(self.read(), |c| {
|
|
c.fonts
|
|
.as_ref()
|
|
.expect("No fonts available until first call to Context::run()")
|
|
})
|
|
}
|
|
|
|
#[inline]
|
|
fn fonts_mut(&self) -> RwLockWriteGuard<'_, Option<Fonts>> {
|
|
RwLockWriteGuard::map(self.write(), |c| &mut c.fonts)
|
|
}
|
|
|
|
#[inline]
|
|
pub fn options(&self) -> RwLockWriteGuard<'_, Options> {
|
|
RwLockWriteGuard::map(self.write(), |c| &mut c.memory.options)
|
|
}
|
|
|
|
/// Change the options used by the tessellator.
|
|
#[inline]
|
|
pub fn tessellation_options(&self) -> RwLockWriteGuard<'_, TessellationOptions> {
|
|
RwLockWriteGuard::map(self.write(), |c| &mut c.memory.options.tessellation_options)
|
|
}
|
|
}
|
|
|
|
impl Context {
|
|
/// Call this if there is need to repaint the UI, i.e. if you are showing an animation.
|
|
///
|
|
/// If this is called at least once in a frame, then there will be another frame right after this.
|
|
/// Call as many times as you wish, only one repaint will be issued.
|
|
///
|
|
/// If called from outside the UI thread, the UI thread will wake up and run,
|
|
/// provided the egui integration has set that up via [`Self::set_request_repaint_callback`]
|
|
/// (this will work on `eframe`).
|
|
pub fn request_repaint(&self) {
|
|
// request two frames of repaint, just to cover some corner cases (frame delays):
|
|
let mut ctx = self.write();
|
|
ctx.repaint_requests = 2;
|
|
if let Some(callback) = &ctx.request_repaint_callbacks {
|
|
(callback)();
|
|
}
|
|
}
|
|
|
|
/// For integrations: this callback will be called when an egui user calls [`Self::request_repaint`].
|
|
///
|
|
/// This lets you wake up a sleeping UI thread.
|
|
pub fn set_request_repaint_callback(&self, callback: impl Fn() + Send + Sync + 'static) {
|
|
let callback = Box::new(callback);
|
|
self.write().request_repaint_callbacks = Some(callback);
|
|
}
|
|
|
|
/// Tell `egui` which fonts to use.
|
|
///
|
|
/// The default `egui` fonts only support latin and cyrillic alphabets,
|
|
/// but you can call this to install additional fonts that support e.g. korean characters.
|
|
///
|
|
/// The new fonts will become active at the start of the next frame.
|
|
pub fn set_fonts(&self, font_definitions: FontDefinitions) {
|
|
if let Some(current_fonts) = &*self.fonts_mut() {
|
|
// NOTE: this comparison is expensive since it checks TTF data for equality
|
|
if current_fonts.lock().fonts.definitions() == &font_definitions {
|
|
return; // no change - save us from reloading font textures
|
|
}
|
|
}
|
|
|
|
self.memory().new_font_definitions = Some(font_definitions);
|
|
}
|
|
|
|
/// The [`Style`] used by all subsequent windows, panels etc.
|
|
pub fn style(&self) -> Arc<Style> {
|
|
self.options().style.clone()
|
|
}
|
|
|
|
/// The [`Style`] used by all new windows, panels etc.
|
|
///
|
|
/// You can also use [`Ui::style_mut`] to change the style of a single [`Ui`].
|
|
///
|
|
/// Example:
|
|
/// ```
|
|
/// # let mut ctx = egui::Context::default();
|
|
/// let mut style: egui::Style = (*ctx.style()).clone();
|
|
/// style.spacing.item_spacing = egui::vec2(10.0, 20.0);
|
|
/// ctx.set_style(style);
|
|
/// ```
|
|
pub fn set_style(&self, style: impl Into<Arc<Style>>) {
|
|
self.options().style = style.into();
|
|
}
|
|
|
|
/// The [`Visuals`] used by all subsequent windows, panels etc.
|
|
///
|
|
/// You can also use [`Ui::visuals_mut`] to change the visuals of a single [`Ui`].
|
|
///
|
|
/// Example:
|
|
/// ```
|
|
/// # let mut ctx = egui::Context::default();
|
|
/// ctx.set_visuals(egui::Visuals::light()); // Switch to light mode
|
|
/// ```
|
|
pub fn set_visuals(&self, visuals: crate::Visuals) {
|
|
std::sync::Arc::make_mut(&mut self.options().style).visuals = visuals;
|
|
}
|
|
|
|
/// The number of physical pixels for each logical point.
|
|
#[inline(always)]
|
|
pub fn pixels_per_point(&self) -> f32 {
|
|
self.input().pixels_per_point()
|
|
}
|
|
|
|
/// Set the number of physical pixels for each logical point.
|
|
/// Will become active at the start of the next frame.
|
|
///
|
|
/// Note that this may be overwritten by input from the integration via [`RawInput::pixels_per_point`].
|
|
/// For instance, when using `eframe` on web, the browsers native zoom level will always be used.
|
|
pub fn set_pixels_per_point(&self, pixels_per_point: f32) {
|
|
if pixels_per_point != self.pixels_per_point() {
|
|
self.request_repaint();
|
|
}
|
|
|
|
self.memory().new_pixels_per_point = Some(pixels_per_point);
|
|
}
|
|
|
|
/// Useful for pixel-perfect rendering
|
|
pub(crate) fn round_to_pixel(&self, point: f32) -> f32 {
|
|
let pixels_per_point = self.pixels_per_point();
|
|
(point * pixels_per_point).round() / pixels_per_point
|
|
}
|
|
|
|
/// Useful for pixel-perfect rendering
|
|
pub(crate) fn round_pos_to_pixels(&self, pos: Pos2) -> Pos2 {
|
|
pos2(self.round_to_pixel(pos.x), self.round_to_pixel(pos.y))
|
|
}
|
|
|
|
/// Useful for pixel-perfect rendering
|
|
pub(crate) fn round_vec_to_pixels(&self, vec: Vec2) -> Vec2 {
|
|
vec2(self.round_to_pixel(vec.x), self.round_to_pixel(vec.y))
|
|
}
|
|
|
|
/// Useful for pixel-perfect rendering
|
|
pub(crate) fn round_rect_to_pixels(&self, rect: Rect) -> Rect {
|
|
Rect {
|
|
min: self.round_pos_to_pixels(rect.min),
|
|
max: self.round_pos_to_pixels(rect.max),
|
|
}
|
|
}
|
|
|
|
/// Allocate a texture.
|
|
///
|
|
/// In order to display an image you must convert it to a texture using this function.
|
|
///
|
|
/// Make sure to only call this once for each image, i.e. NOT in your main GUI code.
|
|
///
|
|
/// The given name can be useful for later debugging, and will be visible if you call [`Self::texture_ui`].
|
|
///
|
|
/// For how to load an image, see [`ImageData`] and [`ColorImage::from_rgba_unmultiplied`].
|
|
///
|
|
/// ```
|
|
/// struct MyImage {
|
|
/// texture: Option<egui::TextureHandle>,
|
|
/// }
|
|
///
|
|
/// impl MyImage {
|
|
/// fn ui(&mut self, ui: &mut egui::Ui) {
|
|
/// let texture: &egui::TextureHandle = self.texture.get_or_insert_with(|| {
|
|
/// // Load the texture only once.
|
|
/// ui.ctx().load_texture("my-image", egui::ColorImage::example())
|
|
/// });
|
|
///
|
|
/// // Show the image:
|
|
/// ui.image(texture, texture.size_vec2());
|
|
/// }
|
|
/// }
|
|
/// ```
|
|
///
|
|
/// Se also [`crate::ImageData`], [`crate::Ui::image`] and [`crate::ImageButton`].
|
|
pub fn load_texture(
|
|
&self,
|
|
name: impl Into<String>,
|
|
image: impl Into<ImageData>,
|
|
) -> TextureHandle {
|
|
let name = name.into();
|
|
let image = image.into();
|
|
let max_texture_side = self.input().max_texture_side;
|
|
crate::egui_assert!(
|
|
image.width() <= max_texture_side && image.height() <= max_texture_side,
|
|
"Texture {:?} has size {}x{}, but the maximum texture side is {}",
|
|
name,
|
|
image.width(),
|
|
image.height(),
|
|
max_texture_side
|
|
);
|
|
let tex_mngr = self.tex_manager();
|
|
let tex_id = tex_mngr.write().alloc(name, image);
|
|
TextureHandle::new(tex_mngr, tex_id)
|
|
}
|
|
|
|
/// Low-level texture manager.
|
|
///
|
|
/// In general it is easier to use [`Self::load_texture`] and [`TextureHandle`].
|
|
///
|
|
/// You can show stats about the allocated textures using [`Self::texture_ui`].
|
|
pub fn tex_manager(&self) -> Arc<RwLock<epaint::textures::TextureManager>> {
|
|
self.read().tex_manager.0.clone()
|
|
}
|
|
|
|
// ---------------------------------------------------------------------
|
|
|
|
/// Constrain the position of a window/area so it fits within the provided boundary.
|
|
///
|
|
/// If area is `None`, will constrain to [`Self::available_rect`].
|
|
pub(crate) fn constrain_window_rect_to_area(&self, window: Rect, area: Option<Rect>) -> Rect {
|
|
let mut area = area.unwrap_or_else(|| self.available_rect());
|
|
|
|
if window.width() > area.width() {
|
|
// Allow overlapping side bars.
|
|
// This is important for small screens, e.g. mobiles running the web demo.
|
|
area.max.x = self.input().screen_rect().max.x;
|
|
area.min.x = self.input().screen_rect().min.x;
|
|
}
|
|
if window.height() > area.height() {
|
|
// Allow overlapping top/bottom bars:
|
|
area.max.y = self.input().screen_rect().max.y;
|
|
area.min.y = self.input().screen_rect().min.y;
|
|
}
|
|
|
|
let mut pos = window.min;
|
|
|
|
// Constrain to screen, unless window is too large to fit:
|
|
let margin_x = (window.width() - area.width()).at_least(0.0);
|
|
let margin_y = (window.height() - area.height()).at_least(0.0);
|
|
|
|
pos.x = pos.x.at_most(area.right() + margin_x - window.width()); // move left if needed
|
|
pos.x = pos.x.at_least(area.left() - margin_x); // move right if needed
|
|
pos.y = pos.y.at_most(area.bottom() + margin_y - window.height()); // move right if needed
|
|
pos.y = pos.y.at_least(area.top() - margin_y); // move down if needed
|
|
|
|
pos = self.round_pos_to_pixels(pos);
|
|
|
|
Rect::from_min_size(pos, window.size())
|
|
}
|
|
}
|
|
|
|
impl Context {
|
|
/// Call at the end of each frame.
|
|
#[must_use]
|
|
pub fn end_frame(&self) -> FullOutput {
|
|
if self.input().wants_repaint() {
|
|
self.request_repaint();
|
|
}
|
|
|
|
let textures_delta;
|
|
{
|
|
let ctx_impl = &mut *self.write();
|
|
ctx_impl
|
|
.memory
|
|
.end_frame(&ctx_impl.input, &ctx_impl.frame_state.used_ids);
|
|
|
|
let font_image_delta = ctx_impl.fonts.as_ref().unwrap().font_image_delta();
|
|
if let Some(font_image_delta) = font_image_delta {
|
|
ctx_impl
|
|
.tex_manager
|
|
.0
|
|
.write()
|
|
.set(TextureId::default(), font_image_delta);
|
|
}
|
|
|
|
textures_delta = ctx_impl.tex_manager.0.write().take_delta();
|
|
};
|
|
|
|
let platform_output: PlatformOutput = std::mem::take(&mut self.output());
|
|
|
|
let needs_repaint = if self.read().repaint_requests > 0 {
|
|
self.write().repaint_requests -= 1;
|
|
true
|
|
} else {
|
|
false
|
|
};
|
|
self.write().requested_repaint_last_frame = needs_repaint;
|
|
|
|
let shapes = self.drain_paint_lists();
|
|
|
|
FullOutput {
|
|
platform_output,
|
|
needs_repaint,
|
|
textures_delta,
|
|
shapes,
|
|
}
|
|
}
|
|
|
|
fn drain_paint_lists(&self) -> Vec<ClippedShape> {
|
|
let ctx_impl = &mut *self.write();
|
|
ctx_impl
|
|
.graphics
|
|
.drain(ctx_impl.memory.areas.order())
|
|
.collect()
|
|
}
|
|
|
|
/// Tessellate the given shapes into triangle meshes.
|
|
pub fn tessellate(&self, shapes: Vec<ClippedShape>) -> Vec<ClippedPrimitive> {
|
|
// A tempting optimization is to reuse the tessellation from last frame if the
|
|
// shapes are the same, but just comparing the shapes takes about 50% of the time
|
|
// it takes to tessellate them, so it is not a worth optimization.
|
|
|
|
let pixels_per_point = self.pixels_per_point();
|
|
let tessellation_options = *self.tessellation_options();
|
|
let texture_atlas = self.fonts().texture_atlas();
|
|
let font_tex_size = texture_atlas.lock().size();
|
|
let prepared_discs = texture_atlas.lock().prepared_discs();
|
|
|
|
let paint_stats = PaintStats::from_shapes(&shapes);
|
|
let clipped_primitives = tessellator::tessellate_shapes(
|
|
pixels_per_point,
|
|
tessellation_options,
|
|
font_tex_size,
|
|
prepared_discs,
|
|
shapes,
|
|
);
|
|
self.write().paint_stats = paint_stats.with_clipped_primitives(&clipped_primitives);
|
|
clipped_primitives
|
|
}
|
|
|
|
// ---------------------------------------------------------------------
|
|
|
|
/// How much space is used by panels and windows.
|
|
pub fn used_rect(&self) -> Rect {
|
|
let mut used = self.frame_state().used_by_panels;
|
|
for window in self.memory().areas.visible_windows() {
|
|
used = used.union(window.rect());
|
|
}
|
|
used
|
|
}
|
|
|
|
/// How much space is used by panels and windows.
|
|
/// You can shrink your egui area to this size and still fit all egui components.
|
|
pub fn used_size(&self) -> Vec2 {
|
|
self.used_rect().max - Pos2::new(0.0, 0.0)
|
|
}
|
|
|
|
// ---------------------------------------------------------------------
|
|
|
|
/// Is the pointer (mouse/touch) over any egui area?
|
|
pub fn is_pointer_over_area(&self) -> bool {
|
|
let pointer_pos = self.input().pointer.interact_pos();
|
|
if let Some(pointer_pos) = pointer_pos {
|
|
if let Some(layer) = self.layer_id_at(pointer_pos) {
|
|
if layer.order == Order::Background {
|
|
!self.frame_state().unused_rect.contains(pointer_pos)
|
|
} else {
|
|
true
|
|
}
|
|
} else {
|
|
false
|
|
}
|
|
} else {
|
|
false
|
|
}
|
|
}
|
|
|
|
/// True if egui is currently interested in the pointer (mouse or touch).
|
|
/// Could be the pointer is hovering over a [`Window`] or the user is dragging a widget.
|
|
/// If `false`, the pointer is outside of any egui area and so
|
|
/// you may be interested in what it is doing (e.g. controlling your game).
|
|
/// Returns `false` if a drag started outside of egui and then moved over an egui area.
|
|
pub fn wants_pointer_input(&self) -> bool {
|
|
self.is_using_pointer() || (self.is_pointer_over_area() && !self.input().pointer.any_down())
|
|
}
|
|
|
|
/// Is egui currently using the pointer position (e.g. dragging a slider).
|
|
/// NOTE: this will return `false` if the pointer is just hovering over an egui area.
|
|
pub fn is_using_pointer(&self) -> bool {
|
|
self.memory().interaction.is_using_pointer()
|
|
}
|
|
|
|
/// If `true`, egui is currently listening on text input (e.g. typing text in a [`TextEdit`]).
|
|
pub fn wants_keyboard_input(&self) -> bool {
|
|
self.memory().interaction.focus.focused().is_some()
|
|
}
|
|
}
|
|
|
|
// Ergonomic methods to forward some calls often used in 'if let' without holding the borrow
|
|
impl Context {
|
|
/// Latest reported pointer position.
|
|
/// When tapping a touch screen, this will be `None`.
|
|
#[inline(always)]
|
|
pub fn pointer_latest_pos(&self) -> Option<Pos2> {
|
|
self.input().pointer.latest_pos()
|
|
}
|
|
|
|
/// If it is a good idea to show a tooltip, where is pointer?
|
|
#[inline(always)]
|
|
pub fn pointer_hover_pos(&self) -> Option<Pos2> {
|
|
self.input().pointer.hover_pos()
|
|
}
|
|
|
|
/// If you detect a click or drag and wants to know where it happened, use this.
|
|
///
|
|
/// Latest position of the mouse, but ignoring any [`Event::PointerGone`]
|
|
/// if there were interactions this frame.
|
|
/// When tapping a touch screen, this will be the location of the touch.
|
|
#[inline(always)]
|
|
pub fn pointer_interact_pos(&self) -> Option<Pos2> {
|
|
self.input().pointer.interact_pos()
|
|
}
|
|
|
|
/// Calls [`InputState::multi_touch`].
|
|
pub fn multi_touch(&self) -> Option<MultiTouchInfo> {
|
|
self.input().multi_touch()
|
|
}
|
|
}
|
|
|
|
impl Context {
|
|
/// Move all the graphics at the given layer.
|
|
/// Can be used to implement drag-and-drop (see relevant demo).
|
|
pub fn translate_layer(&self, layer_id: LayerId, delta: Vec2) {
|
|
if delta != Vec2::ZERO {
|
|
self.graphics().list(layer_id).translate(delta);
|
|
}
|
|
}
|
|
|
|
/// Top-most layer at the given position.
|
|
pub fn layer_id_at(&self, pos: Pos2) -> Option<LayerId> {
|
|
let resize_grab_radius_side = self.style().interaction.resize_grab_radius_side;
|
|
self.memory().layer_id_at(pos, resize_grab_radius_side)
|
|
}
|
|
|
|
/// Moves the given area to the top in its [`Order`].
|
|
/// [`Area`]:s and [`Window`]:s also do this automatically when being clicked on or interacted with.
|
|
pub fn move_to_top(&self, layer_id: LayerId) {
|
|
self.memory().areas.move_to_top(layer_id);
|
|
}
|
|
|
|
pub(crate) fn rect_contains_pointer(&self, layer_id: LayerId, rect: Rect) -> bool {
|
|
let pointer_pos = self.input().pointer.interact_pos();
|
|
if let Some(pointer_pos) = pointer_pos {
|
|
rect.contains(pointer_pos) && self.layer_id_at(pointer_pos) == Some(layer_id)
|
|
} else {
|
|
false
|
|
}
|
|
}
|
|
|
|
// ---------------------------------------------------------------------
|
|
|
|
/// Whether or not to debug widget layout on hover.
|
|
pub fn debug_on_hover(&self) -> bool {
|
|
self.options().style.debug.debug_on_hover
|
|
}
|
|
|
|
/// Turn on/off whether or not to debug widget layout on hover.
|
|
pub fn set_debug_on_hover(&self, debug_on_hover: bool) {
|
|
let mut style = (*self.options().style).clone();
|
|
style.debug.debug_on_hover = debug_on_hover;
|
|
self.set_style(style);
|
|
}
|
|
}
|
|
|
|
/// ## Animation
|
|
impl Context {
|
|
/// Returns a value in the range [0, 1], to indicate "how on" this thing is.
|
|
///
|
|
/// The first time called it will return `if value { 1.0 } else { 0.0 }`
|
|
/// Calling this with `value = true` will always yield a number larger than zero, quickly going towards one.
|
|
/// Calling this with `value = false` will always yield a number less than one, quickly going towards zero.
|
|
///
|
|
/// The function will call [`Self::request_repaint()`] when appropriate.
|
|
///
|
|
/// The animation time is taken from [`Style::animation_time`].
|
|
pub fn animate_bool(&self, id: Id, value: bool) -> f32 {
|
|
let animation_time = self.style().animation_time;
|
|
self.animate_bool_with_time(id, value, animation_time)
|
|
}
|
|
|
|
/// Like [`Self::animate_bool`] but allows you to control the animation time.
|
|
pub fn animate_bool_with_time(&self, id: Id, value: bool, animation_time: f32) -> f32 {
|
|
let animated_value = {
|
|
let ctx_impl = &mut *self.write();
|
|
ctx_impl
|
|
.animation_manager
|
|
.animate_bool(&ctx_impl.input, animation_time, id, value)
|
|
};
|
|
let animation_in_progress = 0.0 < animated_value && animated_value < 1.0;
|
|
if animation_in_progress {
|
|
self.request_repaint();
|
|
}
|
|
animated_value
|
|
}
|
|
|
|
/// Allows you to smoothly change the f32 value.
|
|
/// At the first call the value is written to memory.
|
|
/// When it is called with a new value, it linearly interpolates to it in the given time.
|
|
pub fn animate_value_with_time(&self, id: Id, value: f32, animation_time: f32) -> f32 {
|
|
let animated_value = {
|
|
let ctx_impl = &mut *self.write();
|
|
ctx_impl
|
|
.animation_manager
|
|
.animate_value(&ctx_impl.input, animation_time, id, value)
|
|
};
|
|
let animation_in_progress = animated_value != value;
|
|
if animation_in_progress {
|
|
self.request_repaint();
|
|
}
|
|
|
|
animated_value
|
|
}
|
|
|
|
/// Clear memory of any animations.
|
|
pub fn clear_animations(&self) {
|
|
self.write().animation_manager = Default::default();
|
|
}
|
|
}
|
|
|
|
impl Context {
|
|
pub fn settings_ui(&self, ui: &mut Ui) {
|
|
use crate::containers::*;
|
|
|
|
CollapsingHeader::new("🎑 Style")
|
|
.default_open(true)
|
|
.show(ui, |ui| {
|
|
self.style_ui(ui);
|
|
});
|
|
|
|
CollapsingHeader::new("✒ Painting")
|
|
.default_open(true)
|
|
.show(ui, |ui| {
|
|
let mut tessellation_options = self.options().tessellation_options;
|
|
tessellation_options.ui(ui);
|
|
ui.vertical_centered(|ui| reset_button(ui, &mut tessellation_options));
|
|
*self.tessellation_options() = tessellation_options;
|
|
});
|
|
}
|
|
|
|
pub fn inspection_ui(&self, ui: &mut Ui) {
|
|
use crate::containers::*;
|
|
crate::trace!(ui);
|
|
|
|
ui.label(format!("Is using pointer: {}", self.is_using_pointer()))
|
|
.on_hover_text(
|
|
"Is egui currently using the pointer actively (e.g. dragging a slider)?",
|
|
);
|
|
ui.label(format!("Wants pointer input: {}", self.wants_pointer_input()))
|
|
.on_hover_text("Is egui currently interested in the location of the pointer (either because it is in use, or because it is hovering over a window).");
|
|
ui.label(format!(
|
|
"Wants keyboard input: {}",
|
|
self.wants_keyboard_input()
|
|
))
|
|
.on_hover_text("Is egui currently listening for text input?");
|
|
ui.label(format!(
|
|
"Keyboard focus widget: {}",
|
|
self.memory()
|
|
.interaction
|
|
.focus
|
|
.focused()
|
|
.as_ref()
|
|
.map(Id::short_debug_format)
|
|
.unwrap_or_default()
|
|
))
|
|
.on_hover_text("Is egui currently listening for text input?");
|
|
|
|
let pointer_pos = self
|
|
.pointer_hover_pos()
|
|
.map_or_else(String::new, |pos| format!("{:?}", pos));
|
|
ui.label(format!("Pointer pos: {}", pointer_pos));
|
|
|
|
let top_layer = self
|
|
.pointer_hover_pos()
|
|
.and_then(|pos| self.layer_id_at(pos))
|
|
.map_or_else(String::new, |layer| layer.short_debug_format());
|
|
ui.label(format!("Top layer under mouse: {}", top_layer));
|
|
|
|
ui.add_space(16.0);
|
|
|
|
ui.label(format!(
|
|
"There are {} text galleys in the layout cache",
|
|
self.fonts().num_galleys_in_cache()
|
|
))
|
|
.on_hover_text("This is approximately the number of text strings on screen");
|
|
ui.add_space(16.0);
|
|
|
|
CollapsingHeader::new("📥 Input")
|
|
.default_open(false)
|
|
.show(ui, |ui| {
|
|
let input = ui.input().clone();
|
|
input.ui(ui);
|
|
});
|
|
|
|
CollapsingHeader::new("📊 Paint stats")
|
|
.default_open(false)
|
|
.show(ui, |ui| {
|
|
let paint_stats = self.write().paint_stats;
|
|
paint_stats.ui(ui);
|
|
});
|
|
|
|
CollapsingHeader::new("🖼 Textures")
|
|
.default_open(false)
|
|
.show(ui, |ui| {
|
|
self.texture_ui(ui);
|
|
});
|
|
|
|
CollapsingHeader::new("🔠 Font texture")
|
|
.default_open(false)
|
|
.show(ui, |ui| {
|
|
let font_image_size = self.fonts().font_image_size();
|
|
crate::introspection::font_texture_ui(ui, font_image_size);
|
|
});
|
|
}
|
|
|
|
/// Show stats about the allocated textures.
|
|
pub fn texture_ui(&self, ui: &mut crate::Ui) {
|
|
let tex_mngr = self.tex_manager();
|
|
let tex_mngr = tex_mngr.read();
|
|
|
|
let mut textures: Vec<_> = tex_mngr.allocated().collect();
|
|
textures.sort_by_key(|(id, _)| *id);
|
|
|
|
let mut bytes = 0;
|
|
for (_, tex) in &textures {
|
|
bytes += tex.bytes_used();
|
|
}
|
|
|
|
ui.label(format!(
|
|
"{} allocated texture(s), using {:.1} MB",
|
|
textures.len(),
|
|
bytes as f64 * 1e-6
|
|
));
|
|
let max_preview_size = Vec2::new(48.0, 32.0);
|
|
|
|
ui.group(|ui| {
|
|
ScrollArea::vertical()
|
|
.max_height(300.0)
|
|
.auto_shrink([false, true])
|
|
.show(ui, |ui| {
|
|
ui.style_mut().override_text_style = Some(TextStyle::Monospace);
|
|
Grid::new("textures")
|
|
.striped(true)
|
|
.num_columns(4)
|
|
.spacing(Vec2::new(16.0, 2.0))
|
|
.min_row_height(max_preview_size.y)
|
|
.show(ui, |ui| {
|
|
for (&texture_id, meta) in textures {
|
|
let [w, h] = meta.size;
|
|
|
|
let mut size = Vec2::new(w as f32, h as f32);
|
|
size *= (max_preview_size.x / size.x).min(1.0);
|
|
size *= (max_preview_size.y / size.y).min(1.0);
|
|
ui.image(texture_id, size).on_hover_ui(|ui| {
|
|
// show larger on hover
|
|
let max_size = 0.5 * ui.ctx().input().screen_rect().size();
|
|
let mut size = Vec2::new(w as f32, h as f32);
|
|
size *= max_size.x / size.x.max(max_size.x);
|
|
size *= max_size.y / size.y.max(max_size.y);
|
|
ui.image(texture_id, size);
|
|
});
|
|
|
|
ui.label(format!("{} x {}", w, h));
|
|
ui.label(format!("{:.3} MB", meta.bytes_used() as f64 * 1e-6));
|
|
ui.label(format!("{:?}", meta.name));
|
|
ui.end_row();
|
|
}
|
|
});
|
|
});
|
|
});
|
|
}
|
|
|
|
pub fn memory_ui(&self, ui: &mut crate::Ui) {
|
|
if ui
|
|
.button("Reset all")
|
|
.on_hover_text("Reset all egui state")
|
|
.clicked()
|
|
{
|
|
*self.memory() = Default::default();
|
|
}
|
|
|
|
let num_state = self.data().len();
|
|
let num_serialized = self.data().count_serialized();
|
|
ui.label(format!(
|
|
"{} widget states stored (of which {} are serialized).",
|
|
num_state, num_serialized
|
|
));
|
|
|
|
ui.horizontal(|ui| {
|
|
ui.label(format!(
|
|
"{} areas (panels, windows, popups, …)",
|
|
self.memory().areas.count()
|
|
));
|
|
if ui.button("Reset").clicked() {
|
|
self.memory().areas = Default::default();
|
|
}
|
|
});
|
|
ui.indent("areas", |ui| {
|
|
ui.label("Visible areas, ordered back to front.");
|
|
ui.label("Hover to highlight");
|
|
let layers_ids: Vec<LayerId> = self.memory().areas.order().to_vec();
|
|
for layer_id in layers_ids {
|
|
let area = self.memory().areas.get(layer_id.id).cloned();
|
|
if let Some(area) = area {
|
|
let is_visible = self.memory().areas.is_visible(&layer_id);
|
|
if !is_visible {
|
|
continue;
|
|
}
|
|
let text = format!("{} - {:?}", layer_id.short_debug_format(), area.rect(),);
|
|
// TODO: `Sense::hover_highlight()`
|
|
if ui
|
|
.add(Label::new(RichText::new(text).monospace()).sense(Sense::click()))
|
|
.hovered
|
|
&& is_visible
|
|
{
|
|
ui.ctx()
|
|
.debug_painter()
|
|
.debug_rect(area.rect(), Color32::RED, "");
|
|
}
|
|
}
|
|
}
|
|
});
|
|
|
|
ui.horizontal(|ui| {
|
|
ui.label(format!(
|
|
"{} collapsing headers",
|
|
self.data()
|
|
.count::<containers::collapsing_header::InnerState>()
|
|
));
|
|
if ui.button("Reset").clicked() {
|
|
self.data()
|
|
.remove_by_type::<containers::collapsing_header::InnerState>();
|
|
}
|
|
});
|
|
|
|
ui.horizontal(|ui| {
|
|
ui.label(format!(
|
|
"{} menu bars",
|
|
self.data().count::<menu::BarState>()
|
|
));
|
|
if ui.button("Reset").clicked() {
|
|
self.data().remove_by_type::<menu::BarState>();
|
|
}
|
|
});
|
|
|
|
ui.horizontal(|ui| {
|
|
ui.label(format!(
|
|
"{} scroll areas",
|
|
self.data().count::<scroll_area::State>()
|
|
));
|
|
if ui.button("Reset").clicked() {
|
|
self.data().remove_by_type::<scroll_area::State>();
|
|
}
|
|
});
|
|
|
|
ui.horizontal(|ui| {
|
|
ui.label(format!(
|
|
"{} resize areas",
|
|
self.data().count::<resize::State>()
|
|
));
|
|
if ui.button("Reset").clicked() {
|
|
self.data().remove_by_type::<resize::State>();
|
|
}
|
|
});
|
|
|
|
ui.shrink_width_to_current(); // don't let the text below grow this window wider
|
|
ui.label("NOTE: the position of this window cannot be reset from within itself.");
|
|
|
|
ui.collapsing("Interaction", |ui| {
|
|
let interaction = self.memory().interaction.clone();
|
|
interaction.ui(ui);
|
|
});
|
|
}
|
|
}
|
|
|
|
impl Context {
|
|
pub fn style_ui(&self, ui: &mut Ui) {
|
|
let mut style: Style = (*self.style()).clone();
|
|
style.ui(ui);
|
|
self.set_style(style);
|
|
}
|
|
}
|
|
|
|
#[cfg(test)]
|
|
#[test]
|
|
fn context_impl_send_sync() {
|
|
fn assert_send_sync<T: Send + Sync>() {}
|
|
assert_send_sync::<Context>();
|
|
}
|