Struct me3_framework::overlay::Context
source · [−]pub struct Context(_);
Expand description
Your handle to egui.
This is the first thing you need when working with egui.
Contains the InputState
, Memory
, PlatformOutput
, and more.
Context
is cheap to clone, and any clones refers to the same mutable data
(Context
uses refcounting internally).
All methods are marked &self
; Context
has interior mutability (protected by a mutex).
You can store
Example:
let mut ctx = egui::Context::default();
// Game loop:
loop {
let raw_input = egui::RawInput::default();
let full_output = ctx.run(raw_input, |ctx| {
egui::CentralPanel::default().show(&ctx, |ui| {
ui.label("Hello world!");
if ui.button("Click me").clicked() {
// take some action here
}
});
});
handle_platform_output(full_output.platform_output);
let clipped_primitives = ctx.tessellate(full_output.shapes); // create triangles to paint
paint(full_output.textures_delta, clipped_primitives);
}
Implementations
sourceimpl Context
impl Context
sourcepub fn run(
&self,
new_input: RawInput,
run_ui: impl FnOnce(&Context)
) -> FullOutput
pub fn run(
&self,
new_input: RawInput,
run_ui: impl FnOnce(&Context)
) -> FullOutput
Run the ui code for one frame.
Put your widgets into a SidePanel
, TopBottomPanel
, CentralPanel
, Window
or Area
.
This will modify the internal reference to point to a new generation of Context
.
Any old clones of this Context
will refer to the old Context
, which will not get new input.
You can alternatively run Self::begin_frame
and Context::end_frame
.
// One egui context that you keep reusing:
let mut ctx = egui::Context::default();
// Each frame:
let input = egui::RawInput::default();
let full_output = ctx.run(input, |ctx| {
egui::CentralPanel::default().show(&ctx, |ui| {
ui.label("Hello egui!");
});
});
// handle full_output
sourcepub fn begin_frame(&self, new_input: RawInput)
pub fn begin_frame(&self, new_input: RawInput)
An alternative to calling Self::run
.
// One egui context that you keep reusing:
let mut ctx = egui::Context::default();
// Each frame:
let input = egui::RawInput::default();
ctx.begin_frame(input);
egui::CentralPanel::default().show(&ctx, |ui| {
ui.label("Hello egui!");
});
let full_output = ctx.end_frame();
// handle full_output
sourcepub fn check_for_id_clash(&self, id: Id, new_rect: Rect, what: &str)
pub fn check_for_id_clash(&self, id: Id, new_rect: Rect, what: &str)
If the given Id
has been used previously the same frame at at different position,
then an error will be printed on screen.
This function is already called for all widgets that do any interaction, but you can call this from widgets that store state but that does not interact.
The given Rect
should be approximately where the widget will be.
The most important thing is that Rect::min
is approximately correct,
because that’s where the warning will be painted. If you don’t know what size to pick, just pick Vec2::ZERO
.
sourcepub fn layer_painter(&self, layer_id: LayerId) -> Painter
pub fn layer_painter(&self, layer_id: LayerId) -> Painter
Get a full-screen painter for a new or existing layer
sourcepub fn debug_painter(&self) -> Painter
pub fn debug_painter(&self) -> Painter
Paint on top of everything else
sourcepub fn available_rect(&self) -> Rect
pub fn available_rect(&self) -> Rect
How much space is still available after panels has been added. This is the “background” area, what egui doesn’t cover with panels (but may cover with windows). This is also the area to which windows are constrained.
sourceimpl Context
impl Context
sourcepub fn memory(&self) -> MappedRwLockWriteGuard<'_, RawRwLock, Memory>
pub fn memory(&self) -> MappedRwLockWriteGuard<'_, RawRwLock, Memory>
Stores all the egui state.
If you want to store/restore egui, serialize this.
sourcepub fn data(&self) -> MappedRwLockWriteGuard<'_, RawRwLock, IdTypeMap>
pub fn data(&self) -> MappedRwLockWriteGuard<'_, RawRwLock, IdTypeMap>
Stores superficial widget state.
sourcepub fn output(&self) -> MappedRwLockWriteGuard<'_, RawRwLock, PlatformOutput>
pub fn output(&self) -> MappedRwLockWriteGuard<'_, RawRwLock, PlatformOutput>
What egui outputs each frame.
ctx.output().cursor_icon = egui::CursorIcon::Progress;
sourcepub fn input(&self) -> MappedRwLockReadGuard<'_, RawRwLock, InputState>
pub fn input(&self) -> MappedRwLockReadGuard<'_, RawRwLock, InputState>
Access the InputState
.
Note that this locks the Context
, so be careful with if-let bindings:
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!
}
pub fn input_mut(&self) -> MappedRwLockWriteGuard<'_, RawRwLock, InputState>
sourcepub fn fonts(&self) -> MappedRwLockReadGuard<'_, RawRwLock, Fonts>
pub fn fonts(&self) -> MappedRwLockReadGuard<'_, RawRwLock, Fonts>
Not valid until first call to Context::run()
.
That’s because since we don’t know the proper pixels_per_point
until then.
pub fn options(&self) -> MappedRwLockWriteGuard<'_, RawRwLock, Options>
sourcepub fn tessellation_options(
&self
) -> MappedRwLockWriteGuard<'_, RawRwLock, TessellationOptions>
pub fn tessellation_options(
&self
) -> MappedRwLockWriteGuard<'_, RawRwLock, TessellationOptions>
Change the options used by the tessellator.
sourceimpl Context
impl Context
sourcepub fn request_repaint(&self)
pub fn request_repaint(&self)
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
).
sourcepub fn request_repaint_after(&self, duration: Duration)
pub fn request_repaint_after(&self, duration: Duration)
Request repaint after the specified duration elapses in the case of no new input events being received.
The function can be multiple times, but only the smallest duration will be considered.
So, if the function is called two times with 1 second
and 2 seconds
, egui will repaint
after 1 second
This is primarily useful for applications who would like to save battery by avoiding wasted redraws when the app is not in focus. But sometimes the GUI of the app might become stale and outdated if it is not updated for too long.
Lets say, something like a stop watch widget that displays the time in seconds. You would waste resources repainting multiple times within the same second (when you have no input), just calculate the difference of duration between current time and next second change, and call this function, to make sure that you are displaying the latest updated time, but not wasting resources on needless repaints within the same second.
NOTE: only works if called before Context::end_frame()
. to force egui to update,
use Context::request_repaint()
instead.
Quirk:
Duration begins at the next frame. lets say for example that its a very inefficient app and takes 500 milliseconds per frame at 2 fps. The widget / user might want a repaint in next 500 milliseconds. Now, app takes 1000 ms per frame (1 fps) because the backend event timeout takes 500 milli seconds AFTER the vsync swap buffer. So, its not that we are requesting repaint within X duration. We are rather timing out during app idle time where we are not receiving any new input events.
sourcepub fn set_request_repaint_callback(
&self,
callback: impl Fn() + Send + Sync + 'static
)
pub fn set_request_repaint_callback(
&self,
callback: impl Fn() + Send + Sync + 'static
)
For integrations: this callback will be called when an egui user calls Self::request_repaint
.
This lets you wake up a sleeping UI thread.
Note that only one callback can be set. Any new call overrides the previous callback.
sourcepub fn set_fonts(&self, font_definitions: FontDefinitions)
pub fn set_fonts(&self, font_definitions: FontDefinitions)
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.
sourcepub fn set_style(&self, style: impl Into<Arc<Style>>)
pub fn set_style(&self, style: impl Into<Arc<Style>>)
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 style: egui::Style = (*ctx.style()).clone();
style.spacing.item_spacing = egui::vec2(10.0, 20.0);
ctx.set_style(style);
sourcepub fn set_visuals(&self, visuals: Visuals)
pub fn set_visuals(&self, visuals: Visuals)
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:
ctx.set_visuals(egui::Visuals::light()); // Switch to light mode
sourcepub fn pixels_per_point(&self) -> f32
pub fn pixels_per_point(&self) -> f32
The number of physical pixels for each logical point.
sourcepub fn set_pixels_per_point(&self, pixels_per_point: f32)
pub fn set_pixels_per_point(&self, pixels_per_point: f32)
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.
sourcepub fn load_texture(
&self,
name: impl Into<String>,
image: impl Into<ImageData>,
filter: TextureFilter
) -> TextureHandle
pub fn load_texture(
&self,
name: impl Into<String>,
image: impl Into<ImageData>,
filter: TextureFilter
) -> TextureHandle
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(),
egui::TextureFilter::Linear
)
});
// Show the image:
ui.image(texture, texture.size_vec2());
}
}
Se also crate::ImageData
, crate::Ui::image
and crate::ImageButton
.
sourcepub fn tex_manager(&self) -> Arc<RwLock<TextureManager>>
pub fn tex_manager(&self) -> Arc<RwLock<TextureManager>>
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
.
sourceimpl Context
impl Context
sourcepub fn end_frame(&self) -> FullOutput
pub fn end_frame(&self) -> FullOutput
Call at the end of each frame.
sourcepub fn tessellate(
&self,
shapes: Vec<ClippedShape, Global>
) -> Vec<ClippedPrimitive, Global>ⓘNotable traits for Vec<u8, A>impl<A> Write for Vec<u8, A>where
A: Allocator,
pub fn tessellate(
&self,
shapes: Vec<ClippedShape, Global>
) -> Vec<ClippedPrimitive, Global>ⓘNotable traits for Vec<u8, A>impl<A> Write for Vec<u8, A>where
A: Allocator,
A: Allocator,
Tessellate the given shapes into triangle meshes.
sourcepub fn used_size(&self) -> Vec2
pub fn used_size(&self) -> Vec2
How much space is used by panels and windows. You can shrink your egui area to this size and still fit all egui components.
sourcepub fn is_pointer_over_area(&self) -> bool
pub fn is_pointer_over_area(&self) -> bool
Is the pointer (mouse/touch) over any egui area?
sourcepub fn wants_pointer_input(&self) -> bool
pub fn wants_pointer_input(&self) -> bool
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.
sourcepub fn is_using_pointer(&self) -> bool
pub fn is_using_pointer(&self) -> bool
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.
sourcepub fn wants_keyboard_input(&self) -> bool
pub fn wants_keyboard_input(&self) -> bool
If true
, egui is currently listening on text input (e.g. typing text in a TextEdit
).
sourceimpl Context
impl Context
sourcepub fn pointer_latest_pos(&self) -> Option<Pos2>
pub fn pointer_latest_pos(&self) -> Option<Pos2>
Latest reported pointer position.
When tapping a touch screen, this will be None
.
sourcepub fn pointer_hover_pos(&self) -> Option<Pos2>
pub fn pointer_hover_pos(&self) -> Option<Pos2>
If it is a good idea to show a tooltip, where is pointer?
sourcepub fn pointer_interact_pos(&self) -> Option<Pos2>
pub fn pointer_interact_pos(&self) -> Option<Pos2>
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.
sourcepub fn multi_touch(&self) -> Option<MultiTouchInfo>
pub fn multi_touch(&self) -> Option<MultiTouchInfo>
Calls InputState::multi_touch
.
sourceimpl Context
impl Context
sourcepub fn translate_layer(&self, layer_id: LayerId, delta: Vec2)
pub fn translate_layer(&self, layer_id: LayerId, delta: Vec2)
Move all the graphics at the given layer. Can be used to implement drag-and-drop (see relevant demo).
sourcepub fn layer_id_at(&self, pos: Pos2) -> Option<LayerId>
pub fn layer_id_at(&self, pos: Pos2) -> Option<LayerId>
Top-most layer at the given position.
sourcepub fn move_to_top(&self, layer_id: LayerId)
pub fn move_to_top(&self, layer_id: LayerId)
sourcepub fn debug_on_hover(&self) -> bool
pub fn debug_on_hover(&self) -> bool
Whether or not to debug widget layout on hover.
sourcepub fn set_debug_on_hover(&self, debug_on_hover: bool)
pub fn set_debug_on_hover(&self, debug_on_hover: bool)
Turn on/off whether or not to debug widget layout on hover.
sourceimpl Context
impl Context
sourcepub fn animate_bool(&self, id: Id, value: bool) -> f32
pub fn animate_bool(&self, id: Id, value: bool) -> f32
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
.
sourcepub fn animate_bool_with_time(
&self,
id: Id,
value: bool,
animation_time: f32
) -> f32
pub fn animate_bool_with_time(
&self,
id: Id,
value: bool,
animation_time: f32
) -> f32
Like Self::animate_bool
but allows you to control the animation time.
sourcepub fn animate_value_with_time(
&self,
id: Id,
value: f32,
animation_time: f32
) -> f32
pub fn animate_value_with_time(
&self,
id: Id,
value: f32,
animation_time: f32
) -> f32
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.
sourcepub fn clear_animations(&self)
pub fn clear_animations(&self)
Clear memory of any animations.
sourceimpl Context
impl Context
pub fn settings_ui(&self, ui: &mut Ui)
pub fn inspection_ui(&self, ui: &mut Ui)
sourcepub fn texture_ui(&self, ui: &mut Ui)
pub fn texture_ui(&self, ui: &mut Ui)
Show stats about the allocated textures.