Struct me3_framework::overlay::Ui
source · [−]pub struct Ui { /* private fields */ }
Expand description
This is what you use to place widgets.
Represents a region of the screen with a type of layout (horizontal or vertical).
ui.add(egui::Label::new("Hello World!"));
ui.label("A shorter and more convenient way to add a label.");
ui.horizontal(|ui| {
ui.label("Add widgets");
if ui.button("on the same row!").clicked() {
/* … */
}
});
Implementations
sourceimpl Ui
impl Ui
sourcepub fn new(
ctx: Context,
layer_id: LayerId,
id: Id,
max_rect: Rect,
clip_rect: Rect
) -> Ui
pub fn new(
ctx: Context,
layer_id: LayerId,
id: Id,
max_rect: Rect,
clip_rect: Rect
) -> Ui
Create a new Ui
.
Normally you would not use this directly, but instead use
SidePanel
, TopBottomPanel
, CentralPanel
, Window
or Area
.
sourcepub fn child_ui(&mut self, max_rect: Rect, layout: Layout) -> Ui
pub fn child_ui(&mut self, max_rect: Rect, layout: Layout) -> Ui
Create a new Ui
at a specific region.
sourcepub fn child_ui_with_id_source(
&mut self,
max_rect: Rect,
layout: Layout,
id_source: impl Hash
) -> Ui
pub fn child_ui_with_id_source(
&mut self,
max_rect: Rect,
layout: Layout,
id_source: impl Hash
) -> Ui
Create a new Ui
at a specific region with a specific id.
sourcepub fn style(&self) -> &Arc<Style>
pub fn style(&self) -> &Arc<Style>
Style options for this Ui
and its children.
Note that this may be a different Style
than that of Context::style
.
sourcepub fn style_mut(&mut self) -> &mut Style
pub fn style_mut(&mut self) -> &mut Style
Mutably borrow internal Style
.
Changes apply to this Ui
and its subsequent children.
To set the style of all Ui
:s, use Context::set_style
.
Example:
ui.style_mut().override_text_style = Some(egui::TextStyle::Heading);
sourcepub fn set_style(&mut self, style: impl Into<Arc<Style>>)
pub fn set_style(&mut self, style: impl Into<Arc<Style>>)
Changes apply to this Ui
and its subsequent children.
To set the visuals of all Ui
:s, use Context::set_visuals
.
sourcepub fn reset_style(&mut self)
pub fn reset_style(&mut self)
Reset to the default style set in Context
.
sourcepub fn spacing(&self) -> &Spacing
pub fn spacing(&self) -> &Spacing
The current spacing options for this Ui
.
Short for ui.style().spacing
.
sourcepub fn spacing_mut(&mut self) -> &mut Spacing
pub fn spacing_mut(&mut self) -> &mut Spacing
sourcepub fn visuals(&self) -> &Visuals
pub fn visuals(&self) -> &Visuals
The current visuals settings of this Ui
.
Short for ui.style().visuals
.
sourcepub fn visuals_mut(&mut self) -> &mut Visuals
pub fn visuals_mut(&mut self) -> &mut Visuals
Mutably borrow internal visuals
.
Changes apply to this Ui
and its subsequent children.
To set the visuals of all Ui
:s, use Context::set_visuals
.
Example:
ui.visuals_mut().override_text_color = Some(egui::Color32::RED);
sourcepub fn is_enabled(&self) -> bool
pub fn is_enabled(&self) -> bool
If false
, the Ui
does not allow any interaction and
the widgets in it will draw with a gray look.
sourcepub fn set_enabled(&mut self, enabled: bool)
pub fn set_enabled(&mut self, enabled: bool)
Calling set_enabled(false)
will cause the Ui
to deny all future interaction
and all the widgets will draw with a gray look.
Usually it is more convenient to use Self::add_enabled_ui
or Self::add_enabled
.
Calling set_enabled(true)
has no effect - it will NOT re-enable the Ui
once disabled.
Example
ui.group(|ui| {
ui.checkbox(&mut enabled, "Enable subsection");
ui.set_enabled(enabled);
if ui.button("Button that is not always clickable").clicked() {
/* … */
}
});
sourcepub fn is_visible(&self) -> bool
pub fn is_visible(&self) -> bool
If false
, any widgets added to the Ui
will be invisible and non-interactive.
pub fn visible(&self) -> bool
sourcepub fn set_visible(&mut self, visible: bool)
pub fn set_visible(&mut self, visible: bool)
Calling set_visible(false)
will cause all further widgets to be invisible,
yet still allocate space.
The widgets will not be interactive (set_visible(false)
implies set_enabled(false)
).
Calling set_visible(true)
has no effect.
Example
ui.group(|ui| {
ui.checkbox(&mut visible, "Show subsection");
ui.set_visible(visible);
if ui.button("Button that is not always shown").clicked() {
/* … */
}
});
pub fn layout(&self) -> &Layout
sourcepub fn wrap_text(&self) -> bool
pub fn wrap_text(&self) -> bool
Should text wrap in this Ui
?
This is determined first by Style::wrap
, and then by the layout of this Ui
.
sourcepub fn painter_at(&self, rect: Rect) -> Painter
pub fn painter_at(&self, rect: Rect) -> Painter
sourcepub fn input(&self) -> MappedRwLockReadGuard<'_, RawRwLock, InputState>
pub fn input(&self) -> MappedRwLockReadGuard<'_, RawRwLock, InputState>
The InputState
of the Context
associated with this Ui
.
Equivalent to .ctx().input()
.
Note that this locks the Context
, so be careful with if-let bindings:
if let Some(pos) = { ui.input().pointer.hover_pos() } {
// This is fine!
}
let pos = ui.input().pointer.hover_pos();
if let Some(pos) = pos {
// This is also fine!
}
if let Some(pos) = ui.input().pointer.hover_pos() {
// ⚠️ Using `ui` again here will lead to a dead-lock!
}
sourcepub fn input_mut(&self) -> MappedRwLockWriteGuard<'_, RawRwLock, InputState>
pub fn input_mut(&self) -> MappedRwLockWriteGuard<'_, RawRwLock, InputState>
The InputState
of the Context
associated with this Ui
.
Equivalent to .ctx().input_mut()
.
Note that this locks the Context
, so be careful with if-let bindings
like for Self::input()
.
ui.input_mut().consume_key(egui::Modifiers::default(), egui::Key::Enter);
sourcepub fn memory(&self) -> MappedRwLockWriteGuard<'_, RawRwLock, Memory>
pub fn memory(&self) -> MappedRwLockWriteGuard<'_, RawRwLock, Memory>
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>
The PlatformOutput
of the Context
associated with this ui.
Equivalent to .ctx().output()
.
if ui.button("📋").clicked() {
ui.output().copied_text = "some_text".to_string();
}
sourcepub fn fonts(&self) -> MappedRwLockReadGuard<'_, RawRwLock, Fonts>
pub fn fonts(&self) -> MappedRwLockReadGuard<'_, RawRwLock, Fonts>
sourcepub fn text_style_height(&self, style: &TextStyle) -> f32
pub fn text_style_height(&self, style: &TextStyle) -> f32
The height of text of this text style
sourcepub fn clip_rect(&self) -> Rect
pub fn clip_rect(&self) -> Rect
Screen-space rectangle for clipping what we paint in this ui. This is used, for instance, to avoid painting outside a window that is smaller than its contents.
sourcepub fn set_clip_rect(&mut self, clip_rect: Rect)
pub fn set_clip_rect(&mut self, clip_rect: Rect)
Screen-space rectangle for clipping what we paint in this ui. This is used, for instance, to avoid painting outside a window that is smaller than its contents.
sourcepub fn is_rect_visible(&self, rect: Rect) -> bool
pub fn is_rect_visible(&self, rect: Rect) -> bool
Can be used for culling: if false
, then no part of rect
will be visible on screen.
sourceimpl Ui
impl Ui
sourcepub fn max_rect(&self) -> Rect
pub fn max_rect(&self) -> Rect
New widgets will try to fit within this rectangle.
Text labels will wrap to fit within max_rect
.
Separator lines will span the max_rect
.
If a new widget doesn’t fit within the max_rect
then the
Ui
will make room for it by expanding both min_rect
and max_rect
.
sourcepub fn set_max_size(&mut self, size: Vec2)
pub fn set_max_size(&mut self, size: Vec2)
Set the maximum size of the ui. You won’t be able to shrink it below the current minimum size.
sourcepub fn set_max_width(&mut self, width: f32)
pub fn set_max_width(&mut self, width: f32)
Set the maximum width of the ui. You won’t be able to shrink it below the current minimum size.
sourcepub fn set_max_height(&mut self, height: f32)
pub fn set_max_height(&mut self, height: f32)
Set the maximum height of the ui. You won’t be able to shrink it below the current minimum size.
sourcepub fn set_min_size(&mut self, size: Vec2)
pub fn set_min_size(&mut self, size: Vec2)
Set the minimum size of the ui. This can’t shrink the ui, only make it larger.
sourcepub fn set_min_width(&mut self, width: f32)
pub fn set_min_width(&mut self, width: f32)
Set the minimum width of the ui. This can’t shrink the ui, only make it larger.
sourcepub fn set_min_height(&mut self, height: f32)
pub fn set_min_height(&mut self, height: f32)
Set the minimum height of the ui. This can’t shrink the ui, only make it larger.
sourcepub fn shrink_width_to_current(&mut self)
pub fn shrink_width_to_current(&mut self)
Helper: shrinks the max width to the current width, so further widgets will try not to be wider than previous widgets. Useful for normal vertical layouts.
sourcepub fn shrink_height_to_current(&mut self)
pub fn shrink_height_to_current(&mut self)
Helper: shrinks the max height to the current height, so further widgets will try not to be wider than previous widgets.
sourcepub fn expand_to_include_rect(&mut self, rect: Rect)
pub fn expand_to_include_rect(&mut self, rect: Rect)
Expand the min_rect
and max_rect
of this ui to include a child at the given rect.
sourcepub fn set_width_range(&mut self, width: RangeInclusive<f32>)
pub fn set_width_range(&mut self, width: RangeInclusive<f32>)
ui.set_width_range(min..=max);
is equivalent to ui.set_min_width(min); ui.set_max_width(max);
.
sourcepub fn set_height_range(&mut self, height: RangeInclusive<f32>)
pub fn set_height_range(&mut self, height: RangeInclusive<f32>)
ui.set_height_range(min..=max);
is equivalent to ui.set_min_height(min); ui.set_max_height(max);
.
sourcepub fn set_height(&mut self, height: f32)
pub fn set_height(&mut self, height: f32)
Set both the minimum and maximum height.
sourcepub fn expand_to_include_x(&mut self, x: f32)
pub fn expand_to_include_x(&mut self, x: f32)
Ensure we are big enough to contain the given x-coordinate. This is sometimes useful to expand an ui to stretch to a certain place.
sourcepub fn expand_to_include_y(&mut self, y: f32)
pub fn expand_to_include_y(&mut self, y: f32)
Ensure we are big enough to contain the given y-coordinate. This is sometimes useful to expand an ui to stretch to a certain place.
sourcepub fn available_size(&self) -> Vec2
pub fn available_size(&self) -> Vec2
The available space at the moment, given the current cursor. This how much more space we can take up without overflowing our parent. Shrinks as widgets allocate space and the cursor moves. A small size should be interpreted as “as little as possible”. An infinite size should be interpreted as “as much as you want”.
pub fn available_width(&self) -> f32
pub fn available_height(&self) -> f32
sourcepub fn available_size_before_wrap(&self) -> Vec2
pub fn available_size_before_wrap(&self) -> Vec2
In case of a wrapping layout, how much space is left on this row/column?
pub fn available_rect_before_wrap(&self) -> Rect
sourceimpl Ui
impl Ui
sourcepub fn make_persistent_id<IdSource>(&self, id_source: IdSource) -> Idwhere
IdSource: Hash + Debug,
pub fn make_persistent_id<IdSource>(&self, id_source: IdSource) -> Idwhere
IdSource: Hash + Debug,
Use this to generate widget ids for widgets that have persistent state in Memory
.
pub fn skip_ahead_auto_ids(&mut self, count: usize)
sourceimpl Ui
impl Ui
sourcepub fn interact(&self, rect: Rect, id: Id, sense: Sense) -> Response
pub fn interact(&self, rect: Rect, id: Id, sense: Sense) -> Response
Check for clicks, drags and/or hover on a specific region of this Ui
.
sourcepub fn rect_contains_pointer(&self, rect: Rect) -> bool
pub fn rect_contains_pointer(&self, rect: Rect) -> bool
sourcepub fn ui_contains_pointer(&self) -> bool
pub fn ui_contains_pointer(&self) -> bool
Is the pointer (mouse/touch) above this Ui
?
Equivalent to ui.rect_contains_pointer(ui.min_rect())
sourceimpl Ui
impl Ui
sourcepub fn allocate_response(&mut self, desired_size: Vec2, sense: Sense) -> Response
pub fn allocate_response(&mut self, desired_size: Vec2, sense: Sense) -> Response
Allocate space for a widget and check for interaction in the space.
Returns a Response
which contains a rectangle, id, and interaction info.
How sizes are negotiated
Each widget should have a minimum desired size and a desired size.
When asking for space, ask AT LEAST for your minimum, and don’t ask for more than you need.
If you want to fill the space, ask about Ui::available_size
and use that.
You may get MORE space than you asked for, for instance for justified layouts, like in menus.
You will never get a rectangle that is smaller than the amount of space you asked for.
let response = ui.allocate_response(egui::vec2(100.0, 200.0), egui::Sense::click());
if response.clicked() { /* … */ }
ui.painter().rect_stroke(response.rect, 0.0, (1.0, egui::Color32::WHITE));
sourcepub fn allocate_at_least(
&mut self,
desired_size: Vec2,
sense: Sense
) -> (Rect, Response)
pub fn allocate_at_least(
&mut self,
desired_size: Vec2,
sense: Sense
) -> (Rect, Response)
Allocate at least as much space as needed, and interact with that rect.
The returned Rect
will be the same size as Response::rect
.
sourcepub fn allocate_space(&mut self, desired_size: Vec2) -> (Id, Rect)
pub fn allocate_space(&mut self, desired_size: Vec2) -> (Id, Rect)
Reserve this much space and move the cursor. Returns where to put the widget.
How sizes are negotiated
Each widget should have a minimum desired size and a desired size.
When asking for space, ask AT LEAST for your minimum, and don’t ask for more than you need.
If you want to fill the space, ask about Ui::available_size
and use that.
You may get MORE space than you asked for, for instance for justified layouts, like in menus.
You will never get a rectangle that is smaller than the amount of space you asked for.
Returns an automatic Id
(which you can use for interaction) and the Rect
of where to put your widget.
let (id, rect) = ui.allocate_space(egui::vec2(100.0, 200.0));
let response = ui.interact(rect, id, egui::Sense::click());
sourcepub fn allocate_rect(&mut self, rect: Rect, sense: Sense) -> Response
pub fn allocate_rect(&mut self, rect: Rect, sense: Sense) -> Response
sourcepub fn cursor(&self) -> Rect
pub fn cursor(&self) -> Rect
Where the next widget will be put.
One side of this will always be infinite: the direction in which new widgets will be added.
The opposing side is what is incremented.
The crossing sides are initialized to max_rect
.
So one can think of cursor
as a constraint on the available region.
If something has already been added, this will point to style.spacing.item_spacing
beyond the latest child.
The cursor can thus be style.spacing.item_spacing
pixels outside of the min_rect
.
sourcepub fn next_widget_position(&self) -> Pos2
pub fn next_widget_position(&self) -> Pos2
Where do we expect a zero-sized widget to be placed?
sourcepub fn allocate_ui<R>(
&mut self,
desired_size: Vec2,
add_contents: impl FnOnce(&mut Ui) -> R
) -> InnerResponse<R>
pub fn allocate_ui<R>(
&mut self,
desired_size: Vec2,
add_contents: impl FnOnce(&mut Ui) -> R
) -> InnerResponse<R>
Allocated the given space and then adds content to that space.
If the contents overflow, more space will be allocated.
When finished, the amount of space actually used (min_rect
) will be allocated.
So you can request a lot of space and then use less.
sourcepub fn allocate_ui_with_layout<R>(
&mut self,
desired_size: Vec2,
layout: Layout,
add_contents: impl FnOnce(&mut Ui) -> R
) -> InnerResponse<R>
pub fn allocate_ui_with_layout<R>(
&mut self,
desired_size: Vec2,
layout: Layout,
add_contents: impl FnOnce(&mut Ui) -> R
) -> InnerResponse<R>
Allocated the given space and then adds content to that space.
If the contents overflow, more space will be allocated.
When finished, the amount of space actually used (min_rect
) will be allocated.
So you can request a lot of space and then use less.
sourcepub fn allocate_ui_at_rect<R>(
&mut self,
max_rect: Rect,
add_contents: impl FnOnce(&mut Ui) -> R
) -> InnerResponse<R>
pub fn allocate_ui_at_rect<R>(
&mut self,
max_rect: Rect,
add_contents: impl FnOnce(&mut Ui) -> R
) -> InnerResponse<R>
Allocated the given rectangle and then adds content to that rectangle.
If the contents overflow, more space will be allocated.
When finished, the amount of space actually used (min_rect
) will be allocated.
So you can request a lot of space and then use less.
sourcepub fn allocate_painter(
&mut self,
desired_size: Vec2,
sense: Sense
) -> (Response, Painter)
pub fn allocate_painter(
&mut self,
desired_size: Vec2,
sense: Sense
) -> (Response, Painter)
Convenience function to get a region to paint on.
Note that egui uses screen coordinates for everything.
let size = Vec2::splat(16.0);
let (response, painter) = ui.allocate_painter(size, Sense::hover());
let rect = response.rect;
let c = rect.center();
let r = rect.width() / 2.0 - 1.0;
let color = Color32::from_gray(128);
let stroke = Stroke::new(1.0, color);
painter.circle_stroke(c, r, stroke);
painter.line_segment([c - vec2(0.0, r), c + vec2(0.0, r)], stroke);
painter.line_segment([c, c + r * Vec2::angled(TAU * 1.0 / 8.0)], stroke);
painter.line_segment([c, c + r * Vec2::angled(TAU * 3.0 / 8.0)], stroke);
sourcepub fn scroll_to_rect(&self, rect: Rect, align: Option<Align>)
pub fn scroll_to_rect(&self, rect: Rect, align: Option<Align>)
Adjust the scroll position of any parent ScrollArea
so that the given Rect
becomes visible.
If align
is None
, it’ll scroll enough to bring the cursor into view.
See also: Response::scroll_to_me
, Ui::scroll_to_cursor
. Ui::scroll_with_delta
..
egui::ScrollArea::vertical().show(ui, |ui| {
// …
let response = ui.button("Center on me.");
if response.clicked() {
ui.scroll_to_rect(response.rect, Some(Align::Center));
}
});
sourcepub fn scroll_to_cursor(&self, align: Option<Align>)
pub fn scroll_to_cursor(&self, align: Option<Align>)
Adjust the scroll position of any parent ScrollArea
so that the cursor (where the next widget goes) becomes visible.
If align
is not provided, it’ll scroll enough to bring the cursor into view.
See also: Response::scroll_to_me
, Ui::scroll_to_rect
. Ui::scroll_with_delta
.
egui::ScrollArea::vertical().show(ui, |ui| {
let scroll_bottom = ui.button("Scroll to bottom.").clicked();
for i in 0..1000 {
ui.label(format!("Item {}", i));
}
if scroll_bottom {
ui.scroll_to_cursor(Some(Align::BOTTOM));
}
});
sourcepub fn scroll_with_delta(&self, delta: Vec2)
pub fn scroll_with_delta(&self, delta: Vec2)
Scroll this many points in the given direction, in the parent ScrollArea
.
The delta dictates how the content (i.e. this UI) should move.
A positive X-value indicates the content is being moved right, as when swiping right on a touch-screen or track-pad with natural scrolling.
A positive Y-value indicates the content is being moved down, as when swiping down on a touch-screen or track-pad with natural scrolling.
/// See also: Response::scroll_to_me
, Ui::scroll_to_rect
, Ui::scroll_to_cursor
let mut scroll_delta = Vec2::ZERO;
if ui.button("Scroll down").clicked() {
scroll_delta.y -= 64.0; // move content up
}
egui::ScrollArea::vertical().show(ui, |ui| {
ui.scroll_with_delta(scroll_delta);
for i in 0..1000 {
ui.label(format!("Item {}", i));
}
});
sourceimpl Ui
impl Ui
sourcepub fn add(&mut self, widget: impl Widget) -> Response
pub fn add(&mut self, widget: impl Widget) -> Response
Add a Widget
to this Ui
at a location dependent on the current Layout
.
The returned Response
can be used to check for interactions,
as well as adding tooltips using Response::on_hover_text
.
See also Self::add_sized
and Self::put
.
let response = ui.add(egui::Slider::new(&mut my_value, 0..=100));
response.on_hover_text("Drag me!");
sourcepub fn add_sized(
&mut self,
max_size: impl Into<Vec2>,
widget: impl Widget
) -> Response
pub fn add_sized(
&mut self,
max_size: impl Into<Vec2>,
widget: impl Widget
) -> Response
Add a Widget
to this Ui
with a given size.
The widget will attempt to fit within the given size, but some widgets may overflow.
To fill all remaining area, use ui.add_sized(ui.available_size(), widget);
See also Self::add
and Self::put
.
ui.add_sized([40.0, 20.0], egui::DragValue::new(&mut my_value));
sourcepub fn put(&mut self, max_rect: Rect, widget: impl Widget) -> Response
pub fn put(&mut self, max_rect: Rect, widget: impl Widget) -> Response
Add a Widget
to this Ui
at a specific location (manual layout).
See also Self::add
and Self::add_sized
.
sourcepub fn add_enabled(&mut self, enabled: bool, widget: impl Widget) -> Response
pub fn add_enabled(&mut self, enabled: bool, widget: impl Widget) -> Response
Add a single Widget
that is possibly disabled, i.e. greyed out and non-interactive.
If you call add_enabled
from within an already disabled Ui
,
the widget will always be disabled, even if the enabled
argument is true.
See also Self::add_enabled_ui
and Self::is_enabled
.
ui.add_enabled(false, egui::Button::new("Can't click this"));
sourcepub fn add_enabled_ui<R>(
&mut self,
enabled: bool,
add_contents: impl FnOnce(&mut Ui) -> R
) -> InnerResponse<R>
pub fn add_enabled_ui<R>(
&mut self,
enabled: bool,
add_contents: impl FnOnce(&mut Ui) -> R
) -> InnerResponse<R>
Add a section that is possibly disabled, i.e. greyed out and non-interactive.
If you call add_enabled_ui
from within an already disabled Ui
,
the result will always be disabled, even if the enabled
argument is true.
See also Self::add_enabled
and Self::is_enabled
.
Example
ui.checkbox(&mut enabled, "Enable subsection");
ui.add_enabled_ui(enabled, |ui| {
if ui.button("Button that is not always clickable").clicked() {
/* … */
}
});
sourcepub fn add_visible(&mut self, visible: bool, widget: impl Widget) -> Response
pub fn add_visible(&mut self, visible: bool, widget: impl Widget) -> Response
Add a single Widget
that is possibly invisible.
An invisible widget still takes up the same space as if it were visible.
If you call add_visible
from within an already invisible Ui
,
the widget will always be invisible, even if the visible
argument is true.
See also Self::add_visible_ui
, Self::set_visible
and Self::is_visible
.
ui.add_visible(false, egui::Label::new("You won't see me!"));
sourcepub fn add_visible_ui<R>(
&mut self,
visible: bool,
add_contents: impl FnOnce(&mut Ui) -> R
) -> InnerResponse<R>
pub fn add_visible_ui<R>(
&mut self,
visible: bool,
add_contents: impl FnOnce(&mut Ui) -> R
) -> InnerResponse<R>
Add a section that is possibly invisible, i.e. greyed out and non-interactive.
An invisible ui still takes up the same space as if it were visible.
If you call add_visible_ui
from within an already invisible Ui
,
the result will always be invisible, even if the visible
argument is true.
See also Self::add_visible
, Self::set_visible
and Self::is_visible
.
Example
ui.checkbox(&mut visible, "Show subsection");
ui.add_visible_ui(visible, |ui| {
ui.label("Maybe you see this, maybe you don't!");
});
sourcepub fn add_space(&mut self, amount: f32)
pub fn add_space(&mut self, amount: f32)
Add extra space before the next widget.
The direction is dependent on the layout.
This will be in addition to the crate::style::Spacing::item_spacing
.
Self::min_rect
will expand to contain the space.
sourcepub fn label(&mut self, text: impl Into<WidgetText>) -> Response
pub fn label(&mut self, text: impl Into<WidgetText>) -> Response
sourcepub fn colored_label(
&mut self,
color: impl Into<Color32>,
text: impl Into<RichText>
) -> Response
pub fn colored_label(
&mut self,
color: impl Into<Color32>,
text: impl Into<RichText>
) -> Response
Show colored text.
Shortcut for ui.label(RichText::new(text).color(color))
sourcepub fn heading(&mut self, text: impl Into<RichText>) -> Response
pub fn heading(&mut self, text: impl Into<RichText>) -> Response
Show large text.
Shortcut for ui.label(RichText::new(text).heading())
sourcepub fn monospace(&mut self, text: impl Into<RichText>) -> Response
pub fn monospace(&mut self, text: impl Into<RichText>) -> Response
Show monospace (fixed width) text.
Shortcut for ui.label(RichText::new(text).monospace())
sourcepub fn code(&mut self, text: impl Into<RichText>) -> Response
pub fn code(&mut self, text: impl Into<RichText>) -> Response
Show text as monospace with a gray background.
Shortcut for ui.label(RichText::new(text).code())
sourcepub fn small(&mut self, text: impl Into<RichText>) -> Response
pub fn small(&mut self, text: impl Into<RichText>) -> Response
Show small text.
Shortcut for ui.label(RichText::new(text).small())
sourcepub fn strong(&mut self, text: impl Into<RichText>) -> Response
pub fn strong(&mut self, text: impl Into<RichText>) -> Response
Show text that stand out a bit (e.g. slightly brighter).
Shortcut for ui.label(RichText::new(text).strong())
sourcepub fn weak(&mut self, text: impl Into<RichText>) -> Response
pub fn weak(&mut self, text: impl Into<RichText>) -> Response
Show text that is weaker (fainter color).
Shortcut for ui.label(RichText::new(text).weak())
sourcepub fn link(&mut self, text: impl Into<WidgetText>) -> Response
pub fn link(&mut self, text: impl Into<WidgetText>) -> Response
Looks like a hyperlink.
Shortcut for add(Link::new(text))
.
if ui.link("Documentation").clicked() {
// …
}
See also Link
.
sourcepub fn hyperlink(&mut self, url: impl ToString) -> Response
pub fn hyperlink(&mut self, url: impl ToString) -> Response
Link to a web page.
Shortcut for add(Hyperlink::new(url))
.
ui.hyperlink("https://www.egui.rs/");
See also Hyperlink
.
sourcepub fn hyperlink_to(
&mut self,
label: impl Into<WidgetText>,
url: impl ToString
) -> Response
pub fn hyperlink_to(
&mut self,
label: impl Into<WidgetText>,
url: impl ToString
) -> Response
Shortcut for add(Hyperlink::new(url).text(label))
.
ui.hyperlink_to("egui on GitHub", "https://www.github.com/emilk/egui/");
See also Hyperlink
.
sourcepub fn text_edit_singleline<S>(&mut self, text: &mut S) -> Responsewhere
S: TextBuffer,
pub fn text_edit_singleline<S>(&mut self, text: &mut S) -> Responsewhere
S: TextBuffer,
sourcepub fn text_edit_multiline<S>(&mut self, text: &mut S) -> Responsewhere
S: TextBuffer,
pub fn text_edit_multiline<S>(&mut self, text: &mut S) -> Responsewhere
S: TextBuffer,
sourcepub fn code_editor<S>(&mut self, text: &mut S) -> Responsewhere
S: TextBuffer,
pub fn code_editor<S>(&mut self, text: &mut S) -> Responsewhere
S: TextBuffer,
A TextEdit
for code editing.
This will be multiline, monospace, and will insert tabs instead of moving focus.
See also TextEdit::code_editor
.
Usage: if ui.button("Click me").clicked() { … }
Shortcut for add(Button::new(text))
See also Button
.
if ui.button("Click me!").clicked() {
// …
}
if ui.button(RichText::new("delete").color(Color32::RED)).clicked() {
// …
}
A button as small as normal body text.
Usage: if ui.small_button("Click me").clicked() { … }
Shortcut for add(Button::new(text).small())
sourcepub fn checkbox(
&mut self,
checked: &mut bool,
text: impl Into<WidgetText>
) -> Response
pub fn checkbox(
&mut self,
checked: &mut bool,
text: impl Into<WidgetText>
) -> Response
Show a checkbox.
See also Self::toggle_value
.
sourcepub fn toggle_value(
&mut self,
selected: &mut bool,
text: impl Into<WidgetText>
) -> Response
pub fn toggle_value(
&mut self,
selected: &mut bool,
text: impl Into<WidgetText>
) -> Response
Acts like a checkbox, but looks like a SelectableLabel
.
Click to toggle to bool.
See also Self::checkbox
.
sourcepub fn radio(&mut self, selected: bool, text: impl Into<WidgetText>) -> Response
pub fn radio(&mut self, selected: bool, text: impl Into<WidgetText>) -> Response
Show a RadioButton
.
Often you want to use Self::radio_value
instead.
sourcepub fn radio_value<Value>(
&mut self,
current_value: &mut Value,
alternative: Value,
text: impl Into<WidgetText>
) -> Responsewhere
Value: PartialEq<Value>,
pub fn radio_value<Value>(
&mut self,
current_value: &mut Value,
alternative: Value,
text: impl Into<WidgetText>
) -> Responsewhere
Value: PartialEq<Value>,
Show a RadioButton
. It is selected if *current_value == selected_value
.
If clicked, selected_value
is assigned to *current_value
.
#[derive(PartialEq)]
enum Enum { First, Second, Third }
let mut my_enum = Enum::First;
ui.radio_value(&mut my_enum, Enum::First, "First");
// is equivalent to:
if ui.add(egui::RadioButton::new(my_enum == Enum::First, "First")).clicked() {
my_enum = Enum::First
}
sourcepub fn selectable_label(
&mut self,
checked: bool,
text: impl Into<WidgetText>
) -> Response
pub fn selectable_label(
&mut self,
checked: bool,
text: impl Into<WidgetText>
) -> Response
Show a label which can be selected or not.
See also SelectableLabel
and Self::toggle_value
.
sourcepub fn selectable_value<Value>(
&mut self,
current_value: &mut Value,
selected_value: Value,
text: impl Into<WidgetText>
) -> Responsewhere
Value: PartialEq<Value>,
pub fn selectable_value<Value>(
&mut self,
current_value: &mut Value,
selected_value: Value,
text: impl Into<WidgetText>
) -> Responsewhere
Value: PartialEq<Value>,
Show selectable text. It is selected if *current_value == selected_value
.
If clicked, selected_value
is assigned to *current_value
.
Example: ui.selectable_value(&mut my_enum, Enum::Alternative, "Alternative")
.
See also SelectableLabel
and Self::toggle_value
.
sourcepub fn separator(&mut self) -> Response
pub fn separator(&mut self) -> Response
Shortcut for add(Separator::default())
See also Separator
.
sourcepub fn drag_angle(&mut self, radians: &mut f32) -> Response
pub fn drag_angle(&mut self, radians: &mut f32) -> Response
Modify an angle. The given angle should be in radians, but is shown to the user in degrees. The angle is NOT wrapped, so the user may select, for instance 720° = 2𝞃 = 4π
sourcepub fn drag_angle_tau(&mut self, radians: &mut f32) -> Response
pub fn drag_angle_tau(&mut self, radians: &mut f32) -> Response
Modify an angle. The given angle should be in radians, but is shown to the user in fractions of one Tau (i.e. fractions of one turn). The angle is NOT wrapped, so the user may select, for instance 2𝞃 (720°)
sourcepub fn image(
&mut self,
texture_id: impl Into<TextureId>,
size: impl Into<Vec2>
) -> Response
pub fn image(
&mut self,
texture_id: impl Into<TextureId>,
size: impl Into<Vec2>
) -> Response
Show an image here with the given size.
In order to display an image you must first acquire a TextureHandle
.
This is best done with egui_extras::RetainedImage
or Context::load_texture
.
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::Image
and crate::ImageButton
.
sourceimpl Ui
impl Ui
Shows a button with the given color. If the user clicks the button, a full color picker is shown.
Shows a button with the given color. If the user clicks the button, a full color picker is shown.
Shows a button with the given color.
If the user clicks the button, a full color picker is shown.
The given color is in sRGB
space.
Shows a button with the given color. If the user clicks the button, a full color picker is shown. The given color is in linear RGB space.
Shows a button with the given color.
If the user clicks the button, a full color picker is shown.
The given color is in sRGBA
space with premultiplied alpha
Shows a button with the given color.
If the user clicks the button, a full color picker is shown.
The given color is in sRGBA
space without premultiplied alpha.
If unsure, what “premultiplied alpha” is, then this is probably the function you want to use.
Shows a button with the given color. If the user clicks the button, a full color picker is shown. The given color is in linear RGBA space with premultiplied alpha
Shows a button with the given color. If the user clicks the button, a full color picker is shown. The given color is in linear RGBA space without premultiplied alpha. If unsure, what “premultiplied alpha” is, then this is probably the function you want to use.
sourceimpl Ui
impl Ui
sourcepub fn group<R>(
&mut self,
add_contents: impl FnOnce(&mut Ui) -> R
) -> InnerResponse<R>
pub fn group<R>(
&mut self,
add_contents: impl FnOnce(&mut Ui) -> R
) -> InnerResponse<R>
Put into a Frame::group
, visually grouping the contents together
ui.group(|ui| {
ui.label("Within a frame");
});
Se also Self::scope
.
sourcepub fn push_id<R>(
&mut self,
id_source: impl Hash,
add_contents: impl FnOnce(&mut Ui) -> R
) -> InnerResponse<R>
pub fn push_id<R>(
&mut self,
id_source: impl Hash,
add_contents: impl FnOnce(&mut Ui) -> R
) -> InnerResponse<R>
Create a child Ui with an explicit Id
.
for i in 0..10 {
// ui.collapsing("Same header", |ui| { }); // this will cause an ID clash because of the same title!
ui.push_id(i, |ui| {
ui.collapsing("Same header", |ui| { }); // this is fine!
});
}
sourcepub fn scope<R>(
&mut self,
add_contents: impl FnOnce(&mut Ui) -> R
) -> InnerResponse<R>
pub fn scope<R>(
&mut self,
add_contents: impl FnOnce(&mut Ui) -> R
) -> InnerResponse<R>
Create a scoped child ui.
You can use this to temporarily change the Style
of a sub-region, for instance:
ui.scope(|ui| {
ui.spacing_mut().slider_width = 200.0; // Temporary change
// …
});
sourcepub fn with_layer_id<R>(
&mut self,
layer_id: LayerId,
add_contents: impl FnOnce(&mut Ui) -> R
) -> InnerResponse<R>
pub fn with_layer_id<R>(
&mut self,
layer_id: LayerId,
add_contents: impl FnOnce(&mut Ui) -> R
) -> InnerResponse<R>
Redirect shapes to another paint layer.
sourcepub fn collapsing<R>(
&mut self,
heading: impl Into<WidgetText>,
add_contents: impl FnOnce(&mut Ui) -> R
) -> CollapsingResponse<R>
pub fn collapsing<R>(
&mut self,
heading: impl Into<WidgetText>,
add_contents: impl FnOnce(&mut Ui) -> R
) -> CollapsingResponse<R>
A CollapsingHeader
that starts out collapsed.
sourcepub fn indent<R>(
&mut self,
id_source: impl Hash,
add_contents: impl FnOnce(&mut Ui) -> R
) -> InnerResponse<R>
pub fn indent<R>(
&mut self,
id_source: impl Hash,
add_contents: impl FnOnce(&mut Ui) -> R
) -> InnerResponse<R>
Create a child ui which is indented to the right.
The id_source
here be anything at all.
sourcepub fn horizontal<R>(
&mut self,
add_contents: impl FnOnce(&mut Ui) -> R
) -> InnerResponse<R>
pub fn horizontal<R>(
&mut self,
add_contents: impl FnOnce(&mut Ui) -> R
) -> InnerResponse<R>
Start a ui with horizontal layout. After you have called this, the function registers the contents as any other widget.
Elements will be centered on the Y axis, i.e.
adjusted up and down to lie in the center of the horizontal layout.
The initial height is style.spacing.interact_size.y
.
Centering is almost always what you want if you are
planning to to mix widgets or use different types of text.
If you don’t want the contents to be centered, use Self::horizontal_top
instead.
The returned Response
will only have checked for mouse hover
but can be used for tooltips (on_hover_text
).
It also contains the Rect
used by the horizontal layout.
ui.horizontal(|ui| {
ui.label("Same");
ui.label("row");
});
See also Self::with_layout
for more options.
sourcepub fn horizontal_centered<R>(
&mut self,
add_contents: impl FnOnce(&mut Ui) -> R
) -> InnerResponse<R>
pub fn horizontal_centered<R>(
&mut self,
add_contents: impl FnOnce(&mut Ui) -> R
) -> InnerResponse<R>
Like Self::horizontal
, but allocates the full vertical height and then centers elements vertically.
sourcepub fn horizontal_top<R>(
&mut self,
add_contents: impl FnOnce(&mut Ui) -> R
) -> InnerResponse<R>
pub fn horizontal_top<R>(
&mut self,
add_contents: impl FnOnce(&mut Ui) -> R
) -> InnerResponse<R>
Like Self::horizontal
, but aligns content with top.
sourcepub fn horizontal_wrapped<R>(
&mut self,
add_contents: impl FnOnce(&mut Ui) -> R
) -> InnerResponse<R>
pub fn horizontal_wrapped<R>(
&mut self,
add_contents: impl FnOnce(&mut Ui) -> R
) -> InnerResponse<R>
Start a ui with horizontal layout that wraps to a new row
when it reaches the right edge of the max_size
.
After you have called this, the function registers the contents as any other widget.
Elements will be centered on the Y axis, i.e.
adjusted up and down to lie in the center of the horizontal layout.
The initial height is style.spacing.interact_size.y
.
Centering is almost always what you want if you are
planning to to mix widgets or use different types of text.
The returned Response
will only have checked for mouse hover
but can be used for tooltips (on_hover_text
).
It also contains the Rect
used by the horizontal layout.
See also Self::with_layout
for more options.
sourcepub fn vertical<R>(
&mut self,
add_contents: impl FnOnce(&mut Ui) -> R
) -> InnerResponse<R>
pub fn vertical<R>(
&mut self,
add_contents: impl FnOnce(&mut Ui) -> R
) -> InnerResponse<R>
Start a ui with vertical layout. Widgets will be left-justified.
ui.vertical(|ui| {
ui.label("over");
ui.label("under");
});
See also Self::with_layout
for more options.
sourcepub fn vertical_centered<R>(
&mut self,
add_contents: impl FnOnce(&mut Ui) -> R
) -> InnerResponse<R>
pub fn vertical_centered<R>(
&mut self,
add_contents: impl FnOnce(&mut Ui) -> R
) -> InnerResponse<R>
Start a ui with vertical layout. Widgets will be horizontally centered.
ui.vertical_centered(|ui| {
ui.label("over");
ui.label("under");
});
sourcepub fn vertical_centered_justified<R>(
&mut self,
add_contents: impl FnOnce(&mut Ui) -> R
) -> InnerResponse<R>
pub fn vertical_centered_justified<R>(
&mut self,
add_contents: impl FnOnce(&mut Ui) -> R
) -> InnerResponse<R>
Start a ui with vertical layout. Widgets will be horizontally centered and justified (fill full width).
ui.vertical_centered_justified(|ui| {
ui.label("over");
ui.label("under");
});
sourcepub fn with_layout<R>(
&mut self,
layout: Layout,
add_contents: impl FnOnce(&mut Ui) -> R
) -> InnerResponse<R>
pub fn with_layout<R>(
&mut self,
layout: Layout,
add_contents: impl FnOnce(&mut Ui) -> R
) -> InnerResponse<R>
The new layout will take up all available space.
ui.with_layout(egui::Layout::right_to_left(egui::Align::TOP), |ui| {
ui.label("world!");
ui.label("Hello");
});
If you don’t want to use up all available space, use Self::allocate_ui_with_layout
.
See also the helpers Self::horizontal
, Self::vertical
, etc.
sourcepub fn centered_and_justified<R>(
&mut self,
add_contents: impl FnOnce(&mut Ui) -> R
) -> InnerResponse<R>
pub fn centered_and_justified<R>(
&mut self,
add_contents: impl FnOnce(&mut Ui) -> R
) -> InnerResponse<R>
This will make the next added widget centered and justified in the available space.
sourcepub fn end_row(&mut self)
pub fn end_row(&mut self)
Move to the next row in a grid layout or wrapping layout. Otherwise does nothing.
sourcepub fn set_row_height(&mut self, height: f32)
pub fn set_row_height(&mut self, height: f32)
Set row height in horizontal wrapping layout.
sourcepub fn columns<R>(
&mut self,
num_columns: usize,
add_contents: impl FnOnce(&mut [Ui]) -> R
) -> R
pub fn columns<R>(
&mut self,
num_columns: usize,
add_contents: impl FnOnce(&mut [Ui]) -> R
) -> R
Temporarily split split an Ui into several columns.
ui.columns(2, |columns| {
columns[0].label("First column");
columns[1].label("Second column");
});
Close the menu we are in (including submenus), if any.
See also: Self::menu_button
and Response::context_menu
.
Create a menu button that when clicked will show the given menu.
If called from within a menu this will instead create a button for a sub-menu.
ui.menu_button("My menu", |ui| {
ui.menu_button("My sub-menu", |ui| {
if ui.button("Close the menu").clicked() {
ui.close_menu();
}
});
});
See also: Self::close_menu
and Response::context_menu
.
sourceimpl Ui
impl Ui
sourcepub fn debug_paint_cursor(&self)
pub fn debug_paint_cursor(&self)
Shows where the next widget is going to be placed
sourcepub fn trace_location(&self, text: impl ToString)
pub fn trace_location(&self, text: impl ToString)
Shows the given text where the next widget is to be placed
if when Context::set_debug_on_hover
has been turned on and the mouse is hovering the Ui.