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//! Backend-agnostic interface for writing apps using [`egui`].
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//!
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//! `epi` provides interfaces for window management and serialization.
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//! An app written for `epi` can then be plugged into [`eframe`](https://docs.rs/eframe),
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//! the egui framework crate.
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//!
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//! Start by looking at the [`App`] trait, and implement [`App::update`].
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// Forbid warnings in release builds:
#![ cfg_attr(not(debug_assertions), deny(warnings)) ]
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#![ forbid(unsafe_code) ]
#![ warn(
clippy ::all ,
clippy ::await_holding_lock ,
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clippy ::char_lit_as_u8 ,
clippy ::checked_conversions ,
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clippy ::dbg_macro ,
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clippy ::debug_assert_with_mut_call ,
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clippy ::doc_markdown ,
clippy ::empty_enum ,
clippy ::enum_glob_use ,
clippy ::exit ,
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clippy ::expl_impl_clone_on_copy ,
clippy ::explicit_deref_methods ,
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clippy ::explicit_into_iter_loop ,
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clippy ::fallible_impl_from ,
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clippy ::filter_map_next ,
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clippy ::float_cmp_const ,
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clippy ::fn_params_excessive_bools ,
clippy ::if_let_mutex ,
clippy ::imprecise_flops ,
clippy ::inefficient_to_string ,
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clippy ::invalid_upcast_comparisons ,
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clippy ::large_types_passed_by_value ,
clippy ::let_unit_value ,
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clippy ::linkedlist ,
clippy ::lossy_float_literal ,
clippy ::macro_use_imports ,
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clippy ::manual_ok_or ,
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clippy ::map_err_ignore ,
clippy ::map_flatten ,
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clippy ::match_on_vec_items ,
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clippy ::match_same_arms ,
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clippy ::match_wildcard_for_single_variants ,
clippy ::mem_forget ,
clippy ::mismatched_target_os ,
clippy ::missing_errors_doc ,
clippy ::missing_safety_doc ,
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clippy ::mut_mut ,
clippy ::mutex_integer ,
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clippy ::needless_borrow ,
clippy ::needless_continue ,
clippy ::needless_pass_by_value ,
clippy ::option_option ,
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clippy ::path_buf_push_overwrite ,
clippy ::ptr_as_ptr ,
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clippy ::ref_option_ref ,
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clippy ::rest_pat_in_fully_bound_structs ,
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clippy ::same_functions_in_if_condition ,
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clippy ::string_add_assign ,
clippy ::string_add ,
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clippy ::string_lit_as_bytes ,
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clippy ::string_to_string ,
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clippy ::todo ,
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clippy ::trait_duplication_in_bounds ,
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clippy ::unimplemented ,
clippy ::unnested_or_patterns ,
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clippy ::unused_self ,
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clippy ::useless_transmute ,
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clippy ::verbose_file_reads ,
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clippy ::zero_sized_map_values ,
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future_incompatible ,
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missing_crate_level_docs ,
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nonstandard_style ,
rust_2018_idioms
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) ]
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#![ allow(clippy::float_cmp) ]
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#![ allow(clippy::manual_range_contains) ]
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#![ warn(missing_docs) ] // Let's keep `epi` well-documented.
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/// File storage which can be used by native backends.
#[ cfg(feature = " file_storage " ) ]
pub mod file_storage ;
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pub use egui ; // Re-export for user convenience
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// ----------------------------------------------------------------------------
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/// Implement this trait to write apps that can be compiled both natively using the [`egui_glium`](https://github.com/emilk/egui/tree/master/egui_glium) crate,
/// and deployed as a web site using the [`egui_web`](https://github.com/emilk/egui/tree/master/egui_web) crate.
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pub trait App {
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/// Called each time the UI needs repainting, which may be many times per second.
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/// Put your widgets into a [`egui::SidePanel`], [`egui::TopBottomPanel`], [`egui::CentralPanel`], [`egui::Window`] or [`egui::Area`].
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fn update ( & mut self , ctx : & egui ::CtxRef , frame : & mut Frame < '_ > ) ;
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/// Called once before the first frame.
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///
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/// Allows you to do setup code, e.g to call [`egui::Context::set_fonts`],
/// [`egui::Context::set_visuals`] etc.
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///
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/// Also allows you to restore state, if there is a storage (required the "persistence" feature).
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fn setup (
& mut self ,
_ctx : & egui ::CtxRef ,
_frame : & mut Frame < '_ > ,
_storage : Option < & dyn Storage > ,
) {
}
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/// If `true` a warm-up call to [`Self::update`] will be issued where
/// `ctx.memory().everything_is_visible()` will be set to `true`.
///
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/// This will help pre-caching all text, preventing stutter when
/// opening a window containing new glyphs.
///
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/// In this warm-up call, all painted shapes will be ignored.
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fn warm_up_enabled ( & self ) -> bool {
false
}
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/// Called on shutdown, and perhaps at regular intervals. Allows you to save state.
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///
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/// Only called when the "persistence" feature is enabled.
///
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/// On web the states is stored to "Local Storage".
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/// On native the path is picked using [`directories_next::ProjectDirs::data_dir`](https://docs.rs/directories-next/2.0.0/directories_next/struct.ProjectDirs.html#method.data_dir) which is:
/// * Linux: `/home/UserName/.local/share/APPNAME`
/// * macOS: `/Users/UserName/Library/Application Support/APPNAME`
/// * Windows: `C:\Users\UserName\AppData\Roaming\APPNAME`
///
/// where `APPNAME` is what is returned by [`Self::name()`].
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fn save ( & mut self , _storage : & mut dyn Storage ) { }
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/// Called once on shutdown (before or after [`Self::save`])
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fn on_exit ( & mut self ) { }
// ---------
// Settings:
/// The name of your App.
fn name ( & self ) -> & str ;
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/// Time between automatic calls to [`Self::save`]
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fn auto_save_interval ( & self ) -> std ::time ::Duration {
std ::time ::Duration ::from_secs ( 30 )
}
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/// The size limit of the web app canvas.
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fn max_size_points ( & self ) -> egui ::Vec2 {
// Some browsers get slow with huge WebGL canvases, so we limit the size:
egui ::Vec2 ::new ( 1024.0 , 2048.0 )
}
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/// Background color for the app, e.g. what is sent to `gl.clearColor`.
/// This is the background of your windows if you don't set a central panel.
fn clear_color ( & self ) -> egui ::Rgba {
// NOTE: a bright gray makes the shadows of the windows look weird.
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// We use a bit of transparency so that if the user switches on the
// `transparent()` option they get immediate results.
egui ::Color32 ::from_rgba_unmultiplied ( 12 , 12 , 12 , 180 ) . into ( )
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}
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/// Controls wether or not the native window position and size will be
/// persisted (only if the "persistence" feature is enabled).
fn persist_native_window ( & self ) -> bool {
true
}
/// Controls wether or not the egui memory (window positions etc) will be
/// persisted (only if the "persistence" feature is enabled).
fn persist_egui_memory ( & self ) -> bool {
true
}
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}
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/// Options controlling the behavior of a native window
#[ derive(Clone) ]
pub struct NativeOptions {
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/// Sets whether or not the window will always be on top of other windows.
pub always_on_top : bool ,
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/// Show window in maximized mode
pub maximized : bool ,
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/// On desktop: add window decorations (i.e. a frame around your app)?
/// If false it will be difficult to move and resize the app.
pub decorated : bool ,
/// On Windows: enable drag and drop support.
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/// Default is `false` to avoid issues with crates such as [`cpal`](https://github.com/RustAudio/cpal) which
/// will hang when combined with drag-and-drop.
/// See <https://github.com/rust-windowing/winit/issues/1255>.
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pub drag_and_drop_support : bool ,
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/// The application icon, e.g. in the Windows task bar etc.
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pub icon_data : Option < IconData > ,
/// The initial size of the native window in points (logical pixels).
pub initial_window_size : Option < egui ::Vec2 > ,
/// Should the app window be resizable?
pub resizable : bool ,
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/// On desktop: make the window transparent.
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/// You control the transparency with [`App::clear_color()`].
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/// You should avoid having a [`egui::CentralPanel`], or make sure its frame is also transparent.
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pub transparent : bool ,
}
impl Default for NativeOptions {
fn default ( ) -> Self {
Self {
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always_on_top : false ,
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maximized : false ,
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decorated : true ,
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drag_and_drop_support : false ,
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icon_data : None ,
initial_window_size : None ,
resizable : true ,
transparent : false ,
}
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}
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}
/// Image data for the icon.
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#[ derive(Clone) ]
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pub struct IconData {
/// RGBA pixels.
pub rgba : Vec < u8 > ,
/// Image width. This should be a multiple of 4.
pub width : u32 ,
/// Image height. This should be a multiple of 4.
pub height : u32 ,
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}
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/// Represents the surroundings of your app.
///
/// It provides methods to inspect the surroundings (are we on the web?),
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/// allocate textures, and change settings (e.g. window size).
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pub struct Frame < ' a > ( backend ::FrameBuilder < ' a > ) ;
impl < ' a > Frame < ' a > {
/// True if you are in a web environment.
pub fn is_web ( & self ) -> bool {
self . info ( ) . web_info . is_some ( )
}
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/// Information about the integration.
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pub fn info ( & self ) -> & IntegrationInfo {
& self . 0. info
}
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/// A way to allocate textures.
pub fn tex_allocator ( & mut self ) -> & mut dyn TextureAllocator {
self . 0. tex_allocator
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}
/// Signal the app to stop/exit/quit the app (only works for native apps, not web apps).
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/// The framework will not quit immediately, but at the end of the this frame.
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pub fn quit ( & mut self ) {
self . 0. output . quit = true ;
}
/// Set the desired inner size of the window (in egui points).
pub fn set_window_size ( & mut self , size : egui ::Vec2 ) {
self . 0. output . window_size = Some ( size ) ;
}
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/// Set whether to show window decorations (i.e. a frame around you app).
/// If false it will be difficult to move and resize the app.
pub fn set_decorations ( & mut self , decorated : bool ) {
self . 0. output . decorated = Some ( decorated ) ;
}
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/// When called, the native window will follow the
/// movement of the cursor while the primary mouse button is down.
///
/// Does not work on the web, and works badly on Mac.
pub fn drag_window ( & mut self ) {
self . 0. output . drag_window = true ;
}
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/// If you need to request a repaint from another thread, clone this and send it to that other thread.
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pub fn repaint_signal ( & self ) -> std ::sync ::Arc < dyn RepaintSignal > {
self . 0. repaint_signal . clone ( )
}
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}
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/// Information about the web environment (if applicable).
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#[ derive(Clone, Debug) ]
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pub struct WebInfo {
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/// e.g. "#fragment" part of "www.example.com/index.html#fragment".
/// Note that the leading `#` is included in the string.
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/// Also known as "hash-link" or "anchor".
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pub web_location_hash : String ,
}
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/// Information about the integration passed to the use app each frame.
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#[ derive(Clone, Debug) ]
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pub struct IntegrationInfo {
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/// The name of the integration, e.g. `egui_web`, `egui_glium`, `egui_glow`
pub name : & 'static str ,
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/// If the app is running in a Web context, this returns information about the environment.
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pub web_info : Option < WebInfo > ,
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/// Does the system prefer dark mode (over light mode)?
/// `None` means "don't know".
pub prefer_dark_mode : Option < bool > ,
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/// Seconds of cpu usage (in seconds) of UI code on the previous frame.
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/// `None` if this is the first frame.
pub cpu_usage : Option < f32 > ,
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/// The OS native pixels-per-point
pub native_pixels_per_point : Option < f32 > ,
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}
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/// How to allocate textures (images) to use in [`egui`].
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pub trait TextureAllocator {
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/// Allocate a new user texture.
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///
/// There is no way to change a texture.
/// Instead allocate a new texture and free the previous one with [`Self::free`].
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fn alloc_srgba_premultiplied (
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& mut self ,
size : ( usize , usize ) ,
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srgba_pixels : & [ egui ::Color32 ] ,
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) -> egui ::TextureId ;
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/// Free the given texture.
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fn free ( & mut self , id : egui ::TextureId ) ;
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}
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/// Abstraction for platform dependent texture reference
pub trait NativeTexture {
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/// The native texture type.
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type Texture ;
/// Bind native texture to egui texture
fn register_native_texture ( & mut self , native : Self ::Texture ) -> egui ::TextureId ;
/// Change id's actual pointing texture
/// only for user texture
fn replace_native_texture ( & mut self , id : egui ::TextureId , replacing : Self ::Texture ) ;
}
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/// How to signal the [`egui`] integration that a repaint is required.
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pub trait RepaintSignal : Send + Sync {
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/// This signals the [`egui`] integration that a repaint is required.
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/// This is meant to be called when a background process finishes in an async context and/or background thread.
fn request_repaint ( & self ) ;
}
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// ----------------------------------------------------------------------------
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/// A place where you can store custom data in a way that persists when you restart the app.
///
/// On the web this is backed by [local storage](https://developer.mozilla.org/en-US/docs/Web/API/Window/localStorage).
/// On desktop this is backed by the file system.
pub trait Storage {
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/// Get the value for the given key.
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fn get_string ( & self , key : & str ) -> Option < String > ;
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/// Set the value for the given key.
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fn set_string ( & mut self , key : & str , value : String ) ;
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/// write-to-disk or similar
fn flush ( & mut self ) ;
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}
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/// Stores nothing.
#[ derive(Clone, Default) ]
pub struct DummyStorage { }
impl Storage for DummyStorage {
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fn get_string ( & self , _key : & str ) -> Option < String > {
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None
}
fn set_string ( & mut self , _key : & str , _value : String ) { }
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fn flush ( & mut self ) { }
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}
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/// Get and deserialize the [RON](https://github.com/ron-rs/ron) stored at the given key.
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#[ cfg(feature = " ron " ) ]
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pub fn get_value < T : serde ::de ::DeserializeOwned > ( storage : & dyn Storage , key : & str ) -> Option < T > {
storage
. get_string ( key )
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. and_then ( | value | ron ::from_str ( & value ) . ok ( ) )
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}
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/// Serialize the given value as [RON](https://github.com/ron-rs/ron) and store with the given key.
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#[ cfg(feature = " ron " ) ]
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pub fn set_value < T : serde ::Serialize > ( storage : & mut dyn Storage , key : & str , value : & T ) {
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storage . set_string (
key ,
ron ::ser ::to_string_pretty ( value , Default ::default ( ) ) . unwrap ( ) ,
) ;
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}
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/// [`Storage`] key used for app
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pub const APP_KEY : & str = " app " ;
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// ----------------------------------------------------------------------------
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/// You only need to look here if you are writing a backend for `epi`.
pub mod backend {
use super ::* ;
/// The data required by [`Frame`] each frame.
pub struct FrameBuilder < ' a > {
/// Information about the integration.
pub info : IntegrationInfo ,
/// A way to allocate textures (on integrations that support it).
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pub tex_allocator : & ' a mut dyn TextureAllocator ,
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/// Where the app can issue commands back to the integration.
pub output : & ' a mut AppOutput ,
/// If you need to request a repaint from another thread, clone this and send it to that other thread.
pub repaint_signal : std ::sync ::Arc < dyn RepaintSignal > ,
}
impl < ' a > FrameBuilder < ' a > {
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/// Wrap us in a [`Frame`] to send to [`App::update`].
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pub fn build ( self ) -> Frame < ' a > {
Frame ( self )
}
}
/// Action that can be taken by the user app.
#[ derive(Clone, Copy, Debug, Default, PartialEq) ]
pub struct AppOutput {
/// Set to `true` to stop the app.
/// This does nothing for web apps.
pub quit : bool ,
/// Set to some size to resize the outer window (e.g. glium window) to this size.
pub window_size : Option < egui ::Vec2 > ,
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/// Set to some bool to change window decorations
pub decorated : Option < bool > ,
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/// Set to true to drap window
pub drag_window : bool ,
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}
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}