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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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#![ warn(missing_docs) ] // Let's keep `epi` well-documented.
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/// File storage which can be used by native backends.
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#[ cfg(not(target_arch = " wasm32 " )) ]
#[ cfg(feature = " persistence " ) ]
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pub mod file_storage ;
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pub use egui ; // Re-export for user convenience
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pub use glow ; // Re-export for user convenience
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/// The is is how your app is created.
///
/// You can use the [`CreationContext`] to setup egui, restore state, setup OpenGL things, etc.
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pub type AppCreator = Box < dyn FnOnce ( & CreationContext < '_ > ) -> Box < dyn App > > ;
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/// Data that is passed to [`AppCreator`] that can be used to setup and initialize your app.
pub struct CreationContext < ' s > {
/// The egui Context.
///
/// You can use this to customize the look of egui, e.g to call [`egui::Context::set_fonts`],
/// [`egui::Context::set_visuals`] etc.
pub egui_ctx : egui ::Context ,
/// Information about the surrounding environment.
pub integration_info : IntegrationInfo ,
/// You can use the storage to restore app state(requires the "persistence" feature).
pub storage : Option < & ' s dyn Storage > ,
/// The [`glow::Context`] allows you to initialize OpenGL resources (e.g. shaders) that
/// you might want to use later from a [`egui::PaintCallback`].
pub gl : std ::rc ::Rc < glow ::Context > ,
}
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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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///
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/// Put your widgets into a [`egui::SidePanel`], [`egui::TopBottomPanel`], [`egui::CentralPanel`], [`egui::Window`] or [`egui::Area`].
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///
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/// The [`egui::Context`] can be cloned and saved if you like.
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///
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/// To force a repaint, call [`egui::Context::request_repaint`] at any time (e.g. from another thread).
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fn update ( & mut self , ctx : & egui ::Context , frame : & mut Frame ) ;
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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 state 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`
///
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/// where `APPNAME` is what is given to `eframe::run_native`.
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fn save ( & mut self , _storage : & mut dyn Storage ) { }
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/// Called before an exit that can be aborted.
/// By returning `false` the exit will be aborted. To continue the exit return `true`.
///
/// A scenario where this method will be run is after pressing the close button on a native
/// window, which allows you to ask the user whether they want to do something before exiting.
/// See the example `eframe/examples/confirm_exit.rs` for practical usage.
///
/// It will _not_ be called on the web or when the window is forcefully closed.
fn on_exit_event ( & mut self ) -> bool {
true
}
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/// Called once on shutdown, after [`Self::save`].
///
/// If you need to abort an exit use [`Self::on_exit_event`].
fn on_exit ( & mut self , _gl : & glow ::Context ) { }
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// ---------
// Settings:
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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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///
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/// By default the max size is [`egui::Vec2::INFINITY`], i.e. unlimited.
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///
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/// A large canvas can lead to bad frame rates on some older browsers on some platforms
/// (see <https://bugzilla.mozilla.org/show_bug.cgi?id=1010527#c0>).
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fn max_size_points ( & self ) -> egui ::Vec2 {
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egui ::Vec2 ::INFINITY
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}
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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 whether or not the native window position and size will be
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/// persisted (only if the "persistence" feature is enabled).
fn persist_native_window ( & self ) -> bool {
true
}
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/// Controls whether or not the egui memory (window positions etc) will be
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/// persisted (only if the "persistence" feature is enabled).
fn persist_egui_memory ( & self ) -> bool {
true
}
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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`.
///
/// This can help pre-caching resources loaded by different parts of the UI, preventing stutter later on.
///
/// In this warm-up call, all painted shapes will be ignored.
///
/// The default is `false`, and it is unlikely you will want to change this.
fn warm_up_enabled ( & self ) -> bool {
false
}
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}
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/// Options controlling the behavior of a native window.
///
/// Only a single native window is currently supported.
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#[ 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 ,
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/// On Windows: enable drag and drop support. Drag and drop can
/// not be disabled on other platforms.
///
/// See [winit's documentation][drag_and_drop] for information on why you
/// might want to disable this on windows.
///
/// [drag_and_drop]: https://docs.rs/winit/latest/x86_64-pc-windows-msvc/winit/platform/windows/trait.WindowBuilderExtWindows.html#tymethod.with_drag_and_drop
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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 > ,
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/// The initial (inner) position of the native window in points (logical pixels).
pub initial_window_pos : Option < egui ::Pos2 > ,
/// The initial inner size of the native window in points (logical pixels).
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pub initial_window_size : Option < egui ::Vec2 > ,
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/// The minimum inner window size
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pub min_window_size : Option < egui ::Vec2 > ,
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/// The maximum inner window size
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pub max_window_size : Option < egui ::Vec2 > ,
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/// 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 ,
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/// Turn on vertical syncing, limiting the FPS to the display refresh rate.
///
/// The default is `true`.
pub vsync : bool ,
/// Set the level of the multisampling anti-aliasing (MSAA).
///
/// Must be a power-of-two. Higher = more smooth 3D.
///
/// A value of `0` turns it off (default).
///
/// `egui` already performs anti-aliasing via "feathering"
/// (controlled by [`egui::epaint::TessellationOptions`]),
/// but if you are embedding 3D in egui you may want to turn on multisampling.
pub multisampling : u16 ,
/// Sets the number of bits in the depth buffer.
///
/// `egui` doesn't need the depth buffer, so the default value is 0.
pub depth_buffer : u8 ,
/// Sets the number of bits in the stencil buffer.
///
/// `egui` doesn't need the stencil buffer, so the default value is 0.
pub stencil_buffer : u8 ,
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}
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 : true ,
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icon_data : None ,
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initial_window_pos : None ,
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initial_window_size : None ,
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min_window_size : None ,
max_window_size : None ,
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resizable : true ,
transparent : false ,
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vsync : true ,
multisampling : 0 ,
depth_buffer : 0 ,
stencil_buffer : 0 ,
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}
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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 {
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/// RGBA pixels, unmultiplied.
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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 {
/// Information about the integration.
#[ doc(hidden) ]
pub info : IntegrationInfo ,
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/// Where the app can issue commands back to the integration.
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#[ doc(hidden) ]
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pub output : backend ::AppOutput ,
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/// A place where you can store custom data in a way that persists when you restart the app.
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#[ doc(hidden) ]
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pub storage : Option < Box < dyn Storage > > ,
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/// A reference to the underlying [`glow`] (OpenGL) context.
#[ doc(hidden) ]
pub gl : std ::rc ::Rc < glow ::Context > ,
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}
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impl Frame {
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/// True if you are in a web environment.
pub fn is_web ( & self ) -> bool {
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self . info . web_info . is_some ( )
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}
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/// Information about the integration.
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pub fn info ( & self ) -> IntegrationInfo {
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self . info . clone ( )
}
/// A place where you can store custom data in a way that persists when you restart the app.
pub fn storage ( & self ) -> Option < & dyn Storage > {
self . storage . as_deref ( )
}
/// A place where you can store custom data in a way that persists when you restart the app.
pub fn storage_mut ( & mut self ) -> Option < & mut ( dyn Storage + 'static ) > {
self . storage . as_deref_mut ( )
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}
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/// A reference to the underlying [`glow`] (OpenGL) context.
///
/// This can be used, for instance, to:
/// * Render things to offscreen buffers.
/// * Read the pixel buffer from the previous frame (`glow::Context::read_pixels`).
/// * Render things behind the egui windows.
///
/// Note that all egui painting is deferred to after the call to [`App::update`]
/// ([`egui`] only collects [`egui::Shape`]s and then eframe paints them all in one go later on).
pub fn gl ( & self ) -> & std ::rc ::Rc < glow ::Context > {
& self . gl
}
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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 . output . quit = true ;
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}
/// Set the desired inner size of the window (in egui points).
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pub fn set_window_size ( & mut self , size : egui ::Vec2 ) {
self . output . window_size = Some ( size ) ;
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}
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/// Set the desired title of the window.
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pub fn set_window_title ( & mut self , title : & str ) {
self . output . window_title = Some ( title . to_owned ( ) ) ;
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}
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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.
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pub fn set_decorations ( & mut self , decorated : bool ) {
self . output . decorated = Some ( decorated ) ;
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}
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/// When called, the native window will follow the
/// movement of the cursor while the primary mouse button is down.
///
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/// Does not work on the web.
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pub fn drag_window ( & mut self ) {
self . output . drag_window = true ;
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}
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/// for integrations only: call once per frame
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#[ doc(hidden) ]
pub fn take_app_output ( & mut self ) -> crate ::backend ::AppOutput {
std ::mem ::take ( & mut self . output )
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}
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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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/// Information about the URL.
pub location : Location ,
}
/// Information about the URL.
///
/// Everything has been percent decoded (`%20` -> ` ` etc).
#[ derive(Clone, Debug) ]
pub struct Location {
/// The full URL (`location.href`) without the hash.
///
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/// Example: `"http://www.example.com:80/index.html?foo=bar"`.
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pub url : String ,
/// `location.protocol`
///
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/// Example: `"http:"`.
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pub protocol : String ,
/// `location.host`
///
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/// Example: `"example.com:80"`.
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pub host : String ,
/// `location.hostname`
///
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/// Example: `"example.com"`.
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pub hostname : String ,
/// `location.port`
///
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/// Example: `"80"`.
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pub port : String ,
/// The "#fragment" part of "www.example.com/index.html?query#fragment".
///
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/// 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 hash : String ,
/// The "query" part of "www.example.com/index.html?query#fragment".
///
/// Note that the leading `?` is NOT included in the string.
///
/// Use [`Self::web_query_map]` to get the parsed version of it.
pub query : String ,
/// The parsed "query" part of "www.example.com/index.html?query#fragment".
///
/// "foo=42&bar%20" is parsed as `{"foo": "42", "bar ": ""}`
pub query_map : std ::collections ::BTreeMap < String , String > ,
/// `location.origin`
///
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/// Example: `"http://www.example.com:80"`.
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pub origin : String ,
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}
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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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/// Abstraction for platform dependent texture reference
pub trait NativeTexture {
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/// The native texture type.
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type Texture ;
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/// Bind native texture to an egui texture id.
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fn register_native_texture ( & mut self , native : Self ::Texture ) -> egui ::TextureId ;
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/// Change what texture the given id refers to.
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fn replace_native_texture ( & mut self , id : egui ::TextureId , replacing : Self ::Texture ) ;
}
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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 ( value ) . 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`.
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#[ doc(hidden) ]
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pub mod backend {
use super ::* ;
/// Action that can be taken by the user app.
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#[ derive(Clone, Debug, Default) ]
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#[ must_use ]
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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 string to rename the outer window (e.g. glium window) to this title.
pub window_title : Option < String > ,
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/// Set to some bool to change window decorations.
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pub decorated : Option < bool > ,
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/// Set to true to drag window while primary mouse button is down.
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pub drag_window : bool ,
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}
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}