egui/egui_demo_lib/src/apps/demo/password.rs

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//! Source code example about creating other type of your widget which uses `egui::Memory` and
//! created using a combination of existing widgets.
//! This is meant to be read as a tutorial, hence the plethora of comments.
use egui::Layout;
use std::fmt::Debug;
use std::hash::Hash;
/// Password entry field with ability to toggle character hiding.
///
/// ## Example:
/// ``` ignore
/// password_ui(ui, &mut password, "password_1");
/// ```
pub fn password_ui(
ui: &mut egui::Ui,
text: &mut String,
id_source: impl Hash + Debug,
) -> egui::Response {
// This widget has its own state — enabled or disabled,
// so there is the algorithm for this type of widgets:
// 1. Declare state struct
// 2. Create id
// 3. Get state for this widget
// 4. Process ui, change a local copy of the state
// 5. Insert changed state back
// 1. Declare state struct
// This struct represents the state of this widget.
// It must implement at least `Clone` and be `'static`. If you use the `persistence` feature,
// it also must implement `serde::{Deserialize, Serialize}`.
// You should prefer creating custom newtype structs or enums like this, to avoid TypeId
// intersection errors, especially when you use `Memory::data` without `Id`.
#[derive(Clone, Copy, Default)]
#[cfg_attr(feature = "persistence", derive(serde::Deserialize, serde::Serialize))]
struct State(bool);
// 2. Create id
let id = ui.make_persistent_id(id_source);
// 3. Get state for this widget
// You can read more about available `Memory` functions in the documentation of `egui::Memory`
// struct and `egui::any` module.
// You should get state by value, not by reference to avoid borrowing of `Memory`.
let mut state = *ui.memory().id_data.get_or_default::<State>(id);
// 4. Process ui, change a local copy of the state
// We want TextEdit to fill entire space, and have button after that, so in that case we can
// change direction to right_to_left.
let result = ui.with_layout(Layout::right_to_left(), |ui| {
// Here a local copy of the state can be changed by a user.
let response = ui
.add(egui::SelectableLabel::new(state.0, "👁"))
.on_hover_text("Toggle symbols hiding");
if response.clicked() {
state.0 = !state.0;
}
// Here we use this local state.
ui.add(egui::TextEdit::singleline(text).password(!state.0));
});
// 5. Insert changed state back
ui.memory().id_data.insert(id, state);
// All done! Return the interaction response so the user can check what happened
// (hovered, clicked, ...) and maybe show a tooltip:
result.response
}
/// Here is the same code again, but a bit more compact:
#[allow(dead_code)]
fn password_ui_compact(
ui: &mut egui::Ui,
text: &mut String,
id_source: impl Hash + Debug,
) -> egui::Response {
#[derive(Clone, Copy, Default)]
#[cfg_attr(feature = "persistence", derive(serde::Deserialize, serde::Serialize))]
struct State(bool);
let id = ui.make_persistent_id(id_source);
let mut state = *ui.memory().id_data.get_or_default::<State>(id);
let result = ui.with_layout(Layout::right_to_left(), |ui| {
let response = ui
.add(egui::SelectableLabel::new(state.0, "👁"))
.on_hover_text("Toggle symbols hiding");
if response.clicked() {
state.0 = !state.0;
}
ui.add(egui::TextEdit::singleline(text).password(!state.0));
});
ui.memory().id_data.insert(id, state);
result.response
}
// A wrapper that allows the more idiomatic usage pattern: `ui.add(...)`
/// Password entry field with ability to toggle character hiding.
///
/// ## Example:
/// ``` ignore
/// ui.add(password(&mut password, "password_1"));
/// ```
pub fn password<'a>(
text: &'a mut String,
id_source: impl Hash + Debug + 'a,
) -> impl egui::Widget + 'a {
move |ui: &mut egui::Ui| password_ui(ui, text, id_source)
}
pub fn url_to_file_source_code() -> String {
format!("https://github.com/emilk/egui/blob/master/{}", file!())
}