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