demo: Move egui settings/inspection windows to backend panel
This commit is contained in:
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4 changed files with 350 additions and 352 deletions
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@ -1,5 +1,5 @@
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use super::Demo;
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use egui::{CtxRef, ScrollArea, Ui, Window};
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use egui::{CtxRef, ScrollArea, Ui};
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use std::collections::BTreeSet;
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// ----------------------------------------------------------------------------
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@ -139,18 +139,13 @@ fn set_open(open: &mut BTreeSet<String>, key: &'static str, is_open: bool) {
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pub struct DemoWindows {
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demos: Demos,
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tests: Tests,
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egui_windows: EguiWindows,
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}
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impl DemoWindows {
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/// Show the app ui (menu bar and windows).
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/// `sidebar_ui` can be used to optionally show some things in the sidebar
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pub fn ui(&mut self, ctx: &CtxRef) {
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let Self {
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demos,
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tests,
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egui_windows,
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} = self;
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let Self { demos, tests } = self;
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egui::SidePanel::right("egui_demo_panel")
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.min_width(150.0)
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@ -185,8 +180,6 @@ impl DemoWindows {
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ui.separator();
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tests.checkboxes(ui);
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ui.separator();
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egui_windows.checkboxes(ui);
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ui.separator();
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ui.vertical_centered(|ui| {
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if ui.button("Organize windows").clicked() {
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@ -217,85 +210,15 @@ impl DemoWindows {
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/// Show the open windows.
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fn windows(&mut self, ctx: &CtxRef) {
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let Self {
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demos,
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tests,
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egui_windows,
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} = self;
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let Self { demos, tests } = self;
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demos.windows(ctx);
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tests.windows(ctx);
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egui_windows.windows(ctx);
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}
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}
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// ----------------------------------------------------------------------------
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#[cfg_attr(feature = "persistence", derive(serde::Deserialize, serde::Serialize))]
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struct EguiWindows {
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// egui stuff:
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settings: bool,
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inspection: bool,
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memory: bool,
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}
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impl Default for EguiWindows {
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fn default() -> Self {
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EguiWindows::none()
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}
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}
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impl EguiWindows {
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fn none() -> Self {
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Self {
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settings: false,
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inspection: false,
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memory: false,
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}
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}
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fn checkboxes(&mut self, ui: &mut Ui) {
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let Self {
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settings,
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inspection,
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memory,
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} = self;
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ui.checkbox(settings, "🔧 Settings");
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ui.checkbox(inspection, "🔍 Inspection");
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ui.checkbox(memory, "📝 Memory");
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}
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fn windows(&mut self, ctx: &CtxRef) {
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let Self {
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settings,
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inspection,
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memory,
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} = self;
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Window::new("🔧 Settings")
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.open(settings)
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.scroll(true)
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.show(ctx, |ui| {
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ctx.settings_ui(ui);
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});
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Window::new("🔍 Inspection")
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.open(inspection)
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.scroll(true)
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.show(ctx, |ui| {
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ctx.inspection_ui(ui);
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});
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Window::new("📝 Memory")
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.open(memory)
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.resizable(false)
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.show(ctx, |ui| {
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ctx.memory_ui(ui);
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});
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}
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}
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fn show_menu_bar(ui: &mut Ui) {
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trace!(ui);
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use egui::*;
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345
egui_demo_lib/src/backend_panel.rs
Normal file
345
egui_demo_lib/src/backend_panel.rs
Normal file
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@ -0,0 +1,345 @@
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/// How often we repaint the demo app by default
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#[derive(Clone, Copy, Debug, Eq, PartialEq)]
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enum RunMode {
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/// This is the default for the demo.
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///
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/// If this is selected, egui is only updated if are input events
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/// (like mouse movements) or there are some animations in the GUI.
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///
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/// Reactive mode saves CPU.
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///
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/// The downside is that the UI can become out-of-date if something it is supposed to monitor changes.
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/// For instance, a GUI for a thermostat need to repaint each time the temperature changes.
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/// To ensure the UI is up to date you need to call `egui::Context::request_repaint()` each
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/// time such an event happens. You can also chose to call `request_repaint()` once every second
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/// or after every single frame - this is called `Continuous` mode,
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/// and for games and interactive tools that need repainting every frame anyway, this should be the default.
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Reactive,
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/// This will call `egui::Context::request_repaint()` at the end of each frame
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/// to request the backend to repaint as soon as possible.
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///
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/// On most platforms this will mean that egui will run at the display refresh rate of e.g. 60 Hz.
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///
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/// For this demo it is not any reason to do so except to
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/// demonstrate how quickly egui runs.
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///
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/// For games or other interactive apps, this is probably what you want to do.
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/// It will guarantee that egui is always up-to-date.
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Continuous,
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}
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/// Default for demo is Reactive since
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/// 1) We want to use minimal CPU
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/// 2) There are no external events that could invalidate the UI
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/// so there are no events to miss.
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impl Default for RunMode {
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fn default() -> Self {
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RunMode::Reactive
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}
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}
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// ----------------------------------------------------------------------------
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#[cfg_attr(feature = "persistence", derive(serde::Deserialize, serde::Serialize))]
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#[cfg_attr(feature = "persistence", serde(default))]
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pub struct BackendPanel {
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pub open: bool,
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#[cfg_attr(feature = "persistence", serde(skip))]
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// go back to `Reactive` mode each time we start
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run_mode: RunMode,
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/// current slider value for current gui scale
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pixels_per_point: Option<f32>,
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/// maximum size of the web browser canvas
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max_size_points_ui: egui::Vec2,
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pub max_size_points_active: egui::Vec2,
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#[cfg_attr(feature = "persistence", serde(skip))]
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frame_history: crate::frame_history::FrameHistory,
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#[cfg_attr(feature = "persistence", serde(skip))]
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output_event_history: std::collections::VecDeque<egui::output::OutputEvent>,
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egui_windows: EguiWindows,
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}
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impl Default for BackendPanel {
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fn default() -> Self {
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Self {
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open: false,
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run_mode: Default::default(),
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pixels_per_point: Default::default(),
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max_size_points_ui: egui::Vec2::new(1024.0, 2048.0),
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max_size_points_active: egui::Vec2::new(1024.0, 2048.0),
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frame_history: Default::default(),
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output_event_history: Default::default(),
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egui_windows: Default::default(),
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}
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}
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}
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impl BackendPanel {
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pub fn update(&mut self, ctx: &egui::CtxRef, frame: &mut epi::Frame<'_>) {
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self.frame_history
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.on_new_frame(ctx.input().time, frame.info().cpu_usage);
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if self.run_mode == RunMode::Continuous {
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// Tell the backend to repaint as soon as possible
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ctx.request_repaint();
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}
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}
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pub fn end_of_frame(&mut self, ctx: &egui::CtxRef) {
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for event in &ctx.output().events {
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self.output_event_history.push_back(event.clone());
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}
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while self.output_event_history.len() > 10 {
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self.output_event_history.pop_front();
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}
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self.egui_windows.windows(ctx);
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}
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pub fn ui(&mut self, ui: &mut egui::Ui, frame: &mut epi::Frame<'_>) {
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egui::trace!(ui);
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ui.vertical_centered(|ui| {
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ui.heading("💻 Backend");
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});
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ui.separator();
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self.run_mode_ui(ui);
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if ui
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.button("Clear egui memory")
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.on_hover_text("Forget scroll, positions, sizes etc")
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.clicked()
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{
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*ui.ctx().memory() = Default::default();
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}
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ui.separator();
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self.frame_history.ui(ui);
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// For instance: `egui_web` sets `pixels_per_point` every frame to force
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// egui to use the same scale as the web zoom factor.
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let integration_controls_pixels_per_point = ui.input().raw.pixels_per_point.is_some();
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if !integration_controls_pixels_per_point {
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ui.separator();
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if let Some(new_pixels_per_point) = self.pixels_per_point_ui(ui, frame.info()) {
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ui.ctx().set_pixels_per_point(new_pixels_per_point);
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}
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}
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if !frame.is_web()
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&& ui
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.button("📱 Phone Size")
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.on_hover_text("Resize the window to be small like a phone.")
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.clicked()
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{
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frame.set_window_size(egui::Vec2::new(375.0, 812.0)); // iPhone 12 mini
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}
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ui.separator();
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ui.label("egui windows");
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self.egui_windows.checkboxes(ui);
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ui.separator();
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if frame.is_web() {
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ui.label("egui is an immediate mode GUI written in Rust, compiled to WebAssembly, rendered with WebGL.");
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ui.label(
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"Everything you see is rendered as textured triangles. There is no DOM. There are no HTML elements. \
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This is not JavaScript. This is Rust, running at 60 FPS. This is the web page, reinvented with game tech.");
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ui.label("This is also work in progress, and not ready for production... yet :)");
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ui.horizontal_wrapped(|ui| {
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ui.label("Project home page:");
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ui.hyperlink("https://github.com/emilk/egui");
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});
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ui.separator();
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ui.add(
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egui::Slider::new(&mut self.max_size_points_ui.x, 512.0..=f32::INFINITY)
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.logarithmic(true)
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.largest_finite(8192.0)
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.text("Max width"),
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)
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.on_hover_text("Maximum width of the egui region of the web page.");
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if !ui.ctx().is_using_pointer() {
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self.max_size_points_active = self.max_size_points_ui;
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}
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}
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{
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let mut debug_on_hover = ui.ctx().debug_on_hover();
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ui.checkbox(&mut debug_on_hover, "🐛 Debug on hover")
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.on_hover_text("Show structure of the ui when you hover with the mouse");
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ui.ctx().set_debug_on_hover(debug_on_hover);
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}
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ui.separator();
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{
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let mut screen_reader = ui.ctx().memory().options.screen_reader;
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ui.checkbox(&mut screen_reader, "🔈 Screen reader").on_hover_text("Experimental feature: checking this will turn on the screen reader on supported platforms");
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ui.ctx().memory().options.screen_reader = screen_reader;
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}
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ui.collapsing("Output events", |ui| {
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ui.set_max_width(450.0);
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ui.label(
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"Recent output events from egui. \
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These are emitted when you switch selected widget with tab, \
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and can be hooked up to a screen reader on supported platforms.",
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);
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ui.add_space(8.0);
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for event in &self.output_event_history {
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ui.label(format!("{:?}", event));
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}
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});
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if !frame.is_web() {
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ui.separator();
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if ui.button("Quit").clicked() {
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frame.quit();
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}
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}
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}
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fn pixels_per_point_ui(
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&mut self,
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ui: &mut egui::Ui,
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info: &epi::IntegrationInfo,
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) -> Option<f32> {
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self.pixels_per_point = self
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.pixels_per_point
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.or(info.native_pixels_per_point)
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.or_else(|| Some(ui.ctx().pixels_per_point()));
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let pixels_per_point = self.pixels_per_point.as_mut()?;
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ui.horizontal(|ui| {
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ui.spacing_mut().slider_width = 90.0;
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ui.add(
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egui::Slider::new(pixels_per_point, 0.5..=5.0)
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.logarithmic(true)
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.clamp_to_range(true)
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.text("Scale"),
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)
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.on_hover_text("Physical pixels per point.");
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if let Some(native_pixels_per_point) = info.native_pixels_per_point {
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let button = egui::Button::new("Reset")
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.enabled(*pixels_per_point != native_pixels_per_point);
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if ui
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.add(button)
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.on_hover_text(format!(
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"Reset scale to native value ({:.1})",
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native_pixels_per_point
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))
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.clicked()
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{
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*pixels_per_point = native_pixels_per_point;
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}
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}
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});
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// We wait until mouse release to activate:
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if ui.ctx().is_using_pointer() {
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None
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} else {
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Some(*pixels_per_point)
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}
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}
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fn run_mode_ui(&mut self, ui: &mut egui::Ui) {
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ui.horizontal(|ui| {
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let run_mode = &mut self.run_mode;
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ui.label("Mode:");
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ui.radio_value(run_mode, RunMode::Continuous, "Continuous")
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.on_hover_text("Repaint everything each frame");
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ui.radio_value(run_mode, RunMode::Reactive, "Reactive")
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.on_hover_text("Repaint when there are animations or input (e.g. mouse movement)");
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});
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if self.run_mode == RunMode::Continuous {
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ui.label(format!(
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"Repainting the UI each frame. FPS: {:.1}",
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self.frame_history.fps()
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));
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} else {
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ui.label("Only running UI code when there are animations or input");
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}
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}
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}
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// ----------------------------------------------------------------------------
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#[cfg_attr(feature = "persistence", derive(serde::Deserialize, serde::Serialize))]
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struct EguiWindows {
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// egui stuff:
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settings: bool,
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inspection: bool,
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memory: bool,
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}
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impl Default for EguiWindows {
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fn default() -> Self {
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EguiWindows::none()
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}
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}
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impl EguiWindows {
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fn none() -> Self {
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Self {
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settings: false,
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inspection: false,
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memory: false,
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}
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}
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fn checkboxes(&mut self, ui: &mut egui::Ui) {
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let Self {
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settings,
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inspection,
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memory,
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} = self;
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ui.checkbox(settings, "🔧 Settings");
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ui.checkbox(inspection, "🔍 Inspection");
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ui.checkbox(memory, "📝 Memory");
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}
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fn windows(&mut self, ctx: &egui::CtxRef) {
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let Self {
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settings,
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inspection,
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memory,
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} = self;
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egui::Window::new("🔧 Settings")
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.open(settings)
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.scroll(true)
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.show(ctx, |ui| {
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ctx.settings_ui(ui);
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});
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egui::Window::new("🔍 Inspection")
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.open(inspection)
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.scroll(true)
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.show(ctx, |ui| {
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ctx.inspection_ui(ui);
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});
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egui::Window::new("📝 Memory")
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.open(memory)
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.resizable(false)
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.show(ctx, |ui| {
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ctx.memory_ui(ui);
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});
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}
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}
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@ -80,6 +80,7 @@
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#![allow(clippy::manual_range_contains)]
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mod apps;
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mod backend_panel;
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pub mod easy_mark;
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pub(crate) mod frame_history;
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mod wrap_app;
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|
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@ -32,7 +32,7 @@ impl Apps {
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pub struct WrapApp {
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selected_anchor: String,
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apps: Apps,
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backend_panel: BackendPanel,
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backend_panel: super::backend_panel::BackendPanel,
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}
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impl epi::App for WrapApp {
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|
@ -159,274 +159,3 @@ fn dark_light_mode_switch(ui: &mut egui::Ui) {
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ui.ctx().set_visuals(visuals);
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}
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}
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// ----------------------------------------------------------------------------
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|
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/// How often we repaint the demo app by default
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#[derive(Clone, Copy, Debug, Eq, PartialEq)]
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enum RunMode {
|
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/// This is the default for the demo.
|
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///
|
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/// If this is selected, egui is only updated if are input events
|
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/// (like mouse movements) or there are some animations in the GUI.
|
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///
|
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/// Reactive mode saves CPU.
|
||||
///
|
||||
/// The downside is that the UI can become out-of-date if something it is supposed to monitor changes.
|
||||
/// For instance, a GUI for a thermostat need to repaint each time the temperature changes.
|
||||
/// To ensure the UI is up to date you need to call `egui::Context::request_repaint()` each
|
||||
/// time such an event happens. You can also chose to call `request_repaint()` once every second
|
||||
/// or after every single frame - this is called `Continuous` mode,
|
||||
/// and for games and interactive tools that need repainting every frame anyway, this should be the default.
|
||||
Reactive,
|
||||
|
||||
/// This will call `egui::Context::request_repaint()` at the end of each frame
|
||||
/// to request the backend to repaint as soon as possible.
|
||||
///
|
||||
/// On most platforms this will mean that egui will run at the display refresh rate of e.g. 60 Hz.
|
||||
///
|
||||
/// For this demo it is not any reason to do so except to
|
||||
/// demonstrate how quickly egui runs.
|
||||
///
|
||||
/// For games or other interactive apps, this is probably what you want to do.
|
||||
/// It will guarantee that egui is always up-to-date.
|
||||
Continuous,
|
||||
}
|
||||
|
||||
/// Default for demo is Reactive since
|
||||
/// 1) We want to use minimal CPU
|
||||
/// 2) There are no external events that could invalidate the UI
|
||||
/// so there are no events to miss.
|
||||
impl Default for RunMode {
|
||||
fn default() -> Self {
|
||||
RunMode::Reactive
|
||||
}
|
||||
}
|
||||
|
||||
// ----------------------------------------------------------------------------
|
||||
|
||||
#[cfg_attr(feature = "persistence", derive(serde::Deserialize, serde::Serialize))]
|
||||
#[cfg_attr(feature = "persistence", serde(default))]
|
||||
struct BackendPanel {
|
||||
open: bool,
|
||||
|
||||
#[cfg_attr(feature = "persistence", serde(skip))]
|
||||
// go back to `Reactive` mode each time we start
|
||||
run_mode: RunMode,
|
||||
|
||||
/// current slider value for current gui scale
|
||||
pixels_per_point: Option<f32>,
|
||||
|
||||
/// maximum size of the web browser canvas
|
||||
max_size_points_ui: egui::Vec2,
|
||||
max_size_points_active: egui::Vec2,
|
||||
|
||||
#[cfg_attr(feature = "persistence", serde(skip))]
|
||||
frame_history: crate::frame_history::FrameHistory,
|
||||
|
||||
#[cfg_attr(feature = "persistence", serde(skip))]
|
||||
output_event_history: std::collections::VecDeque<egui::output::OutputEvent>,
|
||||
}
|
||||
|
||||
impl Default for BackendPanel {
|
||||
fn default() -> Self {
|
||||
Self {
|
||||
open: false,
|
||||
run_mode: Default::default(),
|
||||
pixels_per_point: Default::default(),
|
||||
max_size_points_ui: egui::Vec2::new(1024.0, 2048.0),
|
||||
max_size_points_active: egui::Vec2::new(1024.0, 2048.0),
|
||||
frame_history: Default::default(),
|
||||
output_event_history: Default::default(),
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
impl BackendPanel {
|
||||
fn update(&mut self, ctx: &egui::CtxRef, frame: &mut epi::Frame<'_>) {
|
||||
self.frame_history
|
||||
.on_new_frame(ctx.input().time, frame.info().cpu_usage);
|
||||
|
||||
if self.run_mode == RunMode::Continuous {
|
||||
// Tell the backend to repaint as soon as possible
|
||||
ctx.request_repaint();
|
||||
}
|
||||
}
|
||||
|
||||
fn end_of_frame(&mut self, ctx: &egui::CtxRef) {
|
||||
for event in &ctx.output().events {
|
||||
self.output_event_history.push_back(event.clone());
|
||||
}
|
||||
while self.output_event_history.len() > 10 {
|
||||
self.output_event_history.pop_front();
|
||||
}
|
||||
}
|
||||
|
||||
fn ui(&mut self, ui: &mut egui::Ui, frame: &mut epi::Frame<'_>) {
|
||||
egui::trace!(ui);
|
||||
ui.vertical_centered(|ui| {
|
||||
ui.heading("💻 Backend");
|
||||
});
|
||||
ui.separator();
|
||||
|
||||
self.run_mode_ui(ui);
|
||||
|
||||
if ui
|
||||
.button("Clear egui memory")
|
||||
.on_hover_text("Forget scroll, positions, sizes etc")
|
||||
.clicked()
|
||||
{
|
||||
*ui.ctx().memory() = Default::default();
|
||||
}
|
||||
|
||||
ui.separator();
|
||||
|
||||
self.frame_history.ui(ui);
|
||||
|
||||
// For instance: `egui_web` sets `pixels_per_point` every frame to force
|
||||
// egui to use the same scale as the web zoom factor.
|
||||
let integration_controls_pixels_per_point = ui.input().raw.pixels_per_point.is_some();
|
||||
if !integration_controls_pixels_per_point {
|
||||
ui.separator();
|
||||
if let Some(new_pixels_per_point) = self.pixels_per_point_ui(ui, frame.info()) {
|
||||
ui.ctx().set_pixels_per_point(new_pixels_per_point);
|
||||
}
|
||||
}
|
||||
|
||||
if !frame.is_web()
|
||||
&& ui
|
||||
.button("📱 Phone Size")
|
||||
.on_hover_text("Resize the window to be small like a phone.")
|
||||
.clicked()
|
||||
{
|
||||
frame.set_window_size(egui::Vec2::new(375.0, 812.0)); // iPhone 12 mini
|
||||
}
|
||||
|
||||
ui.separator();
|
||||
|
||||
if frame.is_web() {
|
||||
ui.label("egui is an immediate mode GUI written in Rust, compiled to WebAssembly, rendered with WebGL.");
|
||||
ui.label(
|
||||
"Everything you see is rendered as textured triangles. There is no DOM. There are no HTML elements. \
|
||||
This is not JavaScript. This is Rust, running at 60 FPS. This is the web page, reinvented with game tech.");
|
||||
ui.label("This is also work in progress, and not ready for production... yet :)");
|
||||
ui.horizontal_wrapped(|ui| {
|
||||
ui.label("Project home page:");
|
||||
ui.hyperlink("https://github.com/emilk/egui");
|
||||
});
|
||||
|
||||
ui.separator();
|
||||
|
||||
ui.add(
|
||||
egui::Slider::new(&mut self.max_size_points_ui.x, 512.0..=f32::INFINITY)
|
||||
.logarithmic(true)
|
||||
.largest_finite(8192.0)
|
||||
.text("Max width"),
|
||||
)
|
||||
.on_hover_text("Maximum width of the egui region of the web page.");
|
||||
if !ui.ctx().is_using_pointer() {
|
||||
self.max_size_points_active = self.max_size_points_ui;
|
||||
}
|
||||
}
|
||||
|
||||
{
|
||||
let mut debug_on_hover = ui.ctx().debug_on_hover();
|
||||
ui.checkbox(&mut debug_on_hover, "🐛 Debug on hover")
|
||||
.on_hover_text("Show structure of the ui when you hover with the mouse");
|
||||
ui.ctx().set_debug_on_hover(debug_on_hover);
|
||||
}
|
||||
|
||||
ui.separator();
|
||||
|
||||
{
|
||||
let mut screen_reader = ui.ctx().memory().options.screen_reader;
|
||||
ui.checkbox(&mut screen_reader, "Screen reader").on_hover_text("Experimental feature: checking this will turn on the screen reader on supported platforms");
|
||||
ui.ctx().memory().options.screen_reader = screen_reader;
|
||||
}
|
||||
|
||||
ui.collapsing("Output events", |ui| {
|
||||
ui.set_max_width(450.0);
|
||||
ui.label(
|
||||
"Recent output events from egui. \
|
||||
These are emitted when you switch selected widget with tab, \
|
||||
and can be hooked up to a screen reader on supported platforms.",
|
||||
);
|
||||
ui.add_space(8.0);
|
||||
for event in &self.output_event_history {
|
||||
ui.label(format!("{:?}", event));
|
||||
}
|
||||
});
|
||||
|
||||
if !frame.is_web() {
|
||||
ui.separator();
|
||||
if ui.button("Quit").clicked() {
|
||||
frame.quit();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn pixels_per_point_ui(
|
||||
&mut self,
|
||||
ui: &mut egui::Ui,
|
||||
info: &epi::IntegrationInfo,
|
||||
) -> Option<f32> {
|
||||
self.pixels_per_point = self
|
||||
.pixels_per_point
|
||||
.or(info.native_pixels_per_point)
|
||||
.or_else(|| Some(ui.ctx().pixels_per_point()));
|
||||
|
||||
let pixels_per_point = self.pixels_per_point.as_mut()?;
|
||||
|
||||
ui.horizontal(|ui| {
|
||||
ui.spacing_mut().slider_width = 90.0;
|
||||
ui.add(
|
||||
egui::Slider::new(pixels_per_point, 0.5..=5.0)
|
||||
.logarithmic(true)
|
||||
.clamp_to_range(true)
|
||||
.text("Scale"),
|
||||
)
|
||||
.on_hover_text("Physical pixels per point.");
|
||||
if let Some(native_pixels_per_point) = info.native_pixels_per_point {
|
||||
let button = egui::Button::new("Reset")
|
||||
.enabled(*pixels_per_point != native_pixels_per_point);
|
||||
if ui
|
||||
.add(button)
|
||||
.on_hover_text(format!(
|
||||
"Reset scale to native value ({:.1})",
|
||||
native_pixels_per_point
|
||||
))
|
||||
.clicked()
|
||||
{
|
||||
*pixels_per_point = native_pixels_per_point;
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
// We wait until mouse release to activate:
|
||||
if ui.ctx().is_using_pointer() {
|
||||
None
|
||||
} else {
|
||||
Some(*pixels_per_point)
|
||||
}
|
||||
}
|
||||
|
||||
fn run_mode_ui(&mut self, ui: &mut egui::Ui) {
|
||||
ui.horizontal(|ui| {
|
||||
let run_mode = &mut self.run_mode;
|
||||
ui.label("Mode:");
|
||||
ui.radio_value(run_mode, RunMode::Continuous, "Continuous")
|
||||
.on_hover_text("Repaint everything each frame");
|
||||
ui.radio_value(run_mode, RunMode::Reactive, "Reactive")
|
||||
.on_hover_text("Repaint when there are animations or input (e.g. mouse movement)");
|
||||
});
|
||||
|
||||
if self.run_mode == RunMode::Continuous {
|
||||
ui.label(format!(
|
||||
"Repainting the UI each frame. FPS: {:.1}",
|
||||
self.frame_history.fps()
|
||||
));
|
||||
} else {
|
||||
ui.label("Only running UI code when there are animations or input");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue