demo: Move egui settings/inspection windows to backend panel

This commit is contained in:
Emil Ernerfeldt 2021-05-28 00:40:22 +02:00
parent 66095b69a7
commit 4d56d0328b
4 changed files with 350 additions and 352 deletions

View file

@ -1,5 +1,5 @@
use super::Demo; use super::Demo;
use egui::{CtxRef, ScrollArea, Ui, Window}; use egui::{CtxRef, ScrollArea, Ui};
use std::collections::BTreeSet; use std::collections::BTreeSet;
// ---------------------------------------------------------------------------- // ----------------------------------------------------------------------------
@ -139,18 +139,13 @@ fn set_open(open: &mut BTreeSet<String>, key: &'static str, is_open: bool) {
pub struct DemoWindows { pub struct DemoWindows {
demos: Demos, demos: Demos,
tests: Tests, tests: Tests,
egui_windows: EguiWindows,
} }
impl DemoWindows { impl DemoWindows {
/// Show the app ui (menu bar and windows). /// Show the app ui (menu bar and windows).
/// `sidebar_ui` can be used to optionally show some things in the sidebar /// `sidebar_ui` can be used to optionally show some things in the sidebar
pub fn ui(&mut self, ctx: &CtxRef) { pub fn ui(&mut self, ctx: &CtxRef) {
let Self { let Self { demos, tests } = self;
demos,
tests,
egui_windows,
} = self;
egui::SidePanel::right("egui_demo_panel") egui::SidePanel::right("egui_demo_panel")
.min_width(150.0) .min_width(150.0)
@ -185,8 +180,6 @@ impl DemoWindows {
ui.separator(); ui.separator();
tests.checkboxes(ui); tests.checkboxes(ui);
ui.separator(); ui.separator();
egui_windows.checkboxes(ui);
ui.separator();
ui.vertical_centered(|ui| { ui.vertical_centered(|ui| {
if ui.button("Organize windows").clicked() { if ui.button("Organize windows").clicked() {
@ -217,85 +210,15 @@ impl DemoWindows {
/// Show the open windows. /// Show the open windows.
fn windows(&mut self, ctx: &CtxRef) { fn windows(&mut self, ctx: &CtxRef) {
let Self { let Self { demos, tests } = self;
demos,
tests,
egui_windows,
} = self;
demos.windows(ctx); demos.windows(ctx);
tests.windows(ctx); tests.windows(ctx);
egui_windows.windows(ctx);
} }
} }
// ---------------------------------------------------------------------------- // ----------------------------------------------------------------------------
#[cfg_attr(feature = "persistence", derive(serde::Deserialize, serde::Serialize))]
struct EguiWindows {
// egui stuff:
settings: bool,
inspection: bool,
memory: bool,
}
impl Default for EguiWindows {
fn default() -> Self {
EguiWindows::none()
}
}
impl EguiWindows {
fn none() -> Self {
Self {
settings: false,
inspection: false,
memory: false,
}
}
fn checkboxes(&mut self, ui: &mut Ui) {
let Self {
settings,
inspection,
memory,
} = self;
ui.checkbox(settings, "🔧 Settings");
ui.checkbox(inspection, "🔍 Inspection");
ui.checkbox(memory, "📝 Memory");
}
fn windows(&mut self, ctx: &CtxRef) {
let Self {
settings,
inspection,
memory,
} = self;
Window::new("🔧 Settings")
.open(settings)
.scroll(true)
.show(ctx, |ui| {
ctx.settings_ui(ui);
});
Window::new("🔍 Inspection")
.open(inspection)
.scroll(true)
.show(ctx, |ui| {
ctx.inspection_ui(ui);
});
Window::new("📝 Memory")
.open(memory)
.resizable(false)
.show(ctx, |ui| {
ctx.memory_ui(ui);
});
}
}
fn show_menu_bar(ui: &mut Ui) { fn show_menu_bar(ui: &mut Ui) {
trace!(ui); trace!(ui);
use egui::*; use egui::*;

View file

@ -0,0 +1,345 @@
/// How often we repaint the demo app by default
#[derive(Clone, Copy, Debug, Eq, PartialEq)]
enum RunMode {
/// This is the default for the demo.
///
/// If this is selected, egui is only updated if are input events
/// (like mouse movements) or there are some animations in the GUI.
///
/// 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))]
pub struct BackendPanel {
pub 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,
pub 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>,
egui_windows: EguiWindows,
}
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(),
egui_windows: Default::default(),
}
}
}
impl BackendPanel {
pub 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();
}
}
pub 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();
}
self.egui_windows.windows(ctx);
}
pub 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();
ui.label("egui windows");
self.egui_windows.checkboxes(ui);
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");
}
}
}
// ----------------------------------------------------------------------------
#[cfg_attr(feature = "persistence", derive(serde::Deserialize, serde::Serialize))]
struct EguiWindows {
// egui stuff:
settings: bool,
inspection: bool,
memory: bool,
}
impl Default for EguiWindows {
fn default() -> Self {
EguiWindows::none()
}
}
impl EguiWindows {
fn none() -> Self {
Self {
settings: false,
inspection: false,
memory: false,
}
}
fn checkboxes(&mut self, ui: &mut egui::Ui) {
let Self {
settings,
inspection,
memory,
} = self;
ui.checkbox(settings, "🔧 Settings");
ui.checkbox(inspection, "🔍 Inspection");
ui.checkbox(memory, "📝 Memory");
}
fn windows(&mut self, ctx: &egui::CtxRef) {
let Self {
settings,
inspection,
memory,
} = self;
egui::Window::new("🔧 Settings")
.open(settings)
.scroll(true)
.show(ctx, |ui| {
ctx.settings_ui(ui);
});
egui::Window::new("🔍 Inspection")
.open(inspection)
.scroll(true)
.show(ctx, |ui| {
ctx.inspection_ui(ui);
});
egui::Window::new("📝 Memory")
.open(memory)
.resizable(false)
.show(ctx, |ui| {
ctx.memory_ui(ui);
});
}
}

View file

@ -80,6 +80,7 @@
#![allow(clippy::manual_range_contains)] #![allow(clippy::manual_range_contains)]
mod apps; mod apps;
mod backend_panel;
pub mod easy_mark; pub mod easy_mark;
pub(crate) mod frame_history; pub(crate) mod frame_history;
mod wrap_app; mod wrap_app;

View file

@ -32,7 +32,7 @@ impl Apps {
pub struct WrapApp { pub struct WrapApp {
selected_anchor: String, selected_anchor: String,
apps: Apps, apps: Apps,
backend_panel: BackendPanel, backend_panel: super::backend_panel::BackendPanel,
} }
impl epi::App for WrapApp { impl epi::App for WrapApp {
@ -159,274 +159,3 @@ fn dark_light_mode_switch(ui: &mut egui::Ui) {
ui.ctx().set_visuals(visuals); ui.ctx().set_visuals(visuals);
} }
} }
// ----------------------------------------------------------------------------
/// How often we repaint the demo app by default
#[derive(Clone, Copy, Debug, Eq, PartialEq)]
enum RunMode {
/// This is the default for the demo.
///
/// If this is selected, egui is only updated if are input events
/// (like mouse movements) or there are some animations in the GUI.
///
/// 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");
}
}
}