pub struct Context(/* private fields */);
Expand description
Your handle to egui.
This is the first thing you need when working with egui.
Contains the InputState
, Memory
, PlatformOutput
, and more.
Context
is cheap to clone, and any clones refers to the same mutable data
(Context
uses refcounting internally).
Locking
All methods are marked &self
; Context
has interior mutability protected by an RwLock
.
To access parts of a Context
you need to use some of the helper functions that take closures:
if ctx.input(|i| i.key_pressed(egui::Key::A)) {
ctx.output_mut(|o| o.copied_text = "Hello!".to_string());
}
Within such a closure you may NOT recursively lock the same Context
, as that can lead to a deadlock.
Therefore it is important that any lock of Context
is short-lived.
These are effectively transactional accesses.
Ui
has many of the same accessor functions, and the same applies there.
Example:
let mut ctx = egui::Context::default();
// Game loop:
loop {
let raw_input = egui::RawInput::default();
let full_output = ctx.run(raw_input, |ctx| {
egui::CentralPanel::default().show(&ctx, |ui| {
ui.label("Hello world!");
if ui.button("Click me").clicked() {
// take some action here
}
});
});
handle_platform_output(full_output.platform_output);
let clipped_primitives = ctx.tessellate(full_output.shapes, full_output.pixels_per_point);
paint(full_output.textures_delta, clipped_primitives);
}
Implementations§
source§impl Context
impl Context
sourcepub fn run(&self, new_input: RawInput, run_ui: impl FnOnce(&Self)) -> FullOutput
pub fn run(&self, new_input: RawInput, run_ui: impl FnOnce(&Self)) -> FullOutput
Run the ui code for one frame.
Put your widgets into a SidePanel
, TopBottomPanel
, CentralPanel
, Window
or Area
.
This will modify the internal reference to point to a new generation of Context
.
Any old clones of this Context
will refer to the old Context
, which will not get new input.
You can alternatively run Self::begin_frame
and Context::end_frame
.
// One egui context that you keep reusing:
let mut ctx = egui::Context::default();
// Each frame:
let input = egui::RawInput::default();
let full_output = ctx.run(input, |ctx| {
egui::CentralPanel::default().show(&ctx, |ui| {
ui.label("Hello egui!");
});
});
// handle full_output
sourcepub fn begin_frame(&self, new_input: RawInput)
pub fn begin_frame(&self, new_input: RawInput)
An alternative to calling Self::run
.
// One egui context that you keep reusing:
let mut ctx = egui::Context::default();
// Each frame:
let input = egui::RawInput::default();
ctx.begin_frame(input);
egui::CentralPanel::default().show(&ctx, |ui| {
ui.label("Hello egui!");
});
let full_output = ctx.end_frame();
// handle full_output
source§impl Context
impl Context
Borrows parts of Context
These functions all lock the Context
.
Please see the documentation of Context
for how locking works!
sourcepub fn input<R>(&self, reader: impl FnOnce(&InputState) -> R) -> R
pub fn input<R>(&self, reader: impl FnOnce(&InputState) -> R) -> R
Read-only access to InputState
.
Note that this locks the Context
.
ctx.input(|i| {
// ⚠️ Using `ctx` (even from other `Arc` reference) again here will lead to a deadlock!
});
if let Some(pos) = ctx.input(|i| i.pointer.hover_pos()) {
// This is fine!
}
sourcepub fn input_for<R>(
&self,
id: ViewportId,
reader: impl FnOnce(&InputState) -> R
) -> R
pub fn input_for<R>( &self, id: ViewportId, reader: impl FnOnce(&InputState) -> R ) -> R
This will create a InputState::default()
if there is no input state for that viewport
sourcepub fn input_mut<R>(&self, writer: impl FnOnce(&mut InputState) -> R) -> R
pub fn input_mut<R>(&self, writer: impl FnOnce(&mut InputState) -> R) -> R
Read-write access to InputState
.
sourcepub fn input_mut_for<R>(
&self,
id: ViewportId,
writer: impl FnOnce(&mut InputState) -> R
) -> R
pub fn input_mut_for<R>( &self, id: ViewportId, writer: impl FnOnce(&mut InputState) -> R ) -> R
This will create a InputState::default()
if there is no input state for that viewport
sourcepub fn memory_mut<R>(&self, writer: impl FnOnce(&mut Memory) -> R) -> R
pub fn memory_mut<R>(&self, writer: impl FnOnce(&mut Memory) -> R) -> R
Read-write access to Memory
.
sourcepub fn data<R>(&self, reader: impl FnOnce(&IdTypeMap) -> R) -> R
pub fn data<R>(&self, reader: impl FnOnce(&IdTypeMap) -> R) -> R
Read-only access to IdTypeMap
, which stores superficial widget state.
sourcepub fn data_mut<R>(&self, writer: impl FnOnce(&mut IdTypeMap) -> R) -> R
pub fn data_mut<R>(&self, writer: impl FnOnce(&mut IdTypeMap) -> R) -> R
Read-write access to IdTypeMap
, which stores superficial widget state.
sourcepub fn graphics_mut<R>(&self, writer: impl FnOnce(&mut GraphicLayers) -> R) -> R
pub fn graphics_mut<R>(&self, writer: impl FnOnce(&mut GraphicLayers) -> R) -> R
Read-write access to GraphicLayers
, where painted crate::Shape
s are written to.
sourcepub fn graphics<R>(&self, reader: impl FnOnce(&GraphicLayers) -> R) -> R
pub fn graphics<R>(&self, reader: impl FnOnce(&GraphicLayers) -> R) -> R
Read-only access to GraphicLayers
, where painted crate::Shape
s are written to.
sourcepub fn output<R>(&self, reader: impl FnOnce(&PlatformOutput) -> R) -> R
pub fn output<R>(&self, reader: impl FnOnce(&PlatformOutput) -> R) -> R
Read-only access to PlatformOutput
.
This is what egui outputs each frame.
ctx.output_mut(|o| o.cursor_icon = egui::CursorIcon::Progress);
sourcepub fn output_mut<R>(&self, writer: impl FnOnce(&mut PlatformOutput) -> R) -> R
pub fn output_mut<R>(&self, writer: impl FnOnce(&mut PlatformOutput) -> R) -> R
Read-write access to PlatformOutput
.
sourcepub fn fonts<R>(&self, reader: impl FnOnce(&Fonts) -> R) -> R
pub fn fonts<R>(&self, reader: impl FnOnce(&Fonts) -> R) -> R
Read-only access to Fonts
.
Not valid until first call to Context::run()
.
That’s because since we don’t know the proper pixels_per_point
until then.
sourcepub fn options_mut<R>(&self, writer: impl FnOnce(&mut Options) -> R) -> R
pub fn options_mut<R>(&self, writer: impl FnOnce(&mut Options) -> R) -> R
Read-write access to Options
.
sourcepub fn tessellation_options<R>(
&self,
reader: impl FnOnce(&TessellationOptions) -> R
) -> R
pub fn tessellation_options<R>( &self, reader: impl FnOnce(&TessellationOptions) -> R ) -> R
Read-only access to TessellationOptions
.
sourcepub fn tessellation_options_mut<R>(
&self,
writer: impl FnOnce(&mut TessellationOptions) -> R
) -> R
pub fn tessellation_options_mut<R>( &self, writer: impl FnOnce(&mut TessellationOptions) -> R ) -> R
Read-write access to TessellationOptions
.
sourcepub fn check_for_id_clash(&self, id: Id, new_rect: Rect, what: &str)
pub fn check_for_id_clash(&self, id: Id, new_rect: Rect, what: &str)
If the given Id
has been used previously the same frame at at different position,
then an error will be printed on screen.
This function is already called for all widgets that do any interaction, but you can call this from widgets that store state but that does not interact.
The given Rect
should be approximately where the widget will be.
The most important thing is that Rect::min
is approximately correct,
because that’s where the warning will be painted. If you don’t know what size to pick, just pick Vec2::ZERO
.
sourcepub fn layer_painter(&self, layer_id: LayerId) -> Painter
pub fn layer_painter(&self, layer_id: LayerId) -> Painter
Get a full-screen painter for a new or existing layer
sourcepub fn debug_painter(&self) -> Painter
pub fn debug_painter(&self) -> Painter
Paint on top of everything else
sourcepub fn debug_text(&self, text: impl Into<WidgetText>)
pub fn debug_text(&self, text: impl Into<WidgetText>)
Print this text next to the cursor at the end of the frame.
If you call this multiple times, the text will be appended.
This only works if compiled with debug_assertions
.
ctx.debug_text(format!("State: {state:?}"));
This is just a convenience for calling crate::debug_text::print
.
sourcepub fn os(&self) -> OperatingSystem
pub fn os(&self) -> OperatingSystem
What operating system are we running on?
When compiling natively, this is
figured out from the target_os
.
For web, this can be figured out from the user-agent,
and is done so by eframe
.
sourcepub fn set_os(&self, os: OperatingSystem)
pub fn set_os(&self, os: OperatingSystem)
Set the operating system we are running on.
If you are writing wasm-based integration for egui you may want to set this based on e.g. the user-agent.
sourcepub fn set_cursor_icon(&self, cursor_icon: CursorIcon)
pub fn set_cursor_icon(&self, cursor_icon: CursorIcon)
Set the cursor icon.
Equivalent to:
ctx.output_mut(|o| o.cursor_icon = egui::CursorIcon::PointingHand);
sourcepub fn open_url(&self, open_url: OpenUrl)
pub fn open_url(&self, open_url: OpenUrl)
Open an URL in a browser.
Equivalent to:
ctx.output_mut(|o| o.open_url = Some(open_url));
sourcepub fn copy_text(&self, text: String)
pub fn copy_text(&self, text: String)
Copy the given text to the system clipboard.
Empty strings are ignored.
Equivalent to:
ctx.output_mut(|o| o.copied_text = "Copy this".to_owned());
sourcepub fn format_shortcut(&self, shortcut: &KeyboardShortcut) -> String
pub fn format_shortcut(&self, shortcut: &KeyboardShortcut) -> String
Format the given shortcut in a human-readable way (e.g. Ctrl+Shift+X
).
Can be used to get the text for Button::shortcut_text
.
sourcepub fn frame_nr(&self) -> u64
pub fn frame_nr(&self) -> u64
The current frame number for the current viewport.
Starts at zero, and is incremented at the end of Self::run
or by Self::end_frame
.
Between calls to Self::run
, this is the frame number of the coming frame.
sourcepub fn frame_nr_for(&self, id: ViewportId) -> u64
pub fn frame_nr_for(&self, id: ViewportId) -> u64
The current frame number.
Starts at zero, and is incremented at the end of Self::run
or by Self::end_frame
.
Between calls to Self::run
, this is the frame number of the coming frame.
sourcepub fn request_repaint(&self)
pub fn request_repaint(&self)
Call this if there is need to repaint the UI, i.e. if you are showing an animation.
If this is called at least once in a frame, then there will be another frame right after this. Call as many times as you wish, only one repaint will be issued.
To request repaint with a delay, use Self::request_repaint_after
.
If called from outside the UI thread, the UI thread will wake up and run,
provided the egui integration has set that up via Self::set_request_repaint_callback
(this will work on eframe
).
This will repaint the current viewport.
sourcepub fn request_repaint_of(&self, id: ViewportId)
pub fn request_repaint_of(&self, id: ViewportId)
Call this if there is need to repaint the UI, i.e. if you are showing an animation.
If this is called at least once in a frame, then there will be another frame right after this. Call as many times as you wish, only one repaint will be issued.
To request repaint with a delay, use Self::request_repaint_after_for
.
If called from outside the UI thread, the UI thread will wake up and run,
provided the egui integration has set that up via Self::set_request_repaint_callback
(this will work on eframe
).
This will repaint the specified viewport.
sourcepub fn request_repaint_after(&self, duration: Duration)
pub fn request_repaint_after(&self, duration: Duration)
Request repaint after at most the specified duration elapses.
The backend can chose to repaint sooner, for instance if some other code called this method with a lower duration, or if new events arrived.
The function can be multiple times, but only the smallest duration will be considered.
So, if the function is called two times with 1 second
and 2 seconds
, egui will repaint
after 1 second
This is primarily useful for applications who would like to save battery by avoiding wasted redraws when the app is not in focus. But sometimes the GUI of the app might become stale and outdated if it is not updated for too long.
Let’s say, something like a stopwatch widget that displays the time in seconds. You would waste resources repainting multiple times within the same second (when you have no input), just calculate the difference of duration between current time and next second change, and call this function, to make sure that you are displaying the latest updated time, but not wasting resources on needless repaints within the same second.
Quirk:
Duration begins at the next frame. Let’s say for example that it’s a very inefficient app and takes 500 milliseconds per frame at 2 fps. The widget / user might want a repaint in next 500 milliseconds. Now, app takes 1000 ms per frame (1 fps) because the backend event timeout takes 500 milliseconds AFTER the vsync swap buffer. So, it’s not that we are requesting repaint within X duration. We are rather timing out during app idle time where we are not receiving any new input events.
This repaints the current viewport
sourcepub fn request_repaint_after_for(&self, duration: Duration, id: ViewportId)
pub fn request_repaint_after_for(&self, duration: Duration, id: ViewportId)
Request repaint after at most the specified duration elapses.
The backend can chose to repaint sooner, for instance if some other code called this method with a lower duration, or if new events arrived.
The function can be multiple times, but only the smallest duration will be considered.
So, if the function is called two times with 1 second
and 2 seconds
, egui will repaint
after 1 second
This is primarily useful for applications who would like to save battery by avoiding wasted redraws when the app is not in focus. But sometimes the GUI of the app might become stale and outdated if it is not updated for too long.
Let’s say, something like a stopwatch widget that displays the time in seconds. You would waste resources repainting multiple times within the same second (when you have no input), just calculate the difference of duration between current time and next second change, and call this function, to make sure that you are displaying the latest updated time, but not wasting resources on needless repaints within the same second.
Quirk:
Duration begins at the next frame. Let’s say for example that it’s a very inefficient app and takes 500 milliseconds per frame at 2 fps. The widget / user might want a repaint in next 500 milliseconds. Now, app takes 1000 ms per frame (1 fps) because the backend event timeout takes 500 milliseconds AFTER the vsync swap buffer. So, it’s not that we are requesting repaint within X duration. We are rather timing out during app idle time where we are not receiving any new input events.
This repaints the specified viewport
sourcepub fn requested_repaint_last_frame(&self) -> bool
pub fn requested_repaint_last_frame(&self) -> bool
Was a repaint requested last frame for the current viewport?
sourcepub fn requested_repaint_last_frame_for(&self, viewport_id: &ViewportId) -> bool
pub fn requested_repaint_last_frame_for(&self, viewport_id: &ViewportId) -> bool
Was a repaint requested last frame for the given viewport?
sourcepub fn has_requested_repaint(&self) -> bool
pub fn has_requested_repaint(&self) -> bool
Has a repaint been requested for the current viewport?
sourcepub fn has_requested_repaint_for(&self, viewport_id: &ViewportId) -> bool
pub fn has_requested_repaint_for(&self, viewport_id: &ViewportId) -> bool
Has a repaint been requested for the given viewport?
sourcepub fn repaint_causes(&self) -> Vec<RepaintCause>
pub fn repaint_causes(&self) -> Vec<RepaintCause>
Why are we repainting?
This can be helpful in debugging why egui is constantly repainting.
sourcepub fn set_request_repaint_callback(
&self,
callback: impl Fn(RequestRepaintInfo) + Send + Sync + 'static
)
pub fn set_request_repaint_callback( &self, callback: impl Fn(RequestRepaintInfo) + Send + Sync + 'static )
For integrations: this callback will be called when an egui user calls Self::request_repaint
or Self::request_repaint_after
.
This lets you wake up a sleeping UI thread.
Note that only one callback can be set. Any new call overrides the previous callback.
source§impl Context
impl Context
Callbacks
sourcepub fn on_begin_frame(
&self,
debug_name: &'static str,
cb: Arc<dyn Fn(&Context) + Send + Sync>
)
pub fn on_begin_frame( &self, debug_name: &'static str, cb: Arc<dyn Fn(&Context) + Send + Sync> )
Call the given callback at the start of each frame of each viewport.
This can be used for egui plugins.
See crate::debug_text
for an example.
sourcepub fn on_end_frame(
&self,
debug_name: &'static str,
cb: Arc<dyn Fn(&Context) + Send + Sync>
)
pub fn on_end_frame( &self, debug_name: &'static str, cb: Arc<dyn Fn(&Context) + Send + Sync> )
Call the given callback at the end of each frame of each viewport.
This can be used for egui plugins.
See crate::debug_text
for an example.
source§impl Context
impl Context
sourcepub fn set_fonts(&self, font_definitions: FontDefinitions)
pub fn set_fonts(&self, font_definitions: FontDefinitions)
Tell egui
which fonts to use.
The default egui
fonts only support latin and cyrillic alphabets,
but you can call this to install additional fonts that support e.g. korean characters.
The new fonts will become active at the start of the next frame.
sourcepub fn style_mut(&self, mutate_style: impl FnOnce(&mut Style))
pub fn style_mut(&self, mutate_style: impl FnOnce(&mut Style))
Mutate the Style
used by all subsequent windows, panels etc.
Example:
ctx.style_mut(|style| {
style.spacing.item_spacing = egui::vec2(10.0, 20.0);
});
sourcepub fn set_style(&self, style: impl Into<Arc<Style>>)
pub fn set_style(&self, style: impl Into<Arc<Style>>)
The Style
used by all new windows, panels etc.
You can also change this using [Self::style_mut]
You can use Ui::style_mut
to change the style of a single Ui
.
sourcepub fn set_visuals(&self, visuals: Visuals)
pub fn set_visuals(&self, visuals: Visuals)
The Visuals
used by all subsequent windows, panels etc.
You can also use Ui::visuals_mut
to change the visuals of a single Ui
.
Example:
ctx.set_visuals(egui::Visuals::light()); // Switch to light mode
sourcepub fn pixels_per_point(&self) -> f32
pub fn pixels_per_point(&self) -> f32
The number of physical pixels for each logical point.
This is calculated as Self::zoom_factor
* Self::native_pixels_per_point
sourcepub fn set_pixels_per_point(&self, pixels_per_point: f32)
pub fn set_pixels_per_point(&self, pixels_per_point: f32)
Set the number of physical pixels for each logical point. Will become active at the start of the next frame.
This will actually translate to a call to Self::set_zoom_factor
.
sourcepub fn native_pixels_per_point(&self) -> Option<f32>
pub fn native_pixels_per_point(&self) -> Option<f32>
The number of physical pixels for each logical point on this monitor.
This is given as input to egui via ViewportInfo::native_pixels_per_point
and cannot be changed.
sourcepub fn zoom_factor(&self) -> f32
pub fn zoom_factor(&self) -> f32
Global zoom factor of the UI.
This is used to calculate the pixels_per_point
for the UI as pixels_per_point = zoom_fator * native_pixels_per_point
.
The default is 1.0. Make larger to make everything larger.
sourcepub fn set_zoom_factor(&self, zoom_factor: f32)
pub fn set_zoom_factor(&self, zoom_factor: f32)
Sets zoom factor of the UI. Will become active at the start of the next frame.
Note that calling this will not update Self::zoom_factor
until the end of the frame.
This is used to calculate the pixels_per_point
for the UI as pixels_per_point = zoom_fator * native_pixels_per_point
.
The default is 1.0. Make larger to make everything larger.
It is better to call this than modifying
Options::zoom_factor
.
sourcepub fn load_texture(
&self,
name: impl Into<String>,
image: impl Into<ImageData>,
options: TextureOptions
) -> TextureHandle
pub fn load_texture( &self, name: impl Into<String>, image: impl Into<ImageData>, options: TextureOptions ) -> TextureHandle
Allocate a texture.
This is for advanced users.
Most users should use crate::Ui::image
or Self::try_load_texture
instead.
In order to display an image you must convert it to a texture using this function. The function will hand over the image data to the egui backend, which will upload it to the GPU.
⚠️ Make sure to only call this ONCE for each image, i.e. NOT in your main GUI code. The call is NOT immediate safe.
The given name can be useful for later debugging, and will be visible if you call Self::texture_ui
.
For how to load an image, see ImageData
and ColorImage::from_rgba_unmultiplied
.
struct MyImage {
texture: Option<egui::TextureHandle>,
}
impl MyImage {
fn ui(&mut self, ui: &mut egui::Ui) {
let texture: &egui::TextureHandle = self.texture.get_or_insert_with(|| {
// Load the texture only once.
ui.ctx().load_texture(
"my-image",
egui::ColorImage::example(),
Default::default()
)
});
// Show the image:
ui.image((texture.id(), texture.size_vec2()));
}
}
See also crate::ImageData
, crate::Ui::image
and crate::Image
.
sourcepub fn tex_manager(&self) -> Arc<RwLock<TextureManager>>
pub fn tex_manager(&self) -> Arc<RwLock<TextureManager>>
Low-level texture manager.
In general it is easier to use Self::load_texture
and TextureHandle
.
You can show stats about the allocated textures using Self::texture_ui
.
source§impl Context
impl Context
sourcepub fn tessellate(
&self,
shapes: Vec<ClippedShape>,
pixels_per_point: f32
) -> Vec<ClippedPrimitive>
pub fn tessellate( &self, shapes: Vec<ClippedShape>, pixels_per_point: f32 ) -> Vec<ClippedPrimitive>
Tessellate the given shapes into triangle meshes.
pixels_per_point
is used for feathering (anti-aliasing).
For this you can use FullOutput::pixels_per_point
, Self::pixels_per_point
,
or whatever is appropriate for your viewport.
sourcepub fn screen_rect(&self) -> Rect
pub fn screen_rect(&self) -> Rect
Position and size of the egui area.
sourcepub fn available_rect(&self) -> Rect
pub fn available_rect(&self) -> Rect
How much space is still available after panels has been added.
This is the “background” area, what egui doesn’t cover with panels (but may cover with windows). This is also the area to which windows are constrained.
sourcepub fn used_size(&self) -> Vec2
pub fn used_size(&self) -> Vec2
How much space is used by panels and windows.
You can shrink your egui area to this size and still fit all egui components.
sourcepub fn is_pointer_over_area(&self) -> bool
pub fn is_pointer_over_area(&self) -> bool
Is the pointer (mouse/touch) over any egui area?
sourcepub fn wants_pointer_input(&self) -> bool
pub fn wants_pointer_input(&self) -> bool
True if egui is currently interested in the pointer (mouse or touch).
Could be the pointer is hovering over a Window
or the user is dragging a widget.
If false
, the pointer is outside of any egui area and so
you may be interested in what it is doing (e.g. controlling your game).
Returns false
if a drag started outside of egui and then moved over an egui area.
sourcepub fn is_using_pointer(&self) -> bool
pub fn is_using_pointer(&self) -> bool
Is egui currently using the pointer position (e.g. dragging a slider)?
NOTE: this will return false
if the pointer is just hovering over an egui area.
sourcepub fn wants_keyboard_input(&self) -> bool
pub fn wants_keyboard_input(&self) -> bool
If true
, egui is currently listening on text input (e.g. typing text in a TextEdit
).
sourcepub fn highlight_widget(&self, id: Id)
pub fn highlight_widget(&self, id: Id)
Highlight this widget, to make it look like it is hovered, even if it isn’t.
The highlight takes on frame to take effect if you call this after the widget has been fully rendered.
See also Response::highlight
.
Is an egui context menu open?
source§impl Context
impl Context
sourcepub fn pointer_latest_pos(&self) -> Option<Pos2>
pub fn pointer_latest_pos(&self) -> Option<Pos2>
Latest reported pointer position.
When tapping a touch screen, this will be None
.
sourcepub fn pointer_hover_pos(&self) -> Option<Pos2>
pub fn pointer_hover_pos(&self) -> Option<Pos2>
If it is a good idea to show a tooltip, where is pointer?
sourcepub fn pointer_interact_pos(&self) -> Option<Pos2>
pub fn pointer_interact_pos(&self) -> Option<Pos2>
If you detect a click or drag and wants to know where it happened, use this.
Latest position of the mouse, but ignoring any Event::PointerGone
if there were interactions this frame.
When tapping a touch screen, this will be the location of the touch.
sourcepub fn multi_touch(&self) -> Option<MultiTouchInfo>
pub fn multi_touch(&self) -> Option<MultiTouchInfo>
Calls InputState::multi_touch
.
source§impl Context
impl Context
sourcepub fn translate_layer(&self, layer_id: LayerId, delta: Vec2)
pub fn translate_layer(&self, layer_id: LayerId, delta: Vec2)
Move all the graphics at the given layer.
Can be used to implement drag-and-drop (see relevant demo).
sourcepub fn layer_id_at(&self, pos: Pos2) -> Option<LayerId>
pub fn layer_id_at(&self, pos: Pos2) -> Option<LayerId>
Top-most layer at the given position.
sourcepub fn move_to_top(&self, layer_id: LayerId)
pub fn move_to_top(&self, layer_id: LayerId)
sourcepub fn top_layer_id(&self) -> Option<LayerId>
pub fn top_layer_id(&self) -> Option<LayerId>
Retrieve the LayerId
of the top level windows.
sourcepub fn rect_contains_pointer(&self, layer_id: LayerId, rect: Rect) -> bool
pub fn rect_contains_pointer(&self, layer_id: LayerId, rect: Rect) -> bool
Does the given rectangle contain the mouse pointer?
Will return false if some other area is covering the given layer.
The given rectangle is assumed to have been clipped by its parent clip rect.
See also Response::contains_pointer
.
sourcepub fn widget_contains_pointer(
&self,
layer_id: LayerId,
id: Id,
sense: Sense,
interact_rect: Rect
) -> bool
pub fn widget_contains_pointer( &self, layer_id: LayerId, id: Id, sense: Sense, interact_rect: Rect ) -> bool
Does the given widget contain the mouse pointer?
Will return false if some other area is covering the given layer.
If another widget is covering us and is listening for the same input (click and/or drag), this will return false.
The given rectangle is assumed to have been clipped by its parent clip rect.
See also Response::contains_pointer
.
sourcepub fn debug_on_hover(&self) -> bool
pub fn debug_on_hover(&self) -> bool
Whether or not to debug widget layout on hover.
sourcepub fn set_debug_on_hover(&self, debug_on_hover: bool)
pub fn set_debug_on_hover(&self, debug_on_hover: bool)
Turn on/off whether or not to debug widget layout on hover.
source§impl Context
impl Context
sourcepub fn animate_bool(&self, id: Id, value: bool) -> f32
pub fn animate_bool(&self, id: Id, value: bool) -> f32
Returns a value in the range [0, 1], to indicate “how on” this thing is.
The first time called it will return if value { 1.0 } else { 0.0 }
Calling this with value = true
will always yield a number larger than zero, quickly going towards one.
Calling this with value = false
will always yield a number less than one, quickly going towards zero.
The function will call Self::request_repaint()
when appropriate.
The animation time is taken from Style::animation_time
.
sourcepub fn animate_bool_with_time(
&self,
id: Id,
target_value: bool,
animation_time: f32
) -> f32
pub fn animate_bool_with_time( &self, id: Id, target_value: bool, animation_time: f32 ) -> f32
Like Self::animate_bool
but allows you to control the animation time.
sourcepub fn animate_value_with_time(
&self,
id: Id,
target_value: f32,
animation_time: f32
) -> f32
pub fn animate_value_with_time( &self, id: Id, target_value: f32, animation_time: f32 ) -> f32
Smoothly animate an f32
value.
At the first call the value is written to memory. When it is called with a new value, it linearly interpolates to it in the given time.
sourcepub fn clear_animations(&self)
pub fn clear_animations(&self)
Clear memory of any animations.
source§impl Context
impl Context
sourcepub fn settings_ui(&self, ui: &mut Ui)
pub fn settings_ui(&self, ui: &mut Ui)
Show a ui for settings (style and tessellation options).
sourcepub fn inspection_ui(&self, ui: &mut Ui)
pub fn inspection_ui(&self, ui: &mut Ui)
Show the state of egui, including its input and output.
sourcepub fn texture_ui(&self, ui: &mut Ui)
pub fn texture_ui(&self, ui: &mut Ui)
Show stats about the allocated textures.
sourcepub fn memory_ui(&self, ui: &mut Ui)
pub fn memory_ui(&self, ui: &mut Ui)
Shows the contents of Self::memory
.
source§impl Context
impl Context
sourcepub fn with_accessibility_parent(&self, _id: Id, f: impl FnOnce())
pub fn with_accessibility_parent(&self, _id: Id, f: impl FnOnce())
Call the provided function with the given ID pushed on the stack of
parent IDs for accessibility purposes. If the accesskit
feature
is disabled or if AccessKit support is not active for this frame,
the function is still called, but with no other effect.
No locks are held while the given closure is called.
source§impl Context
impl Context
sourcepub fn include_bytes(
&self,
uri: impl Into<Cow<'static, str>>,
bytes: impl Into<Bytes>
)
pub fn include_bytes( &self, uri: impl Into<Cow<'static, str>>, bytes: impl Into<Bytes> )
Associate some static bytes with a uri
.
The same uri
may be passed to Ui::image
later to load the bytes as an image.
By convention, the uri
should start with bytes://
.
Following that convention will lead to better error messages.
sourcepub fn is_loader_installed(&self, id: &str) -> bool
pub fn is_loader_installed(&self, id: &str) -> bool
Returns true
if the chain of bytes, image, or texture loaders
contains a loader with the given id
.
sourcepub fn add_bytes_loader(
&self,
loader: Arc<dyn BytesLoader + Send + Sync + 'static>
)
pub fn add_bytes_loader( &self, loader: Arc<dyn BytesLoader + Send + Sync + 'static> )
Add a new bytes loader.
It will be tried first, before any already installed loaders.
See load
for more information.
sourcepub fn add_image_loader(
&self,
loader: Arc<dyn ImageLoader + Send + Sync + 'static>
)
pub fn add_image_loader( &self, loader: Arc<dyn ImageLoader + Send + Sync + 'static> )
Add a new image loader.
It will be tried first, before any already installed loaders.
See load
for more information.
sourcepub fn add_texture_loader(
&self,
loader: Arc<dyn TextureLoader + Send + Sync + 'static>
)
pub fn add_texture_loader( &self, loader: Arc<dyn TextureLoader + Send + Sync + 'static> )
Add a new texture loader.
It will be tried first, before any already installed loaders.
See load
for more information.
sourcepub fn forget_image(&self, uri: &str)
pub fn forget_image(&self, uri: &str)
Release all memory and textures related to the given image URI.
If you attempt to load the image again, it will be reloaded from scratch.
sourcepub fn forget_all_images(&self)
pub fn forget_all_images(&self)
sourcepub fn try_load_bytes(&self, uri: &str) -> BytesLoadResult
pub fn try_load_bytes(&self, uri: &str) -> BytesLoadResult
Try loading the bytes from the given uri using any available bytes loaders.
Loaders are expected to cache results, so that this call is immediate-mode safe.
This calls the loaders one by one in the order in which they were registered.
If a loader returns LoadError::NotSupported
,
then the next loader is called. This process repeats until all loaders have
been exhausted, at which point this returns LoadError::NotSupported
.
Errors
This may fail with:
LoadError::NotSupported
if none of the registered loaders support loading the givenuri
.LoadError::Loading
if one of the loaders does support loading theuri
, but the loading process failed.
⚠ May deadlock if called from within a BytesLoader
!
sourcepub fn try_load_image(&self, uri: &str, size_hint: SizeHint) -> ImageLoadResult
pub fn try_load_image(&self, uri: &str, size_hint: SizeHint) -> ImageLoadResult
Try loading the image from the given uri using any available image loaders.
Loaders are expected to cache results, so that this call is immediate-mode safe.
This calls the loaders one by one in the order in which they were registered.
If a loader returns LoadError::NotSupported
,
then the next loader is called. This process repeats until all loaders have
been exhausted, at which point this returns LoadError::NotSupported
.
Errors
This may fail with:
LoadError::NoImageLoaders
if tbere are no registered image loaders.LoadError::NotSupported
if none of the registered loaders support loading the givenuri
.LoadError::Loading
if one of the loaders does support loading theuri
, but the loading process failed.
⚠ May deadlock if called from within an ImageLoader
!
sourcepub fn try_load_texture(
&self,
uri: &str,
texture_options: TextureOptions,
size_hint: SizeHint
) -> TextureLoadResult
pub fn try_load_texture( &self, uri: &str, texture_options: TextureOptions, size_hint: SizeHint ) -> TextureLoadResult
Try loading the texture from the given uri using any available texture loaders.
Loaders are expected to cache results, so that this call is immediate-mode safe.
This calls the loaders one by one in the order in which they were registered.
If a loader returns LoadError::NotSupported
,
then the next loader is called. This process repeats until all loaders have
been exhausted, at which point this returns LoadError::NotSupported
.
Errors
This may fail with:
LoadError::NotSupported
if none of the registered loaders support loading the givenuri
.LoadError::Loading
if one of the loaders does support loading theuri
, but the loading process failed.
⚠ May deadlock if called from within a TextureLoader
!
source§impl Context
impl Context
sourcepub fn viewport_id(&self) -> ViewportId
pub fn viewport_id(&self) -> ViewportId
Return the ViewportId
of the current viewport.
If this is the root viewport, this will return ViewportId::ROOT
.
Don’t use this outside of Self::run
, or after Self::end_frame
.
sourcepub fn parent_viewport_id(&self) -> ViewportId
pub fn parent_viewport_id(&self) -> ViewportId
Return the ViewportId
of his parent.
If this is the root viewport, this will return ViewportId::ROOT
.
Don’t use this outside of Self::run
, or after Self::end_frame
.
sourcepub fn set_immediate_viewport_renderer(
callback: impl for<'a> Fn(&Self, ImmediateViewport<'a>) + 'static
)
pub fn set_immediate_viewport_renderer( callback: impl for<'a> Fn(&Self, ImmediateViewport<'a>) + 'static )
For integrations: Set this to render a sync viewport.
This will only set the callback for the current thread, which most likely should be the main thread.
When an immediate viewport is created with Self::show_viewport_immediate
it will be rendered by this function.
When called, the integration needs to:
- Check if there already is a window for this viewport id, and if not open one
- Set the window attributes (position, size, …) based on
ImmediateViewport::builder
. - Call
Context::run
withImmediateViewport::viewport_ui_cb
. - Handle the output from
Context::run
, including rendering
sourcepub fn embed_viewports(&self) -> bool
pub fn embed_viewports(&self) -> bool
If true
, Self::show_viewport_deferred
and Self::show_viewport_immediate
will
embed the new viewports inside the existing one, instead of spawning a new native window.
eframe
sets this to false
on supported platforms, but the default value is true
.
sourcepub fn set_embed_viewports(&self, value: bool)
pub fn set_embed_viewports(&self, value: bool)
If true
, Self::show_viewport_deferred
and Self::show_viewport_immediate
will
embed the new viewports inside the existing one, instead of spawning a new native window.
eframe
sets this to false
on supported platforms, but the default value is true
.
sourcepub fn send_viewport_cmd(&self, command: ViewportCommand)
pub fn send_viewport_cmd(&self, command: ViewportCommand)
Send a command to the current viewport.
This lets you affect the current viewport, e.g. resizing the window.
sourcepub fn send_viewport_cmd_to(&self, id: ViewportId, command: ViewportCommand)
pub fn send_viewport_cmd_to(&self, id: ViewportId, command: ViewportCommand)
Send a command to a specific viewport.
This lets you affect another viewport, e.g. resizing its window.
sourcepub fn show_viewport_deferred(
&self,
new_viewport_id: ViewportId,
viewport_builder: ViewportBuilder,
viewport_ui_cb: impl Fn(&Self, ViewportClass) + Send + Sync + 'static
)
pub fn show_viewport_deferred( &self, new_viewport_id: ViewportId, viewport_builder: ViewportBuilder, viewport_ui_cb: impl Fn(&Self, ViewportClass) + Send + Sync + 'static )
Show a deferred viewport, creating a new native window, if possible.
The given id must be unique for each viewport.
You need to call this each frame when the child viewport should exist.
You can check if the user wants to close the viewport by checking the
crate::ViewportInfo::close_requested
flags found in crate::InputState::viewport
.
The given callback will be called whenever the child viewport needs repainting,
e.g. on an event or when Self::request_repaint
is called.
This means it may be called multiple times, for instance while the
parent viewport (the caller) is sleeping but the child viewport is animating.
You will need to wrap your viewport state in an Arc<RwLock<T>>
or Arc<Mutex<T>>
.
When this is called again with the same id in ViewportBuilder
the render function for that viewport will be updated.
You can also use Self::show_viewport_immediate
, which uses a simpler FnOnce
with no need for Send
or Sync
. The downside is that it will require
the parent viewport (the caller) to repaint anytime the child is repainted,
and vice versa.
If Context::embed_viewports
is true
(e.g. if the current egui
backend does not support multiple viewports), the given callback
will be called immediately, embedding the new viewport in the current one.
You can check this with the ViewportClass
given in the callback.
If you find ViewportClass::Embedded
, you need to create a new crate::Window
for you content.
See crate::viewport
for more information about viewports.
sourcepub fn show_viewport_immediate<T>(
&self,
new_viewport_id: ViewportId,
builder: ViewportBuilder,
viewport_ui_cb: impl FnOnce(&Self, ViewportClass) -> T
) -> T
pub fn show_viewport_immediate<T>( &self, new_viewport_id: ViewportId, builder: ViewportBuilder, viewport_ui_cb: impl FnOnce(&Self, ViewportClass) -> T ) -> T
Show an immediate viewport, creating a new native window, if possible.
This is the easier type of viewport to use, but it is less performant
at it requires both parent and child to repaint if any one of them needs repainting,
which efficvely produce double work for two viewports, and triple work for three viewports, etc.
To avoid this, use Self::show_viewport_deferred
instead.
The given id must be unique for each viewport.
You need to call this each frame when the child viewport should exist.
You can check if the user wants to close the viewport by checking the
crate::ViewportInfo::close_requested
flags found in crate::InputState::viewport
.
The given ui function will be called immediately. This may only be called on the main thread. This call will pause the current viewport and render the child viewport in its own window. This means that the child viewport will not be repainted when the parent viewport is repainted, and vice versa.
If Context::embed_viewports
is true
(e.g. if the current egui
backend does not support multiple viewports), the given callback
will be called immediately, embedding the new viewport in the current one.
You can check this with the ViewportClass
given in the callback.
If you find ViewportClass::Embedded
, you need to create a new crate::Window
for you content.
See crate::viewport
for more information about viewports.