1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
//! `egui`:  an easy-to-use GUI in pure Rust!
//!
//! Try the live web demo: <https://www.egui.rs/#demo>. Read more about egui at <https://github.com/emilk/egui>.
//!
//! `egui` is in heavy development, with each new version having breaking changes.
//! You need to have rust 1.62.0 or later to use `egui`.
//!
//! To quickly get started with egui, you can take a look at [`eframe_template`](https://github.com/emilk/eframe_template)
//! which uses [`eframe`](https://docs.rs/eframe).
//!
//! To create a GUI using egui you first need a [`Context`] (by convention referred to by `ctx`).
//! Then you add a [`Window`] or a [`SidePanel`] to get a [`Ui`], which is what you'll be using to add all the buttons and labels that you need.
//!
//!
//! ## Feature flags
#![cfg_attr(feature = "document-features", doc = document_features::document_features!())]
//!
//!
//! # Using egui
//!
//! To see what is possible to build with egui you can check out the online demo at <https://www.egui.rs/#demo>.
//!
//! If you like the "learning by doing" approach, clone <https://github.com/emilk/eframe_template> and get started using egui right away.
//!
//! ### A simple example
//!
//! Here is a simple counter that can be incremented and decremented using two buttons:
//! ```
//! fn ui_counter(ui: &mut egui::Ui, counter: &mut i32) {
//!     // Put the buttons and label on the same row:
//!     ui.horizontal(|ui| {
//!         if ui.button("−").clicked() {
//!             *counter -= 1;
//!         }
//!         ui.label(counter.to_string());
//!         if ui.button("+").clicked() {
//!             *counter += 1;
//!         }
//!     });
//! }
//! ```
//!
//! In some GUI frameworks this would require defining multiple types and functions with callbacks or message handlers,
//! but thanks to `egui` being immediate mode everything is one self-contained function!
//!
//! ### Getting a [`Ui`]
//!
//! Use one of [`SidePanel`], [`TopBottomPanel`], [`CentralPanel`], [`Window`] or [`Area`] to
//! get access to an [`Ui`] where you can put widgets. For example:
//!
//! ```
//! # egui::__run_test_ctx(|ctx| {
//! egui::CentralPanel::default().show(&ctx, |ui| {
//!     ui.add(egui::Label::new("Hello World!"));
//!     ui.label("A shorter and more convenient way to add a label.");
//!     if ui.button("Click me").clicked() {
//!         // take some action here
//!     }
//! });
//! # });
//! ```
//!
//! ### Quick start
//!
//! ```
//! # egui::__run_test_ui(|ui| {
//! # let mut my_string = String::new();
//! # let mut my_boolean = true;
//! # let mut my_f32 = 42.0;
//! ui.label("This is a label");
//! ui.hyperlink("https://github.com/emilk/egui");
//! ui.text_edit_singleline(&mut my_string);
//! if ui.button("Click me").clicked() { }
//! ui.add(egui::Slider::new(&mut my_f32, 0.0..=100.0));
//! ui.add(egui::DragValue::new(&mut my_f32));
//!
//! ui.checkbox(&mut my_boolean, "Checkbox");
//!
//! #[derive(PartialEq)]
//! enum Enum { First, Second, Third }
//! # let mut my_enum = Enum::First;
//! ui.horizontal(|ui| {
//!     ui.radio_value(&mut my_enum, Enum::First, "First");
//!     ui.radio_value(&mut my_enum, Enum::Second, "Second");
//!     ui.radio_value(&mut my_enum, Enum::Third, "Third");
//! });
//!
//! ui.separator();
//!
//! # let my_image = egui::TextureId::default();
//! ui.image((my_image, egui::Vec2::new(640.0, 480.0)));
//!
//! ui.collapsing("Click to see what is hidden!", |ui| {
//!     ui.label("Not much, as it turns out");
//! });
//! # });
//! ```
//!
//! ## Viewports
//! Some egui backends support multiple _viewports_, which is what egui calls the native OS windows it resides in.
//! See [`crate::viewport`] for more information.
//!
//! ## Coordinate system
//! The left-top corner of the screen is `(0.0, 0.0)`,
//! with X increasing to the right and Y increasing downwards.
//!
//! `egui` uses logical _points_ as its coordinate system.
//! Those related to physical _pixels_ by the `pixels_per_point` scale factor.
//! For example, a high-dpi screeen can have `pixels_per_point = 2.0`,
//! meaning there are two physical screen pixels for each logical point.
//!
//! Angles are in radians, and are measured clockwise from the X-axis, which has angle=0.
//!
//! # Integrating with egui
//!
//! Most likely you are using an existing `egui` backend/integration such as [`eframe`](https://docs.rs/eframe), [`bevy_egui`](https://docs.rs/bevy_egui),
//! or [`egui-miniquad`](https://github.com/not-fl3/egui-miniquad),
//! but if you want to integrate `egui` into a new game engine or graphics backend, this is the section for you.
//!
//! You need to collect [`RawInput`] and handle [`FullOutput`]. The basic structure is this:
//!
//! ``` no_run
//! # fn handle_platform_output(_: egui::PlatformOutput) {}
//! # fn gather_input() -> egui::RawInput { egui::RawInput::default() }
//! # fn paint(textures_delta: egui::TexturesDelta, _: Vec<egui::ClippedPrimitive>) {}
//! let mut ctx = egui::Context::default();
//!
//! // Game loop:
//! loop {
//!     let raw_input: egui::RawInput = gather_input();
//!
//!     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);
//! }
//! ```
//!
//! For a reference OpenGL renderer, see [the `egui_glow` painter](https://github.com/emilk/egui/blob/master/crates/egui_glow/src/painter.rs).
//!
//!
//! ### Debugging your renderer
//!
//! #### Things look jagged
//!
//! * Turn off backface culling.
//!
//! #### My text is blurry
//!
//! * Make sure you set the proper `pixels_per_point` in the input to egui.
//! * Make sure the texture sampler is not off by half a pixel. Try nearest-neighbor sampler to check.
//!
//! #### My windows are too transparent or too dark
//!
//! * egui uses premultiplied alpha, so make sure your blending function is `(ONE, ONE_MINUS_SRC_ALPHA)`.
//! * Make sure your texture sampler is clamped (`GL_CLAMP_TO_EDGE`).
//! * egui prefers linear color spaces for all blending so:
//!   * Use an sRGBA-aware texture if available (e.g. `GL_SRGB8_ALPHA8`).
//!     * Otherwise: remember to decode gamma in the fragment shader.
//!   * Decode the gamma of the incoming vertex colors in your vertex shader.
//!   * Turn on sRGBA/linear framebuffer if available (`GL_FRAMEBUFFER_SRGB`).
//!     * Otherwise: gamma-encode the colors before you write them again.
//!
//!
//! # Understanding immediate mode
//!
//! `egui` is an immediate mode GUI library.
//!
//! Immediate mode has its roots in gaming, where everything on the screen is painted at the
//! display refresh rate, i.e. at 60+ frames per second.
//! In immediate mode GUIs, the entire interface is laid out and painted at the same high rate.
//! This makes immediate mode GUIs especially well suited for highly interactive applications.
//!
//! It is useful to fully grok what "immediate mode" implies.
//!
//! Here is an example to illustrate it:
//!
//! ```
//! # egui::__run_test_ui(|ui| {
//! if ui.button("click me").clicked() {
//!     take_action()
//! }
//! # });
//! # fn take_action() {}
//! ```
//!
//! This code is being executed each frame at maybe 60 frames per second.
//! Each frame egui does these things:
//!
//! * lays out the letters `click me` in order to figure out the size of the button
//! * decides where on screen to place the button
//! * check if the mouse is hovering or clicking that location
//! * chose button colors based on if it is being hovered or clicked
//! * add a [`Shape::Rect`] and [`Shape::Text`] to the list of shapes to be painted later this frame
//! * return a [`Response`] with the [`clicked`](`Response::clicked`) member so the user can check for interactions
//!
//! There is no button being created and stored somewhere.
//! The only output of this call is some colored shapes, and a [`Response`].
//!
//! Similarly, consider this code:
//!
//! ```
//! # egui::__run_test_ui(|ui| {
//! # let mut value: f32 = 0.0;
//! ui.add(egui::Slider::new(&mut value, 0.0..=100.0).text("My value"));
//! # });
//! ```
//!
//! Here egui will read `value` (an `f32`) to display the slider, then look if the mouse is dragging the slider and if so change the `value`.
//! Note that `egui` does not store the slider value for you - it only displays the current value, and changes it
//! by how much the slider has been dragged in the previous few milliseconds.
//! This means it is responsibility of the egui user to store the state (`value`) so that it persists between frames.
//!
//! It can be useful to read the code for the toggle switch example widget to get a better understanding
//! of how egui works: <https://github.com/emilk/egui/blob/master/crates/egui_demo_lib/src/demo/toggle_switch.rs>.
//!
//! Read more about the pros and cons of immediate mode at <https://github.com/emilk/egui#why-immediate-mode>.
//!
//! # Misc
//!
//! ## How widgets works
//!
//! ```
//! # egui::__run_test_ui(|ui| {
//! if ui.button("click me").clicked() { take_action() }
//! # });
//! # fn take_action() {}
//! ```
//!
//! is short for
//!
//! ```
//! # egui::__run_test_ui(|ui| {
//! let button = egui::Button::new("click me");
//! if ui.add(button).clicked() { take_action() }
//! # });
//! # fn take_action() {}
//! ```
//!
//! which is short for
//!
//! ```
//! # use egui::Widget;
//! # egui::__run_test_ui(|ui| {
//! let button = egui::Button::new("click me");
//! let response = button.ui(ui);
//! if response.clicked() { take_action() }
//! # });
//! # fn take_action() {}
//! ```
//!
//! [`Button`] uses the builder pattern to create the data required to show it. The [`Button`] is then discarded.
//!
//! [`Button`] implements `trait` [`Widget`], which looks like this:
//! ```
//! # use egui::*;
//! pub trait Widget {
//!     /// Allocate space, interact, paint, and return a [`Response`].
//!     fn ui(self, ui: &mut Ui) -> Response;
//! }
//! ```
//!
//! ## Auto-sizing panels and windows
//! In egui, all panels and windows auto-shrink to fit the content.
//! If the window or panel is also resizable, this can lead to a weird behavior
//! where you can drag the edge of the panel/window to make it larger, and
//! when you release the panel/window shrinks again.
//! This is an artifact of immediate mode, and here are some alternatives on how to avoid it:
//!
//! 1. Turn off resizing with [`Window::resizable`], [`SidePanel::resizable`], [`TopBottomPanel::resizable`].
//! 2. Wrap your panel contents in a [`ScrollArea`], or use [`Window::vscroll`] and [`Window::hscroll`].
//! 3. Use a justified layout:
//!
//! ```
//! # egui::__run_test_ui(|ui| {
//! ui.with_layout(egui::Layout::top_down_justified(egui::Align::Center), |ui| {
//!     ui.button("I am becoming wider as needed");
//! });
//! # });
//! ```
//!
//! 4. Fill in extra space with emptiness:
//!
//! ```
//! # egui::__run_test_ui(|ui| {
//! ui.allocate_space(ui.available_size()); // put this LAST in your panel/window code
//! # });
//! ```
//!
//! ## Sizes
//! You can control the size of widgets using [`Ui::add_sized`].
//!
//! ```
//! # egui::__run_test_ui(|ui| {
//! # let mut my_value = 0.0_f32;
//! ui.add_sized([40.0, 20.0], egui::DragValue::new(&mut my_value));
//! # });
//! ```
//!
//! ## Code snippets
//!
//! ```
//! # egui::__run_test_ui(|ui| {
//! # let mut some_bool = true;
//! // Miscellaneous tips and tricks
//!
//! ui.horizontal_wrapped(|ui| {
//!     ui.spacing_mut().item_spacing.x = 0.0; // remove spacing between widgets
//!     // `radio_value` also works for enums, integers, and more.
//!     ui.radio_value(&mut some_bool, false, "Off");
//!     ui.radio_value(&mut some_bool, true, "On");
//! });
//!
//! ui.group(|ui| {
//!     ui.label("Within a frame");
//!     ui.set_min_height(200.0);
//! });
//!
//! // A `scope` creates a temporary [`Ui`] in which you can change settings:
//! ui.scope(|ui| {
//!     ui.visuals_mut().override_text_color = Some(egui::Color32::RED);
//!     ui.style_mut().override_text_style = Some(egui::TextStyle::Monospace);
//!     ui.style_mut().wrap = Some(false);
//!
//!     ui.label("This text will be red, monospace, and won't wrap to a new line");
//! }); // the temporary settings are reverted here
//! # });
//! ```
//!
//! ## Installing additional fonts
//! The default egui fonts only support latin and cryllic characters, and some emojis.
//! To use egui with e.g. asian characters you need to install your own font (`.ttf` or `.otf`) using [`Context::set_fonts`].

#![allow(clippy::float_cmp)]
#![allow(clippy::manual_range_contains)]
#![cfg_attr(feature = "puffin", deny(unsafe_code))]
#![cfg_attr(not(feature = "puffin"), forbid(unsafe_code))]

mod animation_manager;
pub mod containers;
mod context;
mod data;
pub mod debug_text;
mod drag_and_drop;
mod frame_state;
pub(crate) mod grid;
pub mod gui_zoom;
mod id;
mod input_state;
pub mod introspection;
pub mod layers;
mod layout;
pub mod load;
mod memory;
pub mod menu;
pub mod os;
mod painter;
pub(crate) mod placer;
mod response;
mod sense;
pub mod style;
pub mod text_selection;
mod ui;
pub mod util;
pub mod viewport;
pub mod widget_text;
pub mod widgets;

#[cfg(feature = "callstack")]
#[cfg(debug_assertions)]
mod callstack;

#[cfg(feature = "accesskit")]
pub use accesskit;

pub use ahash;

pub use epaint;
pub use epaint::ecolor;
pub use epaint::emath;

#[cfg(feature = "color-hex")]
pub use ecolor::hex_color;
pub use ecolor::{Color32, Rgba};
pub use emath::{
    lerp, pos2, remap, remap_clamp, vec2, Align, Align2, NumExt, Pos2, Rangef, Rect, Vec2, Vec2b,
};
pub use epaint::{
    mutex,
    text::{FontData, FontDefinitions, FontFamily, FontId, FontTweak},
    textures::{TextureFilter, TextureOptions, TextureWrapMode, TexturesDelta},
    ClippedPrimitive, ColorImage, FontImage, ImageData, Mesh, PaintCallback, PaintCallbackInfo,
    Rounding, Shape, Stroke, TextureHandle, TextureId,
};

pub mod text {
    pub use crate::text_selection::{CCursorRange, CursorRange};
    pub use epaint::text::{
        cursor::CCursor, FontData, FontDefinitions, FontFamily, Fonts, Galley, LayoutJob,
        LayoutSection, TextFormat, TextWrapping, TAB_SIZE,
    };
}

pub use {
    containers::*,
    context::{Context, RepaintCause, RequestRepaintInfo, WidgetRect, WidgetRects},
    data::{
        input::*,
        output::{
            self, CursorIcon, FullOutput, OpenUrl, PlatformOutput, UserAttentionType, WidgetInfo,
        },
        Key,
    },
    drag_and_drop::DragAndDrop,
    grid::Grid,
    id::{Id, IdMap},
    input_state::{InputState, MultiTouchInfo, PointerState},
    layers::{LayerId, Order},
    layout::*,
    load::SizeHint,
    memory::{Memory, Options},
    painter::Painter,
    response::{InnerResponse, Response},
    sense::Sense,
    style::{FontSelection, Margin, Style, TextStyle, Visuals},
    text::{Galley, TextFormat},
    ui::Ui,
    viewport::*,
    widget_text::{RichText, WidgetText},
    widgets::*,
};

// ----------------------------------------------------------------------------

/// Helper function that adds a label when compiling with debug assertions enabled.
pub fn warn_if_debug_build(ui: &mut crate::Ui) {
    if cfg!(debug_assertions) {
        ui.label(
            RichText::new("⚠ Debug build ⚠")
                .small()
                .color(ui.visuals().warn_fg_color),
        )
        .on_hover_text("egui was compiled with debug assertions enabled.");
    }
}

// ----------------------------------------------------------------------------

/// Include an image in the binary.
///
/// This is a wrapper over `include_bytes!`, and behaves in the same way.
///
/// It produces an [`ImageSource`] which can be used directly in [`Ui::image`] or [`Image::new`]:
///
/// ```
/// # egui::__run_test_ui(|ui| {
/// ui.image(egui::include_image!("../assets/ferris.png"));
/// ui.add(
///     egui::Image::new(egui::include_image!("../assets/ferris.png"))
///         .max_width(200.0)
///         .rounding(10.0),
/// );
///
/// let image_source: egui::ImageSource = egui::include_image!("../assets/ferris.png");
/// assert_eq!(image_source.uri(), Some("bytes://../assets/ferris.png"));
/// # });
/// ```
#[macro_export]
macro_rules! include_image {
    ($path: literal) => {
        $crate::ImageSource::Bytes {
            uri: ::std::borrow::Cow::Borrowed(concat!("bytes://", $path)),
            bytes: $crate::load::Bytes::Static(include_bytes!($path)),
        }
    };
}

/// Create a [`Hyperlink`](crate::Hyperlink) to the current [`file!()`] (and line) on Github
///
/// ```
/// # egui::__run_test_ui(|ui| {
/// ui.add(egui::github_link_file_line!("https://github.com/YOUR/PROJECT/blob/master/", "(source code)"));
/// # });
/// ```
#[macro_export]
macro_rules! github_link_file_line {
    ($github_url: expr, $label: expr) => {{
        let url = format!("{}{}#L{}", $github_url, file!(), line!());
        $crate::Hyperlink::from_label_and_url($label, url)
    }};
}

/// Create a [`Hyperlink`](crate::Hyperlink) to the current [`file!()`] on github.
///
/// ```
/// # egui::__run_test_ui(|ui| {
/// ui.add(egui::github_link_file!("https://github.com/YOUR/PROJECT/blob/master/", "(source code)"));
/// # });
/// ```
#[macro_export]
macro_rules! github_link_file {
    ($github_url: expr, $label: expr) => {{
        let url = format!("{}{}", $github_url, file!());
        $crate::Hyperlink::from_label_and_url($label, url)
    }};
}

// ----------------------------------------------------------------------------

/// An assert that is only active when `egui` is compiled with the `extra_asserts` feature
/// or with the `extra_debug_asserts` feature in debug builds.
#[macro_export]
macro_rules! egui_assert {
    ($($arg: tt)*) => {
        if cfg!(any(
            feature = "extra_asserts",
            all(feature = "extra_debug_asserts", debug_assertions),
        )) {
            assert!($($arg)*);
        }
    }
}

// ----------------------------------------------------------------------------

/// The minus character: <https://www.compart.com/en/unicode/U+2212>
pub(crate) const MINUS_CHAR_STR: &str = "−";

/// The default egui fonts supports around 1216 emojis in total.
/// Here are some of the most useful:
/// ∞⊗⎗⎘⎙⏏⏴⏵⏶⏷
/// ⏩⏪⏭⏮⏸⏹⏺■▶📾🔀🔁🔃
/// ☀☁★☆☐☑☜☝☞☟⛃⛶✔
/// ↺↻⟲⟳⬅➡⬆⬇⬈⬉⬊⬋⬌⬍⮨⮩⮪⮫
/// ♡
/// 📅📆
/// 📈📉📊
/// 📋📌📎📤📥🔆
/// 🔈🔉🔊🔍🔎🔗🔘
/// 🕓🖧🖩🖮🖱🖴🖵🖼🗀🗁🗋🗐🗑🗙🚫❓
///
/// NOTE: In egui all emojis are monochrome!
///
/// You can explore them all in the Font Book in [the online demo](https://www.egui.rs/#demo).
///
/// In addition, egui supports a few special emojis that are not part of the unicode standard.
/// This module contains some of them:
pub mod special_emojis {
    /// Tux, the Linux penguin.
    pub const OS_LINUX: char = '🐧';

    /// The Windows logo.
    pub const OS_WINDOWS: char = '';

    /// The Android logo.
    pub const OS_ANDROID: char = '';

    /// The Apple logo.
    pub const OS_APPLE: char = '';

    /// The Github logo.
    pub const GITHUB: char = '';

    /// The Twitter bird.
    pub const TWITTER: char = '';

    /// The word `git`.
    pub const GIT: char = '';

    // I really would like to have ferris here.
}

/// The different types of built-in widgets in egui
#[derive(Clone, Copy, Debug, PartialEq, Eq)]
#[cfg_attr(feature = "serde", derive(serde::Deserialize, serde::Serialize))]
pub enum WidgetType {
    Label, // TODO(emilk): emit Label events

    /// e.g. a hyperlink
    Link,

    TextEdit,

    Button,

    Checkbox,

    RadioButton,

    SelectableLabel,

    ComboBox,

    Slider,

    DragValue,

    ColorButton,

    ImageButton,

    CollapsingHeader,

    /// If you cannot fit any of the above slots.
    ///
    /// If this is something you think should be added, file an issue.
    Other,
}

// ----------------------------------------------------------------------------

/// For use in tests; especially doctests.
pub fn __run_test_ctx(mut run_ui: impl FnMut(&Context)) {
    let ctx = Context::default();
    ctx.set_fonts(FontDefinitions::empty()); // prevent fonts from being loaded (save CPU time)
    let _ = ctx.run(Default::default(), |ctx| {
        run_ui(ctx);
    });
}

/// For use in tests; especially doctests.
pub fn __run_test_ui(mut add_contents: impl FnMut(&mut Ui)) {
    let ctx = Context::default();
    ctx.set_fonts(FontDefinitions::empty()); // prevent fonts from being loaded (save CPU time)
    let _ = ctx.run(Default::default(), |ctx| {
        crate::CentralPanel::default().show(ctx, |ui| {
            add_contents(ui);
        });
    });
}

#[cfg(feature = "accesskit")]
pub fn accesskit_root_id() -> Id {
    Id::new("accesskit_root")
}

// ---------------------------------------------------------------------------

mod profiling_scopes {
    #![allow(unused_macros)]
    #![allow(unused_imports)]

    /// Profiling macro for feature "puffin"
    macro_rules! profile_function {
        ($($arg: tt)*) => {
            #[cfg(feature = "puffin")]
            #[cfg(not(target_arch = "wasm32"))] // Disabled on web because of the coarse 1ms clock resolution there.
            puffin::profile_function!($($arg)*);
        };
    }
    pub(crate) use profile_function;

    /// Profiling macro for feature "puffin"
    macro_rules! profile_scope {
        ($($arg: tt)*) => {
            #[cfg(feature = "puffin")]
            #[cfg(not(target_arch = "wasm32"))] // Disabled on web because of the coarse 1ms clock resolution there.
            puffin::profile_scope!($($arg)*);
        };
    }
    pub(crate) use profile_scope;
}

#[allow(unused_imports)]
pub(crate) use profiling_scopes::*;