Struct egui_winit::State
source · [−]pub struct State { /* private fields */ }
Expand description
Handles the integration between egui and winit.
Implementations
sourceimpl State
impl State
pub fn new<T>(event_loop: &EventLoopWindowTarget<T>) -> Self
pub fn new_with_wayland_display(wayland_display: Option<*mut c_void>) -> Self
sourcepub fn set_max_texture_side(&mut self, max_texture_side: usize)
pub fn set_max_texture_side(&mut self, max_texture_side: usize)
Call this once a graphics context has been created to update the maximum texture dimensions that egui will use.
sourcepub fn set_pixels_per_point(&mut self, pixels_per_point: f32)
pub fn set_pixels_per_point(&mut self, pixels_per_point: f32)
Call this when a new native Window is created for rendering to initialize the pixels_per_point
for that window.
In particular, on Android it is necessary to call this after each Resumed
lifecycle
event, each time a new native window is created.
Once this has been initialized for a new window then this state will be maintained by handling
winit::event::WindowEvent::ScaleFactorChanged
events.
sourcepub fn pixels_per_point(&self) -> f32
pub fn pixels_per_point(&self) -> f32
The number of physical pixels per logical point,
as configured on the current egui context (see egui::Context::pixels_per_point
).
sourcepub fn egui_input(&self) -> &RawInput
pub fn egui_input(&self) -> &RawInput
The current input state.
This is changed by Self::on_event
and cleared by Self::take_egui_input
.
sourcepub fn take_egui_input(&mut self, window: &Window) -> RawInput
pub fn take_egui_input(&mut self, window: &Window) -> RawInput
Prepare for a new frame by extracting the accumulated input, as well as setting the time and screen rectangle.
sourcepub fn on_event(&mut self, egui_ctx: &Context, event: &WindowEvent<'_>) -> bool
pub fn on_event(&mut self, egui_ctx: &Context, event: &WindowEvent<'_>) -> bool
Call this when there is a new event.
The result can be found in Self::egui_input
and be extracted with Self::take_egui_input
.
Returns true
if egui wants exclusive use of this event
(e.g. a mouse click on an egui window, or entering text into a text field).
For instance, if you use egui for a game, you want to first call this
and only when this returns false
pass on the events to your game.
Note that egui uses tab
to move focus between elements, so this will always return true
for tabs.
sourcepub fn handle_platform_output(
&mut self,
window: &Window,
egui_ctx: &Context,
platform_output: PlatformOutput
)
pub fn handle_platform_output(
&mut self,
window: &Window,
egui_ctx: &Context,
platform_output: PlatformOutput
)
Call with the output given by egui
.
This will, if needed:
- update the cursor
- copy text to the clipboard
- open any clicked urls
- update the IME
Auto Trait Implementations
impl !RefUnwindSafe for State
impl Send for State
impl !Sync for State
impl Unpin for State
impl !UnwindSafe for State
Blanket Implementations
sourceimpl<T> BorrowMut<T> for T where
T: ?Sized,
impl<T> BorrowMut<T> for T where
T: ?Sized,
const: unstable · sourcefn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more
sourceimpl<T> Instrument for T
impl<T> Instrument for T
sourcefn instrument(self, span: Span) -> Instrumented<Self>
fn instrument(self, span: Span) -> Instrumented<Self>
sourcefn in_current_span(self) -> Instrumented<Self>
fn in_current_span(self) -> Instrumented<Self>
sourceimpl<T> WithSubscriber for T
impl<T> WithSubscriber for T
sourcefn with_subscriber<S>(self, subscriber: S) -> WithDispatch<Self> where
S: Into<Dispatch>,
fn with_subscriber<S>(self, subscriber: S) -> WithDispatch<Self> where
S: Into<Dispatch>,
Attaches the provided Subscriber
to this type, returning a
WithDispatch
wrapper. Read more
sourcefn with_current_subscriber(self) -> WithDispatch<Self>
fn with_current_subscriber(self) -> WithDispatch<Self>
Attaches the current default Subscriber
to this type, returning a
WithDispatch
wrapper. Read more