egui/lib.rs
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//! `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 1.76.0 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 screen 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>.
//!
//! ## Multi-pass immediate mode
//! By default, egui usually only does one pass for each rendered frame.
//! However, egui supports multi-pass immediate mode.
//! Another pass can be requested with [`Context::request_discard`].
//!
//! This is used by some widgets to cover up "first-frame jitters".
//! For instance, the [`Grid`] needs to know the width of all columns before it can properly place the widgets.
//! But it cannot know the width of widgets to come.
//! So it stores the max widths of previous frames and uses that.
//! This means the first time a `Grid` is shown it will _guess_ the widths of the columns, and will usually guess wrong.
//! This means the contents of the grid will be wrong for one frame, before settling to the correct places.
//! Therefore `Grid` calls [`Context::request_discard`] when it is first shown, so the wrong placement is never
//! visible to the end user.
//!
//! This is an example of a form of multi-pass immediate mode, where earlier passes are used for sizing,
//! and later passes for layout.
//!
//! See [`Context::request_discard`] and [`Options::max_passes`] for more.
//!
//! # 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;
//! }
//! ```
//!
//!
//! ## Widget interaction
//! Each widget has a [`Sense`], which defines whether or not the widget
//! is sensitive to clicking and/or drags.
//!
//! For instance, a [`Button`] only has a [`Sense::click`] (by default).
//! This means if you drag a button it will not respond with [`Response::dragged`].
//! Instead, the drag will continue through the button to the first
//! widget behind it that is sensitive to dragging, which for instance could be
//! a [`ScrollArea`]. This lets you scroll by dragging a scroll area (important
//! on touch screens), just as long as you don't drag on a widget that is sensitive
//! to drags (e.g. a [`Slider`]).
//!
//! When widgets overlap it is the last added one
//! that is considered to be on top and which will get input priority.
//!
//! The widget interaction logic is run at the _start_ of each frame,
//! based on the output from the previous frame.
//! This means that when a new widget shows up you cannot click it in the same
//! frame (i.e. in the same fraction of a second), but unless the user
//! is spider-man, they wouldn't be fast enough to do so anyways.
//!
//! By running the interaction code early, egui can actually
//! tell you if a widget is being interacted with _before_ you add it,
//! as long as you know its [`Id`] before-hand (e.g. using [`Ui::next_auto_id`]),
//! by calling [`Context::read_response`].
//! This can be useful in some circumstances in order to style a widget,
//! or to respond to interactions before adding the widget
//! (perhaps on top of other widgets).
//!
//!
//! ## 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
//!
//! ```
//! # use egui::TextWrapMode;
//! # 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_mode = Some(TextWrapMode::Truncate);
//!
//! 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)]
mod animation_manager;
pub mod containers;
mod context;
mod data;
pub mod debug_text;
mod drag_and_drop;
pub(crate) mod grid;
pub mod gui_zoom;
mod hit_test;
mod id;
mod input_state;
mod interaction;
pub mod introspection;
pub mod layers;
mod layout;
pub mod load;
mod memory;
pub mod menu;
pub mod os;
mod painter;
mod pass_state;
pub(crate) mod placer;
mod response;
mod sense;
pub mod style;
pub mod text_selection;
mod ui;
mod ui_builder;
mod ui_stack;
pub mod util;
pub mod viewport;
mod widget_rect;
pub mod widget_text;
pub mod widgets;
#[cfg(feature = "callstack")]
#[cfg(debug_assertions)]
mod callstack;
#[cfg(feature = "accesskit")]
pub use accesskit;
#[deprecated = "Use the ahash crate directly."]
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, Margin, Mesh, PaintCallback,
PaintCallbackInfo, Rounding, Shadow, 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 self::{
containers::*,
context::{Context, RepaintCause, RequestRepaintInfo},
data::{
input::*,
output::{
self, CursorIcon, FullOutput, OpenUrl, PlatformOutput, UserAttentionType, WidgetInfo,
},
Key,
},
drag_and_drop::DragAndDrop,
epaint::text::TextWrapMode,
grid::Grid,
id::{Id, IdMap},
input_state::{InputState, MultiTouchInfo, PointerState},
layers::{LayerId, Order},
layout::*,
load::SizeHint,
memory::{Memory, Options, Theme, ThemePreference},
painter::Painter,
response::{InnerResponse, Response},
sense::Sense,
style::{FontSelection, Spacing, Style, TextStyle, Visuals},
text::{Galley, TextFormat},
ui::Ui,
ui_builder::UiBuilder,
ui_stack::*,
viewport::*,
widget_rect::{WidgetRect, WidgetRects},
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:expr $(,)?) => {
$crate::ImageSource::Bytes {
uri: ::std::borrow::Cow::Borrowed(concat!("bytes://", $path)),
bytes: $crate::load::Bytes::Static(include_bytes!($path)),
}
};
}
/// Create a [`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`] 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)
}};
}
// ----------------------------------------------------------------------------
/// 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,
/// A group of radio buttons.
RadioGroup,
SelectableLabel,
ComboBox,
Slider,
DragValue,
ColorButton,
ImageButton,
CollapsingHeader,
ProgressIndicator,
/// 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(add_contents: impl Fn(&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::{profile_function, profile_scope};