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BrepApp

Struct BrepApp 

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pub struct BrepApp { /* private fields */ }

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impl BrepApp

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pub fn automation(&self) -> &Arc<AutomationQueue>

The automation queue a host submits commands to.

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pub fn view_rect(&self) -> Option<Rect>

The 3D viewport rect of the last frame, in egui points.

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pub fn docs_engine(&self) -> &EngineState

The active document’s engine.

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pub fn new(cc: &CreationContext<'_>) -> Result<Self, String>

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pub fn new_with( cc: &CreationContext<'_>, opts: AppOptions, ) -> Result<Self, String>

Build the app with host-supplied options: an isolated store (a host MUST pass one, spec §8) and whether to start on the seed model.

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pub fn set_settings_window_open(&mut self, open: bool)

Open or close the floating Settings window — the toolbar gear’s flag, reachable from the automation layer (settings_window).

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pub fn set_part_properties_window_open(&mut self, open: bool)

Open or close the floating Part Properties window — the toolbar tag button’s flag, reachable from the automation layer (part_properties_window).

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pub fn set_info_window_open(&mut self, open: bool)

Open or close the floating Info window — the toolbar info button’s flag, reachable from the automation layer (info_window).

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pub fn diagnostics(&self) -> &Diagnostics

What this session is running on. The app’s ONE record of it: the Info window draws it, a problem report carries it, the diagnostics command returns it and the MCP banner names its adapter — all from here.

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pub fn begin_bug_report(&mut self, ctx: &Context)

Begin the in-app problem report: the same call the Submit Bug button makes, and for the same reason it makes it THIS frame — request captures the current frame before its own dialog exists.

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pub fn show_pane(&mut self, kind: PaneKind)

Bring a dock pane to the front (show_pane).

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pub fn update_components( &mut self, run: bool, ) -> Result<(usize, Vec<String>, usize), String>

The parts-library staleness check and its refresh — the Constraints header’s “Update components (N)” button, reachable as the component_update command. Returns (outdated, missing, refreshed); run is skipped when nothing is outdated.

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pub fn dispatch_workbench_button(&mut self, id: &str) -> bool

Run what a WORKBENCH TOOLBAR button does, by its WorkbenchButton::id.

Split out of ui so a toolbar click and the workbench_button command run the SAME arms: the workbench registry declares a button, this dispatches it, and the automation surface owns no second copy of the list. Returns whether the id was known.

Trait Implementations§

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impl App for BrepApp

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fn raw_input_hook(&mut self, ctx: &Context, raw_input: &mut RawInput)

Phase 1 of the automation frame (§4.4): queued input commands become egui events; a screenshot that landed completes its reply. Called by every eframe runner before ui; the headless host calls it itself.

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fn ui(&mut self, ui: &mut Ui, _frame: &mut Frame)

Called each time the UI needs repainting, which may be many times per second. Read more
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fn logic(&mut self, ctx: &Context, frame: &mut Frame)

Called once before each call to Self::ui, and additionally also called when the UI is hidden, but egui::Context::request_repaint was called. Read more
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fn save(&mut self, _storage: &mut dyn Storage)

Called on shutdown, and perhaps at regular intervals. Allows you to save state. Read more
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fn on_exit(&mut self)

Called once on shutdown, after Self::save. Read more
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fn auto_save_interval(&self) -> Duration

Time between automatic calls to Self::save
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fn clear_color(&self, _visuals: &Visuals) -> [f32; 4]

Background color values for the app, e.g. what is sent to gl.clearColor. Read more
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fn persist_egui_memory(&self) -> bool

Controls whether or not the egui memory (window positions etc) will be persisted (only if the “persistence” feature is enabled).

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