egui_demo_lib 0.34.1

Example library for egui
Documentation
//! Source code example of how to create your own widget.
//! This is meant to be read as a tutorial, hence the plethora of comments.

/// iOS-style toggle switch:
///
/// ``` text
///      _____________
///     /       /.....\
///    |       |.......|
///     \_______\_____/
/// ```
///
/// ## Example:
/// ``` ignore
/// toggle_ui(ui, &mut my_bool);
/// ```
pub fn toggle_ui(ui: &mut egui::Ui, on: &mut bool) -> egui::Response {
    // Widget code can be broken up in four steps:
    //  1. Decide a size for the widget
    //  2. Allocate space for it
    //  3. Handle interactions with the widget (if any)
    //  4. Paint the widget

    // 1. Deciding widget size:
    // You can query the `ui` how much space is available,
    // but in this example we have a fixed size widget based on the height of a standard button:
    let desired_size = ui.spacing().interact_size.y * egui::vec2(2.0, 1.0);

    // 2. Allocating space:
    // This is where we get a region of the screen assigned.
    // We also tell the Ui to sense clicks in the allocated region.
    let (rect, mut response) = ui.allocate_exact_size(desired_size, egui::Sense::click());

    // 3. Interact: Time to check for clicks!
    if response.clicked() {
        *on = !*on;
        response.mark_changed(); // report back that the value changed
    }

    // Attach some meta-data to the response which can be used by screen readers:
    response.widget_info(|| {
        egui::WidgetInfo::selected(egui::WidgetType::Checkbox, ui.is_enabled(), *on, "")
    });

    // 4. Paint!
    // Make sure we need to paint:
    if ui.is_rect_visible(rect) {
        // Let's ask for a simple animation from egui.
        // egui keeps track of changes in the boolean associated with the id and
        // returns an animated value in the 0-1 range for how much "on" we are.
        let how_on = ui.ctx().animate_bool_responsive(response.id, *on);
        // We will follow the current style by asking
        // "how should something that is being interacted with be painted?".
        // This will, for instance, give us different colors when the widget is hovered or clicked.
        let visuals = ui.style().interact_selectable(&response, *on);
        // All coordinates are in absolute screen coordinates so we use `rect` to place the elements.
        let rect = rect.expand(visuals.expansion);
        let radius = 0.5 * rect.height();
        ui.painter().rect(
            rect,
            radius,
            visuals.bg_fill,
            visuals.bg_stroke,
            egui::StrokeKind::Inside,
        );
        // Paint the circle, animating it from left to right with `how_on`:
        let circle_x = egui::lerp((rect.left() + radius)..=(rect.right() - radius), how_on);
        let center = egui::pos2(circle_x, rect.center().y);
        ui.painter()
            .circle(center, 0.75 * radius, visuals.bg_fill, visuals.fg_stroke);
    }

    // All done! Return the interaction response so the user can check what happened
    // (hovered, clicked, ...) and maybe show a tooltip:
    response
}

/// Here is the same code again, but a bit more compact:
#[expect(dead_code)]
fn toggle_ui_compact(ui: &mut egui::Ui, on: &mut bool) -> egui::Response {
    let desired_size = ui.spacing().interact_size.y * egui::vec2(2.0, 1.0);
    let (rect, mut response) = ui.allocate_exact_size(desired_size, egui::Sense::click());
    if response.clicked() {
        *on = !*on;
        response.mark_changed();
    }
    response.widget_info(|| {
        egui::WidgetInfo::selected(egui::WidgetType::Checkbox, ui.is_enabled(), *on, "")
    });

    if ui.is_rect_visible(rect) {
        let how_on = ui.ctx().animate_bool_responsive(response.id, *on);
        let visuals = ui.style().interact_selectable(&response, *on);
        let rect = rect.expand(visuals.expansion);
        let radius = 0.5 * rect.height();
        ui.painter().rect(
            rect,
            radius,
            visuals.bg_fill,
            visuals.bg_stroke,
            egui::StrokeKind::Inside,
        );
        let circle_x = egui::lerp((rect.left() + radius)..=(rect.right() - radius), how_on);
        let center = egui::pos2(circle_x, rect.center().y);
        ui.painter()
            .circle(center, 0.75 * radius, visuals.bg_fill, visuals.fg_stroke);
    }

    response
}

// A wrapper that allows the more idiomatic usage pattern: `ui.add(toggle(&mut my_bool))`
/// iOS-style toggle switch.
///
/// ## Example:
/// ``` ignore
/// ui.add(toggle(&mut my_bool));
/// ```
pub fn toggle(on: &mut bool) -> impl egui::Widget + '_ {
    move |ui: &mut egui::Ui| toggle_ui(ui, on)
}

pub fn url_to_file_source_code() -> String {
    format!("https://github.com/emilk/egui/blob/main/{}", file!())
}