Struct nannou_egui::Egui
source · pub struct Egui { /* private fields */ }
Expand description
All egui
-related state for a single window.
Includes the context, a renderer, and an input tracker.
For multi-window user interfaces, you will need to create an instance of this type per-window.
Implementations§
source§impl Egui
impl Egui
sourcepub fn new(
device: &Device,
target_format: TextureFormat,
target_msaa_samples: u32,
window_scale_factor: f32,
window_size_pixels: [u32; 2]
) -> Self
pub fn new( device: &Device, target_format: TextureFormat, target_msaa_samples: u32, window_scale_factor: f32, window_size_pixels: [u32; 2] ) -> Self
Construct the Egui
from its parts.
The given device
must be the same used to create the queue to which the Egui’s render
commands will be submitted.
The target_format
, target_msaa_samples
, window_scale_factor
and window_size_pixels
must match the window to which the UI will be drawn.
The context
should have the desired initial styling and fonts already set.
sourcepub fn from_window(window: &Window) -> Self
pub fn from_window(window: &Window) -> Self
Construct a Egui
associated with the given window.
sourcepub fn handle_raw_event(&mut self, event: &WindowEvent<'_>)
pub fn handle_raw_event(&mut self, event: &WindowEvent<'_>)
Handles a raw window event, tracking all input and events relevant to the UI as necessary.
sourcepub fn set_elapsed_time(&mut self, elapsed: Duration)
pub fn set_elapsed_time(&mut self, elapsed: Duration)
Set the elapsed time since the Egui
app started running.
sourcepub fn begin_frame(&mut self) -> FrameCtx<'_>
pub fn begin_frame(&mut self) -> FrameCtx<'_>
Begin describing a UI frame.
pub fn end_frame(&mut self) -> PlatformOutput
sourcepub fn texture_from_wgpu_texture(
&mut self,
device: &Device,
texture: &Texture,
texture_filter: FilterMode
) -> TextureId
pub fn texture_from_wgpu_texture( &mut self, device: &Device, texture: &Texture, texture_filter: FilterMode ) -> TextureId
Registers a wgpu::Texture with a egui::TextureId.
sourcepub fn update_texture_from_wgpu_texture(
&mut self,
device: &Device,
texture: &Texture,
texture_filter: FilterMode,
id: TextureId
) -> Result<(), WgpuError>
pub fn update_texture_from_wgpu_texture( &mut self, device: &Device, texture: &Texture, texture_filter: FilterMode, id: TextureId ) -> Result<(), WgpuError>
Registers a wgpu::Texture with an existing egui::TextureId.
Auto Trait Implementations§
impl !RefUnwindSafe for Egui
impl Send for Egui
impl !Sync for Egui
impl Unpin for Egui
impl !UnwindSafe for Egui
Blanket Implementations§
source§impl<S, D, Swp, Dwp, T> AdaptInto<D, Swp, Dwp, T> for S
impl<S, D, Swp, Dwp, T> AdaptInto<D, Swp, Dwp, T> for S
source§fn adapt_into_using<M>(self, method: M) -> Dwhere
M: TransformMatrix<Swp, Dwp, T>,
fn adapt_into_using<M>(self, method: M) -> Dwhere
M: TransformMatrix<Swp, Dwp, T>,
source§fn adapt_into(self) -> D
fn adapt_into(self) -> D
source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
source§impl<T, U> ConvertInto<U> for Twhere
U: ConvertFrom<T>,
impl<T, U> ConvertInto<U> for Twhere
U: ConvertFrom<T>,
source§fn convert_into(self) -> U
fn convert_into(self) -> U
source§fn convert_unclamped_into(self) -> U
fn convert_unclamped_into(self) -> U
source§fn try_convert_into(self) -> Result<U, OutOfBounds<U>>
fn try_convert_into(self) -> Result<U, OutOfBounds<U>>
OutOfBounds
error is returned which contains the unclamped color. Read more