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EguiWindow

Struct EguiWindow 

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pub struct EguiWindow<State, U>
where State: 'static + Send, U: FnMut(&mut Ui, &mut Queue<'_>, &mut State) + 'static + Send,
{ /* private fields */ }
Expand description

Re-export for convenience. Handles an egui-baseview application

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impl<State, U> EguiWindow<State, U>
where State: 'static + Send, U: FnMut(&mut Ui, &mut Queue<'_>, &mut State) + 'static + Send,

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pub fn open_parented<P, B>( parent: &P, settings: WindowOpenOptions, graphics_config: GraphicsConfig, state: State, build: B, update: U, ) -> WindowHandle
where P: HasRawWindowHandle, B: FnMut(&Context, &mut Queue<'_>, &mut State) + 'static + Send,

Open a new child window.

  • parent - The parent window.
  • settings - The settings of the window.
  • state - The initial state of your application.
  • build - Called once before the first frame. Allows you to do setup code and to call ctx.set_fonts(). Optional.
  • update - Called before each frame. Here you should update the state of your application and build the UI.
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pub fn open_blocking<B>( settings: WindowOpenOptions, graphics_config: GraphicsConfig, state: State, build: B, update: U, )
where B: FnMut(&Context, &mut Queue<'_>, &mut State) + 'static + Send,

Open a new window that blocks the current thread until the window is destroyed.

  • settings - The settings of the window.
  • state - The initial state of your application.
  • build - Called once before the first frame. Allows you to do setup code and to call ctx.set_fonts(). Optional.
  • update - Called before each frame. Here you should update the state of your application and build the UI.

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impl<State, U> WindowHandler for EguiWindow<State, U>
where State: 'static + Send, U: FnMut(&mut Ui, &mut Queue<'_>, &mut State) + 'static + Send,

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fn on_frame(&mut self, window: &mut Window<'_>)

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fn on_event(&mut self, window: &mut Window<'_>, event: Event) -> EventStatus

Auto Trait Implementations§

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impl<State, U> !Freeze for EguiWindow<State, U>

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impl<State, U> !RefUnwindSafe for EguiWindow<State, U>

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impl<State, U> Send for EguiWindow<State, U>

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impl<State, U> Sync for EguiWindow<State, U>
where U: Sync, State: Sync,

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impl<State, U> Unpin for EguiWindow<State, U>
where U: Unpin, State: Unpin,

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impl<State, U> UnsafeUnpin for EguiWindow<State, U>
where U: UnsafeUnpin, State: UnsafeUnpin,

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impl<State, U> !UnwindSafe for EguiWindow<State, U>

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impl<T> Any for T
where T: 'static + ?Sized,

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T> Borrow<T> for T
where T: ?Sized,

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fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
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impl<T> BorrowMut<T> for T
where T: ?Sized,

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fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
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impl<T> From<T> for T

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fn from(t: T) -> T

Returns the argument unchanged.

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impl<T, U> Into<U> for T
where U: From<T>,

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fn into(self) -> U

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

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impl<T> Pointable for T

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const ALIGN: usize

The alignment of pointer.
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type Init = T

The type for initializers.
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unsafe fn init(init: <T as Pointable>::Init) -> usize

Initializes a with the given initializer. Read more
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unsafe fn deref<'a>(ptr: usize) -> &'a T

Dereferences the given pointer. Read more
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unsafe fn deref_mut<'a>(ptr: usize) -> &'a mut T

Mutably dereferences the given pointer. Read more
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unsafe fn drop(ptr: usize)

Drops the object pointed to by the given pointer. Read more
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impl<T, S> SimdFrom<T, S> for T
where S: Simd,

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fn simd_from(value: T, _simd: S) -> T

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impl<F, T, S> SimdInto<T, S> for F
where T: SimdFrom<F, S>, S: Simd,

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fn simd_into(self, simd: S) -> T

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impl<T, U> TryFrom<U> for T
where U: Into<T>,

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type Error = Infallible

The type returned in the event of a conversion error.
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fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>

Performs the conversion.
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impl<T, U> TryInto<U> for T
where U: TryFrom<T>,

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type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.
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fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

Performs the conversion.