Struct rerun::external::re_viewer_context::ViewerContext

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pub struct ViewerContext<'a> {
Show 16 fields pub app_options: &'a AppOptions, pub cache: &'a Caches, pub component_ui_registry: &'a ComponentUiRegistry, pub space_view_class_registry: &'a SpaceViewClassRegistry, pub store_context: &'a StoreContext<'a>, pub applicable_entities_per_visualizer: &'a PerVisualizer<ApplicableEntities>, pub indicated_entities_per_visualizer: &'a PerVisualizer<IndicatedEntities>, pub query_results: &'a HashMap<BlueprintId<SpaceViewIdRegistry>, DataQueryResult, RandomState>, pub rec_cfg: &'a RecordingConfig, pub blueprint_cfg: &'a RecordingConfig, pub selection_state: &'a ApplicationSelectionState, pub blueprint_query: &'a LatestAtQuery, pub re_ui: &'a ReUi, pub render_ctx: &'a RenderContext, pub command_sender: &'a CommandSender, pub focused_item: &'a Option<Item>,
}
Expand description

Common things needed by many parts of the viewer.

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§app_options: &'a AppOptions

Global options for the whole viewer.

§cache: &'a Caches

Things that need caching and are shared across the whole viewer.

Use this only for things that you expected be shared across different panels and/or space views.

§component_ui_registry: &'a ComponentUiRegistry

How to display components.

§space_view_class_registry: &'a SpaceViewClassRegistry

Registry of all known classes of space views.

§store_context: &'a StoreContext<'a>

The current view of the store

§applicable_entities_per_visualizer: &'a PerVisualizer<ApplicableEntities>

Mapping from class and system to entities for the store

TODO(andreas): This should have a generation id, allowing to update heuristics(?)/visualizable_entities etc.

§indicated_entities_per_visualizer: &'a PerVisualizer<IndicatedEntities>

For each visualizer, the set of entities that have at least one matching indicator component.

TODO(andreas): Should we always do the intersection with applicable_entities_per_visualizer or are we ever interested in a non-applicable but indicator-matching entity?

§query_results: &'a HashMap<BlueprintId<SpaceViewIdRegistry>, DataQueryResult, RandomState>

All the query results for this frame.

§rec_cfg: &'a RecordingConfig

UI config for the current recording (found in EntityDb).

§blueprint_cfg: &'a RecordingConfig

UI config for the current blueprint.

§selection_state: &'a ApplicationSelectionState

Selection & hovering state.

§blueprint_query: &'a LatestAtQuery

The blueprint query used for resolving blueprint in this frame

§re_ui: &'a ReUi

The look and feel of the UI.

§render_ctx: &'a RenderContext

The global re_renderer context, holds on to all GPU resources.

§command_sender: &'a CommandSender

Interface for sending commands back to the app

§focused_item: &'a Option<Item>

Item that got focused on the last frame if any.

The focused item is cleared every frame, but views may react with side-effects that last several frames.

Implementations§

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impl ViewerContext<'_>

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pub fn save_blueprint_archetype( &self, entity_path: EntityPath, components: &dyn AsComponents )

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pub fn save_blueprint_component( &self, entity_path: &EntityPath, components: &dyn ComponentBatch<Name = ComponentName> )

Helper to save a component batch to the blueprint store.

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pub fn save_empty_blueprint_component<'a, C>(&self, entity_path: &EntityPath)
where C: Component + 'a,

Helper to save a component to the blueprint store.

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pub fn save_empty_blueprint_component_name( &self, entity_path: &EntityPath, component_name: ComponentName )

Helper to save a component to the blueprint store.

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impl ViewerContext<'_>

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pub fn lookup_query_result( &self, id: BlueprintId<SpaceViewIdRegistry> ) -> &DataQueryResult

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impl<'a> ViewerContext<'a>

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pub fn recording(&self) -> &EntityDb

The active recording.

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pub fn recording_store(&self) -> &DataStore

The data store of the active recording.

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pub fn recording_id(&self) -> &StoreId

The StoreId of the active recording.

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pub fn selection(&self) -> &ItemCollection

Returns the current selection.

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pub fn hovered(&self) -> &ItemCollection

Returns the currently hovered objects.

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pub fn selection_state(&self) -> &ApplicationSelectionState

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pub fn current_query(&self) -> LatestAtQuery

The current time query, based on the current time control.

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pub fn select_hovered_on_click( &self, response: &Response, selection: impl Into<ItemCollection> )

Set hover/select/focus for a given selection based on an egui response.

Auto Trait Implementations§

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impl<'a> Freeze for ViewerContext<'a>

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impl<'a> !RefUnwindSafe for ViewerContext<'a>

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impl<'a> Send for ViewerContext<'a>

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impl<'a> Sync for ViewerContext<'a>

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impl<'a> Unpin for ViewerContext<'a>

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impl<'a> !UnwindSafe for ViewerContext<'a>

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