Struct egui::Layout

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pub struct Layout {
    pub main_dir: Direction,
    pub main_wrap: bool,
    pub main_align: Align,
    pub main_justify: bool,
    pub cross_align: Align,
    pub cross_justify: bool,
}
Expand description

The layout of a Ui, e.g. “vertical & centered”.

ui.with_layout(egui::Layout::right_to_left(egui::Align::TOP), |ui| {
    ui.label("world!");
    ui.label("Hello");
});

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§main_dir: Direction

Main axis direction

§main_wrap: bool

If true, wrap around when reading the end of the main direction. For instance, for main_dir == Direction::LeftToRight this will wrap to a new row when we reach the right side of the max_rect.

§main_align: Align

How to align things on the main axis.

§main_justify: bool

Justify the main axis?

§cross_align: Align

How to align things on the cross axis. For vertical layouts: put things to left, center or right? For horizontal layouts: put things to top, center or bottom?

§cross_justify: bool

Justify the cross axis? For vertical layouts justify mean all widgets get maximum width. For horizontal layouts justify mean all widgets get maximum height.

Implementations§

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impl Layout

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pub fn left_to_right(valign: Align) -> Self

Place elements horizontally, left to right.

The valign parameter controls how to align elements vertically.

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pub fn right_to_left(valign: Align) -> Self

Place elements horizontally, right to left.

The valign parameter controls how to align elements vertically.

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pub fn top_down(halign: Align) -> Self

Place elements vertically, top to bottom.

Use the provided horizontal alignment.

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pub fn top_down_justified(halign: Align) -> Self

Top-down layout justified so that buttons etc fill the full available width.

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pub fn bottom_up(halign: Align) -> Self

Place elements vertically, bottom up.

Use the provided horizontal alignment.

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pub fn from_main_dir_and_cross_align( main_dir: Direction, cross_align: Align ) -> Self

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pub fn centered_and_justified(main_dir: Direction) -> Self

For when you want to add a single widget to a layout, and that widget should use up all available space.

Only one widget may be added to the inner Ui!

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pub fn with_main_wrap(self, main_wrap: bool) -> Self

Wrap widgets when we overflow the main axis?

For instance, for left-to-right layouts, setting this to true will put widgets on a new row if we would overflow the right side of crate::Ui::max_rect.

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pub fn with_main_align(self, main_align: Align) -> Self

The alignment to use on the main axis.

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pub fn with_cross_align(self, cross_align: Align) -> Self

The alignment to use on the cross axis.

The “cross” axis is the one orthogonal to the main axis. For instance: in left-to-right layout, the main axis is horizontal and the cross axis is vertical.

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pub fn with_main_justify(self, main_justify: bool) -> Self

Justify widgets on the main axis?

Justify here means “take up all available space”.

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pub fn with_cross_justify(self, cross_justify: bool) -> Self

Justify widgets along the cross axis?

Justify here means “take up all available space”.

The “cross” axis is the one orthogonal to the main axis. For instance: in left-to-right layout, the main axis is horizontal and the cross axis is vertical.

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impl Layout

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pub fn main_dir(&self) -> Direction

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pub fn main_wrap(&self) -> bool

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pub fn cross_align(&self) -> Align

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pub fn cross_justify(&self) -> bool

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pub fn is_horizontal(&self) -> bool

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pub fn is_vertical(&self) -> bool

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pub fn prefer_right_to_left(&self) -> bool

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pub fn horizontal_placement(&self) -> Align

e.g. for adjusting the placement of something.

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pub fn horizontal_align(&self) -> Align

e.g. for when aligning text within a button.

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pub fn vertical_align(&self) -> Align

e.g. for when aligning text within a button.

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fn align2(&self) -> Align2

e.g. for when aligning text within a button.

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pub fn horizontal_justify(&self) -> bool

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pub fn vertical_justify(&self) -> bool

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impl Layout

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pub fn align_size_within_rect(&self, size: Vec2, outer: Rect) -> Rect

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fn initial_cursor(&self, max_rect: Rect) -> Rect

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pub(crate) fn region_from_max_rect(&self, max_rect: Rect) -> Region

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pub(crate) fn available_rect_before_wrap(&self, region: &Region) -> Rect

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pub(crate) fn available_size(&self, r: &Region) -> Vec2

Amount of space available for a widget. For wrapping layouts, this is the maximum (after wrap).

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fn available_from_cursor_max_rect(&self, cursor: Rect, max_rect: Rect) -> Rect

Given the cursor in the region, how much space is available for the next widget?

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pub(crate) fn next_frame( &self, region: &Region, child_size: Vec2, spacing: Vec2 ) -> Rect

Returns where to put the next widget that is of the given size. The returned frame_rect Rect will always be justified along the cross axis. This is what you then pass to advance_after_rects. Use justify_and_align to get the inner widget_rect.

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fn next_frame_ignore_wrap(&self, region: &Region, child_size: Vec2) -> Rect

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pub(crate) fn justify_and_align(&self, frame: Rect, child_size: Vec2) -> Rect

Apply justify (fill width/height) and/or alignment after calling next_space.

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pub(crate) fn next_widget_space_ignore_wrap_justify( &self, region: &Region, size: Vec2 ) -> Rect

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pub(crate) fn next_widget_position(&self, region: &Region) -> Pos2

Where would the next tiny widget be centered?

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pub(crate) fn advance_cursor(&self, region: &mut Region, amount: f32)

Advance the cursor by this many points, and allocate in region.

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pub(crate) fn advance_after_rects( &self, cursor: &mut Rect, frame_rect: Rect, widget_rect: Rect, item_spacing: Vec2 )

Advance cursor after a widget was added to a specific rectangle.

  • frame_rect: the frame inside which a widget was e.g. centered
  • widget_rect: the actual rect used by the widget
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pub(crate) fn end_row(&mut self, region: &mut Region, spacing: Vec2)

Move to the next row in a wrapping layout. Otherwise does nothing.

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pub(crate) fn set_row_height(&mut self, region: &mut Region, height: f32)

Set row height in horizontal wrapping layout.

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impl Layout

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pub(crate) fn paint_text_at_cursor( &self, painter: &Painter, region: &Region, stroke: Stroke, text: impl ToString )

Shows where the next widget is going to be placed

Trait Implementations§

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impl Clone for Layout

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fn clone(&self) -> Layout

Returns a copy of the value. Read more
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fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for Layout

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl Default for Layout

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fn default() -> Self

Returns the “default value” for a type. Read more
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impl PartialEq<Layout> for Layout

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fn eq(&self, other: &Layout) -> bool

This method tests for self and other values to be equal, and is used by ==.
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fn ne(&self, other: &Rhs) -> bool

This method tests for !=. The default implementation is almost always sufficient, and should not be overridden without very good reason.
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impl Copy for Layout

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impl Eq for Layout

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impl StructuralEq for Layout

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impl StructuralPartialEq for Layout

Auto Trait Implementations§

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

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Gets the TypeId of self. Read more
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Immutably borrows from an owned value. Read more
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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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Returns the argument unchanged.

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

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fn into(self) -> U

Calls U::from(self).

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type Owned = T

The resulting type after obtaining ownership.
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Creates owned data from borrowed data, usually by cloning. Read more
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Uses borrowed data to replace owned data, usually by cloning. Read more
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Performs the conversion.
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type Error = <U as TryFrom<T>>::Error

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