Struct egui_winit::State

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pub struct State {
    pub(crate) egui_ctx: Context,
    pub(crate) viewport_id: ViewportId,
    pub(crate) start_time: Instant,
    pub(crate) egui_input: RawInput,
    pub(crate) pointer_pos_in_points: Option<Pos2>,
    pub(crate) any_pointer_button_down: bool,
    pub(crate) current_cursor_icon: Option<CursorIcon>,
    pub(crate) clipboard: Clipboard,
    pub(crate) simulate_touch_screen: bool,
    pub(crate) pointer_touch_id: Option<u64>,
    pub(crate) input_method_editor_started: bool,
    pub(crate) allow_ime: bool,
}
Expand description

Handles the integration between egui and a winit Window.

Instantiate one of these per viewport/window.

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§egui_ctx: Context

Shared clone.

§viewport_id: ViewportId§start_time: Instant§egui_input: RawInput§pointer_pos_in_points: Option<Pos2>§any_pointer_button_down: bool§current_cursor_icon: Option<CursorIcon>§clipboard: Clipboard§simulate_touch_screen: bool

If true, mouse inputs will be treated as touches. Useful for debugging touch support in egui.

Creates duplicate touches, if real touch inputs are coming.

§pointer_touch_id: Option<u64>

Is Some(…) when a touch is being translated to a pointer.

Only one touch will be interpreted as pointer at any time.

§input_method_editor_started: bool

track ime state

§allow_ime: bool

Implementations§

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impl State

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pub fn new( egui_ctx: Context, viewport_id: ViewportId, display_target: &dyn HasDisplayHandle, native_pixels_per_point: Option<f32>, max_texture_side: Option<usize> ) -> Self

Construct a new instance

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pub fn set_max_texture_side(&mut self, max_texture_side: usize)

Call this once a graphics context has been created to update the maximum texture dimensions that egui will use.

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pub fn clipboard_text(&mut self) -> Option<String>

Fetches text from the clipboard and returns it.

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pub fn set_clipboard_text(&mut self, text: String)

Places the text onto the clipboard.

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pub fn allow_ime(&self) -> bool

Returns false or the last value that Window::set_ime_allowed() was called with, used for debouncing.

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pub fn set_allow_ime(&mut self, allow: bool)

Set the last value that Window::set_ime_allowed() was called with.

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pub fn egui_ctx(&self) -> &Context

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pub fn egui_input(&self) -> &RawInput

The current input state. This is changed by Self::on_window_event and cleared by Self::take_egui_input.

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pub fn egui_input_mut(&mut self) -> &mut RawInput

The current input state. This is changed by Self::on_window_event and cleared by Self::take_egui_input.

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pub fn take_egui_input(&mut self, window: &Window) -> RawInput

Prepare for a new frame by extracting the accumulated input,

as well as setting the time and screen rectangle.

You need to set egui::RawInput::viewports yourself though. Use update_viewport_info to update the info for each viewport.

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pub fn on_window_event( &mut self, window: &Window, event: &WindowEvent ) -> EventResponse

Call this when there is a new event.

The result can be found in Self::egui_input and be extracted with Self::take_egui_input.

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pub(crate) fn on_mouse_button_input( &mut self, state: ElementState, button: MouseButton )

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pub(crate) fn on_cursor_moved( &mut self, window: &Window, pos_in_pixels: PhysicalPosition<f64> )

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pub(crate) fn on_touch(&mut self, window: &Window, touch: &Touch)

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pub(crate) fn on_mouse_wheel( &mut self, window: &Window, delta: MouseScrollDelta )

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pub(crate) fn on_keyboard_input(&mut self, event: &KeyEvent)

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pub fn handle_platform_output( &mut self, window: &Window, platform_output: PlatformOutput )

Call with the output given by egui.

This will, if needed:

  • update the cursor
  • copy text to the clipboard
  • open any clicked urls
  • update the IME
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pub(crate) fn set_cursor_icon( &mut self, window: &Window, cursor_icon: CursorIcon )

Auto Trait Implementations§

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impl Freeze for State

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impl !RefUnwindSafe for State

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impl Send for State

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impl !Sync for State

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impl Unpin for State

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impl !UnwindSafe for State

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where T: 'static + ?Sized,

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