egui/context.rs
1#![warn(missing_docs)] // Let's keep `Context` well-documented.
2
3use std::{borrow::Cow, cell::RefCell, panic::Location, sync::Arc, time::Duration};
4
5use containers::area::AreaState;
6use epaint::{
7 emath::TSTransform, mutex::*, stats::*, text::Fonts, util::OrderedFloat, TessellationOptions, *,
8};
9
10use crate::{
11 animation_manager::AnimationManager,
12 data::output::PlatformOutput,
13 frame_state::FrameState,
14 input_state::*,
15 layers::GraphicLayers,
16 load::{Bytes, Loaders, SizedTexture},
17 memory::Options,
18 os::OperatingSystem,
19 output::FullOutput,
20 util::IdTypeMap,
21 viewport::ViewportClass,
22 TextureHandle, ViewportCommand, *,
23};
24
25use self::{hit_test::WidgetHits, interaction::InteractionSnapshot};
26
27/// Information given to the backend about when it is time to repaint the ui.
28///
29/// This is given in the callback set by [`Context::set_request_repaint_callback`].
30#[derive(Clone, Copy, Debug)]
31pub struct RequestRepaintInfo {
32 /// This is used to specify what viewport that should repaint.
33 pub viewport_id: ViewportId,
34
35 /// Repaint after this duration. If zero, repaint as soon as possible.
36 pub delay: Duration,
37
38 /// The current frame number.
39 ///
40 /// This can be compared to [`Context::frame_nr`] to see if we've already
41 /// triggered the painting of the next frame.
42 pub current_frame_nr: u64,
43}
44
45// ----------------------------------------------------------------------------
46
47thread_local! {
48 static IMMEDIATE_VIEWPORT_RENDERER: RefCell<Option<Box<ImmediateViewportRendererCallback>>> = Default::default();
49}
50
51// ----------------------------------------------------------------------------
52
53struct WrappedTextureManager(Arc<RwLock<epaint::TextureManager>>);
54
55impl Default for WrappedTextureManager {
56 fn default() -> Self {
57 let mut tex_mngr = epaint::textures::TextureManager::default();
58
59 // Will be filled in later
60 let font_id = tex_mngr.alloc(
61 "egui_font_texture".into(),
62 epaint::FontImage::new([0, 0]).into(),
63 Default::default(),
64 );
65 assert_eq!(font_id, TextureId::default());
66
67 Self(Arc::new(RwLock::new(tex_mngr)))
68 }
69}
70
71// ----------------------------------------------------------------------------
72
73/// Generic event callback.
74pub type ContextCallback = Arc<dyn Fn(&Context) + Send + Sync>;
75
76#[derive(Clone)]
77struct NamedContextCallback {
78 debug_name: &'static str,
79 callback: ContextCallback,
80}
81
82/// Callbacks that users can register
83#[derive(Clone, Default)]
84struct Plugins {
85 pub on_begin_frame: Vec<NamedContextCallback>,
86 pub on_end_frame: Vec<NamedContextCallback>,
87}
88
89impl Plugins {
90 fn call(ctx: &Context, _cb_name: &str, callbacks: &[NamedContextCallback]) {
91 crate::profile_scope!("plugins", _cb_name);
92 for NamedContextCallback {
93 debug_name: _name,
94 callback,
95 } in callbacks
96 {
97 crate::profile_scope!("plugin", _name);
98 (callback)(ctx);
99 }
100 }
101
102 fn on_begin_frame(&self, ctx: &Context) {
103 Self::call(ctx, "on_begin_frame", &self.on_begin_frame);
104 }
105
106 fn on_end_frame(&self, ctx: &Context) {
107 Self::call(ctx, "on_end_frame", &self.on_end_frame);
108 }
109}
110
111// ----------------------------------------------------------------------------
112
113/// Repaint-logic
114impl ContextImpl {
115 /// This is where we update the repaint logic.
116 fn begin_frame_repaint_logic(&mut self, viewport_id: ViewportId) {
117 let viewport = self.viewports.entry(viewport_id).or_default();
118
119 std::mem::swap(
120 &mut viewport.repaint.prev_causes,
121 &mut viewport.repaint.causes,
122 );
123 viewport.repaint.causes.clear();
124
125 viewport.repaint.prev_frame_paint_delay = viewport.repaint.repaint_delay;
126
127 if viewport.repaint.outstanding == 0 {
128 // We are repainting now, so we can wait a while for the next repaint.
129 viewport.repaint.repaint_delay = Duration::MAX;
130 } else {
131 viewport.repaint.repaint_delay = Duration::ZERO;
132 viewport.repaint.outstanding -= 1;
133 if let Some(callback) = &self.request_repaint_callback {
134 (callback)(RequestRepaintInfo {
135 viewport_id,
136 delay: Duration::ZERO,
137 current_frame_nr: viewport.repaint.frame_nr,
138 });
139 }
140 }
141 }
142
143 fn request_repaint(&mut self, viewport_id: ViewportId, cause: RepaintCause) {
144 self.request_repaint_after(Duration::ZERO, viewport_id, cause);
145 }
146
147 fn request_repaint_after(
148 &mut self,
149 mut delay: Duration,
150 viewport_id: ViewportId,
151 cause: RepaintCause,
152 ) {
153 let viewport = self.viewports.entry(viewport_id).or_default();
154
155 if delay == Duration::ZERO {
156 // Each request results in two repaints, just to give some things time to settle.
157 // This solves some corner-cases of missing repaints on frame-delayed responses.
158 viewport.repaint.outstanding = 1;
159 } else {
160 // For non-zero delays, we only repaint once, because
161 // otherwise we would just schedule an immediate repaint _now_,
162 // which would then clear the delay and repaint again.
163 // Hovering a tooltip is a good example of a case where we want to repaint after a delay.
164 }
165
166 if let Ok(predicted_frame_time) = Duration::try_from_secs_f32(viewport.input.predicted_dt) {
167 // Make it less likely we over-shoot the target:
168 delay = delay.saturating_sub(predicted_frame_time);
169 }
170
171 viewport.repaint.causes.push(cause);
172
173 // We save some CPU time by only calling the callback if we need to.
174 // If the new delay is greater or equal to the previous lowest,
175 // it means we have already called the callback, and don't need to do it again.
176 if delay < viewport.repaint.repaint_delay {
177 viewport.repaint.repaint_delay = delay;
178
179 if let Some(callback) = &self.request_repaint_callback {
180 (callback)(RequestRepaintInfo {
181 viewport_id,
182 delay,
183 current_frame_nr: viewport.repaint.frame_nr,
184 });
185 }
186 }
187 }
188
189 #[must_use]
190 fn requested_immediate_repaint_prev_frame(&self, viewport_id: &ViewportId) -> bool {
191 self.viewports.get(viewport_id).map_or(false, |v| {
192 v.repaint.requested_immediate_repaint_prev_frame()
193 })
194 }
195
196 #[must_use]
197 fn has_requested_repaint(&self, viewport_id: &ViewportId) -> bool {
198 self.viewports.get(viewport_id).map_or(false, |v| {
199 0 < v.repaint.outstanding || v.repaint.repaint_delay < Duration::MAX
200 })
201 }
202}
203
204// ----------------------------------------------------------------------------
205
206/// State stored per viewport.
207///
208/// Mostly for internal use.
209/// Things here may move and change without warning.
210#[derive(Default)]
211pub struct ViewportState {
212 /// The type of viewport.
213 ///
214 /// This will never be [`ViewportClass::Embedded`],
215 /// since those don't result in real viewports.
216 pub class: ViewportClass,
217
218 /// The latest delta
219 pub builder: ViewportBuilder,
220
221 /// The user-code that shows the GUI, used for deferred viewports.
222 ///
223 /// `None` for immediate viewports.
224 pub viewport_ui_cb: Option<Arc<DeferredViewportUiCallback>>,
225
226 pub input: InputState,
227
228 /// State that is collected during a frame and then cleared.
229 pub this_frame: FrameState,
230
231 /// The final [`FrameState`] from last frame.
232 ///
233 /// Only read from.
234 pub prev_frame: FrameState,
235
236 /// Has this viewport been updated this frame?
237 pub used: bool,
238
239 /// State related to repaint scheduling.
240 repaint: ViewportRepaintInfo,
241
242 // ----------------------
243 // Updated at the start of the frame:
244 //
245 /// Which widgets are under the pointer?
246 pub hits: WidgetHits,
247
248 /// What widgets are being interacted with this frame?
249 ///
250 /// Based on the widgets from last frame, and input in this frame.
251 pub interact_widgets: InteractionSnapshot,
252
253 // ----------------------
254 // The output of a frame:
255 //
256 pub graphics: GraphicLayers,
257 // Most of the things in `PlatformOutput` are not actually viewport dependent.
258 pub output: PlatformOutput,
259 pub commands: Vec<ViewportCommand>,
260}
261
262/// What called [`Context::request_repaint`]?
263#[derive(Clone)]
264pub struct RepaintCause {
265 /// What file had the call that requested the repaint?
266 pub file: &'static str,
267
268 /// What line number of the call that requested the repaint?
269 pub line: u32,
270}
271
272impl std::fmt::Debug for RepaintCause {
273 fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
274 write!(f, "{}:{}", self.file, self.line)
275 }
276}
277
278impl RepaintCause {
279 /// Capture the file and line number of the call site.
280 #[allow(clippy::new_without_default)]
281 #[track_caller]
282 pub fn new() -> Self {
283 let caller = Location::caller();
284 Self {
285 file: caller.file(),
286 line: caller.line(),
287 }
288 }
289}
290
291impl std::fmt::Display for RepaintCause {
292 fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
293 write!(f, "{}:{}", self.file, self.line)
294 }
295}
296
297/// Per-viewport state related to repaint scheduling.
298struct ViewportRepaintInfo {
299 /// Monotonically increasing counter.
300 frame_nr: u64,
301
302 /// The duration which the backend will poll for new events
303 /// before forcing another egui update, even if there's no new events.
304 ///
305 /// Also used to suppress multiple calls to the repaint callback during the same frame.
306 ///
307 /// This is also returned in [`crate::ViewportOutput`].
308 repaint_delay: Duration,
309
310 /// While positive, keep requesting repaints. Decrement at the start of each frame.
311 outstanding: u8,
312
313 /// What caused repaints during this frame?
314 causes: Vec<RepaintCause>,
315
316 /// What triggered a repaint the previous frame?
317 /// (i.e: why are we updating now?)
318 prev_causes: Vec<RepaintCause>,
319
320 /// What was the output of `repaint_delay` on the previous frame?
321 ///
322 /// If this was zero, we are repainting as quickly as possible
323 /// (as far as we know).
324 prev_frame_paint_delay: Duration,
325}
326
327impl Default for ViewportRepaintInfo {
328 fn default() -> Self {
329 Self {
330 frame_nr: 0,
331
332 // We haven't scheduled a repaint yet.
333 repaint_delay: Duration::MAX,
334
335 // Let's run a couple of frames at the start, because why not.
336 outstanding: 1,
337
338 causes: Default::default(),
339 prev_causes: Default::default(),
340
341 prev_frame_paint_delay: Duration::MAX,
342 }
343 }
344}
345
346impl ViewportRepaintInfo {
347 pub fn requested_immediate_repaint_prev_frame(&self) -> bool {
348 self.prev_frame_paint_delay == Duration::ZERO
349 }
350}
351
352// ----------------------------------------------------------------------------
353
354#[derive(Default)]
355struct ContextImpl {
356 /// Since we could have multiple viewports across multiple monitors with
357 /// different `pixels_per_point`, we need a `Fonts` instance for each unique
358 /// `pixels_per_point`.
359 /// This is because the `Fonts` depend on `pixels_per_point` for the font atlas
360 /// as well as kerning, font sizes, etc.
361 fonts: std::collections::BTreeMap<OrderedFloat<f32>, Fonts>,
362 font_definitions: FontDefinitions,
363
364 memory: Memory,
365 animation_manager: AnimationManager,
366
367 plugins: Plugins,
368
369 /// All viewports share the same texture manager and texture namespace.
370 ///
371 /// In all viewports, [`TextureId::default`] is special, and points to the font atlas.
372 /// The font-atlas texture _may_ be different across viewports, as they may have different
373 /// `pixels_per_point`, so we do special book-keeping for that.
374 /// See <https://github.com/emilk/egui/issues/3664>.
375 tex_manager: WrappedTextureManager,
376
377 /// Set during the frame, becomes active at the start of the next frame.
378 new_zoom_factor: Option<f32>,
379
380 os: OperatingSystem,
381
382 /// How deeply nested are we?
383 viewport_stack: Vec<ViewportIdPair>,
384
385 /// What is the last viewport rendered?
386 last_viewport: ViewportId,
387
388 paint_stats: PaintStats,
389
390 request_repaint_callback: Option<Box<dyn Fn(RequestRepaintInfo) + Send + Sync>>,
391
392 viewport_parents: ViewportIdMap<ViewportId>,
393 viewports: ViewportIdMap<ViewportState>,
394
395 embed_viewports: bool,
396
397 #[cfg(feature = "accesskit")]
398 is_accesskit_enabled: bool,
399 #[cfg(feature = "accesskit")]
400 accesskit_node_classes: accesskit::NodeClassSet,
401
402 loaders: Arc<Loaders>,
403}
404
405impl ContextImpl {
406 fn begin_frame_mut(&mut self, mut new_raw_input: RawInput) {
407 let viewport_id = new_raw_input.viewport_id;
408 let parent_id = new_raw_input
409 .viewports
410 .get(&viewport_id)
411 .and_then(|v| v.parent)
412 .unwrap_or_default();
413 let ids = ViewportIdPair::from_self_and_parent(viewport_id, parent_id);
414
415 let is_outermost_viewport = self.viewport_stack.is_empty(); // not necessarily root, just outermost immediate viewport
416 self.viewport_stack.push(ids);
417
418 self.begin_frame_repaint_logic(viewport_id);
419
420 let viewport = self.viewports.entry(viewport_id).or_default();
421
422 if is_outermost_viewport {
423 if let Some(new_zoom_factor) = self.new_zoom_factor.take() {
424 let ratio = self.memory.options.zoom_factor / new_zoom_factor;
425 self.memory.options.zoom_factor = new_zoom_factor;
426
427 let input = &viewport.input;
428 // This is a bit hacky, but is required to avoid jitter:
429 let mut rect = input.screen_rect;
430 rect.min = (ratio * rect.min.to_vec2()).to_pos2();
431 rect.max = (ratio * rect.max.to_vec2()).to_pos2();
432 new_raw_input.screen_rect = Some(rect);
433 // We should really scale everything else in the input too,
434 // but the `screen_rect` is the most important part.
435 }
436 }
437 let native_pixels_per_point = new_raw_input
438 .viewport()
439 .native_pixels_per_point
440 .unwrap_or(1.0);
441 let pixels_per_point = self.memory.options.zoom_factor * native_pixels_per_point;
442
443 let all_viewport_ids: ViewportIdSet = self.all_viewport_ids();
444
445 let viewport = self.viewports.entry(self.viewport_id()).or_default();
446
447 self.memory.begin_frame(&new_raw_input, &all_viewport_ids);
448
449 viewport.input = std::mem::take(&mut viewport.input).begin_frame(
450 new_raw_input,
451 viewport.repaint.requested_immediate_repaint_prev_frame(),
452 pixels_per_point,
453 &self.memory.options,
454 );
455
456 let screen_rect = viewport.input.screen_rect;
457
458 viewport.this_frame.begin_frame(screen_rect);
459
460 {
461 let area_order = self.memory.areas().order_map();
462
463 let mut layers: Vec<LayerId> = viewport.prev_frame.widgets.layer_ids().collect();
464
465 layers.sort_by(|a, b| {
466 if a.order == b.order {
467 // Maybe both are windows, so respect area order:
468 area_order.get(a).cmp(&area_order.get(b))
469 } else {
470 // comparing e.g. background to tooltips
471 a.order.cmp(&b.order)
472 }
473 });
474
475 viewport.hits = if let Some(pos) = viewport.input.pointer.interact_pos() {
476 let interact_radius = self.memory.options.style.interaction.interact_radius;
477
478 crate::hit_test::hit_test(
479 &viewport.prev_frame.widgets,
480 &layers,
481 &self.memory.layer_transforms,
482 pos,
483 interact_radius,
484 )
485 } else {
486 WidgetHits::default()
487 };
488
489 viewport.interact_widgets = crate::interaction::interact(
490 &viewport.interact_widgets,
491 &viewport.prev_frame.widgets,
492 &viewport.hits,
493 &viewport.input,
494 self.memory.interaction_mut(),
495 );
496 }
497
498 // Ensure we register the background area so panels and background ui can catch clicks:
499 self.memory.areas_mut().set_state(
500 LayerId::background(),
501 AreaState {
502 pivot_pos: Some(screen_rect.left_top()),
503 pivot: Align2::LEFT_TOP,
504 size: Some(screen_rect.size()),
505 interactable: true,
506 last_became_visible_at: None,
507 },
508 );
509
510 #[cfg(feature = "accesskit")]
511 if self.is_accesskit_enabled {
512 crate::profile_scope!("accesskit");
513 use crate::frame_state::AccessKitFrameState;
514 let id = crate::accesskit_root_id();
515 let mut builder = accesskit::NodeBuilder::new(accesskit::Role::Window);
516 let pixels_per_point = viewport.input.pixels_per_point();
517 builder.set_transform(accesskit::Affine::scale(pixels_per_point.into()));
518 let mut node_builders = IdMap::default();
519 node_builders.insert(id, builder);
520 viewport.this_frame.accesskit_state = Some(AccessKitFrameState {
521 node_builders,
522 parent_stack: vec![id],
523 });
524 }
525
526 self.update_fonts_mut();
527 }
528
529 /// Load fonts unless already loaded.
530 fn update_fonts_mut(&mut self) {
531 crate::profile_function!();
532
533 let input = &self.viewport().input;
534 let pixels_per_point = input.pixels_per_point();
535 let max_texture_side = input.max_texture_side;
536
537 if let Some(font_definitions) = self.memory.new_font_definitions.take() {
538 // New font definition loaded, so we need to reload all fonts.
539 self.fonts.clear();
540 self.font_definitions = font_definitions;
541 #[cfg(feature = "log")]
542 log::debug!("Loading new font definitions");
543 }
544
545 let mut is_new = false;
546
547 let fonts = self
548 .fonts
549 .entry(pixels_per_point.into())
550 .or_insert_with(|| {
551 #[cfg(feature = "log")]
552 log::trace!("Creating new Fonts for pixels_per_point={pixels_per_point}");
553
554 is_new = true;
555 crate::profile_scope!("Fonts::new");
556 Fonts::new(
557 pixels_per_point,
558 max_texture_side,
559 self.font_definitions.clone(),
560 )
561 });
562
563 {
564 crate::profile_scope!("Fonts::begin_frame");
565 fonts.begin_frame(pixels_per_point, max_texture_side);
566 }
567
568 if is_new && self.memory.options.preload_font_glyphs {
569 crate::profile_scope!("preload_font_glyphs");
570 // Preload the most common characters for the most common fonts.
571 // This is not very important to do, but may save a few GPU operations.
572 for font_id in self.memory.options.style.text_styles.values() {
573 fonts.lock().fonts.font(font_id).preload_common_characters();
574 }
575 }
576 }
577
578 #[cfg(feature = "accesskit")]
579 fn accesskit_node_builder(&mut self, id: Id) -> &mut accesskit::NodeBuilder {
580 let state = self.viewport().this_frame.accesskit_state.as_mut().unwrap();
581 let builders = &mut state.node_builders;
582 if let std::collections::hash_map::Entry::Vacant(entry) = builders.entry(id) {
583 entry.insert(Default::default());
584 let parent_id = state.parent_stack.last().unwrap();
585 let parent_builder = builders.get_mut(parent_id).unwrap();
586 parent_builder.push_child(id.accesskit_id());
587 }
588 builders.get_mut(&id).unwrap()
589 }
590
591 fn pixels_per_point(&mut self) -> f32 {
592 self.viewport().input.pixels_per_point
593 }
594
595 /// Return the `ViewportId` of the current viewport.
596 ///
597 /// For the root viewport this will return [`ViewportId::ROOT`].
598 pub(crate) fn viewport_id(&self) -> ViewportId {
599 self.viewport_stack.last().copied().unwrap_or_default().this
600 }
601
602 /// Return the `ViewportId` of his parent.
603 ///
604 /// For the root viewport this will return [`ViewportId::ROOT`].
605 pub(crate) fn parent_viewport_id(&self) -> ViewportId {
606 let viewport_id = self.viewport_id();
607 *self
608 .viewport_parents
609 .get(&viewport_id)
610 .unwrap_or(&ViewportId::ROOT)
611 }
612
613 fn all_viewport_ids(&self) -> ViewportIdSet {
614 self.viewports
615 .keys()
616 .copied()
617 .chain([ViewportId::ROOT])
618 .collect()
619 }
620
621 /// The current active viewport
622 pub(crate) fn viewport(&mut self) -> &mut ViewportState {
623 self.viewports.entry(self.viewport_id()).or_default()
624 }
625
626 fn viewport_for(&mut self, viewport_id: ViewportId) -> &mut ViewportState {
627 self.viewports.entry(viewport_id).or_default()
628 }
629}
630
631// ----------------------------------------------------------------------------
632
633/// Your handle to egui.
634///
635/// This is the first thing you need when working with egui.
636/// Contains the [`InputState`], [`Memory`], [`PlatformOutput`], and more.
637///
638/// [`Context`] is cheap to clone, and any clones refers to the same mutable data
639/// ([`Context`] uses refcounting internally).
640///
641/// ## Locking
642/// All methods are marked `&self`; [`Context`] has interior mutability protected by an [`RwLock`].
643///
644/// To access parts of a `Context` you need to use some of the helper functions that take closures:
645///
646/// ```
647/// # let ctx = egui::Context::default();
648/// if ctx.input(|i| i.key_pressed(egui::Key::A)) {
649/// ctx.output_mut(|o| o.copied_text = "Hello!".to_string());
650/// }
651/// ```
652///
653/// Within such a closure you may NOT recursively lock the same [`Context`], as that can lead to a deadlock.
654/// Therefore it is important that any lock of [`Context`] is short-lived.
655///
656/// These are effectively transactional accesses.
657///
658/// [`Ui`] has many of the same accessor functions, and the same applies there.
659///
660/// ## Example:
661///
662/// ``` no_run
663/// # fn handle_platform_output(_: egui::PlatformOutput) {}
664/// # fn paint(textures_delta: egui::TexturesDelta, _: Vec<egui::ClippedPrimitive>) {}
665/// let mut ctx = egui::Context::default();
666///
667/// // Game loop:
668/// loop {
669/// let raw_input = egui::RawInput::default();
670/// let full_output = ctx.run(raw_input, |ctx| {
671/// egui::CentralPanel::default().show(&ctx, |ui| {
672/// ui.label("Hello world!");
673/// if ui.button("Click me").clicked() {
674/// // take some action here
675/// }
676/// });
677/// });
678/// handle_platform_output(full_output.platform_output);
679/// let clipped_primitives = ctx.tessellate(full_output.shapes, full_output.pixels_per_point);
680/// paint(full_output.textures_delta, clipped_primitives);
681/// }
682/// ```
683#[derive(Clone)]
684pub struct Context(Arc<RwLock<ContextImpl>>);
685
686impl std::fmt::Debug for Context {
687 fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
688 f.debug_struct("Context").finish_non_exhaustive()
689 }
690}
691
692impl std::cmp::PartialEq for Context {
693 fn eq(&self, other: &Self) -> bool {
694 Arc::ptr_eq(&self.0, &other.0)
695 }
696}
697
698impl Default for Context {
699 fn default() -> Self {
700 let ctx_impl = ContextImpl {
701 embed_viewports: true,
702 ..Default::default()
703 };
704 let ctx = Self(Arc::new(RwLock::new(ctx_impl)));
705
706 // Register built-in plugins:
707 crate::debug_text::register(&ctx);
708 crate::text_selection::LabelSelectionState::register(&ctx);
709 crate::DragAndDrop::register(&ctx);
710
711 ctx
712 }
713}
714
715impl Context {
716 /// Do read-only (shared access) transaction on Context
717 fn read<R>(&self, reader: impl FnOnce(&ContextImpl) -> R) -> R {
718 reader(&self.0.read())
719 }
720
721 /// Do read-write (exclusive access) transaction on Context
722 fn write<R>(&self, writer: impl FnOnce(&mut ContextImpl) -> R) -> R {
723 writer(&mut self.0.write())
724 }
725
726 /// Run the ui code for one frame.
727 ///
728 /// Put your widgets into a [`SidePanel`], [`TopBottomPanel`], [`CentralPanel`], [`Window`] or [`Area`].
729 ///
730 /// This will modify the internal reference to point to a new generation of [`Context`].
731 /// Any old clones of this [`Context`] will refer to the old [`Context`], which will not get new input.
732 ///
733 /// You can alternatively run [`Self::begin_frame`] and [`Context::end_frame`].
734 ///
735 /// ```
736 /// // One egui context that you keep reusing:
737 /// let mut ctx = egui::Context::default();
738 ///
739 /// // Each frame:
740 /// let input = egui::RawInput::default();
741 /// let full_output = ctx.run(input, |ctx| {
742 /// egui::CentralPanel::default().show(&ctx, |ui| {
743 /// ui.label("Hello egui!");
744 /// });
745 /// });
746 /// // handle full_output
747 /// ```
748 #[must_use]
749 pub fn run(&self, new_input: RawInput, run_ui: impl FnOnce(&Self)) -> FullOutput {
750 crate::profile_function!();
751
752 self.begin_frame(new_input);
753 run_ui(self);
754 self.end_frame()
755 }
756
757 /// An alternative to calling [`Self::run`].
758 ///
759 /// ```
760 /// // One egui context that you keep reusing:
761 /// let mut ctx = egui::Context::default();
762 ///
763 /// // Each frame:
764 /// let input = egui::RawInput::default();
765 /// ctx.begin_frame(input);
766 ///
767 /// egui::CentralPanel::default().show(&ctx, |ui| {
768 /// ui.label("Hello egui!");
769 /// });
770 ///
771 /// let full_output = ctx.end_frame();
772 /// // handle full_output
773 /// ```
774 pub fn begin_frame(&self, new_input: RawInput) {
775 crate::profile_function!();
776
777 self.write(|ctx| ctx.begin_frame_mut(new_input));
778
779 // Plugs run just after the frame has started:
780 self.read(|ctx| ctx.plugins.clone()).on_begin_frame(self);
781 }
782}
783
784/// ## Borrows parts of [`Context`]
785/// These functions all lock the [`Context`].
786/// Please see the documentation of [`Context`] for how locking works!
787impl Context {
788 /// Read-only access to [`InputState`].
789 ///
790 /// Note that this locks the [`Context`].
791 ///
792 /// ```
793 /// # let mut ctx = egui::Context::default();
794 /// ctx.input(|i| {
795 /// // ⚠️ Using `ctx` (even from other `Arc` reference) again here will lead to a deadlock!
796 /// });
797 ///
798 /// if let Some(pos) = ctx.input(|i| i.pointer.hover_pos()) {
799 /// // This is fine!
800 /// }
801 /// ```
802 #[inline]
803 pub fn input<R>(&self, reader: impl FnOnce(&InputState) -> R) -> R {
804 self.write(move |ctx| reader(&ctx.viewport().input))
805 }
806
807 /// This will create a `InputState::default()` if there is no input state for that viewport
808 #[inline]
809 pub fn input_for<R>(&self, id: ViewportId, reader: impl FnOnce(&InputState) -> R) -> R {
810 self.write(move |ctx| reader(&ctx.viewport_for(id).input))
811 }
812
813 /// Read-write access to [`InputState`].
814 #[inline]
815 pub fn input_mut<R>(&self, writer: impl FnOnce(&mut InputState) -> R) -> R {
816 self.input_mut_for(self.viewport_id(), writer)
817 }
818
819 /// This will create a `InputState::default()` if there is no input state for that viewport
820 #[inline]
821 pub fn input_mut_for<R>(&self, id: ViewportId, writer: impl FnOnce(&mut InputState) -> R) -> R {
822 self.write(move |ctx| writer(&mut ctx.viewport_for(id).input))
823 }
824
825 /// Read-only access to [`Memory`].
826 #[inline]
827 pub fn memory<R>(&self, reader: impl FnOnce(&Memory) -> R) -> R {
828 self.read(move |ctx| reader(&ctx.memory))
829 }
830
831 /// Read-write access to [`Memory`].
832 #[inline]
833 pub fn memory_mut<R>(&self, writer: impl FnOnce(&mut Memory) -> R) -> R {
834 self.write(move |ctx| writer(&mut ctx.memory))
835 }
836
837 /// Read-only access to [`IdTypeMap`], which stores superficial widget state.
838 #[inline]
839 pub fn data<R>(&self, reader: impl FnOnce(&IdTypeMap) -> R) -> R {
840 self.read(move |ctx| reader(&ctx.memory.data))
841 }
842
843 /// Read-write access to [`IdTypeMap`], which stores superficial widget state.
844 #[inline]
845 pub fn data_mut<R>(&self, writer: impl FnOnce(&mut IdTypeMap) -> R) -> R {
846 self.write(move |ctx| writer(&mut ctx.memory.data))
847 }
848
849 /// Read-write access to [`GraphicLayers`], where painted [`crate::Shape`]s are written to.
850 #[inline]
851 pub fn graphics_mut<R>(&self, writer: impl FnOnce(&mut GraphicLayers) -> R) -> R {
852 self.write(move |ctx| writer(&mut ctx.viewport().graphics))
853 }
854
855 /// Read-only access to [`GraphicLayers`], where painted [`crate::Shape`]s are written to.
856 #[inline]
857 pub fn graphics<R>(&self, reader: impl FnOnce(&GraphicLayers) -> R) -> R {
858 self.write(move |ctx| reader(&ctx.viewport().graphics))
859 }
860
861 /// Read-only access to [`PlatformOutput`].
862 ///
863 /// This is what egui outputs each frame.
864 ///
865 /// ```
866 /// # let mut ctx = egui::Context::default();
867 /// ctx.output_mut(|o| o.cursor_icon = egui::CursorIcon::Progress);
868 /// ```
869 #[inline]
870 pub fn output<R>(&self, reader: impl FnOnce(&PlatformOutput) -> R) -> R {
871 self.write(move |ctx| reader(&ctx.viewport().output))
872 }
873
874 /// Read-write access to [`PlatformOutput`].
875 #[inline]
876 pub fn output_mut<R>(&self, writer: impl FnOnce(&mut PlatformOutput) -> R) -> R {
877 self.write(move |ctx| writer(&mut ctx.viewport().output))
878 }
879
880 /// Read-only access to [`FrameState`].
881 ///
882 /// This is only valid between [`Context::begin_frame`] and [`Context::end_frame`].
883 #[inline]
884 pub(crate) fn frame_state<R>(&self, reader: impl FnOnce(&FrameState) -> R) -> R {
885 self.write(move |ctx| reader(&ctx.viewport().this_frame))
886 }
887
888 /// Read-write access to [`FrameState`].
889 ///
890 /// This is only valid between [`Context::begin_frame`] and [`Context::end_frame`].
891 #[inline]
892 pub(crate) fn frame_state_mut<R>(&self, writer: impl FnOnce(&mut FrameState) -> R) -> R {
893 self.write(move |ctx| writer(&mut ctx.viewport().this_frame))
894 }
895
896 /// Read-only access to the [`FrameState`] from the previous frame.
897 ///
898 /// This is swapped at the end of each frame.
899 #[inline]
900 pub(crate) fn prev_frame_state<R>(&self, reader: impl FnOnce(&FrameState) -> R) -> R {
901 self.write(move |ctx| reader(&ctx.viewport().prev_frame))
902 }
903
904 /// Read-only access to [`Fonts`].
905 ///
906 /// Not valid until first call to [`Context::run()`].
907 /// That's because since we don't know the proper `pixels_per_point` until then.
908 #[inline]
909 pub fn fonts<R>(&self, reader: impl FnOnce(&Fonts) -> R) -> R {
910 self.write(move |ctx| {
911 let pixels_per_point = ctx.pixels_per_point();
912 reader(
913 ctx.fonts
914 .get(&pixels_per_point.into())
915 .expect("No fonts available until first call to Context::run()"),
916 )
917 })
918 }
919
920 /// Read-only access to [`Options`].
921 #[inline]
922 pub fn options<R>(&self, reader: impl FnOnce(&Options) -> R) -> R {
923 self.read(move |ctx| reader(&ctx.memory.options))
924 }
925
926 /// Read-write access to [`Options`].
927 #[inline]
928 pub fn options_mut<R>(&self, writer: impl FnOnce(&mut Options) -> R) -> R {
929 self.write(move |ctx| writer(&mut ctx.memory.options))
930 }
931
932 /// Read-only access to [`TessellationOptions`].
933 #[inline]
934 pub fn tessellation_options<R>(&self, reader: impl FnOnce(&TessellationOptions) -> R) -> R {
935 self.read(move |ctx| reader(&ctx.memory.options.tessellation_options))
936 }
937
938 /// Read-write access to [`TessellationOptions`].
939 #[inline]
940 pub fn tessellation_options_mut<R>(
941 &self,
942 writer: impl FnOnce(&mut TessellationOptions) -> R,
943 ) -> R {
944 self.write(move |ctx| writer(&mut ctx.memory.options.tessellation_options))
945 }
946
947 /// If the given [`Id`] has been used previously the same frame at different position,
948 /// then an error will be printed on screen.
949 ///
950 /// This function is already called for all widgets that do any interaction,
951 /// but you can call this from widgets that store state but that does not interact.
952 ///
953 /// The given [`Rect`] should be approximately where the widget will be.
954 /// The most important thing is that [`Rect::min`] is approximately correct,
955 /// because that's where the warning will be painted. If you don't know what size to pick, just pick [`Vec2::ZERO`].
956 pub fn check_for_id_clash(&self, id: Id, new_rect: Rect, what: &str) {
957 let prev_rect = self.frame_state_mut(move |state| state.used_ids.insert(id, new_rect));
958
959 if !self.options(|opt| opt.warn_on_id_clash) {
960 return;
961 }
962
963 let Some(prev_rect) = prev_rect else { return };
964
965 // it is ok to reuse the same ID for e.g. a frame around a widget,
966 // or to check for interaction with the same widget twice:
967 let is_same_rect = prev_rect.expand(0.1).contains_rect(new_rect)
968 || new_rect.expand(0.1).contains_rect(prev_rect);
969 if is_same_rect {
970 return;
971 }
972
973 let show_error = |widget_rect: Rect, text: String| {
974 let screen_rect = self.screen_rect();
975
976 let text = format!("🔥 {text}");
977 let color = self.style().visuals.error_fg_color;
978 let painter = self.debug_painter();
979 painter.rect_stroke(widget_rect, 0.0, (1.0, color));
980
981 let below = widget_rect.bottom() + 32.0 < screen_rect.bottom();
982
983 let text_rect = if below {
984 painter.debug_text(
985 widget_rect.left_bottom() + vec2(0.0, 2.0),
986 Align2::LEFT_TOP,
987 color,
988 text,
989 )
990 } else {
991 painter.debug_text(
992 widget_rect.left_top() - vec2(0.0, 2.0),
993 Align2::LEFT_BOTTOM,
994 color,
995 text,
996 )
997 };
998
999 if let Some(pointer_pos) = self.pointer_hover_pos() {
1000 if text_rect.contains(pointer_pos) {
1001 let tooltip_pos = if below {
1002 text_rect.left_bottom() + vec2(2.0, 4.0)
1003 } else {
1004 text_rect.left_top() + vec2(2.0, -4.0)
1005 };
1006
1007 painter.error(
1008 tooltip_pos,
1009 format!("Widget is {} this text.\n\n\
1010 ID clashes happens when things like Windows or CollapsingHeaders share names,\n\
1011 or when things like Plot and Grid:s aren't given unique id_source:s.\n\n\
1012 Sometimes the solution is to use ui.push_id.",
1013 if below { "above" } else { "below" })
1014 );
1015 }
1016 }
1017 };
1018
1019 let id_str = id.short_debug_format();
1020
1021 if prev_rect.min.distance(new_rect.min) < 4.0 {
1022 show_error(new_rect, format!("Double use of {what} ID {id_str}"));
1023 } else {
1024 show_error(prev_rect, format!("First use of {what} ID {id_str}"));
1025 show_error(new_rect, format!("Second use of {what} ID {id_str}"));
1026 }
1027 }
1028
1029 // ---------------------------------------------------------------------
1030
1031 /// Create a widget and check for interaction.
1032 ///
1033 /// If this is not called, the widget doesn't exist.
1034 ///
1035 /// You should use [`Ui::interact`] instead.
1036 ///
1037 /// If the widget already exists, its state (sense, Rect, etc) will be updated.
1038 #[allow(clippy::too_many_arguments)]
1039 pub(crate) fn create_widget(&self, w: WidgetRect) -> Response {
1040 // Remember this widget
1041 self.write(|ctx| {
1042 let viewport = ctx.viewport();
1043
1044 // We add all widgets here, even non-interactive ones,
1045 // because we need this list not only for checking for blocking widgets,
1046 // but also to know when we have reached the widget we are checking for cover.
1047 viewport.this_frame.widgets.insert(w.layer_id, w);
1048
1049 if w.sense.focusable {
1050 ctx.memory.interested_in_focus(w.id);
1051 }
1052 });
1053
1054 if !w.enabled || !w.sense.focusable || !w.layer_id.allow_interaction() {
1055 // Not interested or allowed input:
1056 self.memory_mut(|mem| mem.surrender_focus(w.id));
1057 }
1058
1059 if w.sense.interactive() || w.sense.focusable {
1060 self.check_for_id_clash(w.id, w.rect, "widget");
1061 }
1062
1063 #[allow(clippy::let_and_return)]
1064 let res = self.get_response(w);
1065
1066 #[cfg(feature = "accesskit")]
1067 if w.sense.focusable {
1068 // Make sure anything that can receive focus has an AccessKit node.
1069 // TODO(mwcampbell): For nodes that are filled from widget info,
1070 // some information is written to the node twice.
1071 self.accesskit_node_builder(w.id, |builder| res.fill_accesskit_node_common(builder));
1072 }
1073
1074 res
1075 }
1076
1077 /// Read the response of some widget, which may be called _before_ creating the widget (!).
1078 ///
1079 /// This is because widget interaction happens at the start of the frame, using the previous frame's widgets.
1080 ///
1081 /// If the widget was not visible the previous frame (or this frame), this will return `None`.
1082 pub fn read_response(&self, id: Id) -> Option<Response> {
1083 self.write(|ctx| {
1084 let viewport = ctx.viewport();
1085 viewport
1086 .this_frame
1087 .widgets
1088 .get(id)
1089 .or_else(|| viewport.prev_frame.widgets.get(id))
1090 .copied()
1091 })
1092 .map(|widget_rect| self.get_response(widget_rect))
1093 }
1094
1095 /// Returns `true` if the widget with the given `Id` contains the pointer.
1096 #[deprecated = "Use Response.contains_pointer or Context::read_response instead"]
1097 pub fn widget_contains_pointer(&self, id: Id) -> bool {
1098 self.read_response(id)
1099 .map_or(false, |response| response.contains_pointer)
1100 }
1101
1102 /// Do all interaction for an existing widget, without (re-)registering it.
1103 fn get_response(&self, widget_rect: WidgetRect) -> Response {
1104 let WidgetRect {
1105 id,
1106 layer_id,
1107 rect,
1108 interact_rect,
1109 sense,
1110 enabled,
1111 } = widget_rect;
1112
1113 // previous frame + "highlight next frame" == "highlight this frame"
1114 let highlighted = self.prev_frame_state(|fs| fs.highlight_next_frame.contains(&id));
1115
1116 let mut res = Response {
1117 ctx: self.clone(),
1118 layer_id,
1119 id,
1120 rect,
1121 interact_rect,
1122 sense,
1123 enabled,
1124 contains_pointer: false,
1125 hovered: false,
1126 highlighted,
1127 clicked: false,
1128 fake_primary_click: false,
1129 long_touched: false,
1130 drag_started: false,
1131 dragged: false,
1132 drag_stopped: false,
1133 is_pointer_button_down_on: false,
1134 interact_pointer_pos: None,
1135 changed: false,
1136 };
1137
1138 self.write(|ctx| {
1139 let viewport = ctx.viewports.entry(ctx.viewport_id()).or_default();
1140
1141 res.contains_pointer = viewport.interact_widgets.contains_pointer.contains(&id);
1142
1143 let input = &viewport.input;
1144 let memory = &mut ctx.memory;
1145
1146 if enabled
1147 && sense.click
1148 && memory.has_focus(id)
1149 && (input.key_pressed(Key::Space) || input.key_pressed(Key::Enter))
1150 {
1151 // Space/enter works like a primary click for e.g. selected buttons
1152 res.fake_primary_click = true;
1153 }
1154
1155 #[cfg(feature = "accesskit")]
1156 if enabled
1157 && sense.click
1158 && input.has_accesskit_action_request(id, accesskit::Action::Default)
1159 {
1160 res.fake_primary_click = true;
1161 }
1162
1163 if enabled && sense.click && Some(id) == viewport.interact_widgets.long_touched {
1164 res.long_touched = true;
1165 }
1166
1167 let interaction = memory.interaction();
1168
1169 res.is_pointer_button_down_on = interaction.potential_click_id == Some(id)
1170 || interaction.potential_drag_id == Some(id);
1171
1172 if res.enabled {
1173 res.hovered = viewport.interact_widgets.hovered.contains(&id);
1174 res.dragged = Some(id) == viewport.interact_widgets.dragged;
1175 res.drag_started = Some(id) == viewport.interact_widgets.drag_started;
1176 res.drag_stopped = Some(id) == viewport.interact_widgets.drag_stopped;
1177 }
1178
1179 let clicked = Some(id) == viewport.interact_widgets.clicked;
1180 let mut any_press = false;
1181
1182 for pointer_event in &input.pointer.pointer_events {
1183 match pointer_event {
1184 PointerEvent::Moved(_) => {}
1185 PointerEvent::Pressed { .. } => {
1186 any_press = true;
1187 }
1188 PointerEvent::Released { click, .. } => {
1189 if enabled && sense.click && clicked && click.is_some() {
1190 res.clicked = true;
1191 }
1192
1193 res.is_pointer_button_down_on = false;
1194 res.dragged = false;
1195 }
1196 }
1197 }
1198
1199 // is_pointer_button_down_on is false when released, but we want interact_pointer_pos
1200 // to still work.
1201 let is_interacted_with =
1202 res.is_pointer_button_down_on || res.long_touched || clicked || res.drag_stopped;
1203 if is_interacted_with {
1204 res.interact_pointer_pos = input.pointer.interact_pos();
1205 if let (Some(transform), Some(pos)) = (
1206 memory.layer_transforms.get(&res.layer_id),
1207 &mut res.interact_pointer_pos,
1208 ) {
1209 *pos = transform.inverse() * *pos;
1210 }
1211 }
1212
1213 if input.pointer.any_down() && !is_interacted_with {
1214 // We don't hover widgets while interacting with *other* widgets:
1215 res.hovered = false;
1216 }
1217
1218 let pointer_pressed_elsewhere = any_press && !res.hovered;
1219 if pointer_pressed_elsewhere && memory.has_focus(id) {
1220 memory.surrender_focus(id);
1221 }
1222 });
1223
1224 res
1225 }
1226
1227 /// This is called by [`Response::widget_info`], but can also be called directly.
1228 ///
1229 /// With some debug flags it will store the widget info in [`WidgetRects`] for later display.
1230 #[inline]
1231 pub fn register_widget_info(&self, id: Id, make_info: impl Fn() -> crate::WidgetInfo) {
1232 #[cfg(debug_assertions)]
1233 self.write(|ctx| {
1234 if ctx.memory.options.style.debug.show_interactive_widgets {
1235 ctx.viewport().this_frame.widgets.set_info(id, make_info());
1236 }
1237 });
1238
1239 #[cfg(not(debug_assertions))]
1240 {
1241 _ = (self, id, make_info);
1242 }
1243 }
1244
1245 /// Get a full-screen painter for a new or existing layer
1246 pub fn layer_painter(&self, layer_id: LayerId) -> Painter {
1247 let screen_rect = self.screen_rect();
1248 Painter::new(self.clone(), layer_id, screen_rect)
1249 }
1250
1251 /// Paint on top of everything else
1252 pub fn debug_painter(&self) -> Painter {
1253 Self::layer_painter(self, LayerId::debug())
1254 }
1255
1256 /// Print this text next to the cursor at the end of the frame.
1257 ///
1258 /// If you call this multiple times, the text will be appended.
1259 ///
1260 /// This only works if compiled with `debug_assertions`.
1261 ///
1262 /// ```
1263 /// # let ctx = egui::Context::default();
1264 /// # let state = true;
1265 /// ctx.debug_text(format!("State: {state:?}"));
1266 /// ```
1267 ///
1268 /// This is just a convenience for calling [`crate::debug_text::print`].
1269 #[track_caller]
1270 pub fn debug_text(&self, text: impl Into<WidgetText>) {
1271 crate::debug_text::print(self, text);
1272 }
1273
1274 /// What operating system are we running on?
1275 ///
1276 /// When compiling natively, this is
1277 /// figured out from the `target_os`.
1278 ///
1279 /// For web, this can be figured out from the user-agent,
1280 /// and is done so by [`eframe`](https://github.com/emilk/egui/tree/master/crates/eframe).
1281 pub fn os(&self) -> OperatingSystem {
1282 self.read(|ctx| ctx.os)
1283 }
1284
1285 /// Set the operating system we are running on.
1286 ///
1287 /// If you are writing wasm-based integration for egui you
1288 /// may want to set this based on e.g. the user-agent.
1289 pub fn set_os(&self, os: OperatingSystem) {
1290 self.write(|ctx| ctx.os = os);
1291 }
1292
1293 /// Set the cursor icon.
1294 ///
1295 /// Equivalent to:
1296 /// ```
1297 /// # let ctx = egui::Context::default();
1298 /// ctx.output_mut(|o| o.cursor_icon = egui::CursorIcon::PointingHand);
1299 /// ```
1300 pub fn set_cursor_icon(&self, cursor_icon: CursorIcon) {
1301 self.output_mut(|o| o.cursor_icon = cursor_icon);
1302 }
1303
1304 /// Open an URL in a browser.
1305 ///
1306 /// Equivalent to:
1307 /// ```
1308 /// # let ctx = egui::Context::default();
1309 /// # let open_url = egui::OpenUrl::same_tab("http://www.example.com");
1310 /// ctx.output_mut(|o| o.open_url = Some(open_url));
1311 /// ```
1312 pub fn open_url(&self, open_url: crate::OpenUrl) {
1313 self.output_mut(|o| o.open_url = Some(open_url));
1314 }
1315
1316 /// Copy the given text to the system clipboard.
1317 ///
1318 /// Empty strings are ignored.
1319 ///
1320 /// Equivalent to:
1321 /// ```
1322 /// # let ctx = egui::Context::default();
1323 /// ctx.output_mut(|o| o.copied_text = "Copy this".to_owned());
1324 /// ```
1325 pub fn copy_text(&self, text: String) {
1326 self.output_mut(|o| o.copied_text = text);
1327 }
1328
1329 /// Format the given shortcut in a human-readable way (e.g. `Ctrl+Shift+X`).
1330 ///
1331 /// Can be used to get the text for [`Button::shortcut_text`].
1332 pub fn format_shortcut(&self, shortcut: &KeyboardShortcut) -> String {
1333 let os = self.os();
1334
1335 let is_mac = matches!(os, OperatingSystem::Mac | OperatingSystem::IOS);
1336
1337 let can_show_symbols = || {
1338 let ModifierNames {
1339 alt,
1340 ctrl,
1341 shift,
1342 mac_cmd,
1343 ..
1344 } = ModifierNames::SYMBOLS;
1345
1346 let font_id = TextStyle::Body.resolve(&self.style());
1347 self.fonts(|f| {
1348 let mut lock = f.lock();
1349 let font = lock.fonts.font(&font_id);
1350 font.has_glyphs(alt)
1351 && font.has_glyphs(ctrl)
1352 && font.has_glyphs(shift)
1353 && font.has_glyphs(mac_cmd)
1354 })
1355 };
1356
1357 if is_mac && can_show_symbols() {
1358 shortcut.format(&ModifierNames::SYMBOLS, is_mac)
1359 } else {
1360 shortcut.format(&ModifierNames::NAMES, is_mac)
1361 }
1362 }
1363
1364 /// The current frame number for the current viewport.
1365 ///
1366 /// Starts at zero, and is incremented at the end of [`Self::run`] or by [`Self::end_frame`].
1367 ///
1368 /// Between calls to [`Self::run`], this is the frame number of the coming frame.
1369 pub fn frame_nr(&self) -> u64 {
1370 self.frame_nr_for(self.viewport_id())
1371 }
1372
1373 /// The current frame number.
1374 ///
1375 /// Starts at zero, and is incremented at the end of [`Self::run`] or by [`Self::end_frame`].
1376 ///
1377 /// Between calls to [`Self::run`], this is the frame number of the coming frame.
1378 pub fn frame_nr_for(&self, id: ViewportId) -> u64 {
1379 self.read(|ctx| ctx.viewports.get(&id).map_or(0, |v| v.repaint.frame_nr))
1380 }
1381
1382 /// Call this if there is need to repaint the UI, i.e. if you are showing an animation.
1383 ///
1384 /// If this is called at least once in a frame, then there will be another frame right after this.
1385 /// Call as many times as you wish, only one repaint will be issued.
1386 ///
1387 /// To request repaint with a delay, use [`Self::request_repaint_after`].
1388 ///
1389 /// If called from outside the UI thread, the UI thread will wake up and run,
1390 /// provided the egui integration has set that up via [`Self::set_request_repaint_callback`]
1391 /// (this will work on `eframe`).
1392 ///
1393 /// This will repaint the current viewport.
1394 #[track_caller]
1395 pub fn request_repaint(&self) {
1396 self.request_repaint_of(self.viewport_id());
1397 }
1398
1399 /// Call this if there is need to repaint the UI, i.e. if you are showing an animation.
1400 ///
1401 /// If this is called at least once in a frame, then there will be another frame right after this.
1402 /// Call as many times as you wish, only one repaint will be issued.
1403 ///
1404 /// To request repaint with a delay, use [`Self::request_repaint_after_for`].
1405 ///
1406 /// If called from outside the UI thread, the UI thread will wake up and run,
1407 /// provided the egui integration has set that up via [`Self::set_request_repaint_callback`]
1408 /// (this will work on `eframe`).
1409 ///
1410 /// This will repaint the specified viewport.
1411 #[track_caller]
1412 pub fn request_repaint_of(&self, id: ViewportId) {
1413 let cause = RepaintCause::new();
1414 self.write(|ctx| ctx.request_repaint(id, cause));
1415 }
1416
1417 /// Request repaint after at most the specified duration elapses.
1418 ///
1419 /// The backend can chose to repaint sooner, for instance if some other code called
1420 /// this method with a lower duration, or if new events arrived.
1421 ///
1422 /// The function can be multiple times, but only the *smallest* duration will be considered.
1423 /// So, if the function is called two times with `1 second` and `2 seconds`, egui will repaint
1424 /// after `1 second`
1425 ///
1426 /// This is primarily useful for applications who would like to save battery by avoiding wasted
1427 /// redraws when the app is not in focus. But sometimes the GUI of the app might become stale
1428 /// and outdated if it is not updated for too long.
1429 ///
1430 /// Let's say, something like a stopwatch widget that displays the time in seconds. You would waste
1431 /// resources repainting multiple times within the same second (when you have no input),
1432 /// just calculate the difference of duration between current time and next second change,
1433 /// and call this function, to make sure that you are displaying the latest updated time, but
1434 /// not wasting resources on needless repaints within the same second.
1435 ///
1436 /// ### Quirk:
1437 /// Duration begins at the next frame. Let's say for example that it's a very inefficient app
1438 /// and takes 500 milliseconds per frame at 2 fps. The widget / user might want a repaint in
1439 /// next 500 milliseconds. Now, app takes 1000 ms per frame (1 fps) because the backend event
1440 /// timeout takes 500 milliseconds AFTER the vsync swap buffer.
1441 /// So, it's not that we are requesting repaint within X duration. We are rather timing out
1442 /// during app idle time where we are not receiving any new input events.
1443 ///
1444 /// This repaints the current viewport
1445 #[track_caller]
1446 pub fn request_repaint_after(&self, duration: Duration) {
1447 self.request_repaint_after_for(duration, self.viewport_id());
1448 }
1449
1450 /// Repaint after this many seconds.
1451 ///
1452 /// See [`Self::request_repaint_after`] for details.
1453 #[track_caller]
1454 pub fn request_repaint_after_secs(&self, seconds: f32) {
1455 if let Ok(duration) = std::time::Duration::try_from_secs_f32(seconds) {
1456 self.request_repaint_after(duration);
1457 }
1458 }
1459
1460 /// Request repaint after at most the specified duration elapses.
1461 ///
1462 /// The backend can chose to repaint sooner, for instance if some other code called
1463 /// this method with a lower duration, or if new events arrived.
1464 ///
1465 /// The function can be multiple times, but only the *smallest* duration will be considered.
1466 /// So, if the function is called two times with `1 second` and `2 seconds`, egui will repaint
1467 /// after `1 second`
1468 ///
1469 /// This is primarily useful for applications who would like to save battery by avoiding wasted
1470 /// redraws when the app is not in focus. But sometimes the GUI of the app might become stale
1471 /// and outdated if it is not updated for too long.
1472 ///
1473 /// Let's say, something like a stopwatch widget that displays the time in seconds. You would waste
1474 /// resources repainting multiple times within the same second (when you have no input),
1475 /// just calculate the difference of duration between current time and next second change,
1476 /// and call this function, to make sure that you are displaying the latest updated time, but
1477 /// not wasting resources on needless repaints within the same second.
1478 ///
1479 /// ### Quirk:
1480 /// Duration begins at the next frame. Let's say for example that it's a very inefficient app
1481 /// and takes 500 milliseconds per frame at 2 fps. The widget / user might want a repaint in
1482 /// next 500 milliseconds. Now, app takes 1000 ms per frame (1 fps) because the backend event
1483 /// timeout takes 500 milliseconds AFTER the vsync swap buffer.
1484 /// So, it's not that we are requesting repaint within X duration. We are rather timing out
1485 /// during app idle time where we are not receiving any new input events.
1486 ///
1487 /// This repaints the specified viewport
1488 #[track_caller]
1489 pub fn request_repaint_after_for(&self, duration: Duration, id: ViewportId) {
1490 let cause = RepaintCause::new();
1491 self.write(|ctx| ctx.request_repaint_after(duration, id, cause));
1492 }
1493
1494 /// Was a repaint requested last frame for the current viewport?
1495 #[must_use]
1496 pub fn requested_repaint_last_frame(&self) -> bool {
1497 self.requested_repaint_last_frame_for(&self.viewport_id())
1498 }
1499
1500 /// Was a repaint requested last frame for the given viewport?
1501 #[must_use]
1502 pub fn requested_repaint_last_frame_for(&self, viewport_id: &ViewportId) -> bool {
1503 self.read(|ctx| ctx.requested_immediate_repaint_prev_frame(viewport_id))
1504 }
1505
1506 /// Has a repaint been requested for the current viewport?
1507 #[must_use]
1508 pub fn has_requested_repaint(&self) -> bool {
1509 self.has_requested_repaint_for(&self.viewport_id())
1510 }
1511
1512 /// Has a repaint been requested for the given viewport?
1513 #[must_use]
1514 pub fn has_requested_repaint_for(&self, viewport_id: &ViewportId) -> bool {
1515 self.read(|ctx| ctx.has_requested_repaint(viewport_id))
1516 }
1517
1518 /// Why are we repainting?
1519 ///
1520 /// This can be helpful in debugging why egui is constantly repainting.
1521 pub fn repaint_causes(&self) -> Vec<RepaintCause> {
1522 self.read(|ctx| {
1523 ctx.viewports
1524 .get(&ctx.viewport_id())
1525 .map(|v| v.repaint.prev_causes.clone())
1526 })
1527 .unwrap_or_default()
1528 }
1529
1530 /// For integrations: this callback will be called when an egui user calls [`Self::request_repaint`] or [`Self::request_repaint_after`].
1531 ///
1532 /// This lets you wake up a sleeping UI thread.
1533 ///
1534 /// Note that only one callback can be set. Any new call overrides the previous callback.
1535 pub fn set_request_repaint_callback(
1536 &self,
1537 callback: impl Fn(RequestRepaintInfo) + Send + Sync + 'static,
1538 ) {
1539 let callback = Box::new(callback);
1540 self.write(|ctx| ctx.request_repaint_callback = Some(callback));
1541 }
1542}
1543
1544/// Callbacks
1545impl Context {
1546 /// Call the given callback at the start of each frame
1547 /// of each viewport.
1548 ///
1549 /// This can be used for egui _plugins_.
1550 /// See [`crate::debug_text`] for an example.
1551 pub fn on_begin_frame(&self, debug_name: &'static str, cb: ContextCallback) {
1552 let named_cb = NamedContextCallback {
1553 debug_name,
1554 callback: cb,
1555 };
1556 self.write(|ctx| ctx.plugins.on_begin_frame.push(named_cb));
1557 }
1558
1559 /// Call the given callback at the end of each frame
1560 /// of each viewport.
1561 ///
1562 /// This can be used for egui _plugins_.
1563 /// See [`crate::debug_text`] for an example.
1564 pub fn on_end_frame(&self, debug_name: &'static str, cb: ContextCallback) {
1565 let named_cb = NamedContextCallback {
1566 debug_name,
1567 callback: cb,
1568 };
1569 self.write(|ctx| ctx.plugins.on_end_frame.push(named_cb));
1570 }
1571}
1572
1573impl Context {
1574 /// Tell `egui` which fonts to use.
1575 ///
1576 /// The default `egui` fonts only support latin and cyrillic alphabets,
1577 /// but you can call this to install additional fonts that support e.g. korean characters.
1578 ///
1579 /// The new fonts will become active at the start of the next frame.
1580 pub fn set_fonts(&self, font_definitions: FontDefinitions) {
1581 crate::profile_function!();
1582
1583 let pixels_per_point = self.pixels_per_point();
1584
1585 let mut update_fonts = true;
1586
1587 self.read(|ctx| {
1588 if let Some(current_fonts) = ctx.fonts.get(&pixels_per_point.into()) {
1589 // NOTE: this comparison is expensive since it checks TTF data for equality
1590 if current_fonts.lock().fonts.definitions() == &font_definitions {
1591 update_fonts = false; // no need to update
1592 }
1593 }
1594 });
1595
1596 if update_fonts {
1597 self.memory_mut(|mem| mem.new_font_definitions = Some(font_definitions));
1598 }
1599 }
1600
1601 /// The [`Style`] used by all subsequent windows, panels etc.
1602 pub fn style(&self) -> Arc<Style> {
1603 self.options(|opt| opt.style.clone())
1604 }
1605
1606 /// Mutate the [`Style`] used by all subsequent windows, panels etc.
1607 ///
1608 /// Example:
1609 /// ```
1610 /// # let mut ctx = egui::Context::default();
1611 /// ctx.style_mut(|style| {
1612 /// style.spacing.item_spacing = egui::vec2(10.0, 20.0);
1613 /// });
1614 /// ```
1615 pub fn style_mut(&self, mutate_style: impl FnOnce(&mut Style)) {
1616 self.options_mut(|opt| mutate_style(std::sync::Arc::make_mut(&mut opt.style)));
1617 }
1618
1619 /// The [`Style`] used by all new windows, panels etc.
1620 ///
1621 /// You can also change this using [`Self::style_mut`]
1622 ///
1623 /// You can use [`Ui::style_mut`] to change the style of a single [`Ui`].
1624 pub fn set_style(&self, style: impl Into<Arc<Style>>) {
1625 self.options_mut(|opt| opt.style = style.into());
1626 }
1627
1628 /// The [`Visuals`] used by all subsequent windows, panels etc.
1629 ///
1630 /// You can also use [`Ui::visuals_mut`] to change the visuals of a single [`Ui`].
1631 ///
1632 /// Example:
1633 /// ```
1634 /// # let mut ctx = egui::Context::default();
1635 /// ctx.set_visuals(egui::Visuals::light()); // Switch to light mode
1636 /// ```
1637 pub fn set_visuals(&self, visuals: crate::Visuals) {
1638 self.options_mut(|opt| std::sync::Arc::make_mut(&mut opt.style).visuals = visuals);
1639 }
1640
1641 /// The number of physical pixels for each logical point.
1642 ///
1643 /// This is calculated as [`Self::zoom_factor`] * [`Self::native_pixels_per_point`]
1644 #[inline(always)]
1645 pub fn pixels_per_point(&self) -> f32 {
1646 self.input(|i| i.pixels_per_point)
1647 }
1648
1649 /// Set the number of physical pixels for each logical point.
1650 /// Will become active at the start of the next frame.
1651 ///
1652 /// This will actually translate to a call to [`Self::set_zoom_factor`].
1653 pub fn set_pixels_per_point(&self, pixels_per_point: f32) {
1654 if pixels_per_point != self.pixels_per_point() {
1655 self.set_zoom_factor(pixels_per_point / self.native_pixels_per_point().unwrap_or(1.0));
1656 }
1657 }
1658
1659 /// The number of physical pixels for each logical point on this monitor.
1660 ///
1661 /// This is given as input to egui via [`ViewportInfo::native_pixels_per_point`]
1662 /// and cannot be changed.
1663 #[inline(always)]
1664 pub fn native_pixels_per_point(&self) -> Option<f32> {
1665 self.input(|i| i.viewport().native_pixels_per_point)
1666 }
1667
1668 /// Global zoom factor of the UI.
1669 ///
1670 /// This is used to calculate the `pixels_per_point`
1671 /// for the UI as `pixels_per_point = zoom_fator * native_pixels_per_point`.
1672 ///
1673 /// The default is 1.0.
1674 /// Make larger to make everything larger.
1675 #[inline(always)]
1676 pub fn zoom_factor(&self) -> f32 {
1677 self.options(|o| o.zoom_factor)
1678 }
1679
1680 /// Sets zoom factor of the UI.
1681 /// Will become active at the start of the next frame.
1682 ///
1683 /// Note that calling this will not update [`Self::zoom_factor`] until the end of the frame.
1684 ///
1685 /// This is used to calculate the `pixels_per_point`
1686 /// for the UI as `pixels_per_point = zoom_fator * native_pixels_per_point`.
1687 ///
1688 /// The default is 1.0.
1689 /// Make larger to make everything larger.
1690 ///
1691 /// It is better to call this than modifying
1692 /// [`Options::zoom_factor`].
1693 #[inline(always)]
1694 pub fn set_zoom_factor(&self, zoom_factor: f32) {
1695 let cause = RepaintCause::new();
1696 self.write(|ctx| {
1697 if ctx.memory.options.zoom_factor != zoom_factor {
1698 ctx.new_zoom_factor = Some(zoom_factor);
1699 for viewport_id in ctx.all_viewport_ids() {
1700 ctx.request_repaint(viewport_id, cause.clone());
1701 }
1702 }
1703 });
1704 }
1705
1706 /// Useful for pixel-perfect rendering
1707 #[inline]
1708 pub(crate) fn round_to_pixel(&self, point: f32) -> f32 {
1709 let pixels_per_point = self.pixels_per_point();
1710 (point * pixels_per_point).round() / pixels_per_point
1711 }
1712
1713 /// Useful for pixel-perfect rendering
1714 #[inline]
1715 pub(crate) fn round_pos_to_pixels(&self, pos: Pos2) -> Pos2 {
1716 pos2(self.round_to_pixel(pos.x), self.round_to_pixel(pos.y))
1717 }
1718
1719 /// Useful for pixel-perfect rendering
1720 #[inline]
1721 pub(crate) fn round_vec_to_pixels(&self, vec: Vec2) -> Vec2 {
1722 vec2(self.round_to_pixel(vec.x), self.round_to_pixel(vec.y))
1723 }
1724
1725 /// Useful for pixel-perfect rendering
1726 #[inline]
1727 pub(crate) fn round_rect_to_pixels(&self, rect: Rect) -> Rect {
1728 Rect {
1729 min: self.round_pos_to_pixels(rect.min),
1730 max: self.round_pos_to_pixels(rect.max),
1731 }
1732 }
1733
1734 /// Allocate a texture.
1735 ///
1736 /// This is for advanced users.
1737 /// Most users should use [`crate::Ui::image`] or [`Self::try_load_texture`]
1738 /// instead.
1739 ///
1740 /// In order to display an image you must convert it to a texture using this function.
1741 /// The function will hand over the image data to the egui backend, which will
1742 /// upload it to the GPU.
1743 ///
1744 /// ⚠️ Make sure to only call this ONCE for each image, i.e. NOT in your main GUI code.
1745 /// The call is NOT immediate safe.
1746 ///
1747 /// The given name can be useful for later debugging, and will be visible if you call [`Self::texture_ui`].
1748 ///
1749 /// For how to load an image, see [`ImageData`] and [`ColorImage::from_rgba_unmultiplied`].
1750 ///
1751 /// ```
1752 /// struct MyImage {
1753 /// texture: Option<egui::TextureHandle>,
1754 /// }
1755 ///
1756 /// impl MyImage {
1757 /// fn ui(&mut self, ui: &mut egui::Ui) {
1758 /// let texture: &egui::TextureHandle = self.texture.get_or_insert_with(|| {
1759 /// // Load the texture only once.
1760 /// ui.ctx().load_texture(
1761 /// "my-image",
1762 /// egui::ColorImage::example(),
1763 /// Default::default()
1764 /// )
1765 /// });
1766 ///
1767 /// // Show the image:
1768 /// ui.image((texture.id(), texture.size_vec2()));
1769 /// }
1770 /// }
1771 /// ```
1772 ///
1773 /// See also [`crate::ImageData`], [`crate::Ui::image`] and [`crate::Image`].
1774 pub fn load_texture(
1775 &self,
1776 name: impl Into<String>,
1777 image: impl Into<ImageData>,
1778 options: TextureOptions,
1779 ) -> TextureHandle {
1780 let name = name.into();
1781 let image = image.into();
1782 let max_texture_side = self.input(|i| i.max_texture_side);
1783 debug_assert!(
1784 image.width() <= max_texture_side && image.height() <= max_texture_side,
1785 "Texture {:?} has size {}x{}, but the maximum texture side is {}",
1786 name,
1787 image.width(),
1788 image.height(),
1789 max_texture_side
1790 );
1791 let tex_mngr = self.tex_manager();
1792 let tex_id = tex_mngr.write().alloc(name, image, options);
1793 TextureHandle::new(tex_mngr, tex_id)
1794 }
1795
1796 /// Low-level texture manager.
1797 ///
1798 /// In general it is easier to use [`Self::load_texture`] and [`TextureHandle`].
1799 ///
1800 /// You can show stats about the allocated textures using [`Self::texture_ui`].
1801 pub fn tex_manager(&self) -> Arc<RwLock<epaint::textures::TextureManager>> {
1802 self.read(|ctx| ctx.tex_manager.0.clone())
1803 }
1804
1805 // ---------------------------------------------------------------------
1806
1807 /// Constrain the position of a window/area so it fits within the provided boundary.
1808 pub(crate) fn constrain_window_rect_to_area(&self, window: Rect, area: Rect) -> Rect {
1809 let mut pos = window.min;
1810
1811 // Constrain to screen, unless window is too large to fit:
1812 let margin_x = (window.width() - area.width()).at_least(0.0);
1813 let margin_y = (window.height() - area.height()).at_least(0.0);
1814
1815 pos.x = pos.x.at_most(area.right() + margin_x - window.width()); // move left if needed
1816 pos.x = pos.x.at_least(area.left() - margin_x); // move right if needed
1817 pos.y = pos.y.at_most(area.bottom() + margin_y - window.height()); // move right if needed
1818 pos.y = pos.y.at_least(area.top() - margin_y); // move down if needed
1819
1820 pos = self.round_pos_to_pixels(pos);
1821
1822 Rect::from_min_size(pos, window.size())
1823 }
1824}
1825
1826impl Context {
1827 /// Call at the end of each frame.
1828 #[must_use]
1829 pub fn end_frame(&self) -> FullOutput {
1830 crate::profile_function!();
1831
1832 if self.options(|o| o.zoom_with_keyboard) {
1833 crate::gui_zoom::zoom_with_keyboard(self);
1834 }
1835
1836 // Plugins run just before the frame ends.
1837 self.read(|ctx| ctx.plugins.clone()).on_end_frame(self);
1838
1839 #[cfg(debug_assertions)]
1840 self.debug_painting();
1841
1842 self.write(|ctx| ctx.end_frame())
1843 }
1844
1845 /// Called at the end of the frame.
1846 #[cfg(debug_assertions)]
1847 fn debug_painting(&self) {
1848 let paint_widget = |widget: &WidgetRect, text: &str, color: Color32| {
1849 let rect = widget.interact_rect;
1850 if rect.is_positive() {
1851 let painter = Painter::new(self.clone(), widget.layer_id, Rect::EVERYTHING);
1852 painter.debug_rect(rect, color, text);
1853 }
1854 };
1855
1856 let paint_widget_id = |id: Id, text: &str, color: Color32| {
1857 if let Some(widget) =
1858 self.write(|ctx| ctx.viewport().this_frame.widgets.get(id).copied())
1859 {
1860 paint_widget(&widget, text, color);
1861 }
1862 };
1863
1864 if self.style().debug.show_interactive_widgets {
1865 // Show all interactive widgets:
1866 let rects = self.write(|ctx| ctx.viewport().this_frame.widgets.clone());
1867 for (layer_id, rects) in rects.layers() {
1868 let painter = Painter::new(self.clone(), *layer_id, Rect::EVERYTHING);
1869 for rect in rects {
1870 if rect.sense.interactive() {
1871 let (color, text) = if rect.sense.click && rect.sense.drag {
1872 (Color32::from_rgb(0x88, 0, 0x88), "click+drag")
1873 } else if rect.sense.click {
1874 (Color32::from_rgb(0x88, 0, 0), "click")
1875 } else if rect.sense.drag {
1876 (Color32::from_rgb(0, 0, 0x88), "drag")
1877 } else {
1878 // unreachable since we only show interactive
1879 (Color32::from_rgb(0, 0, 0x88), "hover")
1880 };
1881 painter.debug_rect(rect.interact_rect, color, text);
1882 }
1883 }
1884 }
1885
1886 // Show the ones actually interacted with:
1887 {
1888 let interact_widgets = self.write(|ctx| ctx.viewport().interact_widgets.clone());
1889 let InteractionSnapshot {
1890 clicked,
1891 long_touched: _,
1892 drag_started: _,
1893 dragged,
1894 drag_stopped: _,
1895 contains_pointer,
1896 hovered,
1897 } = interact_widgets;
1898
1899 if true {
1900 for &id in &contains_pointer {
1901 paint_widget_id(id, "contains_pointer", Color32::BLUE);
1902 }
1903
1904 let widget_rects = self.write(|w| w.viewport().this_frame.widgets.clone());
1905
1906 let mut contains_pointer: Vec<Id> = contains_pointer.iter().copied().collect();
1907 contains_pointer.sort_by_key(|&id| {
1908 widget_rects
1909 .order(id)
1910 .map(|(layer_id, order_in_layer)| (layer_id.order, order_in_layer))
1911 });
1912
1913 let mut debug_text = "Widgets in order:\n".to_owned();
1914 for id in contains_pointer {
1915 let mut widget_text = format!("{id:?}");
1916 if let Some(rect) = widget_rects.get(id) {
1917 widget_text += &format!(" {:?} {:?}", rect.rect, rect.sense);
1918 }
1919 if let Some(info) = widget_rects.info(id) {
1920 widget_text += &format!(" {info:?}");
1921 }
1922 debug_text += &format!("{widget_text}\n");
1923 }
1924 self.debug_text(debug_text);
1925 }
1926 if true {
1927 for widget in hovered {
1928 paint_widget_id(widget, "hovered", Color32::WHITE);
1929 }
1930 }
1931 for &widget in &clicked {
1932 paint_widget_id(widget, "clicked", Color32::RED);
1933 }
1934 for &widget in &dragged {
1935 paint_widget_id(widget, "dragged", Color32::GREEN);
1936 }
1937 }
1938 }
1939
1940 if self.style().debug.show_widget_hits {
1941 let hits = self.write(|ctx| ctx.viewport().hits.clone());
1942 let WidgetHits {
1943 contains_pointer,
1944 click,
1945 drag,
1946 } = hits;
1947
1948 if true {
1949 for widget in &contains_pointer {
1950 paint_widget(widget, "contains_pointer", Color32::BLUE);
1951 }
1952 }
1953 for widget in &click {
1954 paint_widget(widget, "click", Color32::RED);
1955 }
1956 for widget in &drag {
1957 paint_widget(widget, "drag", Color32::GREEN);
1958 }
1959 }
1960
1961 if let Some(debug_rect) = self.frame_state_mut(|fs| fs.debug_rect.take()) {
1962 debug_rect.paint(&self.debug_painter());
1963 }
1964 }
1965}
1966
1967impl ContextImpl {
1968 fn end_frame(&mut self) -> FullOutput {
1969 let ended_viewport_id = self.viewport_id();
1970 let viewport = self.viewports.entry(ended_viewport_id).or_default();
1971 let pixels_per_point = viewport.input.pixels_per_point;
1972
1973 viewport.repaint.frame_nr += 1;
1974
1975 self.memory.end_frame(&viewport.this_frame.used_ids);
1976
1977 if let Some(fonts) = self.fonts.get(&pixels_per_point.into()) {
1978 let tex_mngr = &mut self.tex_manager.0.write();
1979 if let Some(font_image_delta) = fonts.font_image_delta() {
1980 // A partial font atlas update, e.g. a new glyph has been entered.
1981 tex_mngr.set(TextureId::default(), font_image_delta);
1982 }
1983
1984 if 1 < self.fonts.len() {
1985 // We have multiple different `pixels_per_point`,
1986 // e.g. because we have many viewports spread across
1987 // monitors with different DPI scaling.
1988 // All viewports share the same texture namespace and renderer,
1989 // so the all use `TextureId::default()` for the font texture.
1990 // This is a problem.
1991 // We solve this with a hack: we always upload the full font atlas
1992 // every frame, for all viewports.
1993 // This ensures it is up-to-date, solving
1994 // https://github.com/emilk/egui/issues/3664
1995 // at the cost of a lot of performance.
1996 // (This will override any smaller delta that was uploaded above.)
1997 crate::profile_scope!("full_font_atlas_update");
1998 let full_delta = ImageDelta::full(fonts.image(), TextureAtlas::texture_options());
1999 tex_mngr.set(TextureId::default(), full_delta);
2000 }
2001 }
2002
2003 // Inform the backend of all textures that have been updated (including font atlas).
2004 let textures_delta = self.tex_manager.0.write().take_delta();
2005
2006 #[cfg_attr(not(feature = "accesskit"), allow(unused_mut))]
2007 let mut platform_output: PlatformOutput = std::mem::take(&mut viewport.output);
2008
2009 #[cfg(feature = "accesskit")]
2010 {
2011 crate::profile_scope!("accesskit");
2012 let state = viewport.this_frame.accesskit_state.take();
2013 if let Some(state) = state {
2014 let root_id = crate::accesskit_root_id().accesskit_id();
2015 let nodes = {
2016 state
2017 .node_builders
2018 .into_iter()
2019 .map(|(id, builder)| {
2020 (
2021 id.accesskit_id(),
2022 builder.build(&mut self.accesskit_node_classes),
2023 )
2024 })
2025 .collect()
2026 };
2027 let focus_id = self
2028 .memory
2029 .focused()
2030 .map_or(root_id, |id| id.accesskit_id());
2031 platform_output.accesskit_update = Some(accesskit::TreeUpdate {
2032 nodes,
2033 tree: Some(accesskit::Tree::new(root_id)),
2034 focus: focus_id,
2035 });
2036 }
2037 }
2038
2039 let shapes = viewport
2040 .graphics
2041 .drain(self.memory.areas().order(), &self.memory.layer_transforms);
2042
2043 let mut repaint_needed = false;
2044
2045 if self.memory.options.repaint_on_widget_change {
2046 crate::profile_function!("compare-widget-rects");
2047 if viewport.prev_frame.widgets != viewport.this_frame.widgets {
2048 repaint_needed = true; // Some widget has moved
2049 }
2050 }
2051
2052 std::mem::swap(&mut viewport.prev_frame, &mut viewport.this_frame);
2053
2054 if repaint_needed {
2055 self.request_repaint(ended_viewport_id, RepaintCause::new());
2056 } else if let Some(delay) = viewport.input.wants_repaint_after() {
2057 self.request_repaint_after(delay, ended_viewport_id, RepaintCause::new());
2058 }
2059
2060 // -------------------
2061
2062 let all_viewport_ids = self.all_viewport_ids();
2063
2064 self.last_viewport = ended_viewport_id;
2065
2066 self.viewports.retain(|&id, viewport| {
2067 let parent = *self.viewport_parents.entry(id).or_default();
2068
2069 if !all_viewport_ids.contains(&parent) {
2070 #[cfg(feature = "log")]
2071 log::debug!(
2072 "Removing viewport {:?} ({:?}): the parent is gone",
2073 id,
2074 viewport.builder.title
2075 );
2076
2077 return false;
2078 }
2079
2080 let is_our_child = parent == ended_viewport_id && id != ViewportId::ROOT;
2081 if is_our_child {
2082 if !viewport.used {
2083 #[cfg(feature = "log")]
2084 log::debug!(
2085 "Removing viewport {:?} ({:?}): it was never used this frame",
2086 id,
2087 viewport.builder.title
2088 );
2089
2090 return false; // Only keep children that have been updated this frame
2091 }
2092
2093 viewport.used = false; // reset so we can check again next frame
2094 }
2095
2096 true
2097 });
2098
2099 // If we are an immediate viewport, this will resume the previous viewport.
2100 self.viewport_stack.pop();
2101
2102 // The last viewport is not necessarily the root viewport,
2103 // just the top _immediate_ viewport.
2104 let is_last = self.viewport_stack.is_empty();
2105
2106 let viewport_output = self
2107 .viewports
2108 .iter_mut()
2109 .map(|(&id, viewport)| {
2110 let parent = *self.viewport_parents.entry(id).or_default();
2111 let commands = if is_last {
2112 // Let the primary immediate viewport handle the commands of its children too.
2113 // This can make things easier for the backend, as otherwise we may get commands
2114 // that affect a viewport while its egui logic is running.
2115 std::mem::take(&mut viewport.commands)
2116 } else {
2117 vec![]
2118 };
2119
2120 (
2121 id,
2122 ViewportOutput {
2123 parent,
2124 class: viewport.class,
2125 builder: viewport.builder.clone(),
2126 viewport_ui_cb: viewport.viewport_ui_cb.clone(),
2127 commands,
2128 repaint_delay: viewport.repaint.repaint_delay,
2129 },
2130 )
2131 })
2132 .collect();
2133
2134 if is_last {
2135 // Remove dead viewports:
2136 self.viewports.retain(|id, _| all_viewport_ids.contains(id));
2137 self.viewport_parents
2138 .retain(|id, _| all_viewport_ids.contains(id));
2139 } else {
2140 let viewport_id = self.viewport_id();
2141 self.memory.set_viewport_id(viewport_id);
2142 }
2143
2144 let active_pixels_per_point: std::collections::BTreeSet<OrderedFloat<f32>> = self
2145 .viewports
2146 .values()
2147 .map(|v| v.input.pixels_per_point.into())
2148 .collect();
2149 self.fonts.retain(|pixels_per_point, _| {
2150 if active_pixels_per_point.contains(pixels_per_point) {
2151 true
2152 } else {
2153 #[cfg(feature = "log")]
2154 log::trace!(
2155 "Freeing Fonts with pixels_per_point={} because it is no longer needed",
2156 pixels_per_point.into_inner()
2157 );
2158 false
2159 }
2160 });
2161
2162 FullOutput {
2163 platform_output,
2164 textures_delta,
2165 shapes,
2166 pixels_per_point,
2167 viewport_output,
2168 }
2169 }
2170}
2171
2172impl Context {
2173 /// Tessellate the given shapes into triangle meshes.
2174 ///
2175 /// `pixels_per_point` is used for feathering (anti-aliasing).
2176 /// For this you can use [`FullOutput::pixels_per_point`], [`Self::pixels_per_point`],
2177 /// or whatever is appropriate for your viewport.
2178 pub fn tessellate(
2179 &self,
2180 shapes: Vec<ClippedShape>,
2181 pixels_per_point: f32,
2182 ) -> Vec<ClippedPrimitive> {
2183 crate::profile_function!();
2184
2185 // A tempting optimization is to reuse the tessellation from last frame if the
2186 // shapes are the same, but just comparing the shapes takes about 50% of the time
2187 // it takes to tessellate them, so it is not a worth optimization.
2188
2189 self.write(|ctx| {
2190 let tessellation_options = ctx.memory.options.tessellation_options;
2191 let texture_atlas = ctx
2192 .fonts
2193 .get(&pixels_per_point.into())
2194 .expect("tessellate called with a different pixels_per_point than the font atlas was created with. \
2195 You should use egui::FullOutput::pixels_per_point when tessellating.")
2196 .texture_atlas();
2197 let (font_tex_size, prepared_discs) = {
2198 let atlas = texture_atlas.lock();
2199 (atlas.size(), atlas.prepared_discs())
2200 };
2201
2202 let paint_stats = PaintStats::from_shapes(&shapes);
2203 let clipped_primitives = {
2204 crate::profile_scope!("tessellator::tessellate_shapes");
2205 tessellator::Tessellator::new(
2206 pixels_per_point,
2207 tessellation_options,
2208 font_tex_size,
2209 prepared_discs,
2210 )
2211 .tessellate_shapes(shapes)
2212 };
2213 ctx.paint_stats = paint_stats.with_clipped_primitives(&clipped_primitives);
2214 clipped_primitives
2215 })
2216 }
2217
2218 // ---------------------------------------------------------------------
2219
2220 /// Position and size of the egui area.
2221 pub fn screen_rect(&self) -> Rect {
2222 self.input(|i| i.screen_rect())
2223 }
2224
2225 /// How much space is still available after panels has been added.
2226 ///
2227 /// This is the "background" area, what egui doesn't cover with panels (but may cover with windows).
2228 /// This is also the area to which windows are constrained.
2229 pub fn available_rect(&self) -> Rect {
2230 self.frame_state(|s| s.available_rect())
2231 }
2232
2233 /// How much space is used by panels and windows.
2234 pub fn used_rect(&self) -> Rect {
2235 self.write(|ctx| {
2236 let mut used = ctx.viewport().this_frame.used_by_panels;
2237 for (_id, window) in ctx.memory.areas().visible_windows() {
2238 used = used.union(window.rect());
2239 }
2240 used
2241 })
2242 }
2243
2244 /// How much space is used by panels and windows.
2245 ///
2246 /// You can shrink your egui area to this size and still fit all egui components.
2247 pub fn used_size(&self) -> Vec2 {
2248 self.used_rect().max - Pos2::ZERO
2249 }
2250
2251 // ---------------------------------------------------------------------
2252
2253 /// Is the pointer (mouse/touch) over any egui area?
2254 pub fn is_pointer_over_area(&self) -> bool {
2255 let pointer_pos = self.input(|i| i.pointer.interact_pos());
2256 if let Some(pointer_pos) = pointer_pos {
2257 if let Some(layer) = self.layer_id_at(pointer_pos) {
2258 if layer.order == Order::Background {
2259 !self.frame_state(|state| state.unused_rect.contains(pointer_pos))
2260 } else {
2261 true
2262 }
2263 } else {
2264 false
2265 }
2266 } else {
2267 false
2268 }
2269 }
2270
2271 /// True if egui is currently interested in the pointer (mouse or touch).
2272 ///
2273 /// Could be the pointer is hovering over a [`Window`] or the user is dragging a widget.
2274 /// If `false`, the pointer is outside of any egui area and so
2275 /// you may be interested in what it is doing (e.g. controlling your game).
2276 /// Returns `false` if a drag started outside of egui and then moved over an egui area.
2277 pub fn wants_pointer_input(&self) -> bool {
2278 self.is_using_pointer()
2279 || (self.is_pointer_over_area() && !self.input(|i| i.pointer.any_down()))
2280 }
2281
2282 /// Is egui currently using the pointer position (e.g. dragging a slider)?
2283 ///
2284 /// NOTE: this will return `false` if the pointer is just hovering over an egui area.
2285 pub fn is_using_pointer(&self) -> bool {
2286 self.memory(|m| m.interaction().is_using_pointer())
2287 }
2288
2289 /// If `true`, egui is currently listening on text input (e.g. typing text in a [`TextEdit`]).
2290 pub fn wants_keyboard_input(&self) -> bool {
2291 self.memory(|m| m.focused().is_some())
2292 }
2293
2294 /// Highlight this widget, to make it look like it is hovered, even if it isn't.
2295 ///
2296 /// The highlight takes on frame to take effect if you call this after the widget has been fully rendered.
2297 ///
2298 /// See also [`Response::highlight`].
2299 pub fn highlight_widget(&self, id: Id) {
2300 self.frame_state_mut(|fs| fs.highlight_next_frame.insert(id));
2301 }
2302
2303 /// Is an egui context menu open?
2304 pub fn is_context_menu_open(&self) -> bool {
2305 self.data(|d| {
2306 d.get_temp::<crate::menu::BarState>(menu::CONTEXT_MENU_ID_STR.into())
2307 .map_or(false, |state| state.has_root())
2308 })
2309 }
2310}
2311
2312// Ergonomic methods to forward some calls often used in 'if let' without holding the borrow
2313impl Context {
2314 /// Latest reported pointer position.
2315 ///
2316 /// When tapping a touch screen, this will be `None`.
2317 #[inline(always)]
2318 pub fn pointer_latest_pos(&self) -> Option<Pos2> {
2319 self.input(|i| i.pointer.latest_pos())
2320 }
2321
2322 /// If it is a good idea to show a tooltip, where is pointer?
2323 #[inline(always)]
2324 pub fn pointer_hover_pos(&self) -> Option<Pos2> {
2325 self.input(|i| i.pointer.hover_pos())
2326 }
2327
2328 /// If you detect a click or drag and wants to know where it happened, use this.
2329 ///
2330 /// Latest position of the mouse, but ignoring any [`Event::PointerGone`]
2331 /// if there were interactions this frame.
2332 /// When tapping a touch screen, this will be the location of the touch.
2333 #[inline(always)]
2334 pub fn pointer_interact_pos(&self) -> Option<Pos2> {
2335 self.input(|i| i.pointer.interact_pos())
2336 }
2337
2338 /// Calls [`InputState::multi_touch`].
2339 pub fn multi_touch(&self) -> Option<MultiTouchInfo> {
2340 self.input(|i| i.multi_touch())
2341 }
2342}
2343
2344impl Context {
2345 /// Transform the graphics of the given layer.
2346 ///
2347 /// This will also affect input.
2348 ///
2349 /// This is a sticky setting, remembered from one frame to the next.
2350 ///
2351 /// Can be used to implement pan and zoom (see relevant demo).
2352 ///
2353 /// For a temporary transform, use [`Self::transform_layer_shapes`] instead.
2354 pub fn set_transform_layer(&self, layer_id: LayerId, transform: TSTransform) {
2355 self.memory_mut(|m| {
2356 if transform == TSTransform::IDENTITY {
2357 m.layer_transforms.remove(&layer_id)
2358 } else {
2359 m.layer_transforms.insert(layer_id, transform)
2360 }
2361 });
2362 }
2363
2364 /// Move all the graphics at the given layer.
2365 ///
2366 /// Is used to implement drag-and-drop preview.
2367 ///
2368 /// This only applied to the existing graphics at the layer, not to new graphics added later.
2369 ///
2370 /// For a persistent transform, use [`Self::set_transform_layer`] instead.
2371 #[deprecated = "Use `transform_layer_shapes` instead"]
2372 pub fn translate_layer(&self, layer_id: LayerId, delta: Vec2) {
2373 if delta != Vec2::ZERO {
2374 let transform = emath::TSTransform::from_translation(delta);
2375 self.transform_layer_shapes(layer_id, transform);
2376 }
2377 }
2378
2379 /// Transform all the graphics at the given layer.
2380 ///
2381 /// Is used to implement drag-and-drop preview.
2382 ///
2383 /// This only applied to the existing graphics at the layer, not to new graphics added later.
2384 ///
2385 /// For a persistent transform, use [`Self::set_transform_layer`] instead.
2386 pub fn transform_layer_shapes(&self, layer_id: LayerId, transform: TSTransform) {
2387 if transform != TSTransform::IDENTITY {
2388 self.graphics_mut(|g| g.entry(layer_id).transform(transform));
2389 }
2390 }
2391
2392 /// Top-most layer at the given position.
2393 pub fn layer_id_at(&self, pos: Pos2) -> Option<LayerId> {
2394 self.memory(|mem| mem.layer_id_at(pos))
2395 }
2396
2397 /// Moves the given area to the top in its [`Order`].
2398 ///
2399 /// [`Area`]:s and [`Window`]:s also do this automatically when being clicked on or interacted with.
2400 pub fn move_to_top(&self, layer_id: LayerId) {
2401 self.memory_mut(|mem| mem.areas_mut().move_to_top(layer_id));
2402 }
2403
2404 /// Mark the `child` layer as a sublayer of `parent`.
2405 ///
2406 /// Sublayers are moved directly above the parent layer at the end of the frame. This is mainly
2407 /// intended for adding a new [`Area`] inside a [`Window`].
2408 ///
2409 /// This currently only supports one level of nesting. If `parent` is a sublayer of another
2410 /// layer, the behavior is unspecified.
2411 pub fn set_sublayer(&self, parent: LayerId, child: LayerId) {
2412 self.memory_mut(|mem| mem.areas_mut().set_sublayer(parent, child));
2413 }
2414
2415 /// Retrieve the [`LayerId`] of the top level windows.
2416 pub fn top_layer_id(&self) -> Option<LayerId> {
2417 self.memory(|mem| mem.areas().top_layer_id(Order::Middle))
2418 }
2419
2420 /// Does the given rectangle contain the mouse pointer?
2421 ///
2422 /// Will return false if some other area is covering the given layer.
2423 ///
2424 /// The given rectangle is assumed to have been clipped by its parent clip rect.
2425 ///
2426 /// See also [`Response::contains_pointer`].
2427 pub fn rect_contains_pointer(&self, layer_id: LayerId, rect: Rect) -> bool {
2428 let rect =
2429 if let Some(transform) = self.memory(|m| m.layer_transforms.get(&layer_id).copied()) {
2430 transform * rect
2431 } else {
2432 rect
2433 };
2434 if !rect.is_positive() {
2435 return false;
2436 }
2437
2438 let pointer_pos = self.input(|i| i.pointer.interact_pos());
2439 let Some(pointer_pos) = pointer_pos else {
2440 return false;
2441 };
2442
2443 if !rect.contains(pointer_pos) {
2444 return false;
2445 }
2446
2447 if self.layer_id_at(pointer_pos) != Some(layer_id) {
2448 return false;
2449 }
2450
2451 true
2452 }
2453
2454 // ---------------------------------------------------------------------
2455
2456 /// Whether or not to debug widget layout on hover.
2457 #[cfg(debug_assertions)]
2458 pub fn debug_on_hover(&self) -> bool {
2459 self.options(|opt| opt.style.debug.debug_on_hover)
2460 }
2461
2462 /// Turn on/off whether or not to debug widget layout on hover.
2463 #[cfg(debug_assertions)]
2464 pub fn set_debug_on_hover(&self, debug_on_hover: bool) {
2465 self.style_mut(|style| style.debug.debug_on_hover = debug_on_hover);
2466 }
2467}
2468
2469/// ## Animation
2470impl Context {
2471 /// Returns a value in the range [0, 1], to indicate "how on" this thing is.
2472 ///
2473 /// The first time called it will return `if value { 1.0 } else { 0.0 }`
2474 /// Calling this with `value = true` will always yield a number larger than zero, quickly going towards one.
2475 /// Calling this with `value = false` will always yield a number less than one, quickly going towards zero.
2476 ///
2477 /// The function will call [`Self::request_repaint()`] when appropriate.
2478 ///
2479 /// The animation time is taken from [`Style::animation_time`].
2480 #[track_caller] // To track repaint cause
2481 pub fn animate_bool(&self, id: Id, value: bool) -> f32 {
2482 let animation_time = self.style().animation_time;
2483 self.animate_bool_with_time_and_easing(id, value, animation_time, emath::easing::linear)
2484 }
2485
2486 /// Like [`Self::animate_bool`], but uses an easing function that makes the value move
2487 /// quickly in the beginning and slow down towards the end.
2488 ///
2489 /// The exact easing function may come to change in future versions of egui.
2490 #[track_caller] // To track repaint cause
2491 pub fn animate_bool_responsive(&self, id: Id, value: bool) -> f32 {
2492 self.animate_bool_with_easing(id, value, emath::easing::cubic_out)
2493 }
2494
2495 /// Like [`Self::animate_bool`] but allows you to control the easing function.
2496 #[track_caller] // To track repaint cause
2497 pub fn animate_bool_with_easing(&self, id: Id, value: bool, easing: fn(f32) -> f32) -> f32 {
2498 let animation_time = self.style().animation_time;
2499 self.animate_bool_with_time_and_easing(id, value, animation_time, easing)
2500 }
2501
2502 /// Like [`Self::animate_bool`] but allows you to control the animation time.
2503 #[track_caller] // To track repaint cause
2504 pub fn animate_bool_with_time(&self, id: Id, target_value: bool, animation_time: f32) -> f32 {
2505 self.animate_bool_with_time_and_easing(
2506 id,
2507 target_value,
2508 animation_time,
2509 emath::easing::linear,
2510 )
2511 }
2512
2513 /// Like [`Self::animate_bool`] but allows you to control the animation time and easing function.
2514 ///
2515 /// Use e.g. [`emath::easing::quadratic_out`]
2516 /// for a responsive start and a slow end.
2517 ///
2518 /// The easing function flips when `target_value` is `false`,
2519 /// so that when going back towards 0.0, we get
2520 #[track_caller] // To track repaint cause
2521 pub fn animate_bool_with_time_and_easing(
2522 &self,
2523 id: Id,
2524 target_value: bool,
2525 animation_time: f32,
2526 easing: fn(f32) -> f32,
2527 ) -> f32 {
2528 let animated_value = self.write(|ctx| {
2529 ctx.animation_manager.animate_bool(
2530 &ctx.viewports.entry(ctx.viewport_id()).or_default().input,
2531 animation_time,
2532 id,
2533 target_value,
2534 )
2535 });
2536
2537 let animation_in_progress = 0.0 < animated_value && animated_value < 1.0;
2538 if animation_in_progress {
2539 self.request_repaint();
2540 }
2541
2542 if target_value {
2543 easing(animated_value)
2544 } else {
2545 1.0 - easing(1.0 - animated_value)
2546 }
2547 }
2548
2549 /// Smoothly animate an `f32` value.
2550 ///
2551 /// At the first call the value is written to memory.
2552 /// When it is called with a new value, it linearly interpolates to it in the given time.
2553 #[track_caller] // To track repaint cause
2554 pub fn animate_value_with_time(&self, id: Id, target_value: f32, animation_time: f32) -> f32 {
2555 let animated_value = self.write(|ctx| {
2556 ctx.animation_manager.animate_value(
2557 &ctx.viewports.entry(ctx.viewport_id()).or_default().input,
2558 animation_time,
2559 id,
2560 target_value,
2561 )
2562 });
2563 let animation_in_progress = animated_value != target_value;
2564 if animation_in_progress {
2565 self.request_repaint();
2566 }
2567
2568 animated_value
2569 }
2570
2571 /// Clear memory of any animations.
2572 pub fn clear_animations(&self) {
2573 self.write(|ctx| ctx.animation_manager = Default::default());
2574 }
2575}
2576
2577impl Context {
2578 /// Show a ui for settings (style and tessellation options).
2579 pub fn settings_ui(&self, ui: &mut Ui) {
2580 let prev_options = self.options(|o| o.clone());
2581 let mut options = prev_options.clone();
2582
2583 options.ui(ui);
2584
2585 if options != prev_options {
2586 self.options_mut(move |o| *o = options);
2587 }
2588 }
2589
2590 /// Show the state of egui, including its input and output.
2591 pub fn inspection_ui(&self, ui: &mut Ui) {
2592 use crate::containers::*;
2593
2594 ui.label(format!("Is using pointer: {}", self.is_using_pointer()))
2595 .on_hover_text(
2596 "Is egui currently using the pointer actively (e.g. dragging a slider)?",
2597 );
2598 ui.label(format!("Wants pointer input: {}", self.wants_pointer_input()))
2599 .on_hover_text("Is egui currently interested in the location of the pointer (either because it is in use, or because it is hovering over a window).");
2600 ui.label(format!(
2601 "Wants keyboard input: {}",
2602 self.wants_keyboard_input()
2603 ))
2604 .on_hover_text("Is egui currently listening for text input?");
2605 ui.label(format!(
2606 "Keyboard focus widget: {}",
2607 self.memory(|m| m.focused())
2608 .as_ref()
2609 .map(Id::short_debug_format)
2610 .unwrap_or_default()
2611 ))
2612 .on_hover_text("Is egui currently listening for text input?");
2613
2614 let pointer_pos = self
2615 .pointer_hover_pos()
2616 .map_or_else(String::new, |pos| format!("{pos:?}"));
2617 ui.label(format!("Pointer pos: {pointer_pos}"));
2618
2619 let top_layer = self
2620 .pointer_hover_pos()
2621 .and_then(|pos| self.layer_id_at(pos))
2622 .map_or_else(String::new, |layer| layer.short_debug_format());
2623 ui.label(format!("Top layer under mouse: {top_layer}"));
2624
2625 ui.add_space(16.0);
2626
2627 ui.label(format!(
2628 "There are {} text galleys in the layout cache",
2629 self.fonts(|f| f.num_galleys_in_cache())
2630 ))
2631 .on_hover_text("This is approximately the number of text strings on screen");
2632 ui.add_space(16.0);
2633
2634 CollapsingHeader::new("🔃 Repaint Causes")
2635 .default_open(false)
2636 .show(ui, |ui| {
2637 ui.set_min_height(120.0);
2638 ui.label("What caused egui to repaint:");
2639 ui.add_space(8.0);
2640 let causes = ui.ctx().repaint_causes();
2641 for cause in causes {
2642 ui.label(cause.to_string());
2643 }
2644 });
2645
2646 CollapsingHeader::new("📥 Input")
2647 .default_open(false)
2648 .show(ui, |ui| {
2649 let input = ui.input(|i| i.clone());
2650 input.ui(ui);
2651 });
2652
2653 CollapsingHeader::new("📊 Paint stats")
2654 .default_open(false)
2655 .show(ui, |ui| {
2656 let paint_stats = self.read(|ctx| ctx.paint_stats);
2657 paint_stats.ui(ui);
2658 });
2659
2660 CollapsingHeader::new("🖼 Textures")
2661 .default_open(false)
2662 .show(ui, |ui| {
2663 self.texture_ui(ui);
2664 });
2665
2666 CollapsingHeader::new("🔠 Font texture")
2667 .default_open(false)
2668 .show(ui, |ui| {
2669 let font_image_size = self.fonts(|f| f.font_image_size());
2670 crate::introspection::font_texture_ui(ui, font_image_size);
2671 });
2672
2673 CollapsingHeader::new("Label text selection state")
2674 .default_open(false)
2675 .show(ui, |ui| {
2676 ui.label(format!(
2677 "{:#?}",
2678 crate::text_selection::LabelSelectionState::load(ui.ctx())
2679 ));
2680 });
2681
2682 CollapsingHeader::new("Interaction")
2683 .default_open(false)
2684 .show(ui, |ui| {
2685 let interact_widgets = self.write(|ctx| ctx.viewport().interact_widgets.clone());
2686 interact_widgets.ui(ui);
2687 });
2688 }
2689
2690 /// Show stats about the allocated textures.
2691 pub fn texture_ui(&self, ui: &mut crate::Ui) {
2692 let tex_mngr = self.tex_manager();
2693 let tex_mngr = tex_mngr.read();
2694
2695 let mut textures: Vec<_> = tex_mngr.allocated().collect();
2696 textures.sort_by_key(|(id, _)| *id);
2697
2698 let mut bytes = 0;
2699 for (_, tex) in &textures {
2700 bytes += tex.bytes_used();
2701 }
2702
2703 ui.label(format!(
2704 "{} allocated texture(s), using {:.1} MB",
2705 textures.len(),
2706 bytes as f64 * 1e-6
2707 ));
2708 let max_preview_size = vec2(48.0, 32.0);
2709
2710 ui.group(|ui| {
2711 ScrollArea::vertical()
2712 .max_height(300.0)
2713 .auto_shrink([false, true])
2714 .show(ui, |ui| {
2715 ui.style_mut().override_text_style = Some(TextStyle::Monospace);
2716 Grid::new("textures")
2717 .striped(true)
2718 .num_columns(4)
2719 .spacing(vec2(16.0, 2.0))
2720 .min_row_height(max_preview_size.y)
2721 .show(ui, |ui| {
2722 for (&texture_id, meta) in textures {
2723 let [w, h] = meta.size;
2724
2725 let mut size = vec2(w as f32, h as f32);
2726 size *= (max_preview_size.x / size.x).min(1.0);
2727 size *= (max_preview_size.y / size.y).min(1.0);
2728 ui.image(SizedTexture::new(texture_id, size))
2729 .on_hover_ui(|ui| {
2730 // show larger on hover
2731 let max_size = 0.5 * ui.ctx().screen_rect().size();
2732 let mut size = vec2(w as f32, h as f32);
2733 size *= max_size.x / size.x.max(max_size.x);
2734 size *= max_size.y / size.y.max(max_size.y);
2735 ui.image(SizedTexture::new(texture_id, size));
2736 });
2737
2738 ui.label(format!("{w} x {h}"));
2739 ui.label(format!("{:.3} MB", meta.bytes_used() as f64 * 1e-6));
2740 ui.label(format!("{:?}", meta.name));
2741 ui.end_row();
2742 }
2743 });
2744 });
2745 });
2746 }
2747
2748 /// Shows the contents of [`Self::memory`].
2749 pub fn memory_ui(&self, ui: &mut crate::Ui) {
2750 if ui
2751 .button("Reset all")
2752 .on_hover_text("Reset all egui state")
2753 .clicked()
2754 {
2755 self.memory_mut(|mem| *mem = Default::default());
2756 }
2757
2758 let (num_state, num_serialized) = self.data(|d| (d.len(), d.count_serialized()));
2759 ui.label(format!(
2760 "{num_state} widget states stored (of which {num_serialized} are serialized)."
2761 ));
2762
2763 ui.horizontal(|ui| {
2764 ui.label(format!(
2765 "{} areas (panels, windows, popups, …)",
2766 self.memory(|mem| mem.areas().count())
2767 ));
2768 if ui.button("Reset").clicked() {
2769 self.memory_mut(|mem| *mem.areas_mut() = Default::default());
2770 }
2771 });
2772 ui.indent("areas", |ui| {
2773 ui.label("Visible areas, ordered back to front.");
2774 ui.label("Hover to highlight");
2775 let layers_ids: Vec<LayerId> = self.memory(|mem| mem.areas().order().to_vec());
2776 for layer_id in layers_ids {
2777 let area = AreaState::load(self, layer_id.id);
2778 if let Some(area) = area {
2779 let is_visible = self.memory(|mem| mem.areas().is_visible(&layer_id));
2780 if !is_visible {
2781 continue;
2782 }
2783 let text = format!("{} - {:?}", layer_id.short_debug_format(), area.rect(),);
2784 // TODO(emilk): `Sense::hover_highlight()`
2785 if ui
2786 .add(Label::new(RichText::new(text).monospace()).sense(Sense::click()))
2787 .hovered
2788 && is_visible
2789 {
2790 ui.ctx()
2791 .debug_painter()
2792 .debug_rect(area.rect(), Color32::RED, "");
2793 }
2794 }
2795 }
2796 });
2797
2798 ui.horizontal(|ui| {
2799 ui.label(format!(
2800 "{} collapsing headers",
2801 self.data(|d| d.count::<containers::collapsing_header::InnerState>())
2802 ));
2803 if ui.button("Reset").clicked() {
2804 self.data_mut(|d| d.remove_by_type::<containers::collapsing_header::InnerState>());
2805 }
2806 });
2807
2808 ui.horizontal(|ui| {
2809 ui.label(format!(
2810 "{} menu bars",
2811 self.data(|d| d.count::<menu::BarState>())
2812 ));
2813 if ui.button("Reset").clicked() {
2814 self.data_mut(|d| d.remove_by_type::<menu::BarState>());
2815 }
2816 });
2817
2818 ui.horizontal(|ui| {
2819 ui.label(format!(
2820 "{} scroll areas",
2821 self.data(|d| d.count::<scroll_area::State>())
2822 ));
2823 if ui.button("Reset").clicked() {
2824 self.data_mut(|d| d.remove_by_type::<scroll_area::State>());
2825 }
2826 });
2827
2828 ui.horizontal(|ui| {
2829 ui.label(format!(
2830 "{} resize areas",
2831 self.data(|d| d.count::<resize::State>())
2832 ));
2833 if ui.button("Reset").clicked() {
2834 self.data_mut(|d| d.remove_by_type::<resize::State>());
2835 }
2836 });
2837
2838 ui.shrink_width_to_current(); // don't let the text below grow this window wider
2839 ui.label("NOTE: the position of this window cannot be reset from within itself.");
2840
2841 ui.collapsing("Interaction", |ui| {
2842 let interaction = self.memory(|mem| mem.interaction().clone());
2843 interaction.ui(ui);
2844 });
2845 }
2846}
2847
2848impl Context {
2849 /// Edit the active [`Style`].
2850 pub fn style_ui(&self, ui: &mut Ui) {
2851 let mut style: Style = (*self.style()).clone();
2852 style.ui(ui);
2853 self.set_style(style);
2854 }
2855}
2856
2857/// ## Accessibility
2858impl Context {
2859 /// Call the provided function with the given ID pushed on the stack of
2860 /// parent IDs for accessibility purposes. If the `accesskit` feature
2861 /// is disabled or if AccessKit support is not active for this frame,
2862 /// the function is still called, but with no other effect.
2863 ///
2864 /// No locks are held while the given closure is called.
2865 #[allow(clippy::unused_self)]
2866 #[inline]
2867 pub fn with_accessibility_parent(&self, _id: Id, f: impl FnOnce()) {
2868 // TODO(emilk): this isn't thread-safe - another thread can call this function between the push/pop calls
2869 #[cfg(feature = "accesskit")]
2870 self.frame_state_mut(|fs| {
2871 if let Some(state) = fs.accesskit_state.as_mut() {
2872 state.parent_stack.push(_id);
2873 }
2874 });
2875
2876 f();
2877
2878 #[cfg(feature = "accesskit")]
2879 self.frame_state_mut(|fs| {
2880 if let Some(state) = fs.accesskit_state.as_mut() {
2881 assert_eq!(state.parent_stack.pop(), Some(_id));
2882 }
2883 });
2884 }
2885
2886 /// If AccessKit support is active for the current frame, get or create
2887 /// a node builder with the specified ID and return a mutable reference to it.
2888 /// For newly created nodes, the parent is the node with the ID at the top
2889 /// of the stack managed by [`Context::with_accessibility_parent`].
2890 ///
2891 /// The `Context` lock is held while the given closure is called!
2892 ///
2893 /// Returns `None` if acesskit is off.
2894 // TODO(emilk): consider making both read-only and read-write versions
2895 #[cfg(feature = "accesskit")]
2896 pub fn accesskit_node_builder<R>(
2897 &self,
2898 id: Id,
2899 writer: impl FnOnce(&mut accesskit::NodeBuilder) -> R,
2900 ) -> Option<R> {
2901 self.write(|ctx| {
2902 ctx.viewport()
2903 .this_frame
2904 .accesskit_state
2905 .is_some()
2906 .then(|| ctx.accesskit_node_builder(id))
2907 .map(writer)
2908 })
2909 }
2910
2911 /// Enable generation of AccessKit tree updates in all future frames.
2912 ///
2913 /// If it's practical for the egui integration to immediately run the egui
2914 /// application when it is either initializing the AccessKit adapter or
2915 /// being called by the AccessKit adapter to provide the initial tree update,
2916 /// then it should do so, to provide a complete AccessKit tree to the adapter
2917 /// immediately. Otherwise, it should enqueue a repaint and use the
2918 /// placeholder tree update from [`Context::accesskit_placeholder_tree_update`]
2919 /// in the meantime.
2920 #[cfg(feature = "accesskit")]
2921 pub fn enable_accesskit(&self) {
2922 self.write(|ctx| ctx.is_accesskit_enabled = true);
2923 }
2924
2925 /// Return a tree update that the egui integration should provide to the
2926 /// AccessKit adapter if it cannot immediately run the egui application
2927 /// to get a full tree update after running [`Context::enable_accesskit`].
2928 #[cfg(feature = "accesskit")]
2929 pub fn accesskit_placeholder_tree_update(&self) -> accesskit::TreeUpdate {
2930 crate::profile_function!();
2931
2932 use accesskit::{NodeBuilder, Role, Tree, TreeUpdate};
2933
2934 let root_id = crate::accesskit_root_id().accesskit_id();
2935 self.write(|ctx| TreeUpdate {
2936 nodes: vec![(
2937 root_id,
2938 NodeBuilder::new(Role::Window).build(&mut ctx.accesskit_node_classes),
2939 )],
2940 tree: Some(Tree::new(root_id)),
2941 focus: root_id,
2942 })
2943 }
2944}
2945
2946/// ## Image loading
2947impl Context {
2948 /// Associate some static bytes with a `uri`.
2949 ///
2950 /// The same `uri` may be passed to [`Ui::image`] later to load the bytes as an image.
2951 ///
2952 /// By convention, the `uri` should start with `bytes://`.
2953 /// Following that convention will lead to better error messages.
2954 pub fn include_bytes(&self, uri: impl Into<Cow<'static, str>>, bytes: impl Into<Bytes>) {
2955 self.loaders().include.insert(uri, bytes);
2956 }
2957
2958 /// Returns `true` if the chain of bytes, image, or texture loaders
2959 /// contains a loader with the given `id`.
2960 pub fn is_loader_installed(&self, id: &str) -> bool {
2961 let loaders = self.loaders();
2962
2963 loaders.bytes.lock().iter().any(|l| l.id() == id)
2964 || loaders.image.lock().iter().any(|l| l.id() == id)
2965 || loaders.texture.lock().iter().any(|l| l.id() == id)
2966 }
2967
2968 /// Add a new bytes loader.
2969 ///
2970 /// It will be tried first, before any already installed loaders.
2971 ///
2972 /// See [`load`] for more information.
2973 pub fn add_bytes_loader(&self, loader: Arc<dyn load::BytesLoader + Send + Sync + 'static>) {
2974 self.loaders().bytes.lock().push(loader);
2975 }
2976
2977 /// Add a new image loader.
2978 ///
2979 /// It will be tried first, before any already installed loaders.
2980 ///
2981 /// See [`load`] for more information.
2982 pub fn add_image_loader(&self, loader: Arc<dyn load::ImageLoader + Send + Sync + 'static>) {
2983 self.loaders().image.lock().push(loader);
2984 }
2985
2986 /// Add a new texture loader.
2987 ///
2988 /// It will be tried first, before any already installed loaders.
2989 ///
2990 /// See [`load`] for more information.
2991 pub fn add_texture_loader(&self, loader: Arc<dyn load::TextureLoader + Send + Sync + 'static>) {
2992 self.loaders().texture.lock().push(loader);
2993 }
2994
2995 /// Release all memory and textures related to the given image URI.
2996 ///
2997 /// If you attempt to load the image again, it will be reloaded from scratch.
2998 pub fn forget_image(&self, uri: &str) {
2999 use load::BytesLoader as _;
3000
3001 crate::profile_function!();
3002
3003 let loaders = self.loaders();
3004
3005 loaders.include.forget(uri);
3006 for loader in loaders.bytes.lock().iter() {
3007 loader.forget(uri);
3008 }
3009 for loader in loaders.image.lock().iter() {
3010 loader.forget(uri);
3011 }
3012 for loader in loaders.texture.lock().iter() {
3013 loader.forget(uri);
3014 }
3015 }
3016
3017 /// Release all memory and textures related to images used in [`Ui::image`] or [`Image`].
3018 ///
3019 /// If you attempt to load any images again, they will be reloaded from scratch.
3020 pub fn forget_all_images(&self) {
3021 use load::BytesLoader as _;
3022
3023 crate::profile_function!();
3024
3025 let loaders = self.loaders();
3026
3027 loaders.include.forget_all();
3028 for loader in loaders.bytes.lock().iter() {
3029 loader.forget_all();
3030 }
3031 for loader in loaders.image.lock().iter() {
3032 loader.forget_all();
3033 }
3034 for loader in loaders.texture.lock().iter() {
3035 loader.forget_all();
3036 }
3037 }
3038
3039 /// Try loading the bytes from the given uri using any available bytes loaders.
3040 ///
3041 /// Loaders are expected to cache results, so that this call is immediate-mode safe.
3042 ///
3043 /// This calls the loaders one by one in the order in which they were registered.
3044 /// If a loader returns [`LoadError::NotSupported`][not_supported],
3045 /// then the next loader is called. This process repeats until all loaders have
3046 /// been exhausted, at which point this returns [`LoadError::NotSupported`][not_supported].
3047 ///
3048 /// # Errors
3049 /// This may fail with:
3050 /// - [`LoadError::NotSupported`][not_supported] if none of the registered loaders support loading the given `uri`.
3051 /// - [`LoadError::Loading`][custom] if one of the loaders _does_ support loading the `uri`, but the loading process failed.
3052 ///
3053 /// ⚠ May deadlock if called from within a `BytesLoader`!
3054 ///
3055 /// [not_supported]: crate::load::LoadError::NotSupported
3056 /// [custom]: crate::load::LoadError::Loading
3057 pub fn try_load_bytes(&self, uri: &str) -> load::BytesLoadResult {
3058 crate::profile_function!(uri);
3059
3060 let loaders = self.loaders();
3061 let bytes_loaders = loaders.bytes.lock();
3062
3063 // Try most recently added loaders first (hence `.rev()`)
3064 for loader in bytes_loaders.iter().rev() {
3065 match loader.load(self, uri) {
3066 Err(load::LoadError::NotSupported) => continue,
3067 result => return result,
3068 }
3069 }
3070
3071 Err(load::LoadError::NoMatchingBytesLoader)
3072 }
3073
3074 /// Try loading the image from the given uri using any available image loaders.
3075 ///
3076 /// Loaders are expected to cache results, so that this call is immediate-mode safe.
3077 ///
3078 /// This calls the loaders one by one in the order in which they were registered.
3079 /// If a loader returns [`LoadError::NotSupported`][not_supported],
3080 /// then the next loader is called. This process repeats until all loaders have
3081 /// been exhausted, at which point this returns [`LoadError::NotSupported`][not_supported].
3082 ///
3083 /// # Errors
3084 /// This may fail with:
3085 /// - [`LoadError::NoImageLoaders`][no_image_loaders] if tbere are no registered image loaders.
3086 /// - [`LoadError::NotSupported`][not_supported] if none of the registered loaders support loading the given `uri`.
3087 /// - [`LoadError::Loading`][custom] if one of the loaders _does_ support loading the `uri`, but the loading process failed.
3088 ///
3089 /// ⚠ May deadlock if called from within an `ImageLoader`!
3090 ///
3091 /// [no_image_loaders]: crate::load::LoadError::NoImageLoaders
3092 /// [not_supported]: crate::load::LoadError::NotSupported
3093 /// [custom]: crate::load::LoadError::Loading
3094 pub fn try_load_image(&self, uri: &str, size_hint: load::SizeHint) -> load::ImageLoadResult {
3095 crate::profile_function!(uri);
3096
3097 let loaders = self.loaders();
3098 let image_loaders = loaders.image.lock();
3099 if image_loaders.is_empty() {
3100 return Err(load::LoadError::NoImageLoaders);
3101 }
3102
3103 // Try most recently added loaders first (hence `.rev()`)
3104 for loader in image_loaders.iter().rev() {
3105 match loader.load(self, uri, size_hint) {
3106 Err(load::LoadError::NotSupported) => continue,
3107 result => return result,
3108 }
3109 }
3110
3111 Err(load::LoadError::NoMatchingImageLoader)
3112 }
3113
3114 /// Try loading the texture from the given uri using any available texture loaders.
3115 ///
3116 /// Loaders are expected to cache results, so that this call is immediate-mode safe.
3117 ///
3118 /// This calls the loaders one by one in the order in which they were registered.
3119 /// If a loader returns [`LoadError::NotSupported`][not_supported],
3120 /// then the next loader is called. This process repeats until all loaders have
3121 /// been exhausted, at which point this returns [`LoadError::NotSupported`][not_supported].
3122 ///
3123 /// # Errors
3124 /// This may fail with:
3125 /// - [`LoadError::NotSupported`][not_supported] if none of the registered loaders support loading the given `uri`.
3126 /// - [`LoadError::Loading`][custom] if one of the loaders _does_ support loading the `uri`, but the loading process failed.
3127 ///
3128 /// ⚠ May deadlock if called from within a `TextureLoader`!
3129 ///
3130 /// [not_supported]: crate::load::LoadError::NotSupported
3131 /// [custom]: crate::load::LoadError::Loading
3132 pub fn try_load_texture(
3133 &self,
3134 uri: &str,
3135 texture_options: TextureOptions,
3136 size_hint: load::SizeHint,
3137 ) -> load::TextureLoadResult {
3138 crate::profile_function!(uri);
3139
3140 let loaders = self.loaders();
3141 let texture_loaders = loaders.texture.lock();
3142
3143 // Try most recently added loaders first (hence `.rev()`)
3144 for loader in texture_loaders.iter().rev() {
3145 match loader.load(self, uri, texture_options, size_hint) {
3146 Err(load::LoadError::NotSupported) => continue,
3147 result => return result,
3148 }
3149 }
3150
3151 Err(load::LoadError::NoMatchingTextureLoader)
3152 }
3153
3154 /// The loaders of bytes, images, and textures.
3155 pub fn loaders(&self) -> Arc<Loaders> {
3156 crate::profile_function!();
3157 self.read(|this| this.loaders.clone())
3158 }
3159}
3160
3161/// ## Viewports
3162impl Context {
3163 /// Return the `ViewportId` of the current viewport.
3164 ///
3165 /// If this is the root viewport, this will return [`ViewportId::ROOT`].
3166 ///
3167 /// Don't use this outside of `Self::run`, or after `Self::end_frame`.
3168 pub fn viewport_id(&self) -> ViewportId {
3169 self.read(|ctx| ctx.viewport_id())
3170 }
3171
3172 /// Return the `ViewportId` of his parent.
3173 ///
3174 /// If this is the root viewport, this will return [`ViewportId::ROOT`].
3175 ///
3176 /// Don't use this outside of `Self::run`, or after `Self::end_frame`.
3177 pub fn parent_viewport_id(&self) -> ViewportId {
3178 self.read(|ctx| ctx.parent_viewport_id())
3179 }
3180
3181 /// Read the state of the current viewport.
3182 pub fn viewport<R>(&self, reader: impl FnOnce(&ViewportState) -> R) -> R {
3183 self.write(|ctx| reader(ctx.viewport()))
3184 }
3185
3186 /// Read the state of a specific current viewport.
3187 pub fn viewport_for<R>(
3188 &self,
3189 viewport_id: ViewportId,
3190 reader: impl FnOnce(&ViewportState) -> R,
3191 ) -> R {
3192 self.write(|ctx| reader(ctx.viewport_for(viewport_id)))
3193 }
3194
3195 /// For integrations: Set this to render a sync viewport.
3196 ///
3197 /// This will only set the callback for the current thread,
3198 /// which most likely should be the main thread.
3199 ///
3200 /// When an immediate viewport is created with [`Self::show_viewport_immediate`] it will be rendered by this function.
3201 ///
3202 /// When called, the integration needs to:
3203 /// * Check if there already is a window for this viewport id, and if not open one
3204 /// * Set the window attributes (position, size, …) based on [`ImmediateViewport::builder`].
3205 /// * Call [`Context::run`] with [`ImmediateViewport::viewport_ui_cb`].
3206 /// * Handle the output from [`Context::run`], including rendering
3207 #[allow(clippy::unused_self)]
3208 pub fn set_immediate_viewport_renderer(
3209 callback: impl for<'a> Fn(&Self, ImmediateViewport<'a>) + 'static,
3210 ) {
3211 let callback = Box::new(callback);
3212 IMMEDIATE_VIEWPORT_RENDERER.with(|render_sync| {
3213 render_sync.replace(Some(callback));
3214 });
3215 }
3216
3217 /// If `true`, [`Self::show_viewport_deferred`] and [`Self::show_viewport_immediate`] will
3218 /// embed the new viewports inside the existing one, instead of spawning a new native window.
3219 ///
3220 /// `eframe` sets this to `false` on supported platforms, but the default value is `true`.
3221 pub fn embed_viewports(&self) -> bool {
3222 self.read(|ctx| ctx.embed_viewports)
3223 }
3224
3225 /// If `true`, [`Self::show_viewport_deferred`] and [`Self::show_viewport_immediate`] will
3226 /// embed the new viewports inside the existing one, instead of spawning a new native window.
3227 ///
3228 /// `eframe` sets this to `false` on supported platforms, but the default value is `true`.
3229 pub fn set_embed_viewports(&self, value: bool) {
3230 self.write(|ctx| ctx.embed_viewports = value);
3231 }
3232
3233 /// Send a command to the current viewport.
3234 ///
3235 /// This lets you affect the current viewport, e.g. resizing the window.
3236 pub fn send_viewport_cmd(&self, command: ViewportCommand) {
3237 self.send_viewport_cmd_to(self.viewport_id(), command);
3238 }
3239
3240 /// Send a command to a specific viewport.
3241 ///
3242 /// This lets you affect another viewport, e.g. resizing its window.
3243 pub fn send_viewport_cmd_to(&self, id: ViewportId, command: ViewportCommand) {
3244 self.request_repaint_of(id);
3245
3246 if command.requires_parent_repaint() {
3247 self.request_repaint_of(self.parent_viewport_id());
3248 }
3249
3250 self.write(|ctx| ctx.viewport_for(id).commands.push(command));
3251 }
3252
3253 /// Show a deferred viewport, creating a new native window, if possible.
3254 ///
3255 /// The given id must be unique for each viewport.
3256 ///
3257 /// You need to call this each frame when the child viewport should exist.
3258 ///
3259 /// You can check if the user wants to close the viewport by checking the
3260 /// [`crate::ViewportInfo::close_requested`] flags found in [`crate::InputState::viewport`].
3261 ///
3262 /// The given callback will be called whenever the child viewport needs repainting,
3263 /// e.g. on an event or when [`Self::request_repaint`] is called.
3264 /// This means it may be called multiple times, for instance while the
3265 /// parent viewport (the caller) is sleeping but the child viewport is animating.
3266 ///
3267 /// You will need to wrap your viewport state in an `Arc<RwLock<T>>` or `Arc<Mutex<T>>`.
3268 /// When this is called again with the same id in `ViewportBuilder` the render function for that viewport will be updated.
3269 ///
3270 /// You can also use [`Self::show_viewport_immediate`], which uses a simpler `FnOnce`
3271 /// with no need for `Send` or `Sync`. The downside is that it will require
3272 /// the parent viewport (the caller) to repaint anytime the child is repainted,
3273 /// and vice versa.
3274 ///
3275 /// If [`Context::embed_viewports`] is `true` (e.g. if the current egui
3276 /// backend does not support multiple viewports), the given callback
3277 /// will be called immediately, embedding the new viewport in the current one.
3278 /// You can check this with the [`ViewportClass`] given in the callback.
3279 /// If you find [`ViewportClass::Embedded`], you need to create a new [`crate::Window`] for you content.
3280 ///
3281 /// See [`crate::viewport`] for more information about viewports.
3282 pub fn show_viewport_deferred(
3283 &self,
3284 new_viewport_id: ViewportId,
3285 viewport_builder: ViewportBuilder,
3286 viewport_ui_cb: impl Fn(&Self, ViewportClass) + Send + Sync + 'static,
3287 ) {
3288 crate::profile_function!();
3289
3290 if self.embed_viewports() {
3291 viewport_ui_cb(self, ViewportClass::Embedded);
3292 } else {
3293 self.write(|ctx| {
3294 ctx.viewport_parents
3295 .insert(new_viewport_id, ctx.viewport_id());
3296
3297 let viewport = ctx.viewports.entry(new_viewport_id).or_default();
3298 viewport.class = ViewportClass::Deferred;
3299 viewport.builder = viewport_builder;
3300 viewport.used = true;
3301 viewport.viewport_ui_cb = Some(Arc::new(move |ctx| {
3302 (viewport_ui_cb)(ctx, ViewportClass::Deferred);
3303 }));
3304 });
3305 }
3306 }
3307
3308 /// Show an immediate viewport, creating a new native window, if possible.
3309 ///
3310 /// This is the easier type of viewport to use, but it is less performant
3311 /// at it requires both parent and child to repaint if any one of them needs repainting,
3312 /// which efficvely produce double work for two viewports, and triple work for three viewports, etc.
3313 /// To avoid this, use [`Self::show_viewport_deferred`] instead.
3314 ///
3315 /// The given id must be unique for each viewport.
3316 ///
3317 /// You need to call this each frame when the child viewport should exist.
3318 ///
3319 /// You can check if the user wants to close the viewport by checking the
3320 /// [`crate::ViewportInfo::close_requested`] flags found in [`crate::InputState::viewport`].
3321 ///
3322 /// The given ui function will be called immediately.
3323 /// This may only be called on the main thread.
3324 /// This call will pause the current viewport and render the child viewport in its own window.
3325 /// This means that the child viewport will not be repainted when the parent viewport is repainted, and vice versa.
3326 ///
3327 /// If [`Context::embed_viewports`] is `true` (e.g. if the current egui
3328 /// backend does not support multiple viewports), the given callback
3329 /// will be called immediately, embedding the new viewport in the current one.
3330 /// You can check this with the [`ViewportClass`] given in the callback.
3331 /// If you find [`ViewportClass::Embedded`], you need to create a new [`crate::Window`] for you content.
3332 ///
3333 /// See [`crate::viewport`] for more information about viewports.
3334 pub fn show_viewport_immediate<T>(
3335 &self,
3336 new_viewport_id: ViewportId,
3337 builder: ViewportBuilder,
3338 viewport_ui_cb: impl FnOnce(&Self, ViewportClass) -> T,
3339 ) -> T {
3340 crate::profile_function!();
3341
3342 if self.embed_viewports() {
3343 return viewport_ui_cb(self, ViewportClass::Embedded);
3344 }
3345
3346 IMMEDIATE_VIEWPORT_RENDERER.with(|immediate_viewport_renderer| {
3347 let immediate_viewport_renderer = immediate_viewport_renderer.borrow();
3348 let Some(immediate_viewport_renderer) = immediate_viewport_renderer.as_ref() else {
3349 // This egui backend does not support multiple viewports.
3350 return viewport_ui_cb(self, ViewportClass::Embedded);
3351 };
3352
3353 let ids = self.write(|ctx| {
3354 let parent_viewport_id = ctx.viewport_id();
3355
3356 ctx.viewport_parents
3357 .insert(new_viewport_id, parent_viewport_id);
3358
3359 let viewport = ctx.viewports.entry(new_viewport_id).or_default();
3360 viewport.builder = builder.clone();
3361 viewport.used = true;
3362 viewport.viewport_ui_cb = None; // it is immediate
3363
3364 ViewportIdPair::from_self_and_parent(new_viewport_id, parent_viewport_id)
3365 });
3366
3367 let mut out = None;
3368 {
3369 let out = &mut out;
3370
3371 let viewport = ImmediateViewport {
3372 ids,
3373 builder,
3374 viewport_ui_cb: Box::new(move |context| {
3375 *out = Some(viewport_ui_cb(context, ViewportClass::Immediate));
3376 }),
3377 };
3378
3379 immediate_viewport_renderer(self, viewport);
3380 }
3381
3382 out.expect(
3383 "egui backend is implemented incorrectly - the user callback was never called",
3384 )
3385 })
3386 }
3387}
3388
3389/// ## Interaction
3390impl Context {
3391 /// Read you what widgets are currently being interacted with.
3392 pub fn interaction_snapshot<R>(&self, reader: impl FnOnce(&InteractionSnapshot) -> R) -> R {
3393 self.write(|w| reader(&w.viewport().interact_widgets))
3394 }
3395
3396 /// The widget currently being dragged, if any.
3397 ///
3398 /// For widgets that sense both clicks and drags, this will
3399 /// not be set until the mouse cursor has moved a certain distance.
3400 ///
3401 /// NOTE: if the widget was released this frame, this will be `None`.
3402 /// Use [`Self::drag_stopped_id`] instead.
3403 pub fn dragged_id(&self) -> Option<Id> {
3404 self.interaction_snapshot(|i| i.dragged)
3405 }
3406
3407 /// Is this specific widget being dragged?
3408 ///
3409 /// A widget that sense both clicks and drags is only marked as "dragged"
3410 /// when the mouse has moved a bit
3411 ///
3412 /// See also: [`crate::Response::dragged`].
3413 pub fn is_being_dragged(&self, id: Id) -> bool {
3414 self.dragged_id() == Some(id)
3415 }
3416
3417 /// This widget just started being dragged this frame.
3418 ///
3419 /// The same widget should also be found in [`Self::dragged_id`].
3420 pub fn drag_started_id(&self) -> Option<Id> {
3421 self.interaction_snapshot(|i| i.drag_started)
3422 }
3423
3424 /// This widget was being dragged, but was released this frame
3425 pub fn drag_stopped_id(&self) -> Option<Id> {
3426 self.interaction_snapshot(|i| i.drag_stopped)
3427 }
3428
3429 /// Set which widget is being dragged.
3430 pub fn set_dragged_id(&self, id: Id) {
3431 self.write(|ctx| {
3432 let vp = ctx.viewport();
3433 let i = &mut vp.interact_widgets;
3434 if i.dragged != Some(id) {
3435 i.drag_stopped = i.dragged.or(i.drag_stopped);
3436 i.dragged = Some(id);
3437 i.drag_started = Some(id);
3438 }
3439
3440 ctx.memory.interaction_mut().potential_drag_id = Some(id);
3441 });
3442 }
3443
3444 /// Stop dragging any widget.
3445 pub fn stop_dragging(&self) {
3446 self.write(|ctx| {
3447 let vp = ctx.viewport();
3448 let i = &mut vp.interact_widgets;
3449 if i.dragged.is_some() {
3450 i.drag_stopped = i.dragged;
3451 i.dragged = None;
3452 }
3453
3454 ctx.memory.interaction_mut().potential_drag_id = None;
3455 });
3456 }
3457
3458 /// Is something else being dragged?
3459 ///
3460 /// Returns true if we are dragging something, but not the given widget.
3461 #[inline(always)]
3462 pub fn dragging_something_else(&self, not_this: Id) -> bool {
3463 let dragged = self.dragged_id();
3464 dragged.is_some() && dragged != Some(not_this)
3465 }
3466}
3467
3468#[test]
3469fn context_impl_send_sync() {
3470 fn assert_send_sync<T: Send + Sync>() {}
3471 assert_send_sync::<Context>();
3472}