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YoleckUi

Struct YoleckUi 

Source
pub struct YoleckUi(pub Ui);
Expand description

An handle for the egui UI frame used in editing systems.

Tuple Fields§

§0: Ui

Methods from Deref<Target = Ui>§

pub fn child_ui( &mut self, max_rect: Rect, layout: Layout, ui_stack_info: Option<UiStackInfo>, ) -> Ui

👎Deprecated:

Use ui.new_child() instead

Create a new [Ui] at a specific region.

Note: calling this function twice from the same [Ui] will create a conflict of id. Use [Self::scope] if needed.

When in doubt, use None for the UiStackInfo argument.

pub fn child_ui_with_id_source( &mut self, max_rect: Rect, layout: Layout, id_salt: impl Hash, ui_stack_info: Option<UiStackInfo>, ) -> Ui

👎Deprecated:

Use ui.new_child() instead

Create a new [Ui] at a specific region with a specific id.

When in doubt, use None for the UiStackInfo argument.

pub fn new_child(&mut self, ui_builder: UiBuilder) -> Ui

Create a child Ui with the properties of the given builder.

This is a very low-level function. Usually you are better off using [Self::scope_builder].

Note that calling this does not allocate any space in the parent Ui, so after adding widgets to the child Ui you probably want to allocate the [Ui::min_rect] of the child in the parent Ui using e.g. [Ui::advance_cursor_after_rect].

pub fn set_sizing_pass(&mut self)

👎Deprecated:

Use UiBuilder.sizing_pass().invisible()

Set to true in special cases where we do one frame where we size up the contents of the Ui, without actually showing it.

This will also turn the Ui invisible. Should be called right after [Self::new], if at all.

pub fn is_sizing_pass(&self) -> bool

Set to true in special cases where we do one frame where we size up the contents of the Ui, without actually showing it.

pub fn id(&self) -> Id

Generated based on id of parent ui together with an optional id salt.

This should be stable from one frame to next so it can be used as a source for storing state (e.g. window position, or if a collapsing header is open).

However, it is not necessarily globally unique. For instance, sibling Uis share the same [Self::id] unless they were explicitly given different id salts using [UiBuilder::id_salt].

pub fn unique_id(&self) -> Id

This is a globally unique ID of this Ui, based on where in the hierarchy of widgets this Ui is in.

This means it is not stable, as it can change if new widgets are added or removed prior to this one. It should therefore only be used for transient interactions (clicks etc), not for storing state over time.

pub fn style(&self) -> &Arc<Style>

Style options for this [Ui] and its children.

Note that this may be a different [Style] than that of [Context::style].

pub fn style_mut(&mut self) -> &mut Style

Mutably borrow internal [Style]. Changes apply to this [Ui] and its subsequent children.

To set the style of all [Ui]s, use [Context::set_style_of].

Example:

ui.style_mut().override_text_style = Some(egui::TextStyle::Heading);

pub fn set_style(&mut self, style: impl Into<Arc<Style>>)

Changes apply to this [Ui] and its subsequent children.

To set the style of all [Ui]s, use [Context::set_style_of].

pub fn reset_style(&mut self)

Reset to the default style set in [Context].

pub fn spacing(&self) -> &Spacing

The current spacing options for this [Ui]. Short for ui.style().spacing.

pub fn spacing_mut(&mut self) -> &mut Spacing

Mutably borrow internal [Spacing]. Changes apply to this [Ui] and its subsequent children.

Example:

ui.spacing_mut().item_spacing = egui::vec2(10.0, 2.0);

pub fn visuals(&self) -> &Visuals

The current visuals settings of this [Ui]. Short for ui.style().visuals.

pub fn visuals_mut(&mut self) -> &mut Visuals

Mutably borrow internal visuals. Changes apply to this [Ui] and its subsequent children.

To set the visuals of all [Ui]s, use [Context::set_visuals_of].

Example:

ui.visuals_mut().override_text_color = Some(egui::Color32::RED);

pub fn is_tooltip(&self) -> bool

Is this [Ui] in a tooltip?

pub fn stack(&self) -> &Arc<UiStack>

Get a reference to this [Ui]’s [UiStack].

pub fn ctx(&self) -> &Context

Get a reference to the parent [Context].

pub fn painter(&self) -> &Painter

Use this to paint stuff within this [Ui].

pub fn pixels_per_point(&self) -> f32

Number of physical pixels for each logical UI point.

pub fn is_enabled(&self) -> bool

If false, the [Ui] does not allow any interaction and the widgets in it will draw with a gray look.

pub fn disable(&mut self)

Calling disable() will cause the [Ui] to deny all future interaction and all the widgets will draw with a gray look.

Usually it is more convenient to use [Self::add_enabled_ui] or [Self::add_enabled].

Note that once disabled, there is no way to re-enable the [Ui].

§Example
ui.group(|ui| {
    ui.checkbox(&mut enabled, "Enable subsection");
    if !enabled {
        ui.disable();
    }
    if ui.button("Button that is not always clickable").clicked() {
        /* … */
    }
});

pub fn set_enabled(&mut self, enabled: bool)

👎Deprecated:

Use disable(), add_enabled_ui(), or add_enabled() instead

Calling set_enabled(false) will cause the [Ui] to deny all future interaction and all the widgets will draw with a gray look.

Usually it is more convenient to use [Self::add_enabled_ui] or [Self::add_enabled].

Calling set_enabled(true) has no effect - it will NOT re-enable the [Ui] once disabled.

§Example
ui.group(|ui| {
    ui.checkbox(&mut enabled, "Enable subsection");
    ui.set_enabled(enabled);
    if ui.button("Button that is not always clickable").clicked() {
        /* … */
    }
});

pub fn is_visible(&self) -> bool

If false, any widgets added to the [Ui] will be invisible and non-interactive.

This is false if any parent had [UiBuilder::invisible] or if [Context::will_discard].

pub fn set_invisible(&mut self)

Calling set_invisible() will cause all further widgets to be invisible, yet still allocate space.

The widgets will not be interactive (set_invisible() implies disable()).

Once invisible, there is no way to make the [Ui] visible again.

Usually it is more convenient to use [Self::add_visible_ui] or [Self::add_visible].

§Example
ui.group(|ui| {
    ui.checkbox(&mut visible, "Show subsection");
    if !visible {
        ui.set_invisible();
    }
    if ui.button("Button that is not always shown").clicked() {
        /* … */
    }
});

pub fn set_visible(&mut self, visible: bool)

👎Deprecated:

Use set_invisible(), add_visible_ui(), or add_visible() instead

Calling set_visible(false) will cause all further widgets to be invisible, yet still allocate space.

The widgets will not be interactive (set_visible(false) implies set_enabled(false)).

Calling set_visible(true) has no effect.

§Example
ui.group(|ui| {
    ui.checkbox(&mut visible, "Show subsection");
    ui.set_visible(visible);
    if ui.button("Button that is not always shown").clicked() {
        /* … */
    }
});

pub fn set_opacity(&mut self, opacity: f32)

Make the widget in this [Ui] semi-transparent.

opacity must be between 0.0 and 1.0, where 0.0 means fully transparent (i.e., invisible) and 1.0 means fully opaque.

§Example
ui.group(|ui| {
    ui.set_opacity(0.5);
    if ui.button("Half-transparent button").clicked() {
        /* … */
    }
});

See also: [Self::opacity] and [Self::multiply_opacity].

pub fn multiply_opacity(&mut self, opacity: f32)

Like [Self::set_opacity], but multiplies the given value with the current opacity.

See also: [Self::set_opacity] and [Self::opacity].

pub fn opacity(&self) -> f32

Read the current opacity of the underlying painter.

See also: [Self::set_opacity] and [Self::multiply_opacity].

pub fn layout(&self) -> &Layout

Read the [Layout].

pub fn wrap_mode(&self) -> TextWrapMode

Which wrap mode should the text use in this [Ui]?

This is determined first by [Style::wrap_mode], and then by the layout of this [Ui].

pub fn wrap_text(&self) -> bool

👎Deprecated:

Use wrap_mode instead

Should text wrap in this [Ui]?

This is determined first by [Style::wrap_mode], and then by the layout of this [Ui].

pub fn text_valign(&self) -> Align

How to vertically align text

pub fn painter_at(&self, rect: Rect) -> Painter

Create a painter for a sub-region of this Ui.

The clip-rect of the returned [Painter] will be the intersection of the given rectangle and the clip_rect() of this [Ui].

pub fn layer_id(&self) -> LayerId

Use this to paint stuff within this [Ui].

pub fn text_style_height(&self, style: &TextStyle) -> f32

The height of text of this text style.

Returns a value rounded to [emath::GUI_ROUNDING].

pub fn clip_rect(&self) -> Rect

Screen-space rectangle for clipping what we paint in this ui. This is used, for instance, to avoid painting outside a window that is smaller than its contents.

pub fn shrink_clip_rect(&mut self, new_clip_rect: Rect)

Constrain the rectangle in which we can paint.

Short for ui.set_clip_rect(ui.clip_rect().intersect(new_clip_rect)).

See also: [Self::clip_rect] and [Self::set_clip_rect].

pub fn set_clip_rect(&mut self, clip_rect: Rect)

Screen-space rectangle for clipping what we paint in this ui. This is used, for instance, to avoid painting outside a window that is smaller than its contents.

Warning: growing the clip rect might cause unexpected results! When in doubt, use [Self::shrink_clip_rect] instead.

pub fn is_rect_visible(&self, rect: Rect) -> bool

Can be used for culling: if false, then no part of rect will be visible on screen.

This is false if the whole Ui is invisible (see [UiBuilder::invisible]) or if [Context::will_discard] is true.

pub fn min_rect(&self) -> Rect

Where and how large the [Ui] is already. All widgets that have been added to this [Ui] fits within this rectangle.

No matter what, the final Ui will be at least this large.

This will grow as new widgets are added, but never shrink.

pub fn min_size(&self) -> Vec2

Size of content; same as min_rect().size()

pub fn max_rect(&self) -> Rect

New widgets will try to fit within this rectangle.

Text labels will wrap to fit within max_rect. Separator lines will span the max_rect.

If a new widget doesn’t fit within the max_rect then the [Ui] will make room for it by expanding both min_rect and max_rect.

pub fn set_max_size(&mut self, size: Vec2)

Set the maximum size of the ui. You won’t be able to shrink it below the current minimum size.

pub fn set_max_width(&mut self, width: f32)

Set the maximum width of the ui. You won’t be able to shrink it below the current minimum size.

pub fn set_max_height(&mut self, height: f32)

Set the maximum height of the ui. You won’t be able to shrink it below the current minimum size.

pub fn set_min_size(&mut self, size: Vec2)

Set the minimum size of the ui. This can’t shrink the ui, only make it larger.

pub fn set_min_width(&mut self, width: f32)

Set the minimum width of the ui. This can’t shrink the ui, only make it larger.

pub fn set_min_height(&mut self, height: f32)

Set the minimum height of the ui. This can’t shrink the ui, only make it larger.

pub fn take_available_space(&mut self)

Makes the ui always fill up the available space.

This can be useful to call inside a panel with resizable == true to make sure the resized space is used.

pub fn take_available_width(&mut self)

Makes the ui always fill up the available space in the x axis.

This can be useful to call inside a side panel with resizable == true to make sure the resized space is used.

pub fn take_available_height(&mut self)

Makes the ui always fill up the available space in the y axis.

This can be useful to call inside a top bottom panel with resizable == true to make sure the resized space is used.

pub fn shrink_width_to_current(&mut self)

Helper: shrinks the max width to the current width, so further widgets will try not to be wider than previous widgets. Useful for normal vertical layouts.

pub fn shrink_height_to_current(&mut self)

Helper: shrinks the max height to the current height, so further widgets will try not to be taller than previous widgets.

pub fn expand_to_include_rect(&mut self, rect: Rect)

Expand the min_rect and max_rect of this ui to include a child at the given rect.

pub fn set_width_range(&mut self, width: impl Into<Rangef>)

ui.set_width_range(min..=max); is equivalent to ui.set_min_width(min); ui.set_max_width(max);.

pub fn set_height_range(&mut self, height: impl Into<Rangef>)

ui.set_height_range(min..=max); is equivalent to ui.set_min_height(min); ui.set_max_height(max);.

pub fn set_width(&mut self, width: f32)

Set both the minimum and maximum width.

pub fn set_height(&mut self, height: f32)

Set both the minimum and maximum height.

pub fn expand_to_include_x(&mut self, x: f32)

Ensure we are big enough to contain the given x-coordinate. This is sometimes useful to expand a ui to stretch to a certain place.

pub fn expand_to_include_y(&mut self, y: f32)

Ensure we are big enough to contain the given y-coordinate. This is sometimes useful to expand a ui to stretch to a certain place.

pub fn available_size(&self) -> Vec2

The available space at the moment, given the current cursor.

This how much more space we can take up without overflowing our parent. Shrinks as widgets allocate space and the cursor moves. A small size should be interpreted as “as little as possible”. An infinite size should be interpreted as “as much as you want”.

pub fn available_width(&self) -> f32

The available width at the moment, given the current cursor.

See [Self::available_size] for more information.

pub fn available_height(&self) -> f32

The available height at the moment, given the current cursor.

See [Self::available_size] for more information.

pub fn available_size_before_wrap(&self) -> Vec2

In case of a wrapping layout, how much space is left on this row/column?

If the layout does not wrap, this will return the same value as [Self::available_size].

pub fn available_rect_before_wrap(&self) -> Rect

In case of a wrapping layout, how much space is left on this row/column?

If the layout does not wrap, this will return the same value as [Self::available_size].

pub fn make_persistent_id<IdSource>(&self, id_salt: IdSource) -> Id
where IdSource: Hash,

Use this to generate widget ids for widgets that have persistent state in [Memory].

pub fn next_auto_id(&self) -> Id

This is the Id that will be assigned to the next widget added to this Ui.

pub fn auto_id_with<IdSource>(&self, id_salt: IdSource) -> Id
where IdSource: Hash,

Same as ui.next_auto_id().with(id_salt)

pub fn skip_ahead_auto_ids(&mut self, count: usize)

Pretend like count widgets have been allocated.

pub fn interact(&self, rect: Rect, id: Id, sense: Sense) -> Response

Check for clicks, drags and/or hover on a specific region of this [Ui].

pub fn interact_opt( &self, rect: Rect, id: Id, sense: Sense, options: InteractOptions, ) -> Response

Check for clicks, drags and/or hover on a specific region of this [Ui].

pub fn interact_with_hovered( &self, rect: Rect, _contains_pointer: bool, id: Id, sense: Sense, ) -> Response

👎Deprecated:

The contains_pointer argument is ignored. Use ui.interact instead.

Deprecated: use [Self::interact] instead.

pub fn response(&self) -> Response

Read the [Ui]’s background [Response]. Its [Sense] will be based on the [UiBuilder::sense] used to create this [Ui].

The rectangle of the [Response] (and interactive area) will be [Self::min_rect] of the last pass.

The very first time when the [Ui] is created, this will return a [Response] with a [Rect] of [Rect::NOTHING].

pub fn interact_bg(&self, sense: Sense) -> Response

👎Deprecated:

Use UiBuilder::sense with Ui::response instead

Interact with the background of this [Ui], i.e. behind all the widgets.

The rectangle of the [Response] (and interactive area) will be [Self::min_rect].

pub fn rect_contains_pointer(&self, rect: Rect) -> bool

Is the pointer (mouse/touch) above this rectangle in this [Ui]?

The clip_rect and layer of this [Ui] will be respected, so, for instance, if this [Ui] is behind some other window, this will always return false.

However, this will NOT check if any other widget in the same layer is covering this widget. For that, use [Response::contains_pointer] instead.

pub fn ui_contains_pointer(&self) -> bool

Is the pointer (mouse/touch) above the current [Ui]?

Equivalent to ui.rect_contains_pointer(ui.min_rect())

Note that this tests against the current [Ui::min_rect]. If you want to test against the final min_rect, use [Self::response] instead.

pub fn close(&self)

Find and close the first closable parent.

Use [UiBuilder::closable] to make a [Ui] closable. You can then use [Ui::should_close] to check if it should be closed.

This is implemented for all egui containers, e.g. [crate::Popup], [crate::Modal], [crate::Area], [crate::Window], [crate::CollapsingHeader], etc.

What exactly happens when you close a container depends on the container implementation. [crate::Area] e.g. will return true from its [Response::should_close] method.

If you want to close a specific kind of container, use [Ui::close_kind] instead.

Also note that this won’t bubble up across [crate::Area]s. If needed, you can check response.should_close() and close the parent manually. ([menu] does this for example).

See also:

  • [Ui::close_kind]
  • [Ui::should_close]
  • [Ui::will_parent_close]

pub fn close_kind(&self, ui_kind: UiKind)

Find and close the first closable parent of a specific [UiKind].

This is useful if you want to e.g. close a [crate::Window]. Since it contains a Collapsible, [Ui::close] would close the Collapsible instead. You can close the [crate::Window] by calling ui.close_kind(UiKind::Window).

See also:

  • [Ui::close]
  • [Ui::should_close]
  • [Ui::will_parent_close]

pub fn should_close(&self) -> bool

Was [Ui::close] called on this [Ui] or any of its children? Only works if the [Ui] was created with [UiBuilder::closable].

You can also check via this [Ui]’s [Response::should_close].

See also:

  • [Ui::will_parent_close]
  • [Ui::close]
  • [Ui::close_kind]
  • [Response::should_close]

pub fn will_parent_close(&self) -> bool

Will this [Ui] or any of its parents close this frame?

See also

  • [Ui::should_close]
  • [Ui::close]
  • [Ui::close_kind]

pub fn allocate_response( &mut self, desired_size: Vec2, sense: Sense, ) -> Response

Allocate space for a widget and check for interaction in the space. Returns a [Response] which contains a rectangle, id, and interaction info.

§How sizes are negotiated

Each widget should have a minimum desired size and a desired size. When asking for space, ask AT LEAST for your minimum, and don’t ask for more than you need. If you want to fill the space, ask about [Ui::available_size] and use that.

You may get MORE space than you asked for, for instance for justified layouts, like in menus.

You will never get a rectangle that is smaller than the amount of space you asked for.

let response = ui.allocate_response(egui::vec2(100.0, 200.0), egui::Sense::click());
if response.clicked() { /* … */ }
ui.painter().rect_stroke(response.rect, 0.0, (1.0, egui::Color32::WHITE), egui::StrokeKind::Inside);

pub fn allocate_exact_size( &mut self, desired_size: Vec2, sense: Sense, ) -> (Rect, Response)

Returns a [Rect] with exactly what you asked for.

The response rect will be larger if this is part of a justified layout or similar. This means that if this is a narrow widget in a wide justified layout, then the widget will react to interactions outside the returned [Rect].

pub fn allocate_at_least( &mut self, desired_size: Vec2, sense: Sense, ) -> (Rect, Response)

Allocate at least as much space as needed, and interact with that rect.

The returned [Rect] will be the same size as Response::rect.

pub fn allocate_space(&mut self, desired_size: Vec2) -> (Id, Rect)

Reserve this much space and move the cursor. Returns where to put the widget.

§How sizes are negotiated

Each widget should have a minimum desired size and a desired size. When asking for space, ask AT LEAST for your minimum, and don’t ask for more than you need. If you want to fill the space, ask about [Ui::available_size] and use that.

You may get MORE space than you asked for, for instance for justified layouts, like in menus.

You will never get a rectangle that is smaller than the amount of space you asked for.

Returns an automatic [Id] (which you can use for interaction) and the [Rect] of where to put your widget.

let (id, rect) = ui.allocate_space(egui::vec2(100.0, 200.0));
let response = ui.interact(rect, id, egui::Sense::click());

pub fn allocate_rect(&mut self, rect: Rect, sense: Sense) -> Response

Allocate a specific part of the [Ui].

Ignore the layout of the [Ui]: just put my widget here! The layout cursor will advance to past this rect.

pub fn advance_cursor_after_rect(&mut self, rect: Rect) -> Id

Allocate a rect without interacting with it.

pub fn cursor(&self) -> Rect

Where the next widget will be put.

One side of this will always be infinite: the direction in which new widgets will be added. The opposing side is what is incremented. The crossing sides are initialized to max_rect.

So one can think of cursor as a constraint on the available region.

If something has already been added, this will point to style.spacing.item_spacing beyond the latest child. The cursor can thus be style.spacing.item_spacing pixels outside of the min_rect.

pub fn next_widget_position(&self) -> Pos2

Where do we expect a zero-sized widget to be placed?

pub fn allocate_ui<R>( &mut self, desired_size: Vec2, add_contents: impl FnOnce(&mut Ui) -> R, ) -> InnerResponse<R>

Allocated the given space and then adds content to that space. If the contents overflow, more space will be allocated. When finished, the amount of space actually used (min_rect) will be allocated. So you can request a lot of space and then use less.

pub fn allocate_ui_with_layout<R>( &mut self, desired_size: Vec2, layout: Layout, add_contents: impl FnOnce(&mut Ui) -> R, ) -> InnerResponse<R>

Allocated the given space and then adds content to that space. If the contents overflow, more space will be allocated. When finished, the amount of space actually used (min_rect) will be allocated. So you can request a lot of space and then use less.

pub fn allocate_ui_at_rect<R>( &mut self, max_rect: Rect, add_contents: impl FnOnce(&mut Ui) -> R, ) -> InnerResponse<R>

👎Deprecated:

Use allocate_new_ui instead

Allocated the given rectangle and then adds content to that rectangle.

If the contents overflow, more space will be allocated. When finished, the amount of space actually used (min_rect) will be allocated. So you can request a lot of space and then use less.

pub fn allocate_new_ui<R>( &mut self, ui_builder: UiBuilder, add_contents: impl FnOnce(&mut Ui) -> R, ) -> InnerResponse<R>

👎Deprecated:

Use scope_builder instead

Allocated space (UiBuilder::max_rect) and then add content to it.

If the contents overflow, more space will be allocated. When finished, the amount of space actually used (min_rect) will be allocated in the parent. So you can request a lot of space and then use less.

pub fn allocate_painter( &mut self, desired_size: Vec2, sense: Sense, ) -> (Response, Painter)

Convenience function to get a region to paint on.

Note that egui uses screen coordinates for everything.

let size = Vec2::splat(16.0);
let (response, painter) = ui.allocate_painter(size, Sense::hover());
let rect = response.rect;
let c = rect.center();
let r = rect.width() / 2.0 - 1.0;
let color = Color32::from_gray(128);
let stroke = Stroke::new(1.0, color);
painter.circle_stroke(c, r, stroke);
painter.line_segment([c - vec2(0.0, r), c + vec2(0.0, r)], stroke);
painter.line_segment([c, c + r * Vec2::angled(TAU * 1.0 / 8.0)], stroke);
painter.line_segment([c, c + r * Vec2::angled(TAU * 3.0 / 8.0)], stroke);

pub fn scroll_to_rect(&self, rect: Rect, align: Option<Align>)

Adjust the scroll position of any parent [crate::ScrollArea] so that the given [Rect] becomes visible.

If align is [Align::TOP] it means “put the top of the rect at the top of the scroll area”, etc. If align is None, it’ll scroll enough to bring the cursor into view.

See also: [Response::scroll_to_me], [Ui::scroll_to_cursor]. [Ui::scroll_with_delta]..

egui::ScrollArea::vertical().show(ui, |ui| {
    // …
    let response = ui.button("Center on me.");
    if response.clicked() {
        ui.scroll_to_rect(response.rect, Some(Align::Center));
    }
});

pub fn scroll_to_rect_animation( &self, rect: Rect, align: Option<Align>, animation: ScrollAnimation, )

Same as [Self::scroll_to_rect], but allows you to specify the [style::ScrollAnimation].

pub fn scroll_to_cursor(&self, align: Option<Align>)

Adjust the scroll position of any parent [crate::ScrollArea] so that the cursor (where the next widget goes) becomes visible.

If align is [Align::TOP] it means “put the top of the rect at the top of the scroll area”, etc. If align is not provided, it’ll scroll enough to bring the cursor into view.

See also: [Response::scroll_to_me], [Ui::scroll_to_rect]. [Ui::scroll_with_delta].

egui::ScrollArea::vertical().show(ui, |ui| {
    let scroll_bottom = ui.button("Scroll to bottom.").clicked();
    for i in 0..1000 {
        ui.label(format!("Item {}", i));
    }

    if scroll_bottom {
        ui.scroll_to_cursor(Some(Align::BOTTOM));
    }
});

pub fn scroll_to_cursor_animation( &self, align: Option<Align>, animation: ScrollAnimation, )

Same as [Self::scroll_to_cursor], but allows you to specify the [style::ScrollAnimation].

pub fn scroll_with_delta(&self, delta: Vec2)

Scroll this many points in the given direction, in the parent [crate::ScrollArea].

The delta dictates how the content (i.e. this UI) should move.

A positive X-value indicates the content is being moved right, as when swiping right on a touch-screen or track-pad with natural scrolling.

A positive Y-value indicates the content is being moved down, as when swiping down on a touch-screen or track-pad with natural scrolling.

If this is called multiple times per frame for the same [crate::ScrollArea], the deltas will be summed.

See also: [Response::scroll_to_me], [Ui::scroll_to_rect], [Ui::scroll_to_cursor]

let mut scroll_delta = Vec2::ZERO;
if ui.button("Scroll down").clicked() {
    scroll_delta.y -= 64.0; // move content up
}
egui::ScrollArea::vertical().show(ui, |ui| {
    ui.scroll_with_delta(scroll_delta);
    for i in 0..1000 {
        ui.label(format!("Item {}", i));
    }
});

pub fn scroll_with_delta_animation( &self, delta: Vec2, animation: ScrollAnimation, )

Same as [Self::scroll_with_delta], but allows you to specify the [style::ScrollAnimation].

pub fn add(&mut self, widget: impl Widget) -> Response

Add a [Widget] to this [Ui] at a location dependent on the current [Layout].

The returned [Response] can be used to check for interactions, as well as adding tooltips using [Response::on_hover_text].

See also [Self::add_sized], [Self::place] and [Self::put].

let response = ui.add(egui::Slider::new(&mut my_value, 0..=100));
response.on_hover_text("Drag me!");

pub fn add_sized( &mut self, max_size: impl Into<Vec2>, widget: impl Widget, ) -> Response

Add a [Widget] to this [Ui] with a given size. The widget will attempt to fit within the given size, but some widgets may overflow.

To fill all remaining area, use ui.add_sized(ui.available_size(), widget);

See also [Self::add], [Self::place] and [Self::put].

ui.add_sized([40.0, 20.0], egui::DragValue::new(&mut my_value));

pub fn place(&mut self, max_rect: Rect, widget: impl Widget) -> Response

Add a [Widget] to this [Ui] at a specific location (manual layout) without affecting this [Ui]s cursor.

See also [Self::add] and [Self::add_sized] and [Self::put].

pub fn put(&mut self, max_rect: Rect, widget: impl Widget) -> Response

Add a [Widget] to this [Ui] at a specific location (manual layout) and advance the cursor after the widget.

See also [Self::add], [Self::add_sized], and [Self::place].

pub fn add_enabled(&mut self, enabled: bool, widget: impl Widget) -> Response

Add a single [Widget] that is possibly disabled, i.e. greyed out and non-interactive.

If you call add_enabled from within an already disabled [Ui], the widget will always be disabled, even if the enabled argument is true.

See also [Self::add_enabled_ui] and [Self::is_enabled].

ui.add_enabled(false, egui::Button::new("Can't click this"));

pub fn add_enabled_ui<R>( &mut self, enabled: bool, add_contents: impl FnOnce(&mut Ui) -> R, ) -> InnerResponse<R>

Add a section that is possibly disabled, i.e. greyed out and non-interactive.

If you call add_enabled_ui from within an already disabled [Ui], the result will always be disabled, even if the enabled argument is true.

See also [Self::add_enabled] and [Self::is_enabled].

§Example
ui.checkbox(&mut enabled, "Enable subsection");
ui.add_enabled_ui(enabled, |ui| {
    if ui.button("Button that is not always clickable").clicked() {
        /* … */
    }
});

pub fn add_visible(&mut self, visible: bool, widget: impl Widget) -> Response

Add a single [Widget] that is possibly invisible.

An invisible widget still takes up the same space as if it were visible.

If you call add_visible from within an already invisible [Ui], the widget will always be invisible, even if the visible argument is true.

See also [Self::add_visible_ui], [Self::set_visible] and [Self::is_visible].

ui.add_visible(false, egui::Label::new("You won't see me!"));

pub fn add_visible_ui<R>( &mut self, visible: bool, add_contents: impl FnOnce(&mut Ui) -> R, ) -> InnerResponse<R>

👎Deprecated:

Use ‘ui.scope_builder’ instead

Add a section that is possibly invisible, i.e. greyed out and non-interactive.

An invisible ui still takes up the same space as if it were visible.

If you call add_visible_ui from within an already invisible [Ui], the result will always be invisible, even if the visible argument is true.

See also [Self::add_visible], [Self::set_visible] and [Self::is_visible].

§Example
ui.checkbox(&mut visible, "Show subsection");
ui.add_visible_ui(visible, |ui| {
    ui.label("Maybe you see this, maybe you don't!");
});

pub fn add_space(&mut self, amount: f32)

Add extra space before the next widget.

The direction is dependent on the layout. Note that add_space isn’t supported when in a grid layout.

This will be in addition to the [crate::style::Spacing::item_spacing] that is always added, but item_spacing won’t be added again by add_space.

[Self::min_rect] will expand to contain the space.

pub fn label(&mut self, text: impl Into<WidgetText>) -> Response

Show some text.

Shortcut for add(Label::new(text))

See also [Label].

§Example
use egui::{RichText, FontId, Color32};
ui.label("Normal text");
ui.label(RichText::new("Large text").font(FontId::proportional(40.0)));
ui.label(RichText::new("Red text").color(Color32::RED));

pub fn colored_label( &mut self, color: impl Into<Color32>, text: impl Into<RichText>, ) -> Response

Show colored text.

Shortcut for ui.label(RichText::new(text).color(color))

pub fn heading(&mut self, text: impl Into<RichText>) -> Response

Show large text.

Shortcut for ui.label(RichText::new(text).heading())

pub fn monospace(&mut self, text: impl Into<RichText>) -> Response

Show monospace (fixed width) text.

Shortcut for ui.label(RichText::new(text).monospace())

pub fn code(&mut self, text: impl Into<RichText>) -> Response

Show text as monospace with a gray background.

Shortcut for ui.label(RichText::new(text).code())

pub fn small(&mut self, text: impl Into<RichText>) -> Response

Show small text.

Shortcut for ui.label(RichText::new(text).small())

pub fn strong(&mut self, text: impl Into<RichText>) -> Response

Show text that stand out a bit (e.g. slightly brighter).

Shortcut for ui.label(RichText::new(text).strong())

pub fn weak(&mut self, text: impl Into<RichText>) -> Response

Show text that is weaker (fainter color).

Shortcut for ui.label(RichText::new(text).weak())

Looks like a hyperlink.

Shortcut for add(Link::new(text)).

if ui.link("Documentation").clicked() {
    // …
}

See also [Link].

Link to a web page.

Shortcut for add(Hyperlink::new(url)).

ui.hyperlink("https://www.egui.rs/");

See also [Hyperlink].

Shortcut for add(Hyperlink::from_label_and_url(label, url)).

ui.hyperlink_to("egui on GitHub", "https://www.github.com/emilk/egui/");

See also [Hyperlink].

pub fn text_edit_singleline<S>(&mut self, text: &mut S) -> Response
where S: TextBuffer,

No newlines (\n) allowed. Pressing enter key will result in the [TextEdit] losing focus (response.lost_focus).

See also [TextEdit].

pub fn text_edit_multiline<S>(&mut self, text: &mut S) -> Response
where S: TextBuffer,

A [TextEdit] for multiple lines. Pressing enter key will create a new line.

See also [TextEdit].

pub fn code_editor<S>(&mut self, text: &mut S) -> Response
where S: TextBuffer,

A [TextEdit] for code editing.

This will be multiline, monospace, and will insert tabs instead of moving focus.

See also [TextEdit::code_editor].

pub fn button<'a>(&mut self, atoms: impl IntoAtoms<'a>) -> Response

Usage: if ui.button("Click me").clicked() { … }

Shortcut for add(Button::new(text))

See also [Button].

if ui.button("Click me!").clicked() {
    // …
}

if ui.button(RichText::new("delete").color(Color32::RED)).clicked() {
    // …
}

pub fn small_button(&mut self, text: impl Into<WidgetText>) -> Response

A button as small as normal body text.

Usage: if ui.small_button("Click me").clicked() { … }

Shortcut for add(Button::new(text).small())

pub fn checkbox<'a>( &mut self, checked: &'a mut bool, atoms: impl IntoAtoms<'a>, ) -> Response

Show a checkbox.

See also [Self::toggle_value].

pub fn toggle_value<'a>( &mut self, selected: &mut bool, atoms: impl IntoAtoms<'a>, ) -> Response

Acts like a checkbox, but looks like a [Button::selectable].

Click to toggle to bool.

See also [Self::checkbox].

pub fn radio<'a>( &mut self, selected: bool, atoms: impl IntoAtoms<'a>, ) -> Response

Show a [RadioButton]. Often you want to use [Self::radio_value] instead.

pub fn radio_value<'a, Value>( &mut self, current_value: &mut Value, alternative: Value, atoms: impl IntoAtoms<'a>, ) -> Response
where Value: PartialEq,

Show a [RadioButton]. It is selected if *current_value == selected_value. If clicked, selected_value is assigned to *current_value.


#[derive(PartialEq)]
enum Enum { First, Second, Third }
let mut my_enum = Enum::First;

ui.radio_value(&mut my_enum, Enum::First, "First");

// is equivalent to:

if ui.add(egui::RadioButton::new(my_enum == Enum::First, "First")).clicked() {
    my_enum = Enum::First
}

pub fn selectable_label<'a>( &mut self, checked: bool, text: impl IntoAtoms<'a>, ) -> Response

Show a label which can be selected or not.

See also [Button::selectable] and [Self::toggle_value].

pub fn selectable_value<'a, Value>( &mut self, current_value: &mut Value, selected_value: Value, text: impl IntoAtoms<'a>, ) -> Response
where Value: PartialEq,

Show selectable text. It is selected if *current_value == selected_value. If clicked, selected_value is assigned to *current_value.

Example: ui.selectable_value(&mut my_enum, Enum::Alternative, "Alternative").

See also [Button::selectable] and [Self::toggle_value].

pub fn separator(&mut self) -> Response

Shortcut for add(Separator::default())

See also [Separator].

pub fn spinner(&mut self) -> Response

Shortcut for add(Spinner::new())

See also [Spinner].

pub fn drag_angle(&mut self, radians: &mut f32) -> Response

Modify an angle. The given angle should be in radians, but is shown to the user in degrees. The angle is NOT wrapped, so the user may select, for instance 720° = 2𝞃 = 4π

pub fn drag_angle_tau(&mut self, radians: &mut f32) -> Response

Modify an angle. The given angle should be in radians, but is shown to the user in fractions of one Tau (i.e. fractions of one turn). The angle is NOT wrapped, so the user may select, for instance 2𝞃 (720°)

pub fn image<'a>(&mut self, source: impl Into<ImageSource<'a>>) -> Response

Show an image available at the given uri.

⚠ This will do nothing unless you install some image loaders first! The easiest way to do this is via egui_extras::install_image_loaders.

The loaders handle caching image data, sampled textures, etc. across frames, so calling this is immediate-mode safe.

ui.image("https://picsum.photos/480");
ui.image("file://assets/ferris.png");
ui.image(egui::include_image!("../assets/ferris.png"));
ui.add(
    egui::Image::new(egui::include_image!("../assets/ferris.png"))
        .max_width(200.0)
        .corner_radius(10),
);

Using [crate::include_image] is often the most ergonomic, and the path will be resolved at compile-time and embedded in the binary. When using a “file://” url on the other hand, you need to make sure the files can be found in the right spot at runtime!

See also [crate::Image], [crate::ImageSource].

pub fn color_edit_button_srgba(&mut self, srgba: &mut Color32) -> Response

Shows a button with the given color.

If the user clicks the button, a full color picker is shown.

pub fn color_edit_button_hsva(&mut self, hsva: &mut Hsva) -> Response

Shows a button with the given color.

If the user clicks the button, a full color picker is shown.

pub fn color_edit_button_srgb(&mut self, srgb: &mut [u8; 3]) -> Response

Shows a button with the given color.

If the user clicks the button, a full color picker is shown. The given color is in sRGB space.

pub fn color_edit_button_rgb(&mut self, rgb: &mut [f32; 3]) -> Response

Shows a button with the given color.

If the user clicks the button, a full color picker is shown. The given color is in linear RGB space.

pub fn color_edit_button_srgba_premultiplied( &mut self, srgba: &mut [u8; 4], ) -> Response

Shows a button with the given color.

If the user clicks the button, a full color picker is shown. The given color is in sRGBA space with premultiplied alpha

pub fn color_edit_button_srgba_unmultiplied( &mut self, srgba: &mut [u8; 4], ) -> Response

Shows a button with the given color.

If the user clicks the button, a full color picker is shown. The given color is in sRGBA space without premultiplied alpha. If unsure what “premultiplied alpha” is, then this is probably the function you want to use.

pub fn color_edit_button_rgba_premultiplied( &mut self, rgba_premul: &mut [f32; 4], ) -> Response

Shows a button with the given color.

If the user clicks the button, a full color picker is shown. The given color is in linear RGBA space with premultiplied alpha

pub fn color_edit_button_rgba_unmultiplied( &mut self, rgba_unmul: &mut [f32; 4], ) -> Response

Shows a button with the given color.

If the user clicks the button, a full color picker is shown. The given color is in linear RGBA space without premultiplied alpha. If unsure, what “premultiplied alpha” is, then this is probably the function you want to use.

pub fn group<R>( &mut self, add_contents: impl FnOnce(&mut Ui) -> R, ) -> InnerResponse<R>

Put into a [Frame::group], visually grouping the contents together

ui.group(|ui| {
    ui.label("Within a frame");
});

See also [Self::scope].

pub fn push_id<R>( &mut self, id_salt: impl Hash, add_contents: impl FnOnce(&mut Ui) -> R, ) -> InnerResponse<R>

Create a child Ui with an explicit [Id].

for i in 0..10 {
    // ui.collapsing("Same header", |ui| { }); // this will cause an ID clash because of the same title!

    ui.push_id(i, |ui| {
        ui.collapsing("Same header", |ui| { }); // this is fine!
    });
}

pub fn push_stack_info<R>( &mut self, ui_stack_info: UiStackInfo, add_contents: impl FnOnce(&mut Ui) -> R, ) -> InnerResponse<R>

👎Deprecated:

Use ‘ui.scope_builder’ instead

Push another level onto the [UiStack].

You can use this, for instance, to tag a group of widgets.

pub fn scope<R>( &mut self, add_contents: impl FnOnce(&mut Ui) -> R, ) -> InnerResponse<R>

Create a scoped child ui.

You can use this to temporarily change the [Style] of a sub-region, for instance:

ui.scope(|ui| {
    ui.spacing_mut().slider_width = 200.0; // Temporary change
    // …
});

See also [Self::scope_builder] for more options.

pub fn scope_builder<R>( &mut self, ui_builder: UiBuilder, add_contents: impl FnOnce(&mut Ui) -> R, ) -> InnerResponse<R>

Create a scoped child ui, inheriting properties from the parent as specified by the [UiBuilder]. In contrast to [Self::new_child], this allocates the space used by the child.

See also [Self::scope] and [Self::scope_dyn].

pub fn scope_dyn<'c, R>( &mut self, ui_builder: UiBuilder, add_contents: Box<dyn FnOnce(&mut Ui) -> R + 'c>, ) -> InnerResponse<R>

[Self::scope_builder] but with dynamic dispatch.

pub fn with_layer_id<R>( &mut self, layer_id: LayerId, add_contents: impl FnOnce(&mut Ui) -> R, ) -> InnerResponse<R>

👎Deprecated:

Use ui.scope_builder(UiBuilder::new().layer_id(…), …) instead

Redirect shapes to another paint layer.

let layer_id = LayerId::new(Order::Tooltip, Id::new("my_floating_ui"));
ui.with_layer_id(layer_id, |ui| {
    ui.label("This is now in a different layer");
});

pub fn collapsing<R>( &mut self, heading: impl Into<WidgetText>, add_contents: impl FnOnce(&mut Ui) -> R, ) -> CollapsingResponse<R>

A [CollapsingHeader] that starts out collapsed.

The name must be unique within the current parent, or you need to use [CollapsingHeader::id_salt].

pub fn indent<R>( &mut self, id_salt: impl Hash, add_contents: impl FnOnce(&mut Ui) -> R, ) -> InnerResponse<R>

Create a child ui which is indented to the right.

The id_salt here be anything at all.

pub fn horizontal<R>( &mut self, add_contents: impl FnOnce(&mut Ui) -> R, ) -> InnerResponse<R>

Start a ui with horizontal layout. After you have called this, the function registers the contents as any other widget.

Elements will be centered on the Y axis, i.e. adjusted up and down to lie in the center of the horizontal layout. The initial height is style.spacing.interact_size.y. Centering is almost always what you want if you are planning to mix widgets or use different types of text.

If you don’t want the contents to be centered, use [Self::horizontal_top] instead.

The returned [Response] will only have checked for mouse hover but can be used for tooltips (on_hover_text). It also contains the [Rect] used by the horizontal layout.

ui.horizontal(|ui| {
    ui.label("Same");
    ui.label("row");
});

See also [Self::with_layout] for more options.

pub fn horizontal_centered<R>( &mut self, add_contents: impl FnOnce(&mut Ui) -> R, ) -> InnerResponse<R>

Like [Self::horizontal], but allocates the full vertical height and then centers elements vertically.

pub fn horizontal_top<R>( &mut self, add_contents: impl FnOnce(&mut Ui) -> R, ) -> InnerResponse<R>

Like [Self::horizontal], but aligns content with top.

pub fn horizontal_wrapped<R>( &mut self, add_contents: impl FnOnce(&mut Ui) -> R, ) -> InnerResponse<R>

Start a ui with horizontal layout that wraps to a new row when it reaches the right edge of the max_size. After you have called this, the function registers the contents as any other widget.

Elements will be centered on the Y axis, i.e. adjusted up and down to lie in the center of the horizontal layout. The initial height is style.spacing.interact_size.y. Centering is almost always what you want if you are planning to mix widgets or use different types of text.

The returned [Response] will only have checked for mouse hover but can be used for tooltips (on_hover_text). It also contains the [Rect] used by the horizontal layout.

See also [Self::with_layout] for more options.

pub fn vertical<R>( &mut self, add_contents: impl FnOnce(&mut Ui) -> R, ) -> InnerResponse<R>

Start a ui with vertical layout. Widgets will be left-justified.

ui.vertical(|ui| {
    ui.label("over");
    ui.label("under");
});

See also [Self::with_layout] for more options.

pub fn vertical_centered<R>( &mut self, add_contents: impl FnOnce(&mut Ui) -> R, ) -> InnerResponse<R>

Start a ui with vertical layout. Widgets will be horizontally centered.

ui.vertical_centered(|ui| {
    ui.label("over");
    ui.label("under");
});

pub fn vertical_centered_justified<R>( &mut self, add_contents: impl FnOnce(&mut Ui) -> R, ) -> InnerResponse<R>

Start a ui with vertical layout. Widgets will be horizontally centered and justified (fill full width).

ui.vertical_centered_justified(|ui| {
    ui.label("over");
    ui.label("under");
});

pub fn with_layout<R>( &mut self, layout: Layout, add_contents: impl FnOnce(&mut Ui) -> R, ) -> InnerResponse<R>

The new layout will take up all available space.

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

If you don’t want to use up all available space, use [Self::allocate_ui_with_layout].

See also the helpers [Self::horizontal], [Self::vertical], etc.

pub fn centered_and_justified<R>( &mut self, add_contents: impl FnOnce(&mut Ui) -> R, ) -> InnerResponse<R>

This will make the next added widget centered and justified in the available space.

Only one widget may be added to the inner Ui!

pub fn end_row(&mut self)

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

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

Set row height in horizontal wrapping layout.

pub fn columns<R>( &mut self, num_columns: usize, add_contents: impl FnOnce(&mut [Ui]) -> R, ) -> R

Temporarily split a [Ui] into several columns.

ui.columns(2, |columns| {
    columns[0].label("First column");
    columns[1].label("Second column");
});

pub fn columns_const<const NUM_COL: usize, R>( &mut self, add_contents: impl FnOnce(&mut [Ui; NUM_COL]) -> R, ) -> R

Temporarily split a [Ui] into several columns.

The same as [Self::columns()], but uses a constant for the column count. This allows for compile-time bounds checking, and makes the compiler happy.

ui.columns_const(|[col_1, col_2]| {
    col_1.label("First column");
    col_2.label("Second column");
});

pub fn dnd_drag_source<Payload, R>( &mut self, id: Id, payload: Payload, add_contents: impl FnOnce(&mut Ui) -> R, ) -> InnerResponse<R>
where Payload: Any + Send + Sync,

Create something that can be drag-and-dropped.

The id needs to be globally unique. The payload is what will be dropped if the user starts dragging.

In contrast to [Response::dnd_set_drag_payload], this function will paint the widget at the mouse cursor while the user is dragging.

pub fn dnd_drop_zone<Payload, R>( &mut self, frame: Frame, add_contents: impl FnOnce(&mut Ui) -> R, ) -> (InnerResponse<R>, Option<Arc<Payload>>)
where Payload: Any + Send + Sync,

Surround the given ui with a frame which changes colors when you can drop something onto it.

Returns the dropped item, if it was released this frame.

The given frame is used for its margins, but the color is ignored.

pub fn with_visual_transform<R>( &mut self, transform: TSTransform, add_contents: impl FnOnce(&mut Ui) -> R, ) -> InnerResponse<R>

Create a new Scope and transform its contents via a [emath::TSTransform]. This only affects visuals, inputs will not be transformed. So this is mostly useful to create visual effects on interactions, e.g. scaling a button on hover / click.

Check out [Context::set_transform_layer] for a persistent transform that also affects inputs.

pub fn close_menu(&self)

👎Deprecated:

Use ui.close() or ui.close_kind(UiKind::Menu) instead

Close the menu we are in (including submenus), if any.

See also: [Self::menu_button] and [Response::context_menu].

pub fn menu_button<'a, R>( &mut self, atoms: impl IntoAtoms<'a>, add_contents: impl FnOnce(&mut Ui) -> R, ) -> InnerResponse<Option<R>>

Create a menu button that when clicked will show the given menu.

If called from within a menu this will instead create a button for a sub-menu.

ui.menu_button("My menu", |ui| {
    ui.menu_button("My sub-menu", |ui| {
        if ui.button("Close the menu").clicked() {
            ui.close();
        }
    });
});

See also: [Self::close] and [Response::context_menu].

pub fn menu_image_button<'a, R>( &mut self, image: impl Into<Image<'a>>, add_contents: impl FnOnce(&mut Ui) -> R, ) -> InnerResponse<Option<R>>

Create a menu button with an image that when clicked will show the given menu.

If called from within a menu this will instead create a button for a sub-menu.

let img = egui::include_image!("../assets/ferris.png");

ui.menu_image_button(title, img, |ui| {
    ui.menu_button("My sub-menu", |ui| {
        if ui.button("Close the menu").clicked() {
            ui.close();
        }
    });
});

See also: [Self::close] and [Response::context_menu].

pub fn menu_image_text_button<'a, R>( &mut self, image: impl Into<Image<'a>>, title: impl Into<WidgetText>, add_contents: impl FnOnce(&mut Ui) -> R, ) -> InnerResponse<Option<R>>

Create a menu button with an image and a text that when clicked will show the given menu.

If called from within a menu this will instead create a button for a sub-menu.

let img = egui::include_image!("../assets/ferris.png");
let title = "My Menu";

ui.menu_image_text_button(img, title, |ui| {
    ui.menu_button("My sub-menu", |ui| {
        if ui.button("Close the menu").clicked() {
            ui.close();
        }
    });
});

See also: [Self::close] and [Response::context_menu].

pub fn debug_paint_cursor(&self)

Shows where the next widget is going to be placed

Methods from Deref<Target = Context>§

pub fn run_ui( &self, new_input: RawInput, run_ui: impl FnMut(&mut Ui), ) -> FullOutput

Run the ui code for one frame.

At most [Options::max_passes] calls will be issued to run_ui, and only on the rare occasion that [Context::request_discard] is called. Usually, it run_ui will only be called once.

The [Ui] given to the callback will cover the entire [Self::content_rect], with no margin or background color. Use [crate::Frame] to add that.

You can organize your GUI using [crate::Panel].

Instead of calling run_ui, you can alternatively use [Self::begin_pass] and [Context::end_pass].

// One egui context that you keep reusing:
let mut ctx = egui::Context::default();

// Each frame:
let input = egui::RawInput::default();
let full_output = ctx.run_ui(input, |ui| {
    ui.label("Hello egui!");
});
// handle full_output
§See also
  • [Self::run]

pub fn run( &self, new_input: RawInput, run_ui: impl FnMut(&Context), ) -> FullOutput

👎Deprecated:

Call run_ui instead

Run the ui code for one frame.

At most [Options::max_passes] calls will be issued to run_ui, and only on the rare occasion that [Context::request_discard] is called. Usually, it run_ui will only be called once.

Put your widgets into a [crate::Panel], [crate::CentralPanel], [crate::Window] or [crate::Area].

Instead of calling run, you can alternatively use [Self::begin_pass] and [Context::end_pass].

// One egui context that you keep reusing:
let mut ctx = egui::Context::default();

// Each frame:
let input = egui::RawInput::default();
let full_output = ctx.run(input, |ctx| {
    egui::CentralPanel::default().show(&ctx, |ui| {
        ui.label("Hello egui!");
    });
});
// handle full_output
§See also
  • [Self::run_ui]

pub fn begin_pass(&self, new_input: RawInput)

An alternative to calling [Self::run].

It is usually better to use [Self::run], because run supports multi-pass layout using [Self::request_discard].

// One egui context that you keep reusing:
let mut ctx = egui::Context::default();

// Each frame:
let input = egui::RawInput::default();
ctx.begin_pass(input);

egui::CentralPanel::default().show(&ctx, |ui| {
    ui.label("Hello egui!");
});

let full_output = ctx.end_pass();
// handle full_output

pub fn begin_frame(&self, new_input: RawInput)

👎Deprecated:

Renamed begin_pass

See [Self::begin_pass].

pub fn input<R>(&self, reader: impl FnOnce(&InputState) -> R) -> R

Read-only access to [InputState].

Note that this locks the [Context].

ctx.input(|i| {
    // ⚠️ Using `ctx` (even from other `Arc` reference) again here will lead to a deadlock!
});

if let Some(pos) = ctx.input(|i| i.pointer.hover_pos()) {
    // This is fine!
}

pub fn input_for<R>( &self, id: ViewportId, reader: impl FnOnce(&InputState) -> R, ) -> R

This will create a InputState::default() if there is no input state for that viewport

pub fn input_mut<R>(&self, writer: impl FnOnce(&mut InputState) -> R) -> R

Read-write access to [InputState].

pub fn input_mut_for<R>( &self, id: ViewportId, writer: impl FnOnce(&mut InputState) -> R, ) -> R

This will create a InputState::default() if there is no input state for that viewport

pub fn memory<R>(&self, reader: impl FnOnce(&Memory) -> R) -> R

Read-only access to [Memory].

pub fn memory_mut<R>(&self, writer: impl FnOnce(&mut Memory) -> R) -> R

Read-write access to [Memory].

pub fn data<R>(&self, reader: impl FnOnce(&IdTypeMap) -> R) -> R

Read-only access to [IdTypeMap], which stores superficial widget state.

pub fn data_mut<R>(&self, writer: impl FnOnce(&mut IdTypeMap) -> R) -> R

Read-write access to [IdTypeMap], which stores superficial widget state.

pub fn graphics_mut<R>(&self, writer: impl FnOnce(&mut GraphicLayers) -> R) -> R

Read-write access to [GraphicLayers], where painted [crate::Shape]s are written to.

pub fn graphics<R>(&self, reader: impl FnOnce(&GraphicLayers) -> R) -> R

Read-only access to [GraphicLayers], where painted [crate::Shape]s are written to.

pub fn output<R>(&self, reader: impl FnOnce(&PlatformOutput) -> R) -> R

Read-only access to [PlatformOutput].

This is what egui outputs each pass and frame.

ctx.output_mut(|o| o.cursor_icon = egui::CursorIcon::Progress);

pub fn output_mut<R>(&self, writer: impl FnOnce(&mut PlatformOutput) -> R) -> R

Read-write access to [PlatformOutput].

pub fn fonts<R>(&self, reader: impl FnOnce(&FontsView<'_>) -> R) -> R

Read-only access to [Fonts].

Not valid until first call to [Context::run()]. That’s because since we don’t know the proper pixels_per_point until then.

pub fn fonts_mut<R>(&self, reader: impl FnOnce(&mut FontsView<'_>) -> R) -> R

Read-write access to [Fonts].

Not valid until first call to [Context::run()]. That’s because since we don’t know the proper pixels_per_point until then.

pub fn options<R>(&self, reader: impl FnOnce(&Options) -> R) -> R

Read-only access to [Options].

pub fn options_mut<R>(&self, writer: impl FnOnce(&mut Options) -> R) -> R

Read-write access to [Options].

pub fn tessellation_options<R>( &self, reader: impl FnOnce(&TessellationOptions) -> R, ) -> R

Read-only access to [TessellationOptions].

pub fn tessellation_options_mut<R>( &self, writer: impl FnOnce(&mut TessellationOptions) -> R, ) -> R

Read-write access to [TessellationOptions].

pub fn check_for_id_clash(&self, id: Id, new_rect: Rect, what: &str)

If the given [Id] has been used previously the same pass at different position, then an error will be printed on screen.

This function is already called for all widgets that do any interaction, but you can call this from widgets that store state but that does not interact.

The given [Rect] should be approximately where the widget will be. The most important thing is that [Rect::min] is approximately correct, because that’s where the warning will be painted. If you don’t know what size to pick, just pick [Vec2::ZERO].

pub fn read_response(&self, id: Id) -> Option<Response>

Read the response of some widget, which may be called before creating the widget (!).

This is because widget interaction happens at the start of the pass, using the widget rects from the previous pass.

If the widget was not visible the previous pass (or this pass), this will return None.

If you try to read a [Ui]’s response, while still inside, this will return the [Rect] from the previous frame.

pub fn register_widget_info(&self, id: Id, make_info: impl Fn() -> WidgetInfo)

This is called by [Response::widget_info], but can also be called directly.

With some debug flags it will store the widget info in [crate::WidgetRects] for later display.

pub fn layer_painter(&self, layer_id: LayerId) -> Painter

Get a full-screen painter for a new or existing layer

pub fn debug_painter(&self) -> Painter

Paint on top of everything else (even on top of tooltips and popups).

pub fn debug_text(&self, text: impl Into<WidgetText>)

Print this text next to the cursor at the end of the pass.

If you call this multiple times, the text will be appended.

This only works if compiled with debug_assertions.

ctx.debug_text(format!("State: {state:?}"));

This is just a convenience for calling [crate::debug_text::print].

pub fn time(&self) -> f64

Current time in seconds, relative to some unknown epoch.

pub fn os(&self) -> OperatingSystem

What operating system are we running on?

When compiling natively, this is figured out from the target_os.

For web, this can be figured out from the user-agent, and is done so by eframe.

pub fn set_os(&self, os: OperatingSystem)

Set the operating system we are running on.

If you are writing wasm-based integration for egui you may want to set this based on e.g. the user-agent.

pub fn set_cursor_icon(&self, cursor_icon: CursorIcon)

Set the cursor icon.

Equivalent to:

ctx.output_mut(|o| o.cursor_icon = egui::CursorIcon::PointingHand);

pub fn send_cmd(&self, cmd: OutputCommand)

Add a command to [PlatformOutput::commands], for the integration to execute at the end of the frame.

pub fn open_url(&self, open_url: OpenUrl)

Open an URL in a browser.

Equivalent to:

ctx.send_cmd(egui::OutputCommand::OpenUrl(open_url));

pub fn copy_text(&self, text: String)

Copy the given text to the system clipboard.

Note that in web applications, the clipboard is only accessible in secure contexts (e.g., HTTPS or localhost). If this method is used outside of a secure context, it will log an error and do nothing. See https://developer.mozilla.org/en-US/docs/Web/Security/Secure_Contexts.

pub fn copy_image(&self, image: ColorImage)

Copy the given image to the system clipboard.

Note that in web applications, the clipboard is only accessible in secure contexts (e.g., HTTPS or localhost). If this method is used outside of a secure context, it will log an error and do nothing. See https://developer.mozilla.org/en-US/docs/Web/Security/Secure_Contexts.

pub fn format_modifiers(&self, modifiers: Modifiers) -> String

Format the given modifiers in a human-readable way (e.g. Ctrl+Shift+X).

pub fn format_shortcut(&self, shortcut: &KeyboardShortcut) -> String

Format the given shortcut in a human-readable way (e.g. Ctrl+Shift+X).

Can be used to get the text for [crate::Button::shortcut_text].

pub fn cumulative_frame_nr(&self) -> u64

The total number of completed frames.

Starts at zero, and is incremented once at the end of each call to [Self::run].

This is always smaller or equal to [Self::cumulative_pass_nr].

pub fn cumulative_frame_nr_for(&self, id: ViewportId) -> u64

The total number of completed frames.

Starts at zero, and is incremented once at the end of each call to [Self::run].

This is always smaller or equal to [Self::cumulative_pass_nr_for].

pub fn cumulative_pass_nr(&self) -> u64

The total number of completed passes (usually there is one pass per rendered frame).

Starts at zero, and is incremented for each completed pass inside of [Self::run] (usually once).

If you instead want to know which pass index this is within the current frame, use [Self::current_pass_index].

pub fn cumulative_pass_nr_for(&self, id: ViewportId) -> u64

The total number of completed passes (usually there is one pass per rendered frame).

Starts at zero, and is incremented for each completed pass inside of [Self::run] (usually once).

pub fn current_pass_index(&self) -> usize

The index of the current pass in the current frame, starting at zero.

Usually this is zero, but if something called [Self::request_discard] to do multi-pass layout, then this will be incremented for each pass.

This just reads the value of [PlatformOutput::num_completed_passes].

To know the total number of passes ever completed, use [Self::cumulative_pass_nr].

pub fn request_repaint(&self)

Call this if there is need to repaint the UI, i.e. if you are showing an animation.

If this is called at least once in a frame, then there will be another frame right after this. Call as many times as you wish, only one repaint will be issued.

To request repaint with a delay, use [Self::request_repaint_after].

If called from outside the UI thread, the UI thread will wake up and run, provided the egui integration has set that up via [Self::set_request_repaint_callback] (this will work on eframe).

This will repaint the current viewport.

pub fn request_repaint_of(&self, id: ViewportId)

Call this if there is need to repaint the UI, i.e. if you are showing an animation.

If this is called at least once in a frame, then there will be another frame right after this. Call as many times as you wish, only one repaint will be issued.

To request repaint with a delay, use [Self::request_repaint_after_for].

If called from outside the UI thread, the UI thread will wake up and run, provided the egui integration has set that up via [Self::set_request_repaint_callback] (this will work on eframe).

This will repaint the specified viewport.

pub fn request_repaint_after(&self, duration: Duration)

Request repaint after at most the specified duration elapses.

The backend can chose to repaint sooner, for instance if some other code called this method with a lower duration, or if new events arrived.

The function can be multiple times, but only the smallest duration will be considered. So, if the function is called two times with 1 second and 2 seconds, egui will repaint after 1 second

This is primarily useful for applications who would like to save battery by avoiding wasted redraws when the app is not in focus. But sometimes the GUI of the app might become stale and outdated if it is not updated for too long.

Let’s say, something like a stopwatch widget that displays the time in seconds. You would waste resources repainting multiple times within the same second (when you have no input), just calculate the difference of duration between current time and next second change, and call this function, to make sure that you are displaying the latest updated time, but not wasting resources on needless repaints within the same second.

§Quirk:

Duration begins at the next frame. Let’s say for example that it’s a very inefficient app and takes 500 milliseconds per frame at 2 fps. The widget / user might want a repaint in next 500 milliseconds. Now, app takes 1000 ms per frame (1 fps) because the backend event timeout takes 500 milliseconds AFTER the vsync swap buffer. So, it’s not that we are requesting repaint within X duration. We are rather timing out during app idle time where we are not receiving any new input events.

This repaints the current viewport.

pub fn request_repaint_after_secs(&self, seconds: f32)

Repaint after this many seconds.

See [Self::request_repaint_after] for details.

pub fn request_repaint_after_for(&self, duration: Duration, id: ViewportId)

Request repaint after at most the specified duration elapses.

The backend can chose to repaint sooner, for instance if some other code called this method with a lower duration, or if new events arrived.

The function can be multiple times, but only the smallest duration will be considered. So, if the function is called two times with 1 second and 2 seconds, egui will repaint after 1 second

This is primarily useful for applications who would like to save battery by avoiding wasted redraws when the app is not in focus. But sometimes the GUI of the app might become stale and outdated if it is not updated for too long.

Let’s say, something like a stopwatch widget that displays the time in seconds. You would waste resources repainting multiple times within the same second (when you have no input), just calculate the difference of duration between current time and next second change, and call this function, to make sure that you are displaying the latest updated time, but not wasting resources on needless repaints within the same second.

§Quirk:

Duration begins at the next frame. Let’s say for example that it’s a very inefficient app and takes 500 milliseconds per frame at 2 fps. The widget / user might want a repaint in next 500 milliseconds. Now, app takes 1000 ms per frame (1 fps) because the backend event timeout takes 500 milliseconds AFTER the vsync swap buffer. So, it’s not that we are requesting repaint within X duration. We are rather timing out during app idle time where we are not receiving any new input events.

This repaints the specified viewport.

pub fn requested_repaint_last_pass(&self) -> bool

Was a repaint requested last pass for the current viewport?

pub fn requested_repaint_last_pass_for(&self, viewport_id: &ViewportId) -> bool

Was a repaint requested last pass for the given viewport?

pub fn has_requested_repaint(&self) -> bool

Has a repaint been requested for the current viewport?

pub fn has_requested_repaint_for(&self, viewport_id: &ViewportId) -> bool

Has a repaint been requested for the given viewport?

pub fn repaint_causes(&self) -> Vec<RepaintCause>

Why are we repainting?

This can be helpful in debugging why egui is constantly repainting.

pub fn set_request_repaint_callback( &self, callback: impl Fn(RequestRepaintInfo) + Send + Sync + 'static, )

For integrations: this callback will be called when an egui user calls [Self::request_repaint] or [Self::request_repaint_after].

This lets you wake up a sleeping UI thread.

Note that only one callback can be set. Any new call overrides the previous callback.

pub fn request_discard(&self, reason: impl Into<Cow<'static, str>>)

Request to discard the visual output of this pass, and to immediately do another one.

This can be called to cover up visual glitches during a “sizing pass”. For instance, when a [crate::Grid] is first shown we don’t yet know the width and heights of its columns and rows. egui will do a best guess, but it will likely be wrong. Next pass it can read the sizes from the previous pass, and from there on the widths will be stable. This means the first pass will look glitchy, and ideally should not be shown to the user. So [crate::Grid] calls [Self::request_discard] to cover up this glitches.

There is a limit to how many passes egui will perform, set by [Options::max_passes] (default=2). Therefore, the request might be declined.

You can check if the current pass will be discarded with [Self::will_discard].

You should be very conservative with when you call [Self::request_discard], as it will cause an extra ui pass, potentially leading to extra CPU use and frame judder.

The given reason should be a human-readable string that explains why request_discard was called. This will be shown in certain debug situations, to help you figure out why a pass was discarded.

pub fn will_discard(&self) -> bool

Will the visual output of this pass be discarded?

If true, you can early-out from expensive graphics operations.

See [Self::request_discard] for more.

pub fn on_begin_pass( &self, debug_name: &'static str, cb: Arc<dyn Fn(&mut Ui) + Send + Sync>, )

Call the given callback at the start of each pass of each viewport.

This is a convenience wrapper around [Self::add_plugin].

pub fn on_end_pass( &self, debug_name: &'static str, cb: Arc<dyn Fn(&mut Ui) + Send + Sync>, )

Call the given callback at the end of each pass of each viewport.

This is a convenience wrapper around [Self::add_plugin].

pub fn add_plugin(&self, plugin: impl Plugin + 'static)

Register a Plugin

Plugins are called in the order they are added.

A plugin of the same type can only be added once (further calls with the same type will be ignored). This way it’s convenient to add plugins in eframe::run_simple_native.

pub fn with_plugin<T, R>(&self, f: impl FnOnce(&mut T) -> R) -> Option<R>
where T: Plugin + 'static,

Call the provided closure with the plugin of type T, if it was registered.

Returns None if the plugin was not registered.

pub fn plugin<T>(&self) -> TypedPluginHandle<T>
where T: Plugin,

Get a handle to the plugin of type T.

§Panics

If the plugin of type T was not registered, this will panic.

pub fn plugin_opt<T>(&self) -> Option<TypedPluginHandle<T>>
where T: Plugin,

Get a handle to the plugin of type T, if it was registered.

pub fn plugin_or_default<T>(&self) -> TypedPluginHandle<T>
where T: Plugin + Default,

Get a handle to the plugin of type T, or insert its default.

pub fn set_fonts(&self, font_definitions: FontDefinitions)

Tell egui which fonts to use.

The default egui fonts only support latin and cyrillic alphabets, but you can call this to install additional fonts that support e.g. korean characters.

The new fonts will become active at the start of the next pass. This will overwrite the existing fonts.

pub fn add_font(&self, new_font: FontInsert)

Tell egui which fonts to use.

The default egui fonts only support latin and cyrillic alphabets, but you can call this to install additional fonts that support e.g. korean characters.

The new font will become active at the start of the next pass. This will keep the existing fonts.

pub fn system_theme(&self) -> Option<Theme>

Does the OS use dark or light mode? This is used when the theme preference is set to [crate::ThemePreference::System].

pub fn theme(&self) -> Theme

The [Theme] used to select the appropriate [Style] (dark or light) used by all subsequent popups, menus, etc.

pub fn set_theme(&self, theme_preference: impl Into<ThemePreference>)

The [Theme] used to select between dark and light [Self::style] as the active style used by all subsequent popups, menus, etc.

Example:

ctx.set_theme(egui::Theme::Light); // Switch to light mode

pub fn global_style(&self) -> Arc<Style>

The currently active [Style] used by all subsequent popups, menus, etc.

pub fn style(&self) -> Arc<Style>

👎Deprecated:

Renamed to global_style to avoid confusion with ui.style()

The currently active [Style] used by all subsequent popups, menus, etc.

pub fn global_style_mut(&self, mutate_style: impl FnOnce(&mut Style))

Mutate the currently active [Style] used by all subsequent popups, menus, etc. Use [Self::all_styles_mut] to mutate both dark and light mode styles.

Example:

ctx.global_style_mut(|style| {
    style.spacing.item_spacing = egui::vec2(10.0, 20.0);
});

pub fn style_mut(&self, mutate_style: impl FnOnce(&mut Style))

👎Deprecated:

Renamed to global_style_mut to avoid confusion with ui.style_mut()

Mutate the currently active [Style] used by all subsequent popups, menus, etc. Use [Self::all_styles_mut] to mutate both dark and light mode styles.

Example:

ctx.global_style_mut(|style| {
    style.spacing.item_spacing = egui::vec2(10.0, 20.0);
});

pub fn set_global_style(&self, style: impl Into<Arc<Style>>)

The currently active [Style] used by all new popups, menus, etc.

Use [Self::all_styles_mut] to mutate both dark and light mode styles.

You can also change this using [Self::global_style_mut].

You can use [Ui::style_mut] to change the style of a single [Ui].

pub fn set_style(&self, style: impl Into<Arc<Style>>)

👎Deprecated:

Renamed to set_global_style to avoid confusion with ui.set_style()

The currently active [Style] used by all new popups, menus, etc.

Use [Self::all_styles_mut] to mutate both dark and light mode styles.

You can also change this using [Self::style_mut].

You can use [Ui::style_mut] to change the style of a single [Ui].

pub fn all_styles_mut(&self, mutate_style: impl FnMut(&mut Style))

Mutate the [Style]s used by all subsequent popups, menus, etc. in both dark and light mode.

Example:

ctx.all_styles_mut(|style| {
    style.spacing.item_spacing = egui::vec2(10.0, 20.0);
});

pub fn style_of(&self, theme: Theme) -> Arc<Style>

The [Style] used by all subsequent popups, menus, etc.

pub fn style_mut_of(&self, theme: Theme, mutate_style: impl FnOnce(&mut Style))

Mutate the [Style] used by all subsequent popups, menus, etc.

Example:

ctx.style_mut_of(egui::Theme::Dark, |style| {
    style.spacing.item_spacing = egui::vec2(10.0, 20.0);
});

pub fn set_style_of(&self, theme: Theme, style: impl Into<Arc<Style>>)

The [Style] used by all new popups, menus, etc. Use [Self::set_theme] to choose between dark and light mode.

You can also change this using [Self::style_mut_of].

You can use [Ui::style_mut] to change the style of a single [Ui].

pub fn set_visuals_of(&self, theme: Theme, visuals: Visuals)

The [crate::Visuals] used by all subsequent popups, menus, etc.

You can also use [Ui::visuals_mut] to change the visuals of a single [Ui].

Example:

ctx.set_visuals_of(egui::Theme::Dark, egui::Visuals { panel_fill: egui::Color32::RED, ..Default::default() });

pub fn set_visuals(&self, visuals: Visuals)

The [crate::Visuals] used by all subsequent popups, menus, etc.

You can also use [Ui::visuals_mut] to change the visuals of a single [Ui].

Example:

ctx.set_visuals(egui::Visuals { panel_fill: egui::Color32::RED, ..Default::default() });

pub fn pixels_per_point(&self) -> f32

The number of physical pixels for each logical point.

This is calculated as [Self::zoom_factor] * [Self::native_pixels_per_point]

pub fn set_pixels_per_point(&self, pixels_per_point: f32)

Set the number of physical pixels for each logical point. Will become active at the start of the next pass.

This will actually translate to a call to [Self::set_zoom_factor].

pub fn native_pixels_per_point(&self) -> Option<f32>

The number of physical pixels for each logical point on this monitor.

This is given as input to egui via [crate::ViewportInfo::native_pixels_per_point] and cannot be changed.

pub fn zoom_factor(&self) -> f32

Global zoom factor of the UI.

This is used to calculate the pixels_per_point for the UI as pixels_per_point = zoom_factor * native_pixels_per_point.

The default is 1.0. Make larger to make everything larger.

pub fn set_zoom_factor(&self, zoom_factor: f32)

Sets zoom factor of the UI. Will become active at the start of the next pass.

Note that calling this will not update [Self::zoom_factor] until the end of the pass.

This is used to calculate the pixels_per_point for the UI as pixels_per_point = zoom_fator * native_pixels_per_point.

The default is 1.0. Make larger to make everything larger.

It is better to call this than modifying [Options::zoom_factor].

pub fn load_texture( &self, name: impl Into<String>, image: impl Into<ImageData>, options: TextureOptions, ) -> TextureHandle

Allocate a texture.

This is for advanced users. Most users should use [crate::Ui::image] or [Self::try_load_texture] instead.

In order to display an image you must convert it to a texture using this function. The function will hand over the image data to the egui backend, which will upload it to the GPU.

⚠️ Make sure to only call this ONCE for each image, i.e. NOT in your main GUI code. The call is NOT immediate safe.

The given name can be useful for later debugging, and will be visible if you call [Self::texture_ui].

For how to load an image, see [crate::ImageData] and [crate::ColorImage::from_rgba_unmultiplied].

struct MyImage {
    texture: Option<egui::TextureHandle>,
}

impl MyImage {
    fn ui(&mut self, ui: &mut egui::Ui) {
        let texture: &egui::TextureHandle = self.texture.get_or_insert_with(|| {
            // Load the texture only once.
            ui.ctx().load_texture(
                "my-image",
                egui::ColorImage::example(),
                Default::default()
            )
        });

        // Show the image:
        ui.image((texture.id(), texture.size_vec2()));
    }
}

See also [crate::ImageData], [crate::Ui::image] and [crate::Image].

pub fn tex_manager(&self) -> Arc<RwLock<TextureManager>>

Low-level texture manager.

In general it is easier to use [Self::load_texture] and [TextureHandle].

You can show stats about the allocated textures using [Self::texture_ui].

pub fn end_pass(&self) -> FullOutput

Call at the end of each frame if you called [Context::begin_pass].

pub fn end_frame(&self) -> FullOutput

👎Deprecated:

Renamed end_pass

Call at the end of each frame if you called [Context::begin_pass].

pub fn tessellate( &self, shapes: Vec<ClippedShape>, pixels_per_point: f32, ) -> Vec<ClippedPrimitive>

Tessellate the given shapes into triangle meshes.

pixels_per_point is used for feathering (anti-aliasing). For this you can use [FullOutput::pixels_per_point], [Self::pixels_per_point], or whatever is appropriate for your viewport.

pub fn content_rect(&self) -> Rect

Returns the position and size of the egui area that is safe for content rendering.

Returns [Self::viewport_rect] minus areas that might be partially covered by, for example, the OS status bar or display notches.

If you want to render behind e.g. the dynamic island on iOS, use [Self::viewport_rect].

pub fn viewport_rect(&self) -> Rect

Returns the position and size of the full area available to egui

This includes reas that might be partially covered by, for example, the OS status bar or display notches. See [Self::content_rect] to get a rect that is safe for content.

This rectangle includes e.g. the dynamic island on iOS. If you want to only render below the that (not behind), then you should use [Self::content_rect] instead.

See also [RawInput::safe_area_insets].

pub fn screen_rect(&self) -> Rect

👎Deprecated:

screen_rect has been split into viewport_rect() and content_rect(). You likely should use content_rect()

Position and size of the egui area.

pub fn available_rect(&self) -> Rect

👎Deprecated:

Use content_rect (or viewport_rect) instead

How much space is still available after panels have been added.

pub fn globally_used_rect(&self) -> Rect

How much space is used by windows and the top-level [Ui].

pub fn used_rect(&self) -> Rect

👎Deprecated:

Renamed to globally_used_rect

How much space is used by windows and the top-level [Ui].

pub fn used_size(&self) -> Vec2

👎Deprecated:

Use globally_used_rect instead

How much space is used by windows and the top-level [Ui].

You can shrink your egui area to this size and still fit all egui components.

pub fn is_pointer_over_egui(&self) -> bool

Is the pointer (mouse/touch) over any egui area?

pub fn is_pointer_over_area(&self) -> bool

👎Deprecated:

Renamed to is_pointer_over_egui

Is the pointer (mouse/touch) over any egui area?

pub fn egui_wants_pointer_input(&self) -> bool

True if egui is currently interested in the pointer (mouse or touch).

Could be the pointer is hovering over a [crate::Window] or the user is dragging a widget. If false, the pointer is outside of any egui area and so you may be interested in what it is doing (e.g. controlling your game). Returns false if a drag started outside of egui and then moved over an egui area.

pub fn wants_pointer_input(&self) -> bool

👎Deprecated:

Renamed to egui_wants_pointer_input

True if egui is currently interested in the pointer (mouse or touch).

Could be the pointer is hovering over a [crate::Window] or the user is dragging a widget. If false, the pointer is outside of any egui area and so you may be interested in what it is doing (e.g. controlling your game). Returns false if a drag started outside of egui and then moved over an egui area.

pub fn egui_is_using_pointer(&self) -> bool

Is egui currently using the pointer position (e.g. dragging a slider)?

NOTE: this will return false if the pointer is just hovering over an egui area.

pub fn is_using_pointer(&self) -> bool

👎Deprecated:

Renamed to egui_is_using_pointer

Is egui currently using the pointer position (e.g. dragging a slider)?

NOTE: this will return false if the pointer is just hovering over an egui area.

pub fn egui_wants_keyboard_input(&self) -> bool

If true, egui is currently listening on text input (e.g. typing text in a [crate::TextEdit]).

pub fn wants_keyboard_input(&self) -> bool

👎Deprecated:

Renamed to egui_wants_keyboard_input

If true, egui is currently listening on text input (e.g. typing text in a [crate::TextEdit]).

pub fn text_edit_focused(&self) -> bool

Is the currently focused widget a text edit?

pub fn highlight_widget(&self, id: Id)

Highlight this widget, to make it look like it is hovered, even if it isn’t.

If you call this after the widget has been fully rendered, then it won’t be highlighted until the next ui pass.

See also [Response::highlight].

pub fn is_context_menu_open(&self) -> bool

👎Deprecated:

Use any_popup_open instead

Is an egui context menu open?

This only works with the old, deprecated [crate::menu] API.

pub fn any_popup_open(&self) -> bool

Is a popup or (context) menu open?

Will return false for [crate::Tooltip]s (which are technically popups as well).

pub fn is_popup_open(&self) -> bool

👎Deprecated:

Renamed to any_popup_open

Is a popup or (context) menu open?

Will return false for [crate::Tooltip]s (which are technically popups as well).

pub fn pointer_latest_pos(&self) -> Option<Pos2>

Latest reported pointer position.

When tapping a touch screen, this will be None.

pub fn pointer_hover_pos(&self) -> Option<Pos2>

If it is a good idea to show a tooltip, where is pointer?

pub fn pointer_interact_pos(&self) -> Option<Pos2>

If you detect a click or drag and want to know where it happened, use this.

Latest position of the mouse, but ignoring any [crate::Event::PointerGone] if there were interactions this pass. When tapping a touch screen, this will be the location of the touch.

pub fn multi_touch(&self) -> Option<MultiTouchInfo>

Calls [InputState::multi_touch].

pub fn set_transform_layer(&self, layer_id: LayerId, transform: TSTransform)

Transform the graphics of the given layer.

This will also affect input. The direction of the given transform is “into the global coordinate system”.

This is a sticky setting, remembered from one frame to the next.

Can be used to implement pan and zoom (see relevant demo).

For a temporary transform, use [Self::transform_layer_shapes] or [Ui::with_visual_transform].

pub fn layer_transform_to_global( &self, layer_id: LayerId, ) -> Option<TSTransform>

Return how to transform the graphics of the given layer into the global coordinate system.

Set this with [Self::layer_transform_to_global].

pub fn layer_transform_from_global( &self, layer_id: LayerId, ) -> Option<TSTransform>

Return how to transform the graphics of the global coordinate system into the local coordinate system of the given layer.

This returns the inverse of [Self::layer_transform_to_global].

pub fn transform_layer_shapes(&self, layer_id: LayerId, transform: TSTransform)

Transform all the graphics at the given layer.

Is used to implement drag-and-drop preview.

This only applied to the existing graphics at the layer, not to new graphics added later.

For a persistent transform, use [Self::set_transform_layer] instead.

pub fn layer_id_at(&self, pos: Pos2) -> Option<LayerId>

Top-most layer at the given position.

pub fn move_to_top(&self, layer_id: LayerId)

Moves the given area to the top in its [Order].

[crate::Area]s and [crate::Window]s also do this automatically when being clicked on or interacted with.

pub fn set_sublayer(&self, parent: LayerId, child: LayerId)

Mark the child layer as a sublayer of parent.

Sublayers are moved directly above the parent layer at the end of the frame. This is mainly intended for adding a new [crate::Area] inside a [crate::Window].

This currently only supports one level of nesting. If parent is a sublayer of another layer, the behavior is unspecified.

pub fn top_layer_id(&self) -> Option<LayerId>

Retrieve the [LayerId] of the top level windows.

pub fn rect_contains_pointer(&self, layer_id: LayerId, rect: Rect) -> bool

Does the given rectangle contain the mouse pointer?

Will return false if some other area is covering the given layer.

The given rectangle is assumed to have been clipped by its parent clip rect.

See also [Response::contains_pointer].

pub fn debug_on_hover(&self) -> bool

Whether or not to debug widget layout on hover.

pub fn set_debug_on_hover(&self, debug_on_hover: bool)

Turn on/off whether or not to debug widget layout on hover.

pub fn animate_bool(&self, id: Id, value: bool) -> f32

Returns a value in the range [0, 1], to indicate “how on” this thing is.

The first time called it will return if value { 1.0 } else { 0.0 } Calling this with value = true will always yield a number larger than zero, quickly going towards one. Calling this with value = false will always yield a number less than one, quickly going towards zero.

The function will call [Self::request_repaint()] when appropriate.

The animation time is taken from [Style::animation_time].

pub fn animate_bool_responsive(&self, id: Id, value: bool) -> f32

Like [Self::animate_bool], but uses an easing function that makes the value move quickly in the beginning and slow down towards the end.

The exact easing function may come to change in future versions of egui.

pub fn animate_bool_with_easing( &self, id: Id, value: bool, easing: fn(f32) -> f32, ) -> f32

Like [Self::animate_bool] but allows you to control the easing function.

pub fn animate_bool_with_time( &self, id: Id, target_value: bool, animation_time: f32, ) -> f32

Like [Self::animate_bool] but allows you to control the animation time.

pub fn animate_bool_with_time_and_easing( &self, id: Id, target_value: bool, animation_time: f32, easing: fn(f32) -> f32, ) -> f32

Like [Self::animate_bool] but allows you to control the animation time and easing function.

Use e.g. [emath::easing::quadratic_out] for a responsive start and a slow end.

The easing function flips when target_value is false, so that when going back towards 0.0, we get the reverse behavior.

pub fn animate_value_with_time( &self, id: Id, target_value: f32, animation_time: f32, ) -> f32

Smoothly animate an f32 value.

At the first call the value is written to memory. When it is called with a new value, it linearly interpolates to it in the given time.

pub fn clear_animations(&self)

Clear memory of any animations.

pub fn settings_ui(&self, ui: &mut Ui)

Show a ui for settings (style and tessellation options).

pub fn inspection_ui(&self, ui: &mut Ui)

Show the state of egui, including its input and output.

pub fn texture_ui(&self, ui: &mut Ui)

Show stats about the allocated textures.

pub fn loaders_ui(&self, ui: &mut Ui)

Show stats about different image loaders.

pub fn memory_ui(&self, ui: &mut Ui)

Shows the contents of [Self::memory].

pub fn style_ui(&self, ui: &mut Ui, theme: Theme)

Edit the [Style].

pub fn accesskit_node_builder<R>( &self, id: Id, writer: impl FnOnce(&mut Node) -> R, ) -> Option<R>

If AccessKit support is active for the current frame, get or create a node builder with the specified ID and return a mutable reference to it. For newly created nodes, the parent is the parent [Ui]s ID. And an [Ui]s parent can be set with [UiBuilder::accessibility_parent].

The Context lock is held while the given closure is called!

Returns None if accesskit is off.

pub fn enable_accesskit(&self)

Enable generation of AccessKit tree updates in all future frames.

pub fn disable_accesskit(&self)

Disable generation of AccessKit tree updates in all future frames.

pub fn include_bytes( &self, uri: impl Into<Cow<'static, str>>, bytes: impl Into<Bytes>, )

Associate some static bytes with a uri.

The same uri may be passed to [Ui::image] later to load the bytes as an image.

By convention, the uri should start with bytes://. Following that convention will lead to better error messages.

pub fn is_loader_installed(&self, id: &str) -> bool

Returns true if the chain of bytes, image, or texture loaders contains a loader with the given id.

pub fn add_bytes_loader(&self, loader: Arc<dyn BytesLoader + Send + Sync>)

Add a new bytes loader.

It will be tried first, before any already installed loaders.

See [load] for more information.

pub fn add_image_loader(&self, loader: Arc<dyn ImageLoader + Send + Sync>)

Add a new image loader.

It will be tried first, before any already installed loaders.

See [load] for more information.

pub fn add_texture_loader(&self, loader: Arc<dyn TextureLoader + Send + Sync>)

Add a new texture loader.

It will be tried first, before any already installed loaders.

See [load] for more information.

pub fn forget_image(&self, uri: &str)

Release all memory and textures related to the given image URI.

If you attempt to load the image again, it will be reloaded from scratch. Also this cancels any ongoing loading of the image.

pub fn forget_all_images(&self)

Release all memory and textures related to images used in [Ui::image] or [crate::Image].

If you attempt to load any images again, they will be reloaded from scratch.

pub fn try_load_bytes(&self, uri: &str) -> Result<BytesPoll, LoadError>

Try loading the bytes from the given uri using any available bytes loaders.

Loaders are expected to cache results, so that this call is immediate-mode safe.

This calls the loaders one by one in the order in which they were registered. If a loader returns LoadError::NotSupported, then the next loader is called. This process repeats until all loaders have been exhausted, at which point this returns LoadError::NotSupported.

§Errors

This may fail with:

⚠ May deadlock if called from within a BytesLoader!

pub fn try_load_image( &self, uri: &str, size_hint: SizeHint, ) -> Result<ImagePoll, LoadError>

Try loading the image from the given uri using any available image loaders.

Loaders are expected to cache results, so that this call is immediate-mode safe.

This calls the loaders one by one in the order in which they were registered. If a loader returns LoadError::NotSupported, then the next loader is called. This process repeats until all loaders have been exhausted, at which point this returns LoadError::NotSupported.

§Errors

This may fail with:

⚠ May deadlock if called from within an ImageLoader!

pub fn try_load_texture( &self, uri: &str, texture_options: TextureOptions, size_hint: SizeHint, ) -> Result<TexturePoll, LoadError>

Try loading the texture from the given uri using any available texture loaders.

Loaders are expected to cache results, so that this call is immediate-mode safe.

This calls the loaders one by one in the order in which they were registered. If a loader returns LoadError::NotSupported, then the next loader is called. This process repeats until all loaders have been exhausted, at which point this returns LoadError::NotSupported.

§Errors

This may fail with:

⚠ May deadlock if called from within a TextureLoader!

pub fn loaders(&self) -> Arc<Loaders>

The loaders of bytes, images, and textures.

pub fn has_pending_images(&self) -> bool

Returns true if any image is currently being loaded.

pub fn viewport_id(&self) -> ViewportId

Return the ViewportId of the current viewport.

If this is the root viewport, this will return [ViewportId::ROOT].

Don’t use this outside of Self::run, or after Self::end_pass.

pub fn parent_viewport_id(&self) -> ViewportId

Return the ViewportId of his parent.

If this is the root viewport, this will return [ViewportId::ROOT].

Don’t use this outside of Self::run, or after Self::end_pass.

pub fn viewport<R>(&self, reader: impl FnOnce(&ViewportState) -> R) -> R

Read the state of the current viewport.

pub fn viewport_for<R>( &self, viewport_id: ViewportId, reader: impl FnOnce(&ViewportState) -> R, ) -> R

Read the state of a specific current viewport.

pub fn embed_viewports(&self) -> bool

If true, [Self::show_viewport_deferred] and [Self::show_viewport_immediate] will embed the new viewports inside the existing one, instead of spawning a new native window.

eframe sets this to false on supported platforms, but the default value is true.

pub fn set_embed_viewports(&self, value: bool)

If true, [Self::show_viewport_deferred] and [Self::show_viewport_immediate] will embed the new viewports inside the existing one, instead of spawning a new native window.

eframe sets this to false on supported platforms, but the default value is true.

pub fn send_viewport_cmd(&self, command: ViewportCommand)

Send a command to the current viewport.

This lets you affect the current viewport, e.g. resizing the window.

pub fn send_viewport_cmd_to(&self, id: ViewportId, command: ViewportCommand)

Send a command to a specific viewport.

This lets you affect another viewport, e.g. resizing its window.

pub fn show_viewport_deferred( &self, new_viewport_id: ViewportId, viewport_builder: ViewportBuilder, viewport_ui_cb: impl Fn(&mut Ui, ViewportClass) + Send + Sync + 'static, )

Show a deferred viewport, creating a new native window, if possible.

The given id must be unique for each viewport.

You need to call this each pass when the child viewport should exist.

You can check if the user wants to close the viewport by checking the [crate::ViewportInfo::close_requested] flags found in [crate::InputState::viewport].

The given callback will be called whenever the child viewport needs repainting, e.g. on an event or when [Self::request_repaint] is called. This means it may be called multiple times, for instance while the parent viewport (the caller) is sleeping but the child viewport is animating.

You will need to wrap your viewport state in an Arc<RwLock<T>> or Arc<Mutex<T>>. When this is called again with the same id in ViewportBuilder the render function for that viewport will be updated.

You can also use [Self::show_viewport_immediate], which uses a simpler FnOnce with no need for Send or Sync. The downside is that it will require the parent viewport (the caller) to repaint anytime the child is repainted, and vice versa.

If [Context::embed_viewports] is true (e.g. if the current egui backend does not support multiple viewports), the given callback will be called immediately, embedding the new viewport in the current one, inside of a [crate::Window]. You can know by checking for [ViewportClass::EmbeddedWindow].

See [crate::viewport] for more information about viewports.

pub fn show_viewport_immediate<T>( &self, new_viewport_id: ViewportId, builder: ViewportBuilder, viewport_ui_cb: impl FnMut(&mut Ui, ViewportClass) -> T, ) -> T

Show an immediate viewport, creating a new native window, if possible.

This is the easier type of viewport to use, but it is less performant as it requires both parent and child to repaint if any one of them needs repainting, which effectively produce double work for two viewports, and triple work for three viewports, etc. To avoid this, use [Self::show_viewport_deferred] instead.

The given id must be unique for each viewport.

You need to call this each pass when the child viewport should exist.

You can check if the user wants to close the viewport by checking the [crate::ViewportInfo::close_requested] flags found in [crate::InputState::viewport].

The given ui function will be called immediately. This may only be called on the main thread. This call will pause the current viewport and render the child viewport in its own window. This means that the child viewport will not be repainted when the parent viewport is repainted, and vice versa.

If [Context::embed_viewports] is true (e.g. if the current egui backend does not support multiple viewports), the given callback will be called immediately, embedding the new viewport in the current one, inside of a [crate::Window]. You can know by checking for [ViewportClass::EmbeddedWindow].

See [crate::viewport] for more information about viewports.

pub fn interaction_snapshot<R>( &self, reader: impl FnOnce(&InteractionSnapshot) -> R, ) -> R

Read you what widgets are currently being interacted with.

pub fn dragged_id(&self) -> Option<Id>

The widget currently being dragged, if any.

For widgets that sense both clicks and drags, this will not be set until the mouse cursor has moved a certain distance.

NOTE: if the widget was released this pass, this will be None. Use [Self::drag_stopped_id] instead.

pub fn is_being_dragged(&self, id: Id) -> bool

Is this specific widget being dragged?

A widget that sense both clicks and drags is only marked as “dragged” when the mouse has moved a bit.

See also: [crate::Response::dragged].

pub fn drag_started_id(&self) -> Option<Id>

This widget just started being dragged this pass.

The same widget should also be found in [Self::dragged_id].

pub fn drag_stopped_id(&self) -> Option<Id>

This widget was being dragged, but was released this pass.

pub fn set_dragged_id(&self, id: Id)

Set which widget is being dragged.

pub fn stop_dragging(&self)

Stop dragging any widget.

pub fn dragging_something_else(&self, not_this: Id) -> bool

Is something else being dragged?

Returns true if we are dragging something, but not the given widget.

Trait Implementations§

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impl Component for YoleckUi
where Self: Send + Sync + 'static,

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const STORAGE_TYPE: StorageType = ::bevy::ecs::component::StorageType::SparseSet

A constant indicating the storage type used for this component.
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type Mutability = Mutable

A marker type to assist Bevy with determining if this component is mutable, or immutable. Mutable components will have [Component<Mutability = Mutable>], while immutable components will instead have [Component<Mutability = Immutable>]. Read more
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fn register_required_components( _requiree: ComponentId, required_components: &mut RequiredComponentsRegistrator<'_, '_>, )

Registers required components. Read more
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fn clone_behavior() -> ComponentCloneBehavior

Called when registering this component, allowing to override clone function (or disable cloning altogether) for this component. Read more
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fn relationship_accessor() -> Option<ComponentRelationshipAccessor<Self>>

Returns [ComponentRelationshipAccessor] required for working with relationships in dynamic contexts. Read more
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fn on_add() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>

Gets the on_add [ComponentHook] for this [Component] if one is defined.
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fn on_insert() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>

Gets the on_insert [ComponentHook] for this [Component] if one is defined.
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fn on_discard() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>

Gets the on_discard [ComponentHook] for this [Component] if one is defined.
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fn on_remove() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>

Gets the on_remove [ComponentHook] for this [Component] if one is defined.
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fn on_despawn() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>

Gets the on_despawn [ComponentHook] for this [Component] if one is defined.
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fn map_entities<E>(_this: &mut Self, _mapper: &mut E)
where E: EntityMapper,

Maps the entities on this component using the given [EntityMapper]. This is used to remap entities in contexts like scenes and entity cloning. When deriving [Component], this is populated by annotating fields containing entities with #[entities] Read more
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impl Deref for YoleckUi

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type Target = Ui

The resulting type after dereferencing.
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fn deref(&self) -> &Self::Target

Dereferences the value.
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impl DerefMut for YoleckUi

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fn deref_mut(&mut self) -> &mut Self::Target

Mutably dereferences the value.
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impl Resource for YoleckUi
where Self: Send + Sync + 'static,

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fn as_bind_group_shader_type(&self, _images: &RenderAssets<GpuImage>) -> U

Return the T [ShaderType] for self. When used in [AsBindGroup] derives, it is safe to assume that all images in self exist.
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impl<C> Bundle for C
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fn component_ids( components: &mut ComponentsRegistrator<'_>, ) -> impl Iterator<Item = ComponentId> + use<C>

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Return a iterator over this [Bundle]’s component ids. This will be None if the component has not been registered.
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type Effect = ()

An operation on the entity that happens after inserting this bundle.
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unsafe fn get_components( ptr: MovingPtr<'_, C>, func: &mut impl FnMut(StorageType, OwningPtr<'_>), ) -> <C as DynamicBundle>::Effect

Moves the components out of the bundle. Read more
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unsafe fn apply_effect( _ptr: MovingPtr<'_, MaybeUninit<C>>, _entity: &mut EntityWorldMut<'_>, )

Applies the after-effects of spawning this bundle. Read more
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impl<T> WasmNotSendSync for T
where T: WasmNotSend + WasmNotSync,

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impl<T> WasmNotSync for T
where T: Sync,