189 lines
6.1 KiB
Rust
189 lines
6.1 KiB
Rust
use eframe::{egui, epi};
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/// We derive Deserialize/Serialize so we can persist app state on shutdown.
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#[cfg_attr(feature = "persistence", derive(serde::Deserialize, serde::Serialize))]
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pub struct TemplateApp {
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// Example stuff:
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label: String,
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value: f32,
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painting: Painting,
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}
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impl Default for TemplateApp {
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fn default() -> Self {
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Self {
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// Example stuff:
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label: "Hello World!".to_owned(),
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value: 2.7,
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painting: Default::default(),
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}
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}
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}
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impl epi::App for TemplateApp {
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fn name(&self) -> &str {
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"egui template"
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}
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/// Called by the framework to load old app state (if any).
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#[cfg(feature = "persistence")]
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fn load(&mut self, storage: &dyn epi::Storage) {
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*self = epi::get_value(storage, epi::APP_KEY).unwrap_or_default()
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}
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/// Called by the frame work to save state before shutdown.
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#[cfg(feature = "persistence")]
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fn save(&mut self, storage: &mut dyn epi::Storage) {
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epi::set_value(storage, epi::APP_KEY, self);
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}
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/// Called each time the UI needs repainting, which may be many times per second.
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/// Put your widgets into a `SidePanel`, `TopPanel`, `CentralPanel`, `Window` or `Area`.
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fn update(&mut self, ctx: &egui::CtxRef, frame: &mut epi::Frame<'_>) {
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let TemplateApp {
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label,
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value,
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painting,
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} = self;
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// Examples of how to create different panels and windows.
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// Pick whichever suits you.
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// Tip: a good default choice is to just keep the `CentralPanel`.
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// For inspiration and more examples, go to https://emilk.github.io/egui
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egui::SidePanel::left("side_panel", 200.0).show(ctx, |ui| {
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ui.heading("Side Panel");
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ui.horizontal(|ui| {
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ui.label("Write something: ");
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ui.text_edit_singleline(label);
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});
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ui.add(egui::Slider::f32(value, 0.0..=10.0).text("value"));
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if ui.button("Increment").clicked() {
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*value += 1.0;
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}
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ui.with_layout(egui::Layout::bottom_up(egui::Align::Center), |ui| {
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ui.add(
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egui::Hyperlink::new("https://github.com/emilk/egui/").text("powered by egui"),
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);
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});
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});
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egui::TopPanel::top("top_panel").show(ctx, |ui| {
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// The top panel is often a good place for a menu bar:
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egui::menu::bar(ui, |ui| {
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egui::menu::menu(ui, "File", |ui| {
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if ui.button("Quit").clicked() {
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frame.quit();
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}
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});
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});
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});
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egui::CentralPanel::default().show(ctx, |ui| {
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ui.heading("egui template");
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ui.hyperlink("https://github.com/emilk/egui_template");
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ui.add(egui::github_link_file_line!(
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"https://github.com/emilk/egui_template/blob/master/",
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"Direct link to source code."
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));
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egui::warn_if_debug_build(ui);
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ui.separator();
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ui.heading("Central Panel");
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ui.label("The central panel the region left after adding TopPanel's and SidePanel's");
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ui.label("It is often a great place for big things, like drawings:");
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ui.heading("Draw with your mouse to paint:");
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painting.ui_control(ui);
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egui::Frame::dark_canvas(ui.style()).show(ui, |ui| {
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painting.ui_content(ui);
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});
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});
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if false {
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egui::Window::new("Window").show(ctx, |ui| {
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ui.label("Windows can be moved by dragging them.");
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ui.label("They are automatically sized based on contents.");
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ui.label("You can turn on resizing and scrolling if you like.");
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ui.label("You would normally chose either panels OR windows.");
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});
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}
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}
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}
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// ----------------------------------------------------------------------------
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/// Example code for painting on a canvas with your mouse
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#[cfg_attr(feature = "persistence", derive(serde::Deserialize, serde::Serialize))]
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struct Painting {
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lines: Vec<Vec<egui::Pos2>>,
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stroke: egui::Stroke,
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}
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impl Default for Painting {
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fn default() -> Self {
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Self {
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lines: Default::default(),
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stroke: egui::Stroke::new(1.0, egui::Color32::LIGHT_BLUE),
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}
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}
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}
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impl Painting {
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pub fn ui_control(&mut self, ui: &mut egui::Ui) -> egui::Response {
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ui.horizontal(|ui| {
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egui::stroke_ui(ui, &mut self.stroke, "Stroke");
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ui.separator();
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if ui.button("Clear Painting").clicked() {
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self.lines.clear();
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}
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})
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.response
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}
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pub fn ui_content(&mut self, ui: &mut egui::Ui) -> egui::Response {
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use egui::emath::{Pos2, Rect, RectTransform};
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let (mut response, painter) =
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ui.allocate_painter(ui.available_size_before_wrap_finite(), egui::Sense::drag());
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let to_screen = RectTransform::from_to(
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Rect::from_min_size(Pos2::ZERO, response.rect.square_proportions()),
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response.rect,
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);
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let from_screen = to_screen.inverse();
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if self.lines.is_empty() {
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self.lines.push(vec![]);
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}
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let current_line = self.lines.last_mut().unwrap();
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if let Some(pointer_pos) = response.interact_pointer_pos() {
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let canvas_pos = from_screen * pointer_pos;
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if current_line.last() != Some(&canvas_pos) {
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current_line.push(canvas_pos);
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response.mark_changed();
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}
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} else if !current_line.is_empty() {
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self.lines.push(vec![]);
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response.mark_changed();
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}
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let mut shapes = vec![];
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for line in &self.lines {
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if line.len() >= 2 {
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let points: Vec<Pos2> = line.iter().map(|p| to_screen * *p).collect();
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shapes.push(egui::Shape::line(points, self.stroke));
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}
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}
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painter.extend(shapes);
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response
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}
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}
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