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EguiLayer

Struct EguiLayer 

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pub struct EguiLayer {
    window: Option<Arc<Window>>,
    ctx: Context,
    state: Option<State>,
    renderer: Option<Renderer>,
    pending_output: Option<FullOutput>,
}
Expand description

Bundles the egui/egui-winit/egui-wgpu plumbing (window handle, input state, the wgpu renderer, and the frame’s pending output) that every egui-driven Scene in this editor needs, so scenes don’t each reimplement lazy init and overlay compositing.

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§window: Option<Arc<Window>>§ctx: Context§state: Option<State>§renderer: Option<Renderer>§pending_output: Option<FullOutput>

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impl EguiLayer

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pub fn new() -> Self

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fn ensure_init(&mut self, renderer: &Renderer<'_>)

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pub fn run(&mut self, renderer: &Renderer<'_>, run_ui: impl FnMut(&mut Ui))

Runs one egui frame, invoking run_ui to build the UI, and stashes the output for Self::render_overlay to composite later in the same frame.

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pub fn wants_pointer_input(&self) -> bool

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pub fn on_window_event(&mut self, event: &WindowEvent)

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pub fn render_overlay( &mut self, device: &Device, queue: &Queue, encoder: &mut CommandEncoder, view: &TextureView, )

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