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.
Fields§
§window: Option<Arc<Window>>§ctx: Context§state: Option<State>§renderer: Option<Renderer>§pending_output: Option<FullOutput>Implementations§
Source§impl EguiLayer
impl EguiLayer
pub fn new() -> Self
fn ensure_init(&mut self, renderer: &Renderer<'_>)
Sourcepub fn run(&mut self, renderer: &Renderer<'_>, run_ui: impl FnMut(&mut Ui))
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.
pub fn wants_pointer_input(&self) -> bool
pub fn on_window_event(&mut self, event: &WindowEvent)
pub fn render_overlay( &mut self, device: &Device, queue: &Queue, encoder: &mut CommandEncoder, view: &TextureView, )
Auto Trait Implementations§
impl !RefUnwindSafe for EguiLayer
impl !Sync for EguiLayer
impl !UnwindSafe for EguiLayer
impl Freeze for EguiLayer
impl Send for EguiLayer
impl Unpin for EguiLayer
impl UnsafeUnpin for EguiLayer
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