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pull/20/head
Emil Ernerfeldt 4 years ago
parent
commit
1a9618c524
  1. 6
      egui/src/app.rs
  2. 2
      egui/src/containers/scroll_area.rs
  3. 13
      egui/src/input.rs
  4. 2
      egui/src/layers.rs
  5. 5
      egui/src/layout.rs
  6. 4
      egui/src/menu.rs
  7. 2
      egui/src/types.rs
  8. 2
      egui/src/widgets.rs

6
egui/src/app.rs

@ -1,5 +1,7 @@
//! Traits and helper for writing Egui apps.
//!
//! This module is very experimental, and you don't need to use it.
//!
//! Egui can be used as a library, but you can also use it as a framework to write apps in.
//! This module defined the `App` trait that can be implemented and used with the `egui_web` and `egui_glium` crates.
@ -19,7 +21,7 @@ pub trait App {
/// How the backend runs the app
#[derive(Clone, Copy, Debug, Eq, PartialEq)]
pub enum RunMode {
/// Repint the UI all the time (at the display refresh rate of e.g. 60 Hz).
/// Repaint the UI all the time (at the display refresh rate of e.g. 60 Hz).
/// This is good for games where things are constantly moving.
/// This can also be achieved with `RunMode::Reactive` combined with calling `egui::Context::request_repaint()` each frame.
Continuous,
@ -50,7 +52,7 @@ pub trait Backend {
fn fps(&self) -> f32;
/// Signal the backend that we'd like to exit the app now.
/// This does nothing for web apps.s
/// This does nothing for web apps.
fn quit(&mut self) {}
}

2
egui/src/containers/scroll_area.rs

@ -191,7 +191,7 @@ impl Prepared {
let max_scroll_bar_width = max_scroll_bar_width_with_margin(ui);
if show_scroll_this_frame && current_scroll_bar_width <= 0.0 {
// Avoid frame delay; start shwoing scroll bar right away:
// Avoid frame delay; start showing scroll bar right away:
current_scroll_bar_width = remap_clamp(
ui.input().predicted_dt,
0.0..=ui.style().animation_time,

13
egui/src/input.rs

@ -1,3 +1,5 @@
//! The input needed by Egui.
use crate::math::*;
/// If mouse moves more than this, it is no longer a click (but maybe a drag)
@ -5,9 +7,9 @@ const MAX_CLICK_DIST: f32 = 6.0;
/// The new mouse press must come within this many seconds from previous mouse release
const MAX_CLICK_DELAY: f64 = 0.3;
/// What the integration gives to the gui.
/// All coordinates in egui is in point/logical coordinates
/// with origin (0, 0) in the top left corner.
/// What the backend provides to Egui at the start of each frame.
///
/// All coordinates are in points (logical pixels) with origin (0, 0) in the top left corner.
#[derive(Clone, Debug, Default)]
pub struct RawInput {
/// Is the button currently down?
@ -24,6 +26,7 @@ pub struct RawInput {
pub screen_size: Vec2,
/// Also known as device pixel ratio, > 1 for HDPI screens.
/// If text looks blurry on high resolution screens, you probably forgot to set this.
pub pixels_per_point: Option<f32>,
/// Time in seconds. Relative to whatever. Used for animations.
@ -332,7 +335,7 @@ impl RawInput {
pub fn ui(&self, ui: &mut crate::Ui) {
use crate::label;
// TODO: simpler way to show values, e.g. `ui.value("Mouse Pos:", self.mouse_pos);
// TODO: easily change default font!
// TODO: `ui.style_mut().text_style = TextStyle::Monospace`;
ui.add(label!("mouse_down: {}", self.mouse_down));
ui.add(label!("mouse_pos: {:.1?}", self.mouse_pos));
ui.add(label!("scroll_delta: {:?} points", self.scroll_delta));
@ -366,7 +369,7 @@ impl InputState {
ui.add(label!("scroll_delta: {:?} points", self.scroll_delta));
ui.add(label!("screen_size: {:?} points", self.screen_size));
ui.add(label!(
"{} points for each physical pixel (hdpi factor)",
"{} points for each physical pixel (HDPI factor)",
self.pixels_per_point
));
ui.add(label!("time: {:.3} s", self.time));

2
egui/src/layers.rs

@ -67,7 +67,7 @@ impl PaintList {
}
}
// TODO: improve this
// TODO: improve GraphicLayers
#[derive(Clone, Default)]
pub struct GraphicLayers(AHashMap<Layer, PaintList>);

5
egui/src/layout.rs

@ -61,12 +61,13 @@ pub(crate) fn anchor_rect(rect: Rect, anchor: (Align, Align)) -> Rect {
#[derive(Clone, Copy, Debug, PartialEq)]
// #[cfg_attr(feature = "serde", derive(serde::Deserialize, serde::Serialize))]
pub struct Layout {
/// Lay out things horizontally or vertically?
/// Lay out things horizontally or vertically? Main axis.
dir: Direction,
/// How to align things on the cross axis.
/// For vertical layouts: put things to left, center or right?
/// For horizontal layouts: put things to top, center or bottom?
/// None means justified, which means full width (vertical layout) or height (horizontal layouts).
/// `None` means justified, which means full width (vertical layout) or height (horizontal layouts).
align: Option<Align>,
/// Lay out things in reversed order, i.e. from the right or bottom-up.

4
egui/src/menu.rs

@ -1,4 +1,4 @@
//! Menu bar functionality.
//! Menu bar functionality (very basic so far).
//!
//! Usage:
//! ``` rust
@ -79,7 +79,7 @@ pub fn bar<R>(ui: &mut Ui, add_contents: impl FnOnce(&mut Ui) -> R) -> (R, Rect)
let clicked_outside = !ui.hovered(ui.rect()) && ui.input().mouse.released;
if clicked_outside || ui.input().key_pressed(Key::Escape) {
// TODO: this prevent sub-menus in menus. We should fix that.
// TODO: this prevents sub-menus in menus. We should fix that.
let bar_id = ui.id();
BarState::close_menus(ui.ctx(), bar_id);
}

2
egui/src/types.rs

@ -63,7 +63,7 @@ pub struct InteractInfo {
/// The mouse is hovering above this thing
pub hovered: bool,
/// The mouse pressed this thing ealier, and now released on this thing too.
/// The mouse pressed this thing earlier, and now released on this thing too.
pub clicked: bool,
pub double_clicked: bool,

2
egui/src/widgets.rs

@ -514,7 +514,7 @@ impl Widget for Separator {
// TODO: only allocate `spacing`, but not our full width/height
// as that would make the false impression that we *need* all that space,
// wich would prevent regions from autoshrinking
// which would prevent regions from auto-shrinking
let (points, rect) = match ui.layout().dir() {
Direction::Horizontal => {

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