pub struct App {Show 29 fields
main_thread_token: MainThreadToken,
build_info: BuildInfo,
startup_options: StartupOptions,
start_time: Instant,
ram_limit_warner: RamLimitWarner,
pub(crate) egui_ctx: Context,
screenshotter: Screenshotter,
profiler: Profiler,
text_log_rx: Receiver<LogMsg>,
component_ui_registry: ComponentUiRegistry,
rx: ReceiveSet<LogMsg>,
pub(crate) state: AppState,
pub(crate) background_tasks: BackgroundTasks,
pub(crate) store_hub: Option<StoreHub>,
pub(crate) notifications: NotificationUi,
memory_panel: MemoryPanel,
memory_panel_open: bool,
egui_debug_panel_open: bool,
pub(crate) latest_queue_interest: Instant,
pub(crate) frame_time_history: History<f32>,
pub command_sender: CommandSender,
command_receiver: CommandReceiver,
cmd_palette: CommandPalette,
analytics: ViewerAnalytics,
view_class_registry: ViewClassRegistry,
pub(crate) panel_state_overrides_active: bool,
pub(crate) panel_state_overrides: PanelStateOverrides,
reflection: Reflection,
pub timeline_callbacks: Option<TimelineCallbacks>,
}
Expand description
The Rerun Viewer as an [eframe
] application.
Fields§
§main_thread_token: MainThreadToken
§build_info: BuildInfo
§startup_options: StartupOptions
§start_time: Instant
§ram_limit_warner: RamLimitWarner
§egui_ctx: Context
§screenshotter: Screenshotter
§profiler: Profiler
§text_log_rx: Receiver<LogMsg>
Listens to the local text log stream
component_ui_registry: ComponentUiRegistry
§rx: ReceiveSet<LogMsg>
§state: AppState
What is serialized
background_tasks: BackgroundTasks
Pending background tasks, e.g. files being saved.
store_hub: Option<StoreHub>
Interface for all recordings and blueprints
notifications: NotificationUi
Notification panel.
memory_panel: MemoryPanel
§memory_panel_open: bool
§egui_debug_panel_open: bool
§latest_queue_interest: Instant
§frame_time_history: History<f32>
Measures how long a frame takes to paint
command_sender: CommandSender
Commands to run at the end of the frame.
command_receiver: CommandReceiver
§cmd_palette: CommandPalette
§analytics: ViewerAnalytics
§view_class_registry: ViewClassRegistry
All known view types.
panel_state_overrides_active: bool
§panel_state_overrides: PanelStateOverrides
§reflection: Reflection
§timeline_callbacks: Option<TimelineCallbacks>
Interaction between JS and timeline.
This field isn’t used directly, but is propagated to all recording configs when they are created.
Implementations§
source§impl App
impl App
sourcepub fn new(
main_thread_token: MainThreadToken,
build_info: BuildInfo,
app_env: &AppEnvironment,
startup_options: StartupOptions,
creation_context: &CreationContext<'_>,
) -> Self
pub fn new( main_thread_token: MainThreadToken, build_info: BuildInfo, app_env: &AppEnvironment, startup_options: StartupOptions, creation_context: &CreationContext<'_>, ) -> Self
Create a viewer that receives new log messages over time
pub fn set_profiler(&mut self, profiler: Profiler)
pub fn set_examples_manifest_url(&mut self, url: String)
pub fn build_info(&self) -> &BuildInfo
pub fn app_options(&self) -> &AppOptions
pub fn app_options_mut(&mut self) -> &mut AppOptions
pub fn is_screenshotting(&self) -> bool
pub fn add_receiver(&mut self, rx: Receiver<LogMsg>)
pub fn msg_receive_set(&self) -> &ReceiveSet<LogMsg>
sourcepub fn add_view_class<T: ViewClass + Default + 'static>(
&mut self,
) -> Result<(), ViewClassRegistryError>
pub fn add_view_class<T: ViewClass + Default + 'static>( &mut self, ) -> Result<(), ViewClassRegistryError>
Adds a new view class to the viewer.
fn check_keyboard_shortcuts(&self, egui_ctx: &Context)
fn run_pending_system_commands( &mut self, store_hub: &mut StoreHub, egui_ctx: &Context, )
fn run_pending_ui_commands( &mut self, egui_ctx: &Context, app_blueprint: &AppBlueprint<'_>, store_context: Option<&StoreContext<'_>>, )
fn run_system_command( &mut self, cmd: SystemCommand, store_hub: &mut StoreHub, egui_ctx: &Context, )
fn run_ui_command( &mut self, egui_ctx: &Context, app_blueprint: &AppBlueprint<'_>, store_context: Option<&StoreContext<'_>>, cmd: UICommand, )
fn run_time_control_command( &mut self, store_context: Option<&StoreContext<'_>>, command: TimeControlCommand, )
fn memory_panel_ui( &self, ui: &mut Ui, gpu_resource_stats: &WgpuResourcePoolStatistics, store_stats: Option<&StoreHubStats>, )
fn egui_debug_panel_ui(&self, ui: &mut Ui)
sourcefn ui(
&mut self,
egui_ctx: &Context,
frame: &Frame,
app_blueprint: &AppBlueprint<'_>,
gpu_resource_stats: &WgpuResourcePoolStatistics,
store_context: Option<&StoreContext<'_>>,
store_stats: Option<&StoreHubStats>,
)
fn ui( &mut self, egui_ctx: &Context, frame: &Frame, app_blueprint: &AppBlueprint<'_>, gpu_resource_stats: &WgpuResourcePoolStatistics, store_context: Option<&StoreContext<'_>>, store_stats: Option<&StoreHubStats>, )
Top-level ui function.
Shows the viewer ui.
sourcefn show_text_logs_as_notifications(&mut self)
fn show_text_logs_as_notifications(&mut self)
Show recent text log messages to the user as toast notifications.
fn receive_messages(&self, store_hub: &mut StoreHub, egui_ctx: &Context)
sourcefn validate_loaded_events(&self, store_events: &[ChunkStoreEvent])
fn validate_loaded_events(&self, store_events: &[ChunkStoreEvent])
After loading some data; check if the loaded data makes sense.
fn purge_memory_if_needed(&mut self, store_hub: &mut StoreHub)
sourcefn reset_viewer(&mut self, store_hub: &mut StoreHub, egui_ctx: &Context)
fn reset_viewer(&mut self, store_hub: &mut StoreHub, egui_ctx: &Context)
Reset the viewer to how it looked the first time you ran it.
pub fn recording_db(&self) -> Option<&EntityDb>
fn handle_dropping_files( egui_ctx: &Context, store_ctx: Option<&StoreContext<'_>>, command_sender: &CommandSender, )
fn should_fade_in_welcome_screen(&self) -> bool
sourcefn welcome_screen_opacity(&self, egui_ctx: &Context) -> f32
fn welcome_screen_opacity(&self, egui_ctx: &Context) -> f32
Handle fading in the welcome screen, if we should.
pub(crate) fn toggle_fullscreen(&self)
fn process_screenshot_result( &mut self, image: &Arc<ColorImage>, user_data: &UserData, )
Trait Implementations§
source§impl App for App
impl App for App
source§fn clear_color(&self, _visuals: &Visuals) -> [f32; 4]
fn clear_color(&self, _visuals: &Visuals) -> [f32; 4]
gl.clearColor
. Read moresource§fn save(&mut self, storage: &mut dyn Storage)
fn save(&mut self, storage: &mut dyn Storage)
source§fn update(&mut self, egui_ctx: &Context, frame: &mut Frame)
fn update(&mut self, egui_ctx: &Context, frame: &mut Frame)
§fn auto_save_interval(&self) -> Duration
fn auto_save_interval(&self) -> Duration
Self::save
]§fn persist_egui_memory(&self) -> bool
fn persist_egui_memory(&self) -> bool
§fn raw_input_hook(&mut self, _ctx: &Context, _raw_input: &mut RawInput)
fn raw_input_hook(&mut self, _ctx: &Context, _raw_input: &mut RawInput)
Self::update
]. Read moreAuto Trait Implementations§
impl !Freeze for App
impl !RefUnwindSafe for App
impl !Send for App
impl !Sync for App
impl Unpin for App
impl !UnwindSafe for App
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