Struct re_viewer_context::ViewerContext
source · pub struct ViewerContext<'a> {Show 17 fields
pub app_options: &'a AppOptions,
pub cache: &'a Caches,
pub reflection: &'a Reflection,
pub component_ui_registry: &'a ComponentUiRegistry,
pub space_view_class_registry: &'a SpaceViewClassRegistry,
pub store_context: &'a StoreContext<'a>,
pub applicable_entities_per_visualizer: &'a PerVisualizer<ApplicableEntities>,
pub indicated_entities_per_visualizer: &'a PerVisualizer<IndicatedEntities>,
pub query_results: &'a HashMap<SpaceViewId, DataQueryResult>,
pub rec_cfg: &'a RecordingConfig,
pub blueprint_cfg: &'a RecordingConfig,
pub selection_state: &'a ApplicationSelectionState,
pub blueprint_query: &'a LatestAtQuery,
pub egui_ctx: &'a Context,
pub render_ctx: Option<&'a RenderContext>,
pub command_sender: &'a CommandSender,
pub focused_item: &'a Option<Item>,
}
Expand description
Common things needed by many parts of the viewer.
Fields§
§app_options: &'a AppOptions
Global options for the whole viewer.
cache: &'a Caches
Things that need caching and are shared across the whole viewer.
Use this only for things that you expected be shared across different panels and/or space views.
reflection: &'a Reflection
Runtime info about components and archetypes.
The component placeholder values for components are to be used when crate::ComponentFallbackProvider::try_provide_fallback
is not able to provide a value.
⚠️ In almost all cases you should not use this directly, but instead use the currently best fitting
crate::ComponentFallbackProvider
and call crate::ComponentFallbackProvider::fallback_for
instead.
component_ui_registry: &'a ComponentUiRegistry
How to display components.
space_view_class_registry: &'a SpaceViewClassRegistry
Registry of all known classes of space views.
store_context: &'a StoreContext<'a>
The current view of the store
applicable_entities_per_visualizer: &'a PerVisualizer<ApplicableEntities>
Mapping from class and system to entities for the store
TODO(andreas): This should have a generation id, allowing to update heuristics(?)/visualizable entities etc.
indicated_entities_per_visualizer: &'a PerVisualizer<IndicatedEntities>
For each visualizer, the set of entities that have at least one matching indicator component.
TODO(andreas): Should we always do the intersection with applicable_entities_per_visualizer
or are we ever interested in a non-applicable but indicator-matching entity?
query_results: &'a HashMap<SpaceViewId, DataQueryResult>
All the query results for this frame.
rec_cfg: &'a RecordingConfig
UI config for the current recording (found in EntityDb
).
blueprint_cfg: &'a RecordingConfig
UI config for the current blueprint.
selection_state: &'a ApplicationSelectionState
Selection & hovering state.
blueprint_query: &'a LatestAtQuery
The blueprint query used for resolving blueprint in this frame
egui_ctx: &'a Context
The [egui::Context
].
render_ctx: Option<&'a RenderContext>
The global re_renderer
context, holds on to all GPU resources.
command_sender: &'a CommandSender
Interface for sending commands back to the app
focused_item: &'a Option<Item>
Item that got focused on the last frame if any.
The focused item is cleared every frame, but views may react with side-effects that last several frames.
Implementations§
source§impl ViewerContext<'_>
impl ViewerContext<'_>
pub fn save_blueprint_archetype( &self, entity_path: &EntityPath, components: &dyn AsComponents )
pub fn save_blueprint_component( &self, entity_path: &EntityPath, component_batch: &dyn ComponentBatch )
pub fn save_blueprint_array( &self, entity_path: &EntityPath, component_name: ComponentName, array: Box<dyn ArrowArray> )
sourcepub fn save_empty_blueprint_component<'a, C>(&self, entity_path: &EntityPath)where
C: Component + 'a,
pub fn save_empty_blueprint_component<'a, C>(&self, entity_path: &EntityPath)where
C: Component + 'a,
Helper to save a component to the blueprint store.
sourcepub fn raw_latest_at_in_default_blueprint(
&self,
entity_path: &EntityPath,
component_name: ComponentName
) -> Option<Box<dyn ArrowArray>>
pub fn raw_latest_at_in_default_blueprint( &self, entity_path: &EntityPath, component_name: ComponentName ) -> Option<Box<dyn ArrowArray>>
Queries a raw component from the default blueprint.
sourcepub fn reset_blueprint_component_by_name(
&self,
entity_path: &EntityPath,
component_name: ComponentName
)
pub fn reset_blueprint_component_by_name( &self, entity_path: &EntityPath, component_name: ComponentName )
Resets a blueprint component to the value it had in the default blueprint.
sourcepub fn clear_blueprint_component_by_name(
&self,
entity_path: &EntityPath,
component_name: ComponentName
)
pub fn clear_blueprint_component_by_name( &self, entity_path: &EntityPath, component_name: ComponentName )
Clears a component in the blueprint store by logging an empty array if it exists.
source§impl<'a> ViewerContext<'a>
impl<'a> ViewerContext<'a>
source§impl ViewerContext<'_>
impl ViewerContext<'_>
pub fn lookup_query_result(&self, id: SpaceViewId) -> &DataQueryResult
source§impl<'a> ViewerContext<'a>
impl<'a> ViewerContext<'a>
sourcepub fn blueprint_db(&self) -> &EntityDb
pub fn blueprint_db(&self) -> &EntityDb
The active blueprint.
sourcepub fn recording_engine(&self) -> StorageEngineReadGuard<'_>
pub fn recording_engine(&self) -> StorageEngineReadGuard<'_>
The StorageEngine
for the active recording.
sourcepub fn blueprint_engine(&self) -> StorageEngineReadGuard<'_>
pub fn blueprint_engine(&self) -> StorageEngineReadGuard<'_>
The StorageEngine
for the active blueprint.
sourcepub fn recording_id(&self) -> StoreId
pub fn recording_id(&self) -> StoreId
The StoreId
of the active recording.
sourcepub fn selection(&self) -> &ItemCollection
pub fn selection(&self) -> &ItemCollection
Returns the current selection.
sourcepub fn hovered(&self) -> &ItemCollection
pub fn hovered(&self) -> &ItemCollection
Returns the currently hovered objects.
pub fn selection_state(&self) -> &ApplicationSelectionState
sourcepub fn current_query(&self) -> LatestAtQuery
pub fn current_query(&self) -> LatestAtQuery
The current time query, based on the current time control.
sourcepub fn select_hovered_on_click(
&self,
response: &Response,
selection: impl Into<ItemCollection>
)
pub fn select_hovered_on_click( &self, response: &Response, selection: impl Into<ItemCollection> )
Set hover/select/focus for a given selection based on an egui response.
sourcepub fn placeholder_for(&self, component: ComponentName) -> Box<dyn ArrowArray>
pub fn placeholder_for(&self, component: ComponentName) -> Box<dyn ArrowArray>
Returns a placeholder value for a given component, solely identified by its name.
A placeholder is an array of the component type with a single element which takes on some default value.
It can be set as part of the reflection information, see re_types_core::reflection::ComponentReflection::custom_placeholder
.
Note that automatically generated placeholders ignore any extension types.
This requires the component name to be known by either datastore or blueprint store and will return a placeholder for a nulltype otherwise, logging an error. The rationale is that to get into this situation, we need to know of a component name for which we don’t have a datatype, meaning that we can’t make any statement about what data this component should represent.
Auto Trait Implementations§
impl<'a> Freeze for ViewerContext<'a>
impl<'a> !RefUnwindSafe for ViewerContext<'a>
impl<'a> Send for ViewerContext<'a>
impl<'a> Sync for ViewerContext<'a>
impl<'a> Unpin for ViewerContext<'a>
impl<'a> !UnwindSafe for ViewerContext<'a>
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