Struct re_viewer_context::viewer_context::ViewerContext

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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.

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§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.

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impl ViewerContext<'_>

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pub fn save_blueprint_archetype( &self, entity_path: &EntityPath, components: &dyn AsComponents )

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pub fn save_blueprint_component( &self, entity_path: &EntityPath, component_batch: &dyn ComponentBatch )

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pub fn save_blueprint_array( &self, entity_path: &EntityPath, component_name: ComponentName, array: Box<dyn ArrowArray> )

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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.

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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.

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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.

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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.

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impl<'a> ViewerContext<'a>

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pub fn save_file_dialog(&self, file_name: String, title: String, data: Vec<u8>)

Save some bytes to disk, after first showing a save dialog.

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impl ViewerContext<'_>

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impl<'a> ViewerContext<'a>

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pub fn recording(&self) -> &EntityDb

The active recording.

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pub fn blueprint_db(&self) -> &EntityDb

The active blueprint.

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pub fn recording_engine(&self) -> StorageEngineReadGuard<'_>

The StorageEngine for the active recording.

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pub fn blueprint_engine(&self) -> StorageEngineReadGuard<'_>

The StorageEngine for the active blueprint.

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pub fn recording_id(&self) -> StoreId

The StoreId of the active recording.

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pub fn selection(&self) -> &ItemCollection

Returns the current selection.

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pub fn hovered(&self) -> &ItemCollection

Returns the currently hovered objects.

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pub fn selection_state(&self) -> &ApplicationSelectionState

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pub fn current_query(&self) -> LatestAtQuery

The current time query, based on the current time control.

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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.

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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§

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impl<'a> Freeze for ViewerContext<'a>

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impl<'a> !RefUnwindSafe for ViewerContext<'a>

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impl<'a> Send for ViewerContext<'a>

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impl<'a> Sync for ViewerContext<'a>

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impl<'a> Unpin for ViewerContext<'a>

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impl<'a> !UnwindSafe for ViewerContext<'a>

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