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use std::collections::BTreeMap;
use re_chunk::{ArrowArray, RowId, UnitChunkShared};
use re_chunk_store::LatestAtQuery;
use re_entity_db::{EntityDb, EntityPath};
use re_log::ResultExt;
use re_log_types::Instance;
use re_types::{
external::arrow2::{self},
ComponentName,
};
use re_ui::UiExt as _;
use crate::{ComponentFallbackProvider, MaybeMutRef, QueryContext, ViewerContext};
/// Specifies the context in which the UI is used and the constraints it should follow.
#[derive(Clone, Copy, Debug, PartialEq, Eq)]
pub enum UiLayout {
/// Display a short summary. Used in lists.
///
/// Keep it small enough to fit on half a row (i.e. the second column of a
/// [`re_ui::list_item::ListItem`] with [`re_ui::list_item::PropertyContent`]. Text should
/// truncate.
List,
/// Display as much information as possible in a compact way. Used for hovering/tooltips.
///
/// Keep it under a half-dozen lines. Text may wrap. Avoid interactive UI. When using a table,
/// use the `re_data_ui::table_for_ui_layout` function.
Tooltip,
/// Display everything as wide as available but limit height. Used in the selection panel when
/// multiple items are selected.
///
/// When displaying lists, wrap them in a height-limited [`egui::ScrollArea`]. When using a
/// table, use the `re_data_ui::table_for_ui_layout` function.
SelectionPanelLimitHeight,
/// Display everything as wide as available, without height restriction. Used in the selection
/// panel when a single item is selected.
///
/// The UI will be wrapped in a [`egui::ScrollArea`], so data should be fully displayed with no
/// restriction. When using a table, use the `re_data_ui::table_for_ui_layout` function.
SelectionPanelFull,
}
impl UiLayout {
/// Should the UI fit on one line?
#[inline]
pub fn is_single_line(&self) -> bool {
match self {
Self::List => true,
Self::Tooltip | Self::SelectionPanelLimitHeight | Self::SelectionPanelFull => false,
}
}
/// Do we have a lot of vertical space?
#[inline]
pub fn is_selection_panel(self) -> bool {
match self {
Self::List | Self::Tooltip => false,
Self::SelectionPanelLimitHeight | Self::SelectionPanelFull => true,
}
}
/// Build an egui table and configure it for the given UI layout.
///
/// Note that the caller is responsible for strictly limiting the number of displayed rows for
/// [`Self::List`] and [`Self::Tooltip`], as the table will not scroll.
pub fn table(self, ui: &mut egui::Ui) -> egui_extras::TableBuilder<'_> {
let table = egui_extras::TableBuilder::new(ui);
match self {
Self::List | Self::Tooltip => {
// Be as small as possible in the hover tooltips. No scrolling related configuration, as
// the content itself must be limited (scrolling is not possible in tooltips).
table.auto_shrink([true, true])
}
Self::SelectionPanelLimitHeight => {
// Don't take too much vertical space to leave room for other selected items.
table
.auto_shrink([false, true])
.vscroll(true)
.max_scroll_height(100.0)
}
Self::SelectionPanelFull => {
// We're alone in the selection panel. Let the outer ScrollArea do the work.
table.auto_shrink([false, true]).vscroll(false)
}
}
}
/// Show a label while respecting the given UI layout.
///
/// Important: for label only, data should use [`UiLayout::data_label`] instead.
// TODO(#6315): must be merged with `Self::data_label` and have an improved API
pub fn label(self, ui: &mut egui::Ui, text: impl Into<egui::WidgetText>) -> egui::Response {
let mut label = egui::Label::new(text);
// Respect set wrap_mode if already set
if ui.style().wrap_mode.is_none() {
match self {
Self::List => {
if ui.is_sizing_pass() {
// grow parent if needed - that's the point of a sizing pass
label = label.extend();
} else {
label = label.truncate();
}
}
Self::Tooltip | Self::SelectionPanelLimitHeight | Self::SelectionPanelFull => {
label = label.wrap();
}
}
}
ui.add(label)
}
/// Show data while respecting the given UI layout.
///
/// Import: for data only, labels should use [`UiLayout::data_label`] instead.
// TODO(#6315): must be merged with `Self::label` and have an improved API
pub fn data_label(self, ui: &mut egui::Ui, string: impl AsRef<str>) -> egui::Response {
self.data_label_impl(ui, string.as_ref())
}
fn data_label_impl(self, ui: &mut egui::Ui, string: &str) -> egui::Response {
let font_id = egui::TextStyle::Monospace.resolve(ui.style());
let color = ui.visuals().text_color();
let wrap_width = ui.available_width();
let mut layout_job =
egui::text::LayoutJob::simple(string.to_owned(), font_id, color, wrap_width);
let mut needs_scroll_area = false;
match self {
Self::List => {
layout_job.wrap.max_rows = 1; // We must fit on one line
if ui.is_sizing_pass() {
// grow parent if needed - that's the point of a sizing pass
layout_job.wrap.max_width = f32::INFINITY;
} else {
// Truncate
layout_job.wrap.break_anywhere = true;
}
}
Self::Tooltip => {
layout_job.wrap.max_rows = 3;
}
Self::SelectionPanelLimitHeight => {
let num_newlines = string.chars().filter(|&c| c == '\n').count();
needs_scroll_area = 10 < num_newlines || 300 < string.len();
}
Self::SelectionPanelFull => {
needs_scroll_area = false;
}
}
let galley = ui.fonts(|f| f.layout_job(layout_job)); // We control the text layout; not the label
if needs_scroll_area {
egui::ScrollArea::vertical()
.show(ui, |ui| ui.label(galley))
.inner
} else {
ui.label(galley)
}
}
}
bitflags::bitflags! {
/// Specifies which UI callbacks are available for a component.
#[derive(PartialEq, Eq, Debug, Copy, Clone)]
pub struct ComponentUiTypes: u8 {
/// Display the component in a read-only way.
const DisplayUi = 0b0000001;
/// Edit the component in a single [`re_ui::list_item::ListItem`] line.
const SingleLineEditor = 0b0000010;
/// Edit the component over multiple [`re_ui::list_item::ListItem`]s.
const MultiLineEditor = 0b0000100;
}
}
type LegacyDisplayComponentUiCallback = Box<
dyn Fn(
&ViewerContext<'_>,
&mut egui::Ui,
UiLayout,
&LatestAtQuery,
&EntityDb,
&EntityPath,
Option<RowId>,
&dyn arrow2::array::Array,
) + Send
+ Sync,
>;
enum EditOrView {
/// Allow the user to view and mutate the value
Edit,
/// No mutation allowed
View,
}
/// Callback for viewing, and maybe editing, a component via UI.
///
/// Draws a UI showing the current value and allows the user to edit it.
/// If any edit was made, should return `Some` with the updated value.
/// If no edit was made, should return `None`.
type UntypedComponentEditOrViewCallback = Box<
dyn Fn(
&ViewerContext<'_>,
&mut egui::Ui,
&dyn arrow2::array::Array,
EditOrView,
) -> Option<Box<dyn arrow2::array::Array>>
+ Send
+ Sync,
>;
/// How to display components in a Ui.
pub struct ComponentUiRegistry {
/// Ui method to use if there was no specific one registered for a component.
fallback_ui: LegacyDisplayComponentUiCallback,
/// Older component uis - TODO(#6661): we're in the process of removing these.
///
/// The main issue with these is that they take a lot of parameters:
/// Not only does it make them more verbose to implement,
/// it also makes them on overly flexible (they know a lot about the context of a component)
/// on one hand and too inflexible on the other - these additional parameters are not always be meaningful in all contexts.
/// -> They are unsuitable for interacting with blueprint overrides & defaults,
/// as there are several entity paths associated with single component
/// (the blueprint entity path where the component is stored and the entity path in the store that they apply to).
///
/// Other issues:
/// * duality of edit & view:
/// In this old system we didn't take into account that most types should also be editable in the UI.
/// This makes implementations of view & edit overly asymmetric when instead they are often rather similar.
/// * unawareness of `ListItem` context:
/// We often want to display components as list items and in the older callbacks we don't know whether we're in a list item or not.
legacy_display_component_uis: BTreeMap<ComponentName, LegacyDisplayComponentUiCallback>,
/// Implements viewing and probably editing
component_singleline_edit_or_view: BTreeMap<ComponentName, UntypedComponentEditOrViewCallback>,
/// Implements viewing and probably editing
component_multiline_edit_or_view: BTreeMap<ComponentName, UntypedComponentEditOrViewCallback>,
}
impl ComponentUiRegistry {
pub fn new(fallback_ui: LegacyDisplayComponentUiCallback) -> Self {
Self {
fallback_ui,
legacy_display_component_uis: Default::default(),
component_singleline_edit_or_view: Default::default(),
component_multiline_edit_or_view: Default::default(),
}
}
/// Registers how to show a given component in the UI.
///
/// If the component has already a display UI registered, the new callback replaces the old one.
pub fn add_legacy_display_ui(
&mut self,
name: ComponentName,
callback: LegacyDisplayComponentUiCallback,
) {
self.legacy_display_component_uis.insert(name, callback);
}
/// Registers how to view, and maybe edit, a given component in the UI in a single list item line.
///
/// If the component already has a singleline editor registered, the new callback replaces the old one.
///
/// Typed editors do not handle absence of a value as well as lists of values and will be skipped in these cases.
/// (This means that there must always be at least a fallback value available.)
///
/// The value is only updated if the editor callback returns a `egui::Response::changed`.
/// On the flip side, this means that even if the data has not changed it may be written back to the store.
/// This can be relevant for transitioning from a fallback or default value to a custom value even if they are equal.
///
/// Design principles for writing editors:
/// * This is the value column function for a [`re_ui::list_item::PropertyContent`], behave accordingly!
/// * Unless you introduce hierarchy yourself, use [`re_ui::list_item::ListItem::show_flat`].
/// * Don't show a tooltip, this is solved at a higher level.
/// * Try not to assume context of the component beyond its inherent semantics
/// (e.g. if you get a `Color` you can't assume whether it's a background color or a point color)
/// * The returned [`egui::Response`] should be for the widget that has the tooltip, not any pop-up content.
/// * Make sure that changes are propagated via [`egui::Response::mark_changed`] if necessary.
pub fn add_singleline_edit_or_view<C: re_types::Component>(
&mut self,
callback: impl Fn(&ViewerContext<'_>, &mut egui::Ui, &mut MaybeMutRef<'_, C>) -> egui::Response
+ Send
+ Sync
+ 'static,
) {
let multiline = false;
self.add_editor_ui(multiline, callback);
}
/// Registers how to view, and maybe edit, a given component in the UI with multiple list items.
///
/// If the component already has a singleline editor registered, the new callback replaces the old one.
///
/// Typed editors do not handle absence of a value as well as lists of values and will be skipped in these cases.
/// (This means that there must always be at least a fallback value available.)
///
/// The value is only updated if the editor callback returns a `egui::Response::changed`.
/// On the flip side, this means that even if the data has not changed it may be written back to the store.
/// This can be relevant for transitioning from a fallback or default value to a custom value even if they are equal.
///
/// Design principles for writing editors:
/// * This is the content function for hierarchical [`re_ui::list_item::ListItem`], behave accordingly!
/// * Try not to assume context of the component beyond its inherent semantics
/// (e.g. if you get a `Color` you can't assume whether it's a background color or a point color)
/// * The returned [`egui::Response`] should be for the widget that has the tooltip, not any pop-up content.
/// * Make sure that changes are propagated via [`egui::Response::mark_changed`] if necessary.
pub fn add_multiline_edit_or_view<C: re_types::Component>(
&mut self,
callback: impl Fn(&ViewerContext<'_>, &mut egui::Ui, &mut MaybeMutRef<'_, C>) -> egui::Response
+ Send
+ Sync
+ 'static,
) {
let multiline = true;
self.add_editor_ui(multiline, callback);
}
fn add_editor_ui<C: re_types::Component>(
&mut self,
multiline: bool,
callback: impl Fn(&ViewerContext<'_>, &mut egui::Ui, &mut MaybeMutRef<'_, C>) -> egui::Response
+ Send
+ Sync
+ 'static,
) {
let untyped_callback: UntypedComponentEditOrViewCallback =
Box::new(move |ui, ui_layout, value, edit_or_view| {
try_deserialize(value).and_then(|mut deserialized_value| match edit_or_view {
EditOrView::View => {
callback(ui, ui_layout, &mut MaybeMutRef::Ref(&deserialized_value));
None
}
EditOrView::Edit => {
let response = callback(
ui,
ui_layout,
&mut MaybeMutRef::MutRef(&mut deserialized_value),
);
if response.changed() {
use re_types::LoggableBatch as _;
deserialized_value.to_arrow().ok_or_log_error_once()
} else {
None
}
}
})
});
if multiline {
&mut self.component_multiline_edit_or_view
} else {
&mut self.component_singleline_edit_or_view
}
.insert(C::name(), untyped_callback);
}
/// Queries which UI types are registered for a component.
///
/// Note that there's always a fallback display UI.
pub fn registered_ui_types(&self, name: ComponentName) -> ComponentUiTypes {
let mut types = ComponentUiTypes::empty();
if self.legacy_display_component_uis.contains_key(&name) {
types |= ComponentUiTypes::DisplayUi;
}
if self.component_singleline_edit_or_view.contains_key(&name) {
types |= ComponentUiTypes::DisplayUi | ComponentUiTypes::SingleLineEditor;
}
if self.component_multiline_edit_or_view.contains_key(&name) {
types |= ComponentUiTypes::DisplayUi | ComponentUiTypes::MultiLineEditor;
}
types
}
/// Show a UI for a component instance.
///
/// Has a fallback to show an info text if the instance is not specific,
/// but in these cases `LatestAtComponentResults::data_ui` should be used instead!
#[allow(clippy::too_many_arguments)]
pub fn ui(
&self,
ctx: &ViewerContext<'_>,
ui: &mut egui::Ui,
ui_layout: UiLayout,
query: &LatestAtQuery,
db: &EntityDb,
entity_path: &EntityPath,
component_name: ComponentName,
unit: &UnitChunkShared,
instance: &Instance,
) {
// Don't use component.raw_instance here since we want to handle the case where there's several
// elements differently.
// Also, it allows us to slice the array without cloning any elements.
let Some(array) = unit.component_batch_raw(&component_name) else {
re_log::error_once!("Couldn't get {component_name}: missing");
ui.error_with_details_on_hover(&format!("Couldn't get {component_name}: missing"));
return;
};
// Component UI can only show a single instance.
if array.len() == 0 || (instance.is_all() && array.len() > 1) {
none_or_many_values_ui(ui, array.len());
return;
}
let index = if instance.is_all() {
// Per above check, there's a single instance, show it.
0
} else {
instance.get() as usize
};
// Enforce clamp-to-border semantics.
// TODO(andreas): Is that always what we want?
let index = index.clamp(0, array.len().saturating_sub(1));
let component_raw = array.sliced(index, 1);
self.ui_raw(
ctx,
ui,
ui_layout,
query,
db,
entity_path,
component_name,
unit.row_id(),
component_raw.as_ref(),
);
}
/// Show a UI for a single raw component.
#[allow(clippy::too_many_arguments)]
pub fn ui_raw(
&self,
ctx: &ViewerContext<'_>,
ui: &mut egui::Ui,
ui_layout: UiLayout,
query: &LatestAtQuery,
db: &EntityDb,
entity_path: &EntityPath,
component_name: ComponentName,
row_id: Option<RowId>,
component_raw: &dyn arrow2::array::Array,
) {
re_tracing::profile_function!(component_name.full_name());
if component_raw.len() != 1 {
none_or_many_values_ui(ui, component_raw.len());
return;
}
// Prefer the versatile UI callback if there is one.
if let Some(ui_callback) = self.legacy_display_component_uis.get(&component_name) {
(*ui_callback)(
ctx,
ui,
ui_layout,
query,
db,
entity_path,
row_id,
component_raw,
);
return;
}
// Fallback to the more specialized UI callbacks.
let edit_or_view_ui = if ui_layout == UiLayout::SelectionPanelFull {
self.component_multiline_edit_or_view
.get(&component_name)
.or_else(|| self.component_singleline_edit_or_view.get(&component_name))
} else {
self.component_singleline_edit_or_view.get(&component_name)
};
if let Some(edit_or_view_ui) = edit_or_view_ui {
// Use it in view mode (no mutation).
(*edit_or_view_ui)(ctx, ui, component_raw, EditOrView::View);
return;
}
(*self.fallback_ui)(
ctx,
ui,
ui_layout,
query,
db,
entity_path,
row_id,
component_raw,
);
}
/// Show a multi-line editor for this instance of this component.
///
/// Changes will be written to the blueprint store at the given override path.
/// Any change is expected to be effective next frame and passed in via the `component_query_result` parameter.
/// (Otherwise, this method is agnostic to where the component data is stored.)
#[allow(clippy::too_many_arguments)]
pub fn multiline_edit_ui(
&self,
ctx: &QueryContext<'_>,
ui: &mut egui::Ui,
origin_db: &EntityDb,
blueprint_write_path: &EntityPath,
component_name: ComponentName,
row_id: Option<RowId>,
component_array: Option<&dyn ArrowArray>,
fallback_provider: &dyn ComponentFallbackProvider,
) {
let multiline = true;
self.edit_ui(
ctx,
ui,
origin_db,
blueprint_write_path,
component_name,
row_id,
component_array,
fallback_provider,
multiline,
);
}
/// Show a single-line editor for this instance of this component.
///
/// Changes will be written to the blueprint store at the given override path.
/// Any change is expected to be effective next frame and passed in via the `component_query_result` parameter.
/// (Otherwise, this method is agnostic to where the component data is stored.)
#[allow(clippy::too_many_arguments)]
pub fn singleline_edit_ui(
&self,
ctx: &QueryContext<'_>,
ui: &mut egui::Ui,
origin_db: &EntityDb,
blueprint_write_path: &EntityPath,
component_name: ComponentName,
row_id: Option<RowId>,
component_query_result: Option<&dyn ArrowArray>,
fallback_provider: &dyn ComponentFallbackProvider,
) {
let multiline = false;
self.edit_ui(
ctx,
ui,
origin_db,
blueprint_write_path,
component_name,
row_id,
component_query_result,
fallback_provider,
multiline,
);
}
#[allow(clippy::too_many_arguments)]
fn edit_ui(
&self,
ctx: &QueryContext<'_>,
ui: &mut egui::Ui,
origin_db: &EntityDb,
blueprint_write_path: &EntityPath,
component_name: ComponentName,
row_id: Option<RowId>,
component_array: Option<&dyn ArrowArray>,
fallback_provider: &dyn ComponentFallbackProvider,
allow_multiline: bool,
) {
re_tracing::profile_function!(component_name.full_name());
// Use a fallback if there's either no component data at all or the component array is empty.
let component_raw = if let Some(component_raw) =
component_array.and_then(|array| (!array.is_empty()).then(|| array.to_boxed()))
{
component_raw
} else {
fallback_provider.fallback_for(ctx, component_name)
};
self.edit_ui_raw(
ctx,
ui,
origin_db,
blueprint_write_path,
component_name,
row_id,
component_raw.as_ref(),
allow_multiline,
);
}
#[allow(clippy::too_many_arguments)]
pub fn edit_ui_raw(
&self,
ctx: &QueryContext<'_>,
ui: &mut egui::Ui,
origin_db: &EntityDb,
blueprint_write_path: &EntityPath,
component_name: ComponentName,
row_id: Option<RowId>,
component_raw: &dyn arrow2::array::Array,
allow_multiline: bool,
) {
if !self.try_show_edit_ui(
ctx.viewer_ctx,
ui,
component_raw.as_ref(),
blueprint_write_path,
component_name,
allow_multiline,
) {
// Even if we can't edit the component, it's still helpful to show what the value is.
self.ui_raw(
ctx.viewer_ctx,
ui,
UiLayout::List,
ctx.query,
origin_db,
ctx.target_entity_path,
component_name,
row_id,
component_raw,
);
}
}
/// Tries to show a UI for editing a component.
///
/// Returns `true` if the passed component is a single value and has a registered
/// editor for multiline or singleline editing respectively.
pub fn try_show_edit_ui(
&self,
ctx: &ViewerContext<'_>,
ui: &mut egui::Ui,
raw_current_value: &dyn arrow2::array::Array,
blueprint_write_path: &EntityPath,
component_name: ComponentName,
allow_multiline: bool,
) -> bool {
re_tracing::profile_function!(component_name.full_name());
if raw_current_value.len() != 1 {
return false;
}
let edit_or_view = if allow_multiline {
self.component_multiline_edit_or_view
.get(&component_name)
.or_else(|| self.component_singleline_edit_or_view.get(&component_name))
} else {
self.component_singleline_edit_or_view.get(&component_name)
};
if let Some(edit_or_view) = edit_or_view {
if let Some(updated) = (*edit_or_view)(ctx, ui, raw_current_value, EditOrView::Edit) {
ctx.save_blueprint_array(blueprint_write_path, component_name, updated);
}
return true;
}
false
}
}
fn try_deserialize<C: re_types::Component>(value: &dyn arrow2::array::Array) -> Option<C> {
let component_name = C::name();
let deserialized = C::from_arrow(value);
match deserialized {
Ok(values) => {
if values.len() > 1 {
// Whatever we did prior to calling this should have taken care if it!
re_log::error_once!(
"Can only edit a single value at a time, got {} values for editing {component_name}",
values.len()
);
}
if let Some(v) = values.into_iter().next() {
Some(v)
} else {
re_log::warn_once!(
"Editor UI for {component_name} needs a start value to operate on."
);
None
}
}
Err(err) => {
re_log::error_once!("Failed to deserialize component of type {component_name}: {err}",);
None
}
}
}
fn none_or_many_values_ui(ui: &mut egui::Ui, num_instances: usize) {
if num_instances == 0 {
ui.label("(empty)");
} else {
ui.label(format!("{} values", re_format::format_uint(num_instances)));
}
}