egui/egui
ilya sheprut 186362a4b8
Arbitrary data in `Memory` using `Any`, fix #255 (#257)
* init work

* implement deferred deserialization

* many improvements
* rename `DataElement` -> `AnyMapElement`
* make `data` in `Memory` as public field of type with public interface
* make interface more rich
* transform most unwraps to proper error handling
* make `AnyMap` store by `TypeId`, so now individual type can be counted and reset

* improve storing TypeId between different rust versions

* rewrite system widgets to use AnyMap

* refactor everything
* replace `serde_json` -> `ron`
* move `any_map` to module
* separate `AnyMap` into `AnyMapId` and `serializable::AnyMapId` in order to not require `serde` traits in methods
* add `AnyMap` and `serializable::AnyMap` that stores elements just by type, without `Id`
* write documentation
* change tooltips and color picker to use `Memory::data_temp`

* fix bugs and docs

* Apply suggestions from code review

Co-authored-by: Emil Ernerfeldt <emil.ernerfeldt@gmail.com>

* rename `AnyMap` → `TypeMap`

* rename `AnyMapId` → `AnyMap`, add generic <Key> to it

* rename files `id_map` → `any_map`

* move out usages from `serializable` mod

* rename `ToDeserialize` → `Serialized`

* fix bug with counting

* add tests, and...
* rename `reset` → `remove`
* add function `remove_by_type`
* format code

* improve code
* make identical interface for serialized and simple maps
* make serialized maps serialized fully, without features by moving this into `Memory` struct with `#[cfg(feature = "persistence")]` under fields
* move `serialized::TypeId` into `AnyMapElement` struct

* fix pipeline and add one more test

* update docs

Co-authored-by: Emil Ernerfeldt <emil.ernerfeldt@gmail.com>
2021-04-12 21:53:32 +02:00
..
src Arbitrary data in `Memory` using `Any`, fix #255 (#257) 2021-04-12 21:53:32 +02:00
Cargo.toml Arbitrary data in `Memory` using `Any`, fix #255 (#257) 2021-04-12 21:53:32 +02:00
README.md Rename Egui to egui 2021-01-17 14:48:59 +01:00

README.md

GUI implementation

This is the core library crate egui. It is fully platform independent without any backend. You give the egui library input each frame (mouse pos etc), and it outputs a triangle mesh for you to paint.