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use egui::{Context, epaint::Primitive};
use wgpu::{Buffer, BufferDescriptor, BufferUsages, Device, Queue};
pub struct UiRenderer {
ctx: Context,
}
impl UiRenderer {
pub fn new(device: &Device) -> Self {
let index = device.create_buffer(&BufferDescriptor {
label: None,
size: 1,
usage: BufferUsages::INDEX | BufferUsages::COPY_DST,
mapped_at_creation: false,
});
let vertex = device.create_buffer(&BufferDescriptor {
label: None,
size: 1,
usage: BufferUsages::VERTEX | BufferUsages::COPY_DST,
mapped_at_creation: false,
});
Self {
ctx: Context::default(),
index,
vertex,
}
}
pub fn draw(&self, queue: &Queue) {
let raw_input = egui::RawInput::default();
let full_output = self.ctx.run(raw_input, |ctx| {
egui::CentralPanel::default().show(&ctx, |ui| {
ui.label("Hello world!");
if ui.button("Click me").clicked() {
// take some action here
}
});
});
// handle_platform_output(full_output.platform_output);
let clipped_primitives = self
.ctx
.tessellate(full_output.shapes, full_output.pixels_per_point);
for p in clipped_primitives {
match p.primitive {
Primitive::Mesh(mesh) => {}
_ => unreachable!(),
}
}
// paint(full_output.textures_delta, clipped_primitives);
}
}
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