egui-macroquad
egui-macroquad copied to clipboard
Fix miniquad scaling compatibility
It seems egui-macroquad is not currently compatible with the latest egui-miniquad after https://github.com/not-fl3/egui-miniquad/pull/40 was merged. ~~I'm basing this off of https://github.com/optozorax/egui-macroquad/pull/20 as that seems to be related to the original macroquad issue.~~
~~I'm not entirely sure if that is required, but the PR doesn't compile with miniquad after the fix.~~
This PR makes egui-macroquad work with latest egui-miniquad again, and based on my quick testing it seems UI scaling works with these changes.
~~Maybe a question for @buxx or @emilk, does the egui_mq_cfg still make sense after those changes?~~
~~I'm also not sure if mq::Context should be exposed up via egui_macroquad::ui(...), but since this causes existing code to fail to compile I thought it probably shouldn't? It's not a big change, but I don't know the reason why it was added in the first place, so it's hard for me to judge if it should be ignored at the level of egui-macroquad or passed up as a breaking change.~~
edit: Removed the egui_mq_cfg from #20 since it's not needed anymore
Hi! Thank you. Could you please add usage of the new feature to the demo? Also, I think I would merge this PR after new version of egui-miniquad will be released. Just not to forget about it.
@darthdeus Hello, about egui_mq_cfg : It seems required to permit access to Miniquad::EguiMq.egui_input to be able to change miniquad used pixels_per_point like in following (imagine this code in program using egui_macroquad) :
// Set egui scale
egui_macroquad::egui_mq_cfg(|equi_mq| {
equi_mq.egui_input().pixels_per_point = Some(2.0)
});
Hi! Thank you. Could you please add usage of the new feature to the demo? Also, I think I would merge this PR after new version of
egui-miniquadwill be released. Just not to forget about it.
Added a slider to the demo that adjusts UI scaling of egui.
@darthdeus Hello, about
egui_mq_cfg: It seems required to permit access toMiniquad::EguiMq.egui_inputto be able to change miniquad usedpixels_per_pointlike in following (imagine this code in program usingegui_macroquad) :// Set egui scale egui_macroquad::egui_mq_cfg(|equi_mq| { equi_mq.egui_input().pixels_per_point = Some(2.0) });
I don't think this is necessary, since you don't need to access egui_input() / egui::InputState, you can just set this on egui::Context via ctx.set_pixels_per_point(2.0)
I've addded an example of this to the demo where it doesn't use egui_mq_cfg but just the egui::Context passed in to egui_macroquad::ui(|ctx| { ... ctx.set_poixels_per_point(...); })
I don't think this is necessary, since you don't need to access
egui_input()/egui::InputState, you can just set this onegui::Contextviactx.set_pixels_per_point(2.0)I've addded an example of this to the demo where it doesn't use
egui_mq_cfgbut just theegui::Contextpassed in toegui_macroquad::ui(|ctx| { ... ctx.set_poixels_per_point(...); })
Okay thanks :) I will use this way to set pixels in my own program.
I'll be able to review this PR on the weekend, has a lot of work to do.