This document describes how the crates that make up egui are all connected.
Also see CONTRIBUTING.md
for what to do before opening a PR.
The crates in this repository are: egui, emath, epaint, egui, epi, egui_web, egui_glium, egui_demo_lib, egui_demo_app
.
Example code: if ui.button("Click me").clicked() { … }
This is the crate where the bulk of the code is at. egui
depends only on emath
and epaint
.
Examples: Vec2, Pos2, Rect, lerp, remap
2d shapes and text that can be turned into textured triangles.
Example: Shape::Circle { center, radius, fill, stroke }
Depends on emath
, ab_glyph
, atomic_refcell
, ahash
.
Depends only on egui
.
Adds a thin application level wrapper around egui
for hosting an egui
app inside of eframe
.
Puts an egui app inside the web browser by compiling to WASM and binding to the web browser with js-sys
and wasm-bindgen
. Paints the triangles that egui outputs using WebGL.
Puts an egui app inside a native window on your laptop. Paints the triangles that egui outputs using glium.
A wrapper around egui_web
+ egui_glium
, so you can compile the same app for either web or native.
The demo that you can see at https://emilk.github.io/egui/index.html is using eframe
to host the egui
. The demo code is found in:
Depends on egui
+ epi
.
This contains a bunch of uses of egui
and looks like the ui code you would write for an egui
app.
Thin wrapper around egui_demo_lib
so we can compile it to a web site or a native app executable.
Depends on egui_demo_lib
+ eframe
.
There are also many great integrations for game engines such as bevy
and miniquad
which you can find at https://github.com/emilk/egui#integrations.