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#egui and eframe 0.20.0 released!

AccessKit support, prettier text, overlapping widget, and much more!

Try it at egui.rs

This is a BIG release, so let me list some highlights (1/n)

#rustlang #wasm #gamedev
Matt Campbell added support for AccessKit to egui and eframe. This vastly improves the accessibility of eframe apps on Windows and Mac! Read more about AccessKit: github.com/AccessKit/acce…
A lot of the recent egui development have been driven by our work at Rerun.io, including vastly improved Tables (found in egui_extras)
Read 13 tweets
A subtle tip for people integrating #egui with a game engine:

egui provides wants_pointer_input(), which tells you if the mouse is over a UI element. If so, the rest of the game should not receive mouse input. Same with wants_keyboard_input().

(1/4)

#rustlang #gamedev
egui doesn't know if it wants input until *after* you call end_frame(). So you should run your UI code at the beginning of the game loop, before the rest of your game receives events or does updates.

(2/4)

#rustlang #gamedev
In my case, I'm integrating egui with Tetra, whose game loop is:
- Poll and dispatch events
- Call update (maybe, depends on the timestep)
- Call draw

Here's how I integrate egui with those phases of the game loop:

(3/4)

#rustlang #gamedev
Read 4 tweets

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