In-game developer menu for Piston and gfx-rs
[DEPRECATED]
A Menu instance can be intitialized to operate on some particular type, for example a "Settings" struct:
pub struct Settings { setting_a: bool, setting_b: f32, // ... etc } ... let mut menu = dev_menu::Menu<Settings>::new();
Menu items display in a vertical list, and the selection can be changed with the up and down arrow keys.
Items can be added to the menu with add_item. An ActionItem, when selected, executes a given closure when the spacebar or left or right arrow keys are hit. For example, it can be used to toggle a boolean setting as follows:
menu.add_item(dev_menu::MenuItem::action_item( "Toggle Setting A", // Label for the item Box::new(|ref mut settings| { settings.setting_a = !settings.setting_a; }) // Closure to execute ));
A SliderItem, when selected, can be used to increment or decrement a particular value while the right or left arrow keys are held down, using a pair of accessor closures to get or set the value within the settings object. It will also display the current value to the right of the label. For example:
menu.add_item(dev_menu::MenuItem::slider_item( "Setting B = ", // Label for the item. Value will show to the right [-5.0, 5.0], // Valid range for the value 0.01, // Value to increment / decrement by on each update, while key is held down Box::new(|ref settings| { settings.setting_b }), // Closure for retrieving value Box::new(|ref mut settings, value| { settings.setting_b = value }), // Closure for setting value ));
To update and render the menu, using the Piston event loop:
for e in window.events() { // Send event to menu, with the settings object that should be accessed and/or modified menu.event(&e, &mut settings); ... e.render(|args| { ... // Draw the menu with gfx_debug_draw::DebugRenderer menu.draw(&settings, &mut debug_renderer); ... } }