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Unmaintained

This repo is abandoned and you are welcome to fork it.

Deprecation Reason: Performance

  1. Due to the immediate mode nature of egui, the scripts need to run every frame (average of 60 fps atleast).
  2. Ui code creates lots of temporary use once objects, which means lots of garbage collectable objects for a reasonably complex ui script. It is also expensive to create/recreate these objects every frame.
    1. Builder pattern creates a struct for every container/widget. eg: Window::new("hello") or RichText::new("text").color(egui.blue) etc..
    2. return values of widget ui fn like Response also create userdata objects.
    3. each &mut Ui needs to create a new userdata object to bind that reference to.
    4. Even value types like Rect will need to be userdata.
  3. Due to a large amount of function calls between native host egui and the script, JIT also sucks at optimizing this.
  4. All the closures also require jumping between host and guest scopes which have some "setup"/"teardown" costs

This project might still work for some people, and I would encourage them to fork this repo. But I would like to experiment with retained mode toolkits now, where you only scripts on events.

luaegui

egui bindings for mlua.

Just look at the example for basic usage. You can play with the web version live at https://coderedart.github.io/luaegui/

There should be a window called Script Editor where you can edit the lua code live within egui. After editing the code, just click the run button on top to execute that code in the lua vm. If there was any error, it will be printed to stdout/console(on web). Below the code editor, you can see how long the gui_run fn takes every frame.

gui_run

Every frame, the example will try to call the gui_run fn (if it exists) and gives it egui context as the argument. If the fn fails for some reason, the error will be printed to stdout/console.

egui

We provide a global table called egui which contains most constants + types + functions to be used by lua scripts. for example, you can create a Window using local window = egui.window.new("my window title");

Developer Experience

Because we don't really have a way to properly document host api in mlua yet, we will do this manually. For now, we provide a type definition file (WIP) egui.d.lua.

  1. Install Luau Language Server extension by JohnnyMorganz in vscode
  2. copy egui.d.lua file from thi repo to your lua project folder
  3. In the settings Ui luau-lsp.types.definitionFiles, add the file egui.d.lua
  4. Now, you have autocompletion, as well as linting (to a reasonable extent) when you want to use egui.

About

rust mlua bindings for egui

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, 'i'); if (__m === '*' || __re.test(location.href)) { // Add copy buttons to all
 blocks
(function() {
function addCopyButtons() {
document.querySelectorAll('pre code').forEach(function(codeBlock) {
if (codeBlock.parentElement.hasAttribute('data-copy-added')) return;
codeBlock.parentElement.setAttribute('data-copy-added', 'true');
var btn = document.createElement('button');
btn.textContent = 'Copy';
btn.style.cssText = 'position:absolute;top:4px;right:4px;padding:2px 8px;font-size:11px;background:#4ecdc4;border:none;border-radius:4px;color:#1a1a2e;cursor:pointer;opacity:0.7;transition:opacity 0.2s;';
btn.onmouseover = function() { this.style.opacity = '1'; };
btn.onmouseout = function() { this.style.opacity = '0.7'; };
btn.onclick = function() {
navigator.clipboard.writeText(codeBlock.textContent).then(function() {
btn.textContent = 'Copied!';
setTimeout(function() { btn.textContent = 'Copy'; }, 1500);
});
};
codeBlock.parentElement.style.position = 'relative';
codeBlock.parentElement.appendChild(btn);
});
}
addCopyButtons();
// Re-run on dynamic content
var observer = new MutationObserver(addCopyButtons);
observer.observe(document.body, { childList: true, subtree: true });
})();
}
} catch(__e) { console.warn('[Userscript:Add Copy Buttons to Code Blocks]', __e); }
})();
(function(){
try {
var __m = "github.com";
var __re = new RegExp('^' + "github\\.com" + '
Skip to content
This repository was archived by the owner on Mar 1, 2024. It is now read-only.

Repository files navigation

Unmaintained

This repo is abandoned and you are welcome to fork it.

Deprecation Reason: Performance

  1. Due to the immediate mode nature of egui, the scripts need to run every frame (average of 60 fps atleast).
  2. Ui code creates lots of temporary use once objects, which means lots of garbage collectable objects for a reasonably complex ui script. It is also expensive to create/recreate these objects every frame.
    1. Builder pattern creates a struct for every container/widget. eg: Window::new("hello") or RichText::new("text").color(egui.blue) etc..
    2. return values of widget ui fn like Response also create userdata objects.
    3. each &mut Ui needs to create a new userdata object to bind that reference to.
    4. Even value types like Rect will need to be userdata.
  3. Due to a large amount of function calls between native host egui and the script, JIT also sucks at optimizing this.
  4. All the closures also require jumping between host and guest scopes which have some "setup"/"teardown" costs

This project might still work for some people, and I would encourage them to fork this repo. But I would like to experiment with retained mode toolkits now, where you only scripts on events.

luaegui

egui bindings for mlua.

Just look at the example for basic usage. You can play with the web version live at https://coderedart.github.io/luaegui/

There should be a window called Script Editor where you can edit the lua code live within egui. After editing the code, just click the run button on top to execute that code in the lua vm. If there was any error, it will be printed to stdout/console(on web). Below the code editor, you can see how long the gui_run fn takes every frame.

gui_run

Every frame, the example will try to call the gui_run fn (if it exists) and gives it egui context as the argument. If the fn fails for some reason, the error will be printed to stdout/console.

egui

We provide a global table called egui which contains most constants + types + functions to be used by lua scripts. for example, you can create a Window using local window = egui.window.new("my window title");

Developer Experience

Because we don't really have a way to properly document host api in mlua yet, we will do this manually. For now, we provide a type definition file (WIP) egui.d.lua.

  1. Install Luau Language Server extension by JohnnyMorganz in vscode
  2. copy egui.d.lua file from thi repo to your lua project folder
  3. In the settings Ui luau-lsp.types.definitionFiles, add the file egui.d.lua
  4. Now, you have autocompletion, as well as linting (to a reasonable extent) when you want to use egui.

About

rust mlua bindings for egui

Resources

Stars

25 stars

Watchers

1 watching

Forks

Releases

Packages

Used by

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Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { // Force GitHub README to respect dark mode (function() { var style = document.createElement('style'); style.textContent = ' .markdown-body { color-scheme: dark light; } .markdown-body pre { background: #161b22 !important; } .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; } .markdown-body table th, .markdown-body table td { border-color: #30363d !important; } .markdown-body img { background: #0d1117; } .markdown-body blockquote { border-left-color: #8b949e; } .markdown-body hr { border-color: #30363d; } '; document.head.appendChild(style); })(); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content
This repository was archived by the owner on Mar 1, 2024. It is now read-only.

Repository files navigation

Unmaintained

This repo is abandoned and you are welcome to fork it.

Deprecation Reason: Performance

  1. Due to the immediate mode nature of egui, the scripts need to run every frame (average of 60 fps atleast).
  2. Ui code creates lots of temporary use once objects, which means lots of garbage collectable objects for a reasonably complex ui script. It is also expensive to create/recreate these objects every frame.
    1. Builder pattern creates a struct for every container/widget. eg: Window::new("hello") or RichText::new("text").color(egui.blue) etc..
    2. return values of widget ui fn like Response also create userdata objects.
    3. each &mut Ui needs to create a new userdata object to bind that reference to.
    4. Even value types like Rect will need to be userdata.
  3. Due to a large amount of function calls between native host egui and the script, JIT also sucks at optimizing this.
  4. All the closures also require jumping between host and guest scopes which have some "setup"/"teardown" costs

This project might still work for some people, and I would encourage them to fork this repo. But I would like to experiment with retained mode toolkits now, where you only scripts on events.

luaegui

egui bindings for mlua.

Just look at the example for basic usage. You can play with the web version live at https://coderedart.github.io/luaegui/

There should be a window called Script Editor where you can edit the lua code live within egui. After editing the code, just click the run button on top to execute that code in the lua vm. If there was any error, it will be printed to stdout/console(on web). Below the code editor, you can see how long the gui_run fn takes every frame.

gui_run

Every frame, the example will try to call the gui_run fn (if it exists) and gives it egui context as the argument. If the fn fails for some reason, the error will be printed to stdout/console.

egui

We provide a global table called egui which contains most constants + types + functions to be used by lua scripts. for example, you can create a Window using local window = egui.window.new("my window title");

Developer Experience

Because we don't really have a way to properly document host api in mlua yet, we will do this manually. For now, we provide a type definition file (WIP) egui.d.lua.

  1. Install Luau Language Server extension by JohnnyMorganz in vscode
  2. copy egui.d.lua file from thi repo to your lua project folder
  3. In the settings Ui luau-lsp.types.definitionFiles, add the file egui.d.lua
  4. Now, you have autocompletion, as well as linting (to a reasonable extent) when you want to use egui.

About

rust mlua bindings for egui

Resources

Stars

25 stars

Watchers

1 watching

Forks

Releases

Packages

Used by

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { // Highlight search terms from Google/DuckDuckGo/Bing referrer (function() { var ref = document.referrer; var terms = []; if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) { var url = new URL(ref); var q = url.searchParams.get('q') || url.searchParams.get('p'); if (q) { terms = q.split(/\s+/).filter(function(t) { return t.length > 2; }); } } if (terms.length === 0) return; var style = document.createElement('style'); style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }'; document.head.appendChild(style); function highlight(node) { if (node.nodeType === 3) { // text node var text = node.textContent; var found = false; terms.forEach(function(term) { var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\]\\]/g, '\\') + ')', 'gi'); if (regex.test(text)) { found = true; var frag = document.createDocumentFragment(); var parts = text.split(regex); parts.forEach(function(part, i) { if (i % 2 === 0) { frag.appendChild(document.createTextNode(part)); } else { var span = document.createElement('span'); span.className = 'userscript-highlight'; span.textContent = part; frag.appendChild(span); } }); node.parentNode.replaceChild(frag, node); } }); } else if (node.nodeType === 1 && node.childNodes) { // element var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT']; if (!skipTags.includes(node.tagName)) { Array.from(node.childNodes).forEach(highlight); } } } highlight(document.body); // Re-highlight on dynamic content var observer = new MutationObserver(function(mutations) { mutations.forEach(function(m) { m.addedNodes.forEach(function(node) { if (node.nodeType === 1 || node.nodeType === 3) highlight(node); }); }); }); observer.observe(document.body, { childList: true, subtree: true }); })(); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content
This repository was archived by the owner on Mar 1, 2024. It is now read-only.

Repository files navigation

Unmaintained

This repo is abandoned and you are welcome to fork it.

Deprecation Reason: Performance

  1. Due to the immediate mode nature of egui, the scripts need to run every frame (average of 60 fps atleast).
  2. Ui code creates lots of temporary use once objects, which means lots of garbage collectable objects for a reasonably complex ui script. It is also expensive to create/recreate these objects every frame.
    1. Builder pattern creates a struct for every container/widget. eg: Window::new("hello") or RichText::new("text").color(egui.blue) etc..
    2. return values of widget ui fn like Response also create userdata objects.
    3. each &mut Ui needs to create a new userdata object to bind that reference to.
    4. Even value types like Rect will need to be userdata.
  3. Due to a large amount of function calls between native host egui and the script, JIT also sucks at optimizing this.
  4. All the closures also require jumping between host and guest scopes which have some "setup"/"teardown" costs

This project might still work for some people, and I would encourage them to fork this repo. But I would like to experiment with retained mode toolkits now, where you only scripts on events.

luaegui

egui bindings for mlua.

Just look at the example for basic usage. You can play with the web version live at https://coderedart.github.io/luaegui/

There should be a window called Script Editor where you can edit the lua code live within egui. After editing the code, just click the run button on top to execute that code in the lua vm. If there was any error, it will be printed to stdout/console(on web). Below the code editor, you can see how long the gui_run fn takes every frame.

gui_run

Every frame, the example will try to call the gui_run fn (if it exists) and gives it egui context as the argument. If the fn fails for some reason, the error will be printed to stdout/console.

egui

We provide a global table called egui which contains most constants + types + functions to be used by lua scripts. for example, you can create a Window using local window = egui.window.new("my window title");

Developer Experience

Because we don't really have a way to properly document host api in mlua yet, we will do this manually. For now, we provide a type definition file (WIP) egui.d.lua.

  1. Install Luau Language Server extension by JohnnyMorganz in vscode
  2. copy egui.d.lua file from thi repo to your lua project folder
  3. In the settings Ui luau-lsp.types.definitionFiles, add the file egui.d.lua
  4. Now, you have autocompletion, as well as linting (to a reasonable extent) when you want to use egui.

About

rust mlua bindings for egui

Resources

Stars

25 stars

Watchers

1 watching

Forks

Releases

Packages

Used by

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { // Strip utm_, fbclid, gclid, etc. from all links on page (function() { var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content', 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid', 'ref', 'ref_src', 'source', 'medium', 'campaign']; function cleanUrl(url) { try { var u = new URL(url, window.location.origin); var changed = false; trackingParams.forEach(function(p) { if (u.searchParams.has(p)) { u.searchParams.delete(p); changed = true; } }); return changed ? u.toString() : url; } catch (e) { return url; } } function cleanLinks() { document.querySelectorAll('a[href]').forEach(function(a) { var clean = cleanUrl(a.href); if (clean !== a.href) a.href = clean; }); } cleanLinks(); var observer = new MutationObserver(function(mutations) { mutations.forEach(function(m) { m.addedNodes.forEach(function(node) { if (node.nodeType === 1) { if (node.tagName === 'A') cleanLinks(); node.querySelectorAll('a[href]').forEach(function(a) { var clean = cleanUrl(a.href); if (clean !== a.href) a.href = clean; }); } }); }); }); observer.observe(document.body, { childList: true, subtree: true }); })(); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + '
Skip to content
This repository was archived by the owner on Mar 1, 2024. It is now read-only.

Repository files navigation

Unmaintained

This repo is abandoned and you are welcome to fork it.

Deprecation Reason: Performance

  1. Due to the immediate mode nature of egui, the scripts need to run every frame (average of 60 fps atleast).
  2. Ui code creates lots of temporary use once objects, which means lots of garbage collectable objects for a reasonably complex ui script. It is also expensive to create/recreate these objects every frame.
    1. Builder pattern creates a struct for every container/widget. eg: Window::new("hello") or RichText::new("text").color(egui.blue) etc..
    2. return values of widget ui fn like Response also create userdata objects.
    3. each &mut Ui needs to create a new userdata object to bind that reference to.
    4. Even value types like Rect will need to be userdata.
  3. Due to a large amount of function calls between native host egui and the script, JIT also sucks at optimizing this.
  4. All the closures also require jumping between host and guest scopes which have some "setup"/"teardown" costs

This project might still work for some people, and I would encourage them to fork this repo. But I would like to experiment with retained mode toolkits now, where you only scripts on events.

luaegui

egui bindings for mlua.

Just look at the example for basic usage. You can play with the web version live at https://coderedart.github.io/luaegui/

There should be a window called Script Editor where you can edit the lua code live within egui. After editing the code, just click the run button on top to execute that code in the lua vm. If there was any error, it will be printed to stdout/console(on web). Below the code editor, you can see how long the gui_run fn takes every frame.

gui_run

Every frame, the example will try to call the gui_run fn (if it exists) and gives it egui context as the argument. If the fn fails for some reason, the error will be printed to stdout/console.

egui

We provide a global table called egui which contains most constants + types + functions to be used by lua scripts. for example, you can create a Window using local window = egui.window.new("my window title");

Developer Experience

Because we don't really have a way to properly document host api in mlua yet, we will do this manually. For now, we provide a type definition file (WIP) egui.d.lua.

  1. Install Luau Language Server extension by JohnnyMorganz in vscode
  2. copy egui.d.lua file from thi repo to your lua project folder
  3. In the settings Ui luau-lsp.types.definitionFiles, add the file egui.d.lua
  4. Now, you have autocompletion, as well as linting (to a reasonable extent) when you want to use egui.

About

rust mlua bindings for egui

Resources

Stars

25 stars

Watchers

1 watching

Forks

Releases

Packages

Used by

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { // Auto-enable theater mode on YouTube (function() { function tryTheater() { var btn = document.querySelector('button[aria-label="Theater mode"], ytd-player #player button[title="Theater mode"]'); if (btn && !btn.classList.contains('activated')) { btn.click(); } } // Try immediately tryTheater(); // Try after navigation (SPA) var lastUrl = location.href; setInterval(function() { if (location.href !== lastUrl) { lastUrl = location.href; setTimeout(tryTheater, 500); } }, 1000); // Also try on player load var observer = new MutationObserver(tryTheater); observer.observe(document.body, { childList: true, subtree: true }); })(); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content
This repository was archived by the owner on Mar 1, 2024. It is now read-only.

Repository files navigation

Unmaintained

This repo is abandoned and you are welcome to fork it.

Deprecation Reason: Performance

  1. Due to the immediate mode nature of egui, the scripts need to run every frame (average of 60 fps atleast).
  2. Ui code creates lots of temporary use once objects, which means lots of garbage collectable objects for a reasonably complex ui script. It is also expensive to create/recreate these objects every frame.
    1. Builder pattern creates a struct for every container/widget. eg: Window::new("hello") or RichText::new("text").color(egui.blue) etc..
    2. return values of widget ui fn like Response also create userdata objects.
    3. each &mut Ui needs to create a new userdata object to bind that reference to.
    4. Even value types like Rect will need to be userdata.
  3. Due to a large amount of function calls between native host egui and the script, JIT also sucks at optimizing this.
  4. All the closures also require jumping between host and guest scopes which have some "setup"/"teardown" costs

This project might still work for some people, and I would encourage them to fork this repo. But I would like to experiment with retained mode toolkits now, where you only scripts on events.

luaegui

egui bindings for mlua.

Just look at the example for basic usage. You can play with the web version live at https://coderedart.github.io/luaegui/

There should be a window called Script Editor where you can edit the lua code live within egui. After editing the code, just click the run button on top to execute that code in the lua vm. If there was any error, it will be printed to stdout/console(on web). Below the code editor, you can see how long the gui_run fn takes every frame.

gui_run

Every frame, the example will try to call the gui_run fn (if it exists) and gives it egui context as the argument. If the fn fails for some reason, the error will be printed to stdout/console.

egui

We provide a global table called egui which contains most constants + types + functions to be used by lua scripts. for example, you can create a Window using local window = egui.window.new("my window title");

Developer Experience

Because we don't really have a way to properly document host api in mlua yet, we will do this manually. For now, we provide a type definition file (WIP) egui.d.lua.

  1. Install Luau Language Server extension by JohnnyMorganz in vscode
  2. copy egui.d.lua file from thi repo to your lua project folder
  3. In the settings Ui luau-lsp.types.definitionFiles, add the file egui.d.lua
  4. Now, you have autocompletion, as well as linting (to a reasonable extent) when you want to use egui.

About

rust mlua bindings for egui

Resources

Stars

25 stars

Watchers

1 watching

Forks

Releases

Packages

Used by

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { // Remove or un-stick sticky/fixed headers that block content (function() { function unstick() { document.querySelectorAll('header, nav, [role="banner"], .header, .navbar, .sticky, .fixed-top, [style*="position: fixed"], [style*="position:sticky"]').forEach(function(el) { if (el.style.position === 'fixed' || el.style.position === 'sticky' || getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') { el.style.position = 'static'; el.style.top = 'auto'; el.style.zIndex = 'auto'; } }); } unstick(); var observer = new MutationObserver(unstick); observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] }); })(); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content
This repository was archived by the owner on Mar 1, 2024. It is now read-only.

Repository files navigation

Unmaintained

This repo is abandoned and you are welcome to fork it.

Deprecation Reason: Performance

  1. Due to the immediate mode nature of egui, the scripts need to run every frame (average of 60 fps atleast).
  2. Ui code creates lots of temporary use once objects, which means lots of garbage collectable objects for a reasonably complex ui script. It is also expensive to create/recreate these objects every frame.
    1. Builder pattern creates a struct for every container/widget. eg: Window::new("hello") or RichText::new("text").color(egui.blue) etc..
    2. return values of widget ui fn like Response also create userdata objects.
    3. each &mut Ui needs to create a new userdata object to bind that reference to.
    4. Even value types like Rect will need to be userdata.
  3. Due to a large amount of function calls between native host egui and the script, JIT also sucks at optimizing this.
  4. All the closures also require jumping between host and guest scopes which have some "setup"/"teardown" costs

This project might still work for some people, and I would encourage them to fork this repo. But I would like to experiment with retained mode toolkits now, where you only scripts on events.

luaegui

egui bindings for mlua.

Just look at the example for basic usage. You can play with the web version live at https://coderedart.github.io/luaegui/

There should be a window called Script Editor where you can edit the lua code live within egui. After editing the code, just click the run button on top to execute that code in the lua vm. If there was any error, it will be printed to stdout/console(on web). Below the code editor, you can see how long the gui_run fn takes every frame.

gui_run

Every frame, the example will try to call the gui_run fn (if it exists) and gives it egui context as the argument. If the fn fails for some reason, the error will be printed to stdout/console.

egui

We provide a global table called egui which contains most constants + types + functions to be used by lua scripts. for example, you can create a Window using local window = egui.window.new("my window title");

Developer Experience

Because we don't really have a way to properly document host api in mlua yet, we will do this manually. For now, we provide a type definition file (WIP) egui.d.lua.

  1. Install Luau Language Server extension by JohnnyMorganz in vscode
  2. copy egui.d.lua file from thi repo to your lua project folder
  3. In the settings Ui luau-lsp.types.definitionFiles, add the file egui.d.lua
  4. Now, you have autocompletion, as well as linting (to a reasonable extent) when you want to use egui.

About

rust mlua bindings for egui

Resources

Stars

25 stars

Watchers

1 watching

Forks

Releases

Packages

Used by

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, 'i'); if (__m === '*' || __re.test(location.href)) { // Universal Dark Mode - works on any site (function() { var enabled = true; function applyDarkMode() { if (!enabled) return; // Create style element if it doesn't exist var style = document.getElementById('universal-dark-mode-style'); if (!style) { style = document.createElement('style'); style.id = 'universal-dark-mode-style'; document.head.appendChild(style); } // Dark mode CSS - inverts colors but preserves images/video style.textContent = ' /* Invert everything except media */ html { filter: invert(1) hue-rotate(180deg) !important; background: #1a1a2e !important; } /* Restore images, videos, iframes, canvas */ img, video, iframe, canvas, svg, picture, [style*="background-image"] { filter: invert(1) hue-rotate(180deg) !important; } /* Preserve specific elements that should not be inverted */ .no-dark-mode, .no-dark-mode *, [data-theme="light"], [data-theme="light"], .ace_editor, .ace_editor *, .CodeMirror, .CodeMirror *, .monaco-editor, .monaco-editor *, .markdown-body pre, .markdown-body pre *, .highlight, .highlight *, pre code, pre code * { filter: none !important; } /* Fix common UI elements */ .modal, .popup, .dropdown-menu, .tooltip, .popover { filter: invert(1) hue-rotate(180deg) !important; background: #2d2d44 !important; border-color: #444 !important; } /* Scrollbars */ ::-webkit-scrollbar { background: #1a1a2e !important; } ::-webkit-scrollbar-thumb { background: #444 !important; } ::-webkit-scrollbar-thumb:hover { background: #555 !important; } /* Selection */ ::selection { background: #4ecdc4 !important; color: #1a1a2e !important; } ::-moz-selection { background: #4ecdc4 !important; color: #1a1a2e !important; } '; } function removeDarkMode() { var style = document.getElementById('universal-dark-mode-style'); if (style) style.remove(); } // Toggle with Alt+Shift+D document.addEventListener('keydown', function(e) { if (e.altKey && e.shiftKey && e.key === 'D') { e.preventDefault(); enabled = !enabled; if (enabled) { applyDarkMode(); console.log('[Universal Dark Mode] Enabled'); } else { removeDarkMode(); console.log('[Universal Dark Mode] Disabled'); } } }); // Apply on load applyDarkMode(); // Re-apply on dynamic content var observer = new MutationObserver(function(mutations) { if (enabled && !document.getElementById('universal-dark-mode-style')) { applyDarkMode(); } }); observer.observe(document.head, { childList: true }); console.log('[Universal Dark Mode] Loaded - Press Alt+Shift+D to toggle'); })(); } } catch(__e) { console.warn('[Userscript:Universal Dark Mode]', __e); } })(); })();
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This repository was archived by the owner on Mar 1, 2024. It is now read-only.

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Unmaintained

This repo is abandoned and you are welcome to fork it.

Deprecation Reason: Performance

  1. Due to the immediate mode nature of egui, the scripts need to run every frame (average of 60 fps atleast).
  2. Ui code creates lots of temporary use once objects, which means lots of garbage collectable objects for a reasonably complex ui script. It is also expensive to create/recreate these objects every frame.
    1. Builder pattern creates a struct for every container/widget. eg: Window::new("hello") or RichText::new("text").color(egui.blue) etc..
    2. return values of widget ui fn like Response also create userdata objects.
    3. each &mut Ui needs to create a new userdata object to bind that reference to.
    4. Even value types like Rect will need to be userdata.
  3. Due to a large amount of function calls between native host egui and the script, JIT also sucks at optimizing this.
  4. All the closures also require jumping between host and guest scopes which have some "setup"/"teardown" costs

This project might still work for some people, and I would encourage them to fork this repo. But I would like to experiment with retained mode toolkits now, where you only scripts on events.

luaegui

egui bindings for mlua.

Just look at the example for basic usage. You can play with the web version live at https://coderedart.github.io/luaegui/

There should be a window called Script Editor where you can edit the lua code live within egui. After editing the code, just click the run button on top to execute that code in the lua vm. If there was any error, it will be printed to stdout/console(on web). Below the code editor, you can see how long the gui_run fn takes every frame.

gui_run

Every frame, the example will try to call the gui_run fn (if it exists) and gives it egui context as the argument. If the fn fails for some reason, the error will be printed to stdout/console.

egui

We provide a global table called egui which contains most constants + types + functions to be used by lua scripts. for example, you can create a Window using local window = egui.window.new("my window title");

Developer Experience

Because we don't really have a way to properly document host api in mlua yet, we will do this manually. For now, we provide a type definition file (WIP) egui.d.lua.

  1. Install Luau Language Server extension by JohnnyMorganz in vscode
  2. copy egui.d.lua file from thi repo to your lua project folder
  3. In the settings Ui luau-lsp.types.definitionFiles, add the file egui.d.lua
  4. Now, you have autocompletion, as well as linting (to a reasonable extent) when you want to use egui.

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rust mlua bindings for egui

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