pub fn take_egui_input(&mut self, window: &winit::window::Window) -> egui::RawInput {
        let pixels_per_point = self.pixels_per_point();

        self.egui_input.time = Some(self.start_time.elapsed().as_secs_f64());

        // On Windows, a minimized window will have 0 width and height.
        // See: https://github.com/rust-windowing/winit/issues/208
        // This solves an issue where egui window positions would be changed when minimizing on Windows.
        let screen_size_in_pixels = screen_size_in_pixels(window);
        let screen_size_in_points = screen_size_in_pixels / pixels_per_point;
        self.egui_input.screen_rect =
            if screen_size_in_points.x > 0.0 && screen_size_in_points.y > 0.0 {
                Some(egui::Rect::from_min_size(
                    egui::Pos2::ZERO,
                    screen_size_in_points,
                ))
            } else {
                None
            };

        self.egui_input.take()
    }
/// Prepare for a new frame by extracting the accumulated input,
/// as well as setting [the time](egui::RawInput::time) and [screen rectangle](egui::RawInput::screen_rect).
Prepare for a new frame by extracting the accumulated input,
as well as setting [the time] and [screen rectangle].
Prepare for a new frame by extracting the accumulated input as well as setting [ the time ] and [ screen rectangle ] .
pub fn take_egui_input(&mut self, window: &winit::window::Window) -> egui::RawInput {
        let pixels_per_point = self.pixels_per_point();
        self.egui_input.time = Some(self.start_time.elapsed().as_secs_f64());
        // On Windows, a minimized window will have 0 width and height.
        // See: https://github.com/rust-windowing/winit/issues/208
        // This solves an issue where egui window positions would be changed when minimizing on Windows.
        let screen_size_in_pixels = screen_size_in_pixels(window);
        let screen_size_in_points = screen_size_in_pixels / pixels_per_point;
        self.egui_input.screen_rect =
            if screen_size_in_points.x > 0.0 && screen_size_in_points.y > 0.0 {
                Some(egui::Rect::from_min_size(
                    egui::Pos2::ZERO,
                    screen_size_in_points,
                ))
            } else {
                None
            };
        self.egui_input.take()
    }
pub fn take_egui_input ( & mut self , window : & winit :: window :: Window ) -> egui :: RawInput { let pixels_per_point = self . pixels_per_point ( ) ; self . egui_input . time = Some ( self . start_time . elapsed ( ) . as_secs_f64 ( ) ) ; // On Windows, a minimized window will have 0 width and height. // See: https://github.com/rust-windowing/winit/issues/208 // This solves an issue where egui window positions would be changed when minimizing on Windows. let screen_size_in_pixels = screen_size_in_pixels ( window ) ; let screen_size_in_points = screen_size_in_pixels / pixels_per_point ; self . egui_input . screen_rect = if screen_size_in_points . x > 0.0 && screen_size_in_points . y > 0.0 { Some ( egui :: Rect :: from_min_size ( egui :: Pos2 :: ZERO , screen_size_in_points , ) ) } else { None } ; self . egui_input . take ( ) }
Prepare for a new frame by extracting the accumulated input,
as well as setting [the time](egui::RawInput::time) and [screen rectangle](egui::RawInput::screen_rect).
Prepare for a new frame by extracting the accumulated input as well as setting [ the time ] ( egui :: RawInput :: time ) and [ screen rectangle ] ( egui :: RawInput :: screen_rect ) .
&mut self
window
&winit::window::Window
&mut self
window
&winit::window::Window