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Rusty Psn Egui Windows Updated -

// Using oauth2 crate with reqwest use oauth2::basic::BasicClient, AuthUrl, TokenUrl, PkceCodeVerifier; // For Windows, spawn a tiny local server on port 1337 // egui opens a webview (wry) for user login // After redirect, extract code and exchange for token

if let Some(err) = &self.error { ui.colored_label(egui::Color32::RED, format!("Error: {}", err)); } for friend in &self.friends { if friend.online { ui.label(format!("🟢 {} is online", friend.online_id)); } } }); ctx.request_repaint_after(std::time::Duration::from_secs(60)); } } rusty psn egui windows updated

#[tokio::main] async fn main() -> eframe::Result<()> let rt = tokio::runtime::Runtime::new().unwrap(); let app = PSNGui::new(rt); let options = eframe::NativeOptions::default(); eframe::run_native(Box::new(app), options) impl eframe::App for PSNGui fn update(&mut self, ctx:

The PlayStation Network (PSN) is a sprawling ecosystem. Whether you're tracking friend activity, monitoring server status, or automating account data retrieval, a dedicated desktop client can be more efficient than a browser tab. Enter the "Rusty PSN" stack: Rust for performance, egui for immediate-mode GUI simplicity, and Windows as the deployment target. impl eframe::App for PsnApp { fn update(&mut self,

impl eframe::App for PSNGui fn update(&mut self, ctx: &egui::Context, _frame: &mut eframe::Frame) for friend in &self.friends ui.label(friend.online_status_emoji()); ui.label(&friend.name); ui.end_row();

Remember: the “updated” part is an ongoing process. Join the egui Discord and PSN API reverse-engineering communities to stay ahead of breaking changes. Happy coding, and may your friends list always show green.

impl eframe::App for PsnApp { fn update(&mut self, ctx: &egui::Context, _frame: &mut eframe::Frame) { egui::CentralPanel::default().show(ctx, |ui| { ui.heading("Rusty PSN – Online Friends"); if ui.button("Refresh").clicked() // Use a stored token (from previous webview login) // Here we assume a global token exists. self.fetch_friends_blocking("YOUR_PSN_ACCESS_TOKEN");