Only show id clash warnings in debug builds by default (#2930)

Change with `egui_ctx.options_mut(|opt| opt.warn_on_id_clash = true);`
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Emil Ernerfeldt 2023-04-19 08:53:37 +02:00 committed by GitHub
parent d486c76a9f
commit b8e798777d
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4 changed files with 65 additions and 52 deletions

View File

@ -463,67 +463,72 @@ impl Context {
/// because that's where the warning will be painted. If you don't know what size to pick, just pick [`Vec2::ZERO`].
pub fn check_for_id_clash(&self, id: Id, new_rect: Rect, what: &str) {
let prev_rect = self.frame_state_mut(move |state| state.used_ids.insert(id, new_rect));
if let Some(prev_rect) = prev_rect {
// it is ok to reuse the same ID for e.g. a frame around a widget,
// or to check for interaction with the same widget twice:
if prev_rect.expand(0.1).contains_rect(new_rect)
|| new_rect.expand(0.1).contains_rect(prev_rect)
{
return;
}
let show_error = |widget_rect: Rect, text: String| {
let text = format!("🔥 {}", text);
let color = self.style().visuals.error_fg_color;
let painter = self.debug_painter();
painter.rect_stroke(widget_rect, 0.0, (1.0, color));
if !self.options(|opt| opt.warn_on_id_clash) {
return;
}
let below = widget_rect.bottom() + 32.0 < self.input(|i| i.screen_rect.bottom());
let Some(prev_rect) = prev_rect else { return };
let text_rect = if below {
painter.debug_text(
widget_rect.left_bottom() + vec2(0.0, 2.0),
Align2::LEFT_TOP,
color,
text,
)
} else {
painter.debug_text(
widget_rect.left_top() - vec2(0.0, 2.0),
Align2::LEFT_BOTTOM,
color,
text,
)
};
// it is ok to reuse the same ID for e.g. a frame around a widget,
// or to check for interaction with the same widget twice:
if prev_rect.expand(0.1).contains_rect(new_rect)
|| new_rect.expand(0.1).contains_rect(prev_rect)
{
return;
}
if let Some(pointer_pos) = self.pointer_hover_pos() {
if text_rect.contains(pointer_pos) {
let tooltip_pos = if below {
text_rect.left_bottom() + vec2(2.0, 4.0)
} else {
text_rect.left_top() + vec2(2.0, -4.0)
};
let show_error = |widget_rect: Rect, text: String| {
let text = format!("🔥 {}", text);
let color = self.style().visuals.error_fg_color;
let painter = self.debug_painter();
painter.rect_stroke(widget_rect, 0.0, (1.0, color));
painter.error(
tooltip_pos,
format!("Widget is {} this text.\n\n\
let below = widget_rect.bottom() + 32.0 < self.input(|i| i.screen_rect.bottom());
let text_rect = if below {
painter.debug_text(
widget_rect.left_bottom() + vec2(0.0, 2.0),
Align2::LEFT_TOP,
color,
text,
)
} else {
painter.debug_text(
widget_rect.left_top() - vec2(0.0, 2.0),
Align2::LEFT_BOTTOM,
color,
text,
)
};
if let Some(pointer_pos) = self.pointer_hover_pos() {
if text_rect.contains(pointer_pos) {
let tooltip_pos = if below {
text_rect.left_bottom() + vec2(2.0, 4.0)
} else {
text_rect.left_top() + vec2(2.0, -4.0)
};
painter.error(
tooltip_pos,
format!("Widget is {} this text.\n\n\
ID clashes happens when things like Windows or CollapsingHeaders share names,\n\
or when things like Plot and Grid:s aren't given unique id_source:s.\n\n\
Sometimes the solution is to use ui.push_id.",
if below { "above" } else { "below" })
);
}
if below { "above" } else { "below" })
);
}
};
let id_str = id.short_debug_format();
if prev_rect.min.distance(new_rect.min) < 4.0 {
show_error(new_rect, format!("Double use of {} ID {}", what, id_str));
} else {
show_error(prev_rect, format!("First use of {} ID {}", what, id_str));
show_error(new_rect, format!("Second use of {} ID {}", what, id_str));
}
};
let id_str = id.short_debug_format();
if prev_rect.min.distance(new_rect.min) < 4.0 {
show_error(new_rect, format!("Double use of {} ID {}", what, id_str));
} else {
show_error(prev_rect, format!("First use of {} ID {}", what, id_str));
show_error(new_rect, format!("Second use of {} ID {}", what, id_str));
}
}

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@ -21,7 +21,6 @@ pub(crate) struct AccessKitFrameState {
#[derive(Clone)]
pub(crate) struct FrameState {
/// All [`Id`]s that were used this frame.
/// Used to debug [`Id`] clashes of widgets.
pub(crate) used_ids: IdMap<Rect>,
/// Starts off as the screen_rect, shrinks as panels are added.

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@ -121,6 +121,11 @@ pub struct Options {
/// This can lead to fewer texture operations, but may use up the texture atlas quicker
/// if you are changing [`Style::text_styles`], of have a lot of text styles.
pub preload_font_glyphs: bool,
/// Check reusing of [`Id`]s, and show a visual warning on screen when one is found.
///
/// By default this is `true` in debug builds.
pub warn_on_id_clash: bool,
}
impl Default for Options {
@ -130,6 +135,7 @@ impl Default for Options {
tessellation_options: Default::default(),
screen_reader: false,
preload_font_glyphs: true,
warn_on_id_clash: cfg!(debug_assertions),
}
}
}

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@ -48,6 +48,9 @@ impl super::Demo for IdTest {
impl super::View for IdTest {
fn ui(&mut self, ui: &mut egui::Ui) {
// Make sure the warnings are on (by default they are only on in debug builds).
ui.ctx().options_mut(|opt| opt.warn_on_id_clash = true);
ui.heading("Name collision example");
ui.label("\