This fixes calls to `ui.response().interact(Sense::click())` being
flakey. Since egui checks widget interactions at the beginning of the
frame, based on the responses from last frame, we need to ensure that we
always call `create_widget` on `interact` calls, otherwise there can be
a feedback loop where the `Sense` egui acts on flips back and forth
between frames.
Without the fix in `interact`, both the asserts in the new test fail.
Here is a video where I experienced the bug, showing the sense switching
every frame. Every other click would fail to be detected.
https://github.com/user-attachments/assets/6be7ca0e-b50f-4d30-bf87-bbb80c319f3b
Also note, usually it's better to use `UiBuilder::sense()` to give a Ui
some sense, but sometimes you don't have the flexibility, e.g. in a `Ui`
callback from some code external to your project.
Changed it to use labeled_by to avoid kittest finding the label when
searching for the ComboBox and also set the value so a screen reader
will know what's selected.
* closes https://github.com/emilk/egui/issues/5674
This changes egui to create an AccessKit node for each `Ui`. I'm not
sure if this alone will directly improve accessibility, but it should
make it easier to create the correct parent / child relations (e.g.
grouping menus as children of menu buttons).
Instead of having a global stack of parent ids, they are now passed via
a parent_id field in `UiBuilder`.
If having all these `GenericContainer` nodes somehow is bad for
accessibility, the PR could also be changed to only create nodes if
there is actually some accessibility info with it (the relevant is
currently commented-out in the PR). But I think screen readers should
just ignore these nodes, so it should be fine? We could also use this as
motivation to git red of some unnecessary wrapped `Ui`s, e.g.
CentralPanel creates 3 Uis when 2 should be enough (the initial Ui and a
Frame, maybe we could even only show the `Frame` if we can give it an
UiBuilder and somehow show the Frame with `Ui::new`).
Here is a screenshot from the accessibility inspector
(https://github.com/emilk/egui/pull/7368) with this PR:
<img width="431" height="744" alt="Screenshot 2025-07-24 at 12 09 55"
src="https://github.com/user-attachments/assets/6c4e5ff6-5c38-450e-9500-0776c9018d8c"
/>
Without this PR:
https://github.com/user-attachments/assets/270e32fc-9c7a-4dad-8c90-7638c487a602
* follow up to #7514
That PR changed the tooltip to preserve the wrapping, which made the
tooltip kind of useless. With this PR the wrapping is reset for the
tooltip.
This adds a new mode, `UPDATE_SNAPSHOTS=force`, which will lower the
threshold to zero, overwriting every image that is not _exactly_ the
same.
Most comparisons has a threshold because different GPUs render slightly
differently. However, setting that threshold accurately can be hard.
Sometimes a test will pass locally, but fail on CI. In those cases you
want to force an update of the failing test. You can use
`UPDATE_SNAPSHOTS=force` for that.
And sometimes a small change _should_ update all images, but the change
is so tiny that it falls under the threshold. Still, you want to make a
point of showing that these images have changes. You can use
`UPDATE_SNAPSHOTS=force` for that.
This adds a custom Node struct with proper support for egui types
(`Key`, `Modifiers`, `egui::Event`, `Rect`) instead of needing to use
the kittest / accesskit types.
I also changed the `click` function to do a proper mouse move / mouse
down instead of the accesskit click. Also added `accesskit_click` to
trigger the accesskit event. This resulted in some changed snapshots,
since the elements are now hovered.
Also renamed `press_key` to `key_press` for consistency with
`key_down/key_up`.
Also removed the Deref to the AccessKit Node, to make it clearer when to
expect egui and when to expect accesskit types.
* Closes#5705
* [x] I have followed the instructions in the PR template
Today each widget does its own custom layout, which has some drawbacks:
- not very flexible
- you can add an `Image` to `Button` but it will always be shown on the
left side
- you can't add a `Image` to a e.g. a `SelectableLabel`
- a lot of duplicated code
This PR introduces `Atoms` and `AtomLayout` which abstracts over "widget
content" and layout within widgets, so it'd be possible to add images /
text / custom rendering (for e.g. the checkbox) to any widget.
A simple custom button implementation is now as easy as this:
```rs
pub struct ALButton<'a> {
al: AtomicLayout<'a>,
}
impl<'a> ALButton<'a> {
pub fn new(content: impl IntoAtomics) -> Self {
Self { al: content.into_atomics() }
}
}
impl<'a> Widget for ALButton<'a> {
fn ui(mut self, ui: &mut Ui) -> Response {
let response = ui.ctx().read_response(ui.next_auto_id());
let visuals = response.map_or(&ui.style().visuals.widgets.inactive, |response| {
ui.style().interact(&response)
});
self.al.frame = self
.al
.frame
.inner_margin(ui.style().spacing.button_padding)
.fill(visuals.bg_fill)
.stroke(visuals.bg_stroke)
.corner_radius(visuals.corner_radius);
self.al.show(ui)
}
}
```
The initial implementation only does very basic layout, just enough to
be able to implement most current egui widgets, so:
- only horizontal layout
- everything is centered
- a single item may grow/shrink based on the available space
- everything can be contained in a Frame
There is a trait `IntoAtoms` that conveniently allows you to construct
`Atoms` from a tuple
```
ui.button((Image::new("image.png"), "Click me!"))
```
to get a button with image and text.
This PR reimplements three egui widgets based on the new AtomLayout:
- Button
- matches the old button pixel-by-pixel
- Button with image is now [properly
aligned](https://github.com/emilk/egui/pull/5830/files#diff-962ce2c68ab50724b01c6b64c683c4067edd9b79fcdcb39a6071021e33ebe772)
in justified layouts
- selected button style now matches SelecatbleLabel look
- For some reason the DragValue text seems shifted by a pixel almost
everywhere, but I think it's more centered now, yay?
- Checkbox
- basically pixel-perfect but apparently the check mesh is very slightly
different so I had to update the snapshot
- somehow needs a bit more space in some snapshot tests?
- RadioButton
- pixel-perfect
- somehow needs a bit more space in some snapshot tests?
I plan on updating TextEdit based on AtomLayout in a separate PR (so
you could use it to add a icon within the textedit frame).