Continuation of #5713
**Silently breaking changes:**
- Menus now close on click by default, this is configurable via
`PopupCloseBehavior`
**Additional additions:**
- `Button::right_text`
- `StyleModifier`
This is a rewrite of the egui menus, with the following goals:
- submenu buttons should work everywhere, in a popup, context menu,
area, in some random Ui
- remove the menu state from Ui
- should work just like the previous menu
- ~proper support for keyboard navigation~
- It's better now but requires further work to be perfect
- support `PopupCloseBehavior`
* Closes#4607
* [x] I have followed the instructions in the PR template
This PR reverts a change introduced in PR
https://github.com/emilk/egui/pull/3660 that caused a regression with
`TextEdit::singleline`. The original PR attempted to fix an issue with
the cursor in `TextEdit` inside `ScrollArea`, but it did so by adding
unnecessary size allocation to `TextEdit`, which breaks the layout when
`TextEdit::singleline` is used outside of `ScrollArea`.

The regression introduced by #3660 is more severe, as it completely
breaks the layout of applications using `TextEdit::singleline`, as shown
in the following issues:
* Closes https://github.com/emilk/egui/issues/5500
* Closes https://github.com/emilk/egui/issues/5597
Furthermore, I was unable to reproduce the original bug from PR #3660 in
the current version of egui using the following code:
```rust
impl eframe::App for MyEguiApp {
fn update(&mut self, ctx: &egui::Context, _: &mut eframe::Frame) {
ctx.set_debug_on_hover(true);
egui::CentralPanel::default().show(ctx, |ui| {
ScrollArea::vertical().max_height(100.0).show(ui, |ui| {
ui.add(TextEdit::multiline(&mut self.text).hint_text("Enter text here..."))
});
});
}
}
```
This code attempts to recreate the layout shown in the video from PR
#3660, using a `ScrollArea` with limited height and a `TextEdit` inside.
However, the cursor hiding issue was not reproducible.

Therefore, I believe the code added in PR #3660 is no longer necessary
and only creates more problems.
* Closes https://github.com/emilk/egui/issues/5500
* Closes https://github.com/emilk/egui/issues/5597
* [x] I have followed the instructions in the PR template
This adds a generic way of telling containers to close from their child
`Ui`s.
* Part of #5727
* [x] I have followed the instructions in the PR template
---------
Co-authored-by: Emil Ernerfeldt <emil.ernerfeldt@gmail.com>
This introduces new `Tooltip` and `Popup` structs that unify and extend
the old popups and tooltips.
`Popup` handles the positioning and optionally stores state on whether
the popup is open (for click based popups like `ComboBox`, menus,
context menus).
`Tooltip` is based on `Popup` and handles state of whether the tooltip
should be shown (which turns out to be quite complex to handles all the
edge cases).
Both `Popup` and `Tooltip` can easily be constructed from a `Response`
and then customized via builder methods.
This also introduces `PositionAlign`, for aligning something outside of
a `Rect` (in contrast to `Align2` for aligning inside a `Rect`). But I
don't like the name, any suggestions? Inspired by [mui's tooltip
positioning](https://mui.com/material-ui/react-tooltip/#positioned-tooltips).
* Part of #4607
* [x] I have followed the instructions in the PR template
TODOs:
- [x] Automatic tooltip positioning based on available space
- [x] Review / fix / remove all code TODOs
- [x] ~Update the helper fns on `Response` to be consistent in naming
and parameters (Some use tooltip, some hover_ui, some take &self, some
take self)~ actually, I think the naming and parameter make sense on
second thought
- [x] Make sure all old code is marked deprecated
For discussion during review:
- the following check in `show_tooltip_for` still necessary?:
```rust
let is_touch_screen = ctx.input(|i| i.any_touches());
let allow_placing_below = !is_touch_screen; // There is a finger below. TODO: Needed?
```
Breaking change!
* `Rounding` -> `CornerRadius`
* `rounding` -> `corner_radius`
This is to:
* Clarify
* Conform to other systems (e.g. Figma)
* Avoid confusion with `GuiRounding`
## Defining what `Rounding` is
This PR defines what `Rounding` means: it is the corner radius of
underlying `RectShape` rectangle. If you use `StrokeKind::Inside`, this
means the rounding is of the outer part of the stroke. Conversely, if
you use `StrokeKind::Outside`, the stroke is outside the rounded
rectangle, so the stroke has an inner radius or `rounding`, and an outer
radius that is larger by `stroke.width`.
This definitions is the same as Figma uses.
## Improving general shape rendering
The rendering of filled shapes (rectangles, circles, paths, bezier) has
been rewritten. Instead of first painting the fill with the stroke on
top, we now paint them as one single mesh with shared vertices at the
border. This has several benefits:
* Less work (faster and with fewer vertices produced)
* No overdraw (nicer rendering of translucent shapes)
* Correct blending of stroke and fill
The logic for rendering thin strokes has also been improved, so that the
width of a stroke of `StrokeKind::Outside` never affects the filled area
(this used to be wrong for thin strokes).
## Improving of rectangle rendering
Rectangles also has specific improvements in how thin rectangles are
painted.
The handling of "Blur width" is also a lot better, and now works for
rectangles with strokes.
There also used to be bugs with specific combinations of corner radius
and stroke width, that are now fixed.
## But why?
With the new `egui::Scene` we end up with a lot of zoomed out shapes,
with sub-pixel strokes. These need to look good! One thing led to
another, and then I became obsessive 😅
## Tessellation Test
In order to investigate the rendering, I created a Tessellation Test in
the `egui_demo_lib`.
[Try it
here](https://egui-pr-preview.github.io/pr/5669-emilkimprove-tessellator)


This is a breaking change, requiring users to think about wether the
stroke is inside/centered/outside the rect.
When in doubt, add `egui::StrokeKind::Inside` to the function call.
This is similar to `ScrollArea`, but:
* Supports zooming
* Has no scroll bars
* Has no limits on the scrolling
## TODO
* [x] Automatic sizing of `Scene`s outer bounds
* [x] Fix text selection in scenes
* [x] Implement `fit_rect`
* [x] Document / improve API
---------
Co-authored-by: Emil Ernerfeldt <emil.ernerfeldt@gmail.com>
Previously, `Harness::run` just called `Harness::step` 3 times. If that
wasn't enough, tests would often call run multiple times so all
animations would finish properly.
Also, I introduced `HarnessBuilder::with_step_dt` to customize with how
big of a dt each frame is called. I set the default to 1.0 / 6.0 (~6fps)
so we don't waste cpu in tests waiting on animations.
`HarnessBuilder::max_steps` allows us to control how many steps
`Harness::run` should run before panicing.
The default is 6, so we run for up to 1.0 logical seconds (six frames at
6 fps), which should be enough to finish most animations.
Turns out a lot of snapshots where rendered before fully shown and had a
light opacity, those are now fixed.
* [x] I have followed the instructions in the PR template
* Part of https://github.com/emilk/egui/issues/4019
`Frame` now includes the width of the stroke as part of its size. From
the new docs:
### `Frame` docs
The total (outer) size of a frame is `content_size + inner_margin +
2*stroke.width + outer_margin`.
Everything within the stroke is filled with the fill color (if any).
```text
+-----------------^-------------------------------------- -+
| | outer_margin |
| +------------v----^------------------------------+ |
| | | stroke width | |
| | +------------v---^---------------------+ | |
| | | | inner_margin | | |
| | | +-----------v----------------+ | | |
| | | | ^ | | | |
| | | | | | | | |
| | | |<------ content_size ------>| | | |
| | | | | | | | |
| | | | v | | | |
| | | +------- content_rect -------+ | | |
| | | | | |
| | +-------------fill_rect ---------------+ | |
| | | |
| +----------------- widget_rect ------------------+ |
| |
+---------------------- outer_rect ------------------------+
```
The four rectangles, from inside to outside, are:
* `content_rect`: the rectangle that is made available to the inner
[`Ui`] or widget.
* `fill_rect`: the rectangle that is filled with the fill color (inside
the stroke, if any).
* `widget_rect`: is the interactive part of the widget (what sense
clicks etc).
* `outer_rect`: what is allocated in the outer [`Ui`], and is what is
returned by [`Response::rect`].
### Notes
This required rewriting a lot of the layout code for `egui::Window`,
which was a massive pain. But now the window margin and stroke width is
properly accounted for everywhere.
* Merge this first: https://github.com/emilk/egui/pull/5517
This aligns all rectangles and (horizontal or vertical) line segments to
the physical pixel grid in the `epaint::Tessellator`, making these
shapes appear crisp everywhere.
* Closes https://github.com/emilk/egui/issues/5164
* Closes https://github.com/emilk/egui/issues/3667
This undoes a lot of the explicit, egui-side aligning added in:
* https://github.com/emilk/egui/pull/4943
The new approach has several benefits over the old one:
* It is done automatically by epaint, so it is applied to everything (no
longer opt-in)
* It is applied after any layer transforms (so it always works)
* It makes line segments crisper on high-DPI screens
* All filled rectangles now has sides that end on pixel boundaries
This implements web support for taking screenshots in an eframe app (and
adds a nice demo).
It also updates the native screenshot implementation to work with the
wgpu gl backend.
The wgpu implementation is quite different than the native one because
we can't block to wait for the screenshot result, so instead I use a
channel to pass the result to a future frame asynchronously.
* Closes <https://github.com/emilk/egui/issues/5425>
* [x] I have followed the instructions in the PR template
https://github.com/user-attachments/assets/67cad40b-0384-431d-96a3-075cc3cb98fb
* Closes#686
* Closes#839
* #5370 should be merged before this
* [x] I have followed the instructions in the PR template
This adds modals to egui.
This PR
- adds a new `Modal` struct
- adds `Memory::set_modal_layer` to limit focus to a layer and above
(used by the modal struct, but could also be used by custom modal
implementations)
- adds `Memory::allows_interaction` to check if a layer is behind a
modal layer, deprecating `Layer::allows_interaction`
Current problems:
- ~When a button is focused before the modal opens, it stays focused and
you also can't hit tab to focus the next widget. Seems like focus is
"stuck" on that widget until you hit escape. This might be related to
https://github.com/emilk/egui/issues/5359~ fixed!
Possible future improvements:
- The titlebar from `window` should be made into a separate widget and
added to the modal
- The state whether the modal is open should be stored in egui
(optionally), similar to popup and menu. Ideally before this we would
refactor popup state to unify popup and menu
---------
Co-authored-by: Emil Ernerfeldt <emil.ernerfeldt@gmail.com>
This adds a `Harness::new_ui`, which accepts a Ui closure and shows the
ui in a central panel. One big benefit is that this allows us to add a
fit_contents method that can run the ui closure with a sizing pass and
resize the "screen" based on the content size.
I also used this to add a snapshot test for the rendering_test at
different scales.
- closes#3491
- closes#3926
This adds a testing library to egui based on
[kittest](https://github.com/rerun-io/kittest). Kittest is a new
[AccessKit](https://github.com/AccessKit/accesskit/)-based testing
library. The api is inspired by the js
[testing-library](https://testing-library.com/) where the idea is also
to query the dom based on accessibility attributes.
We made kittest with egui in mind but it should work with any rust gui
framework with AccessKit support.
It currently has support for:
- running the egui app, frame by frame
- building the AccessKit tree
- ergonomic queries via kittest
- via e.g. get_by_name, get_by_role
- simulating events based on the accesskit node id
- creating arbitrary events based on Harness::input_mut
- rendering screenshots via wgpu
- snapshot tests with these screenshots
A simple test looks like this:
```rust
fn main() {
let mut checked = false;
let app = |ctx: &Context| {
CentralPanel::default().show(ctx, |ui| {
ui.checkbox(&mut checked, "Check me!");
});
};
let mut harness = Harness::builder().with_size(egui::Vec2::new(200.0, 100.0)).build(app);
let checkbox = harness.get_by_name("Check me!");
assert_eq!(checkbox.toggled(), Some(Toggled::False));
checkbox.click();
harness.run();
let checkbox = harness.get_by_name("Check me!");
assert_eq!(checkbox.toggled(), Some(Toggled::True));
// You can even render the ui and do image snapshot tests
#[cfg(all(feature = "wgpu", feature = "snapshot"))]
egui_kittest::image_snapshot(&egui_kittest::wgpu::TestRenderer::new().render(&harness), "readme_example");
}
```
~Since getting wgpu to run in ci is a hassle, I'm taking another shot at
creating a software renderer for egui (ideally without a huge dependency
like skia)~ (this didn't work as well as I hoped and it turns out in CI
you can just run tests on a mac runner which comes with a real GPU)
Here is a example of a failed snapshot test in ci, it will say which
snapshot failed and upload an artifact with the before / after and diff
images:
https://github.com/emilk/egui/actions/runs/11183049487/job/31090724606?pr=5166