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.
<!--
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* Keep your PR:s small and focused.
* The PR title is what ends up in the changelog, so make it descriptive!
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Adds a check for `ui.is_enabled()` when displaying the SubMenu items.
There were a few places the condition could be placed, but I figured
there was simplest. The inner button will already not be able to be
clicked due to ui being disabled.
cc @lucasmerlin
* [x] I have followed the instructions in the PR template
---------
Co-authored-by: Emil Ernerfeldt <emil.ernerfeldt@gmail.com>
Fixes manually created popups (via `Popup::new`) not closing, since
widget_clicked_elsewhere was always false.
This example would never close:
```rs
let mut open = true;
eframe::run_simple_native("My egui App", options, move |ctx, _frame| {
egui::CentralPanel::default().show(ctx, |ui| {
let response = egui::Popup::new(
Id::new("popup"),
ctx.clone(),
PopupAnchor::Position(Pos2::new(10.0, 10.0)),
LayerId::new(Order::Foreground, Id::new("popup")),
)
.open(open)
.show(|ui| {
ui.label("This is a popup!");
ui.label("You can put anything in here.");
});
if let Some(response) = response {
if response.response.should_close() {
open = false;
}
}
});
})
```
I also noticed that the Color submenu in the popups example had a double
arrow (must have been broken in the atoms PR):
<img width="248" height="110" alt="Screenshot 2025-08-07 at 13 42 28"
src="https://github.com/user-attachments/assets/a4e0c267-ae71-4b2c-a1f0-f53f9662d026"
/>
Also fixed this in the PR.
* Closes #7037
* Closes#7297
This deprecates all popup-related function in `Memory`, replacing them
with the new `egui::Popup`.
The new API is nicer in all ways, so we should encourage people to use
it.
* [x] I have followed the instructions in the PR template
Splitting this out from the Parley work as requested. This removes
`FontImage` and makes the font atlas use a `ColorImage`. It converts
alpha to coverage at glyph-drawing time, not at delta-upload time.
This doesn't do much now, but will allow for color emoji rendering once
we start using Parley.
I've changed things around so that we pass in `text_alpha_to_coverage`
to the `Fonts` the same way we do with `pixels_per_point` and
`max_texture_side`, reusing the existing code to check if the setting
differs and recreating the font atlas if so. I'm not quite sure why this
wasn't done in the first place.
I've left `ImageData` as an enum for now, in case we want to add support
for more texture pixel formats in the future (which I personally think
would be worthwhile). If you'd like, I can just remove that enum
entirely.
* part of https://github.com/emilk/egui/issues/7264
* removes SelectableLabel (Use `Button::selectable` instead)
* updates `Ui::selectable_value/label` with IntoAtoms support
Had to make some changes to `Button` since the SelecatbleLabel had no
frame unless selected.
I thought about this - so we have two options here:
1. adding it to `SnapshotOptions`
2. adding it to every function which I do not like as this would be a
huge breaking change
## Summary
This pull request introduces a new feature to the `SnapshotOptions`
struct in the `egui_kittest` crate, allowing users to specify a
permissible percentage of pixel differences (`diff_percentage`) before a
snapshot comparison is considered a failure. This feature provides more
flexibility in handling minor visual discrepancies during snapshot
testing.
### Additions to `SnapshotOptions`:
* Added a new field `diff_percentage` of type `Option<f64>` to the
`SnapshotOptions` struct. This field allows users to define a tolerance
for pixel differences, with a default value of `None` (interpreted as 0%
tolerance).
* Updated the `Default` implementation of `SnapshotOptions` to
initialize `diff_percentage` to `None`.
### Integration into snapshot comparison logic:
* Updated the `try_image_snapshot_options` function to handle the new
`diff_percentage` field. If a `diff_percentage` is specified, the
function calculates the percentage of differing pixels and allows the
snapshot to pass if the difference is within the specified tolerance.
[[1]](diffhunk://#diff-6f481b5866b82a4fe126b7df2e6c9669040c79d1d200d76b87f376de5dec5065R204)
[[2]](diffhunk://#diff-6f481b5866b82a4fe126b7df2e6c9669040c79d1d200d76b87f376de5dec5065R294-R301)
* Closes <https://github.com/emilk/egui/issues/5683>
* [x] I have followed the instructions in the PR template
---------
Co-authored-by: lucasmerlin <hi@lucasmerlin.me>
Co-authored-by: Emil Ernerfeldt <emil.ernerfeldt@gmail.com>
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).
This fixes bugs related to how an `Image` follows the size of an SVG.
We track the "source size" of each image, i.e. the original width/height
of the SVG, which can be different from whatever it was rasterized as.
* Closes https://github.com/emilk/egui/issues/3501
The problem occurs when you want to render the same SVG at different
scales, either at the same time in different parts of your UI, or at two
different times (e.g. the DPI changes).
The solution is to use the `SizeHint` as part of the key.
However, when you have an SVG in a resizable container, that can lead to
hundreds of versions of the same SVG. So new eviction code is added to
handle this case.
This helped me benchmark the atomic layout (#5830) changes.
I also realized that the label benchmark wasn't testing the painting,
since the buttons at some point will be placed outside the screen_rect,
meaning it won't be painted.
This fixes it by benching the label in a child ui.
The `label &str` benchmark went from 483 ns to 535 ns with these
changes.
EDIT:
I fixed another benchmark problem, since the benchmark would show the
same widget millions of times for a single frame, the WidgetRects
hashmap would get huge, causing each iteration to slow down a bit more
and causing the benchmark to have unreliable results.
With this the `label &str` benchmark went from 535ns to 298ns. Also the
`label format!` benchmark now takes almost the same time (302 ns).
Before, it was a lot slower since it reused the same Context which
already had millions of widget ids.
For some reason the pipeline in https://github.com/emilk/egui/pull/5698
succeeded even though the snapshots should have been updated. This
updates the snapshots.
Current implementation of ColorTest infinitely expand horizontally at
each redraw if included in a Window.
The effect can be see replacing the Panel in the ColorTestApp::update
with a Window:
```
egui::CentralPanel::default().show(ctx, |ui| {
egui::Window::new("Colors").vscroll(true).show(ctx, |ui| {
if frame.is_web() {
ui.label(
"NOTE: Some old browsers stuck on WebGL1 without sRGB support will not pass the color test.",
);
ui.separator();
}
egui::ScrollArea::both().auto_shrink(false).show(ui, |ui| {
self.color_test.ui(ui);
});
self.color_test.ui(ui);
});
```
The cause is the is the _pixel_test_strokes_ function that, at each
redraw, tries to expand the target rectangle of 2.0 points in each
direction.
* Closes no issue, I just needed this for an app and figured it could be
useful.
* [x] I have followed the instructions in the PR template
This PR adds an `overline` option for `egui_extras::TableRow`, which is
useful for visually grouping rows. The overline consumes no layout
space.
A screenshot of the demo app, showing every 7th row getting an overline.
<img width="704" alt="Screenshot 2025-01-25 at 14 40 08"
src="https://github.com/user-attachments/assets/9ccbee3d-296d-4afd-9290-c669e4ede1c0"
/>
---------
Co-authored-by: Emil Ernerfeldt <emil.ernerfeldt@gmail.com>
This change allows `layouter` to use the `TextBuffer` instead of `&str`
in the closure. It is necessary when layout decisions depend on more
than just the raw string content, such as metadata stored in the
concrete type implementing `TextBuffer`.
In [our use case](https://github.com/damus-io/notedeck/pull/723), we
needed this to support mention highlighting when a user selects a
mention. Since mentions can contain spaces, determining mention
boundaries from the `&str` alone is impossible. Instead, we use the
`TextBuffer` implementation to retrieve the correct bounds.
See the video below for a demonstration:
https://github.com/user-attachments/assets/3cba2906-5546-4b52-b728-1da9c56a83e1
# Breaking change
This PR introduces a breaking change to the `layouter` function in
`TextEdit`.
Previous API:
```rust
pub fn layouter(mut self, layouter: &'t mut dyn FnMut(&Ui, &str, f32) -> Arc<Galley>) -> Self
```
New API:
```rust
pub fn layouter(mut self, layouter: &'t mut dyn FnMut(&Ui, &dyn TextBuffer, f32) -> Arc<Galley>) -> Self
```
## Impact on Existing Code
• Any existing usage of `layouter` will **no longer compile**.
• Callers must update their closures to use `&dyn TextBuffer` instead of
`&str`.
## Migration Guide
Before:
```rust
let mut layouter = |ui: &Ui, text: &str, wrap_width: f32| {
let layout_job = my_highlighter(text);
layout_job.wrap.max_width = wrap_width;
ui.fonts(|f| f.layout_job(layout_job))
};
```
After:
```rust
let mut layouter = |ui: &Ui, text: &dyn TextBuffer, wrap_width: f32| {
let layout_job = my_highlighter(text.as_str());
layout_job.wrap.max_width = wrap_width;
ui.fonts(|f| f.layout_job(layout_job))
};
```
---
* There is not an issue for this change.
* [x] I have followed the instructions in the PR template
Signed-off-by: kernelkind <kernelkind@gmail.com>
## What
(written by @emilk)
When editing long text (thousands of line), egui would previously
re-layout the entire text on each edit. This could be slow.
With this PR, we instead split the text into paragraphs (split on `\n`)
and then cache each such paragraph. When editing text then, only the
changed paragraph needs to be laid out again.
Still, there is overhead from splitting the text, hashing each
paragraph, and then joining the results, so the runtime complexity is
still O(N).
In our benchmark, editing a 2000 line string goes from ~8ms to ~300 ms,
a speedup of ~25x.
In the future, we could also consider laying out each paragraph in
parallel, to speed up the initial layout of the text.
## Details
This is an ~~almost complete~~ implementation of the approach described
by emilk [in this
comment](<https://github.com/emilk/egui/issues/3086#issuecomment-1724205777>),
excluding CoW semantics for `LayoutJob` (but including them for `Row`).
It supersedes the previous unsuccessful attempt here:
https://github.com/emilk/egui/pull/4000.
Draft because:
- [X] ~~Currently individual rows will have `ends_with_newline` always
set to false.
This breaks selection with Ctrl+A (and probably many other things)~~
- [X] ~~The whole block for doing the splitting and merging should
probably become a function (I'll do that later).~~
- [X] ~~I haven't run the check script, the tests, and haven't made sure
all of the examples build (although I assume they probably don't rely on
Galley internals).~~
- [x] ~~Layout is sometimes incorrect (missing empty lines, wrapping
sometimes makes text overlap).~~
- A lot of text-related code had to be changed so this needs to be
properly tested to ensure no layout issues were introduced, especially
relating to the now row-relative coordinate system of `Row`s. Also this
requires that we're fine making these very breaking changes.
It does significantly improve the performance of rendering large blocks
of text (if they have many newlines), this is the test program I used to
test it (adapted from <https://github.com/emilk/egui/issues/3086>):
<details>
<summary>code</summary>
```rust
use eframe::egui::{self, CentralPanel, TextEdit};
use std::fmt::Write;
fn main() -> Result<(), eframe::Error> {
let options = eframe::NativeOptions {
..Default::default()
};
eframe::run_native(
"editor big file test",
options,
Box::new(|_cc| Ok(Box::<MyApp>::new(MyApp::new()))),
)
}
struct MyApp {
text: String,
}
impl MyApp {
fn new() -> Self {
let mut string = String::new();
for line_bytes in (0..50000).map(|_| (0u8..50)) {
for byte in line_bytes {
write!(string, " {byte:02x}").unwrap();
}
write!(string, "\n").unwrap();
}
println!("total bytes: {}", string.len());
MyApp { text: string }
}
}
impl eframe::App for MyApp {
fn update(&mut self, ctx: &egui::Context, _frame: &mut eframe::Frame) {
CentralPanel::default().show(ctx, |ui| {
let start = std::time::Instant::now();
egui::ScrollArea::vertical().show(ui, |ui| {
let code_editor = TextEdit::multiline(&mut self.text)
.code_editor()
.desired_width(f32::INFINITY)
.desired_rows(40);
let response = code_editor.show(ui).response;
if response.changed() {
println!("total bytes now: {}", self.text.len());
}
});
let end = std::time::Instant::now();
let time_to_update = end - start;
if time_to_update.as_secs_f32() > 0.5 {
println!("Long update took {:.3}s", time_to_update.as_secs_f32())
}
});
}
}
```
</details>
I think the way to proceed would be to make a new type, something like
`PositionedRow`, that would wrap an `Arc<Row>` but have a separate `pos`
~~and `ends_with_newline`~~ (that would mean `Row` only holds a `size`
instead of a `rect`). This type would of course have getters that would
allow you to easily get a `Rect` from it and probably a `Deref` to the
underlying `Row`.
~~I haven't done this yet because I wanted to get some opinions whether
this would be an acceptable API first.~~ This is now implemented, but of
course I'm still open to discussion about this approach and whether it's
what we want to do.
Breaking changes (currently):
- The `Galley::rows` field has a different type.
- There is now a `PlacedRow` wrapper for `Row`.
- `Row` now uses a coordinate system relative to itself instead of the
`Galley`.
* Closes <https://github.com/emilk/egui/issues/3086>
* [X] I have followed the instructions in the PR template
---------
Co-authored-by: Emil Ernerfeldt <emil.ernerfeldt@gmail.com>
<!--
Please read the "Making a PR" section of
[`CONTRIBUTING.md`](https://github.com/emilk/egui/blob/master/CONTRIBUTING.md)
before opening a Pull Request!
* Keep your PR:s small and focused.
* The PR title is what ends up in the changelog, so make it descriptive!
* If applicable, add a screenshot or gif.
* If it is a non-trivial addition, consider adding a demo for it to
`egui_demo_lib`, or a new example.
* Do NOT open PR:s from your `master` branch, as that makes it hard for
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* Remember to run `cargo fmt` and `cargo clippy`.
* Open the PR as a draft until you have self-reviewed it and run
`./scripts/check.sh`.
* When you have addressed a PR comment, mark it as resolved.
Please be patient! I will review your PR, but my time is limited!
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* [x] I have followed the instructions in the PR template
# Overview
This is a small change that supports draggable elements inside a
`Scene`.
When a Scene is initialized with a `Rect::Zero`, following the [example
in the
demo](https://github.com/emilk/egui/blob/master/crates/egui_demo_lib/src/demo/scene.rs#L15),
it will [automatically be reset to the `inner_rect` of the
UI](https://github.com/emilk/egui/blob/master/crates/egui/src/containers/scene.rs#L120-L123).
This centers the scene on the inner-rect contents, however the resulting
`scene_rect` doesn't fill the entire `outer_rect`. This probably isn't
an issue for most users of `Scene`.
However, I want to support draggable elements on a `Scene`, and to do
that I need to map the pointer-position in the window to the scene_rect
position.
As is, the example of draggable elements on Scene works after the user
has modified the scene rect in some way (zoom or pan), when `scene_rect`
is set to `to_global.inverse() * outer_rect`
([here](https://github.com/emilk/egui/blob/master/crates/egui/src/containers/scene.rs#L114-L118)).
Before a user modifies the scene rect, the pointer-position cannot be
reliably mapped to the scene_rect, since the scene_rect doesn't span the
entire window.
This PR just forces that translation to always run after the scene_rect
is reset to `inner_rect`. The practical result is that the scene_rect
will now always span the full outer_rect.
# Example
Here's a small app that demonstrates the functionality I'm trying to
support. I'm new to Egui so there may be better patterns for what I'm
trying to do, but if you run this against `main` and this branch you'll
notice the difference.
```rs
use eframe::egui::*;
/// Map coordinates from the src rect to the target rect
fn map_to_rect(position: Pos2, src_rect: Rect, dest_rect: Rect) -> Pos2 {
let x = (position.x - src_rect.min.x) / (src_rect.max.x - src_rect.min.x)
* (dest_rect.max.x - dest_rect.min.x)
+ dest_rect.min.x;
let y = (position.y - src_rect.min.y) / (src_rect.max.y - src_rect.min.y)
* (dest_rect.max.y - dest_rect.min.y)
+ dest_rect.min.y;
Pos2::new(x, y)
}
pub fn draggable_scene_element(
ui: &mut Ui,
id: Id,
position: &mut Rect,
scene_rect: Rect,
container_rect: Rect,
) -> Response {
let is_being_dragged = ui.ctx().is_being_dragged(id);
if is_being_dragged {
let r = ui.put(*position, |ui: &mut Ui| ui.label("Draggable"));
if let Some(pointer_pos) = ui.ctx().pointer_interact_pos() {
let pointer_pos = map_to_rect(pointer_pos, container_rect, scene_rect);
let delta = pointer_pos.to_vec2() - position.center().to_vec2();
*position = position.translate(delta);
};
r
} else {
let r = ui.put(*position, |ui: &mut Ui| ui.label("Draggable"));
ui
.interact(position.clone(), id, Sense::drag())
.on_hover_cursor(CursorIcon::Grab);
r
}
}
struct MyApp {
scene_rect: Rect,
position: Rect,
}
impl MyApp {
fn new() -> Self {
Self {
scene_rect: Rect::ZERO,
position: Rect::from_min_size(Pos2::new(-50., -50.), Vec2::new(100., 100.)),
}
}
}
impl eframe::App for MyApp {
fn update(&mut self, ctx: &Context, _frame: &mut eframe::Frame) {
CentralPanel::default().show(ctx, |ui| {
let scene_rect = self.scene_rect.clone();
let container_rect = ui.min_rect();
Scene::default().show(ui, &mut self.scene_rect, |ui| {
ui.put(
Rect::from_min_size(Pos2::new(100., 200.), Vec2::new(100., 100.)),
|ui: &mut Ui| ui.label("static element"),
);
ui.put(self.position, |ui: &mut Ui| {
draggable_scene_element(
ui,
Id::from("demo"),
&mut self.position,
scene_rect,
container_rect,
)
});
});
});
}
}
```
# Summary
I need a way to map pointer coordinates to scene coordinates, in order
to support draggable elements in a scene. This patch makes that easier
by ensuring the scene_rect will always be the full size of the
outer_rect.
If you have a better way to accomplish what I'm after, I'm happy to
close this. Thanks!
Enabled the `missing_assert_message` lint
* [x] I have followed the instructions in the PR template
---------
Co-authored-by: Lucas Meurer <lucasmeurer96@gmail.com>