Commit Graph

141 Commits

Author SHA1 Message Date
rustbasic 288c74e332
Expand max font atlas size from 8k to 16k (#5257)
When using fonts with an average of 50,000 characters,
'epaint texture atlas overflowed!' may be printed and cause problems.
It is necessary to expand the max value related to texture.

* Closes #5256

---------

Co-authored-by: Emil Ernerfeldt <emil.ernerfeldt@gmail.com>
2024-10-29 10:42:28 +01:00
frederik-uni 04ab5e7574
`Context::add_font` (#5228)
make it easier to add fonts. 

For example if I want to add a custom FontFamily or if the user wants to
add a Chinese fallback
* [x] I have followed the instructions in the PR template

---------

Co-authored-by: Emil Ernerfeldt <emil.ernerfeldt@gmail.com>
2024-10-23 14:29:44 +02:00
Emil Ernerfeldt 24cd711f5b Fix typos 2024-10-01 10:41:59 +02:00
Emil Ernerfeldt 92adfa57dc Improve comment in text layout code 2024-09-26 09:43:27 +02:00
Emil Ernerfeldt f97f85089d
Prevent text shrinking in tooltips; round wrap-width to integer (#5161)
* Closes https://github.com/emilk/egui/pull/5106
* Closes https://github.com/emilk/egui/issues/5084


Protect against rounding errors in egui layout code.

Say the user asks to wrap at width 200.0.
The text layout wraps, and reports that the final width was 196.0
points.
This than trickles up the `Ui` chain and gets stored as the width for a
tooltip (say).
On the next frame, this is then set as the max width for the tooltip,
and we end up calling the text layout code again, this time with a wrap
width of 196.0.
Except, somewhere in the `Ui` chain with added margins etc, a rounding
error was introduced,
so that we actually set a wrap-width of 195.9997 instead.
Now the text that fit perfectly at 196.0 needs to wrap one word earlier,
and so the text re-wraps and reports a new width of 185.0 points.
And then the cycle continues.

So this PR limits the text wrap-width to be an integer.

Related issues:
* https://github.com/emilk/egui/issues/4927
* https://github.com/emilk/egui/issues/4928
* https://github.com/emilk/egui/issues/5163

--- 

Pleas test this @rustbasic
2024-09-25 11:31:41 +02:00
Christofer Nolander 6f7b9b9b87
Add support for mipmap textures. (#5146)
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Adds support for mipmaps in the `glow` backend.

Should be possible to implement for `wgpu` in the future as well, but
requires a custom compute kernel.
2024-09-22 19:16:16 +02:00
rustbasic 7c7190f98d
Clamp font size to between 0.1 and 2048 (#5139)
Fix: Font size limit to prevent panic
2024-09-22 19:14:03 +02:00
Emil Ernerfeldt 2a40d16e5a
Center-align all text vertically (#5117)
* Closes https://github.com/emilk/egui/issues/4929
* Builds on top of https://github.com/emilk/egui/pull/2724 by @lictex
(ptal!)
* Implement `Center` and `Max` vertical text alignment properly
* Change default vertical alignment of text to centering

The end result is that text centers better in buttons and other places,
especially when mixing in emojis.
Before, mixing text of different heights (e.g. emojis and latin text) in
a label or button would cause the text to jump vertically.

## Before
This is `master`, with custom `FontTweak` to move fonts up and down:
<img width="1714" alt="image"
src="https://github.com/user-attachments/assets/a10e2927-e824-4580-baea-124c0b38a527">
<img width="102" alt="image"
src="https://github.com/user-attachments/assets/cd41f415-197b-42cd-9558-d46d63c21dcb">


## After
This PR, with the default (zero) `FontTweak`

<img width="102" alt="image"
src="https://github.com/user-attachments/assets/15e7d896-66b1-4996-ab58-dd1850b19a63">

<img width="1714" alt="image"
src="https://github.com/user-attachments/assets/54ec708c-7698-4754-b1fc-fea0fd240ec9">
2024-09-19 11:44:29 +02:00
Emil Ernerfeldt f4ed394a85
Add UI to modify `FontTweak` live (#5125)
This will make it easier to get nice sizing and vertical alignments of
fonts
2024-09-18 13:43:33 +02:00
Emil Ernerfeldt 4dd89e2052 Fix some minor clippy lints from the future 2024-09-18 09:44:23 +02:00
Nicolas 1488ffa35a
Use `log` crate instead of `eprintln` & remove some unwraps (#5010)
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- I fixed the TODO to use the `log` crate instead of `eprintln`
- Set the rust-version in the `scripts/check.sh` to the same as egui is
on
- I made xtask use anyhow to remove some unwraps 

* [x] I have followed the instructions in the PR template
2024-09-13 14:23:13 +02:00
Emil Ernerfeldt 66076101e1
Add `Context::request_discard` (#5059)
* Closes https://github.com/emilk/egui/issues/4976
* Part of #4378 
* Implements parts of #843

### Background
Some widgets (like `Grid` and `Table`) needs to know the width of future
elements in order to properly size themselves. For instance, the width
of the first column of a grid may not be known until all rows of the
grid has been added, at which point it is too late. Therefore these
widgets store sizes from the previous frame. This leads to "first-frame
jitter", were the content is placed in the wrong place for one frame,
before being accurately laid out in subsequent frames.

### What
This PR adds the function `ctx.request_discard` which discards the
visual output and does another _pass_, i.e. calls the whole app UI code
once again (in eframe this means calling `App::update` again). This will
thus discard the shapes produced by the wrongly placed widgets, and
replace it with new shapes. Note that only the visual output is
discarded - all other output events are accumulated.

Calling `ctx.request_discard` should only be done in very rare
circumstances, e.g. when a `Grid` is first shown. Calling it every frame
will mean the UI code will become unnecessarily slow.

Two safe-guards are in place:

* `Options::max_passes` is by default 2, meaning egui will never do more
than 2 passes even if `request_discard` is called on every pass
* If multiple passes is done for multiple frames in a row, a warning
will be printed on the screen in debug builds:


![image](https://github.com/user-attachments/assets/c2c1e4a4-b7c9-4d7a-b3ad-abdd74bf449f)

### Breaking changes
A bunch of things that had "frame" in the name now has "pass" in them
instead:

* Functions called `begin_frame` and `end_frame` are now called
`begin_pass` and `end_pass`
* `FrameState` is now `PassState`
* etc


### TODO
* [x] Figure out good names for everything (`ctx.request_discard`)
* [x] Add API to query if we're gonna repeat this frame (to early-out
from expensive rendering)
* [x] Clear up naming confusion (pass vs frame) e.g. for `FrameState`
* [x] Figure out when to call this
* [x] Show warning on screen when there are several frames in a row with
multiple passes
* [x] Document
* [x] Default on or off?
* [x] Change `Context::frame_nr` name/docs
* [x] Rename `Context::begin_frame/end_frame` and deprecate the old ones
* [x] Test with Rerun
* [x] Document breaking changes
2024-09-13 14:20:51 +02:00
Emil Ernerfeldt 6b7f431237
Fix text sometime line-breaking or truncating too early (#5077) 2024-09-06 13:24:11 +02:00
Emil Ernerfeldt b2dcb7d8db
Fix bug in size calculation of truncated text (#5076)
The width of the elision character (`…`) was never included in the size
calculation
2024-09-06 11:30:32 +02:00
Emil Ernerfeldt 7db8797850 Fix typo 2024-09-01 10:23:40 +02:00
Juan Campa f2815b423e
Fix blurry lines (#4943)
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* Closes <https://github.com/emilk/egui/issues/4776>
* [x] I have followed the instructions in the PR template



I've been meaning to look into this for a while but finally bit the
bullet this week. Contrary to what I initially thought, the problem of
blurry lines is unrelated to feathering because it also happens with
feathering disabled.

The root cause is that lines tend to land on pixel boundaries, and
because of that, frequently used strokes (e.g. 1pt), end up partially
covering pixels. This is especially noticeable on 1ppp displays.

There were a couple of things to fix, namely: individual lines like
separators and indents but also shape strokes (e.g. Frame).

Lines were easy, I just made sure we round them to the nearest pixel
_center_, instead of the nearest pixel boundary.

Strokes were a little more complicated. To illustrate why, here’s an
example: if we're rendering a 5x5 rect (black fill, red stroke), we
would expect to see something like this:

![Screenshot 2024-08-11 at 15 01
41](https://github.com/user-attachments/assets/5a5d4434-0814-451b-8179-2864dc73c6a6)

The fill and the stroke to cover entire pixels. Instead, egui was
painting the stroke partially inside and partially outside, centered
around the shape’s path (blue line):

![Screenshot 2024-08-11 at 15 00
57](https://github.com/user-attachments/assets/4284dc91-5b6e-4422-994a-17d527a6f13b)

Both methods are valid for different use-cases but the first one is what
we’d typically want for UIs to feel crisp and pixel perfect. It's also
how CSS borders work (related to #4019 and #3284).

Luckily, we can use the normal computed for each `PathPoint` to adjust
the location of the stroke to be outside, inside, or in the middle.
These also are the 3 types of strokes available in tools like Photoshop.

This PR introduces an enum `StrokeKind` which determines if a
`PathStroke` should be tessellated outside, inside, or _on_ the path
itself. Where "outside" is defined by the directions normals point to.

Tessellator will now use `StrokeKind::Outside` for closed shapes like
rect, ellipse, etc. And `StrokeKind::Middle` for the rest since there's
no meaningful "outside" concept for open paths. This PR doesn't expose
`StrokeKind` to user-land, but we can implement that later so that users
can render shapes and decide where to place the stroke.

### Strokes test
(blue lines represent the size of the rect being rendered)

`Stroke::Middle` (current behavior, 1px and 3px are blurry)
![Screenshot 2024-08-09 at 23 55
48](https://github.com/user-attachments/assets/dabeaa9e-2010-4eb6-bd7e-b9cb3660542e)


`Stroke::Outside` (proposed default behavior for closed paths)
![Screenshot 2024-08-09 at 23 51
55](https://github.com/user-attachments/assets/509c261f-0ae1-46a0-b9b8-08de31c3bd85)



`Stroke::Inside` (for completeness but unused at the moment)
![Screenshot 2024-08-09 at 23 54
49](https://github.com/user-attachments/assets/c011b1c1-60ab-4577-baa9-14c36267438a)



### Demo App
The best way to review this PR is to run the demo on a 1ppp display,
especially to test hover effects. Everything should look crisper. Also
run it in a higher dpi screen to test that nothing broke 🙏.

Before:

![egui_old](https://github.com/user-attachments/assets/cd6e9032-d44f-4cb0-bb41-f9eb4c3ae810)


After (notice the sharper lines):

![egui_new](https://github.com/user-attachments/assets/3365fc96-6eb2-4e7d-a2f5-b4712625a702)
2024-08-30 09:57:32 +02:00
Nicolas 343c3d16c3
Remove wildcard imports (#5018)
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I removed (I hope so) all wildcard imports I found.

For me on my pc this improved the build time:
- for egui -5s
- for eframe -12s

* [x] I have followed the instructions in the PR template
2024-08-28 12:18:42 +02:00
Emil Ernerfeldt a59f9ed279
Nicer looking text selection, especially in light mode (#5017)
* Closes https://github.com/emilk/egui/issues/4727

This changes the text selection painting from being painted on top of
the text, to being painted behind the text, but in front of any text
background. The result is much nicer looking text selection, especially
in light mode:

### The new selections
<img width="198" alt="Screenshot 2024-08-27 at 18 58 35"
src="https://github.com/user-attachments/assets/bd342946-299c-44ab-bc2d-2aa8ddbca8eb">
<img width="187" alt="Screenshot 2024-08-27 at 18 59 26"
src="https://github.com/user-attachments/assets/352bed32-5150-49b9-a9f9-c7679a0d30b2">


### What selections used to look like
<img width="143" alt="Screenshot 2024-08-27 at 19 03 08"
src="https://github.com/user-attachments/assets/f3cbd798-cfed-4ad4-aa3a-d7480efcfa3c">
<img width="143" alt="Screenshot 2024-08-27 at 19 03 23"
src="https://github.com/user-attachments/assets/9925d18d-da82-4a44-8a98-ea6857ecc14f">


### New selection of some text with a background
<img width="134" alt="Screenshot 2024-08-27 at 18 59 12"
src="https://github.com/user-attachments/assets/1d291d7f-efbd-4efd-b6d2-cd63c9fc4fa4">
2024-08-27 19:09:44 +02:00
Oscar Gustafsson cc3a09187d
Deprecate `ahash` re-exports (#4979)
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* Closes <https://github.com/emilk/egui/issues/3482>
* [x] I have followed the instructions in the PR template

Regarding the statement in #3482,
https://docs.rs/egui/latest/egui/layers/struct.GraphicLayers.html#method.drain
accepts a HashMap, but not sure if that is enough to keep the re-export.
2024-08-26 10:41:16 +02:00
Alex Pinkus ae7672e336
Move default fonts to new crate `epaint_default_fonts` (#4853)
This allows license checking tools to omit the OFL and UFL licenses when
`default_fonts` are turned off.

There was some discussion of versioning on the original issue; I have
chosen to label this version as `0.28.1` to match the other crates.
Happy to adjust the version as needed.

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* Closes <https://github.com/emilk/egui/issues/2321>
* [X] I have followed the instructions in the PR template

---------

Co-authored-by: Alex Pinkus <pinkus@amazon.com>
2024-07-31 09:50:02 +02:00
Wojciech Muła 7f899c1d07
epaint: add some missing inline docs (#4815)
Document a few `Mesh` methods.
2024-07-11 11:52:27 +02:00
Emil Ernerfeldt 143119943d
Show the innermost debug rectangle when pressing all modifier keys (#4782)
This is usually what the user is interested in.
2024-07-05 08:36:56 +02:00
Emil Ernerfeldt 3add56f81b Fix wrong comment 2024-06-30 14:35:46 +02:00
Emil Ernerfeldt 89968e6f96
Bug fix: ui opacity and gray-out not affecting strokes (#4581)
Bug introduced in https://github.com/emilk/egui/pull/4353
2024-05-29 22:37:55 +02:00
Emil Ernerfeldt cc3b3629b8
Round text galley sizes to nearest ui point size (#4578)
Previously, many labels had non-integer widths. This lead to rounding
errors.

This was most notable for the new `Area` sizing code:

We would run the initial sizing pass, to measure the size of e.g. a
tooltip.
Say the tooltip contains text that was 100.123 ui points wide. With a
16pt border, that becomes 116.123, which is stored in the `Area` state
as the width. The next frame, we use that stored size as the wrapping
width. With perfect precision, we would then tell the label to wrap to
100.123 pts, which the text would _just_ fit in. However, due to
rounding errors we might end up asking it to wrap to 100.12**2** pts,
meaning the last word would now wrap and end up on the next line.

By rounding label sizes to perfect integers, we avoid such rounding
errors, and most ui elements will now end up on perfect integer point
coordinates (and `f32` can precisely express and do arithmetic on all
integers < 2^24).

Visually this has very little impact. Some labels move by a pixel here
and there, mostly for the better.
2024-05-29 18:23:11 +02:00
Antoine Beyeler bcd91f27a1
Add support for text truncation to `egui::Style` (#4556)
* Closes #4473

This PR introduce `Style::wrap_mode`, which adds support for text
truncation in addition to text wrapping. This PR also update some width
calculation of the ComboBox.

#### Core

- Add `egui::TextWrapMode` (pure enum with `Extend`, `Wrap`, `Truncate`)
- Add `Style::wrap_mode: Option<tTextWrapMode>`
- **DEPRECATED**: `Style::wrap`, use `Style::wrap_mode` instead.
- Add `Ui::wrap_mode()` to return the wrap mode to use in the current
ui. If specified in `Style`, return it. Otherwise, return
`TextWrapMode::Wrap` for vertical layout and wrapping horizontal layout,
and `TextWrapMode::Extend` otherwise.
- **DEPRECATED**: `Ui::wrap_text()`, use `Ui::wrap_mode` instead.

#### Widget

- Update the width calculation of the `ComboBox` button (_not_ its popup
menu).
- Now, `ComboBox::width()` (defaulting to `Spacing::combo_width`) is
always considered a minimum width and will extend the `Ui`, regardless
of the selected text width and wrap mode.
- Introduce `ComboBox::wrap_mode`, which overrides `Ui::wrap_mode` for
the selected text layout.
- Note: since `ComboBox` uses `ui.horizontal` internally, the default
wrap mode is always `TextWrapMode::Extend`, regardless of the caller's
`Ui`'s layout.
- The `ComboBox` button no longer extend to `ui.available_width()` with
wrapping is enabled.
- **BREAKING**: `ComboBox::wrap()` no longer has a `bool` argument and
is now a short-hand for `ComboBox::wrap_mode(TextWrapMode::Wrap)`.
- Added `ComboBox::truncate()` as short-hand for
`ComboBox::wrap_mode(TextWrapMode::Truncate)`.
- Update `Label`
  - Add `Label::wrap_mode()` to specify the text wrap mode.
- **BREAKING**: `Label::wrap()` no longer has a `bool` argument and is
now a short-hand for `Label::wrap_mode(TextWrapMode::Wrap)`.
- **BREAKING**: `Label::truncate()` no longer has a `bool` argument and
is now a short-hand for `Label::wrap_mode(TextWrapMode::Truncate)`.
- Update `Button`
  - Add `Button::wrap_mode()` to specify the text wrap mode.
- **BREAKING**: `Button::wrap()` no longer has a `bool` argument and is
now a short-hand for `Button::wrap_mode(TextWrapMode::Wrap)`.
- Added `Button::truncate()` as short-hand for
`Button::wrap_mode(TextWrapMode::Truncate)`.

#### Low-level

- **BREAKING**: `WidgetText::into_galley()` now takes an
`Option<TextWrapMode>` instead of a `Option<bool>` argument.
- **BREAKING**: `WidgetText::into_galley_impl(()` now takes a
`TextWrapping` argument instead of `wrap: bool` and `availalbe_width:
f32` arguments.

---------

Co-authored-by: Emil Ernerfeldt <emil.ernerfeldt@gmail.com>
2024-05-28 13:10:41 +02:00
Ryan Bluth f0cbb18943
Don't panic when replacement glyph is not found (#4542)
I wanted to implement a font picker that loads all system fonts but ran
into panics due to missing glyphs. Falling back to an empty glyph when
none of the fallback glyphs are available avoids the panic.
2024-05-27 11:53:06 +02:00
crumblingstatue acfe9f6f3b
Make `epaint::mutex::RwLock` allow `?Sized` types (#4485)
`parking_lot`'s `RwLock` allows this, so probably `epaint`'s `RwLock`
should too.
Although I'm not sure how much it's intended for users, rather than just
internal use by `egui`.
2024-05-13 12:49:31 +02:00
Emil Ernerfeldt c3f386aa30
Remove work-around for `unsafe` in puffin macro (#4484)
…since it is no longer in the puffin macro
2024-05-11 20:17:19 +02:00
Emil Ernerfeldt f19f99180e
Remove `extra_asserts` and `extra_debug_asserts` feature flags (#4478)
Removes `egui_assert` etc and replaces it with normal `debug_assert`
calls.

Previously you could opt-in to more runtime checks using feature flags.
Now these extra runtime checks are always enabled for debug builds.

You are most likely to encounter them if you use negative sizes or NaNs
or other similar bugs.
These usually indicate bugs in user space.
2024-05-10 19:39:08 +02:00
Emil Ernerfeldt ded8dbd45b
Fix some clippy warning from Rust 1.78.0 (#4444) 2024-05-02 17:04:25 +02:00
hardlydearly 3bb33980a9
chore: remove repetitive words (#4400)
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remove repetitive words

Signed-off-by: hardlydearly <799511800@qq.com>
2024-04-29 10:33:29 +02:00
Emil Ernerfeldt cee790681d
Update to Rust 1.76 (#4411)
Motivation: I want to replace `cargo-cranky` with workspace lints, first
available in Rust 1.74.
However, `cargo doc` would hange on `wgpu` and `wgpu-core` on 1.74 and
1.75… so now we're on 1.76.
I think this is fine - when 1.78 is released next week we're still two
versions behind the bleeding edge.

…and the branch name is just wrong 🤦
2024-04-25 15:51:01 +02:00
Joe Sorensen 2ce82cce21
Added ability to define colors at UV coordinates along a path (#4353)
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I had to make a couple types not Copy because closures, but it should'nt
be a massive deal.

I tried my best to make the API change as non breaking as possible.
Anywhere a PathStroke is used, you can just use a normal Stroke instead.
As mentioned above, the bezier paths couldn't be copy anymore, but IMO
that's a minor caveat.

---------

Co-authored-by: Emil Ernerfeldt <emil.ernerfeldt@gmail.com>
2024-04-22 18:35:09 +02:00
Emil Ernerfeldt 87b294534e
Add `emath::OrderedFloat` (moved from `epaint::util::OrderedFloat`) (#4389)
It makes much more sense in `emath`
2024-04-21 20:36:32 +02:00
Juan Campa c630a8de89
Fix incorrect line breaks (#4377)
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While breaking a paragraph, it was possible to lose line break
candidates that could've been used on the next line, causing egui to
unnecessarily overrun `wrap.max_width`.

This PR fixes it so that we don't forget about those candidates.


Before:
Note that the window can't resize to the requested width because the
text is not wrapping.


https://github.com/emilk/egui/assets/1410520/6430a334-2995-4b40-bc34-8f01923f9f95

After:


https://github.com/emilk/egui/assets/1410520/225fa4cd-cbbb-4a7e-9580-7f1814c05ee7

---------

Co-authored-by: Emil Ernerfeldt <emil.ernerfeldt@gmail.com>
2024-04-21 10:58:40 +02:00
Emil Ernerfeldt a9a756e8f3
Overload operators for `Rect + Margin`, `Rect - Margin` etc (#4277)
It's more ergonomic
2024-03-30 14:03:41 +01:00
Emil Ernerfeldt a541e021aa
Add `RectShape::blur_width` to implement shadows (#4267)
This is mostly a refactor, but has some performance benefits:
* We (re)use the same tessellator as for everything else, leading to
less allocations
* We cull shapes before rendering them

Adding `RectShape::blur_width` means it can also be used for other
effects, such as glow.
2024-03-29 20:29:42 +01:00
Emil Ernerfeldt a15e6c2122
Prevent visual glitch when shadow blur width is very high (#4245)
* Closes https://github.com/emilk/egui/issues/4238

The comment in the code explains it well, but the short of it is this:
we can't handle a shadow blur width larger than the shadow rectangle, so
we need to clamp the blur. This means smaller things will cast shadows
with a smaller blur width, but that's better than having visual
glitches.
2024-03-27 11:22:38 +01:00
Emil Ernerfeldt 947b5813d7
Fix visual glitch on the right side of highly rounded rectangles (#4244)
* Part of https://github.com/emilk/egui/issues/4238

When one side of a rectangle is all rounding we need to take care not to
produce duplicated vertices in the rectangle path generator.

The old code only handled three sides, but forgot the last side (the
right side).
The new code handles the right side, and also handles the other sides
more robustly (with a floating point eps) and efficiently (in a single
pass).

The glitch was most notable in shadows with a high blur width.

Examples of the glitch:

<img width="203" alt="Screenshot 2024-03-26 at 20 15 38"
src="https://github.com/emilk/egui/assets/1148717/dc1c0a06-35f0-4fda-a011-0e37d18454a0">

<img width="220" alt="Screenshot 2024-03-27 at 09 48 48"
src="https://github.com/emilk/egui/assets/1148717/c278b28e-c3f9-4c82-ba20-0480621efd2f">

<img width="33" alt="Screenshot 2024-03-27 at 09 49 21"
src="https://github.com/emilk/egui/assets/1148717/379ddf77-6590-4444-9c2e-67ab1e071f0f">
2024-03-27 10:13:49 +01:00
Emil Ernerfeldt f8d7d0ebaa
Enforce writing username in TODO comments (#4235) 2024-03-26 11:48:24 +01:00
Emil Ernerfeldt c530504a04
CSS-like shadows with offset, spread, and blur (#4232)
This makes `epaint::Shadow` more like CSS's box-shadow, adding `offset`
and replacing `extrusion` with `blur` and `spread`.

* Closes https://github.com/emilk/egui/pull/3047

The offsets make for nice drop-shadow effects.

Old shadows:
<img width="1447" alt="old-shadows"
src="https://github.com/emilk/egui/assets/1148717/8a30f7b9-fb9d-49ea-9a2f-9367a60c448a">

New shadows:
<img width="1447" alt="new-shadows-full"
src="https://github.com/emilk/egui/assets/1148717/28cc9c1e-b0de-4c5b-a705-22e52c556584">
2024-03-26 10:37:12 +01:00
Emil Ernerfeldt 1634554032
Add `Margin` to `epaint` (#4231)
Moved from `egui`
2024-03-26 09:05:29 +01:00
Eris bce257adb3
`epaint`: Add `EllipseShape` (#4122)
Adds an Ellipse shape draw-able with the Painter, brings egui closer to
the SVG Specification.

I've done some optimization towards using less vertices and doing less
calculations.

~~Currently the vertices are evenly distributed.
It's possible this could be optimized further taking into account the
gradient and increasing the concentration of vertices where the change
in gradient is larger.~~


![EllipseTall](https://github.com/emilk/egui/assets/50041841/b105230c-ce68-49c1-b162-d1f066bf9d6a)

![EllipseWide](https://github.com/emilk/egui/assets/50041841/6f9106d2-75cb-4f2a-b0c2-039b3aadec86)
2024-03-20 13:23:21 +01:00
CrazyCraftix 4a330de53d
Fix scaling of rounded corners for rect shape (#4152) (#4161)
When scaling an `egui::Shape` of variant `Rect` using the new
`transform` function, corner rounding isn't taken into account.

The fix is to multiply the rounding by the scaling factor.

* Closes <https://github.com/emilk/egui/issues/4152>
2024-03-12 11:14:24 +01:00
Varphone Wong a93c6cd5d2
`egui`: Fixed the incorrect display of the Window frame with a wide border or large rounding (#4032)
Currently, the Window frame is displayed incorrectly when using a wide
border or large rounding.

* Closes #3806
* Closes #4024 
* Closes #4025 

* Screencast of egui demo app (emilk:master)


[window-frame-bug.webm](https://github.com/emilk/egui/assets/1274171/391f67fa-ae6f-445a-8c64-1bb575770127)

* Screencast of egui demo app (varphone:hotfix/window-custom-frame)


[window-frame-fixed.webm](https://github.com/emilk/egui/assets/1274171/1953124e-9f7a-4c2d-9024-5d2eece6b87c)
2024-03-08 10:32:23 +01:00
Varphone Wong 4d776fd84e
`epaint`: Added `Shape::{scale,translate}` wrappers (#4090)
The `Shape::translate` method has been replaced with `Shape::transform`,
which introduces breaking changes that could negatively impact existing
users.

This patch adds a `Shape::translate` wrapper to prevent these breaking
changes.
2024-03-08 10:07:31 +01:00
0Qwel 23e8312fc0
Convenience const fn for Margin, Rounding and Shadow (#4080)
I often write constants at the top of my widget files, as a "config". I
kept writing stuff like that :
```rust
const DEFAULT_INNER_MARGIN: Margin = Margin { left: 17., right: 17., top: 7., bottom: 7. };
```
So I prefixed constructors for `Margin`, `Rounding` and `Shadow` const.
No code was changed.

I also added a `Shadow::new()` for similar reasons.
2024-02-21 16:20:26 +01:00
wangxiaochuTHU ca8eeb8621
Add `ColorImage::from_gray_iter` (#3536)
Add an alternative method for creating a [`ColorImage`] that accepts
`Iterator` as the argument. It can be useful when `&[u8]` is not
available but the iterator is.

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---------

Co-authored-by: Emil Ernerfeldt <emil.ernerfeldt@gmail.com>
2024-02-20 15:29:23 +01:00
Francis Chua 069d7a634d
Add layer transforms, interaction in layer (#3906)
⚠️ Removes `Context::translate_layer`, replacing it with a sticky
`set_transform_layer`

Adds the capability to scale layers.
Allows interaction with scaled and transformed widgets inside
transformed layers.

I've also added a demo of how to have zooming and panning in a window
(see the video below).

This probably closes #1811. Having a panning and zooming container would
just be creating a new
`Area` with a new id, and applying zooming and panning with
`ctx.transform_layer`.

I've run the github workflow scripts in my repository, so hopefully the
formatting and `cargo cranky` is satisfied.

I'm not sure if all call sites where transforms would be relevant have
been handled. This might also be missing are transforming clipping
rects, but I'm not sure where / how to accomplish that. In the demo, the
clipping rect is transformed to match, which seems to work.


https://github.com/emilk/egui/assets/70821802/77e7e743-cdfe-402f-86e3-7744b3ee7b0f

---------

Co-authored-by: tweoss <fchua@puffer5.stanford.edu>
Co-authored-by: Emil Ernerfeldt <emil.ernerfeldt@gmail.com>
2024-02-17 11:02:56 +01:00