I believe that the underlying issue that caused the stuck modifier keys
was resolved in the 0.29 winit keyboard refactor.
This probably needs to tested on other desktop platforms however since I
am only able to test this on windows 11.
* Closes <https://github.com/emilk/egui/issues/2332>
* Closes https://github.com/emilk/egui/issues/3444
* Closes https://github.com/emilk/egui/issues/865
On a touch screen, if you press down on a widget and hold for 0.6
seconds (`MAX_CLICK_DURATION`), it will now trigger a secondary click,
i.e. `Response::secondary_clicked` will be `true`. This means you can
now open context menus on touch screens.
This is a refactor on the way to add support for opening context menus
on touch screens via press-and-hold.
This PR changes what `InputState::button_clicked` does (it was ver badly
named before), and also changes `Response::clicked_by` to no longer be
true if clicking with keyboard (i.e. a widget has keyboard focus and the
user presses Space or Enter).
This PR fixes two issues related to `ScrollArea`.
1) When a `ScrollArea` would have `drag_to_scroll` set to `false` (e.g.
because some custom logic is at play or some other reason), it would not
animate to the `target_offset`, effectively making
`Response::scroll_to_me()` ineffective.
2) Single-direction `ScrollArea`s would leak the `scroll_target`'s other
direction. In certain specific circumstances (e.g. an horizontal area
nested in a vertical one, or inversely), this _could_ work as intended,
but in many other cases it could cause unwanted effects. With this PR,
both `scroll_target` directions are consumed by nearest enclosing
`ScrollArea`, regardless of the actually enabled scroll axes.
Previously, any frames in flight (`requestAnimationFrame`) on web were
not being cancelled (`cancelAnimationFrame`) when `WebRunner::destroy`
was called. If a user called `destroy`, then immediately removed the
canvas from the DOM, eframe could panic with a "failed to find (canvas)
element by id" error message.
This PR changes two things:
- The canvas element is directly referenced everywhere it's needed
instead of being looked up by `canvas_id`[^1]
- The RAF handle is stored in `WebRunner` and `cancelAnimationFrame` is
called on it inside of `WebRunner::destroy`[^2]
[^1]: The WebGL/WGPU backends were already holding onto the canvas (and
associated GPU context), so the change is just converting all the
`get_element_by_id` lookups to retrieve the canvas from the web runner
handle.
[^2]: There is only ever one frame in flight, so we store it directly as
a scalar field.
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* Closes <https://github.com/emilk/egui/issues/4144>
* Closes#3846
* Closes#3878
Dear emilk.
Leaving aside other function,
I think this is all you need to fix to patch the panic that occurs when
Shift + TAB.
Thank you, emilk.
Hi!
I'm using egui for the UI of a VST3/Clap plugin, and this kind of
environment is rather picky on performance. I use
[assert_no_alloc](https://crates.io/crates/assert_no_alloc) to make sure
the audio thread is never allocating. The audio thread may request a
repaint of the GUI tho, and this is where a saw that it may allocate
when tracing the repaint reason.
Turns out it's not necessary, `Location::caller` is `'static`, so using
a `&'static str` instead of a `String` in `RepaintCause::file` will just
work, so this PR just does that.
Update modifier state from web mouse events. This allows modifiers to be
correctly updated when the window is not in focus but the mouse is still
moving over the window.
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>
# What's New
* eframe: Added `App::raw_input_hook` allows for the manipulation or
filtering of raw input events
A filter applied to raw input before [`Self::update`]
This allows for the manipulation or filtering of input events before
they are processed by egui.
This can be used to exclude specific keyboard shortcuts, mouse events,
etc.
Additionally, it can be used to add custom keyboard or mouse events
generated by a virtual keyboard.
* examples: Added an example to demonstrates how to implement a custom
virtual keyboard.
[eframe-custom-keypad.webm](https://github.com/emilk/egui/assets/1274171/a9dc8e34-2c35-4172-b7ef-41010b794fb8)
* Remove the leading slash from the path if the target OS is Windows.
This is because Windows paths are not supposed to start with a slash.
For example, `file:///C:/path/to/file` is a valid URI, but
`/C:/path/to/file` is not a valid path.
* Use the input URI consistently as the cache key.
Currently, the cache key is inconsistently set as either the path or the
URI, while the forget key is always the URI. This inconsistency should
be resolved.
---------
Co-authored-by: Emil Ernerfeldt <emil.ernerfeldt@gmail.com>
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.
- Introduces `WidgetType::ProgressIndicator` and maps it to the
corresponding AccessKit role.
- A `Spinner` is now exposed as a widget indicating a progress for which
a completion state is not known.
- On the other hand, a `ProgressBar` reports a completion state and can
possibly be labeled. Note that a label is not used if not explicitly
asked by the user, as it would be redundant information. Assistive
technologies prefer the numerical value so they can, for instance, emit
beeps of which the frequency rise as the completion state increase. I
had to call `floor` on the progression as it seems all the ATs I tested
would round the value, hence reporting something different than what is
displayed on the label.
* Closes https://github.com/emilk/egui/issues/4113
Previously the `Id` of the menu `Area` was using the same id as the
thing that was clicked (i.e. the button opening menu), which lead to id
clashes
We plan to store input data for creating automated tests, hence the need
for more serde derives on input related structs.
---------
Co-authored-by: Georg Weisert <georg.weisert@freshx.de>
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.
Raw mouse movement is unaccelerated and unclamped by screen boundaries,
and does not relate to any position on the screen.
It is useful in certain situations such as draggable values and 3D
cameras, where screen position does not matter.
https://github.com/emilk/egui/assets/1700581/1400e6a6-0573-41b9-99a1-a9cd305aa1a3
Added `Event::MouseMoved` for integrations to supply raw mouse movement.
Added `Response:drag_motion` to get the raw mouse movement, but will
fall back to delta in case the integration does not supply it.
Nothing should be breaking, but third-party integrations that can send
`Event::MouseMoved` should be updated to do so.
Based on #1614 but updated to the current version, and with better
fallback behaviour.
* Closes#1611
* Supersedes #1614
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>
Each cell in a table now has a `Ui` with a unique `Id` based on the row
and column.
This avoids Id-clashes, e.g. when putting a `CollapsingHeader` in a
table cell.
* Closes https://github.com/emilk/egui/issues/3936
* Closes https://github.com/emilk/egui/issues/3923
* Closes https://github.com/emilk/egui/pull/4058
The interaction code is now done at the start of the frame, using stored
`WidgetRect`s from the previous frame.
The intention is that the new interaction code should be more accurate,
making it easier to hit widgets, and better respecting the rules of
overlapping widgets.
There is a new `style::Interaction::interact_radius` controlling how far
away from a widget the cursor can be and still hit it. This helps big
fat fingers hit small widgets on touch screens.
This PR adds a new `Context::read_response` which lets you read the
`Response` of a `Widget` _before_ you create the widget. This can be
used for styling, or for reading the result of an interaction early (to
prevent frame-delay) for a widget you add late (so it is on top of other
widgets).
# ⚠️ BREAKING CHANGES
`Memory::dragged_id`, `Memory::set_dragged_id` etc have been moved to
`Context`.
The semantics for `Context::dragged_id` is slightly different: a widget
is not considered dragged until egui it is sure this is not a
click-in-progress. For a widget that is only sensitive to drags, that is
right away, but for widgets sensitive to both clicks and drags it is not
until the mouse has moved a certain distance.
# TODO
* [x] Fix panel resizing
* [x] Fix scroll hover weirdness
* [x] Fix Resize widget
* [x] Fix drag-and-drop
* [x] Test all of egui_demo_app
* [x] Change `is_dragging` API
* [x] Consistent naming of start/stop or begin/end drag
* [x] Test `egui_tiles`
* [x] Test Rerun
* [x] Document
* [x] Document breaking changes in PR description
* [x] Test one final time
# Saving for a later PR
* [ ] Fix https://github.com/emilk/egui/issues/4047
* [ ] Specify what the response order for e.g. `ui.horizontal` is
I think both these can be fixed if each `Ui` registers themselves as a
`WidgetRect`, with the possibility to interact with it later, as if the
interaction was under all widgets on top of it.
⚠️ 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>
This PR short-circuits `Response::interact()` when the `Response` has
already been sufficiently "sensed" already. In some circumstance, this
can avoid unnecessarily registering another widget rect that may mask
some other widget.
One such instance is Rerun's `ListItem`. Calling `context_menu()` on its
response would call `interact` and, in turn, mask its sub-widget
(collapsing triangle, show/hide buttons, etc.).
After merging PR #4036, build errors occurred in eframe-related
applications:
```log
error[E0432]: unresolved import `winapi::um::winuser`
--> crates\eframe\src\native\app_icon.rs:83:9
|
83 | use winapi::um::winuser;
| ^^^^^^^^^^^^^^^^^^^ no `winuser` in `um`
|
note: found an item that was configured out
--> C:\Users\Varphone\.cargo\registry\src\index.crates.io-6f17d22bba15001f\winapi-0.3.9\src\um\mod.rs:290:37
|
290 | #[cfg(feature = "winuser")] pub mod winuser;
| ^^^^^^^
= note: the item is gated behind the `winuser` feature
For more information about this error, try `rustc --explain E0432`.
error: could not compile `eframe` (lib) due to previous error
warning: build failed, waiting for other jobs to finish...
```
Despite their being an actual `egui::Margin` struct, Textedit has a
`margin()` builder function that supports only `Vec2` types and thereby
only symmetric margins. This PR changes the function to accept
`egui::Margin` type instead making it more congruent with overall egui
logic as well as supporting asymmetric margins.
P.S: I tried to run all checks but I had to modify `./rust-toolchain` to
1.67.0 to get the checks to run on macOS.
---------
Co-authored-by: Emil Ernerfeldt <emil.ernerfeldt@gmail.com>
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These are the latest versions of memoffset and arboard.
The changes to egui_glow/pure_glow allow downstream crates to not depend
on rwh 0.5, which is only needed for pure_glow (and other projects that
use glutin)
Thanks for your time & work
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* Closes <https://github.com/emilk/egui/issues/3990>
`winit` supports up to F35, so thought it was better to just add them
all.
This solves a GL_INVALID_ENUM error common on Windows (occurs on my
Windows 10 machine with a GTX 1070 Ti).
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ARB_framebuffer_SRGB is entirely unsupported on WebGL, hence why latest
egui (master branch) doesn't try to disable SRGB framebuffers on wasm32
and this PR's code doesn't even check for ARB_framebuffer_sRGB on
wasm32.
* For <servo/servo#30782>
There was no way to customize this as ScrollArea gets created inside
Table widget, this exposes the functionality, so scroll bars on tables
can be customized.
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`glyphon` requires the screen resolution during the `prepare` stage, and
passing that to the callback's `prepare` function seems pretty trivial.
---------
Co-authored-by: Emil Ernerfeldt <emil.ernerfeldt@gmail.com>
Exposes support in both glow and wgpu for texture wrap modes
This would be breaking for manual creations of TextureOptions but would
work with the current TextureOptions::NEAREST and LINEAR without change,
keeping those clamp to edge
I wasn't sure how best to expose the options to the user and added
consts for LINEAR_REPEAT LINEAR_MIRRORED_REPEAT NEAREST_REPEAT
NEAREST_MIRRORED_REPEAT
This does not include wrap mode clamp to border as it worked fine with
glow but with wgpu it panics due to Features
Features(ADDRESS_MODE_CLAMP_TO_BORDER) are required but not enabled on
the device, and I thought it was probably best not to try to enable that
feature, but happy to include that functionality also if that is okay to
be toggled

---------
Co-authored-by: Emil Ernerfeldt <emil.ernerfeldt@gmail.com>
At crates\egui_extras\src\layout.rs :
Allocate allocation_rect instead of max_rect.
Go back from this:
```
let response = self.ui.allocate_rect(max_rect, self.sense);
let response = response.with_new_rect(allocation_rect);
return (used_rect, response)
```
to this:
```
let response = self.ui.allocate_rect(allocation_rect, self.sense);
return (used_rect, response)
```
In order to allocate the
Closes <https://github.com/emilk/egui/issues/3956>.
* Basic version of https://github.com/emilk/egui/issues/3931
This adds `Context::repaint_causes` which returns a `Vec<RepaintCause>`,
containing the `file:line` of the call to `ctx.request_repaint()`.
If your application is stuck forever repainting, this could be a useful
tool to diagnose it.
* Closes https://github.com/emilk/egui/issues/3941
Workspace dependencies can be annoying.
If you don't set them to `default-features=false`, then you cannot opt
out of their default features anywhere else, and get warnings if you
try.
So you set `default-features=false`, and then you need to manually opt
in to the default features everywhere else.
Or, as in my case, don't.
I don't have the energy to do this tonight, so I'll just revert.
* Part of https://github.com/emilk/egui/issues/1485
This adds a `rayon` feature to `epaint` and `egui` to parallelize
tessellation of large shapes, such as high-resolution plot lines.
With this PR, if a widget moves or repaints, egui will automatically
repaint.
Usually this is what you want: if something is moving we should repaint
until it stops moving.
However, this could potentially create false positives in some rare
circumstances, so there is an option to turn it off with
`Options::repaint_on_widget_change`.
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This PR simply allows you to override the opacity of a Galley when you
draw it on screen. Last year I opened #3548 and some changes were
requested to the PR, but unfortunately school got really busy and I
wasn't able to apply them. This PR supersedes #3548 and applys the
changes requested in that PR
Closes#3548
Hi everyone! It's a great pleasure to work with such a library. It feels
like a breath of fresh air!
**Problem:**
The current implementation of `context_menu` consumes `self` and returns
it. However, the underlying `menu::context_menu` requires only a
reference to `self`, so it is safe to change the `context_menu`
signature.
**Fix:**
1. Change signature to take a ref to `self`.
2. Return the `Option<InnerResponse<()>>` from the underlying method
call
**Pros:**
1. No `let response = response.context_menu(|| {...})` pattern
2. Better consistency with other `show`-like methods, as it is in the
`Window::show`
3. Less ownership gymnastics
**Cons:**
1. Breaking change
2. Smth else what I don't see ?
**Additional info:**
- This method is also addressed in [this
PR](https://github.com/emilk/egui/pull/857).
- `check.sh` fails only on `cargo check --quiet -p eframe
--no-default-features --features wgpu` with `"The platform you're
compiling for is not supported by winit"` error, should it be launched
at all ?
This should help slightly with CPU/GPU parallelism when vsync is on.
I also return the time spent on vsync, which can help users figure out
how much CPU wall-time was used on non-vsync stuff
* Closes https://github.com/emilk/egui/issues/3882
This adds several methods to make drag-and-drop more ergonomic in egui.
In particular, egui can now keep track of _what_ is being dragged for
you (the _payload_).
Low-level:
* `egui::DragAndDrop` hold the payload during a drag
Mid-level:
* `Response::dnd_set_drag_payload` sets it for drag-sources
* `Response::dnd_hover_payload` and `Response::dnd_release_payload`
reads it for drop-targets
High-level:
* `ui.dnd_drag_source`: make a widget draggable
* `ui.dnd_drop_zone`: a container where things can be dropped
The drag-and-drop demo is now a lot simpler:
https://github.com/emilk/egui/blob/emilk/drag-and-drop/crates/egui_demo_lib/src/demo/drag_and_drop.rs
---------
Co-authored-by: Antoine Beyeler <abeyeler@ab-ware.com>
This lets users specify the spacing of the grid lines and the axis
labels, as well as when these start to fade out.
New:
* `AxisHints::new_x/new_y` (replaces `::default()`)
* `AxisHints::label_spacing`
* `Plot::grid_spacing`
Previously the `Frame` API only supported picking colors once, and then
adding widgets.
But what if you want to add widgets first, and THEN pick the colors for
the frame? Now you can!
```rs
let frame = Frame::default().inner_margin(4.0).begin(ui);
{
frame.content_ui.label("Inside the frame");
frame.content_ui.label("This too");
}
let response = frame.allocate_space(ui);
if response.hovered() {
frame.frame.stroke = Stroke::new(2.0, Color32::WHITE);
}
frame.paint(ui);
```
If a widgets sense both clicks and drags, we don't know wether or not a
mouse press on it will be a short click or a long drag.
With this PR, `response.dragged` and `response.drag_started` isn't true
until we know it is a drag and not a click.
If the widget ONLY senses drags, then we know as soon as someone presses
on it that it is a drag.
If it is sensitive to both clicks and drags, we don't know until the
mouse moves a bit, or stays pressed down long enough.
This PR also ensures that `response.clicked` and is only true for
widgets that senses clicks.
This can be useful for creating simple plugins for egui.
The state can be stored in the egui data store, or by the user.
An example plugin for painting debug text on screen is provided.
This adds smooth scrolling in egui. This makes scrolling in a
`ScrollArea` using a notched mouse wheel a lot nicer.
`InputState::scroll_delta` has been replaced by
`InputState::raw_scroll_delta` and `InputState::smooth_scroll_delta`.
Addition for <https://github.com/emilk/egui/pull/3847>
In previous one i only fixed crash occurring with Wgpu backend. This
fixes crash with Glow backend as well.
I only tested this change with android so most things i changed are
behind ```#[cfg(target_os = "android")]```.
Both fixes are dirty thought. As
<https://github.com/emilk/egui/pull/3172> says that "The root viewport
is the original viewport, and cannot be closed without closing the
application.". So they break rules i guess? But i can't think about
better solution for now.
Closes <https://github.com/emilk/egui/issues/3861>.
* Closes https://github.com/emilk/egui/issues/3816

Turn off with `style.interaction.multi_widget_text_select`.
There is an API for this in `LabelSelectionState`, but it's pretty
bare-bones.
This became really hairy implementation-wise, but it works decently
well.
# Limitations
* Drag-select to scroll doesn't work
* A selection disappears if you scroll past one of its end-points
* Only the text of labels and links are selectable
## TODO
* [x] An option to turn it off
* [x] An API for querying about the selected text, and to deselect it.
* [x] Scrolling past selection behaves weird
* [x] Shift-click to select a range
This makes all `wgpu` features opt-in for `egui-wgpu` users.
For `eframe`, I opted to enable some `wgpu` features so users can still
use `eframe` without having to also opt-in to extra ewgpu features
(eframe is batteries-included).
Setting `desired_maximum_frame_latency` to a low value should
theoretically lead to lower latency in winit apps using `egui-wgpu`
(e.g. in `eframe` with `wgpu` backend).
* Replaces https://github.com/emilk/egui/pull/3714
* See also https://github.com/gfx-rs/wgpu/pull/4899
----
It seems like `desired_maximum_frame_latency` has no effect on my Mac. I
lowered my monitor refresh-rate to 30Hz to test, and can see no
difference between `desired_maximum_frame_latency` of `0` or `3`.
Before when experimenting with changing the global `DESIRED_NUM_FRAMES`
in `wgpu` I saw a huge difference, so I wonder what has changed.
I verified that `set_maximum_drawable_count` is being called with either
`1` or `2`, but I perceive no difference between the two.
This PR adds the following APIs, which I found to be missing while
working on https://github.com/rerun-io/rerun/pull/4879:
- `Response::decidedly_dragged()`: tests if the corresponding widget is
being decidedly dragged
- `Memory::dragged_id()`: returns the ID of the dragged widget, if any
The `egui_winit::State` contains both the `clipboard` and `allow_ime`,
but these are both private fields. In our implementation we use
`egui_winit` to do most of the lifting, but it would come really in
handy if we could access these values.
Instead of making the fields `pub` we opted for separate get/set
functions, that way calling side can't freely replace any of the values
fully and it's more in line with the style of the rest of the codebase.
---------
Co-authored-by: Marijn Suijten <marijn@traverseresearch.nl>
Co-authored-by: Marijn Suijten <marijns95@gmail.com>
* Closes https://github.com/emilk/egui/issues/3841⚠️ Breaking change!
This defines `response.hovered()` to never be true if any other widget
is being dragged.
If you want to detect if a widget is being hovered while another widget
is being dragged, use the new `response.contains_pointer` instead. This
is necessaert for things like drag-and-drop targets.
Overall, this removes special-casing of non-interactive widgets.
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Added Viewport reinitialization and Window recreation for Android on
resume event.
Closes <https://github.com/emilk/egui/issues/3674>.
https://github.com/emilk/egui/assets/95014675/7bc51ea5-3f63-4422-b5a0-ce8291612982
How text editing behaves depends on what OS we are running on.
`target_os` is a compile-time check, but `ctx.os()` is a runtime check,
that works also on web.
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* If applicable, add a screenshot or gif.
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`egui_demo_lib`, or a new example.
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This breaking change seems to have snuck in during #3649. Previously it
would never consume these, today it consumes them unconditionally, and
with this change it'll ~~only consume them if egui wants text input~~
never consume them.
This is a blocker for updating our application, sadly :(
This broke in https://github.com/emilk/egui/pull/3172
Since 0.24.1, `stable_dt` has been fixed at 1/60s, which is a little bit
_too_ stable.
The code issue was the logic for asking "Is this the result of an
immeditate repaint?" was completely broken (always returning false).
* Closes https://github.com/emilk/egui/issues/3830
Added error messages when scaling to invalid sizes instead of panicking
through unwrap, returning to previous behavior.
Closes <https://github.com/emilk/egui/issues/3825>.
* Closes https://github.com/emilk/egui/issues/3804
Add ability to select the text in labels with mouse-drag, double-click,
and keyboard (once clicked).
Hit Cmd+C to copy the text. If everything of a label with elided text is
selected, the copy command will copy the full non-elided text. IME and
accesskit _should_ work, but is untested.
You can control wether or not text in labels is selected globally in
`style.interaction.selectable_labels` or on a per-label basis in
`Label::selectable`. The default is ON.
This also cleans up the `TextEdit` code somewhat, fixing a couple
smaller bugs along the way.
This does _not_ implement selecting text across multiple widgets. Text
selection is only supported within a single `Label`, `TextEdit`, `Link`
or `Hyperlink`.

## TODO
* [x] Test