Adds a helper to quickly see whats going on in a kittest test.
Not all test have snapshots, but when debugging tests it might still be
useful to see whats actually going on, so this adds a helper fn that
renders a snapshot image to a temporary file and opens it with the
default image viewer:
https://github.com/user-attachments/assets/08785850-0a12-4572-b9b5-cea36951081c
This PR is a continuation of #4915 by @frederik-uni and @lucasmerlin
that introduces support for keeping egui content within the 'safe area'
on iOS (avoiding the notch / dynamic island / menu bar etc.), with the
following changes:
- `SafeArea` now wraps `MarginF32` and has been renamed to
`SafeAreaInsets` to clarify its purpose.
- `InputState::screen_rect` is now marked as deprecated in favour of
either `viewport_rect` (which contains the entire screen), or
`content_rect` (which is the viewport rect with the safe area insets
removed).
- I added some comments to the safe area insets logic pointing out the
[safe area API coming in winit
v0.31](https://github.com/rust-windowing/winit/issues/3910).
---------
Co-authored-by: frederik-uni <147479464+frederik-uni@users.noreply.github.com>
Co-authored-by: Lucas Meurer <hi@lucasmerlin.me>
Co-authored-by: Emil Ernerfeldt <emil.ernerfeldt@gmail.com>
* Closes https://github.com/rerun-io/rerun/issues/11301
This fixes a bug where a menu could get stuck, not closing at all, when
the currently open submenu stops being shown.
I also added a way to reproduce this to the demo, as well as a test
ensuring that there is no race condition in the fix.
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.
The override_text_color is now used when rendering text from a String or
&str. This is consistent with the RichText variant and makes the option
behave as advertised, taking precedence over WidgetVisuals and
overriding the color for all text unless explicitly changed for a single
widget (via RichText or LayoutJob).
* Closes <https://github.com/emilk/egui/issues/7367>
* [x] I have followed the instructions in the PR template
---------
Co-authored-by: Emil Ernerfeldt <emil.ernerfeldt@gmail.com>
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>
I need to scroll in a snapshot test in my app, and kittest had no
utilities for this. Event::MouseWheel is error prone. This adds support
for some accesskit scroll actions, and uses this in kittest to add
helpers to scroll to a node / scroll the scroll area surrounding a node.
The accesskit code says down/up/left/right `Scrolls by approximately one
screen in a specific direction.`. Unfortunately it's difficult to get
the size of a "screen" (I guess that would be the size of the containing
scroll area)where I implemented the scrolling, so for now I've hardcoded
it to 100px. I think scrolling a fixed amount is still better than not
scrolling at all.
---------
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).
With kittest it was difficult to wait for images to be loaded before
taking a snapshot test.
This PR adds `Harness::with_wait_for_pending_images` (true by default)
which will cause `Harness::run` to sleep until all images are loaded (or
`HarnessBuilder::with_max_steps` is exceeded).
It also adds a new ImageLoader::has_pending and
BytesLoader::has_pending, which should be implemented if things are
loaded / decoded asynchronously.
It reverts https://github.com/emilk/egui/pull/6901 which was my previous
attempt to fix this (but this didn't work since only the tested crate is
compiled with cfg(test) and not it's dependencies)
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* Closes https://github.com/emilk/egui/issues/5507
* [x] I have followed the instructions in the PR template
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 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?
```
- Enable all-features when generating docs
- Add x11 feature so it builds on Linux
- Add double hashes to the feature comments so document-features
includes them in the docs
* Closes <https://github.com/emilk/egui/issues/5709>
* [x] I have followed the instructions in the PR template
* Closes <https://github.com/emilk/egui/issues/5690>
* [x] I have followed the instructions in the PR template
It still isn't ideal, since you have to remember to call key_up on a
separate frame.
---------
Co-authored-by: Emil Ernerfeldt <emil.ernerfeldt@gmail.com>