* 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 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?
```
* 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>
I got annoyed by all the slightly different variations of "collect
snapshot results and unwrap them at the end of test" I've written, so I
added a struct to make this nice and simple.
One controversial thing: It panics when dropped. I wanted to ensure
people cannot forget to unwrap the results at the end, and this was the
best thing I could come up with. I don't think this is possible via
clippy lint or something like that.
* [x] I have followed the instructions in the PR template
## 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 adds `WidgetType::Image` and correctly sets it in the Image widget.
This allows us to query for images in kittest tests and tells accesskit
that a node is an image.
It also adds `Image::alt_text` to set a text that will be shown if the
image fails to load and will be read via screen readers. This also
allows us to query images by label in kittest.
* [x] I have followed the instructions in the PR template
---------
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