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
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This is the same change as in #4069 but as this is stale I wanted to
reopen a non stale PR
Modifies ImageLoader's load function to use background threads for the
image decoding work. This avoids blocking the main thread that is
especially noticeable when loading many images at once.
This was modelled after the other loader implementations that also use
threads.
* Closes <https://github.com/emilk/egui/issues/5375>
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---------
Co-authored-by: lucasmerlin <lucasmeurer96@gmail.com>
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.
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Previously, `Harness::run` just called `Harness::step` 3 times. If that
wasn't enough, tests would often call run multiple times so all
animations would finish properly.
Also, I introduced `HarnessBuilder::with_step_dt` to customize with how
big of a dt each frame is called. I set the default to 1.0 / 6.0 (~6fps)
so we don't waste cpu in tests waiting on animations.
`HarnessBuilder::max_steps` allows us to control how many steps
`Harness::run` should run before panicing.
The default is 6, so we run for up to 1.0 logical seconds (six frames at
6 fps), which should be enough to finish most animations.
Turns out a lot of snapshots where rendered before fully shown and had a
light opacity, those are now fixed.
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