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.
This adds `egui_kittest::try_image_snapshot_options` and
`egui_kittest::image_snapshot_options`, as well as
`Harness::wgpu_snapshot_options` and
`Harness::try_wgpu_snapshot_options`
* [X] I have followed the instructions in the PR template
- 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
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* Closes#5053
* [x] I have followed the instructions in the PR template
This fixes#5053 by adding a Sense parameter to UiBuilder, using that in
Context::create_widget, so the Widget is registered with the right Sense
/ focusable. Additionally, I've added a ignore_focus param to
create_widget, so the focus isn't surrendered / reregistered on
Ui::interact_bg.
The example from #5053 now works correctly:
https://github.com/user-attachments/assets/a8a04b5e-7635-4e05-9ed8-e17d64910a35
<details><summary>Updated example code</summary>
<p>
```rust
ui.button("I can focus");
ui.scope_builder(
UiBuilder::new()
.sense(Sense::click())
.id_source("focus_test"),
|ui| {
ui.label("I can focus for a single frame");
let response = ui.interact_bg();
let t = if response.has_focus() {
"has focus"
} else {
"doesn't have focus"
};
ui.label(t);
},
);
ui.button("I can't focus :(");
```
</p>
</details>
---
Also, I've added `Ui::interact_scope` to make it easier to read a Ui's
response in advance, without having to know about the internals of how
the Ui Ids get created.
This makes it really easy to created interactive container elements or
custom buttons, without having to use Galleys or
Painter::add(Shape::Noop) to style based on the interaction.
<details><summary>
Example usage to create a simple button
</summary>
<p>
```rust
use eframe::egui;
use eframe::egui::{Frame, InnerResponse, Label, RichText, UiBuilder, Widget};
use eframe::NativeOptions;
use egui::{CentralPanel, Sense, WidgetInfo};
pub fn main() -> eframe::Result {
eframe::run_simple_native("focus test", NativeOptions::default(), |ctx, _frame| {
CentralPanel::default().show(ctx, |ui| {
ui.button("Regular egui Button");
custom_button(ui, |ui| {
ui.label("Custom Button");
});
if custom_button(ui, |ui| {
ui.label("You can even have buttons inside buttons:");
if ui.button("button inside button").clicked() {
println!("Button inside button clicked!");
}
})
.response
.clicked()
{
println!("Custom button clicked!");
}
});
})
}
fn custom_button<R>(
ui: &mut egui::Ui,
content: impl FnOnce(&mut egui::Ui) -> R,
) -> InnerResponse<R> {
let auto_id = ui.next_auto_id();
ui.skip_ahead_auto_ids(1);
let response = ui.interact_scope(
Sense::click(),
UiBuilder::new().id_source(auto_id),
|ui, response| {
ui.style_mut().interaction.selectable_labels = false;
let visuals = response
.map(|r| ui.style().interact(&r))
.unwrap_or(&ui.visuals().noninteractive());
let text_color = visuals.text_color();
Frame::none()
.fill(visuals.bg_fill)
.stroke(visuals.bg_stroke)
.rounding(visuals.rounding)
.inner_margin(ui.spacing().button_padding)
.show(ui, |ui| {
ui.visuals_mut().override_text_color = Some(text_color);
content(ui)
})
.inner
},
);
response
.response
.widget_info(|| WidgetInfo::new(egui::WidgetType::Button));
response
}
```
</p>
</details>
https://github.com/user-attachments/assets/281bd65f-f616-4621-9764-18fd0d07698b
---------
Co-authored-by: Emil Ernerfeldt <emil.ernerfeldt@gmail.com>
* Closes <https://github.com/emilk/egui/issues/4490>
* [x] I have followed the instructions in the PR template
---
Unfortunately, this PR contains a bunch of breaking changes because
`Context` no longer has one style, but two. I could try to add some of
the methods back if that's desired.
The most subtle change is probably that `style_mut` mutates both the
dark and the light style (which from the usage in egui itself felt like
the right choice but might be surprising to users).
I decided to deviate a bit from the data structure suggested in the
linked issue.
Instead of this:
```rust
pub theme: Theme, // Dark or Light
pub follow_system_theme: bool, // Change [`Self::theme`] based on `RawInput::system_theme`?
```
I decided to add a `ThemePreference` enum and track the current system
theme separately.
This has a couple of benefits:
* The user's theme choice is not magically overwritten on the next
frame.
* A widget for changing the theme preference only needs to know the
`ThemePreference` and not two values.
* Persisting the `theme_preference` is fine (as opposed to persisting
the `theme` field which may actually be the system theme).
The `small_toggle_button` currently only toggles between dark and light
(so you can never get back to following the system). I think it's easy
to improve on this in a follow-up PR :)
I made the function `pub(crate)` for now because it should eventually be
a method on `ThemePreference`, not `Theme`.
To showcase the new capabilities I added a new example that uses
different "accent" colors in dark and light mode:
<img
src="https://github.com/user-attachments/assets/0bf728c6-2720-47b0-a908-18bd250d15a6"
width="250" alt="A screenshot of egui's widget gallery demo in dark mode
using a purple accent color instead of the default blue accent">
<img
src="https://github.com/user-attachments/assets/e816b380-3e59-4f11-b841-8c20285988d6"
width="250" alt="A screenshot of egui's widget gallery demo in light
mode using a green accent color instead of the default blue accent">
---------
Co-authored-by: Emil Ernerfeldt <emil.ernerfeldt@gmail.com>
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* Closes https://github.com/emilk/egui/issues/3549
* [X] I have followed the instructions in the PR template
The syntax highlighting font size was always hardcoded to 12 or 10
depending on what case it was hitting (so not consistent). This is
particularly noticeable when you increase the font size to something
larger for the rest of the ui.
With this the default monospace font size is used by default.
Since the issue is closely related to #3549 I decided to implement the
ability to use override_font_id too.
## Visualized
Default monospace is set to 15 in all the pictures
Before/After without syntect:

Before/after _with_ syntect:

Font override after without/with syntect (monospace = 20):

### Breaking changes
- `CodeTheme::dark` and `CodeTheme::light` takes in the font size
- `CodeTheme::from_memory` takes in `Style`
- `highlight` function takes in `Style`
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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:

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):

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)

`Stroke::Outside` (proposed default behavior for closed paths)

`Stroke::Inside` (for completeness but unused at the moment)

### 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:

After (notice the sharper lines):

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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
* Closes https://github.com/emilk/egui/issues/1713
I almost went to implement my own undo/redo system, and then found the
egui undoer.
Went to make a small demo to test for myself how it worked, and then
found the linked issue.
So here is a tweaked version of that :)
Co-authored-by: Wybe Westra <w.westra@kwantcontrols.nl>
This makes the sizing pass of an `egui_table` ensure the table uses as
little width as possible.
Subsequently, it will redistribute all non-resizable columns on the
available space, so that a table better follow the parent container as
it is resized.
I also added `table.reset()` for forgetting the current column widths.
Marking widgets as disabled was not reflected in the accesskit output,
now the disabled status should match.
---------
Co-authored-by: Wybe Westra <w.westra@kwantcontrols.nl>
The default `Plot` formatter now picks precision intelligently based on
zoom level. The width of the Y axis are is now much smaller by default,
and expands as needed.
Also deprecates `Plot::y_axis_with`; replaced with `y_axis_min_width`.
When the layers are reordered at the end of the frame, the sublayers are
placed directly above their respective parents. This allows having Areas
inside Windows, e.g., for the pan-zoom container.
* Closes <https://github.com/emilk/egui/issues/4128>
---------
Co-authored-by: Emil Ernerfeldt <emil.ernerfeldt@gmail.com>
This adds most of the "standard" easing functions from
https://easings.net/ to `emath::easing`, and adds helpers in `egui` for
using them.
In particular there is now `ctx.animate_bool_with_easing` and
`ctx.animate_bool_responsive`, that uses a cubic easing function.
All animations in egui now uses cubic ease-out, for a more responsive
feeling (fast at the start, slower towards the end).
You can now set custom tags on the `UiStack`. This allows you to write
code that is situationally aware at runtime. For instance, you could
decide wether or not a label should truncate its text depending on what
part of your ui it is in, without having to pass that info down via the
callstack.
These were confusing, because `set_enabled(true)` and
`set_visible(true)` did nothing.
Instead use one of:
* `ui.add_enabled`, `ui.add_enabled_ui` or `ui.disable()`
* `ui.add_visible`, `ui.add_visible_ui` or `ui.set_invisible()`
* Closes https://github.com/emilk/egui/issues/4327
* Closes#4534
This PR:
- Introduces `Ui::stack()`, which returns the `UiStack` structure
providing information on the current `Ui` hierarchy.
- **BREAKING**: `Ui::new()` now takes a `UiStackInfo` argument, which is
used to populate some of this `Ui`'s `UiStack`'s fields.
- **BREAKING**: `Ui::child_ui()` and `Ui::child_ui_with_id_source()` now
take an `Option<UiStackInfo>` argument, which is used to populate some
of the children `Ui`'s `UiStack`'s fields.
- New `Area::kind()` builder function, to set the `UiStackKind` value of
the `Area`'s `Ui`.
- Adds a (minimalistic) demo to egui demo (in the "Misc Demos" window).
- Adds a more thorough `test_ui_stack` test/playground demo.
TODO:
- [x] benchmarks
- [x] add example to demo
Future work:
- Add `UiStackKind` and related support for more container (e.g.
`CollapsingHeader`, etc.)
- Add a tag/property system that would allow adding arbitrary data to a
stack node. This data could then be queried by nested `Ui`s. Probably
needed for #3284.
- Add support to track columnar layouts.
---------
Co-authored-by: Emil Ernerfeldt <emil.ernerfeldt@gmail.com>
* Closes https://github.com/emilk/egui/issues/1010
### In short
You can now put interactive widgets, like buttons and hyperlinks, in an
tooltip using `on_hover_ui`. If you do, the tooltip will stay open as
long as the user hovers it.
There is a new demo for this in the egui demo app (egui.rs):

### Design
Tooltips can now contain interactive widgets, such as buttons and links.
If they do, they will stay open when the user moves their pointer over
them.
Widgets that do not contain interactive widgets disappear as soon as you
no longer hover the underlying widget, just like before. This is so that
they won't annoy the user.
To ensure not all tooltips with text in them are considered interactive,
`selectable_labels` is `false` for tooltips contents by default. If you
want selectable text in tooltips, either change the `selectable_labels`
setting, or use `Label::selectable`.
```rs
ui.label("Hover me").on_hover_ui(|ui| {
ui.style_mut().interaction.selectable_labels = true;
ui.label("This text can be selected.");
ui.add(egui::Label::new("This too.").selectable(true));
});
```
### Changes
* Layers in `Order::Tooltip` can now be interacted with
All `Area`s now have a quick fade-in animation. You can turn it off with
`Area::fade_in` or `Window::fade_in` .
The `Window` fade-out animation is now nicer: it fades all elements of
the window, not just the frame.
It can be controlled with `Window::fade_out`.
* Part of https://github.com/emilk/egui/issues/4535
* Closes https://github.com/emilk/egui/issues/3974
This adds a special `sizing_pass` mode to `Ui`, in which we have no
centered or justified layouts, and everything is hidden. This is used by
`Area` to use the first frame to measure the size of its contents so
that it can then set the perfectly correct size the subsequent frames.
For menus, where buttons are justified (span the full width), this
finally the problem of auto-sizing. Before you would have to pick a
width manually, and all buttons would expand to that width. If it was
too wide, it looked weird. If it was too narrow, text would wrap. Now
all menus are exactly the width they need to be. By default menus will
wrap at `Spacing::menu_width`.
This affects all situations when you have something that should be as
small as possible, but still span the full width/height of the parent.
For instance: the `egui::Separator` widget now checks the
`ui.is_sizing_pass` flag before deciding on a size. In the sizing pass a
horizontal separator is always 0 wide, and only in subsequent passes
will it span the full width.
* 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>
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This introduces the boolean field force_current_scroll_area to
InputState which will be set when scroll_with_delta is called, causing
the ScrollArea to skip the check whether it is focused and always
consume the smooth scroll delta.
* Closes#2783
* Related to #4295
---------
Co-authored-by: Emil Ernerfeldt <emil.ernerfeldt@gmail.com>
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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>
* 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).
* 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>
* 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`
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.
* 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
* 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
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Closes <https://github.com/emilk/egui/issues/THE_RELEVANT_ISSUE>.
This PR replaces an old one with many problems (no collapse icon, the
header background was not funny colored, ugly...). It fixes those
problems.
It implements the highlight of the header to the focused window. And
allows the rest of the application to know the selected window. It
allows, for instance, to display multiple windows with images and some
additional meta information about those images on the side panel of the
main window. The side panel updates itself according to the selected
image window.
* Added a theme color for the selected window header.
* Added a function to retrieve the LayerId of the focused window.
* Implemented a simple demo of this function in the demo app where a
message states if the Option window is focused (at the bottom of the
Options window).

A technical point:
The header color is applied with a transparency of 125 so the
collapsible button becomes visible.
The reason is that the collapsible button is rendered before the rest of
the header and before the header size is known.
We cannot draw the background before knowing this value, so rendering
with transparency is a solution to see the collapsible button through
the header background.
This PR has been sponsored by my company, which left me to do it during
my work time.
This is part of an evil plan to convince them to switch to rust for new
projects :)
---------
Co-authored-by: Emil Ernerfeldt <emil.ernerfeldt@gmail.com>
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* Based on #3105 by @vvv.
## Additions and Changes
- Add `TableBuilder::sense()` and `StripBuilder::sense()` to enable
detecting clicks or drags on table and strip cells.
- Add `TableRow::select()` which takes a boolean that sets the highlight
state for all cells added after a call to it. This allows highlighting
an entire row or specific cells.
- Add `TableRow::response()` which returns the union of the `Response`
of all cells added to the row up to that point. This makes it easy to
detect interactions with an entire row. See below for an alternative
design.
- Add `TableRow::index()` and `TableRow::col_index()` helpers.
- Remove explicit `row_index` from callback passed to
`TableBody::rows()` and `TableBody::heterogeneous_rows()`, possible due
to the above. This is a breaking change but makes the callback
compatible with `TableBody::row()`.
- Update Table example to demonstrate all of the above.
## Design Decisions
An alternative design to `TableRow::response()` would be to return the
row response from `TableBody`s `row()`, `rows()` and
`heterogeneous_rows()` functions. `row()` could just return the
response. `rows()` and `heterogeneous_rows()` could return a tuple of
the hovered row index and that rows response. I feel like this might be
the cleaner soluction if only returning the hovered rows response isn't
too limiting.
I didn't implement `TableBuilder::select_rows()` as described
[here](https://github.com/emilk/egui/pull/3105#issuecomment-1618062533)
because it requires an immutable borrow of the selection state for the
lifetime of the `TableBuilder`. This makes updating the selection state
from within the body unnecessarily complicated. Additionally the current
design allows for selecting specific cells, though that could be
possible by modifying `TableBuilder::select_rows()` to provide row and
column indices like below.
```rust
pub fn select_cells(is_selected: impl Fn(usize, usize) -> bool) -> Self
```
## Hover Highlighting
EDIT: Thanks to @samitbasu we now have hover highlighting too.
~This is not implemented yet. Ideally we'd have an api that allows to
choose between highlighting the hovered cell, column or row. Should
cells containing interactive widgets, be highlighted when hovering over
the widget or only when hovering over the cell itself? I'd like to
implement that before this gets merged though.~
Feedback is more than welcome. I'd be happy to make any changes
necessary to get this merged.
* Closes#1519
* Closes#1553
* Closes#3069
---------
Co-authored-by: Samit Basu <basu.samit@gmail.com>
Co-authored-by: Emil Ernerfeldt <emil.ernerfeldt@gmail.com>
* Closes https://github.com/emilk/egui/issues/3602
You can now zoom any egui app by pressing Cmd+Plus, Cmd+Minus or Cmd+0,
just like in a browser. This will change the current `zoom_factor`
(default 1.0) which is persisted in the egui memory, and is the same for
all viewports.
You can turn off the keyboard shortcuts with `ctx.options_mut(|o|
o.zoom_with_keyboard = false);`
`zoom_factor` can also be explicitly read/written with
`ctx.zoom_factor()` and `ctx.set_zoom_factor()`.
This redefines `pixels_per_point` as `zoom_factor *
native_pixels_per_point`, where `native_pixels_per_point` is whatever is
the native scale factor for the monitor that the current viewport is in.
This adds some complexity to the interaction with winit, since we need
to know the current `zoom_factor` in a lot of places, because all egui
IO is done in ui points. I'm pretty sure this PR fixes a bunch of subtle
bugs though that used to be in this code.
`egui::gui_zoom::zoom_with_keyboard_shortcuts` is now gone, and is no
longer needed, as this is now the default behavior.
`Context::set_pixels_per_point` is still there, but it is recommended
you use `Context::set_zoom_factor` instead.
* Closes#1974
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---------
Co-authored-by: Emil Ernerfeldt <emil.ernerfeldt@gmail.com>
* Part of https://github.com/emilk/egui/issues/3556
## In short
You now almost never need to use `eframe::Frame` - instead use
`ui.input(|i| i.viewport())` for information about the current viewport
(native window), and use `ctx.send_viewport_cmd` to modify it.
## In detail
This PR removes most commands from `eframe::Frame`, and replaces them
with `ViewportCommand`.
So `frame.close()` becomes
`ctx.send_viewport_cmd(ViewportCommand::Close)`, etc.
`frame.info().window_info` is now also gone, replaced with `ui.input(|i|
i.viewport())`.
`frame.info().native_pixels_per_point` is replaced with `ui.input(|i|
i.raw.native_pixels_per_point)`.
`RawInput` now contains one `ViewportInfo` for each viewport.
Screenshots are taken with
`ctx.send_viewport_cmd(ViewportCommand::Screenshots)` and are returned
in `egui::Event` which you can check with:
``` ust
ui.input(|i| {
for event in &i.raw.events {
if let egui::Event::Screenshot { viewport_id, image } = event {
// handle it here
}
}
});
```
### Motivation
You no longer need to pass around the `&eframe::Frame` everywhere.
This also opens the door for other integrations to use the same API of
`ViewportCommand`s.
* Closes#1044
---
(new PR description written by @emilk)
## Overview
This PR introduces the concept of `Viewports`, which on the native
eframe backend corresponds to native OS windows.
You can spawn a new viewport using `Context::show_viewport` and
`Cotext::show_viewport_immediate`.
These needs to be called every frame the viewport should be visible.
This is implemented by the native `eframe` backend, but not the web one.
## Viewport classes
The viewports form a tree of parent-child relationships.
There are different classes of viewports.
### Root vieport
The root viewport is the original viewport, and cannot be closed without
closing the application.
### Deferred viewports
These are created with `Context::show_viewport`.
Deferred viewports take a closure that is called by the integration at a
later time, perhaps multiple times.
Deferred viewports are repainted independenantly of the parent viewport.
This means communication with them need to done via channels, or
`Arc/Mutex`.
This is the most performant type of child viewport, though a bit more
cumbersome to work with compared to immediate viewports.
### Immediate viewports
These are created with `Context::show_viewport_immediate`.
Immediate viewports take a `FnOnce` closure, similar to other egui
functions, and is called immediately. This makes communication with them
much simpler than with deferred viewports, but this simplicity comes at
a cost: whenever tha parent viewports needs to be repainted, so will the
child viewport, and vice versa. This means that if you have `N`
viewports you are poentially doing `N` times as much CPU work. However,
if all your viewports are showing animations, and thus are repainting
constantly anyway, this doesn't matter.
In short: immediate viewports are simpler to use, but can waste a lot of
CPU time.
### Embedded viewports
These are not real, independenant viewports, but is a fallback mode for
when the integration does not support real viewports. In your callback
is called with `ViewportClass::Embedded` it means you need to create an
`egui::Window` to wrap your ui in, which will then be embedded in the
parent viewport, unable to escape it.
## Using the viewports
Only one viewport is active at any one time, identified wth
`Context::viewport_id`.
You can send commands to other viewports using
`Context::send_viewport_command_to`.
There is an example in
<https://github.com/emilk/egui/tree/master/examples/multiple_viewports/src/main.rs>.
## For integrations
There are several changes relevant to integrations.
* There is a [`crate::RawInput::viewport`] with information about the
current viewport.
* The repaint callback set by `Context::set_request_repaint_callback`
now points to which viewport should be repainted.
* `Context::run` now returns a list of viewports in `FullOutput` which
should result in their own independant windows
* There is a new `Context::set_immediate_viewport_renderer` for setting
up the immediate viewport integration
* If you support viewports, you need to call
`Context::set_embed_viewports(false)`, or all new viewports will be
embedded (the default behavior).
## Future work
* Make it easy to wrap child viewports in the same chrome as
`egui::Window`
* Automatically show embedded viewports using `egui::Window`
* Use the new `ViewportBuilder` in `eframe::NativeOptions`
* Automatically position new viewport windows (they currently cover each
other)
* Add a `Context` method for listing all existing viewports
Find more at https://github.com/emilk/egui/issues/3556
---
<details>
<summary>
Outdated PR description by @konkitoman
</summary>
## Inspiration
- Godot because the app always work desktop or single_window because of
embedding
- Dear ImGui viewport system
## What is a Viewport
A Viewport is a egui isolated component!
Can be used by the egui integration to create native windows!
When you create a Viewport is possible that the backend do not supports
that!
So you need to check if the Viewport was created or you are in the
normal egui context!
This is how you can do that:
```rust
if ctx.viewport_id() != ctx.parent_viewport_id() {
// In here you add the code for the viewport context, like
egui::CentralPanel::default().show(ctx, |ui|{
ui.label("This is in a native window!");
});
}else{
// In here you add the code for when viewport cannot be created!
// You cannot use CentralPanel in here because you will override the app CentralPanel
egui::Window::new("Virtual Viewport").show(ctx, |ui|{
ui.label("This is without a native window!\nThis is in a embedded viewport");
});
}
```
This PR do not support for drag and drop between Viewports!
After this PR is accepted i will begin work to intregrate the Viewport
system in `egui::Window`!
The `egui::Window` i want to behave the same on desktop and web
The `egui::Window` will be like Godot Window
## Changes and new
These are only public structs and functions!
<details>
<summary>
## New
</summary>
- `egui::ViewportId`
- `egui::ViewportBuilder`
This is like winit WindowBuilder
- `egui::ViewportCommand`
With this you can set any winit property on a viewport, when is a native
window!
- `egui::Context::new`
- `egui::Context::create_viewport`
- `egui::Context::create_viewport_sync`
- `egui::Context::viewport_id`
- `egui::Context::parent_viewport_id`
- `egui::Context::viewport_id_pair`
- `egui::Context::set_render_sync_callback`
- `egui::Context::is_desktop`
- `egui::Context::force_embedding`
- `egui::Context::set_force_embedding`
- `egui::Context::viewport_command`
- `egui::Context::send_viewport_command_to`
- `egui::Context::input_for`
- `egui::Context::input_mut_for`
- `egui::Context::frame_nr_for`
- `egui::Context::request_repaint_for`
- `egui::Context::request_repaint_after_for`
- `egui::Context::requested_repaint_last_frame`
- `egui::Context::requested_repaint_last_frame_for`
- `egui::Context::requested_repaint`
- `egui::Context::requested_repaint_for`
- `egui::Context::inner_rect`
- `egui::Context::outer_rect`
- `egui::InputState::inner_rect`
- `egui::InputState::outer_rect`
- `egui::WindowEvent`
</details>
<details>
<summary>
## Changes
</summary>
- `egui::Context::run`
Now needs the viewport that we want to render!
- `egui::Context::begin_frame`
Now needs the viewport that we want to render!
- `egui::Context::tessellate`
Now needs the viewport that we want to render!
- `egui::FullOutput`
```diff
- repaint_after
+ viewports
+ viewport_commands
```
- `egui::RawInput`
```diff
+ inner_rect
+ outer_rect
```
- `egui::Event`
```diff
+ WindowEvent
```
</details>
### Async Viewport
Async means that is independent from other viewports!
Is created by `egui::Context::create_viewport`
To be used you will need to wrap your state in `Arc<RwLock<T>>`
Look at viewports example to understand how to use it!
### Sync Viewport
Sync means that is dependent on his parent!
Is created by `egui::Context::create_viewport_sync`
This will pause the parent then render itself the resumes his parent!
#### ⚠️ This currently will make the fps/2 for every sync
viewport
### Common
#### ⚠️ Attention
You will need to do this when you render your content
```rust
ctx.create_viewport(ViewportBuilder::new("Simple Viewport"), | ctx | {
let content = |ui: &mut egui::Ui|{
ui.label("Content");
};
// This will make the content a popup if cannot create a native window
if ctx.viewport_id() != ctx.parent_viewport_id() {
egui::CentralPanel::default().show(ctx, content);
} else {
egui::Area::new("Simple Viewport").show(ctx, |ui| {
egui::Frame::popup(ui.style()).show(ui, content);
});
};
});
````
## What you need to know as egui user
### If you are using eframe
You don't need to change anything!
### If you have a manual implementation
Now `egui::run` or `egui::begin` and `egui::tessellate` will need the
current viewport id!
You cannot create a `ViewportId` only `ViewportId::MAIN`
If you make a single window app you will set the viewport id to be
`egui::ViewportId::MAIN` or see the `examples/pure_glow`
If you want to have multiples window support look at `crates/eframe`
glow or wgpu implementations!
## If you want to try this
- cargo run -p viewports
## This before was wanted to change
This will probably be in feature PR's
### egui::Window
To create a native window when embedded was set to false
You can try that in viewports example before:
[78a0ae8](78a0ae879e)
### egui popups, context_menu, tooltip
To be a native window
</details>
---------
Co-authored-by: Konkitoman <konkitoman@users.noreply.github.com>
Co-authored-by: Emil Ernerfeldt <emil.ernerfeldt@gmail.com>
Co-authored-by: Pablo Sichert <mail@pablosichert.com>