An interactive widget should only be marked hovered if a click/drag
would start an interaction with it.
egui 0.30 introduced a feature where a thin interactive widget could be
hit even if it was partially behind a larger interactive widget.
Unfortunately, this introduced a bug where the top widget would still be
marked as hovered, even though a click would go through to the thin
widget below.
This bug was most notacible when trying to reisize a window by dragging
its corner, which often would result in dragging one of its sides
instead.
This PR fixes this bug.
* Merge this first: https://github.com/emilk/egui/pull/5517
This aligns all rectangles and (horizontal or vertical) line segments to
the physical pixel grid in the `epaint::Tessellator`, making these
shapes appear crisp everywhere.
* Closes https://github.com/emilk/egui/issues/5164
* Closes https://github.com/emilk/egui/issues/3667
This undoes a lot of the explicit, egui-side aligning added in:
* https://github.com/emilk/egui/pull/4943
The new approach has several benefits over the old one:
* It is done automatically by epaint, so it is applied to everything (no
longer opt-in)
* It is applied after any layer transforms (so it always works)
* It makes line segments crisper on high-DPI screens
* All filled rectangles now has sides that end on pixel boundaries
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Title. This would have helped me debug bugs quicker.
* [x] I have followed the instructions in the PR template
Was a duplicate article in the sentence. Already has "the"
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* Closes <https://github.com/emilk/egui/issues/THE_RELEVANT_ISSUE>
* [ ] I have followed the instructions in the PR template
Native is already delayed by a frame because it calls
`handle_viewport_output` -> `egui_winit::process_viewport_commands`
after drawing. On web however, we process input including viewport
commands separately from drawing.
This adds an arbitrary frame delay mechanism for web and then uses this
with 1 frame delay always
When there are multiple layers (e.g. with custom transforms) close to
each other, the hit test code used to only consider widgets in the layer
directly under the mouse. This can make it difficult to hit thin widgets
just on the outside of a transform layer.
This PR fixes that.
It also prioritizes thin widgets, so that if there is both a thin widget
and a thick widget under the mouse cursor, you will always hit the thin
widgets, even if the thin widgets is layered behind the thick one. This
makes it easier to hit thin resize-handles.
In theory this should allow us to make `resize_grab_radius_side` and
`resize_grab_radius_corner` smaller in a future PR, if we want to.
Hey! I am not sure if this is something that's been considered before
and decided against (I couldn't find any PR's or issues).
This change removes the internal profiling macros in library crates and
the `puffin` feature and replaces it with similar functions in the
[profiling](https://github.com/aclysma/profiling) crate. This crate
provides a layer of abstraction over various profiler instrumentation
crates and allows library users to pick their favorite (supported)
profiler.
An additional benefit for puffin users is that dependencies of egui are
included in the instrumentation output too (mainly wgpu which uses the
profiling crate), so more details might be available when profiling.
A breaking change is that instead of using the `puffin` feature on egui,
users that want to profile the crate with puffin instead have to enable
the `profile-with-puffin` feature on the profiling crate. Similarly they
could instead choose to use `profile-with-tracy` etc.
I tried to add a 'tracy' feature to egui_demo_app in order to showcase ,
however the /scripts/check.sh currently breaks on mutually exclusive
features (which this introduces), so I decided against including it for
the initial PR. I'm happy to iterate more on this if there is interest
in taking this PR though.
Screenshot showing the additional info for wgpu now available when using
puffin

We used to always set the cursor to `Grabbing` when a drag and drop
payload is set, but this shadows user code trying to set an alternative
cursor (e.g. `NoDrop`). This PR no only change the cursor to `Grabbing`
if is way previously set to `Default`.
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Android support is "almost there". This PR pushes it just a bit further
by allowing `eframe` to be used on Android. It works by smuggling the
`AndroidApp` required by `winit` through `NativeOptions`.
The example isn't great because it doesn't leave space on the display
for Android's top status bar or the lower navigation bar. I don't know
what to do about that, yet. This is as far as I've managed to get it
working.
Another problem is that the development environment setup is completely
awful for Android unless you happen to already be a full-time Android
developer with everything configured on your build host. As a Rustacean,
this makes me very sad.
I've had some luck moving all of that mess to a container, adapted from
https://github.com/SergioRibera/docker-rust-android. It takes care of
all of the build dependencies, Android SDK, and the `cargo-apk` patches
for bugs that I hit while getting the example to work on my device. (I
also had to install an adb driver on my host and downloaded the Android
platform-tools to get access to `adb`. An alternative is exposing the
USB device to Docker. On Windows hosts, that means [installing
`usbipd`](https://learn.microsoft.com/en-us/windows/wsl/connect-usb). A
second alternative is using an `mtp` client to upload the APK as a file
with USB file transfer enabled, then manually install it through the
device's file manager.)
I'm not including the docker stuff in this PR, but here are the files
and instructions for future reference (and it will probably simplify
manual testing and CI, FWIW!)
<details><summary><code>Dockerfile</code></summary>
```dockerfile
FROM rust:1.76.0-slim
# Variable arguments
ARG JAVA_VERSION=17
ARG NDK_VERSION=25.1.8937393
ARG BUILDTOOLS_VERSION=30.0.0
ARG PLATFORM_VERSION=android-30
ARG CLITOOLS_VERSION=8512546_latest
# Install Android requirements
RUN apt-get update -yqq && \
apt-get install -y --no-install-recommends \
libcurl4-openssl-dev libssl-dev pkg-config build-essential git python3 wget zip unzip openjdk-${JAVA_VERSION}-jdk && \
apt-get clean && \
rm -rf /var/lib/apt/lists/*
# Install android targets
RUN rustup target add armv7-linux-androideabi aarch64-linux-android
# Install cargo-apk
RUN git clone -b fix/bin-targets-workspace-members https://github.com/parasyte/cargo-apk.git /tmp/cargo-apk && \
cargo install --path /tmp/cargo-apk/cargo-apk
# Generate Environment Variables
ENV JAVA_VERSION=${JAVA_VERSION}
ENV ANDROID_HOME=/opt/Android
ENV NDK_HOME=/opt/Android/ndk/${NDK_VERSION}
ENV ANDROID_NDK_ROOT=${NDK_HOME}
ENV PATH=$PATH:${ANDROID_HOME}:${ANDROID_NDK_ROOT}:${ANDROID_HOME}/build-tools/${BUILDTOOLS_VERSION}:${ANDROID_HOME}/cmdline-tools/bin
# Install command line tools
RUN mkdir -p ${ANDROID_HOME}/cmdline-tools && \
wget -qc "https://dl.google.com/android/repository/commandlinetools-linux-${CLITOOLS_VERSION}.zip" -P /tmp && \
unzip -d ${ANDROID_HOME} /tmp/commandlinetools-linux-${CLITOOLS_VERSION}.zip && \
rm -fr /tmp/commandlinetools-linux-${CLITOOLS_VERSION}.zip
# Install sdk requirements
RUN echo y | sdkmanager --sdk_root=${ANDROID_HOME} --install \
"build-tools;${BUILDTOOLS_VERSION}" "ndk;${NDK_VERSION}" "platforms;${PLATFORM_VERSION}"
# Create APK keystore for debug profile
# Adapted from caa806283d/ndk-build/src/ndk.rs (L393-L423)
RUN keytool -genkey -v -keystore ${HOME}/.android/debug.keystore -storepass android -alias androiddebugkey \
-keypass android -dname 'CN=Android Debug,O=Android,C=US' -keyalg RSA -keysize 2048 -validity 10000
# Cleanup
RUN rm -rf /tmp/*
WORKDIR /src
ENTRYPOINT [ "cargo", "apk", "build" ]
```
</details>
<details><summary><code>.dockerignore</code></summary>
```ignore
# Ignore everything, only the Dockerfile is needed to build the container
*
```
</details>
```sh
docker build -t rust-android:latest .
docker run --rm -it -v "$PWD:/src" rust-android:latest -p hello_android
adb install target/debug/apk/hello_android.apk
```
* Part of #2066
* [x] I have followed the instructions in the PR template
This implements web support for taking screenshots in an eframe app (and
adds a nice demo).
It also updates the native screenshot implementation to work with the
wgpu gl backend.
The wgpu implementation is quite different than the native one because
we can't block to wait for the screenshot result, so instead I use a
channel to pass the result to a future frame asynchronously.
* Closes <https://github.com/emilk/egui/issues/5425>
* [x] I have followed the instructions in the PR template
https://github.com/user-attachments/assets/67cad40b-0384-431d-96a3-075cc3cb98fb
This makes it easy to get the current transform of a layer, and uses
consistent naming everywhere.
`Memory::layer_transforms` is now called `Memory::to_global`, because
the old name was ambiguous (transform into what direction?)
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This PR makes an area's interact rect intersect its constrain rect. This
fixes an issue where masked areas would still intercept input.
Before:

After:

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I introduced this in #5433.
TL;DR: there are two termination conditions for drag-and-drop
operations:
- ESC
- release mouse
The former _must_ happen at frame start (to properly capture the
keystroke). The latter _must_ happen at end-of-frame (to _not_ shadow
the mouse release event from user code).
This is now properly documented.
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* [x] I have followed the instructions in the PR template
### Problem
When clicking on a TextEdit sometimes the cursor doesn't appear
immediately which makes it feel like the click was not registered for a
second. This is because the start time for the blinking animation is
only reset on keyboard input, but not on mouse interaction.
It's hard to tell on the video but the cursor doesn't show immediately
after clicking if the blink timer happens to be off.
https://github.com/user-attachments/assets/9f049bd0-0375-4291-b2ef-697777fb854d
### Solution
Reset the click timer every time a `TextEdit` is clicked.
Additionally, the cursor is now correctly painted on the pixel boundary.
IMO we should default to 1px cursor (instead of 2px) but that's not
included in this PR. Happy to make that change too.
https://github.com/user-attachments/assets/6c489414-f2c4-4dc6-85dd-f8bc457edad0
This moves `egui::util::cache` to `egui::cache` (the old path is
deprecated, but still works).
It also adds the `FramePublisher` helper, which can be used to publish a
value which will be retained for this frame and the next:
``` rs
pub type MyPublisher = egui::cache::FramePublisher<MyKey, MyValue>;
// Publish:
ctx.memory_mut(|mem| {
mem.caches.cache::<MyPublisher>().set(key, value);
});
// Retrieve:
let value: Option<MyValue> = ctx.memory_mut(|mem| {
mem.caches
.cache::<MyPublisher>()
.get(key)
.clone()
})
```
* Closes https://github.com/emilk/egui/issues/5423
New output is actionable
```
failures:
---- demo::demo_app_windows::tests::demos_should_match_snapshot stdout ----
thread 'demo::demo_app_windows::tests::demos_should_match_snapshot' panicked at crates/egui_demo_lib/src/demo/demo_app_windows.rs:433:9:
Errors: [
"'demos/Code Example' Image size did not match snapshot. Expected: (402, 574), Actual: (415, 574).
Run `UPDATE_SNAPSHOTS=1 cargo test` to update the snapshots.",
]
note: run with `RUST_BACKTRACE=1` environment variable to display a backtrace
failures:
demo::demo_app_windows::tests::demos_should_match_snapshot
```
This lets users trigger a screenshot from anywhere, and then when they
get back the results they have some context about what part of their
code triggered the screenshot.
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* Closes#1531
### Before
Notice how the cursor hides after third enter and when the line is long.
https://github.com/user-attachments/assets/8e45736e-d6c7-4dc6-94d0-213188c199ff
### After
Cursor is always visible
https://github.com/user-attachments/assets/43200683-3524-471b-990a-eb7b49385fa9
- `ScrollArea` now checks if there's a `scroll_target` in `begin`, if
there is, it saves it because it's not from its children, then restore
it in `end`.
- `TextEdit` now allocates additional space if its galley grows during
the frame. This is needed so that any surrounding `ScrollArea` can bring
the cursor to view, otherwise the cursor lays outside the the
`ScrollArea`'s `content_ui`.
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Title.
* [x] I have followed the instructions in the PR template
* Closes#686
* Closes#839
* #5370 should be merged before this
* [x] I have followed the instructions in the PR template
This adds modals to egui.
This PR
- adds a new `Modal` struct
- adds `Memory::set_modal_layer` to limit focus to a layer and above
(used by the modal struct, but could also be used by custom modal
implementations)
- adds `Memory::allows_interaction` to check if a layer is behind a
modal layer, deprecating `Layer::allows_interaction`
Current problems:
- ~When a button is focused before the modal opens, it stays focused and
you also can't hit tab to focus the next widget. Seems like focus is
"stuck" on that widget until you hit escape. This might be related to
https://github.com/emilk/egui/issues/5359~ fixed!
Possible future improvements:
- The titlebar from `window` should be made into a separate widget and
added to the modal
- The state whether the modal is open should be stored in egui
(optionally), similar to popup and menu. Ideally before this we would
refactor popup state to unify popup and menu
---------
Co-authored-by: Emil Ernerfeldt <emil.ernerfeldt@gmail.com>
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---------
Signed-off-by: sagudev <16504129+sagudev@users.noreply.github.com>
eframe has features for selecting between x11 and wayland. eframe does
not forward the features to glutin. This makes glutin always compile
with both backends enabled. This change forwards the feature. This
allows users of egui to compile less dependencies when they only need
one of x11, wayland.
To understand this change, read the glutin Cargo.toml [1] and the glutin
build.rs [2]. You always have to enable glutin's glx feature with the
x11 feature. The other default features (egl, wgl) stay enabled. This is
intentional so that everything continues to work as before. We could
further minimize when egl and wgl are enabled, but that is not part of
this change. There is little reason to do so because those feature
already only add dependencies when you compile glutin for the right
platform (for example wgl on windows).
[1]
https://github.com/rust-windowing/glutin/blob/v0.32.1/glutin/Cargo.toml
[2]
https://github.com/rust-windowing/glutin/blob/v0.32.1/glutin/build.rs
- fixes https://github.com/emilk/egui/issues/5359
For the test I added a `Harness::press_key` function. We should
eventually add these to kittest, probably via a trait one can implement
for the `Harness` but for now this should do.
As someone who uses "grey" instead of "gray", it is annoying that my
autocomplete can never find any of the "gray" color related things, so
this adds doc aliases for that.
* [x] I have followed the instructions in the PR template
The allows us to pass any state to the ui closure. While it is possible
to just store state in the closure itself, accessing that state after
the harness was created to e.g. read or modify it would require interior
mutability. With this change there are new `Harness::new_state`,
`Harness::run_state`, ... methods that allow passing state on each run.
This builds on top of #5301, which should be merged first
---------
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.
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I removed the webp supported URI test given that the webp feature would
have to be enabled. I kept that webp is not supported in the other
tests.
There might need to be an additional warning in the changelog that image
support detection is now stricter.
egui never accesses the `FontDefinitions`' member fields mutably, except
in `fonts_tweak_ui` where it cloned the `FontDefinitions` object anyway.
This patch reduces system memory consumption for shared font
definitions.
And also removes some overhead from copying (e.g. for the per
`pixel_per_points` font atlas)
Also it allows to keep a copy of the font definitions outside of egui.
In my App that uses international fonts:
Before:

New:

Note: If `Arc` is not wanted, then it could ofc be abstracted away.
I know this is quite a breaking change API wise, but would like to hear
your opinion.
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The `RawInput::dropped_files` documentation referred to `NativeOptions`,
but the `drag_and_drop` option was moved to `ViewportBuilder` and is now
enabled by default.
Note that drag-and-drop is not *explicitly* enabled by default here, but
rather is enabled by default in winit. We only override winit's default
if the API consumer specifies it. It might be a good idea in general to
provide explicit defaults for everything in `ViewportBuilder` so we're
not relying on winit's behavior, but that's best left for another PR.
* Closes N/A
* [x] I have followed the instructions in the PR template
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* Do NOT open PR:s from your `master` branch, as that makes it hard for
maintainers to test and add commits to your PR.
* Remember to run `cargo fmt` and `cargo clippy`.
* Open the PR as a draft until you have self-reviewed it and run
`./scripts/check.sh`.
* When you have addressed a PR comment, mark it as resolved.
Please be patient! I will review your PR, but my time is limited!
-->
* [X] I have followed the instructions in the PR template
I am preparing a separate PR that adds support for JXL with `jxl-oxide`,
which is unlikely to be added to the `image` crate anytime soon (more
context will be provided in that PR).
`jxl-oxide` makes use of the
[`array::each_mut`](https://doc.rust-lang.org/stable/std/primitive.array.html#method.each_mut)
API which was stabilized in 1.77, which is the motivation for this MSRV
bump.
Rust 1.77 was officially released to stable on 21 March, 2024.
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
When mixing and matching eframe with other wgpu applications
(https://github.com/tracel-ai/burn in my case), it can be helpful to use
an existing wgpu setup to initialize eframe with. This PR changes the
WpuConfiguration (in a non-backwards compat way :/), to either take some
options how to create a wgpu setup, or an existing wgpu setup
(consisting of an instance, adapter, device and queue).
* [x] I have followed the instructions in the PR template
---------
Co-authored-by: Andreas Reich <r_andreas2@web.de>
This is controlled by the `accesskit` feature and nothing needs the
implicit `accesskit_winit` feature, so use `dep:` syntax to prevent it
from being created.
* [x] I have followed the instructions in the PR template
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* The PR title is what ends up in the changelog, so make it descriptive!
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Currently `Style::override_font_id` does not affect widgets with their
`TextStyle` like `Button`s, `ComboBox`es, `CheckBox`es, etc. This PR
fixes this behavior such that all widgets using default configuration of
`RichText` are affected by this setting.
* [x] I have followed the instructions in the PR template
Fix: Window::default_pos does not work
Issues: Since `default_size` is not applied to `area`,
`style.spacing.default_area_size` is applied, causing problems.
* Closes#5314
Exposed the underlying PopupCloseBehavior of ComboBox in order to allow
more control of ComboBox behavior.
This allows ComboBox to be used rather than manually managing a popup
directly, while also gaining the convenience features of ComboBox such
as popup auto-sizing.
* [x] I have followed the instructions in the PR template
`Box<str>` is an immutable heap-allocated string slice.
This PR makes it more convenient to use them in labels for example.
Before this PR
```rust
let text: Box<str> = "Hello".into();
ui.label(text.into_string());
let text_ref: &Box<str> = &"Hello".into();
ui.label(text_ref.clone().into_string());
// or
ui.label(text_ref.as_ref());
// or
ui.label(&**text_ref);
```
After this PR
```rust
let text: Box<str> = "Hello".into();
ui.label(text);
let text_ref: &Box<str> = &"Hello".into();
ui.label(text_ref);
```
* [x] I have followed the instructions in the PR template
When using fonts with an average of 50,000 characters,
'epaint texture atlas overflowed!' may be printed and cause problems.
It is necessary to expand the max value related to texture.
* Closes#5256
---------
Co-authored-by: Emil Ernerfeldt <emil.ernerfeldt@gmail.com>
Previously, all widgets would be listed in accesskit as children of the
toplevel window.
With this change, they will be reported as child of the `egui::Window`
they are in, Which should increase parseability of the ui for
screenreaders and integration tests.
Added an accesskit test to check that it is indeed working.
Co-authored-by: Wybe Westra <w.westra@kwantcontrols.nl>
Since textedit is doing the justify layout calculation itself, we need
to report the original desired_size as intrinsic size, instead of the
value passed to allocate_space.
I wonder though, is it still necessary that the TextEdit does the
justify calculation itself instead of relying on the ui layout to do it?
As far as I understand it, justify should be handled by the
ui.allocate_space call.
make it easier to add fonts.
For example if I want to add a custom FontFamily or if the user wants to
add a Chinese fallback
* [x] I have followed the instructions in the PR template
---------
Co-authored-by: Emil Ernerfeldt <emil.ernerfeldt@gmail.com>
winit::Window::inner_size returns size of safe area on iOS. use
winit::Window::outer_size on iOS
The dimensions of outer_size include the title bar and borders, but as
far as I know there is no way to actually display the title bar or
borders on iOS so it should be fine.
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* Closes#3547
* [X] I have followed the instructions in the PR template
---------
Co-authored-by: Emil Ernerfeldt <emil.ernerfeldt@gmail.com>
This shortcut was previously triggering the Undo action due to the
matches_logically method ignoring the state of the Shift key. This was
solved by simply inverting the order of the undo and redo arms, so the
undo is not matched if the shortcut corresponds to redo.
* Closes <https://github.com/emilk/egui/issues/5255>
* [x] I have followed the instructions in the PR template
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`egui_demo_lib`, or a new example.
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Run this code
```rs
CentralPanel::default().show(ctx, |ui| {
Sides::new().show(
ui,
|ui| {
ui.label("1");
},
|ui| {
ui.label("2");
},
);
Sides::new().show(
ui,
|ui| {
ui.label("11");
},
|ui| {
ui.label("22");
},
);
Sides::new().show(
ui,
|ui| {
ui.label("111");
},
|ui| {
ui.label("222");
},
);
});
```
Before

After

This should hopefully make it easier for egui contributors and
egui_kittest users to understand the snapshot tests
* [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