Commit Graph

101 Commits

Author SHA1 Message Date
Emil Ernerfeldt f8d7d0ebaa
Enforce writing username in TODO comments (#4235) 2024-03-26 11:48:24 +01:00
Emil Ernerfeldt c530504a04
CSS-like shadows with offset, spread, and blur (#4232)
This makes `epaint::Shadow` more like CSS's box-shadow, adding `offset`
and replacing `extrusion` with `blur` and `spread`.

* Closes https://github.com/emilk/egui/pull/3047

The offsets make for nice drop-shadow effects.

Old shadows:
<img width="1447" alt="old-shadows"
src="https://github.com/emilk/egui/assets/1148717/8a30f7b9-fb9d-49ea-9a2f-9367a60c448a">

New shadows:
<img width="1447" alt="new-shadows-full"
src="https://github.com/emilk/egui/assets/1148717/28cc9c1e-b0de-4c5b-a705-22e52c556584">
2024-03-26 10:37:12 +01:00
Emil Ernerfeldt 1634554032
Add `Margin` to `epaint` (#4231)
Moved from `egui`
2024-03-26 09:05:29 +01:00
Eris bce257adb3
`epaint`: Add `EllipseShape` (#4122)
Adds an Ellipse shape draw-able with the Painter, brings egui closer to
the SVG Specification.

I've done some optimization towards using less vertices and doing less
calculations.

~~Currently the vertices are evenly distributed.
It's possible this could be optimized further taking into account the
gradient and increasing the concentration of vertices where the change
in gradient is larger.~~


![EllipseTall](https://github.com/emilk/egui/assets/50041841/b105230c-ce68-49c1-b162-d1f066bf9d6a)

![EllipseWide](https://github.com/emilk/egui/assets/50041841/6f9106d2-75cb-4f2a-b0c2-039b3aadec86)
2024-03-20 13:23:21 +01:00
CrazyCraftix 4a330de53d
Fix scaling of rounded corners for rect shape (#4152) (#4161)
When scaling an `egui::Shape` of variant `Rect` using the new
`transform` function, corner rounding isn't taken into account.

The fix is to multiply the rounding by the scaling factor.

* Closes <https://github.com/emilk/egui/issues/4152>
2024-03-12 11:14:24 +01:00
Varphone Wong a93c6cd5d2
`egui`: Fixed the incorrect display of the Window frame with a wide border or large rounding (#4032)
Currently, the Window frame is displayed incorrectly when using a wide
border or large rounding.

* Closes #3806
* Closes #4024 
* Closes #4025 

* Screencast of egui demo app (emilk:master)


[window-frame-bug.webm](https://github.com/emilk/egui/assets/1274171/391f67fa-ae6f-445a-8c64-1bb575770127)

* Screencast of egui demo app (varphone:hotfix/window-custom-frame)


[window-frame-fixed.webm](https://github.com/emilk/egui/assets/1274171/1953124e-9f7a-4c2d-9024-5d2eece6b87c)
2024-03-08 10:32:23 +01:00
Varphone Wong 4d776fd84e
`epaint`: Added `Shape::{scale,translate}` wrappers (#4090)
The `Shape::translate` method has been replaced with `Shape::transform`,
which introduces breaking changes that could negatively impact existing
users.

This patch adds a `Shape::translate` wrapper to prevent these breaking
changes.
2024-03-08 10:07:31 +01:00
0Qwel 23e8312fc0
Convenience const fn for Margin, Rounding and Shadow (#4080)
I often write constants at the top of my widget files, as a "config". I
kept writing stuff like that :
```rust
const DEFAULT_INNER_MARGIN: Margin = Margin { left: 17., right: 17., top: 7., bottom: 7. };
```
So I prefixed constructors for `Margin`, `Rounding` and `Shadow` const.
No code was changed.

I also added a `Shadow::new()` for similar reasons.
2024-02-21 16:20:26 +01:00
wangxiaochuTHU ca8eeb8621
Add `ColorImage::from_gray_iter` (#3536)
Add an alternative method for creating a [`ColorImage`] that accepts
`Iterator` as the argument. It can be useful when `&[u8]` is not
available but the iterator is.

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---------

Co-authored-by: Emil Ernerfeldt <emil.ernerfeldt@gmail.com>
2024-02-20 15:29:23 +01:00
Francis Chua 069d7a634d
Add layer transforms, interaction in layer (#3906)
⚠️ 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>
2024-02-17 11:02:56 +01:00
Dan Lock a5973e5cac
Add `TextureOptions::wrap_mode` (#3954)
Exposes support in both glow and wgpu for texture wrap modes

This would be breaking for manual creations of TextureOptions but would
work with the current TextureOptions::NEAREST and LINEAR without change,
keeping those clamp to edge

I wasn't sure how best to expose the options to the user and added
consts for LINEAR_REPEAT LINEAR_MIRRORED_REPEAT NEAREST_REPEAT
NEAREST_MIRRORED_REPEAT

This does not include wrap mode clamp to border as it worked fine with
glow but with wgpu it panics due to Features
Features(ADDRESS_MODE_CLAMP_TO_BORDER) are required but not enabled on
the device, and I thought it was probably best not to try to enable that
feature, but happy to include that functionality also if that is okay to
be toggled


![image](https://github.com/emilk/egui/assets/5075747/bba71f61-a105-4e5b-b8ce-1083621eb3de)

---------

Co-authored-by: Emil Ernerfeldt <emil.ernerfeldt@gmail.com>
2024-02-05 09:37:05 +01:00
Emil Ernerfeldt c5352cf6c1 Remove profile scope from `tessellate_shape` 2024-02-02 15:53:01 +01:00
Emil Ernerfeldt 1db291721f
Parallell tessellation (#3934)
* Part of https://github.com/emilk/egui/issues/1485

This adds a `rayon` feature to `epaint` and `egui` to parallelize
tessellation of large shapes, such as high-resolution plot lines.
2024-02-01 16:27:59 +01:00
StratusFearMe21 945a69d2f2
Add opacity factor to `TextShape` (#3916)
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This PR simply allows you to override the opacity of a Galley when you
draw it on screen. Last year I opened #3548 and some changes were
requested to the PR, but unfortunately school got really busy and I
wasn't able to apply them. This PR supersedes #3548 and applys the
changes requested in that PR

Closes #3548
2024-01-30 15:55:18 +01:00
Emil Ernerfeldt 5e7fa46451 Fix text selection crashes
Closes https://github.com/emilk/egui/issues/3881
2024-01-24 15:47:44 +01:00
Emil Ernerfeldt 41aad74552
Cross-widget text select (#3870)
* Closes https://github.com/emilk/egui/issues/3816


![cross-widget-text-selection](https://github.com/emilk/egui/assets/1148717/5582b9d2-8b04-47b7-9637-f48e44064a70)

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
2024-01-24 15:45:22 +01:00
Emil Ernerfeldt 31cc31a67b
Add `Align2::anchor_size` (#3863) 2024-01-22 16:47:50 +01:00
Emil Ernerfeldt ff39fd6195
Fix: dragging to above/below a `TextEdit` or `Label` will select text to begin/end (#3858)
This also adds a `Galley::begin` method to match `Galley::end` (both
returning cursor positions).

* Part of https://github.com/emilk/egui/issues/3816
2024-01-22 10:49:42 +01:00
Emil Ernerfeldt 5d2e192927
Selectable text in Labels (#3814)
* 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`.


![label-text-selection](https://github.com/emilk/egui/assets/1148717/c161e819-50da-4b97-9686-042e6abf3564)


## TODO
* [x] Test
2024-01-14 15:17:55 +01:00
Emil Ernerfeldt 401de05630
Use `Self` everywhere (#3787)
This turns on the clippy lint
[`clippy::use_self`](https://rust-lang.github.io/rust-clippy/v0.0.212/index.html#use_self)
and fixes it everywhere.
2024-01-08 17:41:21 +01:00
StarStarJ 7b105cfa0f
Invalidate font atlas on any change to `pixels_per_point`, not matter how small (#3698)
Apparently the font implementation uses a distance check to decide if
the font(or whatever) need recalculations, after dpi changed:

8d4de866d4/crates/epaint/src/text/fonts.rs (L381-L382)

This leads to warnings when the pixel_per_point diff is very low and
spams the log. (<- this happens for me if i resize my window on kwin,
e.g. maximize it)

(I don't want to debate if the float difference generally makes sense,
so if you want to rework that instead just close this pr)
2024-01-08 09:13:34 +01:00
Emil Ernerfeldt 8c30e8c5f7
Highlight submenu buttons when hovered and open (#3780)
Submenu buttons in menues now properly highlight when hovered and when
opened.

…plus a bunch of other cleanup
2024-01-07 22:08:32 +01:00
Varphone Wong 932fdae9e6
Fix: allow using the full Private Use Area for custom fonts (#3509)
The ignored characters are used in some custom fonts.

for example: the \u{F0FF} is used as `cleaning_services` in
MaterialIcons-Regular.ttf

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Closes <https://github.com/emilk/egui/issues/THE_RELEVANT_ISSUE>.

---------

Co-authored-by: Emil Ernerfeldt <emil.ernerfeldt@gmail.com>
2024-01-06 22:33:08 +01:00
Emil Ernerfeldt e44f54f81f
Fix text color of disabled widgets (#3744)
* Introduced recently in https://github.com/emilk/egui/pull/3727
* Closes https://github.com/emilk/egui/issues/3732
2023-12-28 11:16:39 +01:00
Emil Ernerfeldt 0a6ea15f6c
impl `Clone` for `Fonts` (#3737)
Closes https://github.com/emilk/egui/issues/3731
2023-12-25 19:00:54 +01:00
Oscar Gustafsson fc18d6f8f4
Add support for dashed lines with offset (#3720)
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Closes <https://github.com/emilk/egui/issues/3677>.

This can naturally be obtained by starting the drawing a bit "later",
but providing support for this directly will simplify interleaved
drawing of dashed lines.

An even more general approach would be to allow passing an even-length
vector of lengths and gaps, in addition to offset. Primarily thinking if
it is better to go even further if a new dashed-line-method is
introduced. The second commit introduce this (I can naturally squash
these!).
2023-12-23 16:17:04 +01:00
Emil Ernerfeldt 0561fcaba9
Replace a special `Color32::PLACEHOLDER` with widget fallback color (#3727)
This introduces a special `Color32::PLACEHOLDER` which, during text
painting, will be replaced with `TextShape::fallback_color`.

The fallback color is mandatory to set in all text painting. Usually
this comes from the current visual style.

This lets users color only parts of a `WidgetText` (using e.g. a
`LayoutJob` or a `Galley`), where the uncolored parts (using
`Color32::PLACEHOLDER`) will be replaced by a default widget color (e.g.
blue for a hyperlink).

For instance, you can color the `⚠️`-emoji red in a piece of text red
and leave the rest of the text uncolored. The color of the rest of the
text will then depend on wether or not you put that text in a label, a
button, or a hyperlink.

Overall this simplifies a lot of complexity in the code but comes with a
few breaking changes:

* `TextShape::new`, `Shape::galley`, and `Painter::galley` now take a
fallback color by argument
* `Shape::galley_with_color` has been deprecated (use `Shape::galley`
instead)
* `Painter::galley_with_color` has been deprecated (use
`Painter::galley` instead)
* `WidgetTextGalley` is gone (use `Arc<Galley>` instead)
* `WidgetTextJob` is gone (use `LayoutJob` instead)
* `RichText::into_text_job` has been replaced with
`RichText::into_layout_job`
* `WidgetText::into_text_job` has been replaced with
`WidgetText::into_layout_job`
2023-12-22 15:09:10 +01:00
Emil Ernerfeldt 8d4de866d4
Remove deprecated functions (#3692) 2023-12-08 11:02:57 +01:00
Emil Ernerfeldt bd9bc252aa
Fix buggy text withviewports on monitors with different scales (#3666)
* Closes https://github.com/emilk/egui/issues/3664

Bonus: optimize color conversions and font atlas upload, especially in
debug builds.
2023-11-30 15:56:05 +01:00
Emil Ernerfeldt 61a7b90d5b
Improve multi-viewports across monitors with different scales (#3663)
It required some ugly code in `egui-winit` in order to fix this without
breaking sem-ver (I want this to land in a 0.24.1 patch release). I'll
clean up in time for 0.25.

There is still a font rendering bug when using immediate viewports
across multiple viewports, but that's harder to fix.
2023-11-30 12:08:53 +01:00
Andreas Reich f9f5db9885
PaintCallbackInfo::viewport_in_pixels now guarantees to stay in bounds (#3604)
* Fixes https://github.com/rerun-io/rerun/issues/4297
* tested against a very hasty and incomplete port of egui/trunk, found
[here](https://github.com/rerun-io/rerun/tree/andreas/experimental-egui-trunk)


In rare cases in can happen that the viewport returned by
`PaintCallbackInfo` is outside the bounds of the screen.
for at least [wgpu/webgpu in
particular](https://www.w3.org/TR/webgpu/#dom-gpurenderpassencoder-setviewport)
this is invalid usage, other backends might be affected as well.
Since this happened due to a float rounding error (in one repro case I
had I got (width==1126.5625) + (offset=715.4376) = 1842.0001 for a
resolution of 1842) I decided to do away with fractional values on the
viewport alltogether. They _technically_ make sense since a viewport is
only specifying the NDC to pixel coordinate conversion, but practically
this may lead to surprising sub-sampling issues.

---------

Co-authored-by: Emil Ernerfeldt <emil.ernerfeldt@gmail.com>
2023-11-22 21:01:38 +01:00
YgorSouza 4ece25bd05
Keep unsafe code forbidden when puffin is disabled (#3603)
This helps document what unsafe is being used for, and prevent other
uses from going unnoticed.
2023-11-22 20:37:46 +01:00
Emil Ernerfeldt 1bbd5a9fc8
Update puffin to 0.18 (#3600)
THe profiling macros now contain unsafe code (but in a safe way), so
`#[foribd(unsafe)]` had to become `#[deny(unsafe)]`
2023-11-21 17:58:33 +01:00
Emil Ernerfeldt bfadb90d42
Update MSRV to Rust 1.72 (#3595)
Required to update to puffin 0.18
2023-11-21 17:26:35 +01:00
Emil Ernerfeldt f01b2b76c8
Fix clippy issues from 1.74 (#3558)
Nothing major
2023-11-16 15:50:44 +01:00
Konkitoman 83aa3109d3
Multiple viewports/windows (#3172)
* 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>
2023-11-16 11:25:05 +01:00
Phen-Ro 5f4046d68a
Use `impl Into<Stroke>` as argument in a few more places (#3420)
* Functions that take Stroke were updated to take Into<Stroke> to make
them consistent with other Into<Stroke> parameters.
* Vec2 implements DivAssign<f32>, to make it consistent with already
implementing MulAssign<f32> and Div<f32>.
* Vec2::angled() uses sin_cos() rather than an individual sin() and
cos() call for an immeasurable but hypothetical performance improvement.
* Disable the lock_reentry_single_thread() mutex test. Lock()ing twice
on the same thread is not guaranteed to panic.

* Closes <https://github.com/emilk/egui/issues/3419>.
2023-11-10 21:36:51 +01:00
Emil Ernerfeldt 41f9df5cb3
Floating scroll bars (#3539)
* Move scroll bar spacing settings to a `struct ScrollSpacing`

* Add a demo for changing scroll bar appearance

* Add setting for ScrollBarVisibility in demo

* Add `#[inline]` to a `ScrollArea` builder methods

* Refactor how scroll bar show/hide is computed

* Add support for floating scroll bars

* Tweak color and opacity of the scroll handle

* Allow allocating a fixed size even for floating scroll bars

* Add three pre-sets of scroll bars: solid, thin, floating

* Use floating scroll bars as the default

* Fix id-clash with bidir scroll areas

* Improve demo

* Fix doclink

* Remove reset button from demo

* Fix doclinks

* Fix visual artifact with thin rounded rectangles

* Fix doclink

* typos
2023-11-09 18:41:58 +01:00
Emil Ernerfeldt 2bc2fb9c39 Fix some lints found by clippy 1.73 2023-10-06 09:01:31 +02:00
Emil Ernerfeldt 35945dea46
Misc code cleanup (#3398)
* eframe README: explain how to enable copy/paste

* Implement Debug for a couple of structs

* Code cleanup

* Better docs

* profile ron serialization

* CI: Allow "exclude from changelog" as the only label
2023-09-27 09:06:17 +02:00
Emil Ernerfeldt 33a0f50f6a
Improve text truncation: always include elision character (#3366)
* Add Row::text

* Rename elide_at_width -> truncate_at_width

* Move text layout tests to own module

* Add test to check that elision character is always included

* Include elision character in more circumstances

* Append overflow character if we can't replace

* Always append … when eliding

* Add a secondary text to the text layout demo
2023-09-21 10:41:49 +02:00
Emil Ernerfeldt 8073ca6fe0
Fix problems with tabs in text (#3355)
* Move ascent out of `GlyphInfo`

* Give a function a better name

* Make tab and thin space act more like a normal space
2023-09-18 14:09:15 +02:00
Emil Ernerfeldt d7d222d3f6
Polish image API (#3338)
* Imoprove docs for callback shapes

* Improve docs for loader traits

* Use snake_case for feature `all_loaders`

* Make loaders publix

* Slightly better error message on image load failure

* Improve image loading error messages

* Use `bytes://` schema for included bytes loader

* Try user loaders first

* Move `image_loading_spinners` to `Visuals`

* Unify and simplify code

* Make the main text of `Button` optional

This largely makes ImageButton obsolete

* Fix docstrings

* Better docs

* typos

* Use the more explicit `egui_extras::install_image_loaders`

* Simplify `Image::paint_at` function
2023-09-14 16:33:10 +02:00
Emil Ernerfeldt fc3bddd0cf
Add more puffin profile scopes to `eframe` (#3330)
* Add puffin profile scopes to the startup and running of eframe

* puffin_profiler example: start puffin right away

* cargo format let-else statements

* More profile scopes

* Add some `#[inline]`

* Standardize puffin profile scope definitions

* standardize again

* Silence warning when puffin is disabled
2023-09-13 09:00:38 +02:00
Jan Procházka 2bc6814acc
Improved texture loading (#3315)
* rework loading around `Arc<Loaders>`

* use `Bytes` instead of splitting api

* remove unwraps in `texture_handle`

* make `FileLoader` optional under `file` feature

* hide http load error stack trace from UI

* implement image fit

* support more image sources

* center spinner if we know size ahead of time

* allocate final size for spinner

* improve image format guessing

* remove `ui.image`, `Image`, add `RawImage`

* deprecate `RetainedImage`

* `image2` -> `image`

* add viewer example

* update `examples/image` + remove `svg` and `download_image` exapmles

* fix lints and tests

* fix doc link

* add image controls to `images` example

* add more `From` str-like types

* add api to forget all images

* fix max size

* do not scale original size unless necessary

* fix doc link

* add more docs for `Image` and `RawImage`

* make paint_at `pub`

* update `ImageButton` to use new `Image` API

* fix double rendering

* `SizeHint::Original` -> `Scale` + remove `Option` wrapper

* Update crates/egui/src/load.rs

Co-authored-by: Emil Ernerfeldt <emil.ernerfeldt@gmail.com>

* remove special `None` value for `forget`

* Update crates/egui/src/load.rs

Co-authored-by: Emil Ernerfeldt <emil.ernerfeldt@gmail.com>

* add more examples to `ui.image` + add `include_image` macro

* Update crates/egui/src/ui.rs

Co-authored-by: Emil Ernerfeldt <emil.ernerfeldt@gmail.com>

* update `menu_image_button` to use `ImageSource`

* `OrderedFloat::get` -> `into_inner`

* derive `Eq` on `SizedTexture`

* add `id` to loaders + `is_installed` check

* move `images` to demo + simplify `images` example

* log trace when installing loaders

* fix lint

* fix doc link

* add more documentation

* more `egui_extras::loaders` docs

* Update examples/images/src/main.rs

Co-authored-by: Emil Ernerfeldt <emil.ernerfeldt@gmail.com>

* update `images` example screenshots + readme

* remove unused `rfd` from `images` example

* Update crates/egui_extras/src/loaders/ehttp_loader.rs

Co-authored-by: Emil Ernerfeldt <emil.ernerfeldt@gmail.com>

* add `must_use` on `Image` and `RawImage`

* document `loaders::install` multiple call safety

* Update crates/egui_extras/Cargo.toml

Co-authored-by: Emil Ernerfeldt <emil.ernerfeldt@gmail.com>

* reshuffle `is_loader_installed`

* make `include_image` produce `ImageSource` + update docs

* update `include_image` docs

* remove `None` mentions from loader `forget`

* inline `From` texture id + size for `SizedTexture`

* add warning about statically known path

* change image load error + use in image button

* add `.size()` to `Image`

* Update crates/egui_demo_app/Cargo.toml

Co-authored-by: Emil Ernerfeldt <emil.ernerfeldt@gmail.com>

* add explanations to image viewer ui

---------

Co-authored-by: Emil Ernerfeldt <emil.ernerfeldt@gmail.com>
2023-09-12 10:39:17 +02:00
Jan Procházka ec671e754f
Managed texture loading (#3297)
* add types from proposal

* add load methods on `egui::Context`

* implement loaders from proposal in `egui_extras`

* impl `From<Vec2>` for `SizeHint`

* re-export `SizeHint` from `egui` root

* rework `svg` example to use new managed `Image`

* split loaders into separate files + add logging

* add `log_trace`

* clean up `RetainedImage` from `svg` example

* refactor ehttp loader response to bytes mapping

* remove spammy trace

* load images even without extension

* fix lints

* remove unused imports

* use `Image2` in `download_image`

* use `visuals.error_fg_color` in `Image2` error state

* update lockfile

* use `Arc<ColorImage>` in `ImageData` + add `forget` API

* add `ui.image2`

* add byte size query api

* use iterators to sum loader byte sizes

* add static image loading

* use static image in `svg` example

* small refactor of `Image2::ui` texture loading code

* add `ImageFit` to size images properly

* remove println calls

* add bad image load to `download_image` example

* add loader file extension support tests

* fix lint errors in `loaders`

* remove unused `poll-promise` dependency

* add some docs to `Image2`

* add some docs to `egui_extras::loaders::install`

* explain `loaders::install` in examples

* fix lint

* upgrade `ehttp` to `0.3` for some crates

* Remove some unused dependencies

* Remove unnecessary context clone

* Turn on the `log` create feature of egui_extras in all examples

* rename `forget` and document it

* derive `Debug` on `SizeHint`

Co-authored-by: Emil Ernerfeldt <emil.ernerfeldt@gmail.com>

* round when converting SizeHint from vec2

Co-authored-by: Emil Ernerfeldt <emil.ernerfeldt@gmail.com>

* add `load` module docs

* docstring `add_loader` methods

* expose + document `load_include_bytes`

* cache texture handles in `DefaultTextureLoader`

* add `image2` doctest + further document `Image2`

* use `Default` for default `Image2` options

* update `image2` doc comment

* mention immediate-mode safety

* more fit calculation into inherent impl

* add hover text on spinner

* add `all-loaders` feature

* clarify `egui_extras::loaders::install` behavior

* explain how to enable image formats

* properly format `uri`

* use `thread::Builder` instead of `spawn`

* use eq op instead of `matches`

* inline `From<Arc<ColorImage>>` for `ImageData`

* allow non-`'static` bytes + `forget` in `DefaultTextureLoader`

* sort features

* change `ehttp` feature to `http`

* update `Image2` docs

* refactor loader cache type

---------

Co-authored-by: Emil Ernerfeldt <emil.ernerfeldt@gmail.com>
2023-09-06 10:51:51 +02:00
Emil Ernerfeldt 82704bebbf
Update MSRV to Rust 1.70.0 (#3310)
* Update to Rust 1.70

* Fix renamed clippy lint

* Use let-else more

* Code cleanup

* Remove derelict Safety comments

* Enable more clippy lints
2023-09-06 07:59:24 +02:00
Emil Ernerfeldt 67168be069
Improve clippy, and add more docs (#3306)
* Silence a few clippy warnings

* Use named threads

* Remove some deprecated functions

* Document Context and Ui fully

* Use `parking_lot::Mutex` in `eframe`

* Expand clippy.toml files

* build fix
2023-09-05 14:11:22 +02:00
Emil Ernerfeldt 46ea72abe4
Add control of line height and letter spacing (#3302)
* Add `TextFormat::extra_letter_spacing`

* Add control of line height

* Add to text layout demo

* Move the text layout demo to its own window in the demo app

* Fix doclink

* Better document points vs pixels

* Better documentation and code cleanup
2023-09-05 10:45:11 +02:00
Emil Ernerfeldt b6f46b000b Some clippy fixes from 1.72.0 2023-08-25 07:44:25 +02:00