A very common usability issue on egui-wgpu callbacks is that `paint`
can't access any data that doesn't strictly outlive the callback
resources' data. E.g. if the callback resources have an `Arc` to some
resource manager, you can't easily pull out resources since you
statically needed to ensure that those resource references outlived the
renderpass, whose lifetime was only constrained to the callback
resources themselves.
Wgpu 22 no longer has this restriction! Its (render/compute-)passes take
care of the lifetime of any passed resource internally. The lifetime
constraint is _still_ opt-out since it protects from a common runtime
error of adding commands/passes on the parent encoder while a previously
created pass wasn't closed yet.
This is not a concern in egui-wgpu since the paint method where we have
to access the render pass doesn't even have access to the encoder!
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Adds support for mipmaps in the `glow` backend.
Should be possible to implement for `wgpu` in the future as well, but
requires a custom compute kernel.
This adds preview deployments that will deploy a version of
egui_demo_app for each pull request, making things easier to review /
test.
Some notes on security:
The preview deployment is split in two workflows, preview_build and
preview_deploy.
`preview_build` runs on pull_request, so it won't have any access to the
repositories secrets, so it is safe to
build / execute untrusted code.
`preview_deploy` has access to the repositories secrets (so it can push
to the pr preview repo) but won't run
any untrusted code (it will just extract the build artifact and push it
to the pages branch where it will
automatically be deployed).
To set this up, a DEPLOY_KEY secret needs to be added, which allows the
action to push the compiled artifacts into this repository:
https://github.com/egui-pr-preview/pr
The deploy key is the private key part of a key generated via
ssh-keygen. The public key is set as a deploy key in that repo.
I have created the repo on a separate github org, so it won't be
directly associated with emil or egui in case someone pushes something
naughty.
I have set this up in my fork of egui to show how this works:
- I created a PR: https://github.com/lucasmerlin/egui/pull/2
- The code will be compiled and pushed to the egui-pr-preview/pr repo
and deployed via github pages
- The bot leaves a comment on the pr with a link to the preview
- The preview is available at
https://egui-pr-preview.github.io/pr/2-pr-preview-demo/
(It's unfortunately only available a couple seconds after the bot writes
the comment, because the pages deployment action is run independently on
the other repository)
- Once the PR is merged / closed the preview will be cleaned up
(unfortunately the empty folder will remain, it seems like it's not
possible to remove that via the JamesIves/github-pages-deploy-action
action I use, but I don't think that it's a big issue)
I'll leave the PR in draft until the DEPLOY_KEY is set up
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* [x] I have followed the instructions in the PR template
Hi, I've made an integration that allows egui to be embedded as a widget
inside of a GTK application. I'm planning to use it to draw interactive
plots via `egui_plot`, as I haven't found comparable plotting widgets in
GTK. I hope others will find this integration useful as well.
The library doesn't do its own rendering, it instead relies on
`egui_glow` to render inside of a GTK-provided OpenGL drawing area.
It is published on [crates.io](https://crates.io/crates/gtk-egui-area).
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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>
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* Closes#5121
* [x] I have followed the instructions in the PR template
This unifies the code paths in `update_texture` somewhat, so that the
texture sampler and bind group are always replaced.
Not sure whether removing and reinserting the texture from and into the
`textures` map, or creating a new bind group, has much of a performance
impact. An alternative, as described in #5121, would be to split the
functionality for updating a texture's data from updating its options,
so that we don't have to unconditionally update the bind group (or do
something like store the options to check if they're changed).
Fix: `Event::Copy` and `Event::Cut` behave as if they select the entire
text when there is no selection.
It's unexpected and disconcerting that this behavior occurs when there
is no selected area.
Fix: panic when dragging window between monitors of different
pixels_per_point
This will continue to help us as we develop `egui`.
I hope you agree with my defense of `panic`.
* Relate #3959
* Relate #4088
* Closes#4178
* Closes#4179
There is also a way to add log if necessary.
```
log::debug!("Anti-panic behavior occurs");
```
---------
Co-authored-by: Emil Ernerfeldt <emil.ernerfeldt@gmail.com>
When using a `DragValue`, there are three common modes of range clamping
that the user may want:
A) no clamping
B) clamping only user input (dragging or editing text), but leave
existing value intact
C) always clamp
The difference between mode B and C is:
```rs
let mut x = 42.0;
ui.add(DragValue::new(&mut x).range(0.0..=1.0));
// What will `x` be here?
```
With this PR, we now can get the three behaviors with:
* A): don't call `.range()` (or use `-Inf..=Inf`)
* B) call `.range()` and `.clamp_existing_to_range(false)`
* C) call `.range()`
## Slider clamping
Slider clamping is slightly different, since a slider always has a
range.
For a slider, there are these three cases to consider:
A) no clamping
B) clamp any value that the user enters, but leave existing values
intact
C) always clamp all values
Out of this, C should probably be the default.
I'm not sure what the best API is for this yet. Maybe an `enum` 🤔
I'll take a pass on that in a future PR.
## Related
* https://github.com/emilk/egui/pull/4728
* https://github.com/emilk/egui/issues/4881
* https://github.com/emilk/egui/pull/4882
Fix for a regression in 0.28
* `App::save` will now be called when the web app is hidden (e.g. goes
to a background tab)
* `App::update` will now be called when the web app is un-hidden (e.g.
becomes the foreground tab)
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- I fixed the TODO to use the `log` crate instead of `eprintln`
- Set the rust-version in the `scripts/check.sh` to the same as egui is
on
- I made xtask use anyhow to remove some unwraps
* [x] I have followed the instructions in the PR template
* Closes https://github.com/emilk/egui/issues/4976
* Part of #4378
* Implements parts of #843
### Background
Some widgets (like `Grid` and `Table`) needs to know the width of future
elements in order to properly size themselves. For instance, the width
of the first column of a grid may not be known until all rows of the
grid has been added, at which point it is too late. Therefore these
widgets store sizes from the previous frame. This leads to "first-frame
jitter", were the content is placed in the wrong place for one frame,
before being accurately laid out in subsequent frames.
### What
This PR adds the function `ctx.request_discard` which discards the
visual output and does another _pass_, i.e. calls the whole app UI code
once again (in eframe this means calling `App::update` again). This will
thus discard the shapes produced by the wrongly placed widgets, and
replace it with new shapes. Note that only the visual output is
discarded - all other output events are accumulated.
Calling `ctx.request_discard` should only be done in very rare
circumstances, e.g. when a `Grid` is first shown. Calling it every frame
will mean the UI code will become unnecessarily slow.
Two safe-guards are in place:
* `Options::max_passes` is by default 2, meaning egui will never do more
than 2 passes even if `request_discard` is called on every pass
* If multiple passes is done for multiple frames in a row, a warning
will be printed on the screen in debug builds:
![image](https://github.com/user-attachments/assets/c2c1e4a4-b7c9-4d7a-b3ad-abdd74bf449f)
### Breaking changes
A bunch of things that had "frame" in the name now has "pass" in them
instead:
* Functions called `begin_frame` and `end_frame` are now called
`begin_pass` and `end_pass`
* `FrameState` is now `PassState`
* etc
### TODO
* [x] Figure out good names for everything (`ctx.request_discard`)
* [x] Add API to query if we're gonna repeat this frame (to early-out
from expensive rendering)
* [x] Clear up naming confusion (pass vs frame) e.g. for `FrameState`
* [x] Figure out when to call this
* [x] Show warning on screen when there are several frames in a row with
multiple passes
* [x] Document
* [x] Default on or off?
* [x] Change `Context::frame_nr` name/docs
* [x] Rename `Context::begin_frame/end_frame` and deprecate the old ones
* [x] Test with Rerun
* [x] Document breaking changes
Note this will break people depending on eframe or egui-wgpu with
--no-default-features.
I don't know what to do about that to be honest.
* Closes#4914
* [x] I have followed the instructions in the PR template
---------
Co-authored-by: Andreas Reich <r_andreas2@web.de>
* 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:
![normal](https://github.com/user-attachments/assets/0d058720-47ff-49e7-af77-30d48f5e138c)
Before/after _with_ syntect:
![syntect](https://github.com/user-attachments/assets/e5c380fe-ced1-40ee-b4b1-c26cec18a840)
Font override after without/with syntect (monospace = 20):
![override](https://github.com/user-attachments/assets/efd1b759-3f97-4673-864a-5a18afc64099)
### Breaking changes
- `CodeTheme::dark` and `CodeTheme::light` takes in the font size
- `CodeTheme::from_memory` takes in `Style`
- `highlight` function takes in `Style`
* [X] I have followed the instructions in the PR template
This allows you to transform widgets without having to put them on a new
layer.
Example usage:
https://github.com/user-attachments/assets/6b547782-f15e-42ce-835f-e8febe8d2d65
```rust
use eframe::egui;
use eframe::egui::{Button, Frame, InnerResponse, Label, Pos2, RichText, UiBuilder, Widget};
use eframe::emath::TSTransform;
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| {
let response = ui.ctx().read_response(ui.next_auto_id());
let pressed = response
.as_ref()
.is_some_and(|r| r.is_pointer_button_down_on());
let hovered = response.as_ref().is_some_and(|r| r.hovered());
let target_scale = match (pressed, hovered) {
(true, _) => 0.94,
(_, true) => 1.06,
_ => 1.0,
};
let scale = ui
.ctx()
.animate_value_with_time(ui.id().with("Down"), target_scale, 0.1);
let mut center = response
.as_ref()
.map(|r| r.rect.center())
.unwrap_or_else(|| Pos2::new(0.0, 0.0));
if center.any_nan() {
center = Pos2::new(0.0, 0.0);
}
let transform = TSTransform::from_translation(center.to_vec2())
* TSTransform::from_scaling(scale)
* TSTransform::from_translation(-center.to_vec2());
ui.with_visual_transform(transform, |ui| {
Button::new(RichText::new("Yaaaay").size(20.0))
.sense(Sense::click())
.ui(ui)
});
});
})
}
```
Improves performances significantly (about 40 times) according to the
benchmarks.
* Closes <https://github.com/emilk/egui/issues/5086>
* [x] I have followed the instructions in the PR template
As most of the code refers to types in epaint, it makes sense to use the
Color32 alias from epaint as well.
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- [x] I have followed the instructions in the PR template
Before making this PR, I did take notice of a similar PR,
https://github.com/emilk/egui/pull/4833, but as it appears to be
abandoned, I decided to make this PR.
**Missing**
One of the checks doesn't pass as wgpu still uses glow `0.13.1`
```shell
cargo deny --all-features --log-level error --target aarch64-apple-darwin check
```
* [x] I have followed the instructions in the PR template
---------
Co-authored-by: Emil Ernerfeldt <emil.ernerfeldt@gmail.com>
Remove the crate visibility of the frame module. Useful at least when
using `Frame::begin` as otherwise the returned type is opaque to library
users and prevents from creating containers that use `Frame` with a
similar interface.
Alternative is to only export `frame::Prepared` as `PreparedFrame` or
something, but I saw that other submodules of containers are already
public.
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* Closes#2106
* [x] I have followed the instructions in the PR template
Extracted out of #4805
I'm using this widget type in [`egui-theme-switch`] but since it's not
built in I have to call `accesskit_node_builder` which is a bit
cumbersome :)
* [x] I have followed the instructions in the PR template
[`egui-theme-switch`]:
https://github.com/bash/egui-theme-switch/blob/main/src/lib.rs
Use `UiBuilder::new().sizing_pass().invisible()` instead.
Also changes `UiBuilder::sizing_pass` to no longer turn the ui
invisible. You'll have to opt-in to that instead when it makes sense,
e.g. for the first frame of a tooltip, but not when auto-sizing a column
in a `Table`.
This takes 3 hardcoded constants from `input_state.rs` and puts them in
a `InputOptions` struct that then gets added to `Options`. This allows
adjusting these values at runtime, for example, to increase
`MAX_CLICK_DIST` for touchscreen usage.
* [x] I have followed the instructions in the PR template
Currently egui will prevent all web events from propagating. This causes
issues in contexts where you are using egui in a larger web context that
wants to receive events that egui does not directly respond to. For
example, currently using egui in a VSCode extension will block all app
hotkeys, such as saving and opening the panel.
This adds a closure to `WebOptions` that takes in a reference to the
egui event that is generated from a web event and returns if the
corresponding web event should be propagated or not. The default for it
is to always return false.
Alternatives I considered were:
1. Having the propagation filter be a property of the focus in memory.
That way it could be configured by the view currently selected. I opted
away from that because I wanted to avoid lowering eframe implementation
specific stuff into egui.
2. Having events contain a `web_propagate` flag that could be set when
handling them. However, that would not be compatible with the current
system of egui events being handled outside of the web event handler.
I just recently started using egui so I am not sure how idiomatic my
approach here is. I would be happy to switch this over to a different
architecture if there are suggestions.
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