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- Added methods to zoom the plot programmatically, to match the
previously added `translate_bounds()`.
- Added an example of how this method can be used to customize the plot
navigation.
Closes#1164.
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.
* 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.
* Part of https://github.com/emilk/egui/issues/3556
This PR replaces a bunch of options in `eframe::NativeOptions` with
`egui::ViewportBuilder`. For instance:
``` diff
let options = eframe::NativeOptions {
- initial_window_size: Some(egui::vec2(320.0, 240.0)),
- drag_and_drop_support: true,
+ viewport: egui::ViewportBuilder::default()
+ .with_inner_size([320.0, 240.0])
+ .with_drag_and_drop(true),
centered: true,
..Default::default()
};
```
* 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>
Thanks to `impl From<bool> for Vec2b` one can now shorten some builder
calls, like:
Previous:
```rust
egui::ScrollArea::vertical()
.auto_shrink([false; 2])
```
New:
```rust
egui::ScrollArea::vertical()
.auto_shrink(false)
```
* Update images in README.md
* Add ferris image to hello_world example
* Clean up and improve README.md, with top-level link to Rerun
* Move sections around
* 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
* add egui logo to widget gallery
* improve "no image loaders" error message
* rework static URIs to accept `Cow<'static>`
* remove `RetainedImage` from `http_app` in `egui_demo_app`
* hide `RetainedImage` from docs
* use `ui.image`/`Image` over `RawImage`
* remove last remanant of `RawImage`
* remove unused doc link
* add style option to disable image spinners
* use `Into<Image>` instead of `Into<ImageSource>` to allow configuring the underlying image
* propagate `image_options` through `ImageButton`
* calculate image size properly in `Button`
* properly calculate size in `ImageButton`
* Update crates/egui/src/widgets/image.rs
Co-authored-by: Emil Ernerfeldt <emil.ernerfeldt@gmail.com>
* improve no image loaders error message
* add `size()` helper to `TexturePoll`
* try get size from poll in `Button`
* add `paint_at` to `Spinner`
* use `Spinner::paint_at` and hover on image button response
* `show_spinner` -> `show_loading_spinner`
* avoid `allocate_ui` in `Image` when painting spinner
* make icon smaller + remove old texture
* add `load_and_calculate_size` + expose `paint_image_at`
* update `egui_plot` to paint image in the right place
* Add helpers for painting an ImageSource directly
* Use max_size=INF as default
* Use new API in WidgetGallery
* Make egui_demo_app work by default
* Remove Option from scale
* Refactor ImageSize
* Fix docstring
* Small refactor
---------
Co-authored-by: Emil Ernerfeldt <emil.ernerfeldt@gmail.com>
* 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
* 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>
* 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>
* implement save_plot
* fix for check.sh
* clippy
* add save_plot to Cargo.lock
* adapted for PR #2676 (removes unsafe code)
* add some comments
* implemented the comments from emilk
* update comments in code
* rustfmt
* remove picked_path
* add more comments
* removed unused import
* use `inner.response.rect` as the plot position
* remove plot_location from MyApp members
* sort entries
* Update examples/save_plot/src/main.rs
Co-authored-by: Emil Ernerfeldt <emil.ernerfeldt@gmail.com>
* use env_logger instead of tracing subscriber
* use env_logger instead of tracing subscriber and combine if let
---------
Co-authored-by: Emil Ernerfeldt <emil.ernerfeldt@gmail.com>
* add method for requesting attention to the main window
* use another enum member for user attention type instead of nested `Option`s
(also, document the enum members now that they don't mirror `winit`)
* update the docstring
Co-authored-by: Emil Ernerfeldt <emil.ernerfeldt@gmail.com>
* add an example app for testing window attention requests
* Apply suggestions from code review
Co-authored-by: Emil Ernerfeldt <emil.ernerfeldt@gmail.com>
* remove `chrono` dependency and improve the attention example's readability
---------
Co-authored-by: Emil Ernerfeldt <emil.ernerfeldt@gmail.com>
* Replace tracing crate with log
It's just so much simpler to use
* Add `bacon wasm` job
* eframe: add a WebLogger for piping log events to the web console