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# Overview
This is a small change that supports draggable elements inside a
`Scene`.
When a Scene is initialized with a `Rect::Zero`, following the [example
in the
demo](https://github.com/emilk/egui/blob/master/crates/egui_demo_lib/src/demo/scene.rs#L15),
it will [automatically be reset to the `inner_rect` of the
UI](https://github.com/emilk/egui/blob/master/crates/egui/src/containers/scene.rs#L120-L123).
This centers the scene on the inner-rect contents, however the resulting
`scene_rect` doesn't fill the entire `outer_rect`. This probably isn't
an issue for most users of `Scene`.
However, I want to support draggable elements on a `Scene`, and to do
that I need to map the pointer-position in the window to the scene_rect
position.
As is, the example of draggable elements on Scene works after the user
has modified the scene rect in some way (zoom or pan), when `scene_rect`
is set to `to_global.inverse() * outer_rect`
([here](https://github.com/emilk/egui/blob/master/crates/egui/src/containers/scene.rs#L114-L118)).
Before a user modifies the scene rect, the pointer-position cannot be
reliably mapped to the scene_rect, since the scene_rect doesn't span the
entire window.
This PR just forces that translation to always run after the scene_rect
is reset to `inner_rect`. The practical result is that the scene_rect
will now always span the full outer_rect.
# Example
Here's a small app that demonstrates the functionality I'm trying to
support. I'm new to Egui so there may be better patterns for what I'm
trying to do, but if you run this against `main` and this branch you'll
notice the difference.
```rs
use eframe::egui::*;
/// Map coordinates from the src rect to the target rect
fn map_to_rect(position: Pos2, src_rect: Rect, dest_rect: Rect) -> Pos2 {
let x = (position.x - src_rect.min.x) / (src_rect.max.x - src_rect.min.x)
* (dest_rect.max.x - dest_rect.min.x)
+ dest_rect.min.x;
let y = (position.y - src_rect.min.y) / (src_rect.max.y - src_rect.min.y)
* (dest_rect.max.y - dest_rect.min.y)
+ dest_rect.min.y;
Pos2::new(x, y)
}
pub fn draggable_scene_element(
ui: &mut Ui,
id: Id,
position: &mut Rect,
scene_rect: Rect,
container_rect: Rect,
) -> Response {
let is_being_dragged = ui.ctx().is_being_dragged(id);
if is_being_dragged {
let r = ui.put(*position, |ui: &mut Ui| ui.label("Draggable"));
if let Some(pointer_pos) = ui.ctx().pointer_interact_pos() {
let pointer_pos = map_to_rect(pointer_pos, container_rect, scene_rect);
let delta = pointer_pos.to_vec2() - position.center().to_vec2();
*position = position.translate(delta);
};
r
} else {
let r = ui.put(*position, |ui: &mut Ui| ui.label("Draggable"));
ui
.interact(position.clone(), id, Sense::drag())
.on_hover_cursor(CursorIcon::Grab);
r
}
}
struct MyApp {
scene_rect: Rect,
position: Rect,
}
impl MyApp {
fn new() -> Self {
Self {
scene_rect: Rect::ZERO,
position: Rect::from_min_size(Pos2::new(-50., -50.), Vec2::new(100., 100.)),
}
}
}
impl eframe::App for MyApp {
fn update(&mut self, ctx: &Context, _frame: &mut eframe::Frame) {
CentralPanel::default().show(ctx, |ui| {
let scene_rect = self.scene_rect.clone();
let container_rect = ui.min_rect();
Scene::default().show(ui, &mut self.scene_rect, |ui| {
ui.put(
Rect::from_min_size(Pos2::new(100., 200.), Vec2::new(100., 100.)),
|ui: &mut Ui| ui.label("static element"),
);
ui.put(self.position, |ui: &mut Ui| {
draggable_scene_element(
ui,
Id::from("demo"),
&mut self.position,
scene_rect,
container_rect,
)
});
});
});
}
}
```
# Summary
I need a way to map pointer coordinates to scene coordinates, in order
to support draggable elements in a scene. This patch makes that easier
by ensuring the scene_rect will always be the full size of the
outer_rect.
If you have a better way to accomplish what I'm after, I'm happy to
close this. Thanks!
The bug was in `Color32::from_rgba_unmultiplied` and by extension
affects:
* `Color32::from_rgba_unmultiplied`
* `hex_color!`
* `HexColor`
* `ColorImage::from_rgba_unmultiplied`
* All images with transparency (png, webp, …)
* `Color32::from_white_alpha`
The bug caused translucent colors to appear too bright.
## More
Color is hard.
When I started out egui I thought "linear space is objectively better,
for everything!" and then I've been slowly walking that back for various
reasons:
* sRGB textures not available everywhere
* gamma-space is more _perceptually_ even, so it makes sense to use for
anti-aliasing
* other applications do everything in gamma space, so that's what people
expect (this PR)
Similarly, pre-multiplied alpha _makes sense_ for blending colors. It
also enables additive colors, which is nice. But it does complicate
things. Especially when mixed with sRGB/gamma (As @karhu [points
out](https://github.com/emilk/egui/pull/5824#issuecomment-2738099254)).
## Related
* Closes https://github.com/emilk/egui/issues/5751
* Closes https://github.com/emilk/egui/issues/5771 ? (probably; hard to
tell without a repro)
* But not https://github.com/emilk/egui/issues/5810
## TODO
* [x] I broke the RGBA u8 color picker. Fix it
---------
Co-authored-by: Andreas Reich <andreas@rerun.io>
## Defining what `Rounding` is
This PR defines what `Rounding` means: it is the corner radius of
underlying `RectShape` rectangle. If you use `StrokeKind::Inside`, this
means the rounding is of the outer part of the stroke. Conversely, if
you use `StrokeKind::Outside`, the stroke is outside the rounded
rectangle, so the stroke has an inner radius or `rounding`, and an outer
radius that is larger by `stroke.width`.
This definitions is the same as Figma uses.
## Improving general shape rendering
The rendering of filled shapes (rectangles, circles, paths, bezier) has
been rewritten. Instead of first painting the fill with the stroke on
top, we now paint them as one single mesh with shared vertices at the
border. This has several benefits:
* Less work (faster and with fewer vertices produced)
* No overdraw (nicer rendering of translucent shapes)
* Correct blending of stroke and fill
The logic for rendering thin strokes has also been improved, so that the
width of a stroke of `StrokeKind::Outside` never affects the filled area
(this used to be wrong for thin strokes).
## Improving of rectangle rendering
Rectangles also has specific improvements in how thin rectangles are
painted.
The handling of "Blur width" is also a lot better, and now works for
rectangles with strokes.
There also used to be bugs with specific combinations of corner radius
and stroke width, that are now fixed.
## But why?
With the new `egui::Scene` we end up with a lot of zoomed out shapes,
with sub-pixel strokes. These need to look good! One thing led to
another, and then I became obsessive 😅
## Tessellation Test
In order to investigate the rendering, I created a Tessellation Test in
the `egui_demo_lib`.
[Try it
here](https://egui-pr-preview.github.io/pr/5669-emilkimprove-tessellator)


This is a breaking change, requiring users to think about wether the
stroke is inside/centered/outside the rect.
When in doubt, add `egui::StrokeKind::Inside` to the function call.
This is similar to `ScrollArea`, but:
* Supports zooming
* Has no scroll bars
* Has no limits on the scrolling
## TODO
* [x] Automatic sizing of `Scene`s outer bounds
* [x] Fix text selection in scenes
* [x] Implement `fit_rect`
* [x] Document / improve API
---------
Co-authored-by: Emil Ernerfeldt <emil.ernerfeldt@gmail.com>