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Commit Graph

10 Commits

Author SHA1 Message Date
Lucas Meurer
6eb7bb6e08 Add AtomLayout, abstracing layouting within widgets (#5830)
Today each widget does its own custom layout, which has some drawbacks:
- not very flexible
- you can add an `Image` to `Button` but it will always be shown on the
left side
  - you can't add a `Image` to a e.g. a `SelectableLabel`
- a lot of duplicated code

This PR introduces `Atoms` and `AtomLayout` which abstracts over "widget
content" and layout within widgets, so it'd be possible to add images /
text / custom rendering (for e.g. the checkbox) to any widget.

A simple custom button implementation is now as easy as this:
```rs
pub struct ALButton<'a> {
    al: AtomicLayout<'a>,
}

impl<'a> ALButton<'a> {
    pub fn new(content: impl IntoAtomics) -> Self {
        Self { al: content.into_atomics() }
    }
}

impl<'a> Widget for ALButton<'a> {
    fn ui(mut self, ui: &mut Ui) -> Response {
        let response = ui.ctx().read_response(ui.next_auto_id());

        let visuals = response.map_or(&ui.style().visuals.widgets.inactive, |response| {
            ui.style().interact(&response)
        });

        self.al.frame = self
            .al
            .frame
            .inner_margin(ui.style().spacing.button_padding)
            .fill(visuals.bg_fill)
            .stroke(visuals.bg_stroke)
            .corner_radius(visuals.corner_radius);

        self.al.show(ui)
    }
}

```

The initial implementation only does very basic layout, just enough to
be able to implement most current egui widgets, so:
- only horizontal layout
- everything is centered
- a single item may grow/shrink based on the available space
- everything can be contained in a Frame


There is a trait `IntoAtoms` that conveniently allows you to construct
`Atoms` from a tuple
```
   ui.button((Image::new("image.png"), "Click me!"))
```
to get a button with image and text.


This PR reimplements three egui widgets based on the new AtomLayout:
 - Button
   - matches the old button pixel-by-pixel
- Button with image is now [properly
aligned](https://github.com/emilk/egui/pull/5830/files#diff-962ce2c68ab50724b01c6b64c683c4067edd9b79fcdcb39a6071021e33ebe772)
in justified layouts
   - selected button style now matches SelecatbleLabel look
- For some reason the DragValue text seems shifted by a pixel almost
everywhere, but I think it's more centered now, yay?
 - Checkbox
- basically pixel-perfect but apparently the check mesh is very slightly
different so I had to update the snapshot
   - somehow needs a bit more space in some snapshot tests?
 - RadioButton
   - pixel-perfect
   - somehow needs a bit more space in some snapshot tests?

I plan on updating TextEdit based on AtomLayout in a separate PR (so
you could use it to add a icon within the textedit frame).
2025-06-13 09:39:52 +02:00
Emil Ernerfeldt
2058dcb881 Improve text sharpness (#5838)
This improves the sharpness of text slightly, thanks to
<https://hikogui.org/2022/10/24/the-trouble-with-anti-aliasing.html> by
@hikogui (🙏 ).

The difference is very small, but in dark mode (bright text on dark
background) text is sometimes significantly sharper, and also slightly
brighter.

The difference in light mode (dark text on light background) is much
smaller (barely perceptable).

To compare the before/after I suggest you open both in new tabs, then
quickly change between them.

### Low-DPI
#### Before
![Code Editor
old](https://github.com/user-attachments/assets/e10a3cad-932f-48cd-b7d6-5bfe70954c5e)

#### After
![Code
Editor](https://github.com/user-attachments/assets/2e7383fe-8023-4425-91c8-93df3c22c0fe)

#### Before

![old-white](https://github.com/user-attachments/assets/51c41c59-e897-4831-857a-f3ffe17ce7d4)

#### After

![new-white](https://github.com/user-attachments/assets/4ac6f951-8c57-4bcc-a5d5-788cf52ea7d8)

### High-DPI
The difference is starkest on low-DPI screens (like the above
screenshots). On high-DPI screens, the difference is much smaller

#### Before
![widget_gallery
old](https://github.com/user-attachments/assets/f2149a30-aef8-4383-b48c-73d33a03ca02)

#### After

![widget_gallery](https://github.com/user-attachments/assets/c9ceb8be-8a32-490c-9364-2c6562b741f6)
2025-03-21 12:56:47 +01:00
Emil Ernerfeldt
3f731ec794 Fix semi-transparent colors appearing too bright (#5824)
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>
2025-03-21 10:45:25 +01:00
Emil Ernerfeldt
3c07e01d08 Improve tessellation quality (#5669)
## 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)

![Screenshot 2025-02-04 at 08 45
50](https://github.com/user-attachments/assets/20b47a30-de6a-4ff5-885b-2e2fd6d88321)


![image](https://github.com/user-attachments/assets/e17c50eb-5ae7-48d4-bb0d-4f2165075897)
2025-02-04 11:30:12 +01:00
Emil Ernerfeldt
525d435a84 Require a StrokeKind when painting rectangles with strokes (#5648)
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.
2025-01-29 15:52:49 +01:00
Emil Ernerfeldt
01a7e31b13 Update test snapshot 2024-12-29 11:27:01 +01:00
Emil Ernerfeldt
d20f93e9bf Make all lines and rectangles crisp (#5518)
* 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
2024-12-26 21:02:27 +01:00
Emil Ernerfeldt
dfcc679d5a Round widget coordinates to even multiple of 1/32 (#5517)
* Closes https://github.com/emilk/egui/pull/5197
* Closes https://github.com/emilk/egui/issues/5163

This should help prevent rounding errors in layout code.

@lucasmerlin you may wanna test this with `egui_flex`
2024-12-26 20:54:24 +01:00
lucasmerlin
ad14bf2490 Add Harness::new_ui, Harness::fit_contents (#5301)
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.
2024-11-01 18:30:40 +01:00
lucasmerlin
70a01138b7 Add egui testing library (#5166)
- 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
2024-10-22 12:39:00 +02:00