* Closes <https://github.com/emilk/egui/issues/8339> * [x] I have followed the instructions in the PR template ## The bug While a `DragValue` has focus it is rendered as a `TextEdit`, and the text being edited is stored in `Memory::data` between frames. That is needed so that half-finished input such as `"1."` or `"-"` isn't thrown away just because it doesn't parse to the current value. The stored text was only discarded when the widget *gained* focus or when the widget itself changed the value. If something else changed the value while the `DragValue` was focused, the stored text was kept, shown to the user, and written back to the value when focus was lost — silently undoing the external change: ```rust ui.add(egui::DragValue::new(&mut self.value)); if ui.button("increment").clicked() { self.value += 1; } ``` Click into the `DragValue` so it has focus, then press "increment": the value goes up for one frame and then snaps back. `Slider` shows the same behaviour, since it uses a `DragValue` for its value field. ## The fix Store the value the text belongs to next to the text, and discard the text when the value no longer matches it. The remembered value is read back from the get/set closure *after* the widget has applied its own edits, so a change the widget made itself never looks like an external one — this matters for values that can't represent what was typed, e.g. `"12.5"` in a `DragValue<i32>`. This keeps the reason the text is stored in the first place intact: as long as nothing else touches the value, the text the user is typing is preserved verbatim. ## Tests Three tests in `crates/egui_kittest/tests/regression_tests.rs`: * `drag_value_should_not_revert_external_changes_while_focused` — the actual regression. Fails on `main`: ``` ---- drag_value_should_not_revert_external_changes_while_focused stdout ---- assertion `left == right` failed left: Some("0") right: Some("42") ``` and, with the display assertion removed so the test reaches the blur, on the value itself: ``` assertion `left == right` failed left: 0 right: 42 ``` * `drag_value_should_keep_text_while_typing` and `drag_value_should_keep_text_the_value_cannot_represent` — guards for the behaviour the stored text exists for. Both pass on `main` and after the fix, and both fail if the text is re-read from the value too eagerly. `cargo test -p egui_kittest` and `cargo test -p egui` pass, as do `cargo fmt --all --check`, `scripts/lint.py` and `cargo clippy -p egui -p egui_kittest --all-targets --all-features -- -D warnings`. ## Not changed `DragValue` still ignores the stored text when <kbd>Escape</kbd> is pressed, and `update_while_editing` still decides when typed text is applied — neither is touched here.
egui_kittest
Ui testing library for egui, based on kittest (an AccessKit based testing library).
Example usage
use egui::accesskit::Toggled;
use egui_kittest::{Harness, kittest::{Queryable, NodeT}};
let mut checked = false;
let app = |ui: &mut egui::Ui| {
ui.checkbox(&mut checked, "Check me!");
};
let mut harness = Harness::new_ui(app);
let checkbox = harness.get_by_label("Check me!");
assert_eq!(checkbox.accesskit_node().toggled(), Some(Toggled::False));
checkbox.click();
harness.run();
let checkbox = harness.get_by_label("Check me!");
assert_eq!(checkbox.accesskit_node().toggled(), Some(Toggled::True));
// Shrink the window size to the smallest size possible
harness.fit_contents();
// You can even render the ui and do image snapshot tests
#[cfg(all(feature = "wgpu", feature = "snapshot"))]
harness.snapshot("readme_example");
Configuration
You can configure test settings via a kittest.toml file in your workspace root.
All possible settings and their defaults:
# path to the snapshot directory
output_path = "tests/snapshots"
# maximum weighted squared YIQ color distance between two corresponding pixels
# (a per-pixel color tolerance, applied to each pixel pair on its own)
threshold = 0.6
# how many pixels may exceed the `threshold` before the test fails
# (an absolute pixel count, not a fraction of the image)
max_failed_pixels = 0
[windows]
threshold = 0.6
max_failed_pixels = 0
[macos]
threshold = 0.6
max_failed_pixels = 0
[linux]
threshold = 0.6
max_failed_pixels = 0
Raise max_failed_pixels only very carefully: a high value (more than ~10) is enough to hide a
real change, such as a moved separator, a shifted one-pixel border, or a small icon rendering
incorrectly. Prefer the smallest value that makes the test pass, and re-check it whenever you
update the snapshot.
Snapshot testing
There is a snapshot testing feature. To create snapshot tests, enable the snapshot and wgpu features.
Once enabled, you can call Harness::snapshot to render the ui and save the image to the tests/snapshots directory.
To update the snapshots, run your tests with UPDATE_SNAPSHOTS=true, so e.g. UPDATE_SNAPSHOTS=true cargo test.
Running with UPDATE_SNAPSHOTS=true will cause the tests to succeed.
This is so that you can set UPDATE_SNAPSHOTS=true and update all tests, without cargo test failing on the first failing crate.
UPDATE_SNAPSHOTS=true will only update the images of failing tests.
If you want to update all snapshot images, even those that are within error margins,
run with UPDATE_SNAPSHOTS=force.
If you want to have multiple snapshots in the same test, it makes sense to collect the results in a SnapshotResults
(look here for an example).
This way they can all be updated at the same time.
You should add the following to your .gitignore:
**/tests/snapshots/**/*.diff.png
**/tests/snapshots/**/*.new.png
Guidelines for writing snapshot tests
- Whenever possible prefer regular Rust tests or
instasnapshot tests over image comparison tests because…- …compared to regular Rust tests, they can be relatively slow to run
- …they are brittle since unrelated side effects (like a change in color) can cause the test to fail
- …images take up repo space
- images should…
- …be checked in or otherwise be available (egui uses git LFS files for this purpose)
- …depict exactly what's tested and nothing else
- …have a low resolution to avoid growth in repo size
- …have a low comparison threshold to avoid the test passing despite unwanted differences (the default threshold should be fine for most usecases!)
What to do when CI / another computer produces a different image?
The default tolerance settings should be fine for almost all gui comparison tests. However, especially when you're using custom rendering, you may observe images difference with different setups leading to unexpected test failures.
First check whether the difference is due to a change in enabled rendering features, potentially due to difference in hardware (/software renderer) capabilities. Generally you should carefully enforcing the same set of features for all test runs, but this may happen nonetheless.
Once you validated that the differences are miniscule and hard to avoid, you can try to carefully adjust the comparison tolerances (SnapshotOptions::threshold and, as a last resort, SnapshotOptions::max_failed_pixels) for the specific test. See also TODO(#5683).
⚠️ WARNING ⚠️ Picking too high tolerances may mean that you are missing actual test failures. It is recommended to manually verify that the tests still break under the right circumstances as expected after adjusting the tolerances.
In order to avoid image differences, it can be useful to form an understanding of how they occur in the first place.
Discrepancies can be caused by a variety of implementation details that depend on the concrete GPU, OS, rendering backend (Metal/Vulkan/DX12 etc.) or graphics driver (even between different versions of the same driver).
Common issues include:
- multi-sample anti-aliasing
- sample placement and sample resolve steps are implementation defined
- alpha-to-coverage algorithm/pattern can wary wildly between implementations
- texture filtering
- different implementations may apply different optimizations even for simple linear texture filtering
- out of bounds texture access (via
textureLoad)- implementations are free to return indeterminate values instead of clamping
- floating point evaluation, for details see WGSL spec § 15.7. Floating Point Evaluation. Notably:
- rounding mode may be inconsistent
- floating point math "optimizations" may occur
- depending on output shading language, different arithmetic optimizations may be performed upon floating point operations even if they change the result
- floating point denormal flush
- even on modern implementations, denormal float values may be flushed to zero
NaN/Infhandling- whenever the result of a function should yield
NaN/Inf, implementations may free to yield an indeterminate value instead
- whenever the result of a function should yield
- builtin-function function precision & error handling (trigonometric functions and others)
- partial derivatives (dpdx/dpdx)
- implementations are free to use either
dpdxFineordpdxCoarse
- implementations are free to use either
- [...]
From this follow a few simple recommendations (these may or may not apply as they may impose unwanted restrictions on your rendering setup):
- avoid enabling mult-sample anti-aliasing whenever it's not explicitly tested or needed
- do not rely on NaN, Inf and denormal float values
- consider dedicated test paths for texture sampling
- prefer explicit partial derivative functions