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Umaĵo b4f9cd7140 Much improved IME (#7967)
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* Closes #7809
* Closes #7876
* Closes #7908
* Supersedes #7877
* Supersedes #7898
* The author of the PR above replaced it with #7914, which additionally
fixes another IME issue. I believe that fix deserves a separate PR.
* Reverts #4794  
* [x] I have followed the instructions in the PR template

This approach is better than #7898 (#7914) because it correctly handles
all three major IME types (Chinese, Japanese, and Korean) without
requiring a predefined “IME mode”.

## Environments I haved tested this PR in

<details><summary>macOS 15.7.3 (AArch64, Host of other virtual
machines)</summary>

Run command: `cargo run -p egui_demo_app --release`

Tested IMEs:

- builtin Chinese IME (Shuangpin - Simplified)
- builtin Japanese IME (Romaji)
- builtin Korean IME (2-Set)
</details>

<details><summary>Windows 11 25H2 (AArch64, Virtual Machine)</summary>

Build command: `cargo build --release -p egui_demo_app
--target=x86_64-pc-windows-gnu --features=glow --no-default-features`

(I cannot use `wgpu` due to [this
bug](https://github.com/emilk/egui/issues/4381), which prevents
debugging inside the VM. Anyways, the rendering backend should be
irrelevant here.)

Tested IMEs:

- builtin Chinese IME (Shuangpin)
- Sogou IME (Chinese Shuangpin)
- WeType IME (Chinese Shuangpin)
- builtin Japanese IME (Hiragana)
- builtin Korean IME (2 Beolsik)
</details>

<details><summary>Linux [Wayland + IBus] (AArch64, Virtual
Machine)</summary>

Fedora KDE Plasma Desktop 43 [Wayland + IBus 1.5.33-rc2]

(Not working at the moment because of [another
issue](https://github.com/emilk/egui/issues/7485) that will be fixed by
#7983. It is [a complicated
story](https://github.com/emilk/egui/pull/7973#issuecomment-4074627603).
)

> [!NOTE]
>
> IBus is partially broken in this system. The Input Method Selector
refuses to select IBus. As a workaround, I have to open System Settings
-> Virtual Keyboard and select “IBus Wayland” to start an IBus instance
that works in egui.
>
> The funny thing is: the Chinese Intelligent Pinyin IME is broken in
native Apps like System Settings and KWrite, but works correctly in
egui!
>
> <details><summary>Screencast: What</summary>
>
> ![2026-03-13 3 10
11 AM](https://github.com/user-attachments/assets/4001cf12-8089-46f5-9cf4-e41d8f77ee24)
> </details>

Build command: `cross build --release -p egui_demo_app
--target=aarch64-unknown-linux-gnu --features=wayland,wgpu
--no-default-features`

(The Linux toolchain on my mac is somehow broken, so I used `cross`
instead.)

Tested IMEs:

- Chinese Intelligent Pinyin IME (Shuangpin)
- Japanese Anthy IME (Hiragana)
- Korean Hangul IME
</details>

<details><summary>Linux [X11 + Fcitx5] (AArch64, Virtual
Machine)</summary>

Debian 13 [Cinnamon 6.4.10 + X11 + Fcitx5 5.1.2]

Build command: `cross build --release -p egui_demo_app
--target=aarch64-unknown-linux-gnu --features=x11,wgpu
--no-default-features`

Tested IMEs:

- Chinese Shuangpin IME
- Chinese Rime IME with `luna-pinyin`
- Japanese Mozc IME (Hiragana)
- Korean Hangul IME

Unlike macOS and Linux + Wayland, key-release events for keys processed
by the IME are still forwarded to `egui`. These appear to be harmless in
practice.
Unlike on Windows, however, they cannot be filtered reliably because
there are no corresponding key-press events marked as “processed by
IME”.

</details>

---

There are too many possible combinations to test (Operating Systems ×
[Desktop
Environment](https://en.wikipedia.org/wiki/Desktop_environment)s ×
[Windowing System](https://en.wikipedia.org/wiki/Windowing_system)s ×
[IMF](https://wiki.archlinux.org/title/Input_method#Input_method_framework)s
× [IME](https://en.wikipedia.org/wiki/Input_method)s × …), and I only
have access to a limited subset. For example, Google Japanese Input
refused to install on my Windows VM, and some paid Japanese IMEs are not
accessible to me. Therefore, I would appreciate feedback from people
other than me using all kinds of environments.

## Details

There are two possible approaches to removing keyboard events that have
already been processed by an IME:

* Approach 1: Filter out events inside `egui` that appear to have been
received during IME composition.
* Approach 2: Filter out such events in the platform backend
(terminology [borrowed from
imgui](https://github.com/ocornut/imgui/blob/master/docs/BACKENDS.md#using-standard-backends),
e.g. the `egui-winit` crate or the code under `web/` in the `eframe`
crate.).

Both approaches already exist in `egui`:

* #4794 uses the first approach, filtering these events in the
`TextEdit`-related code.
* `eframe` uses the second approach in its web integration. See:
<14afefa252/crates/eframe/src/web/events.rs (L173-L176)>

Compared to the first approach, the second has a clear advantage: when
events are passed from the platform backends into `egui`, they are
simplified and lose information. In contrast, events in the platform
backends are the original events, which allows them to be handled more
flexibly. This is also why #7898 (#7914), which attempts to address the
issue from within the `egui` crate, struggles to make all IMEs work
correctly at the same time and requires manually selecting an “IME
mode”: the events received by `egui` have already been reduced and
therefore lack necessary information.

A more appropriate solution is to consistently follow the second
approach, explicitly requiring platform backends not to forward events
that have already been processed by the IME to `egui`. This is the
method used in this PR. Specifically, this PR works within the
`egui-winit` crate, where the original `KeyboardInput` events can be
accessed. At least for key press events, these can be used directly to
determine whether the event has already been processed by the IME on
Windows (by checking whether `logical_key` equals
`winit:⌨️:NamedKey::Process`). This makes it straightforward to
ensure that all IMEs work correctly at the same time.

This PR also reverts #4794, which took the first approach. It filters
out some events that merely look like they were received during IME
composition but actually are not. It also messes up the order of those
events along the way.
As a result, it caused several IME-related issues. One of the sections
in the Demonstrations below will illustrate these problems.

## Demonstrations

<details><summary>Changes not included in this PR for displaying Unicode
characters in demonstrations</summary>

Download `unifont-17.0.03.otf` from
<https://unifoundry.com/pub/unifont/unifont-17.0.03/font-builds/>, and
place it at `crates/egui_demo_app/src/unifont-17.0.03.otf`.

In `crates/egui_demo_app/src/wrap_app.rs`, add these lines at the
beginning of `impl WrapApp`'s `pub fn new`:
```rust
        {
            const MAIN_FONT: &'static [u8] = include_bytes!("./unifont-17.0.03.otf");

            let mut fonts = egui::FontDefinitions::default();

            fonts.font_data.insert(
                "main-font".to_owned(),
                std::sync::Arc::new(egui::FontData::from_static(MAIN_FONT)),
            );

            let proportional = fonts
                .families
                .entry(egui::FontFamily::Proportional)
                .or_default();
            proportional.insert(0, "main-font".to_owned());

            cc.egui_ctx.set_fonts(fonts);
        }
```

(I took this from somewhere, but I forgot where it is. Sorry…)
</details>

[GNU Unifont](https://unifoundry.com/unifont/index.html) is licensed
under [OFL-1.1](https://unifoundry.com/OFL-1.1.txt).

### This PR Fixes: Focus on a single-line `TextEdit` is lost after
completing candidate selection with Japanese IME on Windows (#7809)

<details><summary>Screencast:  Japanese IME now behaves correctly while
Korean IME behaves as before</summary>


![7809](https://github.com/user-attachments/assets/6e92f6e6-fed4-46f4-96e1-e0e12dadc360)
</details>

### This PR Fixes: Committing Japanese IME text with <kbd>Enter</kbd>
inserts an unintended newline in multiline `TextEdit` on Windows (#7876)

<details><summary>Screencast:  Japanese IME now behaves correctly while
Korean IME behaves as before</summary>


![7876](https://github.com/user-attachments/assets/03d2cb22-fd0c-45fe-9132-e59fa39bfcf3)
</details>

### This PR Fixes: Backspacing deletes characters during composition in
certain Chinese IMEs (e.g., Sogou) on Windows (#7908)

<details><summary>Screencast:  Sogou IME now behaves
correctly</summary>


![7908](https://github.com/user-attachments/assets/2c63de28-26f0-4387-9c50-dceabfdbe99d)
</details>

### This PR Obsoletes #4794, because `egui` receives only IME events
during composition from now on

On Windows, “incompatible” events are filtered in `egui-winit`, aligning
the behavior with other systems.

<details><summary>Screencasts</summary>

Some Chinese IMEs on Windows:
![2026-03-13 12 25
37 AM](https://github.com/user-attachments/assets/064fd1c7-244b-4053-bd24-c65d768cd943)

The default Japanese IMEs on Windows:
![2026-03-13 12 28
33 AM](https://github.com/user-attachments/assets/f799b0b5-350b-4b05-a769-bcef16255bdb)
</details>

The 2-set Korean IMEs handle arrow keys differently. It will be
discussed in the next section.

### This PR Reverts #4794, because it introduced several bugs

Some of its bugs have already been worked around in the past, but those
workarounds might also be problematic. For example, #4912 is a
workaround for a bug (#4908) introduced by #4794, and that workaround is
in fact the root cause of the macOS backspacing bug I have worked around
with #7810. (The reversion of #4912 is out of the scope of this PR, I
will do that in #7983.)

#### It Caused: Arrow keys are incorrectly blocked during typical Korean
IME composition

When composing Korean text using 2-Set IMEs, users should still be able
to move the cursor with arrow keys regardless if the composition is
committed.

##### Correct behavior

<details><summary>Screencasts</summary>

macOS TextEdit:
![2026-03-12 8 04
15 PM](https://github.com/user-attachments/assets/24383568-f51c-4a74-9251-adfd942cad8f)

Windows Notepad:
![2026-03-12 8 05
08 PM](https://github.com/user-attachments/assets/5a29a5b5-69b8-407b-b1a4-84fdb8f8847d)

With #4794 reverted, `egui` also behaves correctly (tested on Linux +
Wayland, macOS, and Windows):
![2026-03-12 8 03
51 PM](https://github.com/user-attachments/assets/fcb7f25c-1329-4eb1-82f2-1cea33dcca73)
</details>

##### Incorrect behavior caused by #4794

`remove_ime_incompatible_events` removed arrow-key events in such cases.
As a result, the first arrow key press only commits the composition, and
users need to press the arrow key again to move the cursor:

<details><summary>Screencast</summary>

![2026-03-12 8 06
40 PM](https://github.com/user-attachments/assets/6760c6bd-b6ce-44ea-b192-6bd165191c01)
</details>

This is essentially the same issue described here:
https://github.com/emilk/egui/pull/7877#issuecomment-3852719948

#### It Caused: Backspacing leaves the last character in Korean IME
pre-edit text not removed on macOS

<details><summary>Screencasts</summary>

Before this PR:
![2026-03-17 10 48
12 PM](https://github.com/user-attachments/assets/88021e7e-caf6-4aa9-8f73-ecffc63cda06)

After this PR:
![2026-03-17 10 47
23 PM](https://github.com/user-attachments/assets/379cd0db-24e0-4c0e-a5b4-edb37d3e1df7)
</details>

### Korean IMEs also use <kbd>Enter</kbd> to confirm Hanja selections,
and will not work properly in the Korean “IME mode” proposed by #7898
(#7914)

<details><summary>Screencast: Korean IME using <kbd>Enter</kbd> and
<kbd>Space</kbd> for confirmation (IBus Korean Hangul IME)</summary>

The screencast below demonstrates that some Korean IMEs handle Hanja
selection in a way similar to Japanese IMEs: the
<kbd>Up</kbd>/<kbd>Down</kbd> arrow keys are used to navigate
candidates, and <kbd>Enter</kbd> confirms the selected candidate.

![2026-03-13 6 39
17 AM](https://github.com/user-attachments/assets/0b054cc6-2251-4689-95a4-d69a9be36371)
</details>

<details><summary>Screencasts: Another example</summary>

Using the built-in Korean IME on Windows, I type two lines: the first
line in Hangul, and the second line as the same word converted to Hanja.

Correct behavior in Notepad (reference):

![7914-ref](https://github.com/user-attachments/assets/1e9f9315-eb71-497a-b6e2-2b11eb6bbf7f)

Behavior after applying this PR, which matches the Notepad behavior:

![7914-7967](https://github.com/user-attachments/assets/26f12b9f-9354-45b8-b2a8-ede28c34c5b1)

Behavior after applying #7914 with the “IME mode” set to Korean (which
is also the behavior before this PR being applied):

![7914-7914](https://github.com/user-attachments/assets/0f82a019-c491-4b64-a92a-d88d62dfbd84)
On the second line, each time a Hanja character is confirmed, an
unintended newline is inserted. This mirrors the Japanese IME issues
that are supposed to be fixed by setting the “IME mode” to Japanese.
(These Japanese IME issues are fixed in this PR as mentioned before.)

</details>
2026-03-24 11:58:58 +01:00
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🖌 egui: an easy-to-use GUI in pure Rust

github Latest version Documentation unsafe forbidden Build Status MIT Apache Discord


egui (pronounced "e-gooey") is a simple, fast, and highly portable immediate mode GUI library for Rust. egui runs on the web, natively, and in your favorite game engine.

egui aims to be the easiest-to-use Rust GUI library, and the simplest way to make a web app in Rust.

egui can be used anywhere you can draw textured triangles, which means you can easily integrate it into your game engine of choice.

eframe is the official egui framework, which supports writing apps for Web, Linux, Mac, Windows, and Android.

Example

ui.heading("My egui Application");
ui.horizontal(|ui| {
    ui.label("Your name: ");
    ui.text_edit_singleline(&mut name);
});
ui.add(egui::Slider::new(&mut age, 0..=120).text("age"));
if ui.button("Increment").clicked() {
    age += 1;
}
ui.label(format!("Hello '{name}', age {age}"));
ui.image(egui::include_image!("ferris.png"));

Dark mode     Light mode

Sections:

(egui 的中文翻译文档 / chinese translation)

Quick start

There are simple examples in the examples/ folder. If you want to write a web app, then go to https://github.com/emilk/eframe_template/ and follow the instructions. The official docs are at https://docs.rs/egui. For inspiration and more examples, check out the the egui web demo and follow the links in it to its source code.

If you want to integrate egui into an existing engine, go to the Integrations section.

If you have questions, use GitHub Discussions. There is also an egui discord server. If you want to contribute to egui, please read the Contributing Guidelines.

Demo

Click to run egui web demo (works in any browser with Wasm and WebGL support). Uses eframe.

To test the demo app locally, run cargo run --release -p egui_demo_app.

The native backend is egui-wgpu (using wgpu) and should work out-of-the-box on Mac and Windows, but on Linux you need to first run:

sudo apt-get install -y libclang-dev libgtk-3-dev libxcb-render0-dev libxcb-shape0-dev libxcb-xfixes0-dev libxkbcommon-dev libssl-dev

On Fedora Rawhide you need to run:

dnf install clang clang-devel clang-tools-extra libxkbcommon-devel pkg-config openssl-devel libxcb-devel gtk3-devel atk fontconfig-devel

NOTE: This is just for the demo app - egui itself is completely platform agnostic!

Goals

  • The easiest to use GUI library
  • Responsive: target 60 Hz in debug build
  • Friendly: difficult to make mistakes, and shouldn't panic
  • Portable: the same code works on the web and as a native app
  • Easy to integrate into any environment
  • A simple 2D graphics API for custom painting (epaint).
  • Pure immediate mode: no callbacks
  • Extensible: easy to write your own widgets for egui
  • Modular: You should be able to use small parts of egui and combine them in new ways
  • Safe: there is no unsafe code in egui
  • Minimal dependencies

egui is not a framework. egui is a library you call into, not an environment you program for.

NOTE: egui does not claim to have reached all these goals yet! egui is still work in progress.

Non-goals

  • Become the most powerful GUI library
  • Native looking interface

State

egui is in active development. It works well for what it does, but it lacks many features and the interfaces are still in flux. New releases will have breaking changes.

Still, egui can be used to create professional looking applications, like the Rerun Viewer.

Features

  • Widgets: label, text button, hyperlink, checkbox, radio button, slider, draggable value, text editing, color picker, spinner
  • Images
  • Layouts: horizontal, vertical, columns, automatic wrapping
  • Text editing: multiline, copy/paste, undo, emoji supports
  • Windows: move, resize, name, minimize and close. Automatically sized and positioned.
  • Regions: resizing, vertical scrolling, collapsing headers (sections), panels
  • Rendering: Anti-aliased rendering of lines, circles, text and convex polygons.
  • Tooltips on hover
  • Accessibility via AccessKit
  • Label text selection
  • And more!

Check out the 3rd party egui crates wiki for even more widgets and features, maintained by the community.

Light Theme:

Dependencies

egui has a minimal set of default dependencies. Heavier dependencies are kept out of egui, even as opt-in. All code in egui is Wasm-friendly (even outside a browser).

To load images into egui you can use the official egui_extras crate.

eframe on the other hand has a lot of dependencies, including winit, image, graphics crates, clipboard crates, etc,

Who is egui for?

egui aims to be the best choice when you want a simple way to create a GUI, or you want to add a GUI to a game engine.

If you are not using Rust, egui is not for you. If you want a GUI that looks native, egui is not for you. If you want something that doesn't break when you upgrade it, egui isn't for you (yet).

But if you are writing something interactive in Rust that needs a simple GUI, egui may be for you.

Integrations

egui is built to be easy to integrate into any existing game engine or platform you are working on. egui itself doesn't know or care on what OS it is running or how to render things to the screen - that is the job of the egui integration.

An integration needs to do the following each frame:

  • Input: Gather input (mouse, touches, keyboard, screen size, etc) and give it to egui
  • Call into the application GUI code
  • Output: Handle egui output (cursor changes, paste, texture allocations, …)
  • Painting: Render the triangle mesh egui produces (see OpenGL example)

Official integrations

These are the official egui integrations:

  • eframe for compiling the same app to web/wasm and desktop/native. Uses egui-winit and egui_glow or egui-wgpu
  • egui_glow for rendering egui with glow on native and web, and for making native apps
  • egui-wgpu for wgpu (WebGPU API)
  • egui-winit for integrating with winit

3rd party integrations

Check the wiki to find 3rd party integrations and egui crates.

Writing your own egui integration

Missing an integration for the thing you're working on? Create one, it's easy! See https://docs.rs/egui/latest/egui/#integrating-with-egui.

Why immediate mode

egui is an immediate mode GUI library, as opposed to a retained mode GUI library. The difference between retained mode and immediate mode is best illustrated with the example of a button: In a retained GUI you create a button, add it to some UI and install some on-click handler (callback). The button is retained in the UI, and to change the text on it you need to store some sort of reference to it. By contrast, in immediate mode you show the button and interact with it immediately, and you do so every frame (e.g. 60 times per second). This means there is no need for any on-click handler, nor to store any reference to it. In egui this looks like this: if ui.button("Save file").clicked() { save(file); }.

A more detailed description of immediate mode can be found in the egui docs.

There are advantages and disadvantages to both systems.

The short of it is this: immediate mode GUI libraries are easier to use, but less powerful.

Advantages of immediate mode

Usability

The main advantage of immediate mode is that the application code becomes vastly simpler:

  • You never need to have any on-click handlers and callbacks that disrupts your code flow.
  • You don't have to worry about a lingering callback calling something that is gone.
  • Your GUI code can easily live in a simple function (no need for an object just for the UI).
  • You don't have to worry about app state and GUI state being out-of-sync (i.e. the GUI showing something outdated), because the GUI isn't storing any state - it is showing the latest state immediately.

In other words, a whole lot of code, complexity and bugs are gone, and you can focus your time on something more interesting than writing GUI code.

Disadvantages of immediate mode

Layout

The main disadvantage of immediate mode is it makes layout more difficult. Say you want to show a small dialog window in the center of the screen. To position the window correctly the GUI library must first know the size of it. To know the size of the window the GUI library must first layout the contents of the window. In retained mode this is easy: the GUI library does the window layout, positions the window, then checks for interaction ("was the OK button clicked?").

In immediate mode you run into a paradox: to know the size of the window, we must do the layout, but the layout code also checks for interaction ("was the OK button clicked?") and so it needs to know the window position before showing the window contents. This means we must decide where to show the window before we know its size!

This is a fundamental shortcoming of immediate mode GUIs, and any attempt to resolve it comes with its own downsides.

One workaround is to store the size and use it the next frame. This produces a frame-delay for the correct layout, producing occasional flickering the first frame something shows up. egui does this for some things such as windows and grid layouts.

The "first-frame jitter" can be covered up with an extra pass, which egui supports via Context::request_discard. The downside of this is the added CPU cost of a second pass, so egui only does this in very rare circumstances (the majority of frames are single-pass).

For "atomic" widgets (e.g. a button) egui knows the size before showing it, so centering buttons, labels etc is possible in egui without any special workarounds.

See this issue for more.

CPU usage

Since an immediate mode GUI does a full layout each frame, the layout code needs to be quick. If you have a very complex GUI this can tax the CPU. In particular, having a very large UI in a scroll area (with very long scrollback) can be slow, as the content needs to be laid out each frame.

If you design the GUI with this in mind and refrain from huge scroll areas (or only lay out the part that is in view) then the performance hit is generally pretty small. For most cases you can expect egui to take up 1-2 ms per frame, but egui still has a lot of room for optimization (it's not something I've focused on yet). egui only repaints when there is interaction (e.g. mouse movement) or an animation, so if your app is idle, no CPU is wasted.

If your GUI is highly interactive, then immediate mode may actually be more performant compared to retained mode. Go to any web page and resize the browser window, and you'll notice that the browser is very slow to do the layout and eats a lot of CPU doing it. Resize a window in egui by contrast, and you'll get smooth 60 FPS at no extra CPU cost.

IDs

There are some GUI state that you want the GUI library to retain, even in an immediate mode library such as egui. This includes position and sizes of windows and how far the user has scrolled in some UI. In these cases you need to provide egui with a seed of a unique identifier (unique within the parent UI). For instance: by default egui uses the window titles as unique IDs to store window positions. If you want two windows with the same name (or one window with a dynamic name) you must provide some other ID source to egui (some unique integer or string).

egui also needs to track which widget is being interacted with (e.g. which slider is being dragged). egui uses unique IDs for this as well, but in this case the IDs are automatically generated, so there is no need for the user to worry about it. In particular, having two buttons with the same name is no problem (this is in contrast with Dear ImGui).

Overall, ID handling is a rare inconvenience, and not a big disadvantage.

FAQ

Also see GitHub Discussions.

Can I use egui with non-latin characters?

Yes! But you need to install your own font (.ttf or .otf) using Context::set_fonts.

Can I customize the look of egui?

Yes! You can customize the colors, spacing, fonts and sizes of everything using Context::set_style.

This is not yet as powerful as say CSS, but this is going to improve.

Here is an example (from https://github.com/a-liashenko/TinyPomodoro):

How do I use egui with async?

If you call .await in your GUI code, the UI will freeze, which is very bad UX. Instead, keep the GUI thread non-blocking and communicate with any concurrent tasks (async tasks or other threads) with something like:

How do I create a file dialog?

The async version of rfd supports both native and Wasm. See example app here https://github.com/woelper/egui_pick_file which also has a demo available via gitub pages.

What about accessibility, such as screen readers?

egui includes optional support for AccessKit, which currently implements the native accessibility APIs on Windows and macOS. This feature is enabled by default in eframe. For platforms that AccessKit doesn't yet support, including web, there is an experimental built-in screen reader; in the web demo you can enable it in the "Backend" tab.

The original discussion of accessibility in egui is at https://github.com/emilk/egui/issues/167. Now that AccessKit support is merged, providing a strong foundation for future accessibility work, please open new issues on specific accessibility problems.

What is the difference between egui and eframe?

egui is a 2D user interface library for laying out and interacting with buttons, sliders, etc. egui has no idea if it is running on the web or natively, and does not know how to collect input or show things on screen. That is the job of the integration or backend.

It is common to use egui from a game engine (using e.g. bevy_egui), but you can also use egui stand-alone using eframe. eframe has integration for web and native, and handles input and rendering. The frame in eframe stands both for the frame in which your egui app resides and also for "framework" (eframe is a framework, egui is a library).

How do I render 3D stuff in an egui area?

There are multiple ways to combine egui with 3D. The simplest way is to use a 3D library and have egui sit on top of the 3D view. See for instance bevy_egui or three-d.

If you want to embed 3D into an egui view there are two options:

Shape::Callback

Example:

Shape::Callback will call your code when egui gets painted, to show anything using whatever the background rendering context is. When using eframe this will be glow. Other integrations will give you other rendering contexts, if they support Shape::Callback at all.

Render-to-texture

You can also render your 3D scene to a texture and display it using ui.image(…). You first need to convert the native texture to an egui::TextureId, and how to do this depends on the integration you use.

Examples:

Other

Conventions and design choices

All coordinates are in screen space coordinates, with (0, 0) in the top left corner

All coordinates are in logical "points" which may consist of many physical pixels.

All colors have premultiplied alpha, unless otherwise stated.

egui uses the builder pattern for construction widgets. For instance: ui.add(Label::new("Hello").text_color(RED)); I am not a big fan of the builder pattern (it is quite verbose both in implementation and in use) but until Rust has named, default arguments it is the best we can do. To alleviate some of the verbosity there are common-case helper functions, like ui.label("Hello");.

Instead of using matching begin/end style function calls (which can be error prone) egui prefers to use FnOnce closures passed to a wrapping function. Lambdas are a bit ugly though, so I'd like to find a nicer solution to this. More discussion of this at https://github.com/emilk/egui/issues/1004#issuecomment-1001650754.

egui uses a single RwLock for short-time locks on each access of Context data. This is to leave implementation simple and transactional and allow users to run their UI logic in parallel. Instead of creating mutex guards, egui uses closures passed to a wrapping function, e.g. ctx.input(|i| i.key_down(Key::A)). This is to make it less likely that a user would accidentally double-lock the Context, which would lead to a deadlock.

Inspiration

The one and only Dear ImGui is a great Immediate Mode GUI for C++ which works with many backends. That library revolutionized how I think about GUI code and turned GUI programming from something I hated to do to something I now enjoy.

Name

The name of the library and the project is "egui" and pronounced as "e-gooey". Please don't write it as "EGUI".

The library was originally called "Emigui", but was renamed to "egui" in 2020.

Credits

egui author and maintainer: Emil Ernerfeldt (@emilk).

Notable contributions by:

egui is licensed under MIT OR Apache-2.0.

  • The flattening algorithm for the cubic bezier curve and quadratic bezier curve is from lyon_geom

Default fonts:


egui development is sponsored by Rerun, a startup building
an SDK for visualizing streams of multimodal data.

Description
egui: an easy-to-use immediate mode GUI in Rust that runs on both web and native
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