egui/crates/egui_demo_lib/src/demo/misc_demo_window.rs

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2021-01-01 16:11:05 +00:00
use super::*;
use crate::LOREM_IPSUM;
use egui::{epaint::text::TextWrapping, *};
/// Showcase some ui code
#[cfg_attr(feature = "serde", derive(serde::Deserialize, serde::Serialize))]
#[cfg_attr(feature = "serde", serde(default))]
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pub struct MiscDemoWindow {
num_columns: usize,
break_anywhere: bool,
max_rows: usize,
overflow_character: Option<char>,
widgets: Widgets,
colors: ColorWidgets,
custom_collapsing_header: CustomCollapsingHeader,
tree: Tree,
box_painting: BoxPainting,
dummy_bool: bool,
dummy_usize: usize,
}
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impl Default for MiscDemoWindow {
fn default() -> MiscDemoWindow {
MiscDemoWindow {
num_columns: 2,
max_rows: 2,
break_anywhere: false,
overflow_character: Some('…'),
widgets: Default::default(),
colors: Default::default(),
custom_collapsing_header: Default::default(),
tree: Tree::demo(),
box_painting: Default::default(),
dummy_bool: false,
dummy_usize: 0,
}
}
}
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impl Demo for MiscDemoWindow {
fn name(&self) -> &'static str {
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"✨ Misc Demos"
}
fn show(&mut self, ctx: &Context, open: &mut bool) {
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Window::new(self.name())
.open(open)
.vscroll(true)
.hscroll(true)
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.show(ctx, |ui| self.ui(ui));
}
}
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impl View for MiscDemoWindow {
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fn ui(&mut self, ui: &mut Ui) {
ui.set_min_width(250.0);
CollapsingHeader::new("Widgets")
.default_open(true)
.show(ui, |ui| {
self.widgets.ui(ui);
});
New text layout (#682) This PR introduces a completely rewritten text layout engine which is simpler and more powerful. It allows mixing different text styles (heading, body, etc) and formats (color, underlining, strikethrough, …) in the same layout pass, and baked into the same `Galley`. This opens up the door to having a syntax-highlighed code editor, or a WYSIWYG markdown editor. One major change is the color is now baked in at layout time. However, many widgets changes text color on hovered. But we need to do the text layout before we know if it is hovered. Therefor the painter has an option to override the text color of a galley. ## Performance Text layout alone is about 20% slower, but a lot of that is because more tessellation is done upfront. Text tessellation is now a lot faster, but text layout + tessellation still lands at a net loss of 5-10% in performance. There are however a few tricks to speed it up (like using `smallvec`) which I am saving for later. Text layout is also cached, meaning that in most cases (when all text isn't changing each frame) text tessellation is actually more important (and that's more than 2x faster!). Sadly, the actual text cache lookup is significantly slower (300ns -> 600ns). That's because the `TextLayoutJob` is a lot bigger (it has more options, like underlining, fonts etc), so it is slower to hash and compare. I have an idea how to speed this up, but I need to do some other work before I can implement that. All in all, the performance impact on `demo_with_tesselate__realistic` is about 5-6% in the red. Not great; not terrible. The benefits are worth it, but I also think with some work I can get that down significantly, hopefully down to the old levels.
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CollapsingHeader::new("Text layout")
.default_open(false)
.show(ui, |ui| {
text_layout_ui(
ui,
&mut self.max_rows,
&mut self.break_anywhere,
&mut self.overflow_character,
);
New text layout (#682) This PR introduces a completely rewritten text layout engine which is simpler and more powerful. It allows mixing different text styles (heading, body, etc) and formats (color, underlining, strikethrough, …) in the same layout pass, and baked into the same `Galley`. This opens up the door to having a syntax-highlighed code editor, or a WYSIWYG markdown editor. One major change is the color is now baked in at layout time. However, many widgets changes text color on hovered. But we need to do the text layout before we know if it is hovered. Therefor the painter has an option to override the text color of a galley. ## Performance Text layout alone is about 20% slower, but a lot of that is because more tessellation is done upfront. Text tessellation is now a lot faster, but text layout + tessellation still lands at a net loss of 5-10% in performance. There are however a few tricks to speed it up (like using `smallvec`) which I am saving for later. Text layout is also cached, meaning that in most cases (when all text isn't changing each frame) text tessellation is actually more important (and that's more than 2x faster!). Sadly, the actual text cache lookup is significantly slower (300ns -> 600ns). That's because the `TextLayoutJob` is a lot bigger (it has more options, like underlining, fonts etc), so it is slower to hash and compare. I have an idea how to speed this up, but I need to do some other work before I can implement that. All in all, the performance impact on `demo_with_tesselate__realistic` is about 5-6% in the red. Not great; not terrible. The benefits are worth it, but I also think with some work I can get that down significantly, hopefully down to the old levels.
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});
CollapsingHeader::new("Colors")
.default_open(false)
.show(ui, |ui| {
self.colors.ui(ui);
});
CollapsingHeader::new("Custom Collapsing Header")
.default_open(false)
.show(ui, |ui| self.custom_collapsing_header.ui(ui));
CollapsingHeader::new("Tree")
.default_open(false)
.show(ui, |ui| self.tree.ui(ui));
CollapsingHeader::new("Checkboxes")
.default_open(false)
.show(ui, |ui| {
ui.label("Checkboxes with empty labels take up very little space:");
ui.spacing_mut().item_spacing = Vec2::ZERO;
ui.horizontal_wrapped(|ui| {
for _ in 0..64 {
ui.checkbox(&mut self.dummy_bool, "");
}
});
ui.checkbox(&mut self.dummy_bool, "checkbox");
ui.label("Radiobuttons are similar:");
ui.spacing_mut().item_spacing = Vec2::ZERO;
ui.horizontal_wrapped(|ui| {
for i in 0..64 {
ui.radio_value(&mut self.dummy_usize, i, "");
}
});
ui.radio_value(&mut self.dummy_usize, 64, "radio_value");
});
ui.collapsing("Columns", |ui| {
ui.add(Slider::new(&mut self.num_columns, 1..=10).text("Columns"));
ui.columns(self.num_columns, |cols| {
for (i, col) in cols.iter_mut().enumerate() {
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col.label(format!("Column {} out of {}", i + 1, self.num_columns));
if i + 1 == self.num_columns && col.button("Delete this").clicked() {
self.num_columns -= 1;
}
}
});
});
CollapsingHeader::new("Test box rendering")
.default_open(false)
.show(ui, |ui| self.box_painting.ui(ui));
CollapsingHeader::new("Resize")
.default_open(false)
.show(ui, |ui| {
Resize::default().default_height(100.0).show(ui, |ui| {
ui.label("This ui can be resized!");
ui.label("Just pull the handle on the bottom right");
});
});
CollapsingHeader::new("Misc")
.default_open(false)
.show(ui, |ui| {
ui.horizontal(|ui| {
ui.label("You can pretty easily paint your own small icons:");
use std::f32::consts::TAU;
let size = Vec2::splat(16.0);
let (response, painter) = ui.allocate_painter(size, Sense::hover());
let rect = response.rect;
let c = rect.center();
let r = rect.width() / 2.0 - 1.0;
let color = Color32::from_gray(128);
let stroke = Stroke::new(1.0, color);
painter.circle_stroke(c, r, stroke);
painter.line_segment([c - vec2(0.0, r), c + vec2(0.0, r)], stroke);
painter.line_segment([c, c + r * Vec2::angled(TAU * 1.0 / 8.0)], stroke);
painter.line_segment([c, c + r * Vec2::angled(TAU * 3.0 / 8.0)], stroke);
});
});
CollapsingHeader::new("Many circles of different sizes")
.default_open(false)
.show(ui, |ui| {
ui.horizontal_wrapped(|ui| {
for i in 0..100 {
let r = i as f32 * 0.5;
let size = Vec2::splat(2.0 * r + 5.0);
let (rect, _response) = ui.allocate_at_least(size, Sense::hover());
ui.painter()
.circle_filled(rect.center(), r, ui.visuals().text_color());
}
});
});
}
}
// ----------------------------------------------------------------------------
#[cfg_attr(feature = "serde", derive(serde::Deserialize, serde::Serialize))]
#[cfg_attr(feature = "serde", serde(default))]
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pub struct Widgets {
angle: f32,
password: String,
}
impl Default for Widgets {
fn default() -> Self {
Self {
angle: std::f32::consts::TAU / 3.0,
password: "hunter2".to_owned(),
}
}
}
impl Widgets {
pub fn ui(&mut self, ui: &mut Ui) {
New text layout (#682) This PR introduces a completely rewritten text layout engine which is simpler and more powerful. It allows mixing different text styles (heading, body, etc) and formats (color, underlining, strikethrough, …) in the same layout pass, and baked into the same `Galley`. This opens up the door to having a syntax-highlighed code editor, or a WYSIWYG markdown editor. One major change is the color is now baked in at layout time. However, many widgets changes text color on hovered. But we need to do the text layout before we know if it is hovered. Therefor the painter has an option to override the text color of a galley. ## Performance Text layout alone is about 20% slower, but a lot of that is because more tessellation is done upfront. Text tessellation is now a lot faster, but text layout + tessellation still lands at a net loss of 5-10% in performance. There are however a few tricks to speed it up (like using `smallvec`) which I am saving for later. Text layout is also cached, meaning that in most cases (when all text isn't changing each frame) text tessellation is actually more important (and that's more than 2x faster!). Sadly, the actual text cache lookup is significantly slower (300ns -> 600ns). That's because the `TextLayoutJob` is a lot bigger (it has more options, like underlining, fonts etc), so it is slower to hash and compare. I have an idea how to speed this up, but I need to do some other work before I can implement that. All in all, the performance impact on `demo_with_tesselate__realistic` is about 5-6% in the red. Not great; not terrible. The benefits are worth it, but I also think with some work I can get that down significantly, hopefully down to the old levels.
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let Self { angle, password } = self;
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ui.vertical_centered(|ui| {
ui.add(crate::egui_github_link_file_line!());
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});
ui.horizontal_wrapped(|ui| {
// Trick so we don't have to add spaces in the text below:
let width = ui.fonts().glyph_width(&TextStyle::Body.resolve(ui.style()), ' ');
ui.spacing_mut().item_spacing.x = width;
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ui.label(RichText::new("Text can have").color(Color32::from_rgb(110, 255, 110)));
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ui.colored_label(Color32::from_rgb(128, 140, 255), "color"); // Shortcut version
ui.label("and tooltips.").on_hover_text(
"This is a multiline tooltip that demonstrates that you can easily add tooltips to any element.\nThis is the second line.\nThis is the third.",
);
ui.label("You can mix in other widgets into text, like");
let _ = ui.small_button("this button");
ui.label(".");
ui.label("The default font supports all latin and cyrillic characters (ИÅđ…), common math symbols (∫√∞²⅓…), and many emojis (💓🌟🖩…).")
.on_hover_text("There is currently no support for right-to-left languages.");
ui.label("See the 🔤 Font Book for more!");
ui.monospace("There is also a monospace font.");
});
let tooltip_ui = |ui: &mut Ui| {
ui.heading("The name of the tooltip");
ui.horizontal(|ui| {
ui.label("This tooltip was created with");
ui.monospace(".on_hover_ui(…)");
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});
let _ = ui.button("A button you can never press");
};
ui.label("Tooltips can be more than just simple text.")
.on_hover_ui(tooltip_ui);
ui.separator();
ui.horizontal(|ui| {
ui.label("An angle:");
ui.drag_angle(angle);
ui.label(format!("{:.3}τ", *angle / std::f32::consts::TAU))
.on_hover_text("Each τ represents one turn (τ = 2π)");
})
.response
.on_hover_text("The angle is stored in radians, but presented in degrees");
ui.separator();
ui.horizontal(|ui| {
ui.hyperlink_to("Password:", super::password::url_to_file_source_code())
.on_hover_text("See the example code for how to use egui to store UI state");
ui.add(super::password::password(password));
});
}
}
// ----------------------------------------------------------------------------
#[derive(PartialEq)]
#[cfg_attr(feature = "serde", derive(serde::Deserialize, serde::Serialize))]
#[cfg_attr(feature = "serde", serde(default))]
struct ColorWidgets {
srgba_unmul: [u8; 4],
srgba_premul: [u8; 4],
rgba_unmul: [f32; 4],
rgba_premul: [f32; 4],
}
impl Default for ColorWidgets {
fn default() -> Self {
// Approximately the same color.
ColorWidgets {
srgba_unmul: [0, 255, 183, 127],
srgba_premul: [0, 187, 140, 127],
rgba_unmul: [0.0, 1.0, 0.5, 0.5],
rgba_premul: [0.0, 0.5, 0.25, 0.5],
}
}
}
impl ColorWidgets {
fn ui(&mut self, ui: &mut Ui) {
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egui::reset_button(ui, self);
ui.label("egui lets you edit colors stored as either sRGBA or linear RGBA and with or without premultiplied alpha");
let Self {
srgba_unmul,
srgba_premul,
rgba_unmul,
rgba_premul,
} = self;
ui.horizontal(|ui| {
ui.color_edit_button_srgba_unmultiplied(srgba_unmul);
ui.label(format!(
"sRGBA: {} {} {} {}",
srgba_unmul[0], srgba_unmul[1], srgba_unmul[2], srgba_unmul[3],
));
});
ui.horizontal(|ui| {
ui.color_edit_button_srgba_premultiplied(srgba_premul);
ui.label(format!(
"sRGBA with premultiplied alpha: {} {} {} {}",
srgba_premul[0], srgba_premul[1], srgba_premul[2], srgba_premul[3],
));
});
ui.horizontal(|ui| {
ui.color_edit_button_rgba_unmultiplied(rgba_unmul);
ui.label(format!(
"Linear RGBA: {:.02} {:.02} {:.02} {:.02}",
rgba_unmul[0], rgba_unmul[1], rgba_unmul[2], rgba_unmul[3],
));
});
ui.horizontal(|ui| {
ui.color_edit_button_rgba_premultiplied(rgba_premul);
ui.label(format!(
"Linear RGBA with premultiplied alpha: {:.02} {:.02} {:.02} {:.02}",
rgba_premul[0], rgba_premul[1], rgba_premul[2], rgba_premul[3],
));
});
}
}
// ----------------------------------------------------------------------------
#[cfg_attr(feature = "serde", derive(serde::Deserialize, serde::Serialize))]
#[cfg_attr(feature = "serde", serde(default))]
struct BoxPainting {
size: Vec2,
rounding: f32,
stroke_width: f32,
num_boxes: usize,
}
impl Default for BoxPainting {
fn default() -> Self {
Self {
size: vec2(64.0, 32.0),
rounding: 5.0,
stroke_width: 2.0,
num_boxes: 1,
}
}
}
impl BoxPainting {
pub fn ui(&mut self, ui: &mut Ui) {
ui.add(Slider::new(&mut self.size.x, 0.0..=500.0).text("width"));
ui.add(Slider::new(&mut self.size.y, 0.0..=500.0).text("height"));
ui.add(Slider::new(&mut self.rounding, 0.0..=50.0).text("rounding"));
ui.add(Slider::new(&mut self.stroke_width, 0.0..=10.0).text("stroke_width"));
ui.add(Slider::new(&mut self.num_boxes, 0..=8).text("num_boxes"));
ui.horizontal_wrapped(|ui| {
for _ in 0..self.num_boxes {
let (rect, _response) = ui.allocate_at_least(self.size, Sense::hover());
ui.painter().rect(
rect,
self.rounding,
Color32::from_gray(64),
Stroke::new(self.stroke_width, Color32::WHITE),
);
}
});
}
}
// ----------------------------------------------------------------------------
#[cfg_attr(feature = "serde", derive(serde::Deserialize, serde::Serialize))]
struct CustomCollapsingHeader {
selected: bool,
radio_value: bool,
}
impl Default for CustomCollapsingHeader {
fn default() -> Self {
Self {
selected: true,
radio_value: false,
}
}
}
impl CustomCollapsingHeader {
pub fn ui(&mut self, ui: &mut egui::Ui) {
ui.label("Example of a collapsing header with custom header:");
let id = ui.make_persistent_id("my_collapsing_header");
egui::collapsing_header::CollapsingState::load_with_default_open(ui.ctx(), id, true)
.show_header(ui, |ui| {
ui.toggle_value(&mut self.selected, "Click to select/unselect");
ui.radio_value(&mut self.radio_value, false, "");
ui.radio_value(&mut self.radio_value, true, "");
})
.body(|ui| {
ui.label("The body is always custom");
});
CollapsingHeader::new("Normal collapsing header for comparison").show(ui, |ui| {
ui.label("Nothing exciting here");
});
}
}
// ----------------------------------------------------------------------------
#[derive(Clone, Copy, PartialEq)]
enum Action {
Keep,
Delete,
}
#[derive(Clone, Default)]
#[cfg_attr(feature = "serde", derive(serde::Deserialize, serde::Serialize))]
struct Tree(Vec<Tree>);
impl Tree {
pub fn demo() -> Self {
Self(vec![
Tree(vec![Tree::default(); 4]),
Tree(vec![Tree(vec![Tree::default(); 2]); 3]),
])
}
pub fn ui(&mut self, ui: &mut Ui) -> Action {
self.ui_impl(ui, 0, "root")
}
}
impl Tree {
fn ui_impl(&mut self, ui: &mut Ui, depth: usize, name: &str) -> Action {
CollapsingHeader::new(name)
.default_open(depth < 1)
.show(ui, |ui| self.children_ui(ui, depth))
.body_returned
.unwrap_or(Action::Keep)
}
fn children_ui(&mut self, ui: &mut Ui, depth: usize) -> Action {
if depth > 0
&& ui
.button(RichText::new("delete").color(ui.visuals().warn_fg_color))
.clicked()
{
return Action::Delete;
}
self.0 = std::mem::take(self)
.0
.into_iter()
.enumerate()
.filter_map(|(i, mut tree)| {
if tree.ui_impl(ui, depth + 1, &format!("child #{}", i)) == Action::Keep {
Some(tree)
} else {
None
}
})
.collect();
if ui.button("+").clicked() {
self.0.push(Tree::default());
}
Action::Keep
}
}
New text layout (#682) This PR introduces a completely rewritten text layout engine which is simpler and more powerful. It allows mixing different text styles (heading, body, etc) and formats (color, underlining, strikethrough, …) in the same layout pass, and baked into the same `Galley`. This opens up the door to having a syntax-highlighed code editor, or a WYSIWYG markdown editor. One major change is the color is now baked in at layout time. However, many widgets changes text color on hovered. But we need to do the text layout before we know if it is hovered. Therefor the painter has an option to override the text color of a galley. ## Performance Text layout alone is about 20% slower, but a lot of that is because more tessellation is done upfront. Text tessellation is now a lot faster, but text layout + tessellation still lands at a net loss of 5-10% in performance. There are however a few tricks to speed it up (like using `smallvec`) which I am saving for later. Text layout is also cached, meaning that in most cases (when all text isn't changing each frame) text tessellation is actually more important (and that's more than 2x faster!). Sadly, the actual text cache lookup is significantly slower (300ns -> 600ns). That's because the `TextLayoutJob` is a lot bigger (it has more options, like underlining, fonts etc), so it is slower to hash and compare. I have an idea how to speed this up, but I need to do some other work before I can implement that. All in all, the performance impact on `demo_with_tesselate__realistic` is about 5-6% in the red. Not great; not terrible. The benefits are worth it, but I also think with some work I can get that down significantly, hopefully down to the old levels.
2021-09-03 16:18:00 +00:00
// ----------------------------------------------------------------------------
fn text_layout_ui(
ui: &mut egui::Ui,
max_rows: &mut usize,
break_anywhere: &mut bool,
overflow_character: &mut Option<char>,
) {
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use egui::text::LayoutJob;
New text layout (#682) This PR introduces a completely rewritten text layout engine which is simpler and more powerful. It allows mixing different text styles (heading, body, etc) and formats (color, underlining, strikethrough, …) in the same layout pass, and baked into the same `Galley`. This opens up the door to having a syntax-highlighed code editor, or a WYSIWYG markdown editor. One major change is the color is now baked in at layout time. However, many widgets changes text color on hovered. But we need to do the text layout before we know if it is hovered. Therefor the painter has an option to override the text color of a galley. ## Performance Text layout alone is about 20% slower, but a lot of that is because more tessellation is done upfront. Text tessellation is now a lot faster, but text layout + tessellation still lands at a net loss of 5-10% in performance. There are however a few tricks to speed it up (like using `smallvec`) which I am saving for later. Text layout is also cached, meaning that in most cases (when all text isn't changing each frame) text tessellation is actually more important (and that's more than 2x faster!). Sadly, the actual text cache lookup is significantly slower (300ns -> 600ns). That's because the `TextLayoutJob` is a lot bigger (it has more options, like underlining, fonts etc), so it is slower to hash and compare. I have an idea how to speed this up, but I need to do some other work before I can implement that. All in all, the performance impact on `demo_with_tesselate__realistic` is about 5-6% in the red. Not great; not terrible. The benefits are worth it, but I also think with some work I can get that down significantly, hopefully down to the old levels.
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let mut job = LayoutJob::default();
let first_row_indentation = 10.0;
let (default_color, strong_color) = if ui.visuals().dark_mode {
(Color32::LIGHT_GRAY, Color32::WHITE)
} else {
(Color32::DARK_GRAY, Color32::BLACK)
};
job.append(
"This is a demonstration of ",
first_row_indentation,
TextFormat {
color: default_color,
..Default::default()
},
);
job.append(
"the egui text layout engine. ",
0.0,
TextFormat {
color: strong_color,
..Default::default()
},
);
job.append(
"It supports ",
0.0,
TextFormat {
color: default_color,
..Default::default()
},
);
job.append(
"different ",
0.0,
TextFormat {
color: Color32::from_rgb(110, 255, 110),
..Default::default()
},
);
job.append(
"colors, ",
0.0,
TextFormat {
color: Color32::from_rgb(128, 140, 255),
..Default::default()
},
);
job.append(
"backgrounds, ",
0.0,
TextFormat {
color: default_color,
background: Color32::from_rgb(128, 32, 32),
..Default::default()
},
);
job.append(
"mixing ",
0.0,
TextFormat {
font_id: FontId::proportional(17.0),
New text layout (#682) This PR introduces a completely rewritten text layout engine which is simpler and more powerful. It allows mixing different text styles (heading, body, etc) and formats (color, underlining, strikethrough, …) in the same layout pass, and baked into the same `Galley`. This opens up the door to having a syntax-highlighed code editor, or a WYSIWYG markdown editor. One major change is the color is now baked in at layout time. However, many widgets changes text color on hovered. But we need to do the text layout before we know if it is hovered. Therefor the painter has an option to override the text color of a galley. ## Performance Text layout alone is about 20% slower, but a lot of that is because more tessellation is done upfront. Text tessellation is now a lot faster, but text layout + tessellation still lands at a net loss of 5-10% in performance. There are however a few tricks to speed it up (like using `smallvec`) which I am saving for later. Text layout is also cached, meaning that in most cases (when all text isn't changing each frame) text tessellation is actually more important (and that's more than 2x faster!). Sadly, the actual text cache lookup is significantly slower (300ns -> 600ns). That's because the `TextLayoutJob` is a lot bigger (it has more options, like underlining, fonts etc), so it is slower to hash and compare. I have an idea how to speed this up, but I need to do some other work before I can implement that. All in all, the performance impact on `demo_with_tesselate__realistic` is about 5-6% in the red. Not great; not terrible. The benefits are worth it, but I also think with some work I can get that down significantly, hopefully down to the old levels.
2021-09-03 16:18:00 +00:00
color: default_color,
..Default::default()
},
);
job.append(
"fonts, ",
0.0,
TextFormat {
font_id: FontId::monospace(12.0),
New text layout (#682) This PR introduces a completely rewritten text layout engine which is simpler and more powerful. It allows mixing different text styles (heading, body, etc) and formats (color, underlining, strikethrough, …) in the same layout pass, and baked into the same `Galley`. This opens up the door to having a syntax-highlighed code editor, or a WYSIWYG markdown editor. One major change is the color is now baked in at layout time. However, many widgets changes text color on hovered. But we need to do the text layout before we know if it is hovered. Therefor the painter has an option to override the text color of a galley. ## Performance Text layout alone is about 20% slower, but a lot of that is because more tessellation is done upfront. Text tessellation is now a lot faster, but text layout + tessellation still lands at a net loss of 5-10% in performance. There are however a few tricks to speed it up (like using `smallvec`) which I am saving for later. Text layout is also cached, meaning that in most cases (when all text isn't changing each frame) text tessellation is actually more important (and that's more than 2x faster!). Sadly, the actual text cache lookup is significantly slower (300ns -> 600ns). That's because the `TextLayoutJob` is a lot bigger (it has more options, like underlining, fonts etc), so it is slower to hash and compare. I have an idea how to speed this up, but I need to do some other work before I can implement that. All in all, the performance impact on `demo_with_tesselate__realistic` is about 5-6% in the red. Not great; not terrible. The benefits are worth it, but I also think with some work I can get that down significantly, hopefully down to the old levels.
2021-09-03 16:18:00 +00:00
color: default_color,
..Default::default()
},
);
job.append(
"raised text, ",
0.0,
TextFormat {
font_id: FontId::proportional(7.0),
New text layout (#682) This PR introduces a completely rewritten text layout engine which is simpler and more powerful. It allows mixing different text styles (heading, body, etc) and formats (color, underlining, strikethrough, …) in the same layout pass, and baked into the same `Galley`. This opens up the door to having a syntax-highlighed code editor, or a WYSIWYG markdown editor. One major change is the color is now baked in at layout time. However, many widgets changes text color on hovered. But we need to do the text layout before we know if it is hovered. Therefor the painter has an option to override the text color of a galley. ## Performance Text layout alone is about 20% slower, but a lot of that is because more tessellation is done upfront. Text tessellation is now a lot faster, but text layout + tessellation still lands at a net loss of 5-10% in performance. There are however a few tricks to speed it up (like using `smallvec`) which I am saving for later. Text layout is also cached, meaning that in most cases (when all text isn't changing each frame) text tessellation is actually more important (and that's more than 2x faster!). Sadly, the actual text cache lookup is significantly slower (300ns -> 600ns). That's because the `TextLayoutJob` is a lot bigger (it has more options, like underlining, fonts etc), so it is slower to hash and compare. I have an idea how to speed this up, but I need to do some other work before I can implement that. All in all, the performance impact on `demo_with_tesselate__realistic` is about 5-6% in the red. Not great; not terrible. The benefits are worth it, but I also think with some work I can get that down significantly, hopefully down to the old levels.
2021-09-03 16:18:00 +00:00
color: default_color,
valign: Align::TOP,
..Default::default()
},
);
job.append(
"with ",
0.0,
TextFormat {
color: default_color,
..Default::default()
},
);
job.append(
"underlining",
0.0,
TextFormat {
color: default_color,
underline: Stroke::new(1.0, Color32::LIGHT_BLUE),
..Default::default()
},
);
job.append(
" and ",
0.0,
TextFormat {
color: default_color,
..Default::default()
},
);
job.append(
"strikethrough",
0.0,
TextFormat {
color: default_color,
strikethrough: Stroke::new(2.0, Color32::RED.linear_multiply(0.5)),
..Default::default()
},
);
job.append(
". Of course, ",
0.0,
TextFormat {
color: default_color,
..Default::default()
},
);
job.append(
"you can",
0.0,
TextFormat {
color: default_color,
strikethrough: Stroke::new(1.0, strong_color),
..Default::default()
},
);
job.append(
" mix these!",
0.0,
TextFormat {
font_id: FontId::proportional(7.0),
New text layout (#682) This PR introduces a completely rewritten text layout engine which is simpler and more powerful. It allows mixing different text styles (heading, body, etc) and formats (color, underlining, strikethrough, …) in the same layout pass, and baked into the same `Galley`. This opens up the door to having a syntax-highlighed code editor, or a WYSIWYG markdown editor. One major change is the color is now baked in at layout time. However, many widgets changes text color on hovered. But we need to do the text layout before we know if it is hovered. Therefor the painter has an option to override the text color of a galley. ## Performance Text layout alone is about 20% slower, but a lot of that is because more tessellation is done upfront. Text tessellation is now a lot faster, but text layout + tessellation still lands at a net loss of 5-10% in performance. There are however a few tricks to speed it up (like using `smallvec`) which I am saving for later. Text layout is also cached, meaning that in most cases (when all text isn't changing each frame) text tessellation is actually more important (and that's more than 2x faster!). Sadly, the actual text cache lookup is significantly slower (300ns -> 600ns). That's because the `TextLayoutJob` is a lot bigger (it has more options, like underlining, fonts etc), so it is slower to hash and compare. I have an idea how to speed this up, but I need to do some other work before I can implement that. All in all, the performance impact on `demo_with_tesselate__realistic` is about 5-6% in the red. Not great; not terrible. The benefits are worth it, but I also think with some work I can get that down significantly, hopefully down to the old levels.
2021-09-03 16:18:00 +00:00
color: Color32::LIGHT_BLUE,
background: Color32::from_rgb(128, 0, 0),
underline: Stroke::new(1.0, strong_color),
..Default::default()
},
);
ui.label(job);
New text layout (#682) This PR introduces a completely rewritten text layout engine which is simpler and more powerful. It allows mixing different text styles (heading, body, etc) and formats (color, underlining, strikethrough, …) in the same layout pass, and baked into the same `Galley`. This opens up the door to having a syntax-highlighed code editor, or a WYSIWYG markdown editor. One major change is the color is now baked in at layout time. However, many widgets changes text color on hovered. But we need to do the text layout before we know if it is hovered. Therefor the painter has an option to override the text color of a galley. ## Performance Text layout alone is about 20% slower, but a lot of that is because more tessellation is done upfront. Text tessellation is now a lot faster, but text layout + tessellation still lands at a net loss of 5-10% in performance. There are however a few tricks to speed it up (like using `smallvec`) which I am saving for later. Text layout is also cached, meaning that in most cases (when all text isn't changing each frame) text tessellation is actually more important (and that's more than 2x faster!). Sadly, the actual text cache lookup is significantly slower (300ns -> 600ns). That's because the `TextLayoutJob` is a lot bigger (it has more options, like underlining, fonts etc), so it is slower to hash and compare. I have an idea how to speed this up, but I need to do some other work before I can implement that. All in all, the performance impact on `demo_with_tesselate__realistic` is about 5-6% in the red. Not great; not terrible. The benefits are worth it, but I also think with some work I can get that down significantly, hopefully down to the old levels.
2021-09-03 16:18:00 +00:00
ui.separator();
ui.horizontal(|ui| {
ui.add(DragValue::new(max_rows));
ui.label("Max rows");
});
ui.checkbox(break_anywhere, "Break anywhere");
ui.horizontal(|ui| {
ui.selectable_value(overflow_character, None, "None");
ui.selectable_value(overflow_character, Some('…'), "");
ui.selectable_value(overflow_character, Some('—'), "");
ui.selectable_value(overflow_character, Some('-'), " - ");
ui.label("Overflow character");
});
2022-07-11 21:08:48 +00:00
let mut job = LayoutJob::single_section(LOREM_IPSUM.to_owned(), TextFormat::default());
job.wrap = TextWrapping {
max_rows: *max_rows,
break_anywhere: *break_anywhere,
overflow_character: *overflow_character,
..Default::default()
};
ui.label(job);
New text layout (#682) This PR introduces a completely rewritten text layout engine which is simpler and more powerful. It allows mixing different text styles (heading, body, etc) and formats (color, underlining, strikethrough, …) in the same layout pass, and baked into the same `Galley`. This opens up the door to having a syntax-highlighed code editor, or a WYSIWYG markdown editor. One major change is the color is now baked in at layout time. However, many widgets changes text color on hovered. But we need to do the text layout before we know if it is hovered. Therefor the painter has an option to override the text color of a galley. ## Performance Text layout alone is about 20% slower, but a lot of that is because more tessellation is done upfront. Text tessellation is now a lot faster, but text layout + tessellation still lands at a net loss of 5-10% in performance. There are however a few tricks to speed it up (like using `smallvec`) which I am saving for later. Text layout is also cached, meaning that in most cases (when all text isn't changing each frame) text tessellation is actually more important (and that's more than 2x faster!). Sadly, the actual text cache lookup is significantly slower (300ns -> 600ns). That's because the `TextLayoutJob` is a lot bigger (it has more options, like underlining, fonts etc), so it is slower to hash and compare. I have an idea how to speed this up, but I need to do some other work before I can implement that. All in all, the performance impact on `demo_with_tesselate__realistic` is about 5-6% in the red. Not great; not terrible. The benefits are worth it, but I also think with some work I can get that down significantly, hopefully down to the old levels.
2021-09-03 16:18:00 +00:00
ui.vertical_centered(|ui| {
ui.add(crate::egui_github_link_file_line!());
New text layout (#682) This PR introduces a completely rewritten text layout engine which is simpler and more powerful. It allows mixing different text styles (heading, body, etc) and formats (color, underlining, strikethrough, …) in the same layout pass, and baked into the same `Galley`. This opens up the door to having a syntax-highlighed code editor, or a WYSIWYG markdown editor. One major change is the color is now baked in at layout time. However, many widgets changes text color on hovered. But we need to do the text layout before we know if it is hovered. Therefor the painter has an option to override the text color of a galley. ## Performance Text layout alone is about 20% slower, but a lot of that is because more tessellation is done upfront. Text tessellation is now a lot faster, but text layout + tessellation still lands at a net loss of 5-10% in performance. There are however a few tricks to speed it up (like using `smallvec`) which I am saving for later. Text layout is also cached, meaning that in most cases (when all text isn't changing each frame) text tessellation is actually more important (and that's more than 2x faster!). Sadly, the actual text cache lookup is significantly slower (300ns -> 600ns). That's because the `TextLayoutJob` is a lot bigger (it has more options, like underlining, fonts etc), so it is slower to hash and compare. I have an idea how to speed this up, but I need to do some other work before I can implement that. All in all, the performance impact on `demo_with_tesselate__realistic` is about 5-6% in the red. Not great; not terrible. The benefits are worth it, but I also think with some work I can get that down significantly, hopefully down to the old levels.
2021-09-03 16:18:00 +00:00
});
}