* Rename AlphaImage to FontImage to discourage any other use for it
* Encode FontImage as f32 and postpone the alpha correction
* Interpret alpha coverage in a new, making dark text darker, improving contrast in bright mode
* Fix code that could lead to a possible deadlock.
Drop implementations are not called until the end of a statement. The statement changed in this commit therefore took 4 read locks on a RwLock which can lead to problems if a write lock is requested between any of these read locks. The code looks like it would only hold one lock at a time but it does not drop any of the locks until after the arithmatic operations complete, which leads to this situation. See https://play.rust-lang.org/?version=stable&mode=debug&edition=2021&gist=996079046184329f3a9df1cd19c87da8 to see this in action. The fix is to just take one lock and share it between the three calls to num_presses, letting it drop at the end of the scope.
* Fix code that may cause a deadlock in `MenuRoot::stationary_interaction`
The issue here is related to that in 9673b8f2a08302c10ffcfd063f2dbdec4301d3e2 in that the lock is not dropped when it is expected. Since the `RwLockReadGuard` produced by `ctx.input()` has a reference taken from it (one into `pointer`), the lock cannot be dropped until that reference is no longre valid, which is the end of the scope (in this case this function). The following `ctx.input()` then attempts to aquire a second lock on the `RwLock`, creating the same situation that was found in the referenced commit.
This has been resolved by holding one lock on the input for the whole function.
* Reference this PR from comments in the code for future maintainers
* Add the change to the changelog
* Use full link to PR
* Use full link to PR
Co-authored-by: Emil Ernerfeldt <emil.ernerfeldt@gmail.com>
This adds a callback (set by `Context::set_request_repaint_callback`)
which integration can use to wake up the UI thread.
eframe (egui_web and egui_glow) will use this, replacing
`epi::Frame::request_repaint`.
Existing code calling `epi::Frame::request_repaint` should be changed
to instead call `egui::Context::request_repaint`.
This is the first callback added to the egui API, which otherwise is
completely driven by data.
The purpose of this is to remove the confusion between the two
`request_repaint` methods (by removing one). Furthermore, it makes
`epi::Frame` a lot simpler, allowing future simplifications to it
(perhaps no longer having it be `Send+Sync+Clone`).
* Add Shape::Callback to do custom rendering inside of an egui UI
* Use Rc<glow::Context> everywhere
* Remove trait WebPainter
* Add glow::Context to epi::App::setup
* egui_web: use tracing crate
* egui_glow: use tracing crate
* Log at the debug level
* egui_demo_app: enable tracing to log to stdout
* Use tracing in egui-winit
* Add opt-in tracing support to egui
* Fix Orientation not exposed, although there are public fields with its type
* Implement formatters for X/Y axis labels
* Use array instead of separate X/Y formatters
* Swap axis formatters if charts are horizontal
* Review suggestions
* Refactor text layout: don't need &Fonts in all functions
* Replace indexing in Fonts with member function
* Wrap Fonts in a Mutex
* Remove mutex for Font::glyph_info_cache
* Remove RwLock around Font::characters
* Put FontsImpl and GalleyCache behind the same Mutex
* Round font sizes to whole pixels before deduplicating them
* Make TextStyle !Copy
* Implement user-named TextStyle:s
* round font size earlier
* Cache fonts based on family and size
* Move TextStyle into egui and Style
* Remove body_text_style
* Query graphics about max texture size and use that as font atlas size
* Recreate texture atlas when it is getting full
* Move texture allocation into epaint/egui proper
* Add TextureHandle
* egui_glow: cast using bytemuck instead of unsafe code
* Optimize glium painter
* Optimize WebGL
* Add example of loading an image from file
* Move all interior mutability from Context to CtxRef and make it a handle
* Rename `CtxRef` to `Context`
* The old `Context` is now `ContextImpl` and is non-pub
* Add benchmark Painter::rect
Co-authored-by: Daniel Keller <dklr433@gmail.com>
* Split `Event::Text` into `Text` and `Paste`
* Added explicit Event::Paste change
See #1043
* Link to PR in changelog (not the issue)
Co-authored-by: Emil Ernerfeldt <emil.ernerfeldt@gmail.com>
`begin_frame`, `end_frame` is more convenient when using egui in a game engine. In particular, 0.16.0 was incompatible with https://github.com/mvlabat/bevy_egui>.
Changes:
* New `BarChart` and `BoxPlot` diagrams
* New `FloatOrd` trait for total ordering of float types
* Refactoring of existing plot items
Co-authored-by: niladic <git@nil.choron.cc>
* Rename `CursorPair` to `CursorRange`
* Easymark editor: add keyboard shortcuts to toggle bold, italics etc
* Split up TextEdit into separate files
* Add TextEdit::show that returns a rich TextEditOutput object with response, galley and cursor
* Rename text_edit::State to TextEditState
This refactors the widget state storage introduced by @optozorax in https://github.com/emilk/egui/pull/257
* Unify the four buckets (`data`, `data_temp`, `id_data` and `id_data_temp`) into a single `data`.
* Less complexity, and also less chance of error (storing in one bucket, reading from another).
* Store data by `Id` and `TypeId`.
* Users can thus reuse the same `Id` to store many types.
* Uses a simple xor of id and typeid, which is fast and good since both id and typeid are already high-entropy hashes.
* Use different suffixes on the functions to pick if you want the data persisted or not (`get_temp`, `insert_persisted`, etc).
* Writing with one suffix and reading with the other works.
* To store state not bound to a specific `Id` (i.e. only based on type), use the new `Id::null` as the key.
* Make egui_glow and opt-in backend for eframe
* Add egui_glow to Cargo.toml and to CI
* Reference egui_glow where egui_glium is mentioned
* Remove path-patches from root Cargo.toml
* Add instructions on how to enable the glow backend of eframe
* Rename epaint feature "persistence" to "serialize"
* Add separate "serialize" feature to egui
* egui_demo_lib: separate serialize and persistence features
* Add App::persist_native_window and App::persist_egui_memory
Controls what gets persisted
Label text will now be centered, right-aligned and/or
justified based on the layout.
Galleys are no longer always pivoted in the left top corner,
so now have a Rect rather than just a size.
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.