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Improving layouting #4378
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I recently also ran into this while trying to fix #3074. One other possible way, at least where it's an issue of translations, is to fake everything being fine by fixing it afterwards. This should work when it's happening while the mouse is already occupied doing, like dragging windows around, since there wouldn't be any way to notice the response being 1 frame delayed. Unfortunately it falls apart for anything more complex, or when it is possible to do two things at once like with touch controls, or when there are massive differences between the estimated and actual positions. That does beg the question, how is correct interactivity vs visuals weighed? I think more people will notice when visuals are delayed by a frame, while noticing a lagging response is harder due to them being invisible. Is that an acceptable tradeoff, and what other methods like translations and hiding windows for an initial frame are available when it is? Edit 2: Leaving some of this here but removing a lot of my rambling. The more I think on this, the more it's turning into a worse version of multi-pass immediate mode, so probably the wrong direction if not applied carefully. |
Perhaps a mix of immedieate and pre layouted mode would be a good idea? Perhaps implement a widget that acts as a container for pre layouted widgets. Those widgets still get drawn on the screen every frame, but cannot change their bounding box during a frame. These pre layouted widgets could request a resize to be performed before the next redraw. You could still do things like change color on hover or highlight a button this way during draw. For those pre layouted containers you could implement some more advanced layouts aswell as provide a trait users could implement to provide their own layouting. A big con is however these pre layouted components would probably require a completely different api. Sizing information would probably need to be made available in a dedicated method. Id especially pay attention to text sizes as those are a bitch in every other framework that does pre layouting. The draw method would need to be told its bounding box and perhaps steps should even be taken to prevent drawing outside of the bounding box. Adding/Useing immedeate widgets inside of pre layouted components/Containers should be possible without much issue if you assign a bounding box with a size known to the layouter to them. I think many people will fine pre layouting for some use cases more intuitive than others. Allowing users to explicitly combine them with immedieate widgets would probably be ideal, at least in my opinion. |
Sadly we can't center sliders atm with egui. References: emilk/egui#1144 emilk/egui#4378
I experimented a bit with a new |
Item B is a very close match for how React useRef hooks work, and the problems solved by 'react hooks' in general are a close match for various issues found in immediate mode UI rendering. |
I've been experimenting with improving layout in egui for a while, some time back I made egui_taffy which works pretty well but it didn't feel nice to use with egui, since it had to borrow the ui closures for until the taffy pass was finished which caused some lifetime issues, so I've never finished or published it. introducing egui_flexI've been experimenting how much of flexbox I could implement in egui by just remembering the widget sizes from the previous frame and the results are quite impressive! I've published them here: egui_flex EDITED: Check the egui_flex readme for limitations Real world exampleFinally I wanted to share a real world example how flex can improve the ui by a lot. In the hello_egui demo app I have a list of crates displayed as small tags in the sidebar. When just shown with ui.horizontal_wrapped it looks really weird: When updated to use egui_flex it looks much nicer: egui or separate crate?I plan on publishing this as a separate crate but I think it could also make sense to add this to egui similar to the Grid layout? |
Storing the sizes from previous frame should work great, but has the problem that the first frame will (usually) be wrong. I suggest we start out with |
* Closes #4976 * Part of #4378 * Implements parts of #843 ### Background Some widgets (like `Grid` and `Table`) needs to know the width of future elements in order to properly size themselves. For instance, the width of the first column of a grid may not be known until all rows of the grid has been added, at which point it is too late. Therefore these widgets store sizes from the previous frame. This leads to "first-frame jitter", were the content is placed in the wrong place for one frame, before being accurately laid out in subsequent frames. ### What This PR adds the function `ctx.request_discard` which discards the visual output and does another _pass_, i.e. calls the whole app UI code once again (in eframe this means calling `App::update` again). This will thus discard the shapes produced by the wrongly placed widgets, and replace it with new shapes. Note that only the visual output is discarded - all other output events are accumulated. Calling `ctx.request_discard` should only be done in very rare circumstances, e.g. when a `Grid` is first shown. Calling it every frame will mean the UI code will become unnecessarily slow. Two safe-guards are in place: * `Options::max_passes` is by default 2, meaning egui will never do more than 2 passes even if `request_discard` is called on every pass * If multiple passes is done for multiple frames in a row, a warning will be printed on the screen in debug builds: ![image](https://github.com/user-attachments/assets/c2c1e4a4-b7c9-4d7a-b3ad-abdd74bf449f) ### Breaking changes A bunch of things that had "frame" in the name now has "pass" in them instead: * Functions called `begin_frame` and `end_frame` are now called `begin_pass` and `end_pass` * `FrameState` is now `PassState` * etc ### TODO * [x] Figure out good names for everything (`ctx.request_discard`) * [x] Add API to query if we're gonna repeat this frame (to early-out from expensive rendering) * [x] Clear up naming confusion (pass vs frame) e.g. for `FrameState` * [x] Figure out when to call this * [x] Show warning on screen when there are several frames in a row with multiple passes * [x] Document * [x] Default on or off? * [x] Change `Context::frame_nr` name/docs * [x] Rename `Context::begin_frame/end_frame` and deprecate the old ones * [x] Test with Rerun * [x] Document breaking changes
…rates (#5082) This adds a `intrinsic_size` field to the Response struct which allows me to grow a egui button frame while still being able to know it's intrinsic size in [egui_flex](https://github.com/lucasmerlin/hello_egui/tree/main/crates/egui_flex) * Related to #4378 (comment) * [X] I have followed the instructions in the PR template --------- Co-authored-by: Emil Ernerfeldt <emil.ernerfeldt@gmail.com>
I just released egui_flex v0.1.0! Here is a simple example of how you use it: Flex::horizontal().show(ui, |flex| {
flex.add(item().grow(1.0), Button::new("Growing button"));
flex.add(item(), Button::new("Non-growing button"));
// Nested flex
flex.add_flex(
item().grow(1.0),
Flex::vertical().align_content(FlexAlignContent::Stretch),
|flex| {
flex.add(item(), Button::new("Vertical button"));
flex.add(item(), Button::new("Another Vertical button"));
},
);
}); I also added a small demo to the hello_egui demo app. |
* Closes emilk#4976 * Part of emilk#4378 * Implements parts of emilk#843 ### Background Some widgets (like `Grid` and `Table`) needs to know the width of future elements in order to properly size themselves. For instance, the width of the first column of a grid may not be known until all rows of the grid has been added, at which point it is too late. Therefore these widgets store sizes from the previous frame. This leads to "first-frame jitter", were the content is placed in the wrong place for one frame, before being accurately laid out in subsequent frames. ### What This PR adds the function `ctx.request_discard` which discards the visual output and does another _pass_, i.e. calls the whole app UI code once again (in eframe this means calling `App::update` again). This will thus discard the shapes produced by the wrongly placed widgets, and replace it with new shapes. Note that only the visual output is discarded - all other output events are accumulated. Calling `ctx.request_discard` should only be done in very rare circumstances, e.g. when a `Grid` is first shown. Calling it every frame will mean the UI code will become unnecessarily slow. Two safe-guards are in place: * `Options::max_passes` is by default 2, meaning egui will never do more than 2 passes even if `request_discard` is called on every pass * If multiple passes is done for multiple frames in a row, a warning will be printed on the screen in debug builds: ![image](https://github.com/user-attachments/assets/c2c1e4a4-b7c9-4d7a-b3ad-abdd74bf449f) ### Breaking changes A bunch of things that had "frame" in the name now has "pass" in them instead: * Functions called `begin_frame` and `end_frame` are now called `begin_pass` and `end_pass` * `FrameState` is now `PassState` * etc ### TODO * [x] Figure out good names for everything (`ctx.request_discard`) * [x] Add API to query if we're gonna repeat this frame (to early-out from expensive rendering) * [x] Clear up naming confusion (pass vs frame) e.g. for `FrameState` * [x] Figure out when to call this * [x] Show warning on screen when there are several frames in a row with multiple passes * [x] Document * [x] Default on or off? * [x] Change `Context::frame_nr` name/docs * [x] Rename `Context::begin_frame/end_frame` and deprecate the old ones * [x] Test with Rerun * [x] Document breaking changes
…rates (emilk#5082) This adds a `intrinsic_size` field to the Response struct which allows me to grow a egui button frame while still being able to know it's intrinsic size in [egui_flex](https://github.com/lucasmerlin/hello_egui/tree/main/crates/egui_flex) * Related to emilk#4378 (comment) * [X] I have followed the instructions in the PR template --------- Co-authored-by: Emil Ernerfeldt <emil.ernerfeldt@gmail.com>
Understanding the problem
One of the main drawback of single-pass immediate mode GUIs is layouting. There is a cyclical dependency between position, size, and layout. This can be illustrated explained by an example:
Say you want to show a small dialog window in the center of the screen. To position the window we must first know the size of it. To know the size of it we must first layout the contents of the window. In immediate mode, the layout code also checks for interaction ("was the OK button clicked?"), thus we need to know where to place the OK button before doing the layout. So we need to know where to put the window before we can layout the contents of the window, but only after laying out the contents of the window can we know the size of the window, and thus where to place it so that it is centered on the screen.
The crux of the issue is really knowing the size of a thing before you can lay it out properly. So, how can we know the size of a thing before calling the layout code for it?
There are simple atomic widgets like
egui::Button
that calculates its size based on the text it contains and the border. This is where egui "bottoms out". These atomic widgets can be properly centered, because they only result in a single call toui.allocate*
.Whenever you have a group of widgets though, you have a problem.
Figuring out sizes before layout
So how can we know the size of a thing before doing the layout?
There are a few different ways:
A) Using fixed size elements (e.g. decide that the dialog window is always exactly 300x200 no matter what it contains)
B) Remember sizes of elements from previous frames (first frame calculate sizes, all other frames: position things based on those sizes). egui uses this strategy for some stuff (like
Window
,Grid
,Table
, …)C) An API for calculating the size of an element before adding it (#606 - has potential for exponential slowdowns)
D) Multi-pass immediate mode (rejected)
I think B) is the most interesting one to dig deeper into.
Whenever the B) strategy is used, one should be careful not to show the widget during the "layout" frame. For instance, a centered
egui::Window
is invisible for the first frame.The B) strategy also fails if the thing changes size over time. Though it is self correcting, it has a frame-delay. So in the original example: if the dialog windows grows it will shift to the right for one frame, then re-center then next frame. This will look ugly.
Improving layout given sizes
Once you have the size you should be able to apply any advanced layouting technique. For instance using:
egui_extras::Strip
Here we have a lot of opportunity for improvement in egui. As a start, we should at least write good examples for all of these.
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