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Unable to ineract with table row widgets (regression) #4047

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wesley-ducharme-haven opened this issue Feb 14, 2024 · 2 comments · Fixed by #4077
Closed

Unable to ineract with table row widgets (regression) #4047

wesley-ducharme-haven opened this issue Feb 14, 2024 · 2 comments · Fixed by #4077
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bug Something is broken

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@wesley-ducharme-haven
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Unable to interact with table row widgets

I tested with 0.26.2 and also latest master as of (14/02/2024).

0.26 introduced a regression to the TableBuilder / Table behavior.

TableBuilder::new(ui).sense(Sense::click(())
Previous: Rows are clickable. Inner widgets can be interacted with (for example a checkbox)
Current: Rows are clickable. Inner widgets can't be interacted with.

You need to remove .sense(Sense::click()) to have the inner widgets be interactable.

Reproduce

You can reproduce this behavior using the web demo.

  1. Enable "Table Demo" on the right side
  2. Enable "Clickable rows"
  3. Rows are clickable
  4. Try to use the "Click me" checkbox, it doesn't work.
  5. Disable "Clickable rows"
  6. Rows aren't clickable
  7. Try to use the "Click me" checkbox, it works
@wesley-ducharme-haven wesley-ducharme-haven added the bug Something is broken label Feb 14, 2024
@emilk
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emilk commented Feb 17, 2024

The problem is that StripLayout::add does the cell interaction on top of the contents, but it needs to be done below it (before adding contents). 🤔

@emilk
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emilk commented Feb 18, 2024

I closed this by accident. I have a rough plan for this, and will hopefully find time to work on in the coming week

higumachan added a commit to higumachan/flexim that referenced this issue Feb 19, 2024
この問題が解決するまではeguiは0.25系を利用する
higumachan added a commit to higumachan/flexim that referenced this issue Feb 19, 2024
* emilk/egui#4047
この問題が解決するまではeguiは0.25系を利用する

* デグレを回避するためにしていた修正を元に戻す

* fix clippy
emilk added a commit to emilk/egui_plot that referenced this issue Jul 15, 2024
* Closes emilk/egui#3936
* Closes emilk/egui#3923
* Closes emilk/egui#4058

The interaction code is now done at the start of the frame, using stored
`WidgetRect`s from the previous frame.

The intention is that the new interaction code should be more accurate,
making it easier to hit widgets, and better respecting the rules of
overlapping widgets.

There is a new `style::Interaction::interact_radius` controlling how far
away from a widget the cursor can be and still hit it. This helps big
fat fingers hit small widgets on touch screens.

This PR adds a new `Context::read_response` which lets you read the
`Response` of a `Widget` _before_ you create the widget. This can be
used for styling, or for reading the result of an interaction early (to
prevent frame-delay) for a widget you add late (so it is on top of other
widgets).

# ⚠️ BREAKING CHANGES
`Memory::dragged_id`, `Memory::set_dragged_id` etc have been moved to
`Context`.
The semantics for `Context::dragged_id` is slightly different: a widget
is not considered dragged until egui it is sure this is not a
click-in-progress. For a widget that is only sensitive to drags, that is
right away, but for widgets sensitive to both clicks and drags it is not
until the mouse has moved a certain distance.

# TODO
* [x] Fix panel resizing
* [x] Fix scroll hover weirdness
* [x] Fix Resize widget
* [x] Fix drag-and-drop
* [x] Test all of egui_demo_app
* [x] Change `is_dragging` API
* [x] Consistent naming of start/stop or begin/end drag
* [x] Test `egui_tiles`
* [x] Test Rerun
* [x] Document
* [x] Document breaking changes in PR description
* [x] Test one final time

# Saving for a later PR
* [ ] Fix emilk/egui#4047
* [ ] Specify what the response order for e.g. `ui.horizontal` is

I think both these can be fixed if each `Ui` registers themselves as a
`WidgetRect`, with the possibility to interact with it later, as if the
interaction was under all widgets on top of it.
hacknus pushed a commit to hacknus/egui that referenced this issue Oct 30, 2024
* Closes emilk#3936
* Closes emilk#3923
* Closes emilk#4058

The interaction code is now done at the start of the frame, using stored
`WidgetRect`s from the previous frame.

The intention is that the new interaction code should be more accurate,
making it easier to hit widgets, and better respecting the rules of
overlapping widgets.

There is a new `style::Interaction::interact_radius` controlling how far
away from a widget the cursor can be and still hit it. This helps big
fat fingers hit small widgets on touch screens.

This PR adds a new `Context::read_response` which lets you read the
`Response` of a `Widget` _before_ you create the widget. This can be
used for styling, or for reading the result of an interaction early (to
prevent frame-delay) for a widget you add late (so it is on top of other
widgets).

# ⚠️ BREAKING CHANGES
`Memory::dragged_id`, `Memory::set_dragged_id` etc have been moved to
`Context`.
The semantics for `Context::dragged_id` is slightly different: a widget
is not considered dragged until egui it is sure this is not a
click-in-progress. For a widget that is only sensitive to drags, that is
right away, but for widgets sensitive to both clicks and drags it is not
until the mouse has moved a certain distance.

# TODO
* [x] Fix panel resizing
* [x] Fix scroll hover weirdness
* [x] Fix Resize widget
* [x] Fix drag-and-drop
* [x] Test all of egui_demo_app
* [x] Change `is_dragging` API
* [x] Consistent naming of start/stop or begin/end drag
* [x] Test `egui_tiles`
* [x] Test Rerun
* [x] Document
* [x] Document breaking changes in PR description
* [x] Test one final time

# Saving for a later PR
* [ ] Fix emilk#4047
* [ ] Specify what the response order for e.g. `ui.horizontal` is

I think both these can be fixed if each `Ui` registers themselves as a
`WidgetRect`, with the possibility to interact with it later, as if the
interaction was under all widgets on top of it.
hacknus pushed a commit to hacknus/egui that referenced this issue Oct 30, 2024
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