Struct eframe::NativeOptions
source · pub struct NativeOptions {Show 26 fields
pub always_on_top: bool,
pub maximized: bool,
pub decorated: bool,
pub fullscreen: bool,
pub drag_and_drop_support: bool,
pub icon_data: Option<IconData>,
pub initial_window_pos: Option<Pos2>,
pub initial_window_size: Option<Vec2>,
pub min_window_size: Option<Vec2>,
pub max_window_size: Option<Vec2>,
pub resizable: bool,
pub transparent: bool,
pub mouse_passthrough: bool,
pub vsync: bool,
pub multisampling: u16,
pub depth_buffer: u8,
pub stencil_buffer: u8,
pub hardware_acceleration: HardwareAcceleration,
pub renderer: Renderer,
pub follow_system_theme: bool,
pub default_theme: Theme,
pub run_and_return: bool,
pub event_loop_builder: Option<EventLoopBuilderHook>,
pub shader_version: Option<ShaderVersion>,
pub centered: bool,
pub wgpu_options: WgpuConfiguration,
}
Expand description
Options controlling the behavior of a native window.
Only a single native window is currently supported.
Fields§
§always_on_top: bool
Sets whether or not the window will always be on top of other windows at initialization.
maximized: bool
Show window in maximized mode
decorated: bool
On desktop: add window decorations (i.e. a frame around your app)? If false it will be difficult to move and resize the app.
fullscreen: bool
Start in (borderless) fullscreen?
Default: false
.
drag_and_drop_support: bool
On Windows: enable drag and drop support. Drag and drop can not be disabled on other platforms.
See winit’s documentation for information on why you might want to disable this on windows.
icon_data: Option<IconData>
The application icon, e.g. in the Windows task bar etc.
This doesn’t work on Mac and on Wayland. See https://docs.rs/winit/latest/winit/window/struct.Window.html#method.set_window_icon for more.
initial_window_pos: Option<Pos2>
The initial (inner) position of the native window in points (logical pixels).
initial_window_size: Option<Vec2>
The initial inner size of the native window in points (logical pixels).
min_window_size: Option<Vec2>
The minimum inner window size in points (logical pixels).
max_window_size: Option<Vec2>
The maximum inner window size in points (logical pixels).
resizable: bool
Should the app window be resizable?
transparent: bool
On desktop: make the window transparent.
You control the transparency with App::clear_color()
.
You should avoid having a egui::CentralPanel
, or make sure its frame is also transparent.
mouse_passthrough: bool
On desktop: mouse clicks pass through the window, used for non-interactable overlays Generally you would use this in conjunction with always_on_top
vsync: bool
Turn on vertical syncing, limiting the FPS to the display refresh rate.
The default is true
.
multisampling: u16
Set the level of the multisampling anti-aliasing (MSAA).
Must be a power-of-two. Higher = more smooth 3D.
A value of 0
turns it off (default).
egui
already performs anti-aliasing via “feathering”
(controlled by [egui::epaint::TessellationOptions
]),
but if you are embedding 3D in egui you may want to turn on multisampling.
depth_buffer: u8
Sets the number of bits in the depth buffer.
egui
doesn’t need the depth buffer, so the default value is 0.
On wgpu
backends, due to limited depth texture format options, this
will be interpreted as a boolean (non-zero = true) for whether or not
specifically a Depth32Float
buffer is used.
stencil_buffer: u8
Sets the number of bits in the stencil buffer.
egui
doesn’t need the stencil buffer, so the default value is 0.
hardware_acceleration: HardwareAcceleration
Specify whether or not hardware acceleration is preferred, required, or not.
Default: HardwareAcceleration::Preferred
.
renderer: Renderer
What rendering backend to use.
follow_system_theme: bool
Only used if the dark-light
feature is enabled:
Try to detect and follow the system preferred setting for dark vs light mode.
By default, this is true
on Mac and Windows, but false
on Linux
due to https://github.com/frewsxcv/rust-dark-light/issues/17.
See also Self::default_theme
.
default_theme: Theme
Which theme to use in case Self::follow_system_theme
is false
or the dark-light
feature is disabled.
Default: Theme::Dark
.
run_and_return: bool
This controls what happens when you close the main eframe window.
If true
, execution will continue after the eframe window is closed.
If false
, the app will close once the eframe window is closed.
This is true
by default, and the false
option is only there
so we can revert if we find any bugs.
This feature was introduced in https://github.com/emilk/egui/pull/1889.
When true
, winit::platform::run_return::EventLoopExtRunReturn::run_return
is used.
When false
, winit::event_loop::EventLoop::run
is used.
event_loop_builder: Option<EventLoopBuilderHook>
Hook into the building of an event loop before it is run.
Specify a callback here in case you need to make platform specific changes to the event loop before it is run.
Note: A NativeOptions
clone will not include any event_loop_builder
hook.
shader_version: Option<ShaderVersion>
Needed for cross compiling for VirtualBox VMSVGA driver with OpenGL ES 2.0 and OpenGL 2.1 which doesn’t support SRGB texture. See https://github.com/emilk/egui/pull/1993.
For OpenGL ES 2.0: set this to egui_glow::ShaderVersion::Es100
to solve blank texture problem (by using the “fallback shader”).
centered: bool
On desktop: make the window position to be centered at initialization.
Platform specific:
Wayland desktop currently not supported.
wgpu_options: WgpuConfiguration
Configures wgpu instance/device/adapter/surface creation and renderloop.
Implementations§
source§impl NativeOptions
impl NativeOptions
sourcepub fn system_theme(&self) -> Option<Theme>
pub fn system_theme(&self) -> Option<Theme>
The theme used by the system.