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: boolSets whether or not the window will always be on top of other windows at initialization.
maximized: boolShow window in maximized mode
decorated: boolOn desktop: add window decorations (i.e. a frame around your app)? If false it will be difficult to move and resize the app.
fullscreen: boolStart in (borderless) fullscreen?
Default: false.
drag_and_drop_support: boolOn 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: boolShould the app window be resizable?
transparent: boolOn 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: boolOn desktop: mouse clicks pass through the window, used for non-interactable overlays Generally you would use this in conjunction with always_on_top
vsync: boolTurn on vertical syncing, limiting the FPS to the display refresh rate.
The default is true.
multisampling: u16Set 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: u8Sets 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: u8Sets the number of bits in the stencil buffer.
egui doesn’t need the stencil buffer, so the default value is 0.
hardware_acceleration: HardwareAccelerationSpecify whether or not hardware acceleration is preferred, required, or not.
Default: HardwareAcceleration::Preferred.
renderer: RendererWhat rendering backend to use.
follow_system_theme: boolOnly 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: ThemeWhich theme to use in case Self::follow_system_theme is false
or the dark-light feature is disabled.
Default: Theme::Dark.
run_and_return: boolThis 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: boolOn desktop: make the window position to be centered at initialization.
Platform specific:
Wayland desktop currently not supported.
wgpu_options: WgpuConfigurationConfigures 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.