Struct widgetry::Settings [−][src]
pub struct Settings { pub(crate) window_title: String, pub(crate) assets_base_url: Option<String>, pub(crate) assets_are_gzipped: bool, dump_raw_events: bool, scale_factor: Option<f64>, require_minimum_width: Option<f64>, window_icon: Option<String>, loading_tips: Option<Text>, read_svg: Box<dyn Fn(&str) -> Vec<u8>>, canvas_settings: CanvasSettings, }
Customize how widgetry works. Most of these settings can’t be changed after starting.
Fields
window_title: String
assets_base_url: Option<String>
assets_are_gzipped: bool
dump_raw_events: bool
scale_factor: Option<f64>
require_minimum_width: Option<f64>
window_icon: Option<String>
loading_tips: Option<Text>
read_svg: Box<dyn Fn(&str) -> Vec<u8>>
canvas_settings: CanvasSettings
Implementations
impl Settings
[src]
impl Settings
[src]pub fn new(window_title: &str) -> Settings
[src]
Specify the title of the window to open.
pub fn dump_raw_events(self) -> Self
[src]
Log every raw winit event to the DEBUG level.
pub fn scale_factor(self, scale_factor: f64) -> Self
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Override the initial HiDPI scale factor from whatever winit initially detects.
pub fn require_minimum_width(self, width: f64) -> Self
[src]
If the screen width using the monitor’s detected scale factor is below this value (in units
of logical pixels, not physical), then force the scale factor to be 1. If scale_factor()
has been called, always use that override. This is helpful for users with HiDPI displays at
low resolutions, for applications designed for screens with some minimum width. Scaling
down UI elements isn’t ideal (since it doesn’t respect the user’s device settings), but
having panels overlap is worse.
pub fn window_icon(self, path: String) -> Self
[src]
Sets the window icon. This should be a 32x32 image.
pub fn loading_tips(self, txt: Text) -> Self
[src]
Sets the text that’ll appear during long ctx.loading_screen
calls. You can use this as a
way to entertain your users while they’re waiting.
pub fn read_svg(self, function: Box<dyn Fn(&str) -> Vec<u8>>) -> Self
[src]
When calling Widget::draw_svg
, ButtonBuilder::image_path
, and similar, use this function
to transform the filename given to the raw bytes of that SVG file. By default, this just
reads the file normally. You may want to override this to more conveniently locate the
file (transforming a short filename to a full path) or to handle reading files in WASM
(where regular filesystem IO doesn’t work).