Struct widgetry::runner::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>>,
}

Customize how widgetry works. These settings can't be changed after starting.

Fields

window_title: Stringassets_base_url: Option<String>assets_are_gzipped: booldump_raw_events: boolscale_factor: Option<f64>require_minimum_width: Option<f64>window_icon: Option<String>loading_tips: Option<Text>read_svg: Box<dyn Fn(&str) -> Vec<u8>>

Implementations

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[src]

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).

pub fn assets_base_url(self, value: String) -> Self[src]

pub fn assets_are_gzipped(self, value: bool) -> Self[src]

Auto Trait Implementations

impl !RefUnwindSafe for Settings[src]

impl !Send for Settings[src]

impl !Sync for Settings[src]

impl Unpin for Settings[src]

impl !UnwindSafe for Settings[src]

Blanket Implementations

impl<T> Any for T where
    T: 'static + ?Sized
[src]

impl<T> Borrow<T> for T where
    T: ?Sized
[src]

impl<T> BorrowMut<T> for T where
    T: ?Sized
[src]

impl<T> Downcast for T where
    T: Any

impl<T> From<T> for T[src]

impl<T, U> Into<U> for T where
    U: From<T>, 
[src]

impl<T> Same<T> for T

type Output = T

Should always be Self

impl<T, U> TryFrom<U> for T where
    U: Into<T>, 
[src]

type Error = Infallible

The type returned in the event of a conversion error.

impl<T, U> TryInto<U> for T where
    U: TryFrom<T>, 
[src]

type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.