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,
    pub(crate) scale_factor: Option<f64>,
    require_minimum_width: Option<f64>,
    window_icon: Option<String>,
    loading_tips: Option<Text>,
    pub(crate) read_svg: Box<dyn Fn(&str) -> Vec<u8>>,
    pub(crate) canvas_settings: CanvasSettings,
}
Expand description

Customize how widgetry works. Most of 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>>canvas_settings: CanvasSettings

Implementations

Specify the title of the window to open.

Log every raw winit event to the DEBUG level.

Override the initial HiDPI scale factor from whatever winit initially detects.

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.

Sets the window icon. This should be a 32x32 image.

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.

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).

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