pub struct NativeOptions {Show 15 fields
pub viewport: ViewportBuilder,
pub vsync: bool,
pub multisampling: u16,
pub depth_buffer: u8,
pub stencil_buffer: u8,
pub hardware_acceleration: HardwareAcceleration,
pub renderer: Renderer,
pub run_and_return: bool,
pub event_loop_builder: Option<EventLoopBuilderHook>,
pub window_builder: Option<WindowBuilderHook>,
pub shader_version: Option<ShaderVersion>,
pub centered: bool,
pub persist_window: bool,
pub persistence_path: Option<PathBuf>,
pub dithering: bool,
}Expand description
Options controlling the behavior of a native window.
Additional windows can be opened using (egui viewports)egui::viewport.
Set the window title and size using Self::viewport.
§Application id
egui::ViewportBuilder::with_app_id is used for determining the folder to persist the app to.
On native the path is picked using [crate::storage_dir].
If you don’t set an app id, the title argument to crate::run_native
will be used as app id instead.
Fields§
§viewport: ViewportBuilderControls the native window of the root viewport.
This is where you set things like window title and size.
If you don’t set an icon, a default egui icon will be used.
To avoid this, set the icon to egui::IconData::default.
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.
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.
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_on_demand::EventLoopExtRunOnDemand 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.
window_builder: Option<WindowBuilderHook>Hook into the building of a window.
Specify a callback here in case you need to make platform specific changes to the window appearance.
Note: A NativeOptions clone will not include any window_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.
persist_window: boolControls whether or not the native window position and size will be persisted (only if the “persistence” feature is enabled).
persistence_path: Option<PathBuf>The folder where eframe will store the app state. If not set, eframe will use a default
data storage path for each target system.
dithering: boolControls whether to apply dithering to minimize banding artifacts.
Dithering assumes an sRGB output and thus will apply noise to any input value that lies between two 8bit values after applying the sRGB OETF function, i.e. if it’s not a whole 8bit value in “gamma space”. This means that only inputs from texture interpolation and vertex colors should be affected in practice.
Defaults to true.
Trait Implementations§
Source§impl Clone for NativeOptions
impl Clone for NativeOptions
Auto Trait Implementations§
impl Freeze for NativeOptions
impl !RefUnwindSafe for NativeOptions
impl !Send for NativeOptions
impl !Sync for NativeOptions
impl Unpin for NativeOptions
impl !UnwindSafe for NativeOptions
Blanket Implementations§
Source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
Source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Source§impl<T> CloneToUninit for Twhere
T: Clone,
impl<T> CloneToUninit for Twhere
T: Clone,
Source§impl<T> Downcast for Twhere
T: Any,
impl<T> Downcast for Twhere
T: Any,
Source§fn into_any(self: Box<T>) -> Box<dyn Any>
fn into_any(self: Box<T>) -> Box<dyn Any>
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then be further downcast into Box<ConcreteType> where ConcreteType implements Trait.Source§fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
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further downcast into Rc<ConcreteType> where ConcreteType implements Trait.Source§fn as_any(&self) -> &(dyn Any + 'static)
fn as_any(&self) -> &(dyn Any + 'static)
&Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot
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fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
&mut Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot
generate &mut Any’s vtable from &mut Trait’s.