Expand description
Window creation / interaction with the OS’ windowing API
Structs§
- Toggles webrender debug flags (will make stuff appear on the screen that you might not want to - used for debugging purposes)
- Key that is used for checking whether a window icon has changed - this way azul doesn’t need to diff the actual bytes, just the icon key. Use
IconKey::new()
to generate a new, unique key - Determines which keys are pressed currently (modifiers, etc.)
- Mouse position, cursor type, user scroll input, etc.
- 256x256x4 bytes window icon
- Options on how to initially create the window
- Each default callback is identified by its ID (not by it’s function pointer), since multiple IDs could point to the same function.
- State, size, etc of the window, for comparing to the last frame
Enums§
- Utility function for easier creation of a keymap - i.e.
[vec![Ctrl, S], my_function]
- Custom event type, to construct an
EventLoop<AzulWindowUpdateEvent>
. This is dispatched into theEventLoop
(to send a “custom” event) - Force a specific renderer. By default, Azul will try to use the hardware renderer and fall back to the software renderer if it can’t create an OpenGL 3.2 context. However, in some cases a hardware renderer might create problems or you want to force either a software or hardware renderer.
- Symbolic name for a keyboard key, does NOT take the keyboard locale into account
- X window type. Maps directly to
_NET_WM_WINDOW_TYPE
.
Constants§
Functions§
- Resets the mouse states
scroll_x
andscroll_y
to 0 - Overwrites all fields of the
FullWindowState
with the fields of theWindowState
, but leaves the extra fields such as.hover_nodes
untouched
Type Aliases§
- Hardware-dependent keyboard scan code.