SourceClass ViewportInfo
from egui import ViewportInfoclass ViewportInfo:Information about the current viewport, given as input each frame.
None means "unknown".
All units are in ui "points", which can be calculated from native physical pixels
using pixels_per_point = egui.Context.zoom_factor * [ViewportInfo.native_pixels_per_point];
Properties§
@property
def focused(self, /) -> bool |None§
@focused.setter
def focused(self, /, focused: bool |None) -> None§
@property
def fullscreen(self, /) -> bool |None§
@fullscreen.setter
def fullscreen(self, /, fullscreen: bool |None) -> None§
@property
def inner_rect(self, /) -> Rect |None§
@inner_rect.setter
def inner_rect(self, /, inner_rect: Rect |None) -> None§
@property
def maximized(self, /) -> bool |None§
@maximized.setter
def maximized(self, /, maximized: bool |None) -> None§
@property
def minimized(self, /) -> bool |None§
@minimized.setter
def minimized(self, /, minimized: bool |None) -> None§
@property
def monitor_size(self, /) -> Vec2 |None§
@monitor_size.setter
def monitor_size(self, /, monitor_size: Vec2 |None) -> None§
@property
def native_pixels_per_point(self, /) -> float |None§
@native_pixels_per_point.setter
def native_pixels_per_point(self, /, native_pixels_per_point: float |None) -> None§
@property
def occluded(self, /) -> bool |None§
@occluded.setter
def occluded(self, /, occluded: bool |None) -> None§
@property
def outer_rect(self, /) -> Rect |None§
@outer_rect.setter
def outer_rect(self, /, outer_rect: Rect |None) -> None§
@property
def parent(self, /) -> ViewportId |None§
@parent.setter
def parent(self, /, parent: ViewportId |None) -> None§
@property
def title(self, /) -> str |None§
@title.setter
def title(self, /, title: str |None) -> None§
Methods§
Sourcedef close_requested(self, /) -> bool§
This viewport has been told to close.
If this is the root viewport, the application will exit
after this frame unless you send a
egui.ViewportCommand.CancelClose command.
If this is not the root viewport, it is up to the user to hide this viewport the next frame.
@staticmethod
def default() -> ViewportInfo§
def events(self, /) -> list[ViewportEvent]§
def push_event(self, /, event: ViewportEvent) -> None§
def set_events(self, /, events: Sequence[ViewportEvent]) -> None§
Sourcedef take(self, /) -> ViewportInfo§
Helper: move egui.ViewportInfo.events, clone the other fields.
Sourcedef ui(self, /, ui: Ui) -> None§
Sourcedef visible(self, /) -> bool |None§
Is the window considered visible for rendering purposes?
A window is not visible if it is minimized or occluded. When not visible, the UI is not painted and rendering is skipped, but application logic may still be executed by some integrations.
Send egui.ViewportCommand.RequestPaintWhileHidden to have the ui run and the
frame painted anyway, e.g. to screenshot or drive an app that sits in the background.