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SourceClass ViewportInfo

from egui import ViewportInfo
class 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.