Add icon support to eframe (#193)

Co-authored-by: Emil Ernerfeldt <emil.ernerfeldt@gmail.com>
This commit is contained in:
Patrik Höglund 2021-02-26 15:59:30 +01:00 committed by GitHub
parent bdbc59455c
commit a859b2a26e
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3 changed files with 28 additions and 0 deletions

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@ -7,6 +7,8 @@ The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/).
## Unreleased
* You can now set your own app icons. See https://github.com/emilk/egui/pull/193
for example code.
## 0.9.0 - 2021-02-07

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@ -60,12 +60,14 @@ fn create_display(
initial_size_points: Option<Vec2>,
window_settings: Option<WindowSettings>,
is_resizable: bool,
window_icon: Option<glutin::window::Icon>,
event_loop: &glutin::event_loop::EventLoop<RequestRepaintEvent>,
) -> glium::Display {
let mut window_builder = glutin::window::WindowBuilder::new()
.with_decorations(true)
.with_resizable(is_resizable)
.with_title(title)
.with_window_icon(window_icon)
.with_transparent(false);
if let Some(window_settings) = &window_settings {
@ -131,6 +133,11 @@ fn integration_info(
}
}
fn load_icon(icon_data: Option<epi::IconData>) -> Option<glutin::window::Icon> {
let icon_data = icon_data?;
glutin::window::Icon::from_rgba(icon_data.rgba, icon_data.width, icon_data.height).ok()
}
/// Run an egui app
pub fn run(mut app: Box<dyn epi::App>) -> ! {
let mut storage = create_storage(app.name());
@ -141,11 +148,13 @@ pub fn run(mut app: Box<dyn epi::App>) -> ! {
let window_settings = deserialize_window_settings(&storage);
let event_loop = glutin::event_loop::EventLoop::with_user_event();
let icon = load_icon(app.icon_data());
let display = create_display(
app.name(),
app.initial_window_size(),
window_settings,
app.is_resizable(),
icon,
&event_loop,
);

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@ -114,6 +114,23 @@ pub trait App {
// NOTE: a bright gray makes the shadows of the windows look weird.
egui::Color32::from_rgb(12, 12, 12).into()
}
/// The application icon, e.g. in the Windows task bar etc.
fn icon_data(&self) -> Option<IconData> {
None
}
}
/// Image data for the icon.
pub struct IconData {
/// RGBA pixels.
pub rgba: Vec<u8>,
/// Image width. This should be a multiple of 4.
pub width: u32,
/// Image height. This should be a multiple of 4.
pub height: u32,
}
/// Represents the surroundings of your app.