rust_minifb/src/lib.rs
2017-08-11 12:41:24 +02:00

804 lines
21 KiB
Rust

//! minifb is a cross platform library written in [Rust](https://www.rust-lang.org) that makes to
//! open windows (usually native to the running operating system) and can optionally show a 32-bit
//! buffer. minifb also support keyboard, mouse input and menus on selected operating systems.
//!
use std::os::raw;
/// Scale will scale the frame buffer and the window that is being sent in when calling the update
/// function. This is useful if you for example want to display a 320 x 256 window on a screen with
/// much higher resolution which would result in that the window is very small.
#[derive(Clone, Copy)]
pub enum Scale {
/// This mode checks your current screen resolution and will caluclate the largest window size
/// that can be used within that limit and resize it. Useful if you have a small buffer to
/// display on a high resolution screen.
FitScreen,
/// 1X scale (which means leave the corrdinates sent into Window::new untouched)
X1,
/// 2X window scale (Example: 320 x 200 -> 640 x 400)
X2,
/// 4X window scale (Example: 320 x 200 -> 1280 x 800)
X4,
/// 8X window scale (Example: 320 x 200 -> 2560 x 1600)
X8,
/// 16X window scale (Example: 320 x 200 -> 5120 x 3200)
X16,
/// 32 window scale (Example: 320 x 200 -> 10240 x 6400)
X32,
}
/// Used for is_key_pressed and get_keys_pressed() to indicated if repeat of presses is wanted
#[derive(PartialEq, Clone, Copy)]
pub enum KeyRepeat {
/// Use repeat
Yes,
/// Don't use repeat
No,
}
/// The various mouse buttons that are availible
#[derive(PartialEq, Clone, Copy)]
pub enum MouseButton
{
/// Left mouse button
Left,
/// Middle mouse button
Middle,
/// Right mouse button
Right,
}
/// The diffrent modes that can be used to decide how mouse coordinates should be handled
#[derive(PartialEq, Clone, Copy)]
pub enum MouseMode {
/// Return mouse coords from outside of the window (may be negative)
Pass,
/// Clamp the mouse coordinates within the window
Clamp,
/// Discared if the mouse is outside the window
Discard,
}
/// Different style of cursors that can be used
#[derive(PartialEq, Clone, Copy)]
pub enum CursorStyle {
/// Regular arrow style (this is what the cursor normal looks like)
Arrow,
/// Used when indicating insertion (like text field)
Ibeam,
/// Cross-hair cursor
Crosshair,
/// Closed hand which useful for dragging things, may use default hand on unsupported OSes.
ClosedHand,
/// Open hand which useful for indicating drangable things, may use default hand on unsupported OSes.
OpenHand,
/// Rezining left-rigth direction
ResizeLeftRight,
/// Rezining up-down direction
ResizeUpDown,
/// Resize in all directions
ResizeAll,
}
/// This trait can be implemented and set with ```set_input_callback``` to reieve a callback
/// whene there is inputs incoming. Currently only support unicode chars.
pub trait InputCallback {
fn add_char(&mut self, uni_char: u32);
}
#[doc(hidden)]
mod error;
pub use self::error::Error;
#[doc(hidden)]
pub type Result<T> = std::result::Result<T, Error>;
#[doc(hidden)]
pub mod key;
#[doc(hidden)]
pub use key::Key as Key;
#[doc(hidden)]
pub mod os;
mod mouse_handler;
mod buffer_helper;
mod key_handler;
mod window_flags;
//mod menu;
//pub use menu::Menu as Menu;
//pub use menu::MENU_KEY_COMMAND;
//pub use menu::MENU_KEY_WIN;
//pub use menu::MENU_KEY_SHIFT;
//pub use menu::MENU_KEY_CTRL;
//pub use menu::MENU_KEY_ALT;
#[cfg(target_os = "macos")]
use self::os::macos as imp;
#[cfg(target_os = "windows")]
use self::os::windows as imp;
#[cfg(any(target_os="linux",
target_os="freebsd",
target_os="dragonfly",
target_os="netbsd",
target_os="openbsd"))]
use self::os::unix as imp;
#[cfg(target_os = "redox")]
use self::os::redox as imp;
///
/// Window is used to open up a window. It's possible to optionally display a 32-bit buffer when
/// the widow is set as non-resizable.
///
pub struct Window(imp::Window);
///
/// WindowOptions is creation settings for the window. By default the settings are defined for
/// displayng a 32-bit buffer (no scaling of window is possible)
///
pub struct WindowOptions {
/// If the window should be borderless (default: false)
pub borderless: bool,
/// If the window should have a title (default: true)
pub title: bool,
/// If it should be possible to resize the window (default: false)
pub resize: bool,
/// Scale of the window that used in conjunction with update_with_buffer (default: X1)
pub scale: Scale
}
impl Window {
///
/// Opens up a new window
///
/// # Examples
///
/// Open up a window with default settings
///
/// ```ignore
/// let mut window = match Window::new("Test", 640, 400, WindowOptions::default()) {
/// Ok(win) => win,
/// Err(err) => {
/// println!("Unable to create window {}", err);
/// return;
/// }
///};
/// ```
///
/// Open up a window that is resizeable
///
/// ```ignore
/// let mut window = match Window::new("Test", 640, 400,
/// WindowOptions {
/// resize: true,
/// ..WindowOptions::default()
/// }) {
/// Ok(win) => win,
/// Err(err) => {
/// println!("Unable to create window {}", err);
/// return;
/// }
///};
/// ```
pub fn new(name: &str, width: usize, height: usize, opts: WindowOptions) -> Result<Window> {
imp::Window::new(name, width, height, opts).map(Window)
}
///
/// Allows you to set a new title of the window after creation
///
/// # Examples
///
/// ```ignore
/// let mut window = match Window::new("Test", 640, 400, WindowOptions::default()).unwrap();
///
/// window.set_title("My New Title!");
/// ```
///
pub fn set_title(&mut self, title: &str) {
self.0.set_title(title)
}
///
/// Returns the native handle for a window which is an opaque pointer/handle which
/// dependens on the current operating system:
///
/// ```ignore
/// Windows HWND
/// MacOS NSWindow
/// X11 XWindow
/// ```
///
#[inline]
pub fn get_window_handle(&self) -> *mut raw::c_void {
self.0.get_window_handle()
}
///
/// Updates the window with a 32-bit pixel buffer. Notice that the buffer needs to be at least
/// the size of the created window
///
/// # Examples
///
/// ```ignore
/// let mut buffer: Vec<u32> = vec![0; 640 * 400];
///
/// let mut window = match Window::new("Test", 640, 400, WindowOptions::default()).unwrap();
///
/// window.update_with_buffer(&buffer).unwrap();
/// ```
#[inline]
pub fn update_with_buffer(&mut self, buffer: &[u32]) -> Result<()> {
self.0.update_with_buffer(buffer)
}
///
/// Updates the window (this is required to call in order to get keyboard/mouse input, etc)
///
/// # Examples
///
/// ```ignore
/// let mut buffer: Vec<u32> = vec![0; 640 * 400];
///
/// let mut window = match Window::new("Test", 640, 400, WindowOptions::default()).unwrap();
///
/// window.update();
/// ```
#[inline]
pub fn update(&mut self) {
self.0.update()
}
///
/// Checks if the window is still open. A window can be closed by the user (by for example
/// pressing the close button on the window) It's up to the user to make sure that this is
/// being checked and take action depending on the state.
///
/// # Examples
///
/// ```ignore
/// while window.is_open() {
/// window.update(...)
/// }
/// ```
#[inline]
pub fn is_open(&self) -> bool {
self.0.is_open()
}
///
/// Sets the position of the window. This is useful if you have
/// more than one window and want to align them up on the screen
///
/// # Examples
///
/// ```ignore
/// // Moves the window to pixel position 20, 20 on the screen
/// window.set_position(20, 20);
/// ```
///
#[inline]
pub fn set_position(&mut self, x: isize, y: isize) {
self.0.set_position(x, y)
}
///
/// Returns the current size of the window
///
/// # Examples
///
/// ```ignore
/// let size = window.get_size();
/// println!("width {} height {}", size.0, size.1);
/// ```
///
#[inline]
pub fn get_size(&self) -> (usize, usize) {
self.0.get_size()
}
///
/// Get the current position of the mouse relative to the current window
/// The coordinate system is as 0, 0 as the upper left corner
///
/// # Examples
///
/// ```ignore
/// window.get_mouse_pos(MouseMode::Clamp).map(|mouse| {
/// println!("x {} y {}", mouse.0, mouse.1);
/// });
/// ```
///
#[inline]
pub fn get_mouse_pos(&self, mode: MouseMode) -> Option<(f32, f32)> {
self.0.get_mouse_pos(mode)
}
///
/// Get the current position of the mouse relative to the current window
/// The coordinate system is as 0, 0 as the upper left corner and ignores
/// any scaling set to the window.
///
/// # Examples
///
/// ```ignore
/// window.get_unscaled_mouse_pos(MouseMode::Clamp).map(|mouse| {
/// println!("x {} y {}", mouse.0, mouse.1);
/// });
/// ```
///
#[inline]
pub fn get_unscaled_mouse_pos(&self, mode: MouseMode) -> Option<(f32, f32)> {
self.0.get_unscaled_mouse_pos(mode)
}
///
/// Check if a mouse button is down or not
///
/// # Examples
///
/// ```ignore
/// let left_down = window.get_mouse_down(MouseButton::Left);
/// println!("is left down? {}", left_down)
/// ```
///
#[inline]
pub fn get_mouse_down(&self, button: MouseButton) -> bool {
self.0.get_mouse_down(button)
}
///
/// Get the current movement of the scroll wheel.
/// Scroll wheel can mean different thing depending on the device attach.
/// For example on Mac with trackpad "scroll wheel" means two finger
/// swiping up/down (y axis) and to the sides (x-axis)
/// When using a mouse this assumes the scroll wheel which often is only y direction.
///
/// # Examples
///
/// ```ignore
/// window.get_scroll_wheel().map(|scroll| {
/// println!("scrolling - x {} y {}", scroll.0, scroll.1);
/// });
/// ```
///
///
#[inline]
pub fn get_scroll_wheel(&self) -> Option<(f32, f32)> {
self.0.get_scroll_wheel()
}
///
/// Set a different cursor style. This can be used if you have resizing
/// elements or something like that
///
/// # Examples
///
/// ```ignore
/// window.set_cursor_style(CursorStyle::ResizeLeftRight);
/// ```
///
pub fn set_cursor_style(&mut self, cursor: CursorStyle) {
self.0.set_cursor_style(cursor)
}
///
/// Get the current keys that are down.
///
/// # Examples
///
/// ```ignore
/// window.get_keys().map(|keys| {
/// for t in keys {
/// match t {
/// Key::W => println!("holding w"),
/// Key::T => println!("holding t"),
/// _ => (),
/// }
/// }
/// });
/// ```
#[inline]
pub fn get_keys(&self) -> Option<Vec<Key>> {
self.0.get_keys()
}
///
/// Get the current pressed keys. Repeat can be used to control if keys should
/// be repeated if down or not.
///
/// # Examples
///
/// ```ignore
/// window.get_keys_pressed(KeyRepeat::No).map(|keys| {
/// for t in keys {
/// match t {
/// Key::W => println!("pressed w"),
/// Key::T => println!("pressed t"),
/// _ => (),
/// }
/// }
/// });
/// ```
#[inline]
pub fn get_keys_pressed(&self, repeat: KeyRepeat) -> Option<Vec<Key>> {
self.0.get_keys_pressed(repeat)
}
///
/// Check if a single key is down.
///
/// # Examples
///
/// ```ignore
/// if window.is_key_down(Key::A) {
/// println!("Key A is down");
/// }
/// ```
///
#[inline]
pub fn is_key_down(&self, key: Key) -> bool {
self.0.is_key_down(key)
}
///
/// Check if a single key is pressed. KeyRepeat will control if the key should be repeated or
/// not while being pressed.
///
/// # Examples
///
/// ```ignore
/// if window.is_key_pressed(KeyRepeat::No) {
/// println!("Key A is down");
/// }
/// ```
///
#[inline]
pub fn is_key_pressed(&self, key: Key, repeat: KeyRepeat) -> bool {
self.0.is_key_pressed(key, repeat)
}
///
/// Sets the delay for when a key is being held before it starts being repeated the default
/// value is 0.25 sec
///
/// # Examples
///
/// ```ignore
/// window.set_key_repeat_delay(0.5) // 0.5 sec before repeat starts
/// ```
///
#[inline]
pub fn set_key_repeat_delay(&mut self, delay: f32) {
self.0.set_key_repeat_delay(delay)
}
///
/// Sets the rate in between when the keys has passed the initial repeat_delay. The default
/// value is 0.05 sec
///
/// # Examples
///
/// ```ignore
/// window.set_key_repeat_rate(0.01) // 0.01 sec between keys
/// ```
///
#[inline]
pub fn set_key_repeat_rate(&mut self, rate: f32) {
self.0.set_key_repeat_rate(rate)
}
///
/// Returns if this windows is the current active one
///
#[inline]
pub fn is_active(&mut self) -> bool {
self.0.is_active()
}
///
/// Set input callback to recive callback on char input
///
#[inline]
pub fn set_input_callback(&mut self, callback: Box<InputCallback>) {
self.0.set_input_callback(callback)
}
///
/// This allows adding menus to your windows. As menus behaves a bit diffrently depending on
/// Operating system here is how it works.
///
/// ```ignore
/// Windows:
/// Each window has their own menu and shortcuts are active depending on active window.
/// Mac:
/// As Mac uses one menu for the whole program the menu will change depending
/// on which window you have active.
/// Linux/BSD/etc:
/// Menus aren't supported as they depend on each WindowManager and is outside of the
/// scope for this library to support. Use [get_unix_menus] to get a structure
/// ```
///
#[inline]
pub fn add_menu(&mut self, menu: &Menu) -> MenuHandle {
self.0.add_menu(&menu.0)
}
///
/// Remove a menu that has been added with [#add_menu]
///
#[inline]
pub fn remove_menu(&mut self, handle: MenuHandle) {
self.0.remove_menu(handle)
}
///
/// Get Unix menu. Will only return menus on Unix class OSes
/// otherwise ```None```
///
#[cfg(any(target_os="macos",
target_os="windows"))]
pub fn get_unix_menus(&self) -> Option<&Vec<UnixMenu>> {
None
}
#[cfg(any(target_os="linux",
target_os="freebsd",
target_os="dragonfly",
target_os="netbsd",
target_os="openbsd",
target_os="redox"))]
pub fn get_unix_menus(&self) -> Option<&Vec<UnixMenu>> {
self.0.get_unix_menus()
}
///
/// Check if a menu item has been pressed
///
#[inline]
pub fn is_menu_pressed(&mut self) -> Option<usize> {
self.0.is_menu_pressed()
}
}
/// Command key on Mac OS
pub const MENU_KEY_COMMAND: usize = 1;
/// Windows key on Windows
pub const MENU_KEY_WIN: usize = 2;
/// Shift key
pub const MENU_KEY_SHIFT: usize = 4;
/// Control key
pub const MENU_KEY_CTRL: usize = 8;
/// Alt key
pub const MENU_KEY_ALT: usize = 16;
const MENU_ID_SEPARATOR:usize = 0xffffffff;
///
/// Used on Unix (Linux, FreeBSD, etc) as menus aren't supported in a native where there.
/// This structure can be used by calling [#get_unix_menus] on Window.
///
#[derive(Debug, Clone)]
pub struct UnixMenu {
/// Name of the menu
pub name: String,
/// All items of the menu.
pub items: Vec<UnixMenuItem>,
#[doc(hidden)]
pub handle: MenuHandle,
#[doc(hidden)]
pub item_counter: MenuItemHandle,
}
///
/// Used for on Unix (Linux, FreeBSD, etc) as menus aren't supported in a native where there.
/// This structure holds info for each item in a #UnixMenu
///
#[derive(Debug, Clone)]
pub struct UnixMenuItem {
/// Set to a menu if there is a Item is a sub_menu otherwise None
pub sub_menu: Option<Box<UnixMenu>>,
/// Handle of the MenuItem
pub handle: MenuItemHandle,
/// Id of the item (set by the user from the outside and should be reported back when pressed)
pub id: usize,
/// Name of the item
pub label: String,
/// Set to true if enabled otherwise false
pub enabled: bool,
/// Shortcut key
pub key: Key,
/// Modifier for the key (Shift, Ctrl, etc)
pub modifier: usize,
}
#[derive(Debug, Copy, Clone)]
#[doc(hidden)]
pub struct MenuItemHandle(pub u64);
#[derive(Debug, Copy, Clone, PartialEq)]
#[doc(hidden)]
pub struct MenuHandle(pub u64);
///
/// Menu holds info for menus
///
pub struct Menu(imp::Menu);
impl Menu {
/// Create a new menu. Returns error if failed
pub fn new(name: &str) -> Result<Menu> {
imp::Menu::new(name).map(Menu)
}
#[inline]
/// Destroys a menu. Currently not implemented
pub fn destroy_menu(&mut self) {
//self.0.destroy_menu()
}
#[inline]
/// Adds a sub menu to the current menu
pub fn add_sub_menu(&mut self, name: &str, menu: &Menu) {
self.0.add_sub_menu(name, &menu.0)
}
/// Adds a menu separator
pub fn add_separator(&mut self) {
self.add_menu_item(&MenuItem { id: MENU_ID_SEPARATOR, ..MenuItem::default() });
}
#[inline]
/// Adds an item to the menu
pub fn add_menu_item(&mut self, item: &MenuItem) -> MenuItemHandle {
self.0.add_menu_item(item)
}
#[inline]
/// Adds an item to the menu. Notice that you need to call "build" to finish the add
/// # Examples
///
/// ```ignore
/// menu.add_item("test", 1).shortcut(Key::A, 0).build()
/// ```
pub fn add_item(&mut self, name: &str, id: usize) -> MenuItem {
MenuItem {
id: id,
label: name.to_owned(),
menu: Some(self),
..MenuItem::default()
}
}
#[inline]
/// Removes an item from the menu
pub fn remove_item(&mut self, item: &MenuItemHandle) {
self.0.remove_item(item)
}
}
///
/// Holds info about each item in a menu
///
pub struct MenuItem<'a> {
pub id: usize,
pub label: String,
pub enabled: bool,
pub key: Key,
pub modifier: usize,
#[doc(hidden)]
pub menu: Option<&'a mut Menu>,
}
impl<'a> Default for MenuItem<'a> {
fn default() -> Self {
MenuItem {
id: MENU_ID_SEPARATOR,
label: "".to_owned(),
enabled: true,
key: Key::Unknown,
modifier: 0,
menu: None,
}
}
}
impl<'a> Clone for MenuItem<'a> {
fn clone(&self) -> Self {
MenuItem {
id: self.id,
label: self.label.clone(),
enabled: self.enabled,
key: self.key,
modifier: self.modifier,
menu: None,
}
}
}
impl<'a> MenuItem<'a> {
/// Creates a new menu item
pub fn new(name: &str, id: usize) -> MenuItem {
MenuItem {
id: id,
label: name.to_owned(),
..MenuItem::default()
}
}
#[inline]
/// Sets a shortcut key and modifer (and returns itself)
///
/// # Examples
///
/// ```ignore
/// menu.add_item("test", 1).shortcut(Key::A, 0).build()
/// ```
pub fn shortcut(self, key: Key, modifier: usize) -> Self {
MenuItem {
key: key,
modifier: modifier,
.. self
}
}
#[inline]
/// Sets item to a separator
///
/// # Examples
///
/// ```ignore
/// menu.add_item("", 0).separator().build()
/// ```
/// Notice that it's usually easier to just call ```menu.add_separator()``` directly
pub fn separator(self) -> Self {
MenuItem {
id: MENU_ID_SEPARATOR,
.. self
}
}
#[inline]
/// Sets the menu item disabled/or not
///
/// # Examples
///
/// ```ignore
/// menu.add_item("test", 1).enabled(false).build()
/// ```
pub fn enabled(self, enabled: bool) -> Self {
MenuItem {
enabled: enabled,
.. self
}
}
#[inline]
/// Must be called to finalize building of a menu item when started with ```menu.add_item()```
///
/// # Examples
///
/// ```ignore
/// menu.add_item("test", 1).enabled(false).build()
/// ```
pub fn build(&mut self) -> MenuItemHandle {
let t = self.clone();
if let Some(ref mut menu) = self.menu {
menu.0.add_menu_item(&t)
} else {
MenuItemHandle(0)
}
}
}
// Impl for WindowOptions
#[doc(hidden)]
impl Default for WindowOptions {
fn default() -> WindowOptions {
WindowOptions {
borderless: false,
title: true,
resize: false,
scale: Scale::X1,
}
}
}