winit-sonoma-fix/src/window.rs

481 lines
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Rust
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use std::collections::vec_deque::IntoIter as VecDequeIter;
use CreationError;
use CursorState;
use Event;
use MouseCursor;
use Window;
use WindowBuilder;
use native_monitor::NativeMonitorId;
use libc;
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use platform;
impl WindowBuilder {
/// Initializes a new `WindowBuilder` with default values.
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#[inline]
pub fn new() -> WindowBuilder {
WindowBuilder {
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window: Default::default(),
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platform_specific: Default::default(),
}
}
/// Requests the window to be of specific dimensions.
///
/// Width and height are in pixels.
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#[inline]
pub fn with_dimensions(mut self, width: u32, height: u32) -> WindowBuilder {
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self.window.dimensions = Some((width, height));
self
}
/// Sets a minimum dimension size for the window
///
/// Width and height are in pixels.
#[inline]
pub fn with_min_dimensions(mut self, width: u32, height: u32) -> WindowBuilder {
self.window.min_dimensions = Some((width, height));
self
}
/// Sets a maximum dimension size for the window
///
/// Width and height are in pixels.
#[inline]
pub fn with_max_dimensions(mut self, width: u32, height: u32) -> WindowBuilder {
self.window.max_dimensions = Some((width, height));
self
}
/// Requests a specific title for the window.
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#[inline]
pub fn with_title<T: Into<String>>(mut self, title: T) -> WindowBuilder {
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self.window.title = title.into();
self
}
/// Requests fullscreen mode.
///
/// If you don't specify dimensions for the window, it will match the monitor's.
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#[inline]
pub fn with_fullscreen(mut self, monitor: MonitorId) -> WindowBuilder {
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let MonitorId(monitor) = monitor;
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self.window.monitor = Some(monitor);
self
}
/// Sets whether the window will be initially hidden or visible.
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#[inline]
pub fn with_visibility(mut self, visible: bool) -> WindowBuilder {
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self.window.visible = visible;
self
}
/// Sets whether the background of the window should be transparent.
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#[inline]
pub fn with_transparency(mut self, transparent: bool) -> WindowBuilder {
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self.window.transparent = transparent;
self
}
/// Sets whether the window should have a border, a title bar, etc.
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#[inline]
pub fn with_decorations(mut self, decorations: bool) -> WindowBuilder {
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self.window.decorations = decorations;
self
}
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/// Enables multitouch
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#[inline]
pub fn with_multitouch(mut self) -> WindowBuilder {
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self.window.multitouch = true;
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self
}
/// Provides a resize callback that is called by Mac (and potentially other
/// operating systems) during resize operations. This can be used to repaint
/// during window resizing.
#[inline]
pub fn with_window_resize_callback(mut self, cb: fn(u32, u32)) -> WindowBuilder {
self.window.resize_callback = Some(cb);
self
}
/// Builds the window.
///
/// Error should be very rare and only occur in case of permission denied, incompatible system,
/// out of memory, etc.
pub fn build(mut self) -> Result<Window, CreationError> {
// resizing the window to the dimensions of the monitor when fullscreen
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if self.window.dimensions.is_none() && self.window.monitor.is_some() {
self.window.dimensions = Some(self.window.monitor.as_ref().unwrap().get_dimensions())
}
// default dimensions
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if self.window.dimensions.is_none() {
self.window.dimensions = Some((1024, 768));
}
// building
let mut w = try!(platform::Window::new(&self.window, &self.platform_specific));
// a window resize callback was given
if let Some(callback) = self.window.resize_callback {
w.set_window_resize_callback(Some(callback));
}
Ok(Window { window: w })
}
/// Builds the window.
///
/// The context is build in a *strict* way. That means that if the backend couldn't give
/// you what you requested, an `Err` will be returned.
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#[inline]
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pub fn build_strict(self) -> Result<Window, CreationError> {
self.build()
}
}
impl Default for Window {
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#[inline]
fn default() -> Window {
Window::new().unwrap()
}
}
impl Window {
/// Creates a new OpenGL context, and a Window for platforms where this is appropriate.
///
/// This function is equivalent to `WindowBuilder::new().build()`.
///
/// Error should be very rare and only occur in case of permission denied, incompatible system,
/// out of memory, etc.
#[inline]
pub fn new() -> Result<Window, CreationError> {
let builder = WindowBuilder::new();
builder.build()
}
/// Modifies the title of the window.
///
/// This is a no-op if the window has already been closed.
#[inline]
pub fn set_title(&self, title: &str) {
self.window.set_title(title)
}
/// Shows the window if it was hidden.
///
/// ## Platform-specific
///
/// - Has no effect on Android
///
#[inline]
pub fn show(&self) {
self.window.show()
}
/// Hides the window if it was visible.
///
/// ## Platform-specific
///
/// - Has no effect on Android
///
#[inline]
pub fn hide(&self) {
self.window.hide()
}
/// Returns the position of the top-left hand corner of the window relative to the
/// top-left hand corner of the desktop.
///
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/// Note that the top-left hand corner of the desktop is not necessarily the same as
/// the screen. If the user uses a desktop with multiple monitors, the top-left hand corner
/// of the desktop is the top-left hand corner of the monitor at the top-left of the desktop.
///
/// The coordinates can be negative if the top-left hand corner of the window is outside
/// of the visible screen region.
///
/// Returns `None` if the window no longer exists.
#[inline]
pub fn get_position(&self) -> Option<(i32, i32)> {
self.window.get_position()
}
/// Modifies the position of the window.
///
/// See `get_position` for more informations about the coordinates.
///
/// This is a no-op if the window has already been closed.
#[inline]
pub fn set_position(&self, x: i32, y: i32) {
self.window.set_position(x, y)
}
/// Returns the size in points of the client area of the window.
///
/// The client area is the content of the window, excluding the title bar and borders.
/// To get the dimensions of the frame buffer when calling `glViewport`, multiply with hidpi factor.
///
/// Returns `None` if the window no longer exists.
///
/// DEPRECATED
#[inline]
pub fn get_inner_size(&self) -> Option<(u32, u32)> {
self.window.get_inner_size()
}
/// Returns the size in points of the client area of the window.
///
/// The client area is the content of the window, excluding the title bar and borders.
/// To get the dimensions of the frame buffer when calling `glViewport`, multiply with hidpi factor.
///
/// Returns `None` if the window no longer exists.
#[inline]
pub fn get_inner_size_points(&self) -> Option<(u32, u32)> {
self.window.get_inner_size()
}
/// Returns the size in pixels of the client area of the window.
///
/// The client area is the content of the window, excluding the title bar and borders.
/// These are the dimensions of the frame buffer, and the dimensions that you should use
/// when you call `glViewport`.
///
/// Returns `None` if the window no longer exists.
#[inline]
pub fn get_inner_size_pixels(&self) -> Option<(u32, u32)> {
self.window.get_inner_size().map(|(x, y)| {
let hidpi = self.hidpi_factor();
((x as f32 * hidpi) as u32, (y as f32 * hidpi) as u32)
})
}
/// Returns the size in pixels of the window.
///
/// These dimensions include title bar and borders. If you don't want these, you should use
/// use `get_inner_size` instead.
///
/// Returns `None` if the window no longer exists.
#[inline]
pub fn get_outer_size(&self) -> Option<(u32, u32)> {
self.window.get_outer_size()
}
/// Modifies the inner size of the window.
///
/// See `get_inner_size` for more informations about the values.
///
/// This is a no-op if the window has already been closed.
#[inline]
pub fn set_inner_size(&self, x: u32, y: u32) {
self.window.set_inner_size(x, y)
}
/// Returns an iterator that poll for the next event in the window's events queue.
/// Returns `None` if there is no event in the queue.
///
/// Contrary to `wait_events`, this function never blocks.
#[inline]
pub fn poll_events(&self) -> PollEventsIterator {
PollEventsIterator(self.window.poll_events())
}
/// Returns an iterator that returns events one by one, blocking if necessary until one is
/// available.
///
/// The iterator never returns `None`.
#[inline]
pub fn wait_events(&self) -> WaitEventsIterator {
WaitEventsIterator(self.window.wait_events())
}
/// DEPRECATED. Gets the native platform specific display for this window.
/// This is typically only required when integrating with
/// other libraries that need this information.
#[inline]
pub unsafe fn platform_display(&self) -> *mut libc::c_void {
self.window.platform_display()
}
/// DEPRECATED. Gets the native platform specific window handle. This is
/// typically only required when integrating with other libraries
/// that need this information.
#[inline]
pub unsafe fn platform_window(&self) -> *mut libc::c_void {
self.window.platform_window()
}
/// Create a window proxy for this window, that can be freely
/// passed to different threads.
#[inline]
pub fn create_window_proxy(&self) -> WindowProxy {
WindowProxy {
proxy: self.window.create_window_proxy()
}
}
/// Sets a resize callback that is called by Mac (and potentially other
/// operating systems) during resize operations. This can be used to repaint
/// during window resizing.
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#[inline]
pub fn set_window_resize_callback(&mut self, callback: Option<fn(u32, u32)>) {
self.window.set_window_resize_callback(callback);
}
/// Modifies the mouse cursor of the window.
/// Has no effect on Android.
pub fn set_cursor(&self, cursor: MouseCursor) {
self.window.set_cursor(cursor);
}
/// Returns the ratio between the backing framebuffer resolution and the
/// window size in screen pixels. This is typically one for a normal display
/// and two for a retina display.
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#[inline]
pub fn hidpi_factor(&self) -> f32 {
self.window.hidpi_factor()
}
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/// Changes the position of the cursor in window coordinates.
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#[inline]
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pub fn set_cursor_position(&self, x: i32, y: i32) -> Result<(), ()> {
self.window.set_cursor_position(x, y)
}
/// Sets how glutin handles the cursor. See the documentation of `CursorState` for details.
///
/// Has no effect on Android.
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#[inline]
pub fn set_cursor_state(&self, state: CursorState) -> Result<(), String> {
self.window.set_cursor_state(state)
}
}
/// Represents a thread safe subset of operations that can be called
/// on a window. This structure can be safely cloned and sent between
/// threads.
#[derive(Clone)]
pub struct WindowProxy {
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proxy: platform::WindowProxy,
}
impl WindowProxy {
/// Triggers a blocked event loop to wake up. This is
/// typically called when another thread wants to wake
/// up the blocked rendering thread to cause a refresh.
#[inline]
pub fn wakeup_event_loop(&self) {
self.proxy.wakeup_event_loop();
}
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/// Returns the platform specific proxy data
#[inline]
pub fn get_proxy_data(&self) -> &platform::WindowProxy {
&self.proxy
}
/// Create a WindowProxy by directly setting its platform specific data
#[inline]
pub fn create_proxy(data: platform::WindowProxy) -> WindowProxy {
WindowProxy {proxy: data}
}
}
/// An iterator for the `poll_events` function.
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pub struct PollEventsIterator<'a>(platform::PollEventsIterator<'a>);
impl<'a> Iterator for PollEventsIterator<'a> {
type Item = Event;
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#[inline]
fn next(&mut self) -> Option<Event> {
self.0.next()
}
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#[inline]
fn size_hint(&self) -> (usize, Option<usize>) {
self.0.size_hint()
}
}
/// An iterator for the `wait_events` function.
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pub struct WaitEventsIterator<'a>(platform::WaitEventsIterator<'a>);
impl<'a> Iterator for WaitEventsIterator<'a> {
type Item = Event;
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#[inline]
fn next(&mut self) -> Option<Event> {
self.0.next()
}
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#[inline]
fn size_hint(&self) -> (usize, Option<usize>) {
self.0.size_hint()
}
}
/// An iterator for the list of available monitors.
// Implementation note: we retreive the list once, then serve each element by one by one.
// This may change in the future.
pub struct AvailableMonitorsIter {
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data: VecDequeIter<platform::MonitorId>,
}
impl Iterator for AvailableMonitorsIter {
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type Item = MonitorId;
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#[inline]
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fn next(&mut self) -> Option<MonitorId> {
self.data.next().map(|id| MonitorId(id))
}
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#[inline]
fn size_hint(&self) -> (usize, Option<usize>) {
self.data.size_hint()
}
}
/// Returns the list of all available monitors.
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#[inline]
pub fn get_available_monitors() -> AvailableMonitorsIter {
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let data = platform::get_available_monitors();
AvailableMonitorsIter{ data: data.into_iter() }
}
/// Returns the primary monitor of the system.
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#[inline]
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pub fn get_primary_monitor() -> MonitorId {
MonitorId(platform::get_primary_monitor())
}
/// Identifier for a monitor.
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pub struct MonitorId(platform::MonitorId);
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impl MonitorId {
/// Returns a human-readable name of the monitor.
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#[inline]
pub fn get_name(&self) -> Option<String> {
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let &MonitorId(ref id) = self;
id.get_name()
}
/// Returns the native platform identifier for this monitor.
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#[inline]
pub fn get_native_identifier(&self) -> NativeMonitorId {
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let &MonitorId(ref id) = self;
id.get_native_identifier()
}
/// Returns the number of pixels currently displayed on the monitor.
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#[inline]
pub fn get_dimensions(&self) -> (u32, u32) {
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let &MonitorId(ref id) = self;
id.get_dimensions()
}
}