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//! Winit allows you to build a window on as many platforms as possible.
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//!
//! # Building a window
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//!
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//! Before you can build a window, you first need to build an `EventsLoop`. This is done with the
//! `EventsLoop::new()` function. Example:
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//!
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//! ```no_run
//! use winit::EventsLoop;
//! let events_loop = EventsLoop::new();
//! ```
//!
//! Once this is done there are two ways to create a window:
//!
//! - Calling `Window::new(&events_loop)`.
//! - Calling `let builder = WindowBuilder::new()` then `builder.build(&events_loop)`.
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//!
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//! The first way is the simpliest way and will give you default values for everything.
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//!
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//! The second way allows you to customize the way your window will look and behave by modifying
//! the fields of the `WindowBuilder` object before you create the window.
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//!
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//! # Events handling
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//!
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//! Once a window has been created, it will *generate events*. For example whenever the user moves
//! the window, resizes the window, moves the mouse, etc. an event is generated.
//!
//! The events generated by a window can be retreived from the `EventsLoop` the window was created
//! with.
//!
//! There are two ways to do so. The first is to call `events_loop.poll_events(...)`, which will
//! retreive all the events pending on the windows and immediately return after no new event is
//! available. You usually want to use this method in application that render continuously on the
//! screen, such as video games.
//!
//! ```no_run
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//! use winit::{Event, WindowEvent};
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//! # use winit::EventsLoop;
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//! # let mut events_loop = EventsLoop::new();
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//!
//! loop {
//! events_loop.poll_events(|event| {
//! match event {
//! Event::WindowEvent { event: WindowEvent::Resized(w, h), .. } => {
//! println!("The window was resized to {}x{}", w, h);
//! },
//! _ => ()
//! }
//! });
//! }
//! ```
//!
//! The second way is to call `events_loop.run_forever(...)`. As its name tells, it will run
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//! forever unless it is stopped by returning `ControlFlow::Break`.
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//!
//! ```no_run
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//! use winit::{ControlFlow, Event, WindowEvent};
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//! # use winit::EventsLoop;
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//! # let mut events_loop = EventsLoop::new();
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//!
//! events_loop.run_forever(|event| {
//! match event {
//! Event::WindowEvent { event: WindowEvent::Closed, .. } => {
//! println!("The window was closed ; stopping");
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//! ControlFlow::Break
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//! },
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//! _ => ControlFlow::Continue,
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//! }
//! });
//! ```
//!
//! If you use multiple windows, the `WindowEvent` event has a member named `window_id`. You can
//! compare it with the value returned by the `id()` method of `Window` in order to know which
//! window has received the event.
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//!
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//! # Drawing on the window
//!
//! Winit doesn't provide any function that allows drawing on a window. However it allows you to
//! retreive the raw handle of the window (see the `os` module for that), which in turn allows you
//! to create an OpenGL/Vulkan/DirectX/Metal/etc. context that will draw on the window.
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//!
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#[ cfg(any(target_os = " linux " , target_os = " dragonfly " , target_os = " freebsd " , target_os = " openbsd " , target_os = " windows " )) ]
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#[ macro_use ]
extern crate lazy_static ;
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extern crate libc ;
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#[ cfg(target_os = " windows " ) ]
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#[ macro_use ]
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extern crate winapi ;
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#[ cfg(any(target_os = " macos " , target_os = " ios " )) ]
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#[ macro_use ]
extern crate objc ;
#[ cfg(target_os = " macos " ) ]
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extern crate cocoa ;
#[ cfg(target_os = " macos " ) ]
extern crate core_foundation ;
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#[ cfg(target_os = " macos " ) ]
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extern crate core_graphics ;
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#[ cfg(any(target_os = " linux " , target_os = " dragonfly " , target_os = " freebsd " , target_os = " openbsd " )) ]
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extern crate x11_dl ;
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#[ cfg(any(target_os = " linux " , target_os = " dragonfly " , target_os = " freebsd " , target_os = " openbsd " )) ]
extern crate percent_encoding ;
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#[ cfg(any(target_os = " linux " , target_os = " freebsd " , target_os = " dragonfly " , target_os = " openbsd " )) ]
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#[ macro_use ]
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extern crate wayland_client ;
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pub use events ::* ;
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pub use window ::{ AvailableMonitorsIter , MonitorId } ;
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mod platform ;
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mod events ;
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mod window ;
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pub mod os ;
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/// Represents a window.
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///
/// # Example
///
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/// ```no_run
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/// use winit::{Event, EventsLoop, Window, WindowEvent, ControlFlow};
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///
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/// let mut events_loop = EventsLoop::new();
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/// let window = Window::new(&events_loop).unwrap();
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///
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/// events_loop.run_forever(|event| {
/// match event {
/// Event::WindowEvent { event: WindowEvent::Closed, .. } => {
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/// ControlFlow::Break
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/// },
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/// _ => ControlFlow::Continue,
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/// }
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/// });
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/// ```
pub struct Window {
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window : platform ::Window ,
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}
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/// Identifier of a window. Unique for each window.
///
/// Can be obtained with `window.id()`.
///
/// Whenever you receive an event specific to a window, this event contains a `WindowId` which you
/// can then compare to the ids of your windows.
#[ derive(Debug, Copy, Clone, PartialEq, Eq, PartialOrd, Ord, Hash) ]
pub struct WindowId ( platform ::WindowId ) ;
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/// Identifier of an input device.
///
/// Whenever you receive an event arising from a particular input device, this event contains a `DeviceId` which
/// identifies its origin. Note that devices may be virtual (representing an on-screen cursor and keyboard focus) or
/// physical. Virtual devices typically aggregate inputs from multiple physical devices.
#[ derive(Debug, Copy, Clone, PartialEq, Eq, PartialOrd, Ord, Hash) ]
pub struct DeviceId ( platform ::DeviceId ) ;
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/// Provides a way to retreive events from the system and from the windows that were registered to
/// the events loop.
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///
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/// An `EventsLoop` can be seen more or less as a "context". Calling `EventsLoop::new()`
/// initializes everything that will be required to create windows. For example on Linux creating
/// an events loop opens a connection to the X or Wayland server.
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///
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/// To wake up an `EventsLoop` from a another thread, see the `EventsLoopProxy` docs.
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///
/// Note that the `EventsLoop` cannot be shared accross threads (due to platform-dependant logic
/// forbiding it), as such it is neither `Send` nor `Sync`. If you need cross-thread access, the
/// `Window` created from this `EventsLoop` _can_ be sent to an other thread, and the
/// `EventsLoopProxy` allows you to wakeup an `EventsLoop` from an other thread.
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pub struct EventsLoop {
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events_loop : platform ::EventsLoop ,
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_marker : ::std ::marker ::PhantomData < * mut ( ) > // Not Send nor Sync
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}
/// Returned by the user callback given to the `EventsLoop::run_forever` method.
///
/// Indicates whether the `run_forever` method should continue or complete.
#[ derive(Copy, Clone, Debug, PartialEq, Eq) ]
pub enum ControlFlow {
/// Continue looping and waiting for events.
Continue ,
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/// Break from the event loop.
Break ,
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}
impl EventsLoop {
/// Builds a new events loop.
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///
/// Usage will result in display backend initialisation, this can be controlled on linux
/// using an environment variable `WINIT_UNIX_BACKEND`. Legal values are `x11` and `wayland`.
/// If it is not set, winit will try to connect to a wayland connection, and if it fails will
/// fallback on x11. If this variable is set with any other value, winit will panic.
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pub fn new ( ) -> EventsLoop {
EventsLoop {
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events_loop : platform ::EventsLoop ::new ( ) ,
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_marker : ::std ::marker ::PhantomData ,
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}
}
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/// Returns the list of all the monitors available on the system.
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///
// Note: should be replaced with `-> impl Iterator` once stable.
#[ inline ]
pub fn get_available_monitors ( & self ) -> AvailableMonitorsIter {
let data = self . events_loop . get_available_monitors ( ) ;
AvailableMonitorsIter { data : data . into_iter ( ) }
}
/// Returns the primary monitor of the system.
#[ inline ]
pub fn get_primary_monitor ( & self ) -> MonitorId {
MonitorId { inner : self . events_loop . get_primary_monitor ( ) }
}
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/// Fetches all the events that are pending, calls the callback function for each of them,
/// and returns.
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#[ inline ]
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pub fn poll_events < F > ( & mut self , callback : F )
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where F : FnMut ( Event )
{
self . events_loop . poll_events ( callback )
}
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/// Calls `callback` every time an event is received. If no event is available, sleeps the
/// current thread and waits for an event. If the callback returns `ControlFlow::Break` then
/// `run_forever` will immediately return.
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#[ inline ]
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pub fn run_forever < F > ( & mut self , callback : F )
where F : FnMut ( Event ) -> ControlFlow
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{
self . events_loop . run_forever ( callback )
}
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/// Creates an `EventsLoopProxy` that can be used to wake up the `EventsLoop` from another
/// thread.
pub fn create_proxy ( & self ) -> EventsLoopProxy {
EventsLoopProxy {
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events_loop_proxy : self . events_loop . create_proxy ( ) ,
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}
}
}
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/// Used to wake up the `EventsLoop` from another thread.
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#[ derive(Clone) ]
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pub struct EventsLoopProxy {
events_loop_proxy : platform ::EventsLoopProxy ,
}
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impl EventsLoopProxy {
/// Wake up the `EventsLoop` from which this proxy was created.
///
/// This causes the `EventsLoop` to emit an `Awakened` event.
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///
/// Returns an `Err` if the associated `EventsLoop` no longer exists.
pub fn wakeup ( & self ) -> Result < ( ) , EventsLoopClosed > {
self . events_loop_proxy . wakeup ( )
}
}
/// The error that is returned when an `EventsLoopProxy` attempts to wake up an `EventsLoop` that
/// no longer exists.
#[ derive(Debug, Copy, Clone, PartialEq, Eq, Hash) ]
pub struct EventsLoopClosed ;
impl std ::fmt ::Display for EventsLoopClosed {
fn fmt ( & self , f : & mut std ::fmt ::Formatter ) -> std ::fmt ::Result {
write! ( f , " {} " , std ::error ::Error ::description ( self ) )
}
}
impl std ::error ::Error for EventsLoopClosed {
fn description ( & self ) -> & str {
" Tried to wake up a closed `EventsLoop` "
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}
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}
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/// Object that allows you to build windows.
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#[ derive(Clone) ]
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pub struct WindowBuilder {
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/// The attributes to use to create the window.
pub window : WindowAttributes ,
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// Platform-specific configuration. Private.
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platform_specific : platform ::PlatformSpecificWindowBuilderAttributes ,
}
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/// Error that can happen while creating a window or a headless renderer.
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#[ derive(Debug, Clone) ]
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pub enum CreationError {
OsError ( String ) ,
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/// TODO: remove this error
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NotSupported ,
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}
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impl CreationError {
fn to_string ( & self ) -> & str {
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match * self {
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CreationError ::OsError ( ref text ) = > & text ,
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CreationError ::NotSupported = > " Some of the requested attributes are not supported " ,
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}
}
}
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impl std ::fmt ::Display for CreationError {
fn fmt ( & self , formatter : & mut std ::fmt ::Formatter ) -> Result < ( ) , std ::fmt ::Error > {
formatter . write_str ( self . to_string ( ) )
}
}
impl std ::error ::Error for CreationError {
fn description ( & self ) -> & str {
self . to_string ( )
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}
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}
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/// Describes the appearance of the mouse cursor.
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#[ derive(Debug, Copy, Clone, PartialEq) ]
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pub enum MouseCursor {
/// The platform-dependent default cursor.
Default ,
/// A simple crosshair.
Crosshair ,
/// A hand (often used to indicate links in web browsers).
Hand ,
/// Self explanatory.
Arrow ,
/// Indicates something is to be moved.
Move ,
/// Indicates text that may be selected or edited.
Text ,
/// Program busy indicator.
Wait ,
/// Help indicator (often rendered as a "?")
Help ,
/// Progress indicator. Shows that processing is being done. But in contrast
/// with "Wait" the user may still interact with the program. Often rendered
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/// as a spinning beach ball, or an arrow with a watch or hourglass.
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Progress ,
/// Cursor showing that something cannot be done.
NotAllowed ,
ContextMenu ,
NoneCursor ,
Cell ,
VerticalText ,
Alias ,
Copy ,
NoDrop ,
Grab ,
Grabbing ,
AllScroll ,
ZoomIn ,
ZoomOut ,
/// Indicate that some edge is to be moved. For example, the 'SeResize' cursor
/// is used when the movement starts from the south-east corner of the box.
EResize ,
NResize ,
NeResize ,
NwResize ,
SResize ,
SeResize ,
SwResize ,
WResize ,
EwResize ,
NsResize ,
NeswResize ,
NwseResize ,
ColResize ,
RowResize ,
}
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/// Describes how winit handles the cursor.
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#[ derive(Debug, Copy, Clone, PartialEq) ]
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pub enum CursorState {
/// Normal cursor behavior.
Normal ,
/// The cursor will be invisible when over the window.
Hide ,
/// Grabs the mouse cursor. The cursor's motion will be confined to this
/// window and the window has exclusive access to further events regarding
/// the cursor.
///
/// This is useful for first-person cameras for example.
Grab ,
}
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/// Attributes to use when creating a window.
#[ derive(Clone) ]
pub struct WindowAttributes {
/// The dimensions of the window. If this is `None`, some platform-specific dimensions will be
/// used.
///
/// The default is `None`.
pub dimensions : Option < ( u32 , u32 ) > ,
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/// The minimum dimensions a window can be, If this is `None`, the window will have no minimum dimensions (aside from reserved).
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///
/// The default is `None`.
pub min_dimensions : Option < ( u32 , u32 ) > ,
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/// The maximum dimensions a window can be, If this is `None`, the maximum will have no maximum or will be set to the primary monitor's dimensions by the platform.
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///
/// The default is `None`.
pub max_dimensions : Option < ( u32 , u32 ) > ,
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/// Whether the window should be set as fullscreen upon creation.
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///
/// The default is `None`.
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pub fullscreen : Option < MonitorId > ,
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/// The title of the window in the title bar.
///
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/// The default is `"winit window"`.
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pub title : String ,
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/// Whether the window should be maximized upon creation.
///
/// The default is `false`.
pub maximized : bool ,
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/// Whether the window should be immediately visible upon creation.
///
/// The default is `true`.
pub visible : bool ,
/// Whether the the window should be transparent. If this is true, writing colors
/// with alpha values different than `1.0` will produce a transparent window.
///
/// The default is `false`.
pub transparent : bool ,
/// Whether the window should have borders and bars.
///
/// The default is `true`.
pub decorations : bool ,
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/// [iOS only] Enable multitouch,
/// see [multipleTouchEnabled](https://developer.apple.com/documentation/uikit/uiview/1622519-multipletouchenabled)
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pub multitouch : bool ,
}
impl Default for WindowAttributes {
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#[ inline ]
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fn default ( ) -> WindowAttributes {
WindowAttributes {
dimensions : None ,
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min_dimensions : None ,
max_dimensions : None ,
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title : " winit window " . to_owned ( ) ,
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maximized : false ,
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fullscreen : None ,
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visible : true ,
transparent : false ,
decorations : true ,
multitouch : false ,
}
}
}