winit-sonoma-fix/src/lib.rs

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#![feature(unsafe_destructor)]
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#![unstable]
#![allow(unstable)]
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//! The purpose of this library is to provide an OpenGL context on as many
//! platforms as possible.
//!
//! # Building a window
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//!
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//! There are two ways to create a window:
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//!
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//! - Calling `Window::new()`.
//! - Calling `let builder = WindowBuilder::new()` then `builder.build()`.
//!
//! The first way is the simpliest way and will give you default values.
//!
//! The second way allows you to customize the way your window and GL context
//! will look and behave.
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//!
//! # Features
//!
//! This crate has two Cargo features: `window` and `headless`.
//!
//! - `window` allows you to create regular windows and enables the `WindowBuilder` object.
//! - `headless` allows you to do headless rendering, and enables
//! the `HeadlessRendererBuilder` object.
//!
//! By default only `window` is enabled.
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extern crate gl_common;
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extern crate libc;
#[cfg(target_os = "windows")]
extern crate winapi;
#[cfg(target_os = "macos")]
extern crate cocoa;
#[cfg(target_os = "macos")]
extern crate core_foundation;
#[cfg(target_os = "macos")]
extern crate core_graphics;
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pub use events::*;
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use std::default::Default;
use std::collections::ring_buf::IntoIter as RingBufIter;
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#[cfg(all(not(target_os = "windows"), not(target_os = "linux"), not(target_os = "macos"), not(target_os = "android")))]
use this_platform_is_not_supported;
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#[cfg(target_os = "windows")]
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#[path="win32/mod.rs"]
mod winimpl;
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#[cfg(target_os = "linux")]
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#[path="x11/mod.rs"]
mod winimpl;
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#[cfg(target_os = "macos")]
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#[path="osx/mod.rs"]
mod winimpl;
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#[cfg(target_os = "android")]
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#[path="android/mod.rs"]
mod winimpl;
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mod events;
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/// Identifier for a monitor.
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#[cfg(feature = "window")]
pub struct MonitorID(winimpl::MonitorID);
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/// Error that can happen while creating a window or a headless renderer.
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#[derive(Clone, Debug, PartialEq, Eq)]
pub enum CreationError {
OsError(String),
NotSupported,
}
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impl CreationError {
fn to_string(&self) -> &str {
match self {
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&CreationError::OsError(ref text) => text.as_slice(),
&CreationError::NotSupported => "Some of the requested attributes are not supported",
}
}
}
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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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/// All APIs related to OpenGL that you can possibly get while using glutin.
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#[derive(Debug, Clone, Copy, PartialEq, Eq)]
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pub enum Api {
/// The classical OpenGL. Available on Windows, Linux, OS/X.
OpenGl,
/// OpenGL embedded system. Available on Linux, Android.
OpenGlEs,
}
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#[derive(Debug, Copy)]
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
/// as a spinning beach ball, or an arrow with a watch or hourglass.
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,
}
/// Object that allows you to build windows.
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#[cfg(feature = "window")]
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pub struct WindowBuilder<'a> {
attribs: BuilderAttribs<'a>
}
/// Attributes
struct BuilderAttribs<'a> {
#[allow(dead_code)]
headless: bool,
strict: bool,
sharing: Option<&'a winimpl::Window>,
dimensions: Option<(u32, u32)>,
title: String,
monitor: Option<winimpl::MonitorID>,
gl_version: Option<(u32, u32)>,
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gl_debug: bool,
vsync: bool,
visible: bool,
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multisampling: Option<u16>,
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depth_bits: Option<u8>,
stencil_bits: Option<u8>,
color_bits: Option<u8>,
alpha_bits: Option<u8>,
stereoscopy: bool,
}
impl BuilderAttribs<'static> {
fn new() -> BuilderAttribs<'static> {
BuilderAttribs {
headless: false,
strict: false,
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sharing: None,
dimensions: None,
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title: "glutin window".to_string(),
monitor: None,
gl_version: None,
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gl_debug: cfg!(ndebug),
vsync: false,
visible: true,
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multisampling: None,
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depth_bits: None,
stencil_bits: None,
color_bits: None,
alpha_bits: None,
stereoscopy: false,
}
}
}
#[cfg(feature = "window")]
impl<'a> WindowBuilder<'a> {
/// Initializes a new `WindowBuilder` with default values.
pub fn new() -> WindowBuilder<'a> {
WindowBuilder {
attribs: BuilderAttribs::new(),
}
}
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/// Requests the window to be of specific dimensions.
///
/// Width and height are in pixels.
pub fn with_dimensions(mut self, width: u32, height: u32) -> WindowBuilder<'a> {
self.attribs.dimensions = Some((width, height));
self
}
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/// Requests a specific title for the window.
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pub fn with_title(mut self, title: String) -> WindowBuilder<'a> {
self.attribs.title = title;
self
}
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/// Requests fullscreen mode.
///
/// If you don't specify dimensions for the window, it will match the monitor's.
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pub fn with_fullscreen(mut self, monitor: MonitorID) -> WindowBuilder<'a> {
let MonitorID(monitor) = monitor;
self.attribs.monitor = Some(monitor);
self
}
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/// The created window will share all its OpenGL objects with the window in the parameter.
///
/// There are some exceptions, like FBOs or VAOs. See the OpenGL documentation.
pub fn with_shared_lists(mut self, other: &'a Window) -> WindowBuilder<'a> {
self.attribs.sharing = Some(&other.window);
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self
}
/// Requests to use a specific OpenGL version.
///
/// Version is a (major, minor) pair. For example to request OpenGL 3.3
/// you would pass `(3, 3)`.
pub fn with_gl_version(mut self, version: (u32, u32)) -> WindowBuilder<'a> {
self.attribs.gl_version = Some(version);
self
}
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/// Sets the *debug* flag for the OpenGL context.
///
/// The default value for this flag is `cfg!(ndebug)`, which means that it's enabled
/// when you run `cargo build` and disabled when you run `cargo build --release`.
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pub fn with_gl_debug_flag(mut self, flag: bool) -> WindowBuilder<'a> {
self.attribs.gl_debug = flag;
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self
}
/// Requests that the window has vsync enabled.
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pub fn with_vsync(mut self) -> WindowBuilder<'a> {
self.attribs.vsync = true;
self
}
/// Sets whether the window will be initially hidden or visible.
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pub fn with_visibility(mut self, visible: bool) -> WindowBuilder<'a> {
self.attribs.visible = visible;
self
}
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/// Sets the multisampling level to request.
///
/// # Panic
///
/// Will panic if `samples` is not a power of two.
pub fn with_multisampling(mut self, samples: u16) -> WindowBuilder<'a> {
use std::num::UnsignedInt;
assert!(samples.is_power_of_two());
self.attribs.multisampling = Some(samples);
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self
}
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/// Sets the number of bits in the depth buffer.
pub fn with_depth_buffer(mut self, bits: u8) -> WindowBuilder<'a> {
self.attribs.depth_bits = Some(bits);
self
}
/// Sets the number of bits in the stencil buffer.
pub fn with_stencil_buffer(mut self, bits: u8) -> WindowBuilder<'a> {
self.attribs.stencil_bits = Some(bits);
self
}
/// Sets the number of bits in the color buffer.
pub fn with_pixel_format(mut self, color_bits: u8, alpha_bits: u8) -> WindowBuilder<'a> {
self.attribs.color_bits = Some(color_bits);
self.attribs.alpha_bits = Some(alpha_bits);
self
}
/// Request the backend to be stereoscopic.
pub fn with_stereoscopy(mut self) -> WindowBuilder<'a> {
self.attribs.stereoscopy = true;
self
}
/// Builds the window.
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///
/// 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
if self.attribs.dimensions.is_none() && self.attribs.monitor.is_some() {
self.attribs.dimensions = Some(self.attribs.monitor.as_ref().unwrap().get_dimensions())
}
// default dimensions
if self.attribs.dimensions.is_none() {
self.attribs.dimensions = Some((1024, 768));
}
// building
winimpl::Window::new(self.attribs).map(|w| 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.
pub fn build_strict(mut self) -> Result<Window, CreationError> {
self.attribs.strict = true;
self.build()
}
}
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/// Object that allows you to build headless contexts.
#[cfg(feature = "headless")]
pub struct HeadlessRendererBuilder {
attribs: BuilderAttribs<'static>,
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}
#[cfg(feature = "headless")]
impl HeadlessRendererBuilder {
/// Initializes a new `HeadlessRendererBuilder` with default values.
pub fn new(width: u32, height: u32) -> HeadlessRendererBuilder {
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HeadlessRendererBuilder {
attribs: BuilderAttribs {
headless: true,
dimensions: Some((width, height)),
.. BuilderAttribs::new()
},
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}
}
/// Requests to use a specific OpenGL version.
///
/// Version is a (major, minor) pair. For example to request OpenGL 3.3
/// you would pass `(3, 3)`.
pub fn with_gl_version(mut self, version: (u32, u32)) -> HeadlessRendererBuilder {
self.attribs.gl_version = Some(version);
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self
}
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/// Sets the *debug* flag for the OpenGL context.
///
/// The default value for this flag is `cfg!(ndebug)`, which means that it's enabled
/// when you run `cargo build` and disabled when you run `cargo build --release`.
pub fn with_gl_debug_flag(mut self, flag: bool) -> HeadlessRendererBuilder {
self.attribs.gl_debug = flag;
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self
}
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/// Builds the headless context.
///
/// Error should be very rare and only occur in case of permission denied, incompatible system,
/// out of memory, etc.
pub fn build(self) -> Result<HeadlessContext, CreationError> {
winimpl::HeadlessContext::new(self.attribs).map(|w| HeadlessContext { context: w })
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}
/// Builds the headless context.
///
/// 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.
pub fn build_strict(mut self) -> Result<HeadlessContext, CreationError> {
self.attribs.strict = true;
self.build()
}
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}
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/// Represents an OpenGL context and the Window or environment around it.
///
/// # Example
///
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/// ```ignore
/// let window = Window::new().unwrap();
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///
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/// unsafe { window.make_current() };
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///
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/// loop {
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/// for event in window.poll_events() {
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/// // process events here
/// _ => ()
/// }
/// }
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///
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/// // draw everything here
///
/// window.swap_buffers();
/// std::io::timer::sleep(17);
/// }
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/// ```
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#[cfg(feature = "window")]
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pub struct Window {
window: winimpl::Window,
}
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#[cfg(feature = "window")]
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impl Default for Window {
fn default() -> Window {
Window::new().unwrap()
}
}
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#[cfg(feature = "window")]
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impl Window {
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/// Creates a new OpenGL context, and a Window for platforms where this is appropriate.
///
/// This function is equivalent to `WindowBuilder::new().build()`.
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///
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/// Error should be very rare and only occur in case of permission denied, incompatible system,
/// out of memory, etc.
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#[inline]
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#[cfg(feature = "window")]
pub fn new() -> Result<Window, CreationError> {
let builder = WindowBuilder::new();
builder.build()
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}
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/// Returns true if the window has previously been closed by the user.
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#[inline]
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pub fn is_closed(&self) -> bool {
self.window.is_closed()
}
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/// Returns true if the window has previously been closed by the user.
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#[inline]
#[deprecated = "Use is_closed instead"]
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pub fn should_close(&self) -> bool {
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self.is_closed()
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}
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/// Modifies the title of the window.
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///
/// This is a no-op if the window has already been closed.
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#[inline]
pub fn set_title(&self, title: &str) {
self.window.set_title(title)
}
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/// 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()
}
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/// Returns the position of the top-left hand corner of the window relative to the
/// top-left hand corner of the desktop.
///
/// Note that the top-left hand corner of the desktop is not necessarly 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.
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#[inline]
pub fn get_position(&self) -> Option<(i32, i32)> {
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self.window.get_position()
}
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/// 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.
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#[inline]
pub fn set_position(&self, x: i32, y: i32) {
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self.window.set_position(x, y)
}
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/// 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.
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#[inline]
pub fn get_inner_size(&self) -> Option<(u32, u32)> {
self.window.get_inner_size()
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}
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/// 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.
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#[inline]
pub fn get_outer_size(&self) -> Option<(u32, u32)> {
self.window.get_outer_size()
}
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/// 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)
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}
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/// 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.
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///
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/// Contrary to `wait_events`, this function never blocks.
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#[inline]
pub fn poll_events(&self) -> PollEventsIterator {
PollEventsIterator { window: self, data: self.window.poll_events().into_iter() }
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}
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/// Returns an iterator that returns events one by one, blocking if necessary until one is
/// available.
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///
/// The iterator never returns `None`.
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#[inline]
pub fn wait_events(&self) -> WaitEventsIterator {
WaitEventsIterator { window: self, data: self.window.wait_events().into_iter() }
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}
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/// Sets the context as the current context.
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#[inline]
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pub unsafe fn make_current(&self) {
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self.window.make_current()
}
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/// Returns the address of an OpenGL function.
///
/// Contrary to `wglGetProcAddress`, all available OpenGL functions return an address.
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#[inline]
pub fn get_proc_address(&self, addr: &str) -> *const libc::c_void {
self.window.get_proc_address(addr) as *const libc::c_void
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}
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/// Swaps the buffers in case of double or triple buffering.
///
/// You should call this function every time you have finished rendering, or the image
/// may not be displayed on the screen.
///
/// **Warning**: if you enabled vsync, this function will block until the next time the screen
/// is refreshed. However drivers can choose to override your vsync settings, which means that
/// you can't know in advance whether `swap_buffers` will block or not.
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#[inline]
pub fn swap_buffers(&self) {
self.window.swap_buffers()
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}
/// Gets the native platform specific display for this window.
/// This is typically only required when integrating with
/// other libraries that need this information.
#[inline]
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pub unsafe fn platform_display(&self) -> *mut libc::c_void {
self.window.platform_display()
}
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/// Returns the API that is currently provided by this window.
///
/// - On Windows and OS/X, this always returns `OpenGl`.
/// - On Android, this always returns `OpenGlEs`.
/// - On Linux, it must be checked at runtime.
pub fn get_api(&self) -> Api {
self.window.get_api()
}
/// 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.
#[experimental]
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.
pub fn hidpi_factor(&self) -> f32 {
self.window.hidpi_factor()
}
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}
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#[cfg(feature = "window")]
impl gl_common::GlFunctionsSource for Window {
fn get_proc_addr(&self, addr: &str) -> *const libc::c_void {
self.get_proc_address(addr)
}
}
/// Represents a thread safe subset of operations that can be called
/// on a window. This structure can be safely cloned and sent between
/// threads.
///
#[cfg(feature = "window")]
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#[derive(Clone)]
pub struct WindowProxy {
proxy: winimpl::WindowProxy,
}
#[cfg(feature = "window")]
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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/// Represents a headless OpenGL context.
#[cfg(feature = "headless")]
pub struct HeadlessContext {
context: winimpl::HeadlessContext,
}
#[cfg(feature = "headless")]
impl HeadlessContext {
/// Creates a new OpenGL context
/// Sets the context as the current context.
#[inline]
pub unsafe fn make_current(&self) {
self.context.make_current()
}
/// Returns the address of an OpenGL function.
///
/// Contrary to `wglGetProcAddress`, all available OpenGL functions return an address.
#[inline]
pub fn get_proc_address(&self, addr: &str) -> *const libc::c_void {
self.context.get_proc_address(addr) as *const libc::c_void
}
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/// Returns the API that is currently provided by this window.
///
/// See `Window::get_api` for more infos.
pub fn get_api(&self) -> Api {
self.context.get_api()
}
#[experimental]
pub fn set_window_resize_callback(&mut self, _: Option<fn(u32, u32)>) {
}
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}
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#[cfg(feature = "headless")]
impl gl_common::GlFunctionsSource for HeadlessContext {
fn get_proc_addr(&self, addr: &str) -> *const libc::c_void {
self.get_proc_address(addr)
}
}
/// An iterator for the `poll_events` function.
// Implementation note: we retreive the list once, then serve each element by one by one.
// This may change in the future.
#[cfg(feature = "window")]
pub struct PollEventsIterator<'a> {
window: &'a Window,
data: RingBufIter<Event>,
}
#[cfg(feature = "window")]
impl<'a> Iterator for PollEventsIterator<'a> {
type Item = Event;
fn next(&mut self) -> Option<Event> {
if let Some(ev) = self.data.next() {
return Some(ev);
}
let PollEventsIterator { window, data } = self.window.poll_events();
self.window = window;
self.data = data;
self.data.next()
}
}
/// An iterator for the `wait_events` function.
// Implementation note: we retreive the list once, then serve each element by one by one.
// This may change in the future.
#[cfg(feature = "window")]
pub struct WaitEventsIterator<'a> {
window: &'a Window,
data: RingBufIter<Event>,
}
#[cfg(feature = "window")]
impl<'a> Iterator for WaitEventsIterator<'a> {
type Item = Event;
fn next(&mut self) -> Option<Event> {
if let Some(ev) = self.data.next() {
return Some(ev);
}
let WaitEventsIterator { window, data } = self.window.wait_events();
self.window = window;
self.data = data;
self.next()
}
}
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/// 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.
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#[cfg(feature = "window")]
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pub struct AvailableMonitorsIter {
data: RingBufIter<winimpl::MonitorID>,
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}
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#[cfg(feature = "window")]
impl Iterator for AvailableMonitorsIter {
type Item = MonitorID;
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fn next(&mut self) -> Option<MonitorID> {
self.data.next().map(|id| MonitorID(id))
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}
}
/// Returns the list of all available monitors.
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#[cfg(feature = "window")]
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pub fn get_available_monitors() -> AvailableMonitorsIter {
let data = winimpl::get_available_monitors();
AvailableMonitorsIter{ data: data.into_iter() }
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}
/// Returns the primary monitor of the system.
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#[cfg(feature = "window")]
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pub fn get_primary_monitor() -> MonitorID {
MonitorID(winimpl::get_primary_monitor())
}
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#[cfg(feature = "window")]
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impl MonitorID {
/// Returns a human-readable name of the monitor.
pub fn get_name(&self) -> Option<String> {
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let &MonitorID(ref id) = self;
id.get_name()
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}
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/// Returns the number of pixels currently displayed on the monitor.
pub fn get_dimensions(&self) -> (u32, u32) {
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let &MonitorID(ref id) = self;
id.get_dimensions()
}
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}