winit-sonoma-fix/src/window.rs

495 lines
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Rust
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use std::collections::vec_deque::IntoIter as VecDequeIter;
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use {
CreationError,
EventsLoop,
Icon,
LogicalPosition,
LogicalSize,
MouseCursor,
PhysicalPosition,
PhysicalSize,
platform,
Window,
WindowBuilder,
WindowId,
};
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.
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#[inline]
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pub fn with_dimensions(mut self, size: LogicalSize) -> WindowBuilder {
self.window.dimensions = Some(size);
self
}
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/// Sets a minimum dimension size for the window
#[inline]
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pub fn with_min_dimensions(mut self, min_size: LogicalSize) -> WindowBuilder {
self.window.min_dimensions = Some(min_size);
self
}
/// Sets a maximum dimension size for the window
#[inline]
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pub fn with_max_dimensions(mut self, max_size: LogicalSize) -> WindowBuilder {
self.window.max_dimensions = Some(max_size);
self
}
/// Sets whether the window is resizable or not
///
/// Note that making the window unresizable doesn't exempt you from handling `Resized`, as that event can still be
/// triggered by DPI scaling, entering fullscreen mode, etc.
///
/// ## Platform-specific
///
/// This only has an effect on desktop platforms.
///
/// Due to a bug in XFCE, this has no effect on Xfwm.
#[inline]
pub fn with_resizable(mut self, resizable: bool) -> WindowBuilder {
self.window.resizable = resizable;
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
}
Move fullscreen modes to not touch physical resolutions (#270) * Fix X11 screen resolution change using XrandR The previous XF86 resolution switching was broken and everything seems to have moved on to xrandr. Use that instead while cleaning up the code a bit as well. * Use XRandR for actual multiscreen support in X11 * Use actual monitor names in X11 * Get rid of ptr::read usage in X11 * Use a bog standard Vec instead of VecDeque * Get rid of the XRandR mode switching stuff Wayland has made the decision that apps shouldn't change screen resolutions and just take the screens as they've been setup. In the modern world where GPU scaling is cheap and LCD panels are scaling anyway it makes no sense to make "physical" resolution changes when software should be taking care of it. This massively simplifies the code and makes it easier to extend to more niche setups like MST and videowalls. * Rename fullscreen options to match new semantics * Implement XRandR 1.5 support * Get rid of the FullScreen enum Moving to just having two states None and Some(MonitorId) and then being able to set full screen in the current monitor with something like: window.set_fullscreen(Some(window.current_monitor())); * Implement Window::get_current_monitor() Do it by iterating over the available monitors and finding which has the biggest overlap with the window. For this MonitorId needs a new get_position() that needs to be implemented for all platforms. * Add unimplemented get_position() to all MonitorId * Make get_current_monitor() platform specific * Add unimplemented get_current_monitor() to all * Implement proper primary monitor selection in X11 * Shut up some warnings * Remove libxxf86vm package from travis Since we're no longer using XF86 there's no need to keep the package around for CI. * Don't use new struct syntax * Fix indentation * Adjust Android/iOS fullscreen/maximized On Android and iOS we can assume single screen apps that are already fullscreen and maximized so there are a few methods that are implemented by just returning a fixed value or not doing anything. * Mark OSX/Win fullscreen/maximized unimplemented()! These would be safe as no-ops but we should make it explicit so there is more of an incentive to actually implement them.
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/// Sets the window fullscreen state. None means a normal window, Some(MonitorId)
/// means a fullscreen window on that specific monitor
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#[inline]
Move fullscreen modes to not touch physical resolutions (#270) * Fix X11 screen resolution change using XrandR The previous XF86 resolution switching was broken and everything seems to have moved on to xrandr. Use that instead while cleaning up the code a bit as well. * Use XRandR for actual multiscreen support in X11 * Use actual monitor names in X11 * Get rid of ptr::read usage in X11 * Use a bog standard Vec instead of VecDeque * Get rid of the XRandR mode switching stuff Wayland has made the decision that apps shouldn't change screen resolutions and just take the screens as they've been setup. In the modern world where GPU scaling is cheap and LCD panels are scaling anyway it makes no sense to make "physical" resolution changes when software should be taking care of it. This massively simplifies the code and makes it easier to extend to more niche setups like MST and videowalls. * Rename fullscreen options to match new semantics * Implement XRandR 1.5 support * Get rid of the FullScreen enum Moving to just having two states None and Some(MonitorId) and then being able to set full screen in the current monitor with something like: window.set_fullscreen(Some(window.current_monitor())); * Implement Window::get_current_monitor() Do it by iterating over the available monitors and finding which has the biggest overlap with the window. For this MonitorId needs a new get_position() that needs to be implemented for all platforms. * Add unimplemented get_position() to all MonitorId * Make get_current_monitor() platform specific * Add unimplemented get_current_monitor() to all * Implement proper primary monitor selection in X11 * Shut up some warnings * Remove libxxf86vm package from travis Since we're no longer using XF86 there's no need to keep the package around for CI. * Don't use new struct syntax * Fix indentation * Adjust Android/iOS fullscreen/maximized On Android and iOS we can assume single screen apps that are already fullscreen and maximized so there are a few methods that are implemented by just returning a fixed value or not doing anything. * Mark OSX/Win fullscreen/maximized unimplemented()! These would be safe as no-ops but we should make it explicit so there is more of an incentive to actually implement them.
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pub fn with_fullscreen(mut self, monitor: Option<MonitorId>) -> WindowBuilder {
self.window.fullscreen = monitor;
self
}
/// Requests maximized mode.
#[inline]
pub fn with_maximized(mut self, maximized: bool) -> WindowBuilder {
self.window.maximized = maximized;
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
}
/// Sets whether or not the window will always be on top of other windows.
#[inline]
pub fn with_always_on_top(mut self, always_on_top: bool) -> WindowBuilder {
self.window.always_on_top = always_on_top;
self
}
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/// Sets the window icon. On Windows and X11, this is typically the small icon in the top-left
/// corner of the titlebar.
///
/// ## Platform-specific
///
/// This only has an effect on Windows and X11.
///
/// On Windows, this sets `ICON_SMALL`. The base size for a window icon is 16x16, but it's
/// recommended to account for screen scaling and pick a multiple of that, i.e. 32x32.
///
/// X11 has no universal guidelines for icon sizes, so you're at the whims of the WM. That
/// said, it's usually in the same ballpark as on Windows.
#[inline]
pub fn with_window_icon(mut self, window_icon: Option<Icon>) -> WindowBuilder {
self.window.window_icon = window_icon;
self
}
/// 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
}
/// Builds the window.
///
/// 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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pub fn build(mut self, events_loop: &EventsLoop) -> Result<Window, CreationError> {
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self.window.dimensions = Some(self.window.dimensions.unwrap_or_else(|| {
Move fullscreen modes to not touch physical resolutions (#270) * Fix X11 screen resolution change using XrandR The previous XF86 resolution switching was broken and everything seems to have moved on to xrandr. Use that instead while cleaning up the code a bit as well. * Use XRandR for actual multiscreen support in X11 * Use actual monitor names in X11 * Get rid of ptr::read usage in X11 * Use a bog standard Vec instead of VecDeque * Get rid of the XRandR mode switching stuff Wayland has made the decision that apps shouldn't change screen resolutions and just take the screens as they've been setup. In the modern world where GPU scaling is cheap and LCD panels are scaling anyway it makes no sense to make "physical" resolution changes when software should be taking care of it. This massively simplifies the code and makes it easier to extend to more niche setups like MST and videowalls. * Rename fullscreen options to match new semantics * Implement XRandR 1.5 support * Get rid of the FullScreen enum Moving to just having two states None and Some(MonitorId) and then being able to set full screen in the current monitor with something like: window.set_fullscreen(Some(window.current_monitor())); * Implement Window::get_current_monitor() Do it by iterating over the available monitors and finding which has the biggest overlap with the window. For this MonitorId needs a new get_position() that needs to be implemented for all platforms. * Add unimplemented get_position() to all MonitorId * Make get_current_monitor() platform specific * Add unimplemented get_current_monitor() to all * Implement proper primary monitor selection in X11 * Shut up some warnings * Remove libxxf86vm package from travis Since we're no longer using XF86 there's no need to keep the package around for CI. * Don't use new struct syntax * Fix indentation * Adjust Android/iOS fullscreen/maximized On Android and iOS we can assume single screen apps that are already fullscreen and maximized so there are a few methods that are implemented by just returning a fixed value or not doing anything. * Mark OSX/Win fullscreen/maximized unimplemented()! These would be safe as no-ops but we should make it explicit so there is more of an incentive to actually implement them.
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if let Some(ref monitor) = self.window.fullscreen {
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// resizing the window to the dimensions of the monitor when fullscreen
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LogicalSize::from_physical(monitor.get_dimensions(), 1.0)
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} else {
// default dimensions
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(1024, 768).into()
}
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}));
// building
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platform::Window::new(
&events_loop.events_loop,
self.window,
self.platform_specific,
).map(|window| Window { window })
}
}
impl Window {
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/// Creates a new Window for platforms where this is appropriate.
///
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/// This function is equivalent to `WindowBuilder::new().build(events_loop)`.
///
/// Error should be very rare and only occur in case of permission denied, incompatible system,
/// out of memory, etc.
#[inline]
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pub fn new(events_loop: &EventsLoop) -> Result<Window, CreationError> {
let builder = WindowBuilder::new();
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builder.build(events_loop)
}
/// 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]
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pub fn get_position(&self) -> Option<LogicalPosition> {
self.window.get_position()
}
/// Returns the position of the top-left hand corner of the window's client area relative to the
/// top-left hand corner of the desktop.
///
/// The same conditions that apply to `get_position` apply to this method.
#[inline]
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pub fn get_inner_position(&self) -> Option<LogicalPosition> {
self.window.get_inner_position()
}
/// Modifies the position of the window.
///
/// See `get_position` for more information about the coordinates.
///
/// This is a no-op if the window has already been closed.
#[inline]
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pub fn set_position(&self, position: LogicalPosition) {
self.window.set_position(position)
}
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/// Returns the logical size of the window's client area.
///
/// The client area is the content of the window, excluding the title bar and borders.
///
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/// Converting the returned `LogicalSize` to `PhysicalSize` produces the size your framebuffer should be.
///
/// Returns `None` if the window no longer exists.
#[inline]
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pub fn get_inner_size(&self) -> Option<LogicalSize> {
self.window.get_inner_size()
}
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/// Returns the logical size of the entire window.
///
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/// These dimensions include the title bar and borders. If you don't want that (and you usually don't),
/// use `get_inner_size` instead.
///
/// Returns `None` if the window no longer exists.
#[inline]
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pub fn get_outer_size(&self) -> Option<LogicalSize> {
self.window.get_outer_size()
}
/// Modifies the inner size of the window.
///
/// See `get_inner_size` for more information about the values.
///
/// This is a no-op if the window has already been closed.
#[inline]
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pub fn set_inner_size(&self, size: LogicalSize) {
self.window.set_inner_size(size)
}
/// Sets a minimum dimension size for the window.
#[inline]
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pub fn set_min_dimensions(&self, dimensions: Option<LogicalSize>) {
self.window.set_min_dimensions(dimensions)
}
/// Sets a maximum dimension size for the window.
#[inline]
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pub fn set_max_dimensions(&self, dimensions: Option<LogicalSize>) {
self.window.set_max_dimensions(dimensions)
}
/// Sets whether the window is resizable or not.
///
/// Note that making the window unresizable doesn't exempt you from handling `Resized`, as that event can still be
/// triggered by DPI scaling, entering fullscreen mode, etc.
///
/// ## Platform-specific
///
/// This only has an effect on desktop platforms.
///
/// Due to a bug in XFCE, this has no effect on Xfwm.
#[inline]
pub fn set_resizable(&self, resizable: bool) {
self.window.set_resizable(resizable)
}
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/// Returns the DPI factor that can be used to map logical pixels to physical pixels, and vice versa.
///
/// See the [`dpi`](dpi/index.html) module for more information.
///
/// Note that this value can change depending on user action (for example if the window is
/// moved to another screen); as such, tracking `WindowEvent::HiDpiFactorChanged` events is
/// the most robust way to track the DPI you need to use to draw.
///
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/// ## Platform-specific
///
/// - **X11:** Can be overridden using the `WINIT_HIDPI_FACTOR` environment variable.
/// - **Android:** Always returns 1.0.
#[inline]
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pub fn get_hidpi_factor(&self) -> f64 {
self.window.get_hidpi_factor()
}
/// Modifies the mouse cursor of the window.
/// Has no effect on Android.
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#[inline]
pub fn set_cursor(&self, cursor: MouseCursor) {
self.window.set_cursor(cursor);
}
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/// Changes the position of the cursor in window coordinates.
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#[inline]
pub fn set_cursor_position(&self, position: LogicalPosition) -> Result<(), String> {
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self.window.set_cursor_position(position)
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}
/// Grabs the cursor, preventing it from leaving the window.
///
/// ## Platform-specific
///
/// On macOS, this presently merely locks the cursor in a fixed location, which looks visually awkward.
///
/// This has no effect on Android or iOS.
#[inline]
pub fn grab_cursor(&self, grab: bool) -> Result<(), String> {
self.window.grab_cursor(grab)
}
/// Hides the cursor, making it invisible but still usable.
///
/// ## Platform-specific
///
/// On Windows and X11, the cursor is only hidden within the confines of the window.
///
/// On macOS, the cursor is hidden as long as the window has input focus, even if the cursor is outside of the
/// window.
///
/// This has no effect on Android or iOS.
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#[inline]
pub fn hide_cursor(&self, hide: bool) {
self.window.hide_cursor(hide)
}
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/// Sets the window to maximized or back
#[inline]
pub fn set_maximized(&self, maximized: bool) {
self.window.set_maximized(maximized)
}
/// Sets the window to fullscreen or back
#[inline]
Move fullscreen modes to not touch physical resolutions (#270) * Fix X11 screen resolution change using XrandR The previous XF86 resolution switching was broken and everything seems to have moved on to xrandr. Use that instead while cleaning up the code a bit as well. * Use XRandR for actual multiscreen support in X11 * Use actual monitor names in X11 * Get rid of ptr::read usage in X11 * Use a bog standard Vec instead of VecDeque * Get rid of the XRandR mode switching stuff Wayland has made the decision that apps shouldn't change screen resolutions and just take the screens as they've been setup. In the modern world where GPU scaling is cheap and LCD panels are scaling anyway it makes no sense to make "physical" resolution changes when software should be taking care of it. This massively simplifies the code and makes it easier to extend to more niche setups like MST and videowalls. * Rename fullscreen options to match new semantics * Implement XRandR 1.5 support * Get rid of the FullScreen enum Moving to just having two states None and Some(MonitorId) and then being able to set full screen in the current monitor with something like: window.set_fullscreen(Some(window.current_monitor())); * Implement Window::get_current_monitor() Do it by iterating over the available monitors and finding which has the biggest overlap with the window. For this MonitorId needs a new get_position() that needs to be implemented for all platforms. * Add unimplemented get_position() to all MonitorId * Make get_current_monitor() platform specific * Add unimplemented get_current_monitor() to all * Implement proper primary monitor selection in X11 * Shut up some warnings * Remove libxxf86vm package from travis Since we're no longer using XF86 there's no need to keep the package around for CI. * Don't use new struct syntax * Fix indentation * Adjust Android/iOS fullscreen/maximized On Android and iOS we can assume single screen apps that are already fullscreen and maximized so there are a few methods that are implemented by just returning a fixed value or not doing anything. * Mark OSX/Win fullscreen/maximized unimplemented()! These would be safe as no-ops but we should make it explicit so there is more of an incentive to actually implement them.
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pub fn set_fullscreen(&self, monitor: Option<MonitorId>) {
self.window.set_fullscreen(monitor)
}
/// Turn window decorations on or off.
#[inline]
pub fn set_decorations(&self, decorations: bool) {
self.window.set_decorations(decorations)
}
/// Change whether or not the window will always be on top of other windows.
#[inline]
pub fn set_always_on_top(&self, always_on_top: bool) {
self.window.set_always_on_top(always_on_top)
}
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/// Sets the window icon. On Windows and X11, this is typically the small icon in the top-left
/// corner of the titlebar.
///
/// For more usage notes, see `WindowBuilder::with_window_icon`.
///
/// ## Platform-specific
///
/// This only has an effect on Windows and X11.
#[inline]
pub fn set_window_icon(&self, window_icon: Option<Icon>) {
self.window.set_window_icon(window_icon)
}
/// Sets location of IME candidate box in client area coordinates relative to the top left.
#[inline]
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pub fn set_ime_spot(&self, position: LogicalPosition) {
self.window.set_ime_spot(position)
}
/// Returns the monitor on which the window currently resides
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#[inline]
Move fullscreen modes to not touch physical resolutions (#270) * Fix X11 screen resolution change using XrandR The previous XF86 resolution switching was broken and everything seems to have moved on to xrandr. Use that instead while cleaning up the code a bit as well. * Use XRandR for actual multiscreen support in X11 * Use actual monitor names in X11 * Get rid of ptr::read usage in X11 * Use a bog standard Vec instead of VecDeque * Get rid of the XRandR mode switching stuff Wayland has made the decision that apps shouldn't change screen resolutions and just take the screens as they've been setup. In the modern world where GPU scaling is cheap and LCD panels are scaling anyway it makes no sense to make "physical" resolution changes when software should be taking care of it. This massively simplifies the code and makes it easier to extend to more niche setups like MST and videowalls. * Rename fullscreen options to match new semantics * Implement XRandR 1.5 support * Get rid of the FullScreen enum Moving to just having two states None and Some(MonitorId) and then being able to set full screen in the current monitor with something like: window.set_fullscreen(Some(window.current_monitor())); * Implement Window::get_current_monitor() Do it by iterating over the available monitors and finding which has the biggest overlap with the window. For this MonitorId needs a new get_position() that needs to be implemented for all platforms. * Add unimplemented get_position() to all MonitorId * Make get_current_monitor() platform specific * Add unimplemented get_current_monitor() to all * Implement proper primary monitor selection in X11 * Shut up some warnings * Remove libxxf86vm package from travis Since we're no longer using XF86 there's no need to keep the package around for CI. * Don't use new struct syntax * Fix indentation * Adjust Android/iOS fullscreen/maximized On Android and iOS we can assume single screen apps that are already fullscreen and maximized so there are a few methods that are implemented by just returning a fixed value or not doing anything. * Mark OSX/Win fullscreen/maximized unimplemented()! These would be safe as no-ops but we should make it explicit so there is more of an incentive to actually implement them.
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pub fn get_current_monitor(&self) -> MonitorId {
self.window.get_current_monitor()
}
/// Returns the list of all the monitors available on the system.
///
/// This is the same as `EventsLoop::get_available_monitors`, and is provided for convenience.
#[inline]
pub fn get_available_monitors(&self) -> AvailableMonitorsIter {
let data = self.window.get_available_monitors();
AvailableMonitorsIter { data: data.into_iter() }
}
/// Returns the primary monitor of the system.
///
/// This is the same as `EventsLoop::get_primary_monitor`, and is provided for convenience.
#[inline]
pub fn get_primary_monitor(&self) -> MonitorId {
MonitorId { inner: self.window.get_primary_monitor() }
}
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#[inline]
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pub fn id(&self) -> WindowId {
WindowId(self.window.id())
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}
}
/// An iterator for the list of available monitors.
// Implementation note: we retrieve the list once, then serve each element by one by one.
// This may change in the future.
#[derive(Debug)]
pub struct AvailableMonitorsIter {
pub(crate) 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 { inner: id })
}
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#[inline]
fn size_hint(&self) -> (usize, Option<usize>) {
self.data.size_hint()
}
}
/// Identifier for a monitor.
#[derive(Debug, Clone)]
pub struct MonitorId {
pub(crate) inner: platform::MonitorId
}
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impl MonitorId {
/// Returns a human-readable name of the monitor.
///
/// Returns `None` if the monitor doesn't exist anymore.
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#[inline]
pub fn get_name(&self) -> Option<String> {
self.inner.get_name()
}
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/// Returns the monitor's resolution.
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#[inline]
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pub fn get_dimensions(&self) -> PhysicalSize {
self.inner.get_dimensions()
}
Move fullscreen modes to not touch physical resolutions (#270) * Fix X11 screen resolution change using XrandR The previous XF86 resolution switching was broken and everything seems to have moved on to xrandr. Use that instead while cleaning up the code a bit as well. * Use XRandR for actual multiscreen support in X11 * Use actual monitor names in X11 * Get rid of ptr::read usage in X11 * Use a bog standard Vec instead of VecDeque * Get rid of the XRandR mode switching stuff Wayland has made the decision that apps shouldn't change screen resolutions and just take the screens as they've been setup. In the modern world where GPU scaling is cheap and LCD panels are scaling anyway it makes no sense to make "physical" resolution changes when software should be taking care of it. This massively simplifies the code and makes it easier to extend to more niche setups like MST and videowalls. * Rename fullscreen options to match new semantics * Implement XRandR 1.5 support * Get rid of the FullScreen enum Moving to just having two states None and Some(MonitorId) and then being able to set full screen in the current monitor with something like: window.set_fullscreen(Some(window.current_monitor())); * Implement Window::get_current_monitor() Do it by iterating over the available monitors and finding which has the biggest overlap with the window. For this MonitorId needs a new get_position() that needs to be implemented for all platforms. * Add unimplemented get_position() to all MonitorId * Make get_current_monitor() platform specific * Add unimplemented get_current_monitor() to all * Implement proper primary monitor selection in X11 * Shut up some warnings * Remove libxxf86vm package from travis Since we're no longer using XF86 there's no need to keep the package around for CI. * Don't use new struct syntax * Fix indentation * Adjust Android/iOS fullscreen/maximized On Android and iOS we can assume single screen apps that are already fullscreen and maximized so there are a few methods that are implemented by just returning a fixed value or not doing anything. * Mark OSX/Win fullscreen/maximized unimplemented()! These would be safe as no-ops but we should make it explicit so there is more of an incentive to actually implement them.
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/// Returns the top-left corner position of the monitor relative to the larger full
/// screen area.
#[inline]
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pub fn get_position(&self) -> PhysicalPosition {
Move fullscreen modes to not touch physical resolutions (#270) * Fix X11 screen resolution change using XrandR The previous XF86 resolution switching was broken and everything seems to have moved on to xrandr. Use that instead while cleaning up the code a bit as well. * Use XRandR for actual multiscreen support in X11 * Use actual monitor names in X11 * Get rid of ptr::read usage in X11 * Use a bog standard Vec instead of VecDeque * Get rid of the XRandR mode switching stuff Wayland has made the decision that apps shouldn't change screen resolutions and just take the screens as they've been setup. In the modern world where GPU scaling is cheap and LCD panels are scaling anyway it makes no sense to make "physical" resolution changes when software should be taking care of it. This massively simplifies the code and makes it easier to extend to more niche setups like MST and videowalls. * Rename fullscreen options to match new semantics * Implement XRandR 1.5 support * Get rid of the FullScreen enum Moving to just having two states None and Some(MonitorId) and then being able to set full screen in the current monitor with something like: window.set_fullscreen(Some(window.current_monitor())); * Implement Window::get_current_monitor() Do it by iterating over the available monitors and finding which has the biggest overlap with the window. For this MonitorId needs a new get_position() that needs to be implemented for all platforms. * Add unimplemented get_position() to all MonitorId * Make get_current_monitor() platform specific * Add unimplemented get_current_monitor() to all * Implement proper primary monitor selection in X11 * Shut up some warnings * Remove libxxf86vm package from travis Since we're no longer using XF86 there's no need to keep the package around for CI. * Don't use new struct syntax * Fix indentation * Adjust Android/iOS fullscreen/maximized On Android and iOS we can assume single screen apps that are already fullscreen and maximized so there are a few methods that are implemented by just returning a fixed value or not doing anything. * Mark OSX/Win fullscreen/maximized unimplemented()! These would be safe as no-ops but we should make it explicit so there is more of an incentive to actually implement them.
2017-09-07 18:33:46 +10:00
self.inner.get_position()
}
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/// Returns the DPI factor that can be used to map logical pixels to physical pixels, and vice versa.
///
/// See the [`dpi`](dpi/index.html) module for more information.
///
/// ## Platform-specific
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///
/// - **X11:** Can be overridden using the `WINIT_HIDPI_FACTOR` environment variable.
/// - **Android:** Always returns 1.0.
#[inline]
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pub fn get_hidpi_factor(&self) -> f64 {
self.inner.get_hidpi_factor()
}
}