winit-sonoma-fix/src/lib.rs

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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
//! use winit::{Event, WindowEvent};
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//! # use winit::EventsLoop;
//! # 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
//! forever unless it is stopped by returning `ControlFlow::Break`.
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//!
//! ```no_run
//! use winit::{ControlFlow, Event, WindowEvent};
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//! # use winit::EventsLoop;
//! # 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");
//! ControlFlow::Break
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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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#[macro_use]
extern crate lazy_static;
#[macro_use]
extern crate shared_library;
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extern crate libc;
#[cfg(target_os = "windows")]
extern crate winapi;
#[cfg(target_os = "windows")]
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extern crate kernel32;
#[cfg(target_os = "windows")]
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extern crate shell32;
#[cfg(target_os = "windows")]
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extern crate gdi32;
#[cfg(target_os = "windows")]
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extern crate user32;
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#[cfg(target_os = "windows")]
extern crate dwmapi;
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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")]
extern crate cocoa;
#[cfg(target_os = "macos")]
extern crate core_foundation;
#[cfg(target_os = "macos")]
extern crate core_graphics;
#[cfg(any(target_os = "linux", target_os = "dragonfly", target_os = "freebsd", target_os = "openbsd"))]
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extern crate x11_dl;
#[cfg(any(target_os = "linux", target_os = "freebsd", target_os = "dragonfly", target_os = "openbsd"))]
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#[macro_use]
extern crate wayland_client;
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pub use events::*;
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pub use window::{AvailableMonitorsIter, MonitorId, get_available_monitors, get_primary_monitor};
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#[macro_use]
mod api_transition;
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mod platform;
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mod events;
mod window;
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pub mod os;
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/// Represents a window.
///
/// # Example
///
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/// ```no_run
/// use winit::{Event, EventsLoop, Window, WindowEvent, ControlFlow};
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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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/// events_loop.run_forever(|event| {
/// match event {
/// Event::WindowEvent { event: WindowEvent::Closed, .. } => {
/// ControlFlow::Break
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/// },
/// _ => ControlFlow::Continue,
/// }
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/// });
/// ```
pub struct Window {
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window: platform::Window2,
}
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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);
/// 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 windows that were registered to it.
///
/// To wake up an `EventsLoop` from a another thread, see the `EventsLoopProxy` docs.
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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 this variable is set only the named backend
/// > will be tried by winit. 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 struct EventsLoop {
events_loop: platform::EventsLoop,
}
/// 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,
/// Break from the event loop.
Break,
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}
impl EventsLoop {
/// Builds a new events loop.
pub fn new() -> EventsLoop {
EventsLoop {
events_loop: platform::EventsLoop::new(),
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}
}
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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]
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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/// Runs forever until `interrupt()` is called. Whenever an event happens, calls the callback.
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#[inline]
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 {
events_loop_proxy: self.events_loop.create_proxy(),
}
}
}
/// Used to wake up the `EventsLoop` from another thread.
pub struct EventsLoopProxy {
events_loop_proxy: platform::EventsLoopProxy,
}
impl EventsLoopProxy {
/// Wake up the `EventsLoop` from which this proxy was created.
///
/// This causes the `EventsLoop` to emit an `Awakened` event.
///
/// 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`"
}
}
/// Object that allows you to build windows.
#[derive(Clone)]
pub struct WindowBuilder {
/// The attributes to use to create the window.
pub window: WindowAttributes,
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// Platform-specific configuration. Private.
platform_specific: platform::PlatformSpecificWindowBuilderAttributes,
}
/// Error that can happen while creating a window or a headless renderer.
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#[derive(Debug, Clone)]
pub enum CreationError {
OsError(String),
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/// TODO: remove this error
NotSupported,
}
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impl CreationError {
fn to_string(&self) -> &str {
match *self {
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CreationError::OsError(ref text) => &text,
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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}
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#[derive(Debug, Copy, Clone, PartialEq)]
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.
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,
}
/// Describes if the Window is in one of the fullscreen modes
#[derive(Clone)]
pub enum FullScreenState {
None,
Windowed,
Exclusive(MonitorId),
}
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/// Describes how winit handles the cursor.
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#[derive(Debug, Copy, Clone, PartialEq)]
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,
}
/// 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)>,
/// The minimum dimensions a window can be, If this is `None`, the window will have no minimum dimensions (aside from reserved).
///
/// The default is `None`.
pub min_dimensions: Option<(u32, u32)>,
/// 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.
///
/// The default is `None`.
pub max_dimensions: Option<(u32, u32)>,
/// Whether the window should be set as fullscreen upon creation.
///
/// The default is `None`.
pub fullscreen: FullScreenState,
/// The title of the window in the title bar.
///
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/// The default is `"winit window"`.
pub title: String,
/// Whether the window should be maximized upon creation.
///
/// The default is `false`.
pub maximized: bool,
/// 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 [UIView#multipleTouchEnabled]
/// (https://developer.apple.com/library/ios/documentation/UIKit/Reference/UIView_Class/#//apple_ref/occ/instp/UIView/multipleTouchEnabled)
pub multitouch: bool,
}
impl Default for WindowAttributes {
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#[inline]
fn default() -> WindowAttributes {
WindowAttributes {
dimensions: None,
min_dimensions: None,
max_dimensions: None,
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title: "winit window".to_owned(),
maximized: false,
fullscreen: FullScreenState::None,
visible: true,
transparent: false,
decorations: true,
multitouch: false,
}
}
}