winit-sonoma-fix/src/window.rs

374 lines
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Rust
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use std::collections::vec_deque::IntoIter as VecDequeIter;
use CreationError;
use CursorState;
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use EventsLoop;
use MouseCursor;
use Window;
use WindowBuilder;
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use WindowId;
use libc;
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use platform;
impl WindowBuilder {
/// Initializes a new `WindowBuilder` with default values.
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#[inline]
pub fn new() -> WindowBuilder {
WindowBuilder {
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window: Default::default(),
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platform_specific: Default::default(),
}
}
/// Requests the window to be of specific dimensions.
///
/// Width and height are in pixels.
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#[inline]
pub fn with_dimensions(mut self, width: u32, height: u32) -> WindowBuilder {
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self.window.dimensions = Some((width, height));
self
}
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/// Sets a minimum dimension size for the window
///
/// Width and height are in pixels.
#[inline]
pub fn with_min_dimensions(mut self, width: u32, height: u32) -> WindowBuilder {
self.window.min_dimensions = Some((width, height));
self
}
/// Sets a maximum dimension size for the window
///
/// Width and height are in pixels.
#[inline]
pub fn with_max_dimensions(mut self, width: u32, height: u32) -> WindowBuilder {
self.window.max_dimensions = Some((width, height));
self
}
/// Requests a specific title for the window.
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#[inline]
pub fn with_title<T: Into<String>>(mut self, title: T) -> WindowBuilder {
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self.window.title = title.into();
self
}
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
}
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/// Enables multitouch
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#[inline]
pub fn with_multitouch(mut self) -> WindowBuilder {
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self.window.multitouch = true;
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self
}
/// 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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pub fn build(mut self, events_loop: &EventsLoop) -> Result<Window, CreationError> {
// resizing the window to the dimensions of the monitor when fullscreen
if self.window.dimensions.is_none() {
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 {
self.window.dimensions = Some(monitor.get_dimensions());
}
}
// default dimensions
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if self.window.dimensions.is_none() {
self.window.dimensions = Some((1024, 768));
}
// building
let w = try!(platform::Window::new(&events_loop.events_loop, &self.window, &self.platform_specific));
Ok(Window { window: w })
}
}
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]
pub fn get_position(&self) -> Option<(i32, i32)> {
self.window.get_position()
}
/// Modifies the position of the window.
///
/// See `get_position` for more informations about the coordinates.
///
/// This is a no-op if the window has already been closed.
#[inline]
pub fn set_position(&self, x: i32, y: i32) {
self.window.set_position(x, y)
}
/// Returns the size in points of the client area of the window.
///
/// The client area is the content of the window, excluding the title bar and borders.
/// To get the dimensions of the frame buffer when calling `glViewport`, multiply with hidpi factor.
///
/// Returns `None` if the window no longer exists.
///
/// DEPRECATED
#[inline]
pub fn get_inner_size(&self) -> Option<(u32, u32)> {
self.window.get_inner_size()
}
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/// Returns the size in points of the client area of the window.
///
/// The client area is the content of the window, excluding the title bar and borders.
/// To get the dimensions of the frame buffer when calling `glViewport`, multiply with hidpi factor.
///
/// Returns `None` if the window no longer exists.
#[inline]
pub fn get_inner_size_points(&self) -> Option<(u32, u32)> {
self.window.get_inner_size()
}
/// Returns the size in pixels of the client area of the window.
///
/// The client area is the content of the window, excluding the title bar and borders.
/// These are the dimensions of the frame buffer, and the dimensions that you should use
/// when you call `glViewport`.
///
/// Returns `None` if the window no longer exists.
#[inline]
pub fn get_inner_size_pixels(&self) -> Option<(u32, u32)> {
self.window.get_inner_size().map(|(x, y)| {
let hidpi = self.hidpi_factor();
((x as f32 * hidpi) as u32, (y as f32 * hidpi) as u32)
})
}
/// Returns the size in pixels of the window.
///
/// These dimensions include title bar and borders. If you don't want these, you should use
/// use `get_inner_size` instead.
///
/// Returns `None` if the window no longer exists.
#[inline]
pub fn get_outer_size(&self) -> Option<(u32, u32)> {
self.window.get_outer_size()
}
/// Modifies the inner size of the window.
///
/// See `get_inner_size` for more informations about the values.
///
/// This is a no-op if the window has already been closed.
#[inline]
pub fn set_inner_size(&self, x: u32, y: u32) {
self.window.set_inner_size(x, y)
}
/// DEPRECATED. Gets the native platform specific display for this window.
/// This is typically only required when integrating with
/// other libraries that need this information.
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#[deprecated]
#[inline]
pub unsafe fn platform_display(&self) -> *mut libc::c_void {
self.window.platform_display()
}
/// DEPRECATED. Gets the native platform specific window handle. This is
/// typically only required when integrating with other libraries
/// that need this information.
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#[deprecated]
#[inline]
pub unsafe fn platform_window(&self) -> *mut libc::c_void {
self.window.platform_window()
}
/// Modifies the mouse cursor of the window.
/// Has no effect on Android.
pub fn set_cursor(&self, cursor: MouseCursor) {
self.window.set_cursor(cursor);
}
/// Returns the ratio between the backing framebuffer resolution and the
/// window size in screen pixels. This is typically one for a normal display
/// and two for a retina display.
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#[inline]
pub fn hidpi_factor(&self) -> f32 {
self.window.hidpi_factor()
}
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/// Changes the position of the cursor in window coordinates.
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#[inline]
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pub fn set_cursor_position(&self, x: i32, y: i32) -> Result<(), ()> {
self.window.set_cursor_position(x, y)
}
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/// Sets how winit handles the cursor. See the documentation of `CursorState` for details.
///
/// Has no effect on Android.
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#[inline]
pub fn set_cursor_state(&self, state: CursorState) -> Result<(), String> {
self.window.set_cursor_state(state)
}
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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)
}
/// Returns the current monitor the window is on or the primary monitor is nothing
/// matches
pub fn get_current_monitor(&self) -> MonitorId {
self.window.get_current_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 retreive the list once, then serve each element by one by one.
// This may change in the future.
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(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()
}
/// Returns the number of pixels currently displayed on the monitor.
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#[inline]
pub fn get_dimensions(&self) -> (u32, u32) {
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]
pub fn get_position(&self) -> (u32, u32) {
self.inner.get_position()
}
}