From 17ad7ef50eaa7b4f7b3e55304847ba4801086c0e Mon Sep 17 00:00:00 2001 From: Tomaka17 Date: Wed, 30 Jul 2014 14:13:42 +0200 Subject: [PATCH] Add docs to lib.rs --- src/lib.rs | 124 ++++++++++++++++++++++++++++++++++++++++++++++++++--- 1 file changed, 119 insertions(+), 5 deletions(-) diff --git a/src/lib.rs b/src/lib.rs index 1b90ad24..25cc9adc 100644 --- a/src/lib.rs +++ b/src/lib.rs @@ -1,5 +1,6 @@ #![feature(unsafe_destructor)] #![feature(globs)] +#![unstable] extern crate libc; @@ -26,7 +27,63 @@ pub struct Window { nosend: std::kinds::marker::NoSend, } +/// Represents an OpenGL context and the Window or environment around it. +/// +/// # Example +/// +/// ``` +/// use std::default::Default; +/// +/// let window = Window::new(None, "Hello world!", &Default::default(), None).unwrap(); +/// +/// window.make_current(); +/// +/// loop { +/// for event in window.poll_events().move_iter() { // note: this may change in the future +/// match event { +/// // process events here +/// _ => () +/// } +/// } +/// +/// // draw everything here +/// +/// window.swap_buffers(); +/// std::io::timer::sleep(17); +/// } +/// +/// while !window.is_closed() { +/// println!("{}", window.wait_events()); +/// +/// gl::Clear(gl::COLOR_BUFFER_BIT); +/// +/// window.swap_buffers(); +/// } impl Window { + /// Creates a new OpenGL context, and a Window for platforms where this is appropriate. + /// + /// # Parameters + /// + /// The `dimensions` parameter tell the library what the dimensions of the client area + /// of the window must be. If set to `None`, the library will choose or let the O/S choose. + /// + /// The `title` parameter is the title that the window must have. + /// + /// The `hints` parameter must be a `Hint` object which contains hints about how the context + /// must be created. This library will *try* to follow the hints, but will still success + /// even if it could not conform to all of them. + /// + /// The `monitor` parameter is the identifier of the monitor that this window should fill. + /// If `None`, a windowed window will be created. If `Some(_)`, the window will be fullscreen + /// and will fill the given monitor. Note `MonitorID` does not necessarly represent a + /// *physical* monitor. + /// + /// # Return value + /// + /// Returns the `Window` object. + /// + /// Error should be very rare and only occur in case of permission denied, incompatible system, + /// out of memory, etc. #[inline] pub fn new(dimensions: Option<(uint, uint)>, title: &str, hints: &Hints, monitor: Option) @@ -39,13 +96,13 @@ impl Window { }) } - /// Returns true if the window has been closed by the user. + /// Returns true if the window has previously been closed by the user. #[inline] pub fn is_closed(&self) -> bool { self.window.is_closed() } - /// Returns true if the window has been closed by the user. + /// Returns true if the window has previously been closed by the user. #[inline] #[deprecated = "Use is_closed instead"] pub fn should_close(&self) -> bool { @@ -53,12 +110,22 @@ impl Window { } /// 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) } - /// Returns the position of the window relative to the top-left hand corner of the screen. + /// 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. #[inline] @@ -66,48 +133,95 @@ impl Window { 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: uint, y: uint) { self.window.set_position(x, y) } + /// 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(&self) -> Option<(uint, uint)> { self.window.get_inner_size() } + /// 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<(uint, uint)> { 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: uint, y: uint) { self.window.set_inner_size(x, y) } - // TODO: return iterator + /// Returns all the events that are currently in window's events queue. + /// + /// Contrary to `wait_events`, this function never blocks. + #[experimental = "Will probably be changed to return an iterator instead of a Vec"] #[inline] pub fn poll_events(&self) -> Vec { self.window.poll_events() } - // TODO: return iterator + /// Returns all the events that are currently in window's events queue. + /// If there are no events in queue, this function will block until there is one. + /// + /// This is equivalent to: + /// + /// ``` + /// loop { + /// let events = poll_events(); + /// if events.len() >= 1 { return events } + /// } + /// ``` + /// + /// ...but without the spinlock. #[inline] + #[experimental = "Will probably be changed to return an iterator instead of a Vec"] pub fn wait_events(&self) -> Vec { self.window.wait_events() } #[inline] + #[experimental] pub fn make_current(&self) { self.window.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 () { self.window.get_proc_address(addr) } + /// 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. #[inline] pub fn swap_buffers(&self) { self.window.swap_buffers()