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Add docs to lib.rs
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124
src/lib.rs
124
src/lib.rs
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@ -1,5 +1,6 @@
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#![feature(unsafe_destructor)]
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#![feature(unsafe_destructor)]
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#![feature(globs)]
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#![feature(globs)]
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#![unstable]
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extern crate libc;
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extern crate libc;
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@ -26,7 +27,63 @@ pub struct Window {
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nosend: std::kinds::marker::NoSend,
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nosend: std::kinds::marker::NoSend,
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}
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}
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/// Represents an OpenGL context and the Window or environment around it.
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///
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/// # Example
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///
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/// ```
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/// use std::default::Default;
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///
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/// let window = Window::new(None, "Hello world!", &Default::default(), None).unwrap();
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///
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/// window.make_current();
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///
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/// loop {
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/// for event in window.poll_events().move_iter() { // note: this may change in the future
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/// match event {
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/// // process events here
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/// _ => ()
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/// }
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/// }
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///
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/// // draw everything here
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///
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/// window.swap_buffers();
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/// std::io::timer::sleep(17);
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/// }
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///
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/// while !window.is_closed() {
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/// println!("{}", window.wait_events());
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///
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/// gl::Clear(gl::COLOR_BUFFER_BIT);
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///
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/// window.swap_buffers();
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/// }
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impl 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.
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///
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/// # Parameters
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///
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/// The `dimensions` parameter tell the library what the dimensions of the client area
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/// of the window must be. If set to `None`, the library will choose or let the O/S choose.
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///
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/// The `title` parameter is the title that the window must have.
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///
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/// The `hints` parameter must be a `Hint` object which contains hints about how the context
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/// must be created. This library will *try* to follow the hints, but will still success
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/// even if it could not conform to all of them.
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///
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/// The `monitor` parameter is the identifier of the monitor that this window should fill.
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/// If `None`, a windowed window will be created. If `Some(_)`, the window will be fullscreen
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/// and will fill the given monitor. Note `MonitorID` does not necessarly represent a
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/// *physical* monitor.
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///
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/// # Return value
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///
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/// Returns the `Window` object.
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///
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/// Error should be very rare and only occur in case of permission denied, incompatible system,
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/// out of memory, etc.
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#[inline]
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#[inline]
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pub fn new(dimensions: Option<(uint, uint)>, title: &str,
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pub fn new(dimensions: Option<(uint, uint)>, title: &str,
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hints: &Hints, monitor: Option<MonitorID>)
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hints: &Hints, monitor: Option<MonitorID>)
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@ -39,13 +96,13 @@ impl Window {
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})
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})
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}
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}
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/// Returns true if the window has been closed by the user.
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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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#[inline]
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pub fn is_closed(&self) -> bool {
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pub fn is_closed(&self) -> bool {
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self.window.is_closed()
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self.window.is_closed()
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}
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}
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/// Returns true if the window has been closed by the user.
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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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#[inline]
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#[deprecated = "Use is_closed instead"]
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#[deprecated = "Use is_closed instead"]
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pub fn should_close(&self) -> bool {
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pub fn should_close(&self) -> bool {
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@ -53,12 +110,22 @@ impl Window {
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}
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}
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/// Modifies the title of the window.
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/// Modifies the title of the window.
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///
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/// This is a no-op if the window has already been closed.
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#[inline]
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#[inline]
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pub fn set_title(&self, title: &str) {
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pub fn set_title(&self, title: &str) {
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self.window.set_title(title)
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self.window.set_title(title)
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}
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}
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/// Returns the position of the window relative to the top-left hand corner of the screen.
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/// Returns the position of the top-left hand corner of the window relative to the
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/// top-left hand corner of the desktop.
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///
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/// Note that the top-left hand corner of the desktop is not necessarly the same as
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/// the screen. If the user uses a desktop with multiple monitors, the top-left hand corner
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/// of the desktop is the top-left hand corner of the monitor at the top-left of the desktop.
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///
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/// The coordinates can be negative if the top-left hand corner of the window is outside
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/// of the visible screen region.
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///
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///
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/// Returns `None` if the window no longer exists.
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/// Returns `None` if the window no longer exists.
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#[inline]
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#[inline]
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@ -66,48 +133,95 @@ impl Window {
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self.window.get_position()
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self.window.get_position()
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}
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}
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/// Modifies the position of the window.
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///
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/// See `get_position` for more informations about the coordinates.
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///
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/// This is a no-op if the window has already been closed.
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#[inline]
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#[inline]
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pub fn set_position(&self, x: uint, y: uint) {
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pub fn set_position(&self, x: uint, y: uint) {
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self.window.set_position(x, y)
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self.window.set_position(x, y)
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}
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}
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/// Returns the size in pixels of the client area of the window.
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///
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/// The client area is the content of the window, excluding the title bar and borders.
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/// These are the dimensions of the frame buffer, and the dimensions that you should use
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/// when you call `glViewport`.
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///
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/// Returns `None` if the window no longer exists.
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#[inline]
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#[inline]
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pub fn get_inner_size(&self) -> Option<(uint, uint)> {
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pub fn get_inner_size(&self) -> Option<(uint, uint)> {
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self.window.get_inner_size()
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self.window.get_inner_size()
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}
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}
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/// Returns the size in pixels of the window.
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///
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/// These dimensions include title bar and borders. If you don't want these, you should use
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/// use `get_inner_size` instead.
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///
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/// Returns `None` if the window no longer exists.
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#[inline]
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#[inline]
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pub fn get_outer_size(&self) -> Option<(uint, uint)> {
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pub fn get_outer_size(&self) -> Option<(uint, uint)> {
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self.window.get_outer_size()
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self.window.get_outer_size()
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}
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}
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/// Modifies the inner size of the window.
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///
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/// See `get_inner_size` for more informations about the values.
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///
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/// This is a no-op if the window has already been closed.
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#[inline]
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#[inline]
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pub fn set_inner_size(&self, x: uint, y: uint) {
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pub fn set_inner_size(&self, x: uint, y: uint) {
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self.window.set_inner_size(x, y)
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self.window.set_inner_size(x, y)
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}
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}
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// TODO: return iterator
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/// Returns all the events that are currently in window's events queue.
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///
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/// Contrary to `wait_events`, this function never blocks.
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#[experimental = "Will probably be changed to return an iterator instead of a Vec"]
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#[inline]
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#[inline]
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pub fn poll_events(&self) -> Vec<Event> {
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pub fn poll_events(&self) -> Vec<Event> {
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self.window.poll_events()
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self.window.poll_events()
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}
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}
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// TODO: return iterator
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/// Returns all the events that are currently in window's events queue.
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/// If there are no events in queue, this function will block until there is one.
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///
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/// This is equivalent to:
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///
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/// ```
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/// loop {
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/// let events = poll_events();
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/// if events.len() >= 1 { return events }
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/// }
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/// ```
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///
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/// ...but without the spinlock.
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#[inline]
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#[inline]
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#[experimental = "Will probably be changed to return an iterator instead of a Vec"]
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pub fn wait_events(&self) -> Vec<Event> {
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pub fn wait_events(&self) -> Vec<Event> {
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self.window.wait_events()
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self.window.wait_events()
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}
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}
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#[inline]
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#[inline]
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#[experimental]
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pub fn make_current(&self) {
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pub fn make_current(&self) {
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self.window.make_current()
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self.window.make_current()
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}
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}
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/// Returns the address of an OpenGL function.
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///
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/// Contrary to `wglGetProcAddress`, all available OpenGL functions return an address.
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#[inline]
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#[inline]
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pub fn get_proc_address(&self, addr: &str) -> *const () {
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pub fn get_proc_address(&self, addr: &str) -> *const () {
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self.window.get_proc_address(addr)
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self.window.get_proc_address(addr)
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}
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}
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/// Swaps the buffers in case of double or triple buffering.
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///
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/// You should call this function every time you have finished rendering, or the image
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/// may not be displayed on the screen.
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#[inline]
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#[inline]
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pub fn swap_buffers(&self) {
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pub fn swap_buffers(&self) {
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self.window.swap_buffers()
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self.window.swap_buffers()
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