//! The `Window` struct and associated types. use std::{fmt, error}; use platform_impl; use event_loop::EventLoopWindowTarget; use monitor::{AvailableMonitorsIter, MonitorHandle}; use dpi::{LogicalPosition, LogicalSize}; pub use icon::*; /// Represents a window. /// /// # Example /// /// ```no_run /// use winit::window::Window; /// use winit::event::{Event, WindowEvent}; /// use winit::event_loop::{EventLoop, ControlFlow}; /// /// let mut event_loop = EventLoop::new(); /// let window = Window::new(&event_loop).unwrap(); /// /// event_loop.run(move |event, _, control_flow| { /// match event { /// Event::WindowEvent { event: WindowEvent::CloseRequested, .. } => { /// *control_flow = ControlFlow::Exit /// }, /// _ => *control_flow = ControlFlow::Wait, /// } /// }); /// ``` pub struct Window { pub(crate) window: platform_impl::Window, } impl fmt::Debug for Window { fn fmt(&self, fmtr: &mut fmt::Formatter) -> fmt::Result { fmtr.pad("Window { .. }") } } /// 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(pub(crate) platform_impl::WindowId); impl WindowId { /// Returns a dummy `WindowId`, useful for unit testing. The only guarantee made about the return /// value of this function is that it will always be equal to itself and to future values returned /// by this function. No other guarantees are made. This may be equal to a real `WindowId`. /// /// **Passing this into a winit function will result in undefined behavior.** pub unsafe fn dummy() -> Self { WindowId(platform_impl::WindowId::dummy()) } } /// Object that allows you to build windows. #[derive(Clone)] pub struct WindowBuilder { /// The attributes to use to create the window. pub window: WindowAttributes, // Platform-specific configuration. Private. pub(crate) platform_specific: platform_impl::PlatformSpecificWindowBuilderAttributes, } impl fmt::Debug for WindowBuilder { fn fmt(&self, fmtr: &mut fmt::Formatter) -> fmt::Result { fmtr.debug_struct("WindowBuilder") .field("window", &self.window) .finish() } } /// Attributes to use when creating a window. #[derive(Debug, 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, /// 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, /// 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, /// Whether the window is resizable or not. /// /// The default is `true`. pub resizable: bool, /// Whether the window should be set as fullscreen upon creation. /// /// The default is `None`. pub fullscreen: Option, /// The title of the window in the title bar. /// /// 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, /// Whether the window should always be on top of other windows. /// /// The default is `false`. pub always_on_top: bool, /// The window icon. /// /// The default is `None`. pub window_icon: Option, /// [iOS only] Enable multitouch, /// see [multipleTouchEnabled](https://developer.apple.com/documentation/uikit/uiview/1622519-multipletouchenabled) pub multitouch: bool, } impl Default for WindowAttributes { #[inline] fn default() -> WindowAttributes { WindowAttributes { dimensions: None, min_dimensions: None, max_dimensions: None, resizable: true, title: "winit window".to_owned(), maximized: false, fullscreen: None, visible: true, transparent: false, decorations: true, always_on_top: false, window_icon: None, multitouch: false, } } } impl WindowBuilder { /// Initializes a new `WindowBuilder` with default values. #[inline] pub fn new() -> WindowBuilder { WindowBuilder { window: Default::default(), platform_specific: Default::default(), } } /// Requests the window to be of specific dimensions. #[inline] pub fn with_dimensions(mut self, size: LogicalSize) -> WindowBuilder { self.window.dimensions = Some(size); self } /// Sets a minimum dimension size for the window #[inline] 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] 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. #[inline] pub fn with_title>(mut self, title: T) -> WindowBuilder { self.window.title = title.into(); self } /// Sets the window fullscreen state. None means a normal window, Some(MonitorHandle) /// means a fullscreen window on that specific monitor #[inline] pub fn with_fullscreen(mut self, monitor: Option) -> 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. #[inline] pub fn with_visibility(mut self, visible: bool) -> WindowBuilder { self.window.visible = visible; self } /// Sets whether the background of the window should be transparent. #[inline] pub fn with_transparency(mut self, transparent: bool) -> WindowBuilder { self.window.transparent = transparent; self } /// Sets whether the window should have a border, a title bar, etc. #[inline] pub fn with_decorations(mut self, decorations: bool) -> WindowBuilder { 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 } /// 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) -> WindowBuilder { self.window.window_icon = window_icon; self } /// Enables multitouch. #[inline] pub fn with_multitouch(mut self) -> WindowBuilder { self.window.multitouch = true; self } /// Builds the window. /// /// Error should be very rare and only occur in case of permission denied, incompatible system, /// out of memory, etc. #[inline] pub fn build(mut self, window_target: &EventLoopWindowTarget) -> Result { self.window.dimensions = Some(self.window.dimensions.unwrap_or_else(|| { if let Some(ref monitor) = self.window.fullscreen { // resizing the window to the dimensions of the monitor when fullscreen LogicalSize::from_physical(monitor.get_dimensions(), 1.0) } else { // default dimensions (1024, 768).into() } })); // building platform_impl::Window::new( &window_target.p, self.window, self.platform_specific, ).map(|window| Window { window }) } } impl Window { /// Creates a new Window for platforms where this is appropriate. /// /// This function is equivalent to `WindowBuilder::new().build(event_loop)`. /// /// Error should be very rare and only occur in case of permission denied, incompatible system, /// out of memory, etc. #[inline] pub fn new(event_loop: &EventLoopWindowTarget) -> Result { let builder = WindowBuilder::new(); builder.build(event_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() } /// Emits a `WindowEvent::RedrawRequested` event in the associated event loop after all OS /// events have been processed by the event loop. /// /// This is the **strongly encouraged** method of redrawing windows, as it can integrates with /// OS-requested redraws (e.g. when a window gets resized). /// /// This function can cause `RedrawRequested` events to be emitted after `Event::EventsCleared` /// but before `Event::NewEvents` if called in the following circumstances: /// * While processing `EventsCleared`. /// * While processing a `RedrawRequested` event that was sent during `EventsCleared` or any /// directly subsequent `RedrawRequested` event. pub fn request_redraw(&self) { self.window.request_redraw() } /// 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 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 { 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] pub fn get_inner_position(&self) -> Option { 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] pub fn set_position(&self, position: LogicalPosition) { self.window.set_position(position) } /// 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. /// /// Converting the returned `LogicalSize` to `PhysicalSize` produces the size your framebuffer should be. /// /// Returns `None` if the window no longer exists. #[inline] pub fn get_inner_size(&self) -> Option { self.window.get_inner_size() } /// Returns the logical size of the entire window. /// /// 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] pub fn get_outer_size(&self) -> Option { 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] pub fn set_inner_size(&self, size: LogicalSize) { self.window.set_inner_size(size) } /// Sets a minimum dimension size for the window. #[inline] pub fn set_min_dimensions(&self, dimensions: Option) { self.window.set_min_dimensions(dimensions) } /// Sets a maximum dimension size for the window. #[inline] pub fn set_max_dimensions(&self, dimensions: Option) { 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) } /// 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. /// /// ## Platform-specific /// /// - **X11:** Can be overridden using the `WINIT_HIDPI_FACTOR` environment variable. /// - **Android:** Always returns 1.0. #[inline] pub fn get_hidpi_factor(&self) -> f64 { self.window.get_hidpi_factor() } /// Modifies the mouse cursor of the window. /// Has no effect on Android. #[inline] pub fn set_cursor(&self, cursor: MouseCursor) { self.window.set_cursor(cursor); } /// Changes the position of the cursor in window coordinates. #[inline] pub fn set_cursor_position(&self, position: LogicalPosition) -> Result<(), String> { self.window.set_cursor_position(position) } /// 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. #[inline] pub fn hide_cursor(&self, hide: bool) { self.window.hide_cursor(hide) } /// 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] pub fn set_fullscreen(&self, monitor: Option) { 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) } /// 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) { self.window.set_window_icon(window_icon) } /// Sets location of IME candidate box in client area coordinates relative to the top left. #[inline] pub fn set_ime_spot(&self, position: LogicalPosition) { self.window.set_ime_spot(position) } /// Returns the monitor on which the window currently resides #[inline] pub fn get_current_monitor(&self) -> MonitorHandle { self.window.get_current_monitor() } /// Returns the list of all the monitors available on the system. /// /// This is the same as `EventLoop::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 `EventLoop::get_primary_monitor`, and is provided for convenience. #[inline] pub fn get_primary_monitor(&self) -> MonitorHandle { MonitorHandle { inner: self.window.get_primary_monitor() } } /// Returns an identifier unique to the window. #[inline] pub fn id(&self) -> WindowId { WindowId(self.window.id()) } } /// Error that can happen while creating a window or a headless renderer. #[derive(Debug, Clone)] pub enum CreationError { OsError(String), /// TODO: remove this error NotSupported, } impl CreationError { fn to_string(&self) -> &str { match *self { CreationError::OsError(ref text) => &text, CreationError::NotSupported => "Some of the requested attributes are not supported", } } } impl fmt::Display for CreationError { fn fmt(&self, formatter: &mut fmt::Formatter) -> Result<(), fmt::Error> { formatter.write_str(self.to_string()) } } impl error::Error for CreationError { fn description(&self) -> &str { self.to_string() } } /// Describes the appearance of the mouse cursor. #[derive(Debug, Copy, Clone, PartialEq, Eq, Hash)] #[cfg_attr(feature = "serde", derive(Serialize, Deserialize))] 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 /// as a spinning beach ball, or an arrow with a watch or hourglass. Progress, /// Cursor showing that something cannot be done. NotAllowed, ContextMenu, 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, } impl Default for MouseCursor { fn default() -> Self { MouseCursor::Default } }