use std::collections::vec_deque::IntoIter as VecDequeIter; use { CreationError, EventsLoop, Icon, LogicalPosition, LogicalSize, MouseCursor, PhysicalPosition, PhysicalSize, platform, Window, WindowBuilder, WindowId, }; 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(MonitorId) /// 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, events_loop: &EventsLoop) -> 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::Window::new( &events_loop.events_loop, 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(events_loop)`. /// /// Error should be very rare and only occur in case of permission denied, incompatible system, /// out of memory, etc. #[inline] pub fn new(events_loop: &EventsLoop) -> Result { let builder = WindowBuilder::new(); 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. /// /// 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) -> MonitorId { self.window.get_current_monitor() } /// Returns the list of all the monitors available on the system. /// /// This is the same as `EventsLoop::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 `EventsLoop::get_primary_monitor`, and is provided for convenience. #[inline] pub fn get_primary_monitor(&self) -> MonitorId { MonitorId { inner: self.window.get_primary_monitor() } } #[inline] pub fn id(&self) -> WindowId { WindowId(self.window.id()) } } /// An iterator for the list of available monitors. // Implementation note: we retrieve the list once, then serve each element by one by one. // This may change in the future. #[derive(Debug)] pub struct AvailableMonitorsIter { pub(crate) data: VecDequeIter, } impl Iterator for AvailableMonitorsIter { type Item = MonitorId; #[inline] fn next(&mut self) -> Option { self.data.next().map(|id| MonitorId { inner: id }) } #[inline] fn size_hint(&self) -> (usize, Option) { self.data.size_hint() } } /// Identifier for a monitor. #[derive(Debug, Clone)] pub struct MonitorId { pub(crate) inner: platform::MonitorId } impl MonitorId { /// Returns a human-readable name of the monitor. /// /// Returns `None` if the monitor doesn't exist anymore. #[inline] pub fn get_name(&self) -> Option { self.inner.get_name() } /// Returns the monitor's resolution. #[inline] pub fn get_dimensions(&self) -> PhysicalSize { self.inner.get_dimensions() } /// Returns the top-left corner position of the monitor relative to the larger full /// screen area. #[inline] pub fn get_position(&self) -> PhysicalPosition { self.inner.get_position() } /// 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. /// /// ## 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.inner.get_hidpi_factor() } }