mirror of
https://github.com/italicsjenga/winit-sonoma-fix.git
synced 2024-10-18 16:01:34 +11:00
490 lines
14 KiB
Rust
490 lines
14 KiB
Rust
#![feature(tuple_indexing)]
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#![feature(unsafe_destructor)]
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#![feature(globs)]
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#![feature(phase)]
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#![unstable]
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//! The purpose of this library is to provide an OpenGL context on as many
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//! platforms as possible.
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//!
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//! # Building a window
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//!
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//! There are two ways to create a window:
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//!
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//! - Calling `Window::new()`.
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//! - Calling `let builder = WindowBuilder::new()` then `builder.build()`.
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//!
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//! The first way is the simpliest way and will give you default values.
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//!
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//! The second way allows you to customize the way your window and GL context
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//! will look and behave.
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//!
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//! # Features
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//!
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//! This crate has two Cargo features: `window` and `headless`.
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//!
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//! - `window` allows you to create regular windows and enables the `WindowBuilder` object.
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//! - `headless` allows you to do headless rendering, and enables
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//! the `HeadlessRendererBuilder` object.
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//!
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//! By default only `window` is enabled.
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#[phase(plugin)] extern crate compile_msg;
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#[phase(plugin)] extern crate gl_generator;
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extern crate libc;
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#[cfg(target_os = "macos")]
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extern crate cocoa;
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#[cfg(target_os = "macos")]
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extern crate core_foundation;
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#[cfg(target_os = "linux")]
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extern crate sync;
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pub use events::*;
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use std::default::Default;
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#[cfg(target_os = "windows")]
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#[path="win32/mod.rs"]
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mod winimpl;
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#[cfg(target_os = "linux")]
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#[path="x11/mod.rs"]
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mod winimpl;
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#[cfg(target_os = "macos")]
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#[path="osx/mod.rs"]
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mod winimpl;
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#[cfg(target_os = "android")]
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#[path="android/mod.rs"]
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mod winimpl;
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mod events;
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#[cfg(all(not(target_os = "windows"), not(target_os = "linux"), not(target_os = "macos"), not(target_os = "android")))]
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compile_error!("Only the `windows`, `linux` and `macos` platforms are supported")
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/// Identifier for a monitor.
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#[cfg(feature = "window")]
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pub struct MonitorID(winimpl::MonitorID);
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/// Object that allows you to build windows.
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#[cfg(feature = "window")]
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pub struct WindowBuilder {
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dimensions: Option<(uint, uint)>,
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title: String,
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monitor: Option<winimpl::MonitorID>,
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gl_version: Option<(uint, uint)>,
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vsync: bool,
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visible: bool,
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}
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#[cfg(feature = "window")]
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impl WindowBuilder {
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/// Initializes a new `WindowBuilder` with default values.
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pub fn new() -> WindowBuilder {
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WindowBuilder {
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dimensions: None,
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title: "glutin window".to_string(),
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monitor: None,
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gl_version: None,
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vsync: false,
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visible: true,
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}
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}
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/// Requests the window to be of specific dimensions.
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///
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/// Width and height are in pixels.
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pub fn with_dimensions(mut self, width: uint, height: uint) -> WindowBuilder {
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self.dimensions = Some((width, height));
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self
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}
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/// Requests a specific title for the window.
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pub fn with_title(mut self, title: String) -> WindowBuilder {
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self.title = title;
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self
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}
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/// Requests fullscreen mode.
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///
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/// If you don't specify dimensions for the window, it will match the monitor's.
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pub fn with_fullscreen(mut self, monitor: MonitorID) -> WindowBuilder {
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let MonitorID(monitor) = monitor;
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self.monitor = Some(monitor);
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self
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}
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/// Requests to use a specific OpenGL version.
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///
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/// Version is a (major, minor) pair. For example to request OpenGL 3.3
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/// you would pass `(3, 3)`.
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pub fn with_gl_version(mut self, version: (uint, uint)) -> WindowBuilder {
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self.gl_version = Some(version);
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self
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}
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/// Requests that the window has vsync enabled.
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pub fn with_vsync(mut self) -> WindowBuilder {
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self.vsync = true;
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self
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}
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/// Sets whether the window will be initially hidden or visible.
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pub fn with_visibility(mut self, visible: bool) -> WindowBuilder {
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self.visible = visible;
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self
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}
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/// Builds the window.
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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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pub fn build(mut self) -> Result<Window, String> {
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// resizing the window to the dimensions of the monitor when fullscreen
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if self.dimensions.is_none() && self.monitor.is_some() {
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self.dimensions = Some(self.monitor.as_ref().unwrap().get_dimensions())
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}
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// default dimensions
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if self.dimensions.is_none() {
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self.dimensions = Some((1024, 768));
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}
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// building
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winimpl::Window::new(self).map(|w| Window { window: w })
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}
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}
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/// Object that allows you to build headless contexts.
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#[cfg(feature = "headless")]
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pub struct HeadlessRendererBuilder {
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dimensions: (uint, uint),
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gl_version: Option<(uint, uint)>,
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}
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#[cfg(feature = "headless")]
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impl HeadlessRendererBuilder {
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/// Initializes a new `HeadlessRendererBuilder` with default values.
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pub fn new(width: uint, height: uint) -> HeadlessRendererBuilder {
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HeadlessRendererBuilder {
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dimensions: (width, height),
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gl_version: None,
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}
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}
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/// Requests to use a specific OpenGL version.
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///
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/// Version is a (major, minor) pair. For example to request OpenGL 3.3
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/// you would pass `(3, 3)`.
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pub fn with_gl_version(mut self, version: (uint, uint)) -> HeadlessRendererBuilder {
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self.gl_version = Some(version);
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self
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}
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/// Builds the headless context.
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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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pub fn build(self) -> Result<HeadlessContext, String> {
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winimpl::HeadlessContext::new(self).map(|w| HeadlessContext { context: w })
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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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/// ```ignore
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/// let window = Window::new().unwrap();
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///
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/// unsafe { window.make_current() };
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///
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/// loop {
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/// for event in window.poll_events() {
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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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#[cfg(feature = "window")]
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pub struct Window {
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window: winimpl::Window,
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}
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#[cfg(feature = "window")]
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impl Default for Window {
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fn default() -> Window {
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Window::new().unwrap()
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}
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}
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#[cfg(feature = "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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/// This function is equivalent to `WindowBuilder::new().build()`.
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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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#[cfg(feature = "window")]
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pub fn new() -> Result<Window, String> {
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let builder = WindowBuilder::new();
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builder.build()
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}
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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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pub fn is_closed(&self) -> bool {
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self.window.is_closed()
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}
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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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#[deprecated = "Use is_closed instead"]
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pub fn should_close(&self) -> bool {
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self.is_closed()
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}
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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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pub fn set_title(&self, title: &str) {
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self.window.set_title(title)
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}
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/// Shows the window if it was hidden.
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///
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/// ## Platform-specific
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///
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/// - Has no effect on Android
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///
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#[inline]
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pub fn show(&self) {
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self.window.show()
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}
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/// Hides the window if it was visible.
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///
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/// ## Platform-specific
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///
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/// - Has no effect on Android
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///
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#[inline]
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pub fn hide(&self) {
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self.window.hide()
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}
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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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/// Returns `None` if the window no longer exists.
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#[inline]
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pub fn get_position(&self) -> Option<(int, int)> {
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self.window.get_position()
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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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pub fn set_position(&self, x: int, y: int) {
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self.window.set_position(x, y)
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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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pub fn get_inner_size(&self) -> Option<(uint, uint)> {
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self.window.get_inner_size()
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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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pub fn get_outer_size(&self) -> Option<(uint, uint)> {
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self.window.get_outer_size()
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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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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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}
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/// Returns an iterator to all the events that are currently in the window's events queue.
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///
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/// Contrary to `wait_events`, this function never blocks.
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#[inline]
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pub fn poll_events(&self) -> PollEventsIterator {
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PollEventsIterator { data: self.window.poll_events() }
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}
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/// Waits for an event, then returns an iterator to all the events that are currently
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/// in the window's events queue.
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///
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/// If there are no events in queue when you call the function,
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/// this function will block until there is one.
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#[inline]
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pub fn wait_events(&self) -> WaitEventsIterator {
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WaitEventsIterator { data: self.window.wait_events() }
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}
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/// Sets the context as the current context.
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#[inline]
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pub unsafe fn make_current(&self) {
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self.window.make_current()
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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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pub fn get_proc_address(&self, addr: &str) -> *const libc::c_void {
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self.window.get_proc_address(addr) as *const libc::c_void
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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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///
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/// **Warning**: if you enabled vsync, this function will block until the next time the screen
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/// is refreshed. However drivers can choose to override your vsync settings, which means that
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/// you can't know in advance whether `swap_buffers` will block or not.
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#[inline]
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pub fn swap_buffers(&self) {
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self.window.swap_buffers()
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}
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/// Gets the native platform specific display for this window.
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/// This is typically only required when integrating with
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/// other libraries that need this information.
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#[inline]
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pub unsafe fn platform_display(&self) -> *mut libc::c_void {
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self.window.platform_display()
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}
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}
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/// Represents a headless OpenGL context.
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#[cfg(feature = "headless")]
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pub struct HeadlessContext {
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context: winimpl::HeadlessContext,
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}
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#[cfg(feature = "headless")]
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impl HeadlessContext {
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/// Creates a new OpenGL context
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/// Sets the context as the current context.
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#[inline]
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pub unsafe fn make_current(&self) {
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self.context.make_current()
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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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pub fn get_proc_address(&self, addr: &str) -> *const libc::c_void {
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self.context.get_proc_address(addr) as *const libc::c_void
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}
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}
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/// An iterator for the `poll_events` function.
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// Implementation note: we retreive the list once, then serve each element by one by one.
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// This may change in the future.
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pub struct PollEventsIterator<'a> {
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data: Vec<Event>,
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}
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impl<'a> Iterator<Event> for PollEventsIterator<'a> {
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fn next(&mut self) -> Option<Event> {
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self.data.remove(0)
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}
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}
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/// An iterator for the `wait_events` function.
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// Implementation note: we retreive the list once, then serve each element by one by one.
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// This may change in the future.
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pub struct WaitEventsIterator<'a> {
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data: Vec<Event>,
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}
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impl<'a> Iterator<Event> for WaitEventsIterator<'a> {
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fn next(&mut self) -> Option<Event> {
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self.data.remove(0)
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}
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}
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/// An iterator for the list of available monitors.
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// Implementation note: we retreive the list once, then serve each element by one by one.
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// This may change in the future.
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#[cfg(feature = "window")]
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pub struct AvailableMonitorsIter {
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data: Vec<winimpl::MonitorID>,
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}
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#[cfg(feature = "window")]
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impl Iterator<MonitorID> for AvailableMonitorsIter {
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fn next(&mut self) -> Option<MonitorID> {
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self.data.remove(0).map(|id| MonitorID(id))
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}
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}
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/// Returns the list of all available monitors.
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#[cfg(feature = "window")]
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pub fn get_available_monitors() -> AvailableMonitorsIter {
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let data = winimpl::get_available_monitors();
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AvailableMonitorsIter{ data: data }
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}
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/// Returns the primary monitor of the system.
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#[cfg(feature = "window")]
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pub fn get_primary_monitor() -> MonitorID {
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MonitorID(winimpl::get_primary_monitor())
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}
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#[cfg(feature = "window")]
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impl MonitorID {
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/// Returns a human-readable name of the monitor.
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pub fn get_name(&self) -> Option<String> {
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let &MonitorID(ref id) = self;
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id.get_name()
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}
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/// Returns the number of pixels currently displayed on the monitor.
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pub fn get_dimensions(&self) -> (uint, uint) {
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let &MonitorID(ref id) = self;
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id.get_dimensions()
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}
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}
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