mirror of
https://github.com/italicsjenga/winit-sonoma-fix.git
synced 2024-12-25 14:51:30 +11:00
376 lines
12 KiB
Rust
376 lines
12 KiB
Rust
use std::collections::vec_deque::IntoIter as VecDequeIter;
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use CreationError;
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use CursorState;
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use EventsLoop;
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use MouseCursor;
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use Window;
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use WindowBuilder;
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use WindowId;
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use native_monitor::NativeMonitorId;
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use libc;
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use platform;
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impl WindowBuilder {
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/// Initializes a new `WindowBuilder` with default values.
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#[inline]
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pub fn new() -> WindowBuilder {
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WindowBuilder {
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window: Default::default(),
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platform_specific: Default::default(),
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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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#[inline]
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pub fn with_dimensions(mut self, width: u32, height: u32) -> WindowBuilder {
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self.window.dimensions = Some((width, height));
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self
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}
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/// Sets a minimum dimension size for the window
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///
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/// Width and height are in pixels.
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#[inline]
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pub fn with_min_dimensions(mut self, width: u32, height: u32) -> WindowBuilder {
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self.window.min_dimensions = Some((width, height));
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self
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}
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/// Sets a maximum dimension size for the window
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///
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/// Width and height are in pixels.
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#[inline]
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pub fn with_max_dimensions(mut self, width: u32, height: u32) -> WindowBuilder {
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self.window.max_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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#[inline]
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pub fn with_title<T: Into<String>>(mut self, title: T) -> WindowBuilder {
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self.window.title = title.into();
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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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#[inline]
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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.window.monitor = Some(monitor);
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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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#[inline]
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pub fn with_visibility(mut self, visible: bool) -> WindowBuilder {
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self.window.visible = visible;
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self
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}
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/// Sets whether the background of the window should be transparent.
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#[inline]
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pub fn with_transparency(mut self, transparent: bool) -> WindowBuilder {
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self.window.transparent = transparent;
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self
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}
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/// Sets whether the window should have a border, a title bar, etc.
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#[inline]
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pub fn with_decorations(mut self, decorations: bool) -> WindowBuilder {
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self.window.decorations = decorations;
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self
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}
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/// Enables multitouch
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#[inline]
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pub fn with_multitouch(mut self) -> WindowBuilder {
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self.window.multitouch = true;
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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, events_loop: &EventsLoop) -> Result<Window, CreationError> {
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// resizing the window to the dimensions of the monitor when fullscreen
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if self.window.dimensions.is_none() && self.window.monitor.is_some() {
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self.window.dimensions = Some(self.window.monitor.as_ref().unwrap().get_dimensions())
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}
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// default dimensions
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if self.window.dimensions.is_none() {
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self.window.dimensions = Some((1024, 768));
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}
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// building
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let w = try!(platform::Window2::new(&events_loop.events_loop, &self.window, &self.platform_specific));
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Ok(Window { window: w })
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}
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}
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impl Window {
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/// Creates a new Window for platforms where this is appropriate.
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///
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/// This function is equivalent to `WindowBuilder::new().build(events_loop)`.
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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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pub fn new(events_loop: &EventsLoop) -> Result<Window, CreationError> {
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let builder = WindowBuilder::new();
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builder.build(events_loop)
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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 necessarily 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<(i32, i32)> {
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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: i32, y: i32) {
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self.window.set_position(x, y)
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}
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/// Returns the size in points 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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/// To get the dimensions of the frame buffer when calling `glViewport`, multiply with hidpi factor.
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///
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/// Returns `None` if the window no longer exists.
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///
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/// DEPRECATED
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#[inline]
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pub fn get_inner_size(&self) -> Option<(u32, u32)> {
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self.window.get_inner_size()
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}
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/// Returns the size in points 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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/// To get the dimensions of the frame buffer when calling `glViewport`, multiply with hidpi factor.
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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_points(&self) -> Option<(u32, u32)> {
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self.window.get_inner_size()
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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_pixels(&self) -> Option<(u32, u32)> {
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self.window.get_inner_size().map(|(x, y)| {
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let hidpi = self.hidpi_factor();
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((x as f32 * hidpi) as u32, (y as f32 * hidpi) as u32)
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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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pub fn get_outer_size(&self) -> Option<(u32, u32)> {
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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: u32, y: u32) {
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self.window.set_inner_size(x, y)
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}
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/// DEPRECATED. 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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#[deprecated]
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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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/// DEPRECATED. Gets the native platform specific window handle. This is
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/// typically only required when integrating with other libraries
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/// that need this information.
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#[deprecated]
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#[inline]
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pub unsafe fn platform_window(&self) -> *mut libc::c_void {
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self.window.platform_window()
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}
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/// Modifies the mouse cursor of the window.
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/// Has no effect on Android.
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pub fn set_cursor(&self, cursor: MouseCursor) {
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self.window.set_cursor(cursor);
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}
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/// Returns the ratio between the backing framebuffer resolution and the
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/// window size in screen pixels. This is typically one for a normal display
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/// and two for a retina display.
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#[inline]
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pub fn hidpi_factor(&self) -> f32 {
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self.window.hidpi_factor()
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}
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/// Changes the position of the cursor in window coordinates.
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#[inline]
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pub fn set_cursor_position(&self, x: i32, y: i32) -> Result<(), ()> {
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self.window.set_cursor_position(x, y)
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}
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/// Sets how winit handles the cursor. See the documentation of `CursorState` for details.
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///
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/// Has no effect on Android.
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#[inline]
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pub fn set_cursor_state(&self, state: CursorState) -> Result<(), String> {
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self.window.set_cursor_state(state)
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}
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#[inline]
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pub fn id(&self) -> WindowId {
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WindowId(self.window.id())
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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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pub struct AvailableMonitorsIter {
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data: VecDequeIter<platform::MonitorId>,
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}
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impl Iterator for AvailableMonitorsIter {
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type Item = MonitorId;
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#[inline]
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fn next(&mut self) -> Option<MonitorId> {
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self.data.next().map(|id| MonitorId(id))
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}
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#[inline]
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fn size_hint(&self) -> (usize, Option<usize>) {
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self.data.size_hint()
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}
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}
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/// Returns the list of all available monitors.
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///
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/// Usage will result in display backend initialisation, this can be controlled on linux
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/// using an environment variable `WINIT_UNIX_BACKEND`.
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/// > Legal values are `x11` and `wayland`. If this variable is set only the named backend
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/// > will be tried by winit. If it is not set, winit will try to connect to a wayland connection,
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/// > and if it fails will fallback on x11.
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/// >
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/// > If this variable is set with any other value, winit will panic.
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#[inline]
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pub fn get_available_monitors() -> AvailableMonitorsIter {
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let data = platform::get_available_monitors();
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AvailableMonitorsIter{ data: data.into_iter() }
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}
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/// Returns the primary monitor of the system.
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///
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/// Usage will result in display backend initialisation, this can be controlled on linux
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/// using an environment variable `WINIT_UNIX_BACKEND`.
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/// > Legal values are `x11` and `wayland`. If this variable is set only the named backend
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/// > will be tried by winit. If it is not set, winit will try to connect to a wayland connection,
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/// > and if it fails will fallback on x11.
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/// >
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/// > If this variable is set with any other value, winit will panic.
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#[inline]
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pub fn get_primary_monitor() -> MonitorId {
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MonitorId(platform::get_primary_monitor())
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}
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/// Identifier for a monitor.
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pub struct MonitorId(platform::MonitorId);
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impl MonitorId {
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/// Returns a human-readable name of the monitor.
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#[inline]
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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 native platform identifier for this monitor.
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#[inline]
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pub fn get_native_identifier(&self) -> NativeMonitorId {
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let &MonitorId(ref id) = self;
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id.get_native_identifier()
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}
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/// Returns the number of pixels currently displayed on the monitor.
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#[inline]
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pub fn get_dimensions(&self) -> (u32, u32) {
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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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