mirror of
https://github.com/italicsjenga/winit-sonoma-fix.git
synced 2025-01-23 02:16:33 +11:00
420840278b
A surprising amount of work was required to enable these extensions on Windows. I had originally assumed that pump_events was going to be very similar to run except would use PeekMessageW instead of GetMessageW to avoid blocking the external loop but I found the Windows backend broke several assumptions I had. Overall I think these changes can hopefully be considered a quite a significant simplification (I think it's a net deletion of a fair amount of code) and I think it also helps bring it into slightly closer alignment with other backends too Key changes: - I have removed the `wait_thread` that was a fairly fiddly way of handling `ControlFlow::WaitUntil` timeouts in favor of using `SetTimer` which works with the same messages picked up by `GetMessage` and `PeekMessage`. - I have removed the ordering guarantees between `MainEventsCleared`, `RedrawRequested` and `RedrawEventsCleared` events due to the complexity in maintaining this artificial ordering, which is already not supported consistently across backends anyway (in particular this ordering already isn't compatible with how MacOS / iOS work). - `RedrawRequested` events are now directly dispatched via `WM_PAINT` messages - comparable to how `RedrawRequested` is dispatched via `drawRect` in the MacOS backend. - I have re-worked how `NewEvents`, `MainEventsCleared`, and `RedrawEventsCleared` get dispatched to be more in line with the MacOS backend and also more in line with how we have recently discussed defining them for all platforms. `NewEvents` is conceptually delivered when the event loop "wakes up" and `MainEventsCleared` gets dispatched when the event loop is about to ask the OS to wait for new events. This is a more portable model, and is already how these events work in the MacOS backend. `RedrawEventsCleared` are just delivered after `MainEventsCleared` but this event no longer has a useful meaning. Probably the most controversial thing here is that this "breaks" the ordering rules for redraw event handling, but since my changes interacted with how the order is maintained I was very reluctant to figure out how to continue maintaining something that we have recently been discussing changing: https://github.com/rust-windowing/winit/issues/2640. Additionally, since the MacOS backend already doesn't strictly maintain this order it's somewhat academic to see this as a breakage if Winit applications can't really rely on it already. This updates the documentation for `request_redraw()` to reflect that we no longer guarantee that `RedrawRequested` events must be dispatched after `MainEventsCleared`.
1581 lines
56 KiB
Rust
1581 lines
56 KiB
Rust
//! The [`Window`] struct and associated types.
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use std::fmt;
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use raw_window_handle::{
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HasRawDisplayHandle, HasRawWindowHandle, RawDisplayHandle, RawWindowHandle,
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};
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use crate::{
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dpi::{PhysicalPosition, PhysicalSize, Position, Size},
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error::{ExternalError, NotSupportedError, OsError},
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event_loop::EventLoopWindowTarget,
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monitor::{MonitorHandle, VideoMode},
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platform_impl,
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};
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pub use crate::icon::{BadIcon, Icon};
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#[doc(inline)]
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pub use cursor_icon::{CursorIcon, ParseError as CursorIconParseError};
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/// Represents a window.
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///
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/// # Example
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///
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/// ```no_run
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/// use winit::{
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/// event::{Event, WindowEvent},
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/// event_loop::EventLoop,
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/// window::Window,
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/// };
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///
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/// let mut event_loop = EventLoop::new();
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/// let window = Window::new(&event_loop).unwrap();
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///
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/// event_loop.run(move |event, _, control_flow| {
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/// control_flow.set_wait();
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///
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/// match event {
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/// Event::WindowEvent {
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/// event: WindowEvent::CloseRequested,
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/// ..
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/// } => control_flow.set_exit(),
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/// _ => (),
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/// }
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/// });
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/// ```
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pub struct Window {
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pub(crate) window: platform_impl::Window,
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}
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impl fmt::Debug for Window {
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fn fmt(&self, fmtr: &mut fmt::Formatter<'_>) -> fmt::Result {
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fmtr.pad("Window { .. }")
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}
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}
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impl Drop for Window {
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fn drop(&mut self) {
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// If the window is in exclusive fullscreen, we must restore the desktop
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// video mode (generally this would be done on application exit, but
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// closing the window doesn't necessarily always mean application exit,
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// such as when there are multiple windows)
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if let Some(Fullscreen::Exclusive(_)) = self.fullscreen() {
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self.set_fullscreen(None);
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}
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}
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}
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/// Identifier of a window. Unique for each window.
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///
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/// Can be obtained with [`window.id()`](`Window::id`).
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///
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/// Whenever you receive an event specific to a window, this event contains a `WindowId` which you
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/// can then compare to the ids of your windows.
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#[derive(Debug, Copy, Clone, PartialEq, Eq, PartialOrd, Ord, Hash)]
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pub struct WindowId(pub(crate) platform_impl::WindowId);
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impl WindowId {
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/// Returns a dummy id, useful for unit testing.
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///
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/// # Safety
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///
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/// The only guarantee made about the return value of this function is that
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/// it will always be equal to itself and to future values returned by this function.
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/// No other guarantees are made. This may be equal to a real [`WindowId`].
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///
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/// **Passing this into a winit function will result in undefined behavior.**
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pub const unsafe fn dummy() -> Self {
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WindowId(platform_impl::WindowId::dummy())
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}
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}
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impl From<WindowId> for u64 {
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fn from(window_id: WindowId) -> Self {
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window_id.0.into()
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}
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}
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impl From<u64> for WindowId {
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fn from(raw_id: u64) -> Self {
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Self(raw_id.into())
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}
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}
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/// Object that allows building windows.
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#[derive(Clone, Default)]
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#[must_use]
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pub struct WindowBuilder {
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/// The attributes to use to create the window.
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pub(crate) window: WindowAttributes,
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// Platform-specific configuration.
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pub(crate) platform_specific: platform_impl::PlatformSpecificWindowBuilderAttributes,
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}
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impl fmt::Debug for WindowBuilder {
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fn fmt(&self, fmtr: &mut fmt::Formatter<'_>) -> fmt::Result {
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fmtr.debug_struct("WindowBuilder")
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.field("window", &self.window)
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.finish()
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}
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}
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/// Attributes to use when creating a window.
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#[derive(Debug, Clone)]
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pub struct WindowAttributes {
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pub inner_size: Option<Size>,
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pub min_inner_size: Option<Size>,
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pub max_inner_size: Option<Size>,
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pub position: Option<Position>,
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pub resizable: bool,
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pub enabled_buttons: WindowButtons,
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pub title: String,
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pub fullscreen: Option<Fullscreen>,
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pub maximized: bool,
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pub visible: bool,
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pub transparent: bool,
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pub decorations: bool,
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pub window_icon: Option<Icon>,
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pub preferred_theme: Option<Theme>,
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pub resize_increments: Option<Size>,
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pub content_protected: bool,
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pub window_level: WindowLevel,
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pub parent_window: Option<RawWindowHandle>,
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pub active: bool,
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}
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impl Default for WindowAttributes {
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#[inline]
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fn default() -> WindowAttributes {
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WindowAttributes {
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inner_size: None,
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min_inner_size: None,
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max_inner_size: None,
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position: None,
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resizable: true,
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enabled_buttons: WindowButtons::all(),
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title: "winit window".to_owned(),
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maximized: false,
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fullscreen: None,
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visible: true,
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transparent: false,
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decorations: true,
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window_level: Default::default(),
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window_icon: None,
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preferred_theme: None,
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resize_increments: None,
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content_protected: false,
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parent_window: None,
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active: true,
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}
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}
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}
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impl WindowBuilder {
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/// Initializes a new builder with default values.
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#[inline]
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pub fn new() -> Self {
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Default::default()
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}
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/// Get the current window attributes.
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pub fn window_attributes(&self) -> &WindowAttributes {
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&self.window
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}
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/// Requests the window to be of specific dimensions.
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///
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/// If this is not set, some platform-specific dimensions will be used.
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///
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/// See [`Window::request_inner_size`] for details.
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#[inline]
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pub fn with_inner_size<S: Into<Size>>(mut self, size: S) -> Self {
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self.window.inner_size = Some(size.into());
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self
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}
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/// Sets the minimum dimensions a window can have.
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///
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/// If this is not set, the window will have no minimum dimensions (aside
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/// from reserved).
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///
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/// See [`Window::set_min_inner_size`] for details.
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#[inline]
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pub fn with_min_inner_size<S: Into<Size>>(mut self, min_size: S) -> Self {
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self.window.min_inner_size = Some(min_size.into());
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self
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}
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/// Sets the maximum dimensions a window can have.
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///
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/// If this is not set, the window will have no maximum or will be set to
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/// the primary monitor's dimensions by the platform.
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///
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/// See [`Window::set_max_inner_size`] for details.
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#[inline]
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pub fn with_max_inner_size<S: Into<Size>>(mut self, max_size: S) -> Self {
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self.window.max_inner_size = Some(max_size.into());
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self
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}
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/// Sets a desired initial position for the window.
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///
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/// If this is not set, some platform-specific position will be chosen.
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///
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/// See [`Window::set_outer_position`] for details.
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///
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/// ## Platform-specific
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///
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/// - **macOS:** The top left corner position of the window content, the
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/// window's "inner" position. The window title bar will be placed above
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/// it. The window will be positioned such that it fits on screen,
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/// maintaining set `inner_size` if any.
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/// If you need to precisely position the top left corner of the whole
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/// window you have to use [`Window::set_outer_position`] after creating
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/// the window.
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/// - **Windows:** The top left corner position of the window title bar,
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/// the window's "outer" position.
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/// There may be a small gap between this position and the window due to
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/// the specifics of the Window Manager.
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/// - **X11:** The top left corner of the window, the window's "outer"
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/// position.
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/// - **Others:** Ignored.
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#[inline]
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pub fn with_position<P: Into<Position>>(mut self, position: P) -> Self {
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self.window.position = Some(position.into());
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self
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}
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/// Sets whether the window is resizable or not.
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///
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/// The default is `true`.
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///
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/// See [`Window::set_resizable`] for details.
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#[inline]
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pub fn with_resizable(mut self, resizable: bool) -> Self {
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self.window.resizable = resizable;
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self
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}
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/// Sets the enabled window buttons.
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///
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/// The default is [`WindowButtons::all`]
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///
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/// See [`Window::set_enabled_buttons`] for details.
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#[inline]
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pub fn with_enabled_buttons(mut self, buttons: WindowButtons) -> Self {
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self.window.enabled_buttons = buttons;
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self
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}
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/// Sets the initial title of the window in the title bar.
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///
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/// The default is `"winit window"`.
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///
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/// See [`Window::set_title`] for details.
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#[inline]
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pub fn with_title<T: Into<String>>(mut self, title: T) -> Self {
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self.window.title = title.into();
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self
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}
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/// Sets whether the window should be put into fullscreen upon creation.
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///
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/// The default is `None`.
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///
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/// See [`Window::set_fullscreen`] for details.
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#[inline]
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pub fn with_fullscreen(mut self, fullscreen: Option<Fullscreen>) -> Self {
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self.window.fullscreen = fullscreen;
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self
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}
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/// Request that the window is maximized upon creation.
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///
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/// The default is `false`.
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///
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/// See [`Window::set_maximized`] for details.
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#[inline]
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pub fn with_maximized(mut self, maximized: bool) -> Self {
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self.window.maximized = maximized;
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self
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}
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/// Sets whether the window will be initially visible or hidden.
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///
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/// The default is to show the window.
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///
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/// See [`Window::set_visible`] for details.
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#[inline]
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pub fn with_visible(mut self, visible: bool) -> Self {
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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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///
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/// If this is `true`, writing colors with alpha values different than
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/// `1.0` will produce a transparent window. On some platforms this
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/// is more of a hint for the system and you'd still have the alpha
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/// buffer. To control it see [`Window::set_transparent`].
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///
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/// The default is `false`.
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#[inline]
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pub fn with_transparent(mut self, transparent: bool) -> Self {
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self.window.transparent = transparent;
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self
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}
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/// Get whether the window will support transparency.
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#[inline]
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pub fn transparent(&self) -> bool {
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self.window.transparent
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}
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/// Sets whether the window should have a border, a title bar, etc.
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///
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/// The default is `true`.
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///
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/// See [`Window::set_decorations`] for details.
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#[inline]
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pub fn with_decorations(mut self, decorations: bool) -> Self {
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self.window.decorations = decorations;
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self
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}
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/// Sets the window level.
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///
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/// This is just a hint to the OS, and the system could ignore it.
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///
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/// The default is [`WindowLevel::Normal`].
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///
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/// See [`WindowLevel`] for details.
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#[inline]
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pub fn with_window_level(mut self, level: WindowLevel) -> Self {
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self.window.window_level = level;
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self
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}
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/// Sets the window icon.
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///
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/// The default is `None`.
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///
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/// See [`Window::set_window_icon`] for details.
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#[inline]
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pub fn with_window_icon(mut self, window_icon: Option<Icon>) -> Self {
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self.window.window_icon = window_icon;
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self
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}
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/// Sets a specific theme for the window.
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///
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/// If `None` is provided, the window will use the system theme.
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///
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/// The default is `None`.
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///
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/// ## Platform-specific
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///
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/// - **macOS:** This is an app-wide setting.
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/// - **Wayland:** This control only CSD. You can also use `WINIT_WAYLAND_CSD_THEME` env variable to set the theme.
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/// Possible values for env variable are: "dark" and light".
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/// - **x11:** Build window with `_GTK_THEME_VARIANT` hint set to `dark` or `light`.
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/// - **iOS / Android / Web / x11 / Orbital:** Ignored.
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#[inline]
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pub fn with_theme(mut self, theme: Option<Theme>) -> Self {
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self.window.preferred_theme = theme;
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self
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}
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/// Build window with resize increments hint.
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///
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/// The default is `None`.
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///
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/// See [`Window::set_resize_increments`] for details.
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#[inline]
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pub fn with_resize_increments<S: Into<Size>>(mut self, resize_increments: S) -> Self {
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self.window.resize_increments = Some(resize_increments.into());
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self
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}
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/// Prevents the window contents from being captured by other apps.
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///
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/// The default is `false`.
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///
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/// ## Platform-specific
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///
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/// - **macOS**: if `false`, [`NSWindowSharingNone`] is used but doesn't completely
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/// prevent all apps from reading the window content, for instance, QuickTime.
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/// - **iOS / Android / Web / x11 / Orbital:** Ignored.
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///
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/// [`NSWindowSharingNone`]: https://developer.apple.com/documentation/appkit/nswindowsharingtype/nswindowsharingnone
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#[inline]
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pub fn with_content_protected(mut self, protected: bool) -> Self {
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self.window.content_protected = protected;
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self
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}
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/// Whether the window will be initially focused or not.
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///
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/// The window should be assumed as not focused by default
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/// following by the [`WindowEvent::Focused`].
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///
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/// ## Platform-specific:
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///
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/// **Android / iOS / X11 / Wayland / Orbital:** Unsupported.
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///
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/// [`WindowEvent::Focused`]: crate::event::WindowEvent::Focused.
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#[inline]
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pub fn with_active(mut self, active: bool) -> WindowBuilder {
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self.window.active = active;
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self
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}
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/// Build window with parent window.
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///
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/// The default is `None`.
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///
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/// ## Safety
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///
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/// `parent_window` must be a valid window handle.
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///
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|
/// ## Platform-specific
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///
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/// - **Windows** : A child window has the WS_CHILD style and is confined
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/// to the client area of its parent window. For more information, see
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/// <https://docs.microsoft.com/en-us/windows/win32/winmsg/window-features#child-windows>
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|
/// - **X11**: A child window is confined to the client area of its parent window.
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/// - **Android / iOS / Wayland / Web:** Unsupported.
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|
#[inline]
|
|
pub unsafe fn with_parent_window(mut self, parent_window: Option<RawWindowHandle>) -> Self {
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self.window.parent_window = parent_window;
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self
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}
|
|
|
|
/// Builds the window.
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|
///
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|
/// Possible causes of error include denied permission, incompatible system, and lack of memory.
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|
///
|
|
/// ## Platform-specific
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|
///
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|
/// - **Web:** The window is created but not inserted into the web page automatically. Please
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|
/// see the web platform module for more information.
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|
#[inline]
|
|
pub fn build<T: 'static>(
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|
self,
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|
window_target: &EventLoopWindowTarget<T>,
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|
) -> Result<Window, OsError> {
|
|
platform_impl::Window::new(&window_target.p, self.window, self.platform_specific).map(
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|
|window| {
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|
window.request_redraw();
|
|
Window { window }
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|
},
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|
)
|
|
}
|
|
}
|
|
|
|
/// Base Window functions.
|
|
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.
|
|
///
|
|
/// ## Platform-specific
|
|
///
|
|
/// - **Web:** The window is created but not inserted into the web page automatically. Please
|
|
/// see the web platform module for more information.
|
|
///
|
|
/// [`WindowBuilder::new().build(event_loop)`]: WindowBuilder::build
|
|
#[inline]
|
|
pub fn new<T: 'static>(event_loop: &EventLoopWindowTarget<T>) -> Result<Window, OsError> {
|
|
let builder = WindowBuilder::new();
|
|
builder.build(event_loop)
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|
}
|
|
|
|
/// Returns an identifier unique to the window.
|
|
#[inline]
|
|
pub fn id(&self) -> WindowId {
|
|
WindowId(self.window.id())
|
|
}
|
|
|
|
/// Returns the scale factor that can be used to map logical pixels to physical pixels, and vice versa.
|
|
///
|
|
/// See the [`dpi`](crate::dpi) 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::ScaleFactorChanged`] events is
|
|
/// the most robust way to track the DPI you need to use to draw.
|
|
///
|
|
/// ## Platform-specific
|
|
///
|
|
/// - **X11:** This respects Xft.dpi, and can be overridden using the `WINIT_X11_SCALE_FACTOR` environment variable.
|
|
/// - **Wayland:** Uses the wp-fractional-scale protocol if available. Falls back to integer-scale factors otherwise.
|
|
/// - **Android:** Always returns 1.0.
|
|
/// - **iOS:** Can only be called on the main thread. Returns the underlying `UIView`'s
|
|
/// [`contentScaleFactor`].
|
|
///
|
|
/// [`WindowEvent::ScaleFactorChanged`]: crate::event::WindowEvent::ScaleFactorChanged
|
|
/// [`contentScaleFactor`]: https://developer.apple.com/documentation/uikit/uiview/1622657-contentscalefactor?language=objc
|
|
#[inline]
|
|
pub fn scale_factor(&self) -> f64 {
|
|
self.window.scale_factor()
|
|
}
|
|
|
|
/// Requests a future [`Event::RedrawRequested`] event to be emitted in a way that is
|
|
/// synchronized and / or throttled by the windowing system.
|
|
///
|
|
/// This is the **strongly encouraged** method of redrawing windows, as it can integrate with
|
|
/// OS-requested redraws (e.g. when a window gets resized).
|
|
///
|
|
/// Applications should always aim to redraw whenever they receive a `RedrawRequested` event.
|
|
///
|
|
/// There are no strong guarantees about when exactly a `RedrawRequest` event will be emitted
|
|
/// with respect to other events, since the requirements can vary significantly between
|
|
/// windowing systems.
|
|
///
|
|
/// ## Platform-specific
|
|
///
|
|
/// - **Windows** This API uses `RedrawWindow` to request a `WM_PAINT` message and `RedrawRequested`
|
|
/// is emitted in sync with any `WM_PAINT` messages
|
|
/// - **iOS:** Can only be called on the main thread.
|
|
///
|
|
/// [`Event::RedrawRequested`]: crate::event::Event::RedrawRequested
|
|
#[inline]
|
|
pub fn request_redraw(&self) {
|
|
self.window.request_redraw()
|
|
}
|
|
|
|
/// Reset the dead key state of the keyboard.
|
|
///
|
|
/// This is useful when a dead key is bound to trigger an action. Then
|
|
/// this function can be called to reset the dead key state so that
|
|
/// follow-up text input won't be affected by the dead key.
|
|
///
|
|
/// ## Platform-specific
|
|
/// - **Web, macOS:** Does nothing
|
|
// ---------------------------
|
|
// Developers' Note: If this cannot be implemented on every desktop platform
|
|
// at least, then this function should be provided through a platform specific
|
|
// extension trait
|
|
pub fn reset_dead_keys(&self) {
|
|
self.window.reset_dead_keys();
|
|
}
|
|
}
|
|
|
|
/// Position and size functions.
|
|
impl Window {
|
|
/// 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 [`Window::outer_position`] apply to this method.
|
|
///
|
|
/// ## Platform-specific
|
|
///
|
|
/// - **iOS:** Can only be called on the main thread. Returns the top left coordinates of the
|
|
/// window's [safe area] in the screen space coordinate system.
|
|
/// - **Web:** Returns the top-left coordinates relative to the viewport. _Note: this returns the
|
|
/// same value as [`Window::outer_position`]._
|
|
/// - **Android / Wayland:** Always returns [`NotSupportedError`].
|
|
///
|
|
/// [safe area]: https://developer.apple.com/documentation/uikit/uiview/2891103-safeareainsets?language=objc
|
|
#[inline]
|
|
pub fn inner_position(&self) -> Result<PhysicalPosition<i32>, NotSupportedError> {
|
|
self.window.inner_position()
|
|
}
|
|
|
|
/// 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.
|
|
///
|
|
/// ## Platform-specific
|
|
///
|
|
/// - **iOS:** Can only be called on the main thread. Returns the top left coordinates of the
|
|
/// window in the screen space coordinate system.
|
|
/// - **Web:** Returns the top-left coordinates relative to the viewport.
|
|
/// - **Android / Wayland:** Always returns [`NotSupportedError`].
|
|
#[inline]
|
|
pub fn outer_position(&self) -> Result<PhysicalPosition<i32>, NotSupportedError> {
|
|
self.window.outer_position()
|
|
}
|
|
|
|
/// Modifies the position of the window.
|
|
///
|
|
/// See [`Window::outer_position`] for more information about the coordinates.
|
|
/// This automatically un-maximizes the window if it's maximized.
|
|
///
|
|
/// ```no_run
|
|
/// # use winit::dpi::{LogicalPosition, PhysicalPosition};
|
|
/// # use winit::event_loop::EventLoop;
|
|
/// # use winit::window::Window;
|
|
/// # let mut event_loop = EventLoop::new();
|
|
/// # let window = Window::new(&event_loop).unwrap();
|
|
/// // Specify the position in logical dimensions like this:
|
|
/// window.set_outer_position(LogicalPosition::new(400.0, 200.0));
|
|
///
|
|
/// // Or specify the position in physical dimensions like this:
|
|
/// window.set_outer_position(PhysicalPosition::new(400, 200));
|
|
/// ```
|
|
///
|
|
/// ## Platform-specific
|
|
///
|
|
/// - **iOS:** Can only be called on the main thread. Sets the top left coordinates of the
|
|
/// window in the screen space coordinate system.
|
|
/// - **Web:** Sets the top-left coordinates relative to the viewport. Doesn't account for CSS
|
|
/// [`transform`].
|
|
/// - **Android / Wayland:** Unsupported.
|
|
///
|
|
/// [`transform`]: https://developer.mozilla.org/en-US/docs/Web/CSS/transform
|
|
#[inline]
|
|
pub fn set_outer_position<P: Into<Position>>(&self, position: P) {
|
|
self.window.set_outer_position(position.into())
|
|
}
|
|
|
|
/// Returns the physical size of the window's client area.
|
|
///
|
|
/// The client area is the content of the window, excluding the title bar and borders.
|
|
///
|
|
/// ## Platform-specific
|
|
///
|
|
/// - **iOS:** Can only be called on the main thread. Returns the `PhysicalSize` of the window's
|
|
/// [safe area] in screen space coordinates.
|
|
/// - **Web:** Returns the size of the canvas element. Doesn't account for CSS [`transform`].
|
|
///
|
|
/// [safe area]: https://developer.apple.com/documentation/uikit/uiview/2891103-safeareainsets?language=objc
|
|
/// [`transform`]: https://developer.mozilla.org/en-US/docs/Web/CSS/transform
|
|
#[inline]
|
|
pub fn inner_size(&self) -> PhysicalSize<u32> {
|
|
self.window.inner_size()
|
|
}
|
|
|
|
/// Request the new size for the window.
|
|
///
|
|
/// On platforms where the size is entirely controlled by the user the
|
|
/// applied size will be returned immediately, resize event in such case
|
|
/// may not be generated.
|
|
///
|
|
/// On platforms where resizing is disallowed by the windowing system, the current
|
|
/// inner size is returned immidiatelly, and the user one is ignored.
|
|
///
|
|
/// When `None` is returned, it means that the request went to the display system,
|
|
/// and the actual size will be delivered later with the [`WindowEvent::Resized`].
|
|
///
|
|
/// See [`Window::inner_size`] for more information about the values.
|
|
///
|
|
/// The request could automatically un-maximize the window if it's maximized.
|
|
///
|
|
/// ```no_run
|
|
/// # use winit::dpi::{LogicalSize, PhysicalSize};
|
|
/// # use winit::event_loop::EventLoop;
|
|
/// # use winit::window::Window;
|
|
/// # let mut event_loop = EventLoop::new();
|
|
/// # let window = Window::new(&event_loop).unwrap();
|
|
/// // Specify the size in logical dimensions like this:
|
|
/// let _ = window.request_inner_size(LogicalSize::new(400.0, 200.0));
|
|
///
|
|
/// // Or specify the size in physical dimensions like this:
|
|
/// let _ = window.request_inner_size(PhysicalSize::new(400, 200));
|
|
/// ```
|
|
///
|
|
/// ## Platform-specific
|
|
///
|
|
/// - **Web:** Sets the size of the canvas element. Doesn't account for CSS [`transform`].
|
|
///
|
|
/// [`WindowEvent::Resized`]: crate::event::WindowEvent::Resized
|
|
/// [`transform`]: https://developer.mozilla.org/en-US/docs/Web/CSS/transform
|
|
#[inline]
|
|
#[must_use]
|
|
pub fn request_inner_size<S: Into<Size>>(&self, size: S) -> Option<PhysicalSize<u32>> {
|
|
self.window.request_inner_size(size.into())
|
|
}
|
|
|
|
/// Returns the physical 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 [`Window::inner_size`] instead.
|
|
///
|
|
/// ## Platform-specific
|
|
///
|
|
/// - **iOS:** Can only be called on the main thread. Returns the [`PhysicalSize`] of the window in
|
|
/// screen space coordinates.
|
|
/// - **Web:** Returns the size of the canvas element. _Note: this returns the same value as
|
|
/// [`Window::inner_size`]._
|
|
#[inline]
|
|
pub fn outer_size(&self) -> PhysicalSize<u32> {
|
|
self.window.outer_size()
|
|
}
|
|
|
|
/// Sets a minimum dimension size for the window.
|
|
///
|
|
/// ```no_run
|
|
/// # use winit::dpi::{LogicalSize, PhysicalSize};
|
|
/// # use winit::event_loop::EventLoop;
|
|
/// # use winit::window::Window;
|
|
/// # let mut event_loop = EventLoop::new();
|
|
/// # let window = Window::new(&event_loop).unwrap();
|
|
/// // Specify the size in logical dimensions like this:
|
|
/// window.set_min_inner_size(Some(LogicalSize::new(400.0, 200.0)));
|
|
///
|
|
/// // Or specify the size in physical dimensions like this:
|
|
/// window.set_min_inner_size(Some(PhysicalSize::new(400, 200)));
|
|
/// ```
|
|
///
|
|
/// ## Platform-specific
|
|
///
|
|
/// - **iOS / Android / Orbital:** Unsupported.
|
|
#[inline]
|
|
pub fn set_min_inner_size<S: Into<Size>>(&self, min_size: Option<S>) {
|
|
self.window.set_min_inner_size(min_size.map(|s| s.into()))
|
|
}
|
|
|
|
/// Sets a maximum dimension size for the window.
|
|
///
|
|
/// ```no_run
|
|
/// # use winit::dpi::{LogicalSize, PhysicalSize};
|
|
/// # use winit::event_loop::EventLoop;
|
|
/// # use winit::window::Window;
|
|
/// # let mut event_loop = EventLoop::new();
|
|
/// # let window = Window::new(&event_loop).unwrap();
|
|
/// // Specify the size in logical dimensions like this:
|
|
/// window.set_max_inner_size(Some(LogicalSize::new(400.0, 200.0)));
|
|
///
|
|
/// // Or specify the size in physical dimensions like this:
|
|
/// window.set_max_inner_size(Some(PhysicalSize::new(400, 200)));
|
|
/// ```
|
|
///
|
|
/// ## Platform-specific
|
|
///
|
|
/// - **iOS / Android / Orbital:** Unsupported.
|
|
#[inline]
|
|
pub fn set_max_inner_size<S: Into<Size>>(&self, max_size: Option<S>) {
|
|
self.window.set_max_inner_size(max_size.map(|s| s.into()))
|
|
}
|
|
|
|
/// Returns window resize increments if any were set.
|
|
///
|
|
/// ## Platform-specific
|
|
///
|
|
/// - **iOS / Android / Web / Wayland / Windows / Orbital:** Always returns [`None`].
|
|
#[inline]
|
|
pub fn resize_increments(&self) -> Option<PhysicalSize<u32>> {
|
|
self.window.resize_increments()
|
|
}
|
|
|
|
/// Sets window resize increments.
|
|
///
|
|
/// This is a niche constraint hint usually employed by terminal emulators
|
|
/// and other apps that need "blocky" resizes.
|
|
///
|
|
/// ## Platform-specific
|
|
///
|
|
/// - **macOS:** Increments are converted to logical size and then macOS rounds them to whole numbers.
|
|
/// - **Wayland / Windows:** Not implemented.
|
|
/// - **iOS / Android / Web / Orbital:** Unsupported.
|
|
#[inline]
|
|
pub fn set_resize_increments<S: Into<Size>>(&self, increments: Option<S>) {
|
|
self.window
|
|
.set_resize_increments(increments.map(Into::into))
|
|
}
|
|
}
|
|
|
|
/// Misc. attribute functions.
|
|
impl Window {
|
|
/// Modifies the title of the window.
|
|
///
|
|
/// ## Platform-specific
|
|
///
|
|
/// - **iOS / Android:** Unsupported.
|
|
#[inline]
|
|
pub fn set_title(&self, title: &str) {
|
|
self.window.set_title(title)
|
|
}
|
|
|
|
/// Change the window transparency state.
|
|
///
|
|
/// This is just a hint that may not change anything about
|
|
/// the window transparency, however doing a missmatch between
|
|
/// the content of your window and this hint may result in
|
|
/// visual artifacts.
|
|
///
|
|
/// The default value follows the [`WindowBuilder::with_transparent`].
|
|
///
|
|
/// ## Platform-specific
|
|
///
|
|
/// - **Windows / X11 / Web / iOS / Android / Orbital:** Unsupported.
|
|
#[inline]
|
|
pub fn set_transparent(&self, transparent: bool) {
|
|
self.window.set_transparent(transparent)
|
|
}
|
|
|
|
/// Modifies the window's visibility.
|
|
///
|
|
/// If `false`, this will hide the window. If `true`, this will show the window.
|
|
///
|
|
/// ## Platform-specific
|
|
///
|
|
/// - **Android / Wayland / Web:** Unsupported.
|
|
/// - **iOS:** Can only be called on the main thread.
|
|
#[inline]
|
|
pub fn set_visible(&self, visible: bool) {
|
|
self.window.set_visible(visible)
|
|
}
|
|
|
|
/// Gets the window's current visibility state.
|
|
///
|
|
/// `None` means it couldn't be determined, so it is not recommended to use this to drive your rendering backend.
|
|
///
|
|
/// ## Platform-specific
|
|
///
|
|
/// - **X11:** Not implemented.
|
|
/// - **Wayland / iOS / Android / Web:** Unsupported.
|
|
#[inline]
|
|
pub fn is_visible(&self) -> Option<bool> {
|
|
self.window.is_visible()
|
|
}
|
|
|
|
/// Sets whether the window is resizable or not.
|
|
///
|
|
/// Note that making the window unresizable doesn't exempt you from handling [`WindowEvent::Resized`], as that
|
|
/// event can still be triggered by DPI scaling, entering fullscreen mode, etc. Also, the
|
|
/// window could still be resized by calling [`Window::request_inner_size`].
|
|
///
|
|
/// ## Platform-specific
|
|
///
|
|
/// This only has an effect on desktop platforms.
|
|
///
|
|
/// - **X11:** Due to a bug in XFCE, this has no effect on Xfwm.
|
|
/// - **iOS / Android / Web:** Unsupported.
|
|
///
|
|
/// [`WindowEvent::Resized`]: crate::event::WindowEvent::Resized
|
|
#[inline]
|
|
pub fn set_resizable(&self, resizable: bool) {
|
|
self.window.set_resizable(resizable)
|
|
}
|
|
|
|
/// Gets the window's current resizable state.
|
|
///
|
|
/// ## Platform-specific
|
|
///
|
|
/// - **X11:** Not implemented.
|
|
/// - **iOS / Android / Web:** Unsupported.
|
|
#[inline]
|
|
pub fn is_resizable(&self) -> bool {
|
|
self.window.is_resizable()
|
|
}
|
|
|
|
/// Sets the enabled window buttons.
|
|
///
|
|
/// ## Platform-specific
|
|
///
|
|
/// - **Wayland / X11 / Orbital:** Not implemented.
|
|
/// - **Web / iOS / Android:** Unsupported.
|
|
pub fn set_enabled_buttons(&self, buttons: WindowButtons) {
|
|
self.window.set_enabled_buttons(buttons)
|
|
}
|
|
|
|
/// Gets the enabled window buttons.
|
|
///
|
|
/// ## Platform-specific
|
|
///
|
|
/// - **Wayland / X11 / Orbital:** Not implemented. Always returns [`WindowButtons::all`].
|
|
/// - **Web / iOS / Android:** Unsupported. Always returns [`WindowButtons::all`].
|
|
pub fn enabled_buttons(&self) -> WindowButtons {
|
|
self.window.enabled_buttons()
|
|
}
|
|
|
|
/// Sets the window to minimized or back
|
|
///
|
|
/// ## Platform-specific
|
|
///
|
|
/// - **iOS / Android / Web / Orbital:** Unsupported.
|
|
/// - **Wayland:** Un-minimize is unsupported.
|
|
#[inline]
|
|
pub fn set_minimized(&self, minimized: bool) {
|
|
self.window.set_minimized(minimized);
|
|
}
|
|
|
|
/// Gets the window's current minimized state.
|
|
///
|
|
/// `None` will be returned, if the minimized state couldn't be determined.
|
|
///
|
|
/// ## Note
|
|
///
|
|
/// - You shouldn't stop rendering for minimized windows, however you could lower the fps.
|
|
///
|
|
/// ## Platform-specific
|
|
///
|
|
/// - **Wayland**: always `None`.
|
|
/// - **iOS / Android / Web / Orbital:** Unsupported.
|
|
#[inline]
|
|
pub fn is_minimized(&self) -> Option<bool> {
|
|
self.window.is_minimized()
|
|
}
|
|
|
|
/// Sets the window to maximized or back.
|
|
///
|
|
/// ## Platform-specific
|
|
///
|
|
/// - **iOS / Android / Web / Orbital:** Unsupported.
|
|
#[inline]
|
|
pub fn set_maximized(&self, maximized: bool) {
|
|
self.window.set_maximized(maximized)
|
|
}
|
|
|
|
/// Gets the window's current maximized state.
|
|
///
|
|
/// ## Platform-specific
|
|
///
|
|
/// - **iOS / Android / Web / Orbital:** Unsupported.
|
|
#[inline]
|
|
pub fn is_maximized(&self) -> bool {
|
|
self.window.is_maximized()
|
|
}
|
|
|
|
/// Sets the window to fullscreen or back.
|
|
///
|
|
/// ## Platform-specific
|
|
///
|
|
/// - **macOS:** [`Fullscreen::Exclusive`] provides true exclusive mode with a
|
|
/// video mode change. *Caveat!* macOS doesn't provide task switching (or
|
|
/// spaces!) while in exclusive fullscreen mode. This mode should be used
|
|
/// when a video mode change is desired, but for a better user experience,
|
|
/// borderless fullscreen might be preferred.
|
|
///
|
|
/// [`Fullscreen::Borderless`] provides a borderless fullscreen window on a
|
|
/// separate space. This is the idiomatic way for fullscreen games to work
|
|
/// on macOS. See `WindowExtMacOs::set_simple_fullscreen` if
|
|
/// separate spaces are not preferred.
|
|
///
|
|
/// The dock and the menu bar are disabled in exclusive fullscreen mode.
|
|
/// - **iOS:** Can only be called on the main thread.
|
|
/// - **Wayland:** Does not support exclusive fullscreen mode and will no-op a request.
|
|
/// - **Windows:** Screen saver is disabled in fullscreen mode.
|
|
/// - **Android / Orbital:** Unsupported.
|
|
/// - **Web:** Does nothing without a [transient activation], but queues the request
|
|
/// for the next activation.
|
|
///
|
|
/// [transient activation]: https://developer.mozilla.org/en-US/docs/Glossary/Transient_activation
|
|
#[inline]
|
|
pub fn set_fullscreen(&self, fullscreen: Option<Fullscreen>) {
|
|
self.window.set_fullscreen(fullscreen.map(|f| f.into()))
|
|
}
|
|
|
|
/// Gets the window's current fullscreen state.
|
|
///
|
|
/// ## Platform-specific
|
|
///
|
|
/// - **iOS:** Can only be called on the main thread.
|
|
/// - **Android / Orbital:** Will always return `None`.
|
|
/// - **Wayland:** Can return `Borderless(None)` when there are no monitors.
|
|
#[inline]
|
|
pub fn fullscreen(&self) -> Option<Fullscreen> {
|
|
self.window.fullscreen().map(|f| f.into())
|
|
}
|
|
|
|
/// Turn window decorations on or off.
|
|
///
|
|
/// Enable/disable window decorations provided by the server or Winit.
|
|
/// By default this is enabled. Note that fullscreen windows and windows on
|
|
/// mobile and web platforms naturally do not have decorations.
|
|
///
|
|
/// ## Platform-specific
|
|
///
|
|
/// - **iOS / Android / Web:** No effect.
|
|
#[inline]
|
|
pub fn set_decorations(&self, decorations: bool) {
|
|
self.window.set_decorations(decorations)
|
|
}
|
|
|
|
/// Gets the window's current decorations state.
|
|
///
|
|
/// Returns `true` when windows are decorated (server-side or by Winit).
|
|
/// Also returns `true` when no decorations are required (mobile, web).
|
|
///
|
|
/// ## Platform-specific
|
|
///
|
|
/// - **iOS / Android / Web:** Always returns `true`.
|
|
#[inline]
|
|
pub fn is_decorated(&self) -> bool {
|
|
self.window.is_decorated()
|
|
}
|
|
|
|
/// Change the window level.
|
|
///
|
|
/// This is just a hint to the OS, and the system could ignore it.
|
|
///
|
|
/// See [`WindowLevel`] for details.
|
|
pub fn set_window_level(&self, level: WindowLevel) {
|
|
self.window.set_window_level(level)
|
|
}
|
|
|
|
/// Sets the window icon.
|
|
///
|
|
/// On Windows and X11, this is typically the small icon in the top-left
|
|
/// corner of the titlebar.
|
|
///
|
|
/// ## Platform-specific
|
|
///
|
|
/// - **iOS / Android / Web / Wayland / macOS / Orbital:** Unsupported.
|
|
///
|
|
/// - **Windows:** 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 set_window_icon(&self, window_icon: Option<Icon>) {
|
|
self.window.set_window_icon(window_icon)
|
|
}
|
|
|
|
/// Set the IME cursor editing area, where the `position` is the top left corner of that area
|
|
/// and `size` is the size of this area starting from the position. An example of such area
|
|
/// could be a input field in the UI or line in the editor.
|
|
///
|
|
/// The windowing system could place a candidate box close to that area, but try to not obscure
|
|
/// the specified area, so the user input to it stays visible.
|
|
///
|
|
/// The candidate box is the window / popup / overlay that allows you to select the desired
|
|
/// characters. The look of this box may differ between input devices, even on the same
|
|
/// platform.
|
|
///
|
|
/// (Apple's official term is "candidate window", see their [chinese] and [japanese] guides).
|
|
///
|
|
/// ## Example
|
|
///
|
|
/// ```no_run
|
|
/// # use winit::dpi::{LogicalPosition, PhysicalPosition, LogicalSize, PhysicalSize};
|
|
/// # use winit::event_loop::EventLoop;
|
|
/// # use winit::window::Window;
|
|
/// # let mut event_loop = EventLoop::new();
|
|
/// # let window = Window::new(&event_loop).unwrap();
|
|
/// // Specify the position in logical dimensions like this:
|
|
/// window.set_ime_cursor_area(LogicalPosition::new(400.0, 200.0), LogicalSize::new(100, 100));
|
|
///
|
|
/// // Or specify the position in physical dimensions like this:
|
|
/// window.set_ime_cursor_area(PhysicalPosition::new(400, 200), PhysicalSize::new(100, 100));
|
|
/// ```
|
|
///
|
|
/// ## Platform-specific
|
|
///
|
|
/// - **X11:** - area is not supported, only position.
|
|
/// - **iOS / Android / Web / Orbital:** Unsupported.
|
|
///
|
|
/// [chinese]: https://support.apple.com/guide/chinese-input-method/use-the-candidate-window-cim12992/104/mac/12.0
|
|
/// [japanese]: https://support.apple.com/guide/japanese-input-method/use-the-candidate-window-jpim10262/6.3/mac/12.0
|
|
#[inline]
|
|
pub fn set_ime_cursor_area<P: Into<Position>, S: Into<Size>>(&self, position: P, size: S) {
|
|
self.window
|
|
.set_ime_cursor_area(position.into(), size.into())
|
|
}
|
|
|
|
/// Sets whether the window should get IME events
|
|
///
|
|
/// When IME is allowed, the window will receive [`Ime`] events, and during the
|
|
/// preedit phase the window will NOT get [`KeyboardInput`] events. The window
|
|
/// should allow IME while it is expecting text input.
|
|
///
|
|
/// When IME is not allowed, the window won't receive [`Ime`] events, and will
|
|
/// receive [`KeyboardInput`] events for every keypress instead. Not allowing
|
|
/// IME is useful for games for example.
|
|
///
|
|
/// IME is **not** allowed by default.
|
|
///
|
|
/// ## Platform-specific
|
|
///
|
|
/// - **macOS:** IME must be enabled to receive text-input where dead-key sequences are combined.
|
|
/// - **iOS / Android / Web / Orbital:** Unsupported.
|
|
/// - **X11**: Enabling IME will disable dead keys reporting during compose.
|
|
///
|
|
/// [`Ime`]: crate::event::WindowEvent::Ime
|
|
/// [`KeyboardInput`]: crate::event::WindowEvent::KeyboardInput
|
|
#[inline]
|
|
pub fn set_ime_allowed(&self, allowed: bool) {
|
|
self.window.set_ime_allowed(allowed);
|
|
}
|
|
|
|
/// Sets the IME purpose for the window using [`ImePurpose`].
|
|
///
|
|
/// ## Platform-specific
|
|
///
|
|
/// - **iOS / Android / Web / Windows / X11 / macOS / Orbital:** Unsupported.
|
|
#[inline]
|
|
pub fn set_ime_purpose(&self, purpose: ImePurpose) {
|
|
self.window.set_ime_purpose(purpose);
|
|
}
|
|
|
|
/// Brings the window to the front and sets input focus. Has no effect if the window is
|
|
/// already in focus, minimized, or not visible.
|
|
///
|
|
/// This method steals input focus from other applications. Do not use this method unless
|
|
/// you are certain that's what the user wants. Focus stealing can cause an extremely disruptive
|
|
/// user experience.
|
|
///
|
|
/// ## Platform-specific
|
|
///
|
|
/// - **iOS / Android / Wayland / Orbital:** Unsupported.
|
|
#[inline]
|
|
pub fn focus_window(&self) {
|
|
self.window.focus_window()
|
|
}
|
|
|
|
/// Gets whether the window has keyboard focus.
|
|
///
|
|
/// This queries the same state information as [`WindowEvent::Focused`].
|
|
///
|
|
/// [`WindowEvent::Focused`]: crate::event::WindowEvent::Focused
|
|
#[inline]
|
|
pub fn has_focus(&self) -> bool {
|
|
self.window.has_focus()
|
|
}
|
|
|
|
/// Requests user attention to the window, this has no effect if the application
|
|
/// is already focused. How requesting for user attention manifests is platform dependent,
|
|
/// see [`UserAttentionType`] for details.
|
|
///
|
|
/// Providing `None` will unset the request for user attention. Unsetting the request for
|
|
/// user attention might not be done automatically by the WM when the window receives input.
|
|
///
|
|
/// ## Platform-specific
|
|
///
|
|
/// - **iOS / Android / Web / Orbital:** Unsupported.
|
|
/// - **macOS:** `None` has no effect.
|
|
/// - **X11:** Requests for user attention must be manually cleared.
|
|
/// - **Wayland:** Requires `xdg_activation_v1` protocol, `None` has no effect.
|
|
#[inline]
|
|
pub fn request_user_attention(&self, request_type: Option<UserAttentionType>) {
|
|
self.window.request_user_attention(request_type)
|
|
}
|
|
|
|
/// Sets the current window theme. Use `None` to fallback to system default.
|
|
///
|
|
/// ## Platform-specific
|
|
///
|
|
/// - **macOS:** This is an app-wide setting.
|
|
/// - **Wayland:** You can also use `WINIT_WAYLAND_CSD_THEME` env variable to set the theme.
|
|
/// Possible values for env variable are: "dark" and light". When unspecified, a theme is automatically selected.
|
|
/// - **X11:** Sets `_GTK_THEME_VARIANT` hint to `dark` or `light` and if `None` is used, it will default to [`Theme::Dark`].
|
|
/// - **iOS / Android / Web / Orbital:** Unsupported.
|
|
#[inline]
|
|
pub fn set_theme(&self, theme: Option<Theme>) {
|
|
self.window.set_theme(theme)
|
|
}
|
|
|
|
/// Returns the current window theme.
|
|
///
|
|
/// ## Platform-specific
|
|
///
|
|
/// - **macOS:** This is an app-wide setting.
|
|
/// - **iOS / Android / Wayland / x11 / Orbital:** Unsupported.
|
|
#[inline]
|
|
pub fn theme(&self) -> Option<Theme> {
|
|
self.window.theme()
|
|
}
|
|
|
|
/// Prevents the window contents from being captured by other apps.
|
|
///
|
|
/// ## Platform-specific
|
|
///
|
|
/// - **macOS**: if `false`, [`NSWindowSharingNone`] is used but doesn't completely
|
|
/// prevent all apps from reading the window content, for instance, QuickTime.
|
|
/// - **iOS / Android / x11 / Wayland / Web / Orbital:** Unsupported.
|
|
///
|
|
/// [`NSWindowSharingNone`]: https://developer.apple.com/documentation/appkit/nswindowsharingtype/nswindowsharingnone
|
|
pub fn set_content_protected(&self, _protected: bool) {
|
|
#[cfg(any(macos_platform, windows_platform))]
|
|
self.window.set_content_protected(_protected);
|
|
}
|
|
|
|
/// Gets the current title of the window.
|
|
///
|
|
/// ## Platform-specific
|
|
///
|
|
/// - **iOS / Android / x11 / Wayland / Web:** Unsupported. Always returns an empty string.
|
|
#[inline]
|
|
pub fn title(&self) -> String {
|
|
self.window.title()
|
|
}
|
|
}
|
|
|
|
/// Cursor functions.
|
|
impl Window {
|
|
/// Modifies the cursor icon of the window.
|
|
///
|
|
/// ## Platform-specific
|
|
///
|
|
/// - **iOS / Android / Orbital:** Unsupported.
|
|
#[inline]
|
|
pub fn set_cursor_icon(&self, cursor: CursorIcon) {
|
|
self.window.set_cursor_icon(cursor);
|
|
}
|
|
|
|
/// Changes the position of the cursor in window coordinates.
|
|
///
|
|
/// ```no_run
|
|
/// # use winit::dpi::{LogicalPosition, PhysicalPosition};
|
|
/// # use winit::event_loop::EventLoop;
|
|
/// # use winit::window::Window;
|
|
/// # let mut event_loop = EventLoop::new();
|
|
/// # let window = Window::new(&event_loop).unwrap();
|
|
/// // Specify the position in logical dimensions like this:
|
|
/// window.set_cursor_position(LogicalPosition::new(400.0, 200.0));
|
|
///
|
|
/// // Or specify the position in physical dimensions like this:
|
|
/// window.set_cursor_position(PhysicalPosition::new(400, 200));
|
|
/// ```
|
|
///
|
|
/// ## Platform-specific
|
|
///
|
|
/// - **iOS / Android / Web / Wayland / Orbital:** Always returns an [`ExternalError::NotSupported`].
|
|
#[inline]
|
|
pub fn set_cursor_position<P: Into<Position>>(&self, position: P) -> Result<(), ExternalError> {
|
|
self.window.set_cursor_position(position.into())
|
|
}
|
|
|
|
/// Set grabbing [mode]([`CursorGrabMode`]) on the cursor preventing it from leaving the window.
|
|
///
|
|
/// # Example
|
|
///
|
|
/// First try confining the cursor, and if that fails, try locking it instead.
|
|
///
|
|
/// ```no_run
|
|
/// # use winit::event_loop::EventLoop;
|
|
/// # use winit::window::{CursorGrabMode, Window};
|
|
/// # let mut event_loop = EventLoop::new();
|
|
/// # let window = Window::new(&event_loop).unwrap();
|
|
/// window.set_cursor_grab(CursorGrabMode::Confined)
|
|
/// .or_else(|_e| window.set_cursor_grab(CursorGrabMode::Locked))
|
|
/// .unwrap();
|
|
/// ```
|
|
#[inline]
|
|
pub fn set_cursor_grab(&self, mode: CursorGrabMode) -> Result<(), ExternalError> {
|
|
self.window.set_cursor_grab(mode)
|
|
}
|
|
|
|
/// Modifies the cursor's visibility.
|
|
///
|
|
/// If `false`, this will hide the cursor. If `true`, this will show the cursor.
|
|
///
|
|
/// ## Platform-specific
|
|
///
|
|
/// - **Windows:** The cursor is only hidden within the confines of the window.
|
|
/// - **X11:** The cursor is only hidden within the confines of the window.
|
|
/// - **Wayland:** The cursor is only hidden within the confines of the window.
|
|
/// - **macOS:** The cursor is hidden as long as the window has input focus, even if the cursor is
|
|
/// outside of the window.
|
|
/// - **iOS / Android / Orbital:** Unsupported.
|
|
#[inline]
|
|
pub fn set_cursor_visible(&self, visible: bool) {
|
|
self.window.set_cursor_visible(visible)
|
|
}
|
|
|
|
/// Moves the window with the left mouse button until the button is released.
|
|
///
|
|
/// There's no guarantee that this will work unless the left mouse button was pressed
|
|
/// immediately before this function is called.
|
|
///
|
|
/// ## Platform-specific
|
|
///
|
|
/// - **X11:** Un-grabs the cursor.
|
|
/// - **Wayland:** Requires the cursor to be inside the window to be dragged.
|
|
/// - **macOS:** May prevent the button release event to be triggered.
|
|
/// - **iOS / Android / Web / Orbital:** Always returns an [`ExternalError::NotSupported`].
|
|
#[inline]
|
|
pub fn drag_window(&self) -> Result<(), ExternalError> {
|
|
self.window.drag_window()
|
|
}
|
|
|
|
/// Resizes the window with the left mouse button until the button is released.
|
|
///
|
|
/// There's no guarantee that this will work unless the left mouse button was pressed
|
|
/// immediately before this function is called.
|
|
///
|
|
/// ## Platform-specific
|
|
///
|
|
/// - **macOS:** Always returns an [`ExternalError::NotSupported`]
|
|
/// - **iOS / Android / Web / Orbital:** Always returns an [`ExternalError::NotSupported`].
|
|
#[inline]
|
|
pub fn drag_resize_window(&self, direction: ResizeDirection) -> Result<(), ExternalError> {
|
|
self.window.drag_resize_window(direction)
|
|
}
|
|
|
|
/// Modifies whether the window catches cursor events.
|
|
///
|
|
/// If `true`, the window will catch the cursor events. If `false`, events are passed through
|
|
/// the window such that any other window behind it receives them. By default hittest is enabled.
|
|
///
|
|
/// ## Platform-specific
|
|
///
|
|
/// - **iOS / Android / Web / X11 / Orbital:** Always returns an [`ExternalError::NotSupported`].
|
|
#[inline]
|
|
pub fn set_cursor_hittest(&self, hittest: bool) -> Result<(), ExternalError> {
|
|
self.window.set_cursor_hittest(hittest)
|
|
}
|
|
}
|
|
|
|
/// Monitor info functions.
|
|
impl Window {
|
|
/// Returns the monitor on which the window currently resides.
|
|
///
|
|
/// Returns `None` if current monitor can't be detected.
|
|
///
|
|
/// ## Platform-specific
|
|
///
|
|
/// **iOS:** Can only be called on the main thread.
|
|
#[inline]
|
|
pub fn current_monitor(&self) -> Option<MonitorHandle> {
|
|
self.window
|
|
.current_monitor()
|
|
.map(|inner| MonitorHandle { inner })
|
|
}
|
|
|
|
/// Returns the list of all the monitors available on the system.
|
|
///
|
|
/// This is the same as [`EventLoopWindowTarget::available_monitors`], and is provided for convenience.
|
|
///
|
|
/// ## Platform-specific
|
|
///
|
|
/// **iOS:** Can only be called on the main thread.
|
|
///
|
|
/// [`EventLoopWindowTarget::available_monitors`]: crate::event_loop::EventLoopWindowTarget::available_monitors
|
|
#[inline]
|
|
pub fn available_monitors(&self) -> impl Iterator<Item = MonitorHandle> {
|
|
#[allow(clippy::useless_conversion)] // false positive on some platforms
|
|
self.window
|
|
.available_monitors()
|
|
.into_iter()
|
|
.map(|inner| MonitorHandle { inner })
|
|
}
|
|
|
|
/// Returns the primary monitor of the system.
|
|
///
|
|
/// Returns `None` if it can't identify any monitor as a primary one.
|
|
///
|
|
/// This is the same as [`EventLoopWindowTarget::primary_monitor`], and is provided for convenience.
|
|
///
|
|
/// ## Platform-specific
|
|
///
|
|
/// **iOS:** Can only be called on the main thread.
|
|
/// **Wayland:** Always returns `None`.
|
|
///
|
|
/// [`EventLoopWindowTarget::primary_monitor`]: crate::event_loop::EventLoopWindowTarget::primary_monitor
|
|
#[inline]
|
|
pub fn primary_monitor(&self) -> Option<MonitorHandle> {
|
|
self.window
|
|
.primary_monitor()
|
|
.map(|inner| MonitorHandle { inner })
|
|
}
|
|
}
|
|
unsafe impl HasRawWindowHandle for Window {
|
|
/// Returns a [`raw_window_handle::RawWindowHandle`] for the Window
|
|
///
|
|
/// ## Platform-specific
|
|
///
|
|
/// ### Android
|
|
///
|
|
/// Only available after receiving [`Event::Resumed`] and before [`Event::Suspended`]. *If you
|
|
/// try to get the handle outside of that period, this function will panic*!
|
|
///
|
|
/// Make sure to release or destroy any resources created from this `RawWindowHandle` (ie. Vulkan
|
|
/// or OpenGL surfaces) before returning from [`Event::Suspended`], at which point Android will
|
|
/// release the underlying window/surface: any subsequent interaction is undefined behavior.
|
|
///
|
|
/// [`Event::Resumed`]: crate::event::Event::Resumed
|
|
/// [`Event::Suspended`]: crate::event::Event::Suspended
|
|
fn raw_window_handle(&self) -> RawWindowHandle {
|
|
self.window.raw_window_handle()
|
|
}
|
|
}
|
|
|
|
unsafe impl HasRawDisplayHandle for Window {
|
|
/// Returns a [`raw_window_handle::RawDisplayHandle`] used by the [`EventLoop`] that
|
|
/// created a window.
|
|
///
|
|
/// [`EventLoop`]: crate::event_loop::EventLoop
|
|
fn raw_display_handle(&self) -> RawDisplayHandle {
|
|
self.window.raw_display_handle()
|
|
}
|
|
}
|
|
|
|
/// The behavior of cursor grabbing.
|
|
///
|
|
/// Use this enum with [`Window::set_cursor_grab`] to grab the cursor.
|
|
#[derive(Debug, Copy, Clone, PartialEq, Eq, Hash)]
|
|
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
|
|
pub enum CursorGrabMode {
|
|
/// No grabbing of the cursor is performed.
|
|
None,
|
|
|
|
/// The cursor is confined to the window area.
|
|
///
|
|
/// There's no guarantee that the cursor will be hidden. You should hide it by yourself if you
|
|
/// want to do so.
|
|
///
|
|
/// ## Platform-specific
|
|
///
|
|
/// - **macOS:** Not implemented. Always returns [`ExternalError::NotSupported`] for now.
|
|
/// - **iOS / Android / Web / Orbital:** Always returns an [`ExternalError::NotSupported`].
|
|
Confined,
|
|
|
|
/// The cursor is locked inside the window area to the certain position.
|
|
///
|
|
/// There's no guarantee that the cursor will be hidden. You should hide it by yourself if you
|
|
/// want to do so.
|
|
///
|
|
/// ## Platform-specific
|
|
///
|
|
/// - **X11 / Windows:** Not implemented. Always returns [`ExternalError::NotSupported`] for now.
|
|
/// - **iOS / Android / Orbital:** Always returns an [`ExternalError::NotSupported`].
|
|
Locked,
|
|
}
|
|
|
|
/// Defines the orientation that a window resize will be performed.
|
|
#[derive(Debug, Copy, Clone, PartialEq, Eq, Hash)]
|
|
pub enum ResizeDirection {
|
|
East,
|
|
North,
|
|
NorthEast,
|
|
NorthWest,
|
|
South,
|
|
SouthEast,
|
|
SouthWest,
|
|
West,
|
|
}
|
|
|
|
impl From<ResizeDirection> for CursorIcon {
|
|
fn from(direction: ResizeDirection) -> Self {
|
|
use ResizeDirection::*;
|
|
match direction {
|
|
East => CursorIcon::EResize,
|
|
North => CursorIcon::NResize,
|
|
NorthEast => CursorIcon::NeResize,
|
|
NorthWest => CursorIcon::NwResize,
|
|
South => CursorIcon::SResize,
|
|
SouthEast => CursorIcon::SeResize,
|
|
SouthWest => CursorIcon::SwResize,
|
|
West => CursorIcon::WResize,
|
|
}
|
|
}
|
|
}
|
|
|
|
/// Fullscreen modes.
|
|
#[derive(Clone, Debug, PartialEq, Eq)]
|
|
pub enum Fullscreen {
|
|
Exclusive(VideoMode),
|
|
|
|
/// Providing `None` to `Borderless` will fullscreen on the current monitor.
|
|
Borderless(Option<MonitorHandle>),
|
|
}
|
|
|
|
/// The theme variant to use.
|
|
#[derive(Clone, Copy, Debug, PartialEq, Eq)]
|
|
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
|
|
pub enum Theme {
|
|
/// Use the light variant.
|
|
Light,
|
|
|
|
/// Use the dark variant.
|
|
Dark,
|
|
}
|
|
|
|
/// ## Platform-specific
|
|
///
|
|
/// - **X11:** Sets the WM's `XUrgencyHint`. No distinction between [`Critical`] and [`Informational`].
|
|
///
|
|
/// [`Critical`]: Self::Critical
|
|
/// [`Informational`]: Self::Informational
|
|
#[derive(Debug, Clone, Copy, Default, PartialEq, Eq)]
|
|
pub enum UserAttentionType {
|
|
/// ## Platform-specific
|
|
///
|
|
/// - **macOS:** Bounces the dock icon until the application is in focus.
|
|
/// - **Windows:** Flashes both the window and the taskbar button until the application is in focus.
|
|
Critical,
|
|
|
|
/// ## Platform-specific
|
|
///
|
|
/// - **macOS:** Bounces the dock icon once.
|
|
/// - **Windows:** Flashes the taskbar button until the application is in focus.
|
|
#[default]
|
|
Informational,
|
|
}
|
|
|
|
bitflags! {
|
|
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash)]
|
|
pub struct WindowButtons: u32 {
|
|
const CLOSE = 1 << 0;
|
|
const MINIMIZE = 1 << 1;
|
|
const MAXIMIZE = 1 << 2;
|
|
}
|
|
}
|
|
|
|
/// A window level groups windows with respect to their z-position.
|
|
///
|
|
/// The relative ordering between windows in different window levels is fixed.
|
|
/// The z-order of a window within the same window level may change dynamically on user interaction.
|
|
///
|
|
/// ## Platform-specific
|
|
///
|
|
/// - **iOS / Android / Web / Wayland:** Unsupported.
|
|
#[derive(Debug, Default, PartialEq, Eq, Clone, Copy)]
|
|
pub enum WindowLevel {
|
|
/// The window will always be below normal windows.
|
|
///
|
|
/// This is useful for a widget-based app.
|
|
AlwaysOnBottom,
|
|
|
|
/// The default.
|
|
#[default]
|
|
Normal,
|
|
|
|
/// The window will always be on top of normal windows.
|
|
AlwaysOnTop,
|
|
}
|
|
|
|
/// Generic IME purposes for use in [`Window::set_ime_purpose`].
|
|
///
|
|
/// The purpose may improve UX by optimizing the IME for the specific use case,
|
|
/// if winit can express the purpose to the platform and the platform reacts accordingly.
|
|
///
|
|
/// ## Platform-specific
|
|
///
|
|
/// - **iOS / Android / Web / Windows / X11 / macOS / Orbital:** Unsupported.
|
|
#[derive(Debug, PartialEq, Eq, Clone, Copy)]
|
|
#[non_exhaustive]
|
|
pub enum ImePurpose {
|
|
/// No special hints for the IME (default).
|
|
Normal,
|
|
/// The IME is used for password input.
|
|
Password,
|
|
/// The IME is used to input into a terminal.
|
|
///
|
|
/// For example, that could alter OSK on Wayland to show extra buttons.
|
|
Terminal,
|
|
}
|
|
|
|
impl Default for ImePurpose {
|
|
fn default() -> Self {
|
|
Self::Normal
|
|
}
|
|
}
|
|
|
|
/// An opaque token used to activate the [`Window`].
|
|
///
|
|
/// [`Window`]: crate::window::Window
|
|
#[derive(Debug, PartialEq, Eq, Clone)]
|
|
pub struct ActivationToken {
|
|
pub(crate) _token: String,
|
|
}
|
|
|
|
impl ActivationToken {
|
|
pub(crate) fn _new(_token: String) -> Self {
|
|
Self { _token }
|
|
}
|
|
}
|