mirror of
https://github.com/italicsjenga/winit-sonoma-fix.git
synced 2025-01-11 21:31:29 +11:00
cb41c58f21
This should help downstream applications to expose WindowId to the end users via e.g. IPC to control particular windows in multi window systems.
1184 lines
41 KiB
Rust
1184 lines
41 KiB
Rust
//! The [`Window`] struct and associated types.
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use std::fmt;
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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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/// 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.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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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(crate) 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 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 always_on_top: bool,
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pub window_icon: Option<Icon>,
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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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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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always_on_top: false,
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window_icon: None,
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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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/// 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::set_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 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.
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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 whether or not the window will always be on top of other windows.
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///
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/// The default is `false`.
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///
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/// See [`Window::set_always_on_top`] for details.
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#[inline]
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pub fn with_always_on_top(mut self, always_on_top: bool) -> Self {
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self.window.always_on_top = always_on_top;
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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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/// 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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///
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/// Platform-specific behavior:
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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]
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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> {
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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();
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Window { window }
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},
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)
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}
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}
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/// Base Window functions.
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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(event_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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///
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/// Platform-specific behavior:
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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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///
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/// [`WindowBuilder::new().build(event_loop)`]: WindowBuilder::build
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#[inline]
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pub fn new<T: 'static>(event_loop: &EventLoopWindowTarget<T>) -> Result<Window, OsError> {
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let builder = WindowBuilder::new();
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builder.build(event_loop)
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}
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/// Returns an identifier unique to the window.
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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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/// Returns the scale factor that can be used to map logical pixels to physical pixels, and vice versa.
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///
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/// See the [`dpi`](crate::dpi) module for more information.
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///
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/// Note that this value can change depending on user action (for example if the window is
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/// moved to another screen); as such, tracking [`WindowEvent::ScaleFactorChanged`] events is
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/// the most robust way to track the DPI you need to use to draw.
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///
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/// ## Platform-specific
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///
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/// - **X11:** This respects Xft.dpi, and can be overridden using the `WINIT_X11_SCALE_FACTOR` environment variable.
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/// - **Android:** Always returns 1.0.
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/// - **iOS:** Can only be called on the main thread. Returns the underlying `UIView`'s
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/// [`contentScaleFactor`].
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///
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/// [`WindowEvent::ScaleFactorChanged`]: crate::event::WindowEvent::ScaleFactorChanged
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/// [`contentScaleFactor`]: https://developer.apple.com/documentation/uikit/uiview/1622657-contentscalefactor?language=objc
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#[inline]
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pub fn scale_factor(&self) -> f64 {
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self.window.scale_factor()
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}
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/// Emits a [`Event::RedrawRequested`] event in the associated event loop after all OS
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/// events have been processed by the event loop.
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///
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/// This is the **strongly encouraged** method of redrawing windows, as it can integrate with
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/// OS-requested redraws (e.g. when a window gets resized).
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///
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/// This function can cause `RedrawRequested` events to be emitted after [`Event::MainEventsCleared`]
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/// but before `Event::NewEvents` if called in the following circumstances:
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/// * While processing `MainEventsCleared`.
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/// * While processing a `RedrawRequested` event that was sent during `MainEventsCleared` or any
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/// directly subsequent `RedrawRequested` event.
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///
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/// ## Platform-specific
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///
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/// - **iOS:** Can only be called on the main thread.
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/// - **Android:** Subsequent calls after `MainEventsCleared` are not handled.
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///
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/// [`Event::RedrawRequested`]: crate::event::Event::RedrawRequested
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/// [`Event::MainEventsCleared`]: crate::event::Event::MainEventsCleared
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#[inline]
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pub fn request_redraw(&self) {
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self.window.request_redraw()
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}
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}
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/// Position and size functions.
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impl Window {
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/// Returns the position of the top-left hand corner of the window's client area relative to the
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/// top-left hand corner of the desktop.
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///
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/// The same conditions that apply to [`Window::outer_position`] apply to this method.
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///
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/// ## Platform-specific
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///
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/// - **iOS:** Can only be called on the main thread. Returns the top left coordinates of the
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/// window's [safe area] in the screen space coordinate system.
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/// - **Web:** Returns the top-left coordinates relative to the viewport. _Note: this returns the
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/// same value as [`Window::outer_position`]._
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/// - **Android / Wayland:** Always returns [`NotSupportedError`].
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///
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/// [safe area]: https://developer.apple.com/documentation/uikit/uiview/2891103-safeareainsets?language=objc
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#[inline]
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pub fn inner_position(&self) -> Result<PhysicalPosition<i32>, NotSupportedError> {
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self.window.inner_position()
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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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/// ## Platform-specific
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///
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/// - **iOS:** Can only be called on the main thread. Returns the top left coordinates of the
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/// window in the screen space coordinate system.
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/// - **Web:** Returns the top-left coordinates relative to the viewport.
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/// - **Android / Wayland:** Always returns [`NotSupportedError`].
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#[inline]
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pub fn outer_position(&self) -> Result<PhysicalPosition<i32>, NotSupportedError> {
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self.window.outer_position()
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}
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/// Modifies the position of the window.
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///
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/// See [`Window::outer_position`] for more information about the coordinates.
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/// This automatically un-maximizes the window if it's maximized.
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///
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/// ```no_run
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/// # use winit::dpi::{LogicalPosition, PhysicalPosition};
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/// # use winit::event_loop::EventLoop;
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/// # use winit::window::Window;
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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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/// // Specify the position in logical dimensions like this:
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/// window.set_outer_position(LogicalPosition::new(400.0, 200.0));
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///
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/// // Or specify the position in physical dimensions like this:
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/// window.set_outer_position(PhysicalPosition::new(400, 200));
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/// ```
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///
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/// ## Platform-specific
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///
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/// - **iOS:** Can only be called on the main thread. Sets the top left coordinates of the
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/// window in the screen space coordinate system.
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/// - **Web:** Sets the top-left coordinates relative to the viewport.
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/// - **Android / Wayland:** Unsupported.
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#[inline]
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pub fn set_outer_position<P: Into<Position>>(&self, position: P) {
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self.window.set_outer_position(position.into())
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}
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/// Returns the physical size of the window's client area.
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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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///
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/// ## Platform-specific
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///
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/// - **iOS:** Can only be called on the main thread. Returns the `PhysicalSize` of the window's
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/// [safe area] in screen space coordinates.
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/// - **Web:** Returns the size of the canvas element.
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///
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/// [safe area]: https://developer.apple.com/documentation/uikit/uiview/2891103-safeareainsets?language=objc
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#[inline]
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pub fn inner_size(&self) -> PhysicalSize<u32> {
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|
self.window.inner_size()
|
|
}
|
|
|
|
/// Modifies the inner size of the window.
|
|
///
|
|
/// See [`Window::inner_size`] for more information about the values.
|
|
/// This automatically un-maximizes 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:
|
|
/// window.set_inner_size(LogicalSize::new(400.0, 200.0));
|
|
///
|
|
/// // Or specify the size in physical dimensions like this:
|
|
/// window.set_inner_size(PhysicalSize::new(400, 200));
|
|
/// ```
|
|
///
|
|
/// ## Platform-specific
|
|
///
|
|
/// - **iOS / Android:** Unsupported.
|
|
/// - **Web:** Sets the size of the canvas element.
|
|
#[inline]
|
|
pub fn set_inner_size<S: Into<Size>>(&self, size: S) {
|
|
self.window.set_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 / Web:** 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 / Web:** 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()))
|
|
}
|
|
}
|
|
|
|
/// 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)
|
|
}
|
|
|
|
/// 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 vibility 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::set_inner_size`].
|
|
///
|
|
/// ## Platform-specific
|
|
///
|
|
/// This only has an effect on desktop platforms.
|
|
///
|
|
/// Due to a bug in XFCE, this has no effect on Xfwm.
|
|
///
|
|
/// ## Platform-specific
|
|
///
|
|
/// - **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 window to minimized or back
|
|
///
|
|
/// ## Platform-specific
|
|
///
|
|
/// - **iOS / Android / Web:** Unsupported.
|
|
/// - **Wayland:** Un-minimize is unsupported.
|
|
#[inline]
|
|
pub fn set_minimized(&self, minimized: bool) {
|
|
self.window.set_minimized(minimized);
|
|
}
|
|
|
|
/// Sets the window to maximized or back.
|
|
///
|
|
/// ## Platform-specific
|
|
///
|
|
/// - **iOS / Android / Web:** 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:** 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:** Unsupported.
|
|
#[inline]
|
|
pub fn set_fullscreen(&self, fullscreen: Option<Fullscreen>) {
|
|
self.window.set_fullscreen(fullscreen)
|
|
}
|
|
|
|
/// Gets the window's current fullscreen state.
|
|
///
|
|
/// ## Platform-specific
|
|
///
|
|
/// - **iOS:** Can only be called on the main thread.
|
|
/// - **Android:** Will always return `None`.
|
|
/// - **Wayland:** Can return `Borderless(None)` when there are no monitors.
|
|
#[inline]
|
|
pub fn fullscreen(&self) -> Option<Fullscreen> {
|
|
self.window.fullscreen()
|
|
}
|
|
|
|
/// Turn window decorations on or off.
|
|
///
|
|
/// ## Platform-specific
|
|
///
|
|
/// - **iOS / Android / Web:** Unsupported.
|
|
#[inline]
|
|
pub fn set_decorations(&self, decorations: bool) {
|
|
self.window.set_decorations(decorations)
|
|
}
|
|
|
|
/// Gets the window's current decorations state.
|
|
///
|
|
/// ## Platform-specific
|
|
///
|
|
/// - **X11:** Not implemented.
|
|
/// - **iOS / Android / Web:** Unsupported.
|
|
#[inline]
|
|
pub fn is_decorated(&self) -> bool {
|
|
self.window.is_decorated()
|
|
}
|
|
|
|
/// Change whether or not the window will always be on top of other windows.
|
|
///
|
|
/// ## Platform-specific
|
|
///
|
|
/// - **iOS / Android / Web / Wayland:** Unsupported.
|
|
#[inline]
|
|
pub fn set_always_on_top(&self, always_on_top: bool) {
|
|
self.window.set_always_on_top(always_on_top)
|
|
}
|
|
|
|
/// Sets the window icon.
|
|
///
|
|
/// On Windows and X11, this is typically the small icon in the top-left
|
|
/// corner of the titlebar.
|
|
///
|
|
/// ## Platform-specific
|
|
///
|
|
/// - **iOS / Android / Web / Wayland / macOS:** 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)
|
|
}
|
|
|
|
/// Sets location of IME candidate box in client area coordinates relative to the top left.
|
|
///
|
|
/// This 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};
|
|
/// # 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_position(LogicalPosition::new(400.0, 200.0));
|
|
///
|
|
/// // Or specify the position in physical dimensions like this:
|
|
/// window.set_ime_position(PhysicalPosition::new(400, 200));
|
|
/// ```
|
|
///
|
|
/// ## Platform-specific
|
|
///
|
|
/// - **iOS / Android / Web:** 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_position<P: Into<Position>>(&self, position: P) {
|
|
self.window.set_ime_position(position.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`] or
|
|
/// [`ReceivedCharacter`] 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. Without
|
|
/// allowing IME, the window will also get [`ReceivedCharacter`] events for
|
|
/// certain keyboard input. 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 :** Unsupported.
|
|
///
|
|
/// [`Ime`]: crate::event::WindowEvent::Ime
|
|
/// [`KeyboardInput`]: crate::event::WindowEvent::KeyboardInput
|
|
/// [`ReceivedCharacter`]: crate::event::WindowEvent::ReceivedCharacter
|
|
#[inline]
|
|
pub fn set_ime_allowed(&self, allowed: bool) {
|
|
self.window.set_ime_allowed(allowed);
|
|
}
|
|
|
|
/// 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 / Web / Wayland:** Unsupported.
|
|
#[inline]
|
|
pub fn focus_window(&self) {
|
|
self.window.focus_window()
|
|
}
|
|
|
|
/// 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 :** 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)
|
|
}
|
|
}
|
|
|
|
/// Cursor functions.
|
|
impl Window {
|
|
/// Modifies the cursor icon of the window.
|
|
///
|
|
/// ## Platform-specific
|
|
///
|
|
/// - **iOS / Android:** 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:** 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:** 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:** Always returns an [`ExternalError::NotSupported`].
|
|
#[inline]
|
|
pub fn drag_window(&self) -> Result<(), ExternalError> {
|
|
self.window.drag_window()
|
|
}
|
|
|
|
/// 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:** 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()
|
|
}
|
|
|
|
/// 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> {
|
|
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()
|
|
}
|
|
}
|
|
|
|
unsafe impl raw_window_handle::HasRawWindowHandle for Window {
|
|
/// Returns a [`raw_window_handle::RawWindowHandle`] for the Window
|
|
///
|
|
/// ## Platform-specific
|
|
///
|
|
/// - **Android:** Only available after receiving the Resumed event and before Suspended. *If you*
|
|
/// *try to get the handle outside of that period, this function will panic*!
|
|
fn raw_window_handle(&self) -> raw_window_handle::RawWindowHandle {
|
|
self.window.raw_window_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:** 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:** Always returns an [`ExternalError::NotSupported`].
|
|
Locked,
|
|
}
|
|
|
|
/// Describes the appearance of the mouse cursor.
|
|
#[derive(Debug, Copy, Clone, PartialEq, Eq, Hash)]
|
|
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
|
|
pub enum CursorIcon {
|
|
/// The platform-dependent default cursor.
|
|
Default,
|
|
/// A simple crosshair.
|
|
Crosshair,
|
|
/// A hand (often used to indicate links in web browsers).
|
|
Hand,
|
|
/// Self explanatory.
|
|
Arrow,
|
|
/// Indicates something is to be moved.
|
|
Move,
|
|
/// Indicates text that may be selected or edited.
|
|
Text,
|
|
/// Program busy indicator.
|
|
Wait,
|
|
/// Help indicator (often rendered as a "?")
|
|
Help,
|
|
/// Progress indicator. Shows that processing is being done. But in contrast
|
|
/// with "Wait" the user may still interact with the program. Often rendered
|
|
/// as a spinning beach ball, or an arrow with a watch or hourglass.
|
|
Progress,
|
|
|
|
/// Cursor showing that something cannot be done.
|
|
NotAllowed,
|
|
ContextMenu,
|
|
Cell,
|
|
VerticalText,
|
|
Alias,
|
|
Copy,
|
|
NoDrop,
|
|
/// Indicates something can be grabbed.
|
|
Grab,
|
|
/// Indicates something is grabbed.
|
|
Grabbing,
|
|
AllScroll,
|
|
ZoomIn,
|
|
ZoomOut,
|
|
|
|
/// Indicate that some edge is to be moved. For example, the 'SeResize' cursor
|
|
/// is used when the movement starts from the south-east corner of the box.
|
|
EResize,
|
|
NResize,
|
|
NeResize,
|
|
NwResize,
|
|
SResize,
|
|
SeResize,
|
|
SwResize,
|
|
WResize,
|
|
EwResize,
|
|
NsResize,
|
|
NeswResize,
|
|
NwseResize,
|
|
ColResize,
|
|
RowResize,
|
|
}
|
|
|
|
impl Default for CursorIcon {
|
|
fn default() -> Self {
|
|
CursorIcon::Default
|
|
}
|
|
}
|
|
|
|
/// 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>),
|
|
}
|
|
|
|
#[derive(Clone, Copy, Debug, PartialEq, Eq)]
|
|
pub enum Theme {
|
|
Light,
|
|
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, 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.
|
|
Informational,
|
|
}
|
|
|
|
impl Default for UserAttentionType {
|
|
fn default() -> Self {
|
|
UserAttentionType::Informational
|
|
}
|
|
}
|