winit-sonoma-fix/src/window.rs
Kirill Chibisov cb41c58f21
Implement From<u64> for WindowId and vise-versa
This should help downstream applications to expose WindowId to the end
users via e.g. IPC to control particular windows in multi window
systems.
2022-07-02 14:27:19 +03:00

1184 lines
41 KiB
Rust

//! The [`Window`] struct and associated types.
use std::fmt;
use crate::{
dpi::{PhysicalPosition, PhysicalSize, Position, Size},
error::{ExternalError, NotSupportedError, OsError},
event_loop::EventLoopWindowTarget,
monitor::{MonitorHandle, VideoMode},
platform_impl,
};
pub use crate::icon::{BadIcon, Icon};
/// Represents a window.
///
/// # Example
///
/// ```no_run
/// use winit::{
/// event::{Event, WindowEvent},
/// event_loop::EventLoop,
/// window::Window,
/// };
///
/// let mut event_loop = EventLoop::new();
/// let window = Window::new(&event_loop).unwrap();
///
/// event_loop.run(move |event, _, control_flow| {
/// control_flow.set_wait();
///
/// match event {
/// Event::WindowEvent {
/// event: WindowEvent::CloseRequested,
/// ..
/// } => control_flow.set_exit(),
/// _ => (),
/// }
/// });
/// ```
pub struct Window {
pub(crate) window: platform_impl::Window,
}
impl fmt::Debug for Window {
fn fmt(&self, fmtr: &mut fmt::Formatter<'_>) -> fmt::Result {
fmtr.pad("Window { .. }")
}
}
impl Drop for Window {
fn drop(&mut self) {
// If the window is in exclusive fullscreen, we must restore the desktop
// video mode (generally this would be done on application exit, but
// closing the window doesn't necessarily always mean application exit,
// such as when there are multiple windows)
if let Some(Fullscreen::Exclusive(_)) = self.fullscreen() {
self.set_fullscreen(None);
}
}
}
/// Identifier of a window. Unique for each window.
///
/// Can be obtained with [`window.id()`](`Window::id`).
///
/// Whenever you receive an event specific to a window, this event contains a `WindowId` which you
/// can then compare to the ids of your windows.
#[derive(Debug, Copy, Clone, PartialEq, Eq, PartialOrd, Ord, Hash)]
pub struct WindowId(pub(crate) platform_impl::WindowId);
impl WindowId {
/// Returns a dummy id, useful for unit testing.
///
/// # Safety
///
/// The only guarantee made about the return value of this function is that
/// it will always be equal to itself and to future values returned by this function.
/// No other guarantees are made. This may be equal to a real [`WindowId`].
///
/// **Passing this into a winit function will result in undefined behavior.**
pub const unsafe fn dummy() -> Self {
WindowId(platform_impl::WindowId::dummy())
}
}
impl From<WindowId> for u64 {
fn from(window_id: WindowId) -> Self {
window_id.into()
}
}
impl From<u64> for WindowId {
fn from(raw_id: u64) -> Self {
raw_id.into()
}
}
/// Object that allows building windows.
#[derive(Clone, Default)]
#[must_use]
pub struct WindowBuilder {
/// The attributes to use to create the window.
pub(crate) window: WindowAttributes,
// Platform-specific configuration.
pub(crate) platform_specific: platform_impl::PlatformSpecificWindowBuilderAttributes,
}
impl fmt::Debug for WindowBuilder {
fn fmt(&self, fmtr: &mut fmt::Formatter<'_>) -> fmt::Result {
fmtr.debug_struct("WindowBuilder")
.field("window", &self.window)
.finish()
}
}
/// Attributes to use when creating a window.
#[derive(Debug, Clone)]
pub(crate) struct WindowAttributes {
pub inner_size: Option<Size>,
pub min_inner_size: Option<Size>,
pub max_inner_size: Option<Size>,
pub position: Option<Position>,
pub resizable: bool,
pub title: String,
pub fullscreen: Option<Fullscreen>,
pub maximized: bool,
pub visible: bool,
pub transparent: bool,
pub decorations: bool,
pub always_on_top: bool,
pub window_icon: Option<Icon>,
}
impl Default for WindowAttributes {
#[inline]
fn default() -> WindowAttributes {
WindowAttributes {
inner_size: None,
min_inner_size: None,
max_inner_size: None,
position: None,
resizable: true,
title: "winit window".to_owned(),
maximized: false,
fullscreen: None,
visible: true,
transparent: false,
decorations: true,
always_on_top: false,
window_icon: None,
}
}
}
impl WindowBuilder {
/// Initializes a new builder with default values.
#[inline]
pub fn new() -> Self {
Default::default()
}
/// Requests the window to be of specific dimensions.
///
/// If this is not set, some platform-specific dimensions will be used.
///
/// See [`Window::set_inner_size`] for details.
#[inline]
pub fn with_inner_size<S: Into<Size>>(mut self, size: S) -> Self {
self.window.inner_size = Some(size.into());
self
}
/// Sets the minimum dimensions a window can have.
///
/// If this is not set, the window will have no minimum dimensions (aside
/// from reserved).
///
/// See [`Window::set_min_inner_size`] for details.
#[inline]
pub fn with_min_inner_size<S: Into<Size>>(mut self, min_size: S) -> Self {
self.window.min_inner_size = Some(min_size.into());
self
}
/// Sets the maximum dimensions a window can have.
///
/// If this is not set, the window will have no maximum or will be set to
/// the primary monitor's dimensions by the platform.
///
/// See [`Window::set_max_inner_size`] for details.
#[inline]
pub fn with_max_inner_size<S: Into<Size>>(mut self, max_size: S) -> Self {
self.window.max_inner_size = Some(max_size.into());
self
}
/// Sets a desired initial position for the window.
///
/// If this is not set, some platform-specific position will be chosen.
///
/// See [`Window::set_outer_position`] for details.
///
/// ## Platform-specific
///
/// - **macOS**: The top left corner position of the window content, the
/// window's "inner" position. The window title bar will be placed above
/// it. The window will be positioned such that it fits on screen,
/// maintaining set `inner_size` if any.
/// If you need to precisely position the top left corner of the whole
/// window you have to use [`Window::set_outer_position`] after creating
/// the window.
/// - **Windows**: The top left corner position of the window title bar,
/// the window's "outer" position.
/// There may be a small gap between this position and the window due to
/// the specifics of the Window Manager.
/// - **X11**: The top left corner of the window, the window's "outer"
/// position.
/// - **Others**: Ignored.
#[inline]
pub fn with_position<P: Into<Position>>(mut self, position: P) -> Self {
self.window.position = Some(position.into());
self
}
/// Sets whether the window is resizable or not.
///
/// The default is `true`.
///
/// See [`Window::set_resizable`] for details.
#[inline]
pub fn with_resizable(mut self, resizable: bool) -> Self {
self.window.resizable = resizable;
self
}
/// Sets the initial title of the window in the title bar.
///
/// The default is `"winit window"`.
///
/// See [`Window::set_title`] for details.
#[inline]
pub fn with_title<T: Into<String>>(mut self, title: T) -> Self {
self.window.title = title.into();
self
}
/// Sets whether the window should be put into fullscreen upon creation.
///
/// The default is `None`.
///
/// See [`Window::set_fullscreen`] for details.
#[inline]
pub fn with_fullscreen(mut self, fullscreen: Option<Fullscreen>) -> Self {
self.window.fullscreen = fullscreen;
self
}
/// Request that the window is maximized upon creation.
///
/// The default is `false`.
///
/// See [`Window::set_maximized`] for details.
#[inline]
pub fn with_maximized(mut self, maximized: bool) -> Self {
self.window.maximized = maximized;
self
}
/// Sets whether the window will be initially visible or hidden.
///
/// The default is to show the window.
///
/// See [`Window::set_visible`] for details.
#[inline]
pub fn with_visible(mut self, visible: bool) -> Self {
self.window.visible = visible;
self
}
/// Sets whether the background of the window should be transparent.
///
/// If this is `true`, writing colors with alpha values different than
/// `1.0` will produce a transparent window.
///
/// The default is `false`.
#[inline]
pub fn with_transparent(mut self, transparent: bool) -> Self {
self.window.transparent = transparent;
self
}
/// Get whether the window will support transparency.
#[inline]
pub fn transparent(&self) -> bool {
self.window.transparent
}
/// Sets whether the window should have a border, a title bar, etc.
///
/// The default is `true`.
///
/// See [`Window::set_decorations`] for details.
#[inline]
pub fn with_decorations(mut self, decorations: bool) -> Self {
self.window.decorations = decorations;
self
}
/// Sets whether or not the window will always be on top of other windows.
///
/// The default is `false`.
///
/// See [`Window::set_always_on_top`] for details.
#[inline]
pub fn with_always_on_top(mut self, always_on_top: bool) -> Self {
self.window.always_on_top = always_on_top;
self
}
/// Sets the window icon.
///
/// The default is `None`.
///
/// See [`Window::set_window_icon`] for details.
#[inline]
pub fn with_window_icon(mut self, window_icon: Option<Icon>) -> Self {
self.window.window_icon = window_icon;
self
}
/// Builds the window.
///
/// Possible causes of error include denied permission, incompatible system, and lack of memory.
///
/// Platform-specific behavior:
/// - **Web**: The window is created but not inserted into the web page automatically. Please
/// see the web platform module for more information.
#[inline]
pub fn build<T: 'static>(
self,
window_target: &EventLoopWindowTarget<T>,
) -> Result<Window, OsError> {
platform_impl::Window::new(&window_target.p, self.window, self.platform_specific).map(
|window| {
window.request_redraw();
Window { window }
},
)
}
}
/// 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 behavior:
/// - **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)
}
/// 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.
/// - **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()
}
/// Emits a [`Event::RedrawRequested`] event in the associated event loop after all OS
/// events have been processed by the event loop.
///
/// This is the **strongly encouraged** method of redrawing windows, as it can integrate with
/// OS-requested redraws (e.g. when a window gets resized).
///
/// This function can cause `RedrawRequested` events to be emitted after [`Event::MainEventsCleared`]
/// but before `Event::NewEvents` if called in the following circumstances:
/// * While processing `MainEventsCleared`.
/// * While processing a `RedrawRequested` event that was sent during `MainEventsCleared` or any
/// directly subsequent `RedrawRequested` event.
///
/// ## Platform-specific
///
/// - **iOS:** Can only be called on the main thread.
/// - **Android:** Subsequent calls after `MainEventsCleared` are not handled.
///
/// [`Event::RedrawRequested`]: crate::event::Event::RedrawRequested
/// [`Event::MainEventsCleared`]: crate::event::Event::MainEventsCleared
#[inline]
pub fn request_redraw(&self) {
self.window.request_redraw()
}
}
/// 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.
/// - **Android / Wayland:** Unsupported.
#[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.
///
/// [safe area]: https://developer.apple.com/documentation/uikit/uiview/2891103-safeareainsets?language=objc
#[inline]
pub fn inner_size(&self) -> PhysicalSize<u32> {
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
}
}