mirror of
https://github.com/italicsjenga/winit-sonoma-fix.git
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324 lines
9 KiB
Rust
324 lines
9 KiB
Rust
#![feature(unsafe_destructor,core,std_misc)]
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#![unstable]
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//! The purpose of this library is to provide an OpenGL context on as many
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//! platforms as possible.
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//!
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//! # Building a window
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//!
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//! There are two ways to create a window:
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//!
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//! - Calling `Window::new()`.
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//! - Calling `let builder = WindowBuilder::new()` then `builder.build()`.
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//!
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//! The first way is the simpliest way and will give you default values.
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//!
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//! The second way allows you to customize the way your window and GL context
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//! will look and behave.
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//!
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//! # Features
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//!
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//! This crate has two Cargo features: `window` and `headless`.
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//!
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//! - `window` allows you to create regular windows and enables the `WindowBuilder` object.
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//! - `headless` allows you to do headless rendering, and enables
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//! the `HeadlessRendererBuilder` object.
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//!
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//! By default only `window` is enabled.
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extern crate gl_common;
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extern crate libc;
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#[cfg(target_os = "windows")]
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extern crate winapi;
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#[cfg(target_os = "windows")]
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extern crate "kernel32-sys" as kernel32;
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#[cfg(target_os = "windows")]
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extern crate "gdi32-sys" as gdi32;
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#[cfg(target_os = "windows")]
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extern crate "user32-sys" as user32;
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#[cfg(target_os = "macos")]
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extern crate cocoa;
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#[cfg(target_os = "macos")]
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extern crate core_foundation;
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#[cfg(target_os = "macos")]
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extern crate core_graphics;
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pub use events::*;
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#[cfg(feature = "headless")]
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pub use headless::{HeadlessRendererBuilder, HeadlessContext};
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#[cfg(feature = "window")]
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pub use window::{WindowBuilder, Window, WindowProxy, PollEventsIterator, WaitEventsIterator};
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#[cfg(feature = "window")]
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pub use window::{AvailableMonitorsIter, MonitorID, get_available_monitors, get_primary_monitor};
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#[cfg(all(not(target_os = "windows"), not(target_os = "linux"), not(target_os = "macos"), not(target_os = "android")))]
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use this_platform_is_not_supported;
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#[cfg(target_os = "windows")]
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#[path="win32/mod.rs"]
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mod winimpl;
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#[cfg(target_os = "linux")]
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#[path="x11/mod.rs"]
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mod winimpl;
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#[cfg(target_os = "macos")]
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#[path="cocoa/mod.rs"]
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mod winimpl;
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#[cfg(target_os = "android")]
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#[path="android/mod.rs"]
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mod winimpl;
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mod events;
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#[cfg(feature = "headless")]
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mod headless;
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#[cfg(feature = "window")]
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mod window;
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/// Error that can happen while creating a window or a headless renderer.
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#[derive(Clone, Debug, PartialEq, Eq)]
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pub enum CreationError {
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OsError(String),
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NotSupported,
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}
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impl CreationError {
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fn to_string(&self) -> &str {
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match *self {
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CreationError::OsError(ref text) => text.as_slice(),
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CreationError::NotSupported => "Some of the requested attributes are not supported",
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}
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}
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}
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impl std::fmt::Display for CreationError {
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fn fmt(&self, formatter: &mut std::fmt::Formatter) -> Result<(), std::fmt::Error> {
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formatter.write_str(self.to_string())
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}
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}
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impl std::error::Error for CreationError {
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fn description(&self) -> &str {
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self.to_string()
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}
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}
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/// All APIs related to OpenGL that you can possibly get while using glutin.
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#[derive(Debug, Clone, Copy, PartialEq, Eq)]
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pub enum Api {
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/// The classical OpenGL. Available on Windows, Linux, OS/X.
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OpenGl,
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/// OpenGL embedded system. Available on Linux, Android.
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OpenGlEs,
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/// OpenGL for the web. Very similar to OpenGL ES.
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WebGl,
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}
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/// Describes the OpenGL API and version that are being requested when a context is created.
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#[derive(Debug, Copy, Clone)]
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pub enum GlRequest {
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/// Request the latest version of the "best" API of this platform.
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///
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/// On desktop, will try OpenGL.
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Latest,
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/// Request a specific version of a specific API.
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///
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/// Example: `GlRequest::Specific(Api::OpenGl, (3, 3))`.
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Specific(Api, (u8, u8)),
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/// If OpenGL is available, create an OpenGL context with the specified `opengl_version`.
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/// Else if OpenGL ES or WebGL is available, create a context with the
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/// specified `opengles_version`.
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GlThenGles {
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/// The version to use for OpenGL.
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opengl_version: (u8, u8),
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/// The version to use for OpenGL ES.
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opengles_version: (u8, u8),
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},
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}
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#[derive(Debug, Copy)]
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pub enum MouseCursor {
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/// The platform-dependent default cursor.
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Default,
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/// A simple crosshair.
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Crosshair,
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/// A hand (often used to indicate links in web browsers).
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Hand,
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/// Self explanatory.
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Arrow,
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/// Indicates something is to be moved.
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Move,
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/// Indicates text that may be selected or edited.
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Text,
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/// Program busy indicator.
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Wait,
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/// Help indicator (often rendered as a "?")
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Help,
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/// Progress indicator. Shows that processing is being done. But in contrast
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/// with "Wait" the user may still interact with the program. Often rendered
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/// as a spinning beach ball, or an arrow with a watch or hourglass.
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Progress,
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/// Cursor showing that something cannot be done.
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NotAllowed,
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ContextMenu,
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NoneCursor,
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Cell,
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VerticalText,
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Alias,
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Copy,
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NoDrop,
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Grab,
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Grabbing,
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AllScroll,
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ZoomIn,
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ZoomOut,
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/// Indicate that some edge is to be moved. For example, the 'SeResize' cursor
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/// is used when the movement starts from the south-east corner of the box.
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EResize,
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NResize,
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NeResize,
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NwResize,
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SResize,
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SeResize,
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SwResize,
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WResize,
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EwResize,
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NsResize,
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NeswResize,
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NwseResize,
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ColResize,
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RowResize,
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}
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/// Describes a possible format. Unused.
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#[allow(missing_docs)]
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#[derive(Debug, Clone)]
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pub struct PixelFormat {
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pub hardware_accelerated: bool,
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pub red_bits: u8,
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pub green_bits: u8,
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pub blue_bits: u8,
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pub alpha_bits: u8,
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pub depth_bits: u8,
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pub stencil_bits: u8,
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pub stereoscopy: bool,
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pub double_buffer: bool,
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pub multisampling: Option<u16>,
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pub srgb: bool,
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}
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/// Attributes
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struct BuilderAttribs<'a> {
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#[allow(dead_code)]
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headless: bool,
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strict: bool,
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sharing: Option<&'a winimpl::Window>,
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dimensions: Option<(u32, u32)>,
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title: String,
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monitor: Option<winimpl::MonitorID>,
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gl_version: GlRequest,
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gl_debug: bool,
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vsync: bool,
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visible: bool,
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multisampling: Option<u16>,
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depth_bits: Option<u8>,
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stencil_bits: Option<u8>,
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color_bits: Option<u8>,
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alpha_bits: Option<u8>,
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stereoscopy: bool,
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}
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impl BuilderAttribs<'static> {
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fn new() -> BuilderAttribs<'static> {
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BuilderAttribs {
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headless: false,
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strict: false,
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sharing: None,
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dimensions: None,
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title: "glutin window".to_string(),
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monitor: None,
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gl_version: GlRequest::Latest,
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gl_debug: cfg!(ndebug),
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vsync: false,
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visible: true,
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multisampling: None,
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depth_bits: None,
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stencil_bits: None,
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color_bits: None,
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alpha_bits: None,
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stereoscopy: false,
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}
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}
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}
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impl<'a> BuilderAttribs<'a> {
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fn extract_non_static(mut self) -> (BuilderAttribs<'static>, Option<&'a winimpl::Window>) {
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let sharing = self.sharing.take();
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let new_attribs = BuilderAttribs {
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headless: self.headless,
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strict: self.strict,
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sharing: None,
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dimensions: self.dimensions,
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title: self.title,
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monitor: self.monitor,
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gl_version: self.gl_version,
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gl_debug: self.gl_debug,
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vsync: self.vsync,
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visible: self.visible,
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multisampling: self.multisampling,
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depth_bits: self.depth_bits,
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stencil_bits: self.stencil_bits,
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color_bits: self.color_bits,
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alpha_bits: self.alpha_bits,
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stereoscopy: self.stereoscopy,
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};
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(new_attribs, sharing)
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}
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fn choose_pixel_format<T, I>(&self, iter: I) -> (T, PixelFormat)
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where I: Iterator<Item=(T, PixelFormat)>, T: Clone
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{
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let mut current_result = None;
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let mut current_software_result = None;
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// TODO: do this more properly
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for (id, format) in iter {
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if format.red_bits + format.green_bits + format.blue_bits < self.color_bits.unwrap_or(0) {
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continue;
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}
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if format.alpha_bits < self.alpha_bits.unwrap_or(0) {
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continue;
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}
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if format.depth_bits < self.depth_bits.unwrap_or(0) {
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continue;
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}
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if format.stencil_bits < self.stencil_bits.unwrap_or(0) {
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continue;
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}
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if !format.stereoscopy && self.stereoscopy {
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continue;
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}
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if self.multisampling.is_some() && format.multisampling.is_none() {
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continue;
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}
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current_software_result = Some((id.clone(), format.clone()));
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if format.hardware_accelerated {
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current_result = Some((id, format));
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}
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}
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current_result.or(current_software_result)
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.expect("Could not find compliant pixel format")
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}
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}
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