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4515b77aa5
* [x11-backend] Retrieve DPI from Xft.dpi XResource * Update CHANGELOG.md * Update window.rs * Update CHANGELOG.md
691 lines
22 KiB
Rust
691 lines
22 KiB
Rust
//! The `Window` struct and associated types.
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use std::{fmt, error};
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use platform_impl;
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use event_loop::EventLoopWindowTarget;
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use monitor::{AvailableMonitorsIter, MonitorHandle};
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use dpi::{LogicalPosition, LogicalSize};
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pub use 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::window::Window;
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/// use winit::event::{Event, WindowEvent};
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/// use winit::event_loop::{EventLoop, ControlFlow};
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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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/// match event {
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/// Event::WindowEvent { event: WindowEvent::CloseRequested, .. } => {
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/// *control_flow = ControlFlow::Exit
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/// },
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/// _ => *control_flow = ControlFlow::Wait,
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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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/// Identifier of a window. Unique for each window.
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///
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/// Can be obtained with `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 `WindowId`, useful for unit testing. The only guarantee made about the return
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/// value of this function is that it will always be equal to itself and to future values returned
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/// by this function. 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 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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/// Object that allows you to build windows.
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#[derive(Clone)]
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pub struct WindowBuilder {
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/// The attributes to use to create the window.
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pub window: WindowAttributes,
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// Platform-specific configuration. Private.
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pub(crate) platform_specific: platform_impl::PlatformSpecificWindowBuilderAttributes,
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}
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impl fmt::Debug for WindowBuilder {
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fn fmt(&self, fmtr: &mut fmt::Formatter) -> fmt::Result {
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fmtr.debug_struct("WindowBuilder")
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.field("window", &self.window)
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.finish()
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}
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}
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/// Attributes to use when creating a window.
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#[derive(Debug, Clone)]
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pub struct WindowAttributes {
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/// The dimensions of the window. If this is `None`, some platform-specific dimensions will be
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/// used.
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///
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/// The default is `None`.
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pub dimensions: Option<LogicalSize>,
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/// The minimum dimensions a window can be, If this is `None`, the window will have no minimum dimensions (aside from reserved).
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///
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/// The default is `None`.
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pub min_dimensions: Option<LogicalSize>,
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/// The maximum dimensions a window can be, If this is `None`, the maximum will have no maximum or will be set to the primary monitor's dimensions by the platform.
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///
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/// The default is `None`.
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pub max_dimensions: Option<LogicalSize>,
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/// Whether the window is resizable or not.
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///
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/// The default is `true`.
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pub resizable: bool,
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/// Whether the window should be set as fullscreen upon creation.
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///
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/// The default is `None`.
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pub fullscreen: Option<MonitorHandle>,
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/// The 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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pub title: String,
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/// Whether the window should be maximized upon creation.
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///
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/// The default is `false`.
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pub maximized: bool,
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/// Whether the window should be immediately visible upon creation.
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///
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/// The default is `true`.
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pub visible: bool,
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/// Whether the the window should be transparent. If this is true, writing colors
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/// with alpha values different than `1.0` will produce a transparent window.
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///
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/// The default is `false`.
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pub transparent: bool,
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/// Whether the window should have borders and bars.
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///
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/// The default is `true`.
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pub decorations: bool,
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/// Whether the window should always be on top of other windows.
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///
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/// The default is `false`.
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pub always_on_top: bool,
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/// The window icon.
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///
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/// The default is `None`.
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pub window_icon: Option<Icon>,
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/// [iOS only] Enable multitouch,
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/// see [multipleTouchEnabled](https://developer.apple.com/documentation/uikit/uiview/1622519-multipletouchenabled)
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pub multitouch: bool,
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}
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impl Default for WindowAttributes {
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#[inline]
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fn default() -> WindowAttributes {
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WindowAttributes {
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dimensions: None,
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min_dimensions: None,
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max_dimensions: 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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multitouch: false,
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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 `WindowBuilder` with default values.
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#[inline]
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pub fn new() -> WindowBuilder {
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WindowBuilder {
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window: Default::default(),
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platform_specific: Default::default(),
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}
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}
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/// Requests the window to be of specific dimensions.
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#[inline]
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pub fn with_dimensions(mut self, size: LogicalSize) -> WindowBuilder {
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self.window.dimensions = Some(size);
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self
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}
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/// Sets a minimum dimension size for the window
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#[inline]
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pub fn with_min_dimensions(mut self, min_size: LogicalSize) -> WindowBuilder {
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self.window.min_dimensions = Some(min_size);
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self
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}
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/// Sets a maximum dimension size for the window
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#[inline]
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pub fn with_max_dimensions(mut self, max_size: LogicalSize) -> WindowBuilder {
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self.window.max_dimensions = Some(max_size);
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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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/// Note that making the window unresizable doesn't exempt you from handling `Resized`, as that event can still be
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/// triggered by DPI scaling, entering fullscreen mode, etc.
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///
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/// ## Platform-specific
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///
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/// This only has an effect on desktop platforms.
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///
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/// Due to a bug in XFCE, this has no effect on Xfwm.
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#[inline]
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pub fn with_resizable(mut self, resizable: bool) -> WindowBuilder {
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self.window.resizable = resizable;
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self
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}
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/// Requests a specific title for the window.
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#[inline]
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pub fn with_title<T: Into<String>>(mut self, title: T) -> WindowBuilder {
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self.window.title = title.into();
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self
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}
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/// Sets the window fullscreen state. None means a normal window, Some(MonitorHandle)
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/// means a fullscreen window on that specific monitor
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#[inline]
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pub fn with_fullscreen(mut self, monitor: Option<MonitorHandle>) -> WindowBuilder {
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self.window.fullscreen = monitor;
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self
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}
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/// Requests maximized mode.
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#[inline]
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pub fn with_maximized(mut self, maximized: bool) -> WindowBuilder {
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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 hidden or visible.
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#[inline]
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pub fn with_visibility(mut self, visible: bool) -> WindowBuilder {
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self.window.visible = visible;
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self
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}
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/// Sets whether the background of the window should be transparent.
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#[inline]
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pub fn with_transparency(mut self, transparent: bool) -> WindowBuilder {
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self.window.transparent = transparent;
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self
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}
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/// Sets whether the window should have a border, a title bar, etc.
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#[inline]
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pub fn with_decorations(mut self, decorations: bool) -> WindowBuilder {
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self.window.decorations = decorations;
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self
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}
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/// Sets whether or not the window will always be on top of other windows.
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#[inline]
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pub fn with_always_on_top(mut self, always_on_top: bool) -> WindowBuilder {
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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. On Windows and X11, this is typically the small icon in the top-left
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/// corner of the titlebar.
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///
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/// ## Platform-specific
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///
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/// This only has an effect on Windows and X11.
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///
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/// On Windows, this sets `ICON_SMALL`. The base size for a window icon is 16x16, but it's
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/// recommended to account for screen scaling and pick a multiple of that, i.e. 32x32.
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///
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/// X11 has no universal guidelines for icon sizes, so you're at the whims of the WM. That
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/// said, it's usually in the same ballpark as on Windows.
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#[inline]
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pub fn with_window_icon(mut self, window_icon: Option<Icon>) -> WindowBuilder {
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self.window.window_icon = window_icon;
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self
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}
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/// Enables multitouch.
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#[inline]
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pub fn with_multitouch(mut self) -> WindowBuilder {
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self.window.multitouch = true;
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self
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}
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/// Builds the window.
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///
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/// Error should be very rare and only occur in case of permission denied, incompatible system,
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/// out of memory, etc.
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#[inline]
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pub fn build<T: 'static>(mut self, window_target: &EventLoopWindowTarget<T>) -> Result<Window, CreationError> {
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self.window.dimensions = Some(self.window.dimensions.unwrap_or_else(|| {
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if let Some(ref monitor) = self.window.fullscreen {
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// resizing the window to the dimensions of the monitor when fullscreen
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LogicalSize::from_physical(monitor.get_dimensions(), 1.0)
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} else {
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// default dimensions
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(1024, 768).into()
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}
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}));
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// building
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platform_impl::Window::new(
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&window_target.p,
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self.window,
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self.platform_specific,
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).map(|window| Window { window })
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}
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}
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impl Window {
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/// Creates a new Window for platforms where this is appropriate.
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///
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/// This function is equivalent to `WindowBuilder::new().build(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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#[inline]
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pub fn new<T: 'static>(event_loop: &EventLoopWindowTarget<T>) -> Result<Window, CreationError> {
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let builder = WindowBuilder::new();
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builder.build(event_loop)
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}
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/// Modifies the title of the window.
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///
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/// This is a no-op if the window has already been closed.
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#[inline]
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pub fn set_title(&self, title: &str) {
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self.window.set_title(title)
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}
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/// Shows the window if it was hidden.
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///
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/// ## Platform-specific
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///
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/// - Has no effect on Android
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///
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#[inline]
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pub fn show(&self) {
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self.window.show()
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}
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/// Hides the window if it was visible.
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///
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/// ## Platform-specific
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///
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/// - Has no effect on Android
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///
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#[inline]
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pub fn hide(&self) {
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self.window.hide()
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}
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/// Emits a `WindowEvent::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 integrates 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::EventsCleared`
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/// but before `Event::NewEvents` if called in the following circumstances:
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/// * While processing `EventsCleared`.
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/// * While processing a `RedrawRequested` event that was sent during `EventsCleared` or any
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/// directly subsequent `RedrawRequested` event.
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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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/// Returns the position of the top-left hand corner of the window relative to the
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/// top-left hand corner of the desktop.
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///
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/// Note that the top-left hand corner of the desktop is not necessarily the same as
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/// the screen. If the user uses a desktop with multiple monitors, the top-left hand corner
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/// of the desktop is the top-left hand corner of the monitor at the top-left of the desktop.
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///
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/// The coordinates can be negative if the top-left hand corner of the window is outside
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/// of the visible screen region.
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///
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/// Returns `None` if the window no longer exists.
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#[inline]
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pub fn get_position(&self) -> Option<LogicalPosition> {
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self.window.get_position()
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}
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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 `get_position` apply to this method.
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#[inline]
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pub fn get_inner_position(&self) -> Option<LogicalPosition> {
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self.window.get_inner_position()
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}
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/// Modifies the position of the window.
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///
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/// See `get_position` for more information about the coordinates.
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///
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/// This is a no-op if the window has already been closed.
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#[inline]
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pub fn set_position(&self, position: LogicalPosition) {
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self.window.set_position(position)
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}
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/// Returns the logical 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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/// Converting the returned `LogicalSize` to `PhysicalSize` produces the size your framebuffer should be.
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///
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/// Returns `None` if the window no longer exists.
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#[inline]
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pub fn get_inner_size(&self) -> Option<LogicalSize> {
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self.window.get_inner_size()
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}
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/// Returns the logical size of the entire window.
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///
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/// These dimensions include the title bar and borders. If you don't want that (and you usually don't),
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/// use `get_inner_size` instead.
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///
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/// Returns `None` if the window no longer exists.
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#[inline]
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pub fn get_outer_size(&self) -> Option<LogicalSize> {
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self.window.get_outer_size()
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}
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/// Modifies the inner size of the window.
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///
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/// See `get_inner_size` for more information about the values.
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///
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/// This is a no-op if the window has already been closed.
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#[inline]
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pub fn set_inner_size(&self, size: LogicalSize) {
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self.window.set_inner_size(size)
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}
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/// Sets a minimum dimension size for the window.
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#[inline]
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pub fn set_min_dimensions(&self, dimensions: Option<LogicalSize>) {
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self.window.set_min_dimensions(dimensions)
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}
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/// Sets a maximum dimension size for the window.
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#[inline]
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pub fn set_max_dimensions(&self, dimensions: Option<LogicalSize>) {
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self.window.set_max_dimensions(dimensions)
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}
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/// Sets whether the window is resizable or not.
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///
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/// Note that making the window unresizable doesn't exempt you from handling `Resized`, as that event can still be
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/// triggered by DPI scaling, entering fullscreen mode, etc.
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///
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/// ## Platform-specific
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///
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/// This only has an effect on desktop platforms.
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///
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/// Due to a bug in XFCE, this has no effect on Xfwm.
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#[inline]
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pub fn set_resizable(&self, resizable: bool) {
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self.window.set_resizable(resizable)
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}
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/// Returns the DPI 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`](dpi/index.html) 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::HiDpiFactorChanged` 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_HIDPI_FACTOR` environment variable.
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/// - **Android:** Always returns 1.0.
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#[inline]
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pub fn get_hidpi_factor(&self) -> f64 {
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self.window.get_hidpi_factor()
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}
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/// Modifies the mouse cursor of the window.
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/// Has no effect on Android.
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#[inline]
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pub fn set_cursor(&self, cursor: MouseCursor) {
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self.window.set_cursor(cursor);
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}
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/// Changes the position of the cursor in window coordinates.
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#[inline]
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pub fn set_cursor_position(&self, position: LogicalPosition) -> Result<(), String> {
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self.window.set_cursor_position(position)
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}
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/// Grabs the cursor, preventing it from leaving the window.
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///
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/// ## Platform-specific
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///
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/// On macOS, this presently merely locks the cursor in a fixed location, which looks visually awkward.
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///
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/// This has no effect on Android or iOS.
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#[inline]
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pub fn grab_cursor(&self, grab: bool) -> Result<(), String> {
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self.window.grab_cursor(grab)
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}
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/// Hides the cursor, making it invisible but still usable.
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///
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/// ## Platform-specific
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///
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/// On Windows and X11, the cursor is only hidden within the confines of the window.
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///
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/// On macOS, the cursor is hidden as long as the window has input focus, even if the cursor is outside of the
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/// window.
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///
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/// This has no effect on Android or iOS.
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#[inline]
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pub fn hide_cursor(&self, hide: bool) {
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self.window.hide_cursor(hide)
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}
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|
/// Sets the window to maximized or back
|
|
#[inline]
|
|
pub fn set_maximized(&self, maximized: bool) {
|
|
self.window.set_maximized(maximized)
|
|
}
|
|
|
|
/// Sets the window to fullscreen or back
|
|
#[inline]
|
|
pub fn set_fullscreen(&self, monitor: Option<MonitorHandle>) {
|
|
self.window.set_fullscreen(monitor)
|
|
}
|
|
|
|
/// Turn window decorations on or off.
|
|
#[inline]
|
|
pub fn set_decorations(&self, decorations: bool) {
|
|
self.window.set_decorations(decorations)
|
|
}
|
|
|
|
/// Change whether or not the window will always be on top of other windows.
|
|
#[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.
|
|
///
|
|
/// For more usage notes, see `WindowBuilder::with_window_icon`.
|
|
///
|
|
/// ## Platform-specific
|
|
///
|
|
/// This only has an effect on Windows and X11.
|
|
#[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.
|
|
#[inline]
|
|
pub fn set_ime_spot(&self, position: LogicalPosition) {
|
|
self.window.set_ime_spot(position)
|
|
}
|
|
|
|
/// Returns the monitor on which the window currently resides
|
|
#[inline]
|
|
pub fn get_current_monitor(&self) -> MonitorHandle {
|
|
self.window.get_current_monitor()
|
|
}
|
|
|
|
/// Returns the list of all the monitors available on the system.
|
|
///
|
|
/// This is the same as `EventLoop::get_available_monitors`, and is provided for convenience.
|
|
#[inline]
|
|
pub fn get_available_monitors(&self) -> AvailableMonitorsIter {
|
|
let data = self.window.get_available_monitors();
|
|
AvailableMonitorsIter { data: data.into_iter() }
|
|
}
|
|
|
|
/// Returns the primary monitor of the system.
|
|
///
|
|
/// This is the same as `EventLoop::get_primary_monitor`, and is provided for convenience.
|
|
#[inline]
|
|
pub fn get_primary_monitor(&self) -> MonitorHandle {
|
|
MonitorHandle { inner: self.window.get_primary_monitor() }
|
|
}
|
|
|
|
/// Returns an identifier unique to the window.
|
|
#[inline]
|
|
pub fn id(&self) -> WindowId {
|
|
WindowId(self.window.id())
|
|
}
|
|
}
|
|
|
|
/// Error that can happen while creating a window or a headless renderer.
|
|
#[derive(Debug, Clone)]
|
|
pub enum CreationError {
|
|
OsError(String),
|
|
/// TODO: remove this error
|
|
NotSupported,
|
|
}
|
|
|
|
impl CreationError {
|
|
fn to_string(&self) -> &str {
|
|
match *self {
|
|
CreationError::OsError(ref text) => &text,
|
|
CreationError::NotSupported => "Some of the requested attributes are not supported",
|
|
}
|
|
}
|
|
}
|
|
|
|
impl fmt::Display for CreationError {
|
|
fn fmt(&self, formatter: &mut fmt::Formatter) -> Result<(), fmt::Error> {
|
|
formatter.write_str(self.to_string())
|
|
}
|
|
}
|
|
|
|
impl error::Error for CreationError {
|
|
fn description(&self) -> &str {
|
|
self.to_string()
|
|
}
|
|
}
|
|
|
|
/// Describes the appearance of the mouse cursor.
|
|
#[derive(Debug, Copy, Clone, PartialEq, Eq, Hash)]
|
|
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
|
|
pub enum MouseCursor {
|
|
/// 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,
|
|
Grab,
|
|
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 MouseCursor {
|
|
fn default() -> Self {
|
|
MouseCursor::Default
|
|
}
|
|
}
|