#![feature(unsafe_destructor)] #![feature(globs)] #![unstable] extern crate libc; pub use events::*; pub use hints::{Hints, ClientAPI, Profile}; #[cfg(windows)] use winimpl = win32; #[cfg(unix)] use winimpl = x11; #[cfg(windows)] mod win32; #[cfg(unix)] mod x11; #[allow(dead_code)] //mod egl; mod events; mod hints; /// Identifier for a monitor. pub struct MonitorID(winimpl::MonitorID); /// Represents an OpenGL context and the Window or environment around it. /// /// # Example /// /// ``` /// use std::default::Default; /// /// let window = Window::new(None, "Hello world!", &Default::default(), None).unwrap(); /// /// unsafe { window.make_current() }; /// /// loop { /// for event in window.poll_events().move_iter() { // note: this may change in the future /// match event { /// // process events here /// _ => () /// } /// } /// /// // draw everything here /// /// window.swap_buffers(); /// std::io::timer::sleep(17); /// } /// ``` pub struct Window { window: winimpl::Window, nosend: std::kinds::marker::NoSend, } impl Window { /// Creates a new OpenGL context, and a Window for platforms where this is appropriate. /// /// # Parameters /// /// The `dimensions` parameter tell the library what the dimensions of the client area /// of the window must be. If set to `None`, the library will choose or let the O/S choose. /// /// The `title` parameter is the title that the window must have. /// /// The `hints` parameter must be a `Hint` object which contains hints about how the context /// must be created. This library will *try* to follow the hints, but will still success /// even if it could not conform to all of them. /// /// The `monitor` parameter is the identifier of the monitor that this window should fill. /// If `None`, a windowed window will be created. If `Some(_)`, the window will be fullscreen /// and will fill the given monitor. Note `MonitorID` does not necessarly represent a /// *physical* monitor. /// /// # Return value /// /// Returns the `Window` object. /// /// Error should be very rare and only occur in case of permission denied, incompatible system, /// out of memory, etc. #[inline] pub fn new(dimensions: Option<(uint, uint)>, title: &str, hints: &Hints, monitor: Option) -> Result { // extracting the monitor ID let monitor = monitor.map(|id| { let MonitorID(id) = id; id }); // creating the window let win = try!(winimpl::Window::new(dimensions, title, hints, monitor)); Ok(Window{ window: win, nosend: std::kinds::marker::NoSend, }) } /// Returns true if the window has previously been closed by the user. #[inline] pub fn is_closed(&self) -> bool { self.window.is_closed() } /// Returns true if the window has previously been closed by the user. #[inline] #[deprecated = "Use is_closed instead"] pub fn should_close(&self) -> bool { self.is_closed() } /// Modifies the title of the window. /// /// This is a no-op if the window has already been closed. #[inline] pub fn set_title(&self, title: &str) { self.window.set_title(title) } /// 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 necessarly 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. /// /// Returns `None` if the window no longer exists. #[inline] pub fn get_position(&self) -> Option<(int, int)> { self.window.get_position() } /// Modifies the position of the window. /// /// See `get_position` for more informations about the coordinates. /// /// This is a no-op if the window has already been closed. #[inline] pub fn set_position(&self, x: uint, y: uint) { self.window.set_position(x, y) } /// Returns the size in pixels of the client area of the window. /// /// The client area is the content of the window, excluding the title bar and borders. /// These are the dimensions of the frame buffer, and the dimensions that you should use /// when you call `glViewport`. /// /// Returns `None` if the window no longer exists. #[inline] pub fn get_inner_size(&self) -> Option<(uint, uint)> { self.window.get_inner_size() } /// Returns the size in pixels of the window. /// /// These dimensions include title bar and borders. If you don't want these, you should use /// use `get_inner_size` instead. /// /// Returns `None` if the window no longer exists. #[inline] pub fn get_outer_size(&self) -> Option<(uint, uint)> { self.window.get_outer_size() } /// Modifies the inner size of the window. /// /// See `get_inner_size` for more informations about the values. /// /// This is a no-op if the window has already been closed. #[inline] pub fn set_inner_size(&self, x: uint, y: uint) { self.window.set_inner_size(x, y) } /// Returns all the events that are currently in window's events queue. /// /// Contrary to `wait_events`, this function never blocks. #[experimental = "Will probably be changed to return an iterator instead of a Vec"] #[inline] pub fn poll_events(&self) -> Vec { self.window.poll_events() } /// Returns all the events that are currently in window's events queue. /// If there are no events in queue, this function will block until there is one. /// /// This is equivalent to: /// /// ``` /// loop { /// let events = poll_events(); /// if events.len() >= 1 { return events } /// } /// ``` /// /// ...but without the spinlock. #[inline] #[experimental = "Will probably be changed to return an iterator instead of a Vec"] pub fn wait_events(&self) -> Vec { self.window.wait_events() } /// Sets the context as the current context. #[inline] #[experimental] pub unsafe fn make_current(&self) { self.window.make_current() } /// Returns the address of an OpenGL function. /// /// Contrary to `wglGetProcAddress`, all available OpenGL functions return an address. #[inline] pub fn get_proc_address(&self, addr: &str) -> *const () { self.window.get_proc_address(addr) } /// Swaps the buffers in case of double or triple buffering. /// /// You should call this function every time you have finished rendering, or the image /// may not be displayed on the screen. #[inline] pub fn swap_buffers(&self) { self.window.swap_buffers() } }