#![feature(unsafe_destructor)] #![unstable] #![allow(unstable)] //! The purpose of this library is to provide an OpenGL context on as many //! platforms as possible. //! //! # Building a window //! //! There are two ways to create a window: //! //! - Calling `Window::new()`. //! - Calling `let builder = WindowBuilder::new()` then `builder.build()`. //! //! The first way is the simpliest way and will give you default values. //! //! The second way allows you to customize the way your window and GL context //! will look and behave. //! //! # Features //! //! This crate has two Cargo features: `window` and `headless`. //! //! - `window` allows you to create regular windows and enables the `WindowBuilder` object. //! - `headless` allows you to do headless rendering, and enables //! the `HeadlessRendererBuilder` object. //! //! By default only `window` is enabled. extern crate gl_common; extern crate libc; #[cfg(target_os = "windows")] extern crate winapi; #[cfg(target_os = "windows")] extern crate "kernel32-sys" as kernel32; #[cfg(target_os = "windows")] extern crate "gdi32-sys" as gdi32; #[cfg(target_os = "windows")] extern crate "user32-sys" as user32; #[cfg(target_os = "macos")] extern crate cocoa; #[cfg(target_os = "macos")] extern crate core_foundation; #[cfg(target_os = "macos")] extern crate core_graphics; pub use events::*; use std::default::Default; use std::collections::ring_buf::IntoIter as RingBufIter; #[cfg(all(not(target_os = "windows"), not(target_os = "linux"), not(target_os = "macos"), not(target_os = "android")))] use this_platform_is_not_supported; #[cfg(target_os = "windows")] #[path="win32/mod.rs"] mod winimpl; #[cfg(target_os = "linux")] #[path="x11/mod.rs"] mod winimpl; #[cfg(target_os = "macos")] #[path="cocoa/mod.rs"] mod winimpl; #[cfg(target_os = "android")] #[path="android/mod.rs"] mod winimpl; mod events; /// Identifier for a monitor. #[cfg(feature = "window")] pub struct MonitorID(winimpl::MonitorID); /// Error that can happen while creating a window or a headless renderer. #[derive(Clone, Debug, PartialEq, Eq)] pub enum CreationError { OsError(String), NotSupported, } impl CreationError { fn to_string(&self) -> &str { match self { &CreationError::OsError(ref text) => text.as_slice(), &CreationError::NotSupported => "Some of the requested attributes are not supported", } } } impl std::fmt::Display for CreationError { fn fmt(&self, formatter: &mut std::fmt::Formatter) -> Result<(), std::fmt::Error> { formatter.write_str(self.to_string()) } } impl std::error::Error for CreationError { fn description(&self) -> &str { self.to_string() } } /// All APIs related to OpenGL that you can possibly get while using glutin. #[derive(Debug, Clone, Copy, PartialEq, Eq)] pub enum Api { /// The classical OpenGL. Available on Windows, Linux, OS/X. OpenGl, /// OpenGL embedded system. Available on Linux, Android. OpenGlEs, /// OpenGL for the web. Very similar to OpenGL ES. WebGl, } #[derive(Debug, Copy)] 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, NoneCursor, 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, } /// Object that allows you to build windows. #[cfg(feature = "window")] pub struct WindowBuilder<'a> { attribs: BuilderAttribs<'a> } /// Attributes struct BuilderAttribs<'a> { #[allow(dead_code)] headless: bool, strict: bool, sharing: Option<&'a winimpl::Window>, dimensions: Option<(u32, u32)>, title: String, monitor: Option, gl_version: Option<(u32, u32)>, gl_debug: bool, vsync: bool, visible: bool, multisampling: Option, depth_bits: Option, stencil_bits: Option, color_bits: Option, alpha_bits: Option, stereoscopy: bool, } impl BuilderAttribs<'static> { fn new() -> BuilderAttribs<'static> { BuilderAttribs { headless: false, strict: false, sharing: None, dimensions: None, title: "glutin window".to_string(), monitor: None, gl_version: None, gl_debug: cfg!(ndebug), vsync: false, visible: true, multisampling: None, depth_bits: None, stencil_bits: None, color_bits: None, alpha_bits: None, stereoscopy: false, } } } #[cfg(feature = "window")] impl<'a> WindowBuilder<'a> { /// Initializes a new `WindowBuilder` with default values. pub fn new() -> WindowBuilder<'a> { WindowBuilder { attribs: BuilderAttribs::new(), } } /// Requests the window to be of specific dimensions. /// /// Width and height are in pixels. pub fn with_dimensions(mut self, width: u32, height: u32) -> WindowBuilder<'a> { self.attribs.dimensions = Some((width, height)); self } /// Requests a specific title for the window. pub fn with_title(mut self, title: String) -> WindowBuilder<'a> { self.attribs.title = title; self } /// Requests fullscreen mode. /// /// If you don't specify dimensions for the window, it will match the monitor's. pub fn with_fullscreen(mut self, monitor: MonitorID) -> WindowBuilder<'a> { let MonitorID(monitor) = monitor; self.attribs.monitor = Some(monitor); self } /// The created window will share all its OpenGL objects with the window in the parameter. /// /// There are some exceptions, like FBOs or VAOs. See the OpenGL documentation. pub fn with_shared_lists(mut self, other: &'a Window) -> WindowBuilder<'a> { self.attribs.sharing = Some(&other.window); self } /// Requests to use a specific OpenGL version. /// /// Version is a (major, minor) pair. For example to request OpenGL 3.3 /// you would pass `(3, 3)`. pub fn with_gl_version(mut self, version: (u32, u32)) -> WindowBuilder<'a> { self.attribs.gl_version = Some(version); self } /// Sets the *debug* flag for the OpenGL context. /// /// The default value for this flag is `cfg!(ndebug)`, which means that it's enabled /// when you run `cargo build` and disabled when you run `cargo build --release`. pub fn with_gl_debug_flag(mut self, flag: bool) -> WindowBuilder<'a> { self.attribs.gl_debug = flag; self } /// Requests that the window has vsync enabled. pub fn with_vsync(mut self) -> WindowBuilder<'a> { self.attribs.vsync = true; self } /// Sets whether the window will be initially hidden or visible. pub fn with_visibility(mut self, visible: bool) -> WindowBuilder<'a> { self.attribs.visible = visible; self } /// Sets the multisampling level to request. /// /// # Panic /// /// Will panic if `samples` is not a power of two. pub fn with_multisampling(mut self, samples: u16) -> WindowBuilder<'a> { use std::num::UnsignedInt; assert!(samples.is_power_of_two()); self.attribs.multisampling = Some(samples); self } /// Sets the number of bits in the depth buffer. pub fn with_depth_buffer(mut self, bits: u8) -> WindowBuilder<'a> { self.attribs.depth_bits = Some(bits); self } /// Sets the number of bits in the stencil buffer. pub fn with_stencil_buffer(mut self, bits: u8) -> WindowBuilder<'a> { self.attribs.stencil_bits = Some(bits); self } /// Sets the number of bits in the color buffer. pub fn with_pixel_format(mut self, color_bits: u8, alpha_bits: u8) -> WindowBuilder<'a> { self.attribs.color_bits = Some(color_bits); self.attribs.alpha_bits = Some(alpha_bits); self } /// Request the backend to be stereoscopic. pub fn with_stereoscopy(mut self) -> WindowBuilder<'a> { self.attribs.stereoscopy = true; self } /// Builds the window. /// /// Error should be very rare and only occur in case of permission denied, incompatible system, /// out of memory, etc. pub fn build(mut self) -> Result { // resizing the window to the dimensions of the monitor when fullscreen if self.attribs.dimensions.is_none() && self.attribs.monitor.is_some() { self.attribs.dimensions = Some(self.attribs.monitor.as_ref().unwrap().get_dimensions()) } // default dimensions if self.attribs.dimensions.is_none() { self.attribs.dimensions = Some((1024, 768)); } // building winimpl::Window::new(self.attribs).map(|w| Window { window: w }) } /// Builds the window. /// /// The context is build in a *strict* way. That means that if the backend couldn't give /// you what you requested, an `Err` will be returned. pub fn build_strict(mut self) -> Result { self.attribs.strict = true; self.build() } } /// Object that allows you to build headless contexts. #[cfg(feature = "headless")] pub struct HeadlessRendererBuilder { attribs: BuilderAttribs<'static>, } #[cfg(feature = "headless")] impl HeadlessRendererBuilder { /// Initializes a new `HeadlessRendererBuilder` with default values. pub fn new(width: u32, height: u32) -> HeadlessRendererBuilder { HeadlessRendererBuilder { attribs: BuilderAttribs { headless: true, dimensions: Some((width, height)), .. BuilderAttribs::new() }, } } /// Requests to use a specific OpenGL version. /// /// Version is a (major, minor) pair. For example to request OpenGL 3.3 /// you would pass `(3, 3)`. pub fn with_gl_version(mut self, version: (u32, u32)) -> HeadlessRendererBuilder { self.attribs.gl_version = Some(version); self } /// Sets the *debug* flag for the OpenGL context. /// /// The default value for this flag is `cfg!(ndebug)`, which means that it's enabled /// when you run `cargo build` and disabled when you run `cargo build --release`. pub fn with_gl_debug_flag(mut self, flag: bool) -> HeadlessRendererBuilder { self.attribs.gl_debug = flag; self } /// Builds the headless context. /// /// Error should be very rare and only occur in case of permission denied, incompatible system, /// out of memory, etc. pub fn build(self) -> Result { winimpl::HeadlessContext::new(self.attribs).map(|w| HeadlessContext { context: w }) } /// Builds the headless context. /// /// The context is build in a *strict* way. That means that if the backend couldn't give /// you what you requested, an `Err` will be returned. pub fn build_strict(mut self) -> Result { self.attribs.strict = true; self.build() } } /// Represents an OpenGL context and the Window or environment around it. /// /// # Example /// /// ```ignore /// let window = Window::new().unwrap(); /// /// unsafe { window.make_current() }; /// /// loop { /// for event in window.poll_events() { /// // process events here /// _ => () /// } /// } /// /// // draw everything here /// /// window.swap_buffers(); /// std::old_io::timer::sleep(17); /// } /// ``` #[cfg(feature = "window")] pub struct Window { window: winimpl::Window, } #[cfg(feature = "window")] impl Default for Window { fn default() -> Window { Window::new().unwrap() } } #[cfg(feature = "window")] impl Window { /// Creates a new OpenGL context, and a Window for platforms where this is appropriate. /// /// This function is equivalent to `WindowBuilder::new().build()`. /// /// Error should be very rare and only occur in case of permission denied, incompatible system, /// out of memory, etc. #[inline] #[cfg(feature = "window")] pub fn new() -> Result { let builder = WindowBuilder::new(); builder.build() } /// 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) } /// Shows the window if it was hidden. /// /// ## Platform-specific /// /// - Has no effect on Android /// #[inline] pub fn show(&self) { self.window.show() } /// Hides the window if it was visible. /// /// ## Platform-specific /// /// - Has no effect on Android /// #[inline] pub fn hide(&self) { self.window.hide() } /// 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<(i32, i32)> { 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: i32, y: i32) { 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<(u32, u32)> { 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<(u32, u32)> { 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: u32, y: u32) { self.window.set_inner_size(x, y) } /// Returns an iterator that poll for the next event in the window's events queue. /// Returns `None` if there is no event in the queue. /// /// Contrary to `wait_events`, this function never blocks. #[inline] pub fn poll_events(&self) -> PollEventsIterator { PollEventsIterator(self.window.poll_events()) } /// Returns an iterator that returns events one by one, blocking if necessary until one is /// available. /// /// The iterator never returns `None`. #[inline] pub fn wait_events(&self) -> WaitEventsIterator { WaitEventsIterator(self.window.wait_events()) } /// Sets the context as the current context. #[inline] 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 libc::c_void { self.window.get_proc_address(addr) as *const libc::c_void } /// 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. /// /// **Warning**: if you enabled vsync, this function will block until the next time the screen /// is refreshed. However drivers can choose to override your vsync settings, which means that /// you can't know in advance whether `swap_buffers` will block or not. #[inline] pub fn swap_buffers(&self) { self.window.swap_buffers() } /// Gets the native platform specific display for this window. /// This is typically only required when integrating with /// other libraries that need this information. #[inline] pub unsafe fn platform_display(&self) -> *mut libc::c_void { self.window.platform_display() } /// Returns the API that is currently provided by this window. /// /// - On Windows and OS/X, this always returns `OpenGl`. /// - On Android, this always returns `OpenGlEs`. /// - On Linux, it must be checked at runtime. pub fn get_api(&self) -> Api { self.window.get_api() } /// Create a window proxy for this window, that can be freely /// passed to different threads. #[inline] pub fn create_window_proxy(&self) -> WindowProxy { WindowProxy { proxy: self.window.create_window_proxy() } } /// Sets a resize callback that is called by Mac (and potentially other /// operating systems) during resize operations. This can be used to repaint /// during window resizing. #[experimental] pub fn set_window_resize_callback(&mut self, callback: Option) { self.window.set_window_resize_callback(callback); } /// Modifies the mouse cursor of the window. /// Has no effect on Android. pub fn set_cursor(&self, cursor: MouseCursor) { self.window.set_cursor(cursor); } /// Returns the ratio between the backing framebuffer resolution and the /// window size in screen pixels. This is typically one for a normal display /// and two for a retina display. pub fn hidpi_factor(&self) -> f32 { self.window.hidpi_factor() } } #[cfg(feature = "window")] impl gl_common::GlFunctionsSource for Window { fn get_proc_addr(&self, addr: &str) -> *const libc::c_void { self.get_proc_address(addr) } } /// Represents a thread safe subset of operations that can be called /// on a window. This structure can be safely cloned and sent between /// threads. /// #[cfg(feature = "window")] #[derive(Clone)] pub struct WindowProxy { proxy: winimpl::WindowProxy, } #[cfg(feature = "window")] impl WindowProxy { /// Triggers a blocked event loop to wake up. This is /// typically called when another thread wants to wake /// up the blocked rendering thread to cause a refresh. #[inline] pub fn wakeup_event_loop(&self) { self.proxy.wakeup_event_loop(); } } /// Represents a headless OpenGL context. #[cfg(feature = "headless")] pub struct HeadlessContext { context: winimpl::HeadlessContext, } #[cfg(feature = "headless")] impl HeadlessContext { /// Creates a new OpenGL context /// Sets the context as the current context. #[inline] pub unsafe fn make_current(&self) { self.context.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 libc::c_void { self.context.get_proc_address(addr) as *const libc::c_void } /// Returns the API that is currently provided by this window. /// /// See `Window::get_api` for more infos. pub fn get_api(&self) -> Api { self.context.get_api() } #[experimental] pub fn set_window_resize_callback(&mut self, _: Option) { } } #[cfg(feature = "headless")] impl gl_common::GlFunctionsSource for HeadlessContext { fn get_proc_addr(&self, addr: &str) -> *const libc::c_void { self.get_proc_address(addr) } } /// An iterator for the `poll_events` function. // Implementation note: we retreive the list once, then serve each element by one by one. // This may change in the future. #[cfg(feature = "window")] pub struct PollEventsIterator<'a>(winimpl::PollEventsIterator<'a>); #[cfg(feature = "window")] impl<'a> Iterator for PollEventsIterator<'a> { type Item = Event; fn next(&mut self) -> Option { self.0.next() } } /// An iterator for the `wait_events` function. // Implementation note: we retreive the list once, then serve each element by one by one. // This may change in the future. #[cfg(feature = "window")] pub struct WaitEventsIterator<'a>(winimpl::WaitEventsIterator<'a>); #[cfg(feature = "window")] impl<'a> Iterator for WaitEventsIterator<'a> { type Item = Event; fn next(&mut self) -> Option { self.0.next() } } /// An iterator for the list of available monitors. // Implementation note: we retreive the list once, then serve each element by one by one. // This may change in the future. #[cfg(feature = "window")] pub struct AvailableMonitorsIter { data: RingBufIter, } #[cfg(feature = "window")] impl Iterator for AvailableMonitorsIter { type Item = MonitorID; fn next(&mut self) -> Option { self.data.next().map(|id| MonitorID(id)) } } /// Returns the list of all available monitors. #[cfg(feature = "window")] pub fn get_available_monitors() -> AvailableMonitorsIter { let data = winimpl::get_available_monitors(); AvailableMonitorsIter{ data: data.into_iter() } } /// Returns the primary monitor of the system. #[cfg(feature = "window")] pub fn get_primary_monitor() -> MonitorID { MonitorID(winimpl::get_primary_monitor()) } #[cfg(feature = "window")] impl MonitorID { /// Returns a human-readable name of the monitor. pub fn get_name(&self) -> Option { let &MonitorID(ref id) = self; id.get_name() } /// Returns the number of pixels currently displayed on the monitor. pub fn get_dimensions(&self) -> (u32, u32) { let &MonitorID(ref id) = self; id.get_dimensions() } }