#![feature(tuple_indexing)] #![feature(unsafe_destructor)] #![feature(globs)] #![feature(phase)] #![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. #[phase(plugin)] extern crate compile_msg; #[phase(plugin)] extern crate gl_generator; extern crate libc; #[cfg(target_os = "macos")] extern crate cocoa; #[cfg(target_os = "macos")] extern crate core_foundation; #[cfg(target_os = "linux")] extern crate sync; pub use events::*; use std::default::Default; #[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="osx/mod.rs"] mod winimpl; #[cfg(target_os = "android")] #[path="android/mod.rs"] mod winimpl; mod events; #[cfg(all(not(target_os = "windows"), not(target_os = "linux"), not(target_os = "macos"), not(target_os = "android")))] compile_error!("Only the `windows`, `linux` and `macos` platforms are supported") /// Identifier for a monitor. #[cfg(feature = "window")] pub struct MonitorID(winimpl::MonitorID); /// Object that allows you to build windows. #[cfg(feature = "window")] pub struct WindowBuilder { dimensions: Option<(uint, uint)>, title: String, monitor: Option, gl_version: Option<(uint, uint)>, } #[cfg(feature = "window")] impl WindowBuilder { /// Initializes a new `WindowBuilder` with default values. pub fn new() -> WindowBuilder { WindowBuilder { dimensions: None, title: "gl-init-rs window".to_string(), monitor: None, gl_version: None, } } /// Requests the window to be of specific dimensions. /// /// Width and height are in pixels. pub fn with_dimensions(mut self, width: uint, height: uint) -> WindowBuilder { self.dimensions = Some((width, height)); self } /// Requests a specific title for the window. pub fn with_title(mut self, title: String) -> WindowBuilder { self.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 { let MonitorID(monitor) = monitor; self.monitor = Some(monitor); 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: (uint, uint)) -> WindowBuilder { self.gl_version = Some(version); 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.dimensions.is_none() && self.monitor.is_some() { self.dimensions = Some(self.monitor.as_ref().unwrap().get_dimensions()) } // default dimensions if self.dimensions.is_none() { self.dimensions = Some((1024, 768)); } // building winimpl::Window::new(self).map(|w| Window { window: w }) } } /// Object that allows you to build headless contexts. #[cfg(feature = "headless")] pub struct HeadlessRendererBuilder { dimensions: (uint, uint), gl_version: Option<(uint, uint)>, } #[cfg(feature = "headless")] impl HeadlessRendererBuilder { /// Initializes a new `HeadlessRendererBuilder` with default values. pub fn new(width: uint, height: uint) -> HeadlessRendererBuilder { HeadlessRendererBuilder { dimensions: (width, height), gl_version: None, } } /// 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: (uint, uint)) -> HeadlessRendererBuilder { self.gl_version = Some(version); 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).map(|w| HeadlessContext { context: w }) } } /// 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::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) } /// 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: int, y: int) { 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 an iterator to all the events that are currently in the window's events queue. /// /// Contrary to `wait_events`, this function never blocks. #[inline] pub fn poll_events(&self) -> PollEventsIterator { PollEventsIterator { data: self.window.poll_events() } } /// Waits for an event, then returns an iterator to all the events that are currently /// in the window's events queue. /// /// If there are no events in queue when you call the function, /// this function will block until there is one. #[inline] pub fn wait_events(&self) -> WaitEventsIterator { WaitEventsIterator { data: 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. #[inline] pub fn swap_buffers(&self) { self.window.swap_buffers() } } /// 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 } } /// 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. pub struct PollEventsIterator<'a> { data: Vec, } impl<'a> Iterator for PollEventsIterator<'a> { fn next(&mut self) -> Option { self.data.remove(0) } } /// 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. pub struct WaitEventsIterator<'a> { data: Vec, } impl<'a> Iterator for WaitEventsIterator<'a> { fn next(&mut self) -> Option { self.data.remove(0) } } /// 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: Vec, } #[cfg(feature = "window")] impl Iterator for AvailableMonitorsIter { fn next(&mut self) -> Option { self.data.remove(0).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 } } /// 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) -> (uint, uint) { let &MonitorID(ref id) = self; id.get_dimensions() } }