use std::collections::vec_deque::IntoIter as VecDequeIter; use std::default::Default; use Api; use ContextError; use CreationError; use CursorState; use Event; use GlAttributes; use GlContext; use GlProfile; use GlRequest; use MouseCursor; use PixelFormat; use PixelFormatRequirements; use Robustness; use Window; use WindowAttributes; use native_monitor::NativeMonitorId; use libc; use platform; /// Object that allows you to build windows. pub struct WindowBuilder<'a> { /// The attributes to use to create the window. pub window: WindowAttributes, /// The attributes to use to create the context. pub opengl: GlAttributes<&'a platform::Window>, // Should be made public once it's stabilized. pf_reqs: PixelFormatRequirements, /// Platform-specific configuration. platform_specific: platform::PlatformSpecificWindowBuilderAttributes, } impl<'a> WindowBuilder<'a> { /// Initializes a new `WindowBuilder` with default values. #[inline] pub fn new() -> WindowBuilder<'a> { WindowBuilder { pf_reqs: Default::default(), window: Default::default(), opengl: Default::default(), platform_specific: Default::default(), } } /// Requests the window to be of specific dimensions. /// /// Width and height are in pixels. #[inline] pub fn with_dimensions(mut self, width: u32, height: u32) -> WindowBuilder<'a> { self.window.dimensions = Some((width, height)); self } /// Sets a minimum dimension size for the window /// /// Width and height are in pixels. #[inline] pub fn with_min_dimensions(mut self, width: u32, height: u32) -> WindowBuilder<'a> { self.window.min_dimensions = Some((width, height)); self } /// Sets a maximum dimension size for the window /// /// Width and height are in pixels. #[inline] pub fn with_max_dimensions(mut self, width: u32, height: u32) -> WindowBuilder<'a> { self.window.max_dimensions = Some((width, height)); self } /// Requests a specific title for the window. #[inline] pub fn with_title(mut self, title: String) -> WindowBuilder<'a> { self.window.title = title; self } /// Requests fullscreen mode. /// /// If you don't specify dimensions for the window, it will match the monitor's. #[inline] pub fn with_fullscreen(mut self, monitor: MonitorId) -> WindowBuilder<'a> { let MonitorId(monitor) = monitor; self.window.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. #[inline] pub fn with_shared_lists(mut self, other: &'a Window) -> WindowBuilder<'a> { self.opengl.sharing = Some(&other.window); self } /// Sets how the backend should choose the OpenGL API and version. #[inline] pub fn with_gl(mut self, request: GlRequest) -> WindowBuilder<'a> { self.opengl.version = request; self } /// Sets the desired OpenGL context profile. #[inline] pub fn with_gl_profile(mut self, profile: GlProfile) -> WindowBuilder<'a> { self.opengl.profile = Some(profile); self } /// Sets the *debug* flag for the OpenGL context. /// /// The default value for this flag is `cfg!(debug_assertions)`, which means that it's enabled /// when you run `cargo build` and disabled when you run `cargo build --release`. #[inline] pub fn with_gl_debug_flag(mut self, flag: bool) -> WindowBuilder<'a> { self.opengl.debug = flag; self } /// Sets the robustness of the OpenGL context. See the docs of `Robustness`. #[inline] pub fn with_gl_robustness(mut self, robustness: Robustness) -> WindowBuilder<'a> { self.opengl.robustness = robustness; self } /// Requests that the window has vsync enabled. #[inline] pub fn with_vsync(mut self) -> WindowBuilder<'a> { self.opengl.vsync = true; self } /// Sets whether the window will be initially hidden or visible. #[inline] pub fn with_visibility(mut self, visible: bool) -> WindowBuilder<'a> { self.window.visible = visible; self } /// Sets the multisampling level to request. /// /// # Panic /// /// Will panic if `samples` is not a power of two. #[inline] pub fn with_multisampling(mut self, samples: u16) -> WindowBuilder<'a> { assert!(samples.is_power_of_two()); self.pf_reqs.multisampling = Some(samples); self } /// Sets the number of bits in the depth buffer. #[inline] pub fn with_depth_buffer(mut self, bits: u8) -> WindowBuilder<'a> { self.pf_reqs.depth_bits = Some(bits); self } /// Sets the number of bits in the stencil buffer. #[inline] pub fn with_stencil_buffer(mut self, bits: u8) -> WindowBuilder<'a> { self.pf_reqs.stencil_bits = Some(bits); self } /// Sets the number of bits in the color buffer. #[inline] pub fn with_pixel_format(mut self, color_bits: u8, alpha_bits: u8) -> WindowBuilder<'a> { self.pf_reqs.color_bits = Some(color_bits); self.pf_reqs.alpha_bits = Some(alpha_bits); self } /// Request the backend to be stereoscopic. #[inline] pub fn with_stereoscopy(mut self) -> WindowBuilder<'a> { self.pf_reqs.stereoscopy = true; self } /// Sets whether sRGB should be enabled on the window. `None` means "I don't care". #[inline] pub fn with_srgb(mut self, srgb_enabled: Option) -> WindowBuilder<'a> { self.pf_reqs.srgb = srgb_enabled.unwrap_or(false); self } /// Sets whether the background of the window should be transparent. #[inline] pub fn with_transparency(mut self, transparent: bool) -> WindowBuilder<'a> { self.window.transparent = transparent; self } /// Sets whether the window should have a border, a title bar, etc. #[inline] pub fn with_decorations(mut self, decorations: bool) -> WindowBuilder<'a> { self.window.decorations = decorations; self } /// Enables multitouch #[inline] pub fn with_multitouch(mut self) -> WindowBuilder<'a> { self.window.multitouch = 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.window.dimensions.is_none() && self.window.monitor.is_some() { self.window.dimensions = Some(self.window.monitor.as_ref().unwrap().get_dimensions()) } // default dimensions if self.window.dimensions.is_none() { self.window.dimensions = Some((1024, 768)); } // building platform::Window::new(&self.window, &self.pf_reqs, &self.opengl, &self.platform_specific) .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. #[inline] pub fn build_strict(self) -> Result { self.build() } } impl Default for Window { #[inline] fn default() -> Window { Window::new().unwrap() } } 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] pub fn new() -> Result { let builder = WindowBuilder::new(); builder.build() } /// 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 necessarily 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 points of the client area of the window. /// /// The client area is the content of the window, excluding the title bar and borders. /// To get the dimensions of the frame buffer when calling `glViewport`, multiply with hidpi factor. /// /// Returns `None` if the window no longer exists. /// /// DEPRECATED #[inline] pub fn get_inner_size(&self) -> Option<(u32, u32)> { self.window.get_inner_size() } /// Returns the size in points of the client area of the window. /// /// The client area is the content of the window, excluding the title bar and borders. /// To get the dimensions of the frame buffer when calling `glViewport`, multiply with hidpi factor. /// /// Returns `None` if the window no longer exists. #[inline] pub fn get_inner_size_points(&self) -> Option<(u32, u32)> { self.window.get_inner_size() } /// 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_pixels(&self) -> Option<(u32, u32)> { self.window.get_inner_size().map(|(x, y)| { let hidpi = self.hidpi_factor(); ((x as f32 * hidpi) as u32, (y as f32 * hidpi) as u32) }) } /// 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) -> Result<(), ContextError> { self.window.make_current() } /// Returns true if this context is the current one in this thread. #[inline] pub fn is_current(&self) -> bool { self.window.is_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. /// /// **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) -> Result<(), ContextError> { self.window.swap_buffers() } /// DEPRECATED. 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() } /// DEPRECATED. Gets the native platform specific window handle. This is /// typically only required when integrating with other libraries /// that need this information. #[inline] pub unsafe fn platform_window(&self) -> *mut libc::c_void { self.window.platform_window() } /// 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. #[inline] pub fn get_api(&self) -> Api { self.window.get_api() } /// Returns the pixel format of this window. #[inline] pub fn get_pixel_format(&self) -> PixelFormat { self.window.get_pixel_format() } /// 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. #[inline] 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. #[inline] pub fn hidpi_factor(&self) -> f32 { self.window.hidpi_factor() } /// Changes the position of the cursor in window coordinates. #[inline] pub fn set_cursor_position(&self, x: i32, y: i32) -> Result<(), ()> { self.window.set_cursor_position(x, y) } /// Sets how glutin handles the cursor. See the documentation of `CursorState` for details. /// /// Has no effect on Android. #[inline] pub fn set_cursor_state(&self, state: CursorState) -> Result<(), String> { self.window.set_cursor_state(state) } } impl GlContext for Window { #[inline] unsafe fn make_current(&self) -> Result<(), ContextError> { self.make_current() } #[inline] fn is_current(&self) -> bool { self.is_current() } #[inline] fn get_proc_address(&self, addr: &str) -> *const () { self.get_proc_address(addr) } #[inline] fn swap_buffers(&self) -> Result<(), ContextError> { self.swap_buffers() } #[inline] fn get_api(&self) -> Api { self.get_api() } #[inline] fn get_pixel_format(&self) -> PixelFormat { self.get_pixel_format() } } /// Represents a thread safe subset of operations that can be called /// on a window. This structure can be safely cloned and sent between /// threads. #[derive(Clone)] pub struct WindowProxy { proxy: platform::WindowProxy, } 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(); } } /// An iterator for the `poll_events` function. pub struct PollEventsIterator<'a>(platform::PollEventsIterator<'a>); impl<'a> Iterator for PollEventsIterator<'a> { type Item = Event; #[inline] fn next(&mut self) -> Option { self.0.next() } #[inline] fn size_hint(&self) -> (usize, Option) { self.0.size_hint() } } /// An iterator for the `wait_events` function. pub struct WaitEventsIterator<'a>(platform::WaitEventsIterator<'a>); impl<'a> Iterator for WaitEventsIterator<'a> { type Item = Event; #[inline] fn next(&mut self) -> Option { self.0.next() } #[inline] fn size_hint(&self) -> (usize, Option) { self.0.size_hint() } } /// 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. pub struct AvailableMonitorsIter { data: VecDequeIter, } impl Iterator for AvailableMonitorsIter { type Item = MonitorId; #[inline] fn next(&mut self) -> Option { self.data.next().map(|id| MonitorId(id)) } #[inline] fn size_hint(&self) -> (usize, Option) { self.data.size_hint() } } /// Returns the list of all available monitors. #[inline] pub fn get_available_monitors() -> AvailableMonitorsIter { let data = platform::get_available_monitors(); AvailableMonitorsIter{ data: data.into_iter() } } /// Returns the primary monitor of the system. #[inline] pub fn get_primary_monitor() -> MonitorId { MonitorId(platform::get_primary_monitor()) } /// Identifier for a monitor. pub struct MonitorId(platform::MonitorId); impl MonitorId { /// Returns a human-readable name of the monitor. #[inline] pub fn get_name(&self) -> Option { let &MonitorId(ref id) = self; id.get_name() } /// Returns the native platform identifier for this monitor. #[inline] pub fn get_native_identifier(&self) -> NativeMonitorId { let &MonitorId(ref id) = self; id.get_native_identifier() } /// Returns the number of pixels currently displayed on the monitor. #[inline] pub fn get_dimensions(&self) -> (u32, u32) { let &MonitorId(ref id) = self; id.get_dimensions() } }