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use core_graphics::display;
use std::collections::VecDeque;
use native_monitor::NativeMonitorId;
pub struct MonitorID(u32);
pub fn get_available_monitors() -> VecDeque<MonitorID> {
let mut monitors = VecDeque::new();
unsafe {
let max_displays = 10u32;
let mut active_displays = [0u32; 10];
let mut display_count = 0;
display::CGGetActiveDisplayList(max_displays,
&mut active_displays[0],
&mut display_count);
for i in 0..display_count as usize {
monitors.push_back(MonitorID(active_displays[i]));
}
}
monitors
}
pub fn get_primary_monitor() -> MonitorID {
let id = unsafe {
MonitorID(display::CGMainDisplayID())
};
id
}
impl MonitorID {
pub fn get_name(&self) -> Option<String> {
let MonitorID(display_id) = *self;
let screen_num = unsafe {
display::CGDisplayModelNumber(display_id)
};
Some(format!("Monitor #{}", screen_num))
}
pub fn get_native_identifier(&self) -> NativeMonitorId {
let MonitorID(display_id) = *self;
NativeMonitorId::Numeric(display_id)
}
pub fn get_dimensions(&self) -> (u32, u32) {
let MonitorID(display_id) = *self;
let dimension = unsafe {
let height = display::CGDisplayPixelsHigh(display_id);
let width = display::CGDisplayPixelsWide(display_id);
(width as u32, height as u32)
};
dimension
}
}
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