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#![feature(unsafe_destructor,core,std_misc)]
#![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::*;
#[cfg(feature = "headless")]
pub use headless::{HeadlessRendererBuilder, HeadlessContext};
#[cfg(feature = "window")]
pub use window::{WindowBuilder, Window, WindowProxy, PollEventsIterator, WaitEventsIterator};
#[cfg(feature = "window")]
pub use window::{AvailableMonitorsIter, MonitorID, get_available_monitors, get_primary_monitor};
#[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;
#[cfg(feature = "headless")]
mod headless;
#[cfg(feature = "window")]
mod window;
/// 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,
}
/// Describes the OpenGL API and version that are being requested when a context is created.
#[derive(Debug, Copy, Clone)]
pub enum GlRequest {
/// Request the latest version of the "best" API of this platform.
///
/// On desktop, will try OpenGL.
Latest,
/// Request a specific version of a specific API.
///
/// Example: `GlRequest::Specific(Api::OpenGl, (3, 3))`.
Specific(Api, (u8, u8)),
/// If OpenGL is available, create an OpenGL context with the specified `opengl_version`.
/// Else if OpenGL ES or WebGL is available, create a context with the
/// specified `opengles_version`.
GlThenGles {
/// The version to use for OpenGL.
opengl_version: (u8, u8),
/// The version to use for OpenGL ES.
opengles_version: (u8, u8),
},
}
#[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,
}
/// Describes a possible format. Unused.
#[allow(missing_docs)]
#[derive(Debug, Clone)]
pub struct PixelFormat {
pub hardware_accelerated: bool,
pub red_bits: u8,
pub green_bits: u8,
pub blue_bits: u8,
pub alpha_bits: u8,
pub depth_bits: u8,
pub stencil_bits: u8,
pub stereoscopy: bool,
pub double_buffer: bool,
pub multisampling: Option<u16>,
pub srgb: bool,
}
/// Attributes
struct BuilderAttribs<'a> {
#[allow(dead_code)]
headless: bool,
strict: bool,
sharing: Option<&'a winimpl::Window>,
dimensions: Option<(u32, u32)>,
title: String,
monitor: Option<winimpl::MonitorID>,
gl_version: GlRequest,
gl_debug: bool,
vsync: bool,
visible: bool,
multisampling: Option<u16>,
depth_bits: Option<u8>,
stencil_bits: Option<u8>,
color_bits: Option<u8>,
alpha_bits: Option<u8>,
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: GlRequest::Latest,
gl_debug: cfg!(ndebug),
vsync: false,
visible: true,
multisampling: None,
depth_bits: None,
stencil_bits: None,
color_bits: None,
alpha_bits: None,
stereoscopy: false,
}
}
}
impl<'a> BuilderAttribs<'a> {
fn extract_non_static(mut self) -> (BuilderAttribs<'static>, Option<&'a winimpl::Window>) {
let sharing = self.sharing.take();
let new_attribs = BuilderAttribs {
headless: self.headless,
strict: self.strict,
sharing: None,
dimensions: self.dimensions,
title: self.title,
monitor: self.monitor,
gl_version: self.gl_version,
gl_debug: self.gl_debug,
vsync: self.vsync,
visible: self.visible,
multisampling: self.multisampling,
depth_bits: self.depth_bits,
stencil_bits: self.stencil_bits,
color_bits: self.color_bits,
alpha_bits: self.alpha_bits,
stereoscopy: self.stereoscopy,
};
(new_attribs, sharing)
}
fn choose_pixel_format<T, I>(&self, iter: I) -> (T, PixelFormat)
where I: Iterator<Item=(T, PixelFormat)>, T: Clone
{
let mut current_result = None;
let mut current_software_result = None;
// TODO: do this more properly
for (id, format) in iter {
if format.red_bits + format.green_bits + format.blue_bits < self.color_bits.unwrap_or(0) {
continue;
}
if format.alpha_bits < self.alpha_bits.unwrap_or(0) {
continue;
}
if format.depth_bits < self.depth_bits.unwrap_or(0) {
continue;
}
if format.stencil_bits < self.stencil_bits.unwrap_or(0) {
continue;
}
if !format.stereoscopy && self.stereoscopy {
continue;
}
if self.multisampling.is_some() && format.multisampling.is_none() {
continue;
}
current_software_result = Some((id.clone(), format.clone()));
if format.hardware_accelerated {
current_result = Some((id, format));
}
}
current_result.or(current_software_result)
.expect("Could not find compliant pixel format")
}
}
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