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#![feature(unsafe_destructor)]
#![feature(globs)]
#![unstable]
extern crate libc;
pub use events::*;
pub use hints::{Hints, ClientAPI, Profile};
#[cfg(windows)]
use winimpl = win32;
#[cfg(unix)]
use winimpl = x11;
#[cfg(windows)]
mod win32;
#[cfg(unix)]
mod x11;
#[allow(dead_code)]
//mod egl;
mod events;
mod hints;
/// Identifier for a monitor.
pub struct MonitorID(winimpl::MonitorID);
/// Represents an OpenGL context and the Window or environment around it.
///
/// # Example
///
/// ```
/// use std::default::Default;
///
/// let window = Window::new(None, "Hello world!", &Default::default(), None).unwrap();
///
/// unsafe { window.make_current() };
///
/// loop {
/// for event in window.poll_events().move_iter() { // note: this may change in the future
/// match event {
/// // process events here
/// _ => ()
/// }
/// }
///
/// // draw everything here
///
/// window.swap_buffers();
/// std::io::timer::sleep(17);
/// }
/// ```
pub struct Window {
window: winimpl::Window,
}
impl Window {
/// Creates a new OpenGL context, and a Window for platforms where this is appropriate.
///
/// # Parameters
///
/// The `dimensions` parameter tell the library what the dimensions of the client area
/// of the window must be. If set to `None`, the library will choose or let the O/S choose.
///
/// The `title` parameter is the title that the window must have.
///
/// The `hints` parameter must be a `Hint` object which contains hints about how the context
/// must be created. This library will *try* to follow the hints, but will still success
/// even if it could not conform to all of them.
///
/// The `monitor` parameter is the identifier of the monitor that this window should fill.
/// If `None`, a windowed window will be created. If `Some(_)`, the window will be fullscreen
/// and will fill the given monitor. Note `MonitorID` does not necessarly represent a
/// *physical* monitor.
///
/// # Return value
///
/// Returns the `Window` object.
///
/// Error should be very rare and only occur in case of permission denied, incompatible system,
/// out of memory, etc.
#[inline]
pub fn new(dimensions: Option<(uint, uint)>, title: &str,
hints: &Hints, monitor: Option<MonitorID>)
-> Result<Window, String>
{
// extracting the monitor ID
let monitor = monitor.map(|id| { let MonitorID(id) = id; id });
// creating the window
let win = try!(winimpl::Window::new(dimensions, title, hints, monitor));
Ok(Window{
window: win,
})
}
/// 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: uint, y: uint) {
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 all the events that are currently in window's events queue.
///
/// Contrary to `wait_events`, this function never blocks.
#[experimental = "Will probably be changed to return an iterator instead of a Vec"]
#[inline]
pub fn poll_events(&self) -> Vec<Event> {
self.window.poll_events()
}
/// Returns all the events that are currently in window's events queue.
/// If there are no events in queue, this function will block until there is one.
///
/// This is equivalent to:
///
/// ```
/// loop {
/// let events = poll_events();
/// if events.len() >= 1 { return events }
/// }
/// ```
///
/// ...but without the spinlock.
#[inline]
#[experimental = "Will probably be changed to return an iterator instead of a Vec"]
pub fn wait_events(&self) -> Vec<Event> {
self.window.wait_events()
}
/// Sets the context as the current context.
#[inline]
#[experimental]
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 () {
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.
#[inline]
pub fn swap_buffers(&self) {
self.window.swap_buffers()
}
}
/// 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: Vec<winimpl::MonitorID>,
}
impl Iterator<MonitorID> for AvailableMonitorsIter {
fn next(&mut self) -> Option<MonitorID> {
self.data.remove(0).map(|id| MonitorID(id))
}
}
/// Returns the list of all available monitors.
pub fn get_available_monitors() -> AvailableMonitorsIter {
let data = winimpl::get_available_monitors();
AvailableMonitorsIter{ data: data }
}
/// Returns the primary monitor of the system.
pub fn get_primary_monitor() -> MonitorID {
MonitorID(winimpl::get_primary_monitor())
}
impl MonitorID {
/// Returns a human-readable name of the monitor.
pub fn get_name(&self) -> Option<String> {
let &MonitorID(ref id) = self;
id.get_name()
}
}
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