1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
|
#![feature(collections, unsafe_destructor, core, std_misc, alloc)]
#![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;
#[cfg(target_os = "windows")]
extern crate gdi32;
#[cfg(target_os = "windows")]
extern crate user32;
#[cfg(target_os = "macos")]
#[macro_use]
extern crate objc;
#[cfg(target_os = "macos")]
extern crate cocoa;
#[cfg(target_os = "macos")]
extern crate core_foundation;
#[cfg(target_os = "macos")]
extern crate glutin_core_graphics as 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(feature = "window")]
pub use native_monitor::NativeMonitorId;
#[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 platform;
#[cfg(target_os = "linux")]
#[path="x11/mod.rs"]
mod platform;
#[cfg(target_os = "macos")]
#[path="cocoa/mod.rs"]
mod platform;
#[cfg(target_os = "android")]
#[path="android/mod.rs"]
mod platform;
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,
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 how glutin handles the cursor.
#[derive(Debug, Copy)]
pub enum CursorState {
/// Normal cursor behavior.
Normal,
/// The cursor will be invisible when over the window.
Hide,
/// Grabs the mouse cursor. The cursor's motion will be confined to this
/// window and the window has exclusive access to further events regarding
/// the cursor.
///
/// This is useful for first-person cameras for example.
Grab,
}
/// 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
// FIXME: remove `pub` (https://github.com/rust-lang/rust/issues/23585)
#[doc(hidden)]
pub struct BuilderAttribs<'a> {
#[allow(dead_code)]
headless: bool,
strict: bool,
sharing: Option<&'a platform::Window>,
dimensions: Option<(u32, u32)>,
title: String,
monitor: Option<platform::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!(debug_assertions),
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 platform::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) -> Result<(T, PixelFormat), CreationError>
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)
.ok_or(CreationError::NotSupported)
}
}
mod native_monitor {
/// Native platform identifier for a monitor. Different platforms use fundamentally different types
/// to represent a monitor ID.
#[derive(PartialEq, Eq)]
pub enum NativeMonitorId {
/// Cocoa and X11 use a numeric identifier to represent a monitor.
Numeric(u32),
/// Win32 uses a Unicode string to represent a monitor.
Name(String),
/// Other platforms (Android) don't support monitor identification.
Unavailable
}
}
|