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#![feature(tuple_indexing)]
#![feature(unsafe_destructor)]
#![feature(globs)]
#![feature(phase)]
#![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.
#[phase(plugin)] extern crate compile_msg;
#[phase(plugin)] extern crate gl_generator;
extern crate libc;
#[cfg(target_os = "macos")]
extern crate cocoa;
#[cfg(target_os = "macos")]
extern crate core_foundation;
#[cfg(target_os = "macos")]
extern crate core_graphics;
#[cfg(target_os = "linux")]
extern crate sync;
pub use events::*;
use std::default::Default;
#[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="osx/mod.rs"]
mod winimpl;
#[cfg(target_os = "android")]
#[path="android/mod.rs"]
mod winimpl;
mod events;
#[cfg(all(not(target_os = "windows"), not(target_os = "linux"), not(target_os = "macos"), not(target_os = "android")))]
compile_error!("Only the `windows`, `linux` and `macos` platforms are supported")
/// Identifier for a monitor.
#[cfg(feature = "window")]
pub struct MonitorID(winimpl::MonitorID);
/// Object that allows you to build windows.
#[cfg(feature = "window")]
pub struct WindowBuilder {
dimensions: Option<(uint, uint)>,
title: String,
monitor: Option<winimpl::MonitorID>,
gl_version: Option<(uint, uint)>,
vsync: bool,
visible: bool,
}
#[cfg(feature = "window")]
impl WindowBuilder {
/// Initializes a new `WindowBuilder` with default values.
pub fn new() -> WindowBuilder {
WindowBuilder {
dimensions: None,
title: "glutin window".to_string(),
monitor: None,
gl_version: None,
vsync: false,
visible: true,
}
}
/// Requests the window to be of specific dimensions.
///
/// Width and height are in pixels.
pub fn with_dimensions(mut self, width: uint, height: uint) -> WindowBuilder {
self.dimensions = Some((width, height));
self
}
/// Requests a specific title for the window.
pub fn with_title(mut self, title: String) -> WindowBuilder {
self.title = title;
self
}
/// Requests fullscreen mode.
///
/// If you don't specify dimensions for the window, it will match the monitor's.
pub fn with_fullscreen(mut self, monitor: MonitorID) -> WindowBuilder {
let MonitorID(monitor) = monitor;
self.monitor = Some(monitor);
self
}
/// Requests to use a specific OpenGL version.
///
/// Version is a (major, minor) pair. For example to request OpenGL 3.3
/// you would pass `(3, 3)`.
pub fn with_gl_version(mut self, version: (uint, uint)) -> WindowBuilder {
self.gl_version = Some(version);
self
}
/// Requests that the window has vsync enabled.
pub fn with_vsync(mut self) -> WindowBuilder {
self.vsync = true;
self
}
/// Sets whether the window will be initially hidden or visible.
pub fn with_visibility(mut self, visible: bool) -> WindowBuilder {
self.visible = visible;
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<Window, String> {
// resizing the window to the dimensions of the monitor when fullscreen
if self.dimensions.is_none() && self.monitor.is_some() {
self.dimensions = Some(self.monitor.as_ref().unwrap().get_dimensions())
}
// default dimensions
if self.dimensions.is_none() {
self.dimensions = Some((1024, 768));
}
// building
winimpl::Window::new(self).map(|w| Window { window: w })
}
}
/// Object that allows you to build headless contexts.
#[cfg(feature = "headless")]
pub struct HeadlessRendererBuilder {
dimensions: (uint, uint),
gl_version: Option<(uint, uint)>,
}
#[cfg(feature = "headless")]
impl HeadlessRendererBuilder {
/// Initializes a new `HeadlessRendererBuilder` with default values.
pub fn new(width: uint, height: uint) -> HeadlessRendererBuilder {
HeadlessRendererBuilder {
dimensions: (width, height),
gl_version: None,
}
}
/// Requests to use a specific OpenGL version.
///
/// Version is a (major, minor) pair. For example to request OpenGL 3.3
/// you would pass `(3, 3)`.
pub fn with_gl_version(mut self, version: (uint, uint)) -> HeadlessRendererBuilder {
self.gl_version = Some(version);
self
}
/// Builds the headless context.
///
/// Error should be very rare and only occur in case of permission denied, incompatible system,
/// out of memory, etc.
pub fn build(self) -> Result<HeadlessContext, String> {
winimpl::HeadlessContext::new(self).map(|w| HeadlessContext { context: w })
}
}
/// Represents an OpenGL context and the Window or environment around it.
///
/// # Example
///
/// ```ignore
/// let window = Window::new().unwrap();
///
/// unsafe { window.make_current() };
///
/// loop {
/// for event in window.poll_events() {
/// // process events here
/// _ => ()
/// }
/// }
///
/// // draw everything here
///
/// window.swap_buffers();
/// std::io::timer::sleep(17);
/// }
/// ```
#[cfg(feature = "window")]
pub struct Window {
window: winimpl::Window,
}
#[cfg(feature = "window")]
impl Default for Window {
fn default() -> Window {
Window::new().unwrap()
}
}
#[cfg(feature = "window")]
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]
#[cfg(feature = "window")]
pub fn new() -> Result<Window, String> {
let builder = WindowBuilder::new();
builder.build()
}
/// 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)
}
/// 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 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: int, y: int) {
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 an iterator to all the events that are currently in the window's events queue.
///
/// Contrary to `wait_events`, this function never blocks.
#[inline]
pub fn poll_events(&self) -> PollEventsIterator {
PollEventsIterator { data: self.window.poll_events() }
}
/// Waits for an event, then returns an iterator to all the events that are currently
/// in the window's events queue.
///
/// If there are no events in queue when you call the function,
/// this function will block until there is one.
#[inline]
pub fn wait_events(&self) -> WaitEventsIterator {
WaitEventsIterator { data: self.window.wait_events() }
}
/// Sets the context as the current context.
#[inline]
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 libc::c_void {
self.window.get_proc_address(addr) as *const libc::c_void
}
/// 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) {
self.window.swap_buffers()
}
/// 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()
}
}
/// Represents a headless OpenGL context.
#[cfg(feature = "headless")]
pub struct HeadlessContext {
context: winimpl::HeadlessContext,
}
#[cfg(feature = "headless")]
impl HeadlessContext {
/// Creates a new OpenGL context
/// Sets the context as the current context.
#[inline]
pub unsafe fn make_current(&self) {
self.context.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 libc::c_void {
self.context.get_proc_address(addr) as *const libc::c_void
}
}
/// An iterator for the `poll_events` function.
// Implementation note: we retreive the list once, then serve each element by one by one.
// This may change in the future.
pub struct PollEventsIterator<'a> {
data: Vec<Event>,
}
impl<'a> Iterator<Event> for PollEventsIterator<'a> {
fn next(&mut self) -> Option<Event> {
self.data.remove(0)
}
}
/// An iterator for the `wait_events` function.
// Implementation note: we retreive the list once, then serve each element by one by one.
// This may change in the future.
pub struct WaitEventsIterator<'a> {
data: Vec<Event>,
}
impl<'a> Iterator<Event> for WaitEventsIterator<'a> {
fn next(&mut self) -> Option<Event> {
self.data.remove(0)
}
}
/// 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.
#[cfg(feature = "window")]
pub struct AvailableMonitorsIter {
data: Vec<winimpl::MonitorID>,
}
#[cfg(feature = "window")]
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.
#[cfg(feature = "window")]
pub fn get_available_monitors() -> AvailableMonitorsIter {
let data = winimpl::get_available_monitors();
AvailableMonitorsIter{ data: data }
}
/// Returns the primary monitor of the system.
#[cfg(feature = "window")]
pub fn get_primary_monitor() -> MonitorID {
MonitorID(winimpl::get_primary_monitor())
}
#[cfg(feature = "window")]
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()
}
/// Returns the number of pixels currently displayed on the monitor.
pub fn get_dimensions(&self) -> (uint, uint) {
let &MonitorID(ref id) = self;
id.get_dimensions()
}
}
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