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|
//! 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.
#[macro_use]
extern crate lazy_static;
#[macro_use]
extern crate shared_library;
extern crate libc;
#[cfg(target_os = "windows")]
extern crate winapi;
#[cfg(target_os = "windows")]
extern crate kernel32;
#[cfg(target_os = "windows")]
extern crate shell32;
#[cfg(target_os = "windows")]
extern crate gdi32;
#[cfg(target_os = "windows")]
extern crate user32;
#[cfg(target_os = "windows")]
extern crate dwmapi;
#[cfg(any(target_os = "macos", target_os = "ios"))]
#[macro_use]
extern crate objc;
#[cfg(target_os = "macos")]
extern crate cgl;
#[cfg(target_os = "macos")]
extern crate cocoa;
#[cfg(target_os = "macos")]
extern crate core_foundation;
#[cfg(target_os = "macos")]
extern crate core_graphics;
#[cfg(any(target_os = "linux", target_os = "dragonfly", target_os = "freebsd", target_os = "openbsd"))]
extern crate x11_dl;
#[cfg(any(target_os = "linux", target_os = "freebsd", target_os = "dragonfly", target_os = "openbsd"))]
#[macro_use(wayland_env)]
extern crate wayland_client;
pub use events::*;
pub use headless::{HeadlessRendererBuilder, HeadlessContext};
pub use window::{WindowProxy, PollEventsIterator, WaitEventsIterator};
pub use window::{AvailableMonitorsIter, MonitorId, get_available_monitors, get_primary_monitor};
pub use native_monitor::NativeMonitorId;
use std::io;
#[cfg(not(target_os = "macos"))]
use std::cmp::Ordering;
mod api;
mod platform;
mod events;
mod headless;
mod window;
pub mod os;
/// 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() {
/// match(event) {
/// // process events here
/// _ => ()
/// }
/// }
///
/// // draw everything here
///
/// window.swap_buffers();
/// std::old_io::timer::sleep(17);
/// }
/// ```
pub struct Window {
window: platform::Window,
}
/// Object that allows you to build windows.
#[derive(Clone)]
pub struct WindowBuilder<'a> {
/// The attributes to use to create the window.
pub window: WindowAttributes,
/// The attributes to use to create the context.
pub opengl: GlAttributes<&'a platform::Window>,
// Should be made public once it's stabilized.
pf_reqs: PixelFormatRequirements,
/// Platform-specific configuration.
platform_specific: platform::PlatformSpecificWindowBuilderAttributes,
}
/// Trait that describes objects that have access to an OpenGL context.
pub trait GlContext {
/// Sets the context as the current context.
unsafe fn make_current(&self) -> Result<(), ContextError>;
/// Returns true if this context is the current one in this thread.
fn is_current(&self) -> bool;
/// Returns the address of an OpenGL function.
fn get_proc_address(&self, addr: &str) -> *const ();
/// 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.
fn swap_buffers(&self) -> Result<(), ContextError>;
/// Returns the OpenGL API being used.
fn get_api(&self) -> Api;
/// Returns the pixel format of the main framebuffer of the context.
fn get_pixel_format(&self) -> PixelFormat;
}
/// Error that can happen while creating a window or a headless renderer.
#[derive(Debug)]
pub enum CreationError {
OsError(String),
/// TODO: remove this error
NotSupported,
NoBackendAvailable(Box<std::error::Error + Send>),
RobustnessNotSupported,
OpenGlVersionNotSupported,
NoAvailablePixelFormat,
}
impl CreationError {
fn to_string(&self) -> &str {
match *self {
CreationError::OsError(ref text) => &text,
CreationError::NotSupported => "Some of the requested attributes are not supported",
CreationError::NoBackendAvailable(_) => "No backend is available",
CreationError::RobustnessNotSupported => "You requested robustness, but it is \
not supported.",
CreationError::OpenGlVersionNotSupported => "The requested OpenGL version is not \
supported.",
CreationError::NoAvailablePixelFormat => "Couldn't find any pixel format that matches \
the criterias.",
}
}
}
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()
}
fn cause(&self) -> Option<&std::error::Error> {
match *self {
CreationError::NoBackendAvailable(ref err) => Some(&**err),
_ => None
}
}
}
/// Error that can happen when manipulating an OpenGL context.
#[derive(Debug)]
pub enum ContextError {
IoError(io::Error),
ContextLost,
}
impl ContextError {
fn to_string(&self) -> &str {
use std::error::Error;
match *self {
ContextError::IoError(ref err) => err.description(),
ContextError::ContextLost => "Context lost"
}
}
}
impl std::fmt::Display for ContextError {
fn fmt(&self, formatter: &mut std::fmt::Formatter) -> Result<(), std::fmt::Error> {
formatter.write_str(self.to_string())
}
}
impl std::error::Error for ContextError {
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 requested OpenGL context profiles.
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
pub enum GlProfile {
/// Include all the immediate more functions and definitions.
Compatibility,
/// Include all the future-compatible functions and definitions.
Core,
}
/// 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),
},
}
impl GlRequest {
/// Extract the desktop GL version, if any.
pub fn to_gl_version(&self) -> Option<(u8, u8)> {
match self {
&GlRequest::Specific(Api::OpenGl, version) => Some(version),
&GlRequest::GlThenGles { opengl_version: version, .. } => Some(version),
_ => None,
}
}
}
/// The minimum core profile GL context. Useful for getting the minimum
/// required GL version while still running on OSX, which often forbids
/// the compatibility profile features.
pub static GL_CORE: GlRequest = GlRequest::Specific(Api::OpenGl, (3, 2));
/// Specifies the tolerance of the OpenGL context to faults. If you accept raw OpenGL commands
/// and/or raw shader code from an untrusted source, you should definitely care about this.
#[derive(Debug, Copy, Clone, PartialEq, Eq)]
pub enum Robustness {
/// Not everything is checked. Your application can crash if you do something wrong with your
/// shaders.
NotRobust,
/// The driver doesn't check anything. This option is very dangerous. Please know what you're
/// doing before using it. See the `GL_KHR_no_error` extension.
///
/// Since this option is purely an optimisation, no error will be returned if the backend
/// doesn't support it. Instead it will automatically fall back to `NotRobust`.
NoError,
/// Everything is checked to avoid any crash. The driver will attempt to avoid any problem,
/// but if a problem occurs the behavior is implementation-defined. You are just guaranteed not
/// to get a crash.
RobustNoResetNotification,
/// Same as `RobustNoResetNotification` but the context creation doesn't fail if it's not
/// supported.
TryRobustNoResetNotification,
/// Everything is checked to avoid any crash. If a problem occurs, the context will enter a
/// "context lost" state. It must then be recreated. For the moment, glutin doesn't provide a
/// way to recreate a context with the same window :-/
RobustLoseContextOnReset,
/// Same as `RobustLoseContextOnReset` but the context creation doesn't fail if it's not
/// supported.
TryRobustLoseContextOnReset,
}
/// The behavior of the driver when you change the current context.
#[derive(Debug, Copy, Clone, PartialEq, Eq)]
pub enum ReleaseBehavior {
/// Doesn't do anything. Most notably doesn't flush.
None,
/// Flushes the context that was previously current as if `glFlush` was called.
Flush,
}
#[derive(Debug, Copy, Clone)]
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, Clone)]
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 color_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,
}
/// Describes how the backend should choose a pixel format.
// TODO: swap method? (swap, copy)
#[derive(Clone, Debug)]
pub struct PixelFormatRequirements {
/// If true, only hardware-accelerated formats will be conisdered. If false, only software
/// renderers. `None` means "don't care". Default is `Some(true)`.
pub hardware_accelerated: Option<bool>,
/// Minimum number of bits for the color buffer, excluding alpha. `None` means "don't care".
/// The default is `Some(24)`.
pub color_bits: Option<u8>,
/// If true, the color buffer must be in a floating point format. Default is `false`.
///
/// Using floating points allows you to write values outside of the `[0.0, 1.0]` range.
pub float_color_buffer: bool,
/// Minimum number of bits for the alpha in the color buffer. `None` means "don't care".
/// The default is `Some(8)`.
pub alpha_bits: Option<u8>,
/// Minimum number of bits for the depth buffer. `None` means "don't care".
/// The default value is `Some(24)`.
pub depth_bits: Option<u8>,
/// Minimum number of bits for the depth buffer. `None` means "don't care".
/// The default value is `Some(8)`.
pub stencil_bits: Option<u8>,
/// If true, only double-buffered formats will be considered. If false, only single-buffer
/// formats. `None` means "don't care". The default is `Some(true)`.
pub double_buffer: Option<bool>,
/// Contains the minimum number of samples per pixel in the color, depth and stencil buffers.
/// `None` means "don't care". Default is `None`.
/// A value of `Some(0)` indicates that multisampling must not be enabled.
pub multisampling: Option<u16>,
/// If true, only stereoscopic formats will be considered. If false, only non-stereoscopic
/// formats. The default is `false`.
pub stereoscopy: bool,
/// If true, only sRGB-capable formats will be considered. If false, don't care.
/// The default is `false`.
pub srgb: bool,
/// The behavior when changing the current context. Default is `Flush`.
pub release_behavior: ReleaseBehavior,
}
impl Default for PixelFormatRequirements {
#[inline]
fn default() -> PixelFormatRequirements {
PixelFormatRequirements {
hardware_accelerated: Some(true),
color_bits: Some(24),
float_color_buffer: false,
alpha_bits: Some(8),
depth_bits: Some(24),
stencil_bits: Some(8),
double_buffer: None,
multisampling: None,
stereoscopy: false,
srgb: false,
release_behavior: ReleaseBehavior::Flush,
}
}
}
/// Attributes to use when creating a window.
#[derive(Clone)]
pub struct WindowAttributes {
/// The dimensions of the window. If this is `None`, some platform-specific dimensions will be
/// used.
///
/// The default is `None`.
pub dimensions: Option<(u32, u32)>,
/// The minimum dimensions a window can be, If this is `None`, the window will have no minimum dimensions (aside from reserved).
///
/// The default is `None`.
pub min_dimensions: Option<(u32, u32)>,
/// The maximum dimensions a window can be, If this is `None`, the maximum will have no maximum or will be set to the primary monitor's dimensions by the platform.
///
/// The default is `None`.
pub max_dimensions: Option<(u32, u32)>,
/// If `Some`, the window will be in fullscreen mode with the given monitor.
///
/// The default is `None`.
pub monitor: Option<platform::MonitorId>,
/// The title of the window in the title bar.
///
/// The default is `"glutin window"`.
pub title: String,
/// Whether the window should be immediately visible upon creation.
///
/// The default is `true`.
pub visible: bool,
/// Whether the the window should be transparent. If this is true, writing colors
/// with alpha values different than `1.0` will produce a transparent window.
///
/// The default is `false`.
pub transparent: bool,
/// Whether the window should have borders and bars.
///
/// The default is `true`.
pub decorations: bool,
/// [iOS only] Enable multitouch, see [UIView#multipleTouchEnabled]
/// (https://developer.apple.com/library/ios/documentation/UIKit/Reference/UIView_Class/#//apple_ref/occ/instp/UIView/multipleTouchEnabled)
pub multitouch: bool,
}
impl Default for WindowAttributes {
#[inline]
fn default() -> WindowAttributes {
WindowAttributes {
dimensions: None,
min_dimensions: None,
max_dimensions: None,
monitor: None,
title: "glutin window".to_owned(),
visible: true,
transparent: false,
decorations: true,
multitouch: false,
}
}
}
/// Attributes to use when creating an OpenGL context.
#[derive(Clone)]
pub struct GlAttributes<S> {
/// An existing context to share the new the context with.
///
/// The default is `None`.
pub sharing: Option<S>,
/// Version to try create. See `GlRequest` for more infos.
///
/// The default is `Latest`.
pub version: GlRequest,
/// OpenGL profile to use.
///
/// The default is `None`.
pub profile: Option<GlProfile>,
/// Whether to enable the `debug` flag of the context.
///
/// Debug contexts are usually slower but give better error reporting.
///
/// The default is `true` in debug mode and `false` in release mode.
pub debug: bool,
/// How the OpenGL context should detect errors.
///
/// The default is `NotRobust` because this is what is typically expected when you create an
/// OpenGL context. However for safety you should consider `TryRobustLoseContextOnReset`.
pub robustness: Robustness,
/// Whether to use vsync. If vsync is enabled, calling `swap_buffers` will block until the
/// screen refreshes. This is typically used to prevent screen tearing.
///
/// The default is `false`.
pub vsync: bool,
}
impl<S> GlAttributes<S> {
/// Turns the `sharing` parameter into another type by calling a closure.
#[inline]
pub fn map_sharing<F, T>(self, f: F) -> GlAttributes<T> where F: FnOnce(S) -> T {
GlAttributes {
sharing: self.sharing.map(f),
version: self.version,
profile: self.profile,
debug: self.debug,
robustness: self.robustness,
vsync: self.vsync,
}
}
}
impl<S> Default for GlAttributes<S> {
#[inline]
fn default() -> GlAttributes<S> {
GlAttributes {
sharing: None,
version: GlRequest::Latest,
profile: None,
debug: cfg!(debug_assertions),
robustness: Robustness::NotRobust,
vsync: false,
}
}
}
mod native_monitor {
/// Native platform identifier for a monitor. Different platforms use fundamentally different types
/// to represent a monitor ID.
#[derive(Clone, 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
}
}
|