Remove most OpenGL stuff and make it compile on win32
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bd605478d1
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10bb03c5f0
20 changed files with 30 additions and 3616 deletions
220
src/window.rs
220
src/window.rs
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@ -1,19 +1,10 @@
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use std::collections::vec_deque::IntoIter as VecDequeIter;
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use std::default::Default;
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use Api;
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use ContextError;
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use CreationError;
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use CursorState;
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use Event;
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use GlAttributes;
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use GlContext;
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use GlProfile;
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use GlRequest;
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use MouseCursor;
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use PixelFormat;
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use PixelFormatRequirements;
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use Robustness;
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use Window;
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use WindowAttributes;
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use native_monitor::NativeMonitorId;
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@ -22,28 +13,20 @@ use libc;
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use platform;
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/// Object that allows you to build windows.
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pub struct WindowBuilder<'a> {
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pub struct WindowBuilder {
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/// The attributes to use to create the window.
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pub window: WindowAttributes,
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/// The attributes to use to create the context.
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pub opengl: GlAttributes<&'a platform::Window>,
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// Should be made public once it's stabilized.
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pf_reqs: PixelFormatRequirements,
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/// Platform-specific configuration.
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platform_specific: platform::PlatformSpecificWindowBuilderAttributes,
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}
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impl<'a> WindowBuilder<'a> {
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impl WindowBuilder {
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/// Initializes a new `WindowBuilder` with default values.
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#[inline]
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pub fn new() -> WindowBuilder<'a> {
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pub fn new() -> WindowBuilder {
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WindowBuilder {
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pf_reqs: Default::default(),
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window: Default::default(),
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opengl: Default::default(),
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platform_specific: Default::default(),
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}
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}
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@ -52,7 +35,7 @@ impl<'a> WindowBuilder<'a> {
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///
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/// Width and height are in pixels.
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#[inline]
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pub fn with_dimensions(mut self, width: u32, height: u32) -> WindowBuilder<'a> {
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pub fn with_dimensions(mut self, width: u32, height: u32) -> WindowBuilder {
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self.window.dimensions = Some((width, height));
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self
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}
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@ -61,7 +44,7 @@ impl<'a> WindowBuilder<'a> {
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///
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/// Width and height are in pixels.
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#[inline]
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pub fn with_min_dimensions(mut self, width: u32, height: u32) -> WindowBuilder<'a> {
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pub fn with_min_dimensions(mut self, width: u32, height: u32) -> WindowBuilder {
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self.window.min_dimensions = Some((width, height));
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self
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}
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@ -70,14 +53,14 @@ impl<'a> WindowBuilder<'a> {
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///
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/// Width and height are in pixels.
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#[inline]
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pub fn with_max_dimensions(mut self, width: u32, height: u32) -> WindowBuilder<'a> {
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pub fn with_max_dimensions(mut self, width: u32, height: u32) -> WindowBuilder {
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self.window.max_dimensions = Some((width, height));
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self
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}
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/// Requests a specific title for the window.
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#[inline]
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pub fn with_title(mut self, title: String) -> WindowBuilder<'a> {
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pub fn with_title(mut self, title: String) -> WindowBuilder {
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self.window.title = title;
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self
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}
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@ -86,131 +69,36 @@ impl<'a> WindowBuilder<'a> {
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///
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/// If you don't specify dimensions for the window, it will match the monitor's.
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#[inline]
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pub fn with_fullscreen(mut self, monitor: MonitorId) -> WindowBuilder<'a> {
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pub fn with_fullscreen(mut self, monitor: MonitorId) -> WindowBuilder {
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let MonitorId(monitor) = monitor;
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self.window.monitor = Some(monitor);
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self
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}
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/// The created window will share all its OpenGL objects with the window in the parameter.
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///
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/// There are some exceptions, like FBOs or VAOs. See the OpenGL documentation.
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#[inline]
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pub fn with_shared_lists(mut self, other: &'a Window) -> WindowBuilder<'a> {
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self.opengl.sharing = Some(&other.window);
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self
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}
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/// Sets how the backend should choose the OpenGL API and version.
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#[inline]
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pub fn with_gl(mut self, request: GlRequest) -> WindowBuilder<'a> {
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self.opengl.version = request;
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self
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}
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/// Sets the desired OpenGL context profile.
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#[inline]
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pub fn with_gl_profile(mut self, profile: GlProfile) -> WindowBuilder<'a> {
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self.opengl.profile = Some(profile);
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self
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}
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/// Sets the *debug* flag for the OpenGL context.
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///
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/// The default value for this flag is `cfg!(debug_assertions)`, which means that it's enabled
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/// when you run `cargo build` and disabled when you run `cargo build --release`.
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#[inline]
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pub fn with_gl_debug_flag(mut self, flag: bool) -> WindowBuilder<'a> {
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self.opengl.debug = flag;
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self
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}
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/// Sets the robustness of the OpenGL context. See the docs of `Robustness`.
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#[inline]
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pub fn with_gl_robustness(mut self, robustness: Robustness) -> WindowBuilder<'a> {
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self.opengl.robustness = robustness;
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self
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}
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/// Requests that the window has vsync enabled.
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#[inline]
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pub fn with_vsync(mut self) -> WindowBuilder<'a> {
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self.opengl.vsync = true;
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self
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}
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/// Sets whether the window will be initially hidden or visible.
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#[inline]
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pub fn with_visibility(mut self, visible: bool) -> WindowBuilder<'a> {
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pub fn with_visibility(mut self, visible: bool) -> WindowBuilder {
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self.window.visible = visible;
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self
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}
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/// Sets the multisampling level to request.
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///
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/// # Panic
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///
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/// Will panic if `samples` is not a power of two.
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#[inline]
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pub fn with_multisampling(mut self, samples: u16) -> WindowBuilder<'a> {
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assert!(samples.is_power_of_two());
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self.pf_reqs.multisampling = Some(samples);
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self
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}
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/// Sets the number of bits in the depth buffer.
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#[inline]
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pub fn with_depth_buffer(mut self, bits: u8) -> WindowBuilder<'a> {
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self.pf_reqs.depth_bits = Some(bits);
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self
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}
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/// Sets the number of bits in the stencil buffer.
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#[inline]
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pub fn with_stencil_buffer(mut self, bits: u8) -> WindowBuilder<'a> {
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self.pf_reqs.stencil_bits = Some(bits);
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self
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}
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/// Sets the number of bits in the color buffer.
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#[inline]
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pub fn with_pixel_format(mut self, color_bits: u8, alpha_bits: u8) -> WindowBuilder<'a> {
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self.pf_reqs.color_bits = Some(color_bits);
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self.pf_reqs.alpha_bits = Some(alpha_bits);
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self
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}
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/// Request the backend to be stereoscopic.
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#[inline]
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pub fn with_stereoscopy(mut self) -> WindowBuilder<'a> {
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self.pf_reqs.stereoscopy = true;
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self
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}
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/// Sets whether sRGB should be enabled on the window. `None` means "I don't care".
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#[inline]
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pub fn with_srgb(mut self, srgb_enabled: Option<bool>) -> WindowBuilder<'a> {
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self.pf_reqs.srgb = srgb_enabled.unwrap_or(false);
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self
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}
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/// Sets whether the background of the window should be transparent.
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#[inline]
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pub fn with_transparency(mut self, transparent: bool) -> WindowBuilder<'a> {
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pub fn with_transparency(mut self, transparent: bool) -> WindowBuilder {
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self.window.transparent = transparent;
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self
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}
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/// Sets whether the window should have a border, a title bar, etc.
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#[inline]
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pub fn with_decorations(mut self, decorations: bool) -> WindowBuilder<'a> {
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pub fn with_decorations(mut self, decorations: bool) -> WindowBuilder {
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self.window.decorations = decorations;
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self
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}
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/// Enables multitouch
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#[inline]
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pub fn with_multitouch(mut self) -> WindowBuilder<'a> {
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pub fn with_multitouch(mut self) -> WindowBuilder {
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self.window.multitouch = true;
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self
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}
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@ -231,8 +119,7 @@ impl<'a> WindowBuilder<'a> {
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}
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// building
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platform::Window::new(&self.window, &self.pf_reqs, &self.opengl, &self.platform_specific)
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.map(|w| Window { window: w })
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platform::Window::new(&self.window, &self.platform_specific).map(|w| Window { window: w })
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}
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/// Builds the window.
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@ -401,39 +288,6 @@ impl Window {
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WaitEventsIterator(self.window.wait_events())
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}
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/// Sets the context as the current context.
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#[inline]
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pub unsafe fn make_current(&self) -> Result<(), ContextError> {
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self.window.make_current()
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}
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/// Returns true if this context is the current one in this thread.
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#[inline]
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pub fn is_current(&self) -> bool {
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self.window.is_current()
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}
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/// Returns the address of an OpenGL function.
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///
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/// Contrary to `wglGetProcAddress`, all available OpenGL functions return an address.
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#[inline]
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pub fn get_proc_address(&self, addr: &str) -> *const () {
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self.window.get_proc_address(addr)
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}
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/// Swaps the buffers in case of double or triple buffering.
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///
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/// You should call this function every time you have finished rendering, or the image
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/// may not be displayed on the screen.
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///
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/// **Warning**: if you enabled vsync, this function will block until the next time the screen
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/// is refreshed. However drivers can choose to override your vsync settings, which means that
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/// you can't know in advance whether `swap_buffers` will block or not.
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#[inline]
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pub fn swap_buffers(&self) -> Result<(), ContextError> {
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self.window.swap_buffers()
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}
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/// DEPRECATED. Gets the native platform specific display for this window.
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/// This is typically only required when integrating with
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/// other libraries that need this information.
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@ -450,22 +304,6 @@ impl Window {
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self.window.platform_window()
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}
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/// Returns the API that is currently provided by this window.
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///
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/// - On Windows and OS/X, this always returns `OpenGl`.
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/// - On Android, this always returns `OpenGlEs`.
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/// - On Linux, it must be checked at runtime.
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#[inline]
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pub fn get_api(&self) -> Api {
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self.window.get_api()
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}
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/// Returns the pixel format of this window.
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#[inline]
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pub fn get_pixel_format(&self) -> PixelFormat {
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self.window.get_pixel_format()
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}
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/// Create a window proxy for this window, that can be freely
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/// passed to different threads.
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#[inline]
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@ -512,38 +350,6 @@ impl Window {
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}
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}
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impl GlContext for Window {
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#[inline]
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unsafe fn make_current(&self) -> Result<(), ContextError> {
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self.make_current()
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}
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#[inline]
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fn is_current(&self) -> bool {
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self.is_current()
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}
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#[inline]
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fn get_proc_address(&self, addr: &str) -> *const () {
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self.get_proc_address(addr)
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}
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#[inline]
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fn swap_buffers(&self) -> Result<(), ContextError> {
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self.swap_buffers()
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}
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#[inline]
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fn get_api(&self) -> Api {
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self.get_api()
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}
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#[inline]
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fn get_pixel_format(&self) -> PixelFormat {
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self.get_pixel_format()
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}
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}
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/// Represents a thread safe subset of operations that can be called
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/// on a window. This structure can be safely cloned and sent between
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/// threads.
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