Remove most OpenGL stuff and make it compile on win32

This commit is contained in:
Pierre Krieger 2016-02-23 12:56:23 +01:00
parent bd605478d1
commit 10bb03c5f0
20 changed files with 30 additions and 3616 deletions

View file

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