fix headless build by ensuring NativeMonitorId enum is available internally even without the window feature; add Eq/PartialEq to NativeMonitorId

This commit is contained in:
Ryan Stewart 2015-03-18 14:16:35 -07:00
parent 779f3ce888
commit 1b2fd6e6d0
7 changed files with 36 additions and 29 deletions

View file

@ -50,7 +50,9 @@ pub use headless::{HeadlessRendererBuilder, HeadlessContext};
#[cfg(feature = "window")]
pub use window::{WindowBuilder, Window, WindowProxy, PollEventsIterator, WaitEventsIterator};
#[cfg(feature = "window")]
pub use window::{AvailableMonitorsIter, NativeMonitorID, MonitorID, get_available_monitors, get_primary_monitor};
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;
@ -322,3 +324,20 @@ impl<'a> BuilderAttribs<'a> {
.expect("Could not find compliant pixel format")
}
}
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
}
}