* Add exclusive fullscreen mode * Add `WindowExtMacOS::set_fullscreen_presentation_options` * Capture display for exclusive fullscreen on macOS * Fix applying video mode on macOS after a fullscreen cycle * Fix compilation on iOS * Set monitor appropriately for fullscreen on macOS * Fix exclusive to borderless fullscreen transitions on macOS * Fix borderless to exclusive fullscreen transition on macOS * Sort video modes on Windows * Fix fullscreen issues on Windows * Fix video mode changes during exclusive fullscreen on Windows * Add video mode sorting for macOS and iOS * Fix monitor `ns_screen` returning `None` after video mode change * Fix "multithreaded" example on macOS * Restore video mode upon closing an exclusive fullscreen window * Fix "multithreaded" example closing multiple windows at once * Fix compilation on Linux * Update FEATURES.md * Don't care about logical monitor groups on X11 * Add exclusive fullscreen for X11 * Update FEATURES.md * Fix transitions between exclusive and borderless fullscreen on X11 * Update CHANGELOG.md * Document that Wayland doesn't support exclusive fullscreen * Replace core-graphics display mode bindings on macOS * Use `panic!()` instead of `unreachable!()` in "fullscreen" example * Fix fullscreen "always on top" flag on Windows * Track current monitor for fullscreen in "multithreaded" example * Fix exclusive fullscreen sometimes not positioning window properly * Format * More formatting and fix CI issues * Fix formatting * Fix changelog formatting
111 lines
2.7 KiB
Rust
111 lines
2.7 KiB
Rust
//! iOS support
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//!
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//! # Building app
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//! To build ios app you will need rustc built for this targets:
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//!
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//! - armv7-apple-ios
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//! - armv7s-apple-ios
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//! - i386-apple-ios
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//! - aarch64-apple-ios
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//! - x86_64-apple-ios
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//!
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//! Then
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//!
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//! ```
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//! cargo build --target=...
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//! ```
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//! The simplest way to integrate your app into xcode environment is to build it
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//! as a static library. Wrap your main function and export it.
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//!
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//! ```rust, ignore
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//! #[no_mangle]
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//! pub extern fn start_winit_app() {
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//! start_inner()
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//! }
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//!
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//! fn start_inner() {
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//! ...
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//! }
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//! ```
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//!
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//! Compile project and then drag resulting .a into Xcode project. Add winit.h to xcode.
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//!
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//! ```ignore
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//! void start_winit_app();
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//! ```
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//!
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//! Use start_winit_app inside your xcode's main function.
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//!
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//!
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//! # App lifecycle and events
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//!
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//! iOS environment is very different from other platforms and you must be very
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//! careful with it's events. Familiarize yourself with
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//! [app lifecycle](https://developer.apple.com/library/ios/documentation/UIKit/Reference/UIApplicationDelegate_Protocol/).
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//!
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//!
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//! This is how those event are represented in winit:
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//!
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//! - applicationDidBecomeActive is Resumed
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//! - applicationWillResignActive is Suspended
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//! - applicationWillTerminate is LoopDestroyed
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//!
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//! Keep in mind that after LoopDestroyed event is received every attempt to draw with
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//! opengl will result in segfault.
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//!
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//! Also note that app may not receive the LoopDestroyed event if suspended; it might be SIGKILL'ed.
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#![cfg(target_os = "ios")]
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// TODO: (mtak-) UIKit requires main thread for virtually all function/method calls. This could be
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// worked around in the future by using GCD (grand central dispatch) and/or caching of values like
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// window size/position.
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macro_rules! assert_main_thread {
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($($t:tt)*) => {
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if !msg_send![class!(NSThread), isMainThread] {
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panic!($($t)*);
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}
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};
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}
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mod app_state;
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mod event_loop;
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mod ffi;
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mod monitor;
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mod view;
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mod window;
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use std::fmt;
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pub use self::{
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event_loop::{EventLoop, EventLoopProxy, EventLoopWindowTarget},
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monitor::{MonitorHandle, VideoMode},
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window::{PlatformSpecificWindowBuilderAttributes, Window, WindowId},
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};
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#[derive(Debug, Copy, Clone, PartialEq, Eq, PartialOrd, Ord, Hash)]
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pub struct DeviceId {
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uiscreen: ffi::id,
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}
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impl DeviceId {
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pub unsafe fn dummy() -> Self {
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DeviceId {
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uiscreen: std::ptr::null_mut(),
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}
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}
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}
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unsafe impl Send for DeviceId {}
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unsafe impl Sync for DeviceId {}
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#[derive(Debug)]
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pub enum OsError {}
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impl fmt::Display for OsError {
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fn fmt(&self, _: &mut fmt::Formatter<'_>) -> fmt::Result {
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match self {
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_ => unreachable!(),
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}
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}
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}
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