winit/src/window.rs
Danny Fritz be5a2b0e87 Windows & X11: Window::set_resizable (#558)
* Windows: Window::set_resizable

* X11: Window::set_resizable

* Code style regarding resizable

* X11: set_resizable remember max/min window size

* Stub out set_resizable on Android, iOS, and emscripten

* remove comment block from docs

* Windows: set_resizable in fullscreen

* Special case Xfwm

* Added fun provisos to docs
2018-06-11 18:47:50 -04:00

502 lines
16 KiB
Rust

use std::collections::vec_deque::IntoIter as VecDequeIter;
use CreationError;
use CursorState;
use EventsLoop;
use Icon;
use MouseCursor;
use Window;
use WindowBuilder;
use WindowId;
use libc;
use platform;
impl WindowBuilder {
/// Initializes a new `WindowBuilder` with default values.
#[inline]
pub fn new() -> WindowBuilder {
WindowBuilder {
window: Default::default(),
platform_specific: Default::default(),
}
}
/// Requests the window to be of specific dimensions.
///
/// Width and height are in pixels.
#[inline]
pub fn with_dimensions(mut self, width: u32, height: u32) -> WindowBuilder {
self.window.dimensions = Some((width, height));
self
}
/// Sets a minimum dimension size for the window
///
/// Width and height are in pixels.
#[inline]
pub fn with_min_dimensions(mut self, width: u32, height: u32) -> WindowBuilder {
self.window.min_dimensions = Some((width, height));
self
}
/// Sets a maximum dimension size for the window
///
/// Width and height are in pixels.
#[inline]
pub fn with_max_dimensions(mut self, width: u32, height: u32) -> WindowBuilder {
self.window.max_dimensions = Some((width, height));
self
}
/// Sets whether the window is resizable or not
///
/// Note that making the window unresizable doesn't exempt you from handling `Resized`, as that event can still be
/// triggered by DPI scaling, entering fullscreen mode, etc.
///
/// ## Platform-specific
///
/// This only has an effect on desktop platforms.
///
/// Due to a bug in XFCE, this has no effect on Xfwm.
#[inline]
pub fn with_resizable(mut self, resizable: bool) -> WindowBuilder {
self.window.resizable = resizable;
self
}
/// Requests a specific title for the window.
#[inline]
pub fn with_title<T: Into<String>>(mut self, title: T) -> WindowBuilder {
self.window.title = title.into();
self
}
/// Sets the window fullscreen state. None means a normal window, Some(MonitorId)
/// means a fullscreen window on that specific monitor
#[inline]
pub fn with_fullscreen(mut self, monitor: Option<MonitorId>) -> WindowBuilder {
self.window.fullscreen = monitor;
self
}
/// Requests maximized mode.
#[inline]
pub fn with_maximized(mut self, maximized: bool) -> WindowBuilder {
self.window.maximized = maximized;
self
}
/// Sets whether the window will be initially hidden or visible.
#[inline]
pub fn with_visibility(mut self, visible: bool) -> WindowBuilder {
self.window.visible = visible;
self
}
/// Sets whether the background of the window should be transparent.
#[inline]
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 {
self.window.decorations = decorations;
self
}
/// Sets whether or not the window will always be on top of other windows.
#[inline]
pub fn with_always_on_top(mut self, always_on_top: bool) -> WindowBuilder {
self.window.always_on_top = always_on_top;
self
}
/// Sets the window icon. On Windows and X11, this is typically the small icon in the top-left
/// corner of the titlebar.
///
/// ## Platform-specific
///
/// This only has an effect on Windows and X11.
///
/// On Windows, this sets `ICON_SMALL`. The base size for a window icon is 16x16, but it's
/// recommended to account for screen scaling and pick a multiple of that, i.e. 32x32.
///
/// X11 has no universal guidelines for icon sizes, so you're at the whims of the WM. That
/// said, it's usually in the same ballpark as on Windows.
#[inline]
pub fn with_window_icon(mut self, window_icon: Option<Icon>) -> WindowBuilder {
self.window.window_icon = window_icon;
self
}
/// Enables multitouch.
#[inline]
pub fn with_multitouch(mut self) -> WindowBuilder {
self.window.multitouch = true;
self
}
/// Builds the window.
///
/// Error should be very rare and only occur in case of permission denied, incompatible system,
/// out of memory, etc.
pub fn build(mut self, events_loop: &EventsLoop) -> Result<Window, CreationError> {
self.window.dimensions = Some(self.window.dimensions.unwrap_or_else(|| {
if let Some(ref monitor) = self.window.fullscreen {
// resizing the window to the dimensions of the monitor when fullscreen
monitor.get_dimensions()
} else {
// default dimensions
(1024, 768)
}
}));
// building
platform::Window::new(
&events_loop.events_loop,
self.window,
self.platform_specific,
).map(|window| Window { window })
}
}
impl Window {
/// Creates a new Window for platforms where this is appropriate.
///
/// This function is equivalent to `WindowBuilder::new().build(events_loop)`.
///
/// Error should be very rare and only occur in case of permission denied, incompatible system,
/// out of memory, etc.
#[inline]
pub fn new(events_loop: &EventsLoop) -> Result<Window, CreationError> {
let builder = WindowBuilder::new();
builder.build(events_loop)
}
/// Modifies the title of the window.
///
/// This is a no-op if the window has already been closed.
#[inline]
pub fn set_title(&self, title: &str) {
self.window.set_title(title)
}
/// Shows the window if it was hidden.
///
/// ## Platform-specific
///
/// - Has no effect on Android
///
#[inline]
pub fn show(&self) {
self.window.show()
}
/// Hides the window if it was visible.
///
/// ## Platform-specific
///
/// - Has no effect on Android
///
#[inline]
pub fn hide(&self) {
self.window.hide()
}
/// Returns the position of the top-left hand corner of the window relative to the
/// top-left hand corner of the desktop.
///
/// Note that the top-left hand corner of the desktop is not necessarily the same as
/// the screen. If the user uses a desktop with multiple monitors, the top-left hand corner
/// of the desktop is the top-left hand corner of the monitor at the top-left of the desktop.
///
/// The coordinates can be negative if the top-left hand corner of the window is outside
/// of the visible screen region.
///
/// Returns `None` if the window no longer exists.
#[inline]
pub fn get_position(&self) -> Option<(i32, i32)> {
self.window.get_position()
}
/// Returns the position of the top-left hand corner of the window's client area relative to the
/// top-left hand corner of the desktop.
///
/// The same conditions that apply to `get_position` apply to this method.
#[inline]
pub fn get_inner_position(&self) -> Option<(i32, i32)> {
self.window.get_inner_position()
}
/// Modifies the position of the window.
///
/// See `get_position` for more information about the coordinates.
///
/// This is a no-op if the window has already been closed.
#[inline]
pub fn set_position(&self, x: i32, y: i32) {
self.window.set_position(x, y)
}
/// Returns the size in pixels of the client area of the window.
///
/// The client area is the content of the window, excluding the title bar and borders.
/// These are the dimensions that need to be supplied to `glViewport`.
///
/// Returns `None` if the window no longer exists.
#[inline]
pub fn get_inner_size(&self) -> Option<(u32, u32)> {
self.window.get_inner_size()
}
/// Returns the size in points of the client area of the window.
///
/// The client area is the content of the window, excluding the title bar and borders.
/// To get the dimensions of the frame buffer when calling `glViewport`, multiply with hidpi factor.
///
/// Returns `None` if the window no longer exists.
///
/// DEPRECATED
#[inline]
#[deprecated]
pub fn get_inner_size_points(&self) -> Option<(u32, u32)> {
self.window.get_inner_size().map(|(x, y)| {
let hidpi = self.hidpi_factor();
((x as f32 / hidpi) as u32, (y as f32 / hidpi) as u32)
})
}
/// Returns the size in pixels of the client area of the window.
///
/// The client area is the content of the window, excluding the title bar and borders.
/// These are the dimensions of the frame buffer, and the dimensions that you should use
/// when you call `glViewport`.
///
/// Returns `None` if the window no longer exists.
///
/// DEPRECATED
#[inline]
#[deprecated]
pub fn get_inner_size_pixels(&self) -> Option<(u32, u32)> {
self.window.get_inner_size()
}
/// Returns the size in pixels of the window.
///
/// These dimensions include title bar and borders. If you don't want these, you should use
/// use `get_inner_size` instead.
///
/// Returns `None` if the window no longer exists.
#[inline]
pub fn get_outer_size(&self) -> Option<(u32, u32)> {
self.window.get_outer_size()
}
/// Modifies the inner size of the window.
///
/// See `get_inner_size` for more information about the values.
///
/// This is a no-op if the window has already been closed.
#[inline]
pub fn set_inner_size(&self, x: u32, y: u32) {
self.window.set_inner_size(x, y)
}
/// Sets a minimum dimension size for the window.
///
/// Width and height are in pixels.
#[inline]
pub fn set_min_dimensions(&self, dimensions: Option<(u32, u32)>) {
self.window.set_min_dimensions(dimensions)
}
/// Sets a maximum dimension size for the window.
///
/// Width and height are in pixels.
#[inline]
pub fn set_max_dimensions(&self, dimensions: Option<(u32, u32)>) {
self.window.set_max_dimensions(dimensions)
}
/// Sets whether the window is resizable or not.
///
/// Note that making the window unresizable doesn't exempt you from handling `Resized`, as that event can still be
/// triggered by DPI scaling, entering fullscreen mode, etc.
///
/// ## Platform-specific
///
/// This only has an effect on desktop platforms.
///
/// Due to a bug in XFCE, this has no effect on Xfwm.
#[inline]
pub fn set_resizable(&self, resizable: bool) {
self.window.set_resizable(resizable)
}
/// DEPRECATED. Gets the native platform specific display for this window.
/// This is typically only required when integrating with
/// other libraries that need this information.
#[deprecated]
#[inline]
pub unsafe fn platform_display(&self) -> *mut libc::c_void {
self.window.platform_display()
}
/// DEPRECATED. Gets the native platform specific window handle. This is
/// typically only required when integrating with other libraries
/// that need this information.
#[deprecated]
#[inline]
pub unsafe fn platform_window(&self) -> *mut libc::c_void {
self.window.platform_window()
}
/// Modifies the mouse cursor of the window.
/// Has no effect on Android.
pub fn set_cursor(&self, cursor: MouseCursor) {
self.window.set_cursor(cursor);
}
/// Returns the ratio between the backing framebuffer resolution and the
/// window size in screen pixels. This is typically one for a normal display
/// and two for a retina display.
///
/// ## Platform-specific
/// On X11 the DPI factor can be overridden using the `WINIT_HIDPI_FACTOR` environment
/// variable.
#[inline]
pub fn hidpi_factor(&self) -> f32 {
self.window.hidpi_factor()
}
/// Changes the position of the cursor in window coordinates.
#[inline]
pub fn set_cursor_position(&self, x: i32, y: i32) -> Result<(), ()> {
self.window.set_cursor_position(x, y)
}
/// Sets how winit handles the cursor. See the documentation of `CursorState` for details.
///
/// Has no effect on Android.
#[inline]
pub fn set_cursor_state(&self, state: CursorState) -> Result<(), String> {
self.window.set_cursor_state(state)
}
/// Sets the window to maximized or back
#[inline]
pub fn set_maximized(&self, maximized: bool) {
self.window.set_maximized(maximized)
}
/// Sets the window to fullscreen or back
#[inline]
pub fn set_fullscreen(&self, monitor: Option<MonitorId>) {
self.window.set_fullscreen(monitor)
}
/// Turn window decorations on or off.
#[inline]
pub fn set_decorations(&self, decorations: bool) {
self.window.set_decorations(decorations)
}
/// Change whether or not the window will always be on top of other windows.
#[inline]
pub fn set_always_on_top(&self, always_on_top: bool) {
self.window.set_always_on_top(always_on_top)
}
/// Sets the window icon. On Windows and X11, this is typically the small icon in the top-left
/// corner of the titlebar.
///
/// For more usage notes, see `WindowBuilder::with_window_icon`.
///
/// ## Platform-specific
///
/// This only has an effect on Windows and X11.
#[inline]
pub fn set_window_icon(&self, window_icon: Option<Icon>) {
self.window.set_window_icon(window_icon)
}
/// Sets location of IME candidate box in client area coordinates relative to the top left.
#[inline]
pub fn set_ime_spot(&self, x: i32, y: i32) {
self.window.set_ime_spot(x, y)
}
/// Returns the monitor on which the window currently resides
pub fn get_current_monitor(&self) -> MonitorId {
self.window.get_current_monitor()
}
#[inline]
pub fn id(&self) -> WindowId {
WindowId(self.window.id())
}
}
/// An iterator for the list of available monitors.
// Implementation note: we retrieve the list once, then serve each element by one by one.
// This may change in the future.
pub struct AvailableMonitorsIter {
pub(crate) data: VecDequeIter<platform::MonitorId>,
}
impl Iterator for AvailableMonitorsIter {
type Item = MonitorId;
#[inline]
fn next(&mut self) -> Option<MonitorId> {
self.data.next().map(|id| MonitorId { inner: id })
}
#[inline]
fn size_hint(&self) -> (usize, Option<usize>) {
self.data.size_hint()
}
}
/// Identifier for a monitor.
#[derive(Debug, Clone)]
pub struct MonitorId {
pub(crate) inner: platform::MonitorId
}
impl MonitorId {
/// Returns a human-readable name of the monitor.
///
/// Returns `None` if the monitor doesn't exist anymore.
#[inline]
pub fn get_name(&self) -> Option<String> {
self.inner.get_name()
}
/// Returns the number of pixels currently displayed on the monitor.
#[inline]
pub fn get_dimensions(&self) -> (u32, u32) {
self.inner.get_dimensions()
}
/// Returns the top-left corner position of the monitor relative to the larger full
/// screen area.
#[inline]
pub fn get_position(&self) -> (i32, i32) {
self.inner.get_position()
}
/// Returns the ratio between the monitor's physical pixels and logical pixels.
///
/// ## Platform-specific
/// On X11 the DPI factor can be overridden using the `WINIT_HIDPI_FACTOR` environment
/// variable.
#[inline]
pub fn get_hidpi_factor(&self) -> f32 {
self.inner.get_hidpi_factor()
}
}