winit/src/window.rs
Kirill Chibisov facb809f12
chore: drop v0.30 deprecated APIs
Co-authored-by: daxpedda <daxpedda@gmail.com>
2024-07-26 16:44:47 +03:00

1866 lines
70 KiB
Rust

//! The [`Window`] struct and associated types.
use std::fmt;
#[doc(inline)]
pub use cursor_icon::{CursorIcon, ParseError as CursorIconParseError};
#[cfg(feature = "serde")]
use serde::{Deserialize, Serialize};
pub use crate::cursor::{BadImage, Cursor, CustomCursor, CustomCursorSource, MAX_CURSOR_SIZE};
use crate::dpi::{PhysicalPosition, PhysicalSize, Position, Size};
use crate::error::{ExternalError, NotSupportedError};
pub use crate::icon::{BadIcon, Icon};
use crate::monitor::{MonitorHandle, VideoModeHandle};
use crate::platform_impl::{self, PlatformSpecificWindowAttributes};
/// Represents a window.
///
/// The window is closed when dropped.
///
/// ## Threading
///
/// This is `Send + Sync`, meaning that it can be freely used from other
/// threads.
///
/// However, some platforms (macOS, Web and iOS) only allow user interface
/// interactions on the main thread, so on those platforms, if you use the
/// window from a thread other than the main, the code is scheduled to run on
/// the main thread, and your thread may be blocked until that completes.
///
/// ## Platform-specific
///
/// **Web:** The [`Window`], which is represented by a `HTMLElementCanvas`, can
/// not be closed by dropping the [`Window`].
pub struct Window {
pub(crate) window: platform_impl::Window,
}
impl fmt::Debug for Window {
fn fmt(&self, fmtr: &mut fmt::Formatter<'_>) -> fmt::Result {
fmtr.pad("Window { .. }")
}
}
impl Drop for Window {
/// This will close the [`Window`].
///
/// See [`Window`] for more details.
fn drop(&mut self) {
self.window.maybe_wait_on_main(|w| {
// If the window is in exclusive fullscreen, we must restore the desktop
// video mode (generally this would be done on application exit, but
// closing the window doesn't necessarily always mean application exit,
// such as when there are multiple windows)
if let Some(Fullscreen::Exclusive(_)) = w.fullscreen().map(|f| f.into()) {
w.set_fullscreen(None);
}
})
}
}
/// Identifier of a window. Unique for each window.
///
/// Can be obtained with [`window.id()`][`Window::id`].
///
/// Whenever you receive an event specific to a window, this event contains a `WindowId` which you
/// can then compare to the ids of your windows.
#[derive(Copy, Clone, PartialEq, Eq, PartialOrd, Ord, Hash)]
pub struct WindowId(pub(crate) platform_impl::WindowId);
impl WindowId {
/// Returns a dummy id, useful for unit testing.
///
/// # Notes
///
/// The only guarantee made about the return value of this function is that
/// it will always be equal to itself and to future values returned by this function.
/// No other guarantees are made. This may be equal to a real [`WindowId`].
pub const fn dummy() -> Self {
WindowId(platform_impl::WindowId::dummy())
}
}
impl fmt::Debug for WindowId {
fn fmt(&self, fmtr: &mut fmt::Formatter<'_>) -> fmt::Result {
self.0.fmt(fmtr)
}
}
impl From<WindowId> for u64 {
fn from(window_id: WindowId) -> Self {
window_id.0.into()
}
}
impl From<u64> for WindowId {
fn from(raw_id: u64) -> Self {
Self(raw_id.into())
}
}
/// Attributes used when creating a window.
#[derive(Debug, Clone)]
pub struct WindowAttributes {
pub inner_size: Option<Size>,
pub min_inner_size: Option<Size>,
pub max_inner_size: Option<Size>,
pub position: Option<Position>,
pub resizable: bool,
pub enabled_buttons: WindowButtons,
pub title: String,
pub maximized: bool,
pub visible: bool,
pub transparent: bool,
pub blur: bool,
pub decorations: bool,
pub window_icon: Option<Icon>,
pub preferred_theme: Option<Theme>,
pub resize_increments: Option<Size>,
pub content_protected: bool,
pub window_level: WindowLevel,
pub active: bool,
pub cursor: Cursor,
#[cfg(feature = "rwh_06")]
pub(crate) parent_window: Option<SendSyncRawWindowHandle>,
pub fullscreen: Option<Fullscreen>,
// Platform-specific configuration.
#[allow(dead_code)]
pub(crate) platform_specific: PlatformSpecificWindowAttributes,
}
impl Default for WindowAttributes {
#[inline]
fn default() -> WindowAttributes {
WindowAttributes {
inner_size: None,
min_inner_size: None,
max_inner_size: None,
position: None,
resizable: true,
enabled_buttons: WindowButtons::all(),
title: "winit window".to_owned(),
maximized: false,
fullscreen: None,
visible: true,
transparent: false,
blur: false,
decorations: true,
window_level: Default::default(),
window_icon: None,
preferred_theme: None,
resize_increments: None,
content_protected: false,
cursor: Cursor::default(),
#[cfg(feature = "rwh_06")]
parent_window: None,
active: true,
platform_specific: Default::default(),
}
}
}
/// Wrapper for [`rwh_06::RawWindowHandle`] for [`WindowAttributes::parent_window`].
///
/// # Safety
///
/// The user has to account for that when using [`WindowAttributes::with_parent_window()`],
/// which is `unsafe`.
#[derive(Debug, Clone)]
#[cfg(feature = "rwh_06")]
pub(crate) struct SendSyncRawWindowHandle(pub(crate) rwh_06::RawWindowHandle);
#[cfg(feature = "rwh_06")]
unsafe impl Send for SendSyncRawWindowHandle {}
#[cfg(feature = "rwh_06")]
unsafe impl Sync for SendSyncRawWindowHandle {}
impl WindowAttributes {
/// Get the parent window stored on the attributes.
#[cfg(feature = "rwh_06")]
pub fn parent_window(&self) -> Option<&rwh_06::RawWindowHandle> {
self.parent_window.as_ref().map(|handle| &handle.0)
}
/// Requests the window to be of specific dimensions.
///
/// If this is not set, some platform-specific dimensions will be used.
///
/// See [`Window::request_inner_size`] for details.
#[inline]
pub fn with_inner_size<S: Into<Size>>(mut self, size: S) -> Self {
self.inner_size = Some(size.into());
self
}
/// Sets the minimum dimensions a window can have.
///
/// If this is not set, the window will have no minimum dimensions (aside
/// from reserved).
///
/// See [`Window::set_min_inner_size`] for details.
#[inline]
pub fn with_min_inner_size<S: Into<Size>>(mut self, min_size: S) -> Self {
self.min_inner_size = Some(min_size.into());
self
}
/// Sets the maximum dimensions a window can have.
///
/// If this is not set, the window will have no maximum or will be set to
/// the primary monitor's dimensions by the platform.
///
/// See [`Window::set_max_inner_size`] for details.
#[inline]
pub fn with_max_inner_size<S: Into<Size>>(mut self, max_size: S) -> Self {
self.max_inner_size = Some(max_size.into());
self
}
/// Sets a desired initial position for the window.
///
/// If this is not set, some platform-specific position will be chosen.
///
/// See [`Window::set_outer_position`] for details.
///
/// ## Platform-specific
///
/// - **macOS:** The top left corner position of the window content, the window's "inner"
/// position. The window title bar will be placed above it. The window will be positioned such
/// that it fits on screen, maintaining set `inner_size` if any. If you need to precisely
/// position the top left corner of the whole window you have to use
/// [`Window::set_outer_position`] after creating the window.
/// - **Windows:** The top left corner position of the window title bar, the window's "outer"
/// position. There may be a small gap between this position and the window due to the
/// specifics of the Window Manager.
/// - **X11:** The top left corner of the window, the window's "outer" position.
/// - **Others:** Ignored.
#[inline]
pub fn with_position<P: Into<Position>>(mut self, position: P) -> Self {
self.position = Some(position.into());
self
}
/// Sets whether the window is resizable or not.
///
/// The default is `true`.
///
/// See [`Window::set_resizable`] for details.
#[inline]
pub fn with_resizable(mut self, resizable: bool) -> Self {
self.resizable = resizable;
self
}
/// Sets the enabled window buttons.
///
/// The default is [`WindowButtons::all`]
///
/// See [`Window::set_enabled_buttons`] for details.
#[inline]
pub fn with_enabled_buttons(mut self, buttons: WindowButtons) -> Self {
self.enabled_buttons = buttons;
self
}
/// Sets the initial title of the window in the title bar.
///
/// The default is `"winit window"`.
///
/// See [`Window::set_title`] for details.
#[inline]
pub fn with_title<T: Into<String>>(mut self, title: T) -> Self {
self.title = title.into();
self
}
/// Sets whether the window should be put into fullscreen upon creation.
///
/// The default is `None`.
///
/// See [`Window::set_fullscreen`] for details.
#[inline]
pub fn with_fullscreen(mut self, fullscreen: Option<Fullscreen>) -> Self {
self.fullscreen = fullscreen;
self
}
/// Request that the window is maximized upon creation.
///
/// The default is `false`.
///
/// See [`Window::set_maximized`] for details.
#[inline]
pub fn with_maximized(mut self, maximized: bool) -> Self {
self.maximized = maximized;
self
}
/// Sets whether the window will be initially visible or hidden.
///
/// The default is to show the window.
///
/// See [`Window::set_visible`] for details.
#[inline]
pub fn with_visible(mut self, visible: bool) -> Self {
self.visible = visible;
self
}
/// Sets whether the background of the window should be transparent.
///
/// If this is `true`, writing colors with alpha values different than
/// `1.0` will produce a transparent window. On some platforms this
/// is more of a hint for the system and you'd still have the alpha
/// buffer. To control it see [`Window::set_transparent`].
///
/// The default is `false`.
#[inline]
pub fn with_transparent(mut self, transparent: bool) -> Self {
self.transparent = transparent;
self
}
/// Sets whether the background of the window should be blurred by the system.
///
/// The default is `false`.
///
/// See [`Window::set_blur`] for details.
#[inline]
pub fn with_blur(mut self, blur: bool) -> Self {
self.blur = blur;
self
}
/// Get whether the window will support transparency.
#[inline]
pub fn transparent(&self) -> bool {
self.transparent
}
/// Sets whether the window should have a border, a title bar, etc.
///
/// The default is `true`.
///
/// See [`Window::set_decorations`] for details.
#[inline]
pub fn with_decorations(mut self, decorations: bool) -> Self {
self.decorations = decorations;
self
}
/// Sets the window level.
///
/// This is just a hint to the OS, and the system could ignore it.
///
/// The default is [`WindowLevel::Normal`].
///
/// See [`WindowLevel`] for details.
#[inline]
pub fn with_window_level(mut self, level: WindowLevel) -> Self {
self.window_level = level;
self
}
/// Sets the window icon.
///
/// The default is `None`.
///
/// See [`Window::set_window_icon`] for details.
#[inline]
pub fn with_window_icon(mut self, window_icon: Option<Icon>) -> Self {
self.window_icon = window_icon;
self
}
/// Sets a specific theme for the window.
///
/// If `None` is provided, the window will use the system theme.
///
/// The default is `None`.
///
/// ## Platform-specific
///
/// - **Wayland:** This controls only CSD. When using `None` it'll try to use dbus to get the
/// system preference. When explicit theme is used, this will avoid dbus all together.
/// - **x11:** Build window with `_GTK_THEME_VARIANT` hint set to `dark` or `light`.
/// - **iOS / Android / Web / x11 / Orbital:** Ignored.
#[inline]
pub fn with_theme(mut self, theme: Option<Theme>) -> Self {
self.preferred_theme = theme;
self
}
/// Build window with resize increments hint.
///
/// The default is `None`.
///
/// See [`Window::set_resize_increments`] for details.
#[inline]
pub fn with_resize_increments<S: Into<Size>>(mut self, resize_increments: S) -> Self {
self.resize_increments = Some(resize_increments.into());
self
}
/// Prevents the window contents from being captured by other apps.
///
/// The default is `false`.
///
/// ## Platform-specific
///
/// - **macOS**: if `false`, [`NSWindowSharingNone`] is used but doesn't completely prevent all
/// apps from reading the window content, for instance, QuickTime.
/// - **iOS / Android / Web / x11 / Orbital:** Ignored.
///
/// [`NSWindowSharingNone`]: https://developer.apple.com/documentation/appkit/nswindowsharingtype/nswindowsharingnone
#[inline]
pub fn with_content_protected(mut self, protected: bool) -> Self {
self.content_protected = protected;
self
}
/// Whether the window will be initially focused or not.
///
/// The window should be assumed as not focused by default
/// following by the [`WindowEvent::Focused`].
///
/// ## Platform-specific:
///
/// **Android / iOS / X11 / Wayland / Orbital:** Unsupported.
///
/// [`WindowEvent::Focused`]: crate::event::WindowEvent::Focused.
#[inline]
pub fn with_active(mut self, active: bool) -> Self {
self.active = active;
self
}
/// Modifies the cursor icon of the window.
///
/// The default is [`CursorIcon::Default`].
///
/// See [`Window::set_cursor()`] for more details.
#[inline]
pub fn with_cursor(mut self, cursor: impl Into<Cursor>) -> Self {
self.cursor = cursor.into();
self
}
/// Build window with parent window.
///
/// The default is `None`.
///
/// ## Safety
///
/// `parent_window` must be a valid window handle.
///
/// ## Platform-specific
///
/// - **Windows** : A child window has the WS_CHILD style and is confined
/// to the client area of its parent window. For more information, see
/// <https://docs.microsoft.com/en-us/windows/win32/winmsg/window-features#child-windows>
/// - **X11**: A child window is confined to the client area of its parent window.
/// - **Android / iOS / Wayland / Web:** Unsupported.
#[cfg(feature = "rwh_06")]
#[inline]
pub unsafe fn with_parent_window(
mut self,
parent_window: Option<rwh_06::RawWindowHandle>,
) -> Self {
self.parent_window = parent_window.map(SendSyncRawWindowHandle);
self
}
}
/// Base Window functions.
impl Window {
/// Create a new [`WindowAttributes`] which allows modifying the window's attributes before
/// creation.
#[inline]
pub fn default_attributes() -> WindowAttributes {
WindowAttributes::default()
}
/// Returns an identifier unique to the window.
#[inline]
pub fn id(&self) -> WindowId {
let _span = tracing::debug_span!("winit::Window::id",).entered();
self.window.maybe_wait_on_main(|w| WindowId(w.id()))
}
/// Returns the scale factor that can be used to map logical pixels to physical pixels, and
/// vice versa.
///
/// Note that this value can change depending on user action (for example if the window is
/// moved to another screen); as such, tracking [`WindowEvent::ScaleFactorChanged`] events is
/// the most robust way to track the DPI you need to use to draw.
///
/// This value may differ from [`MonitorHandle::scale_factor`].
///
/// See the [`dpi`] crate for more information.
///
/// ## Platform-specific
///
/// The scale factor is calculated differently on different platforms:
///
/// - **Windows:** On Windows 8 and 10, per-monitor scaling is readily configured by users from
/// the display settings. While users are free to select any option they want, they're only
/// given a selection of "nice" scale factors, i.e. 1.0, 1.25, 1.5... on Windows 7. The scale
/// factor is global and changing it requires logging out. See [this article][windows_1] for
/// technical details.
/// - **macOS:** Recent macOS versions allow the user to change the scaling factor for specific
/// displays. When available, the user may pick a per-monitor scaling factor from a set of
/// pre-defined settings. All "retina displays" have a scaling factor above 1.0 by default,
/// but the specific value varies across devices.
/// - **X11:** Many man-hours have been spent trying to figure out how to handle DPI in X11.
/// Winit currently uses a three-pronged approach:
/// + Use the value in the `WINIT_X11_SCALE_FACTOR` environment variable if present.
/// + If not present, use the value set in `Xft.dpi` in Xresources.
/// + Otherwise, calculate the scale factor based on the millimeter monitor dimensions
/// provided by XRandR.
///
/// If `WINIT_X11_SCALE_FACTOR` is set to `randr`, it'll ignore the `Xft.dpi` field and use
/// the XRandR scaling method. Generally speaking, you should try to configure the
/// standard system variables to do what you want before resorting to
/// `WINIT_X11_SCALE_FACTOR`.
/// - **Wayland:** The scale factor is suggested by the compositor for each window individually
/// by using the wp-fractional-scale protocol if available. Falls back to integer-scale
/// factors otherwise.
///
/// The monitor scale factor may differ from the window scale factor.
/// - **iOS:** Scale factors are set by Apple to the value that best suits the device, and range
/// from `1.0` to `3.0`. See [this article][apple_1] and [this article][apple_2] for more
/// information.
///
/// This uses the underlying `UIView`'s [`contentScaleFactor`].
/// - **Android:** Scale factors are set by the manufacturer to the value that best suits the
/// device, and range from `1.0` to `4.0`. See [this article][android_1] for more information.
///
/// This is currently unimplemented, and this function always returns 1.0.
/// - **Web:** The scale factor is the ratio between CSS pixels and the physical device pixels.
/// In other words, it is the value of [`window.devicePixelRatio`][web_1]. It is affected by
/// both the screen scaling and the browser zoom level and can go below `1.0`.
/// - **Orbital:** This is currently unimplemented, and this function always returns 1.0.
///
/// [`WindowEvent::ScaleFactorChanged`]: crate::event::WindowEvent::ScaleFactorChanged
/// [windows_1]: https://docs.microsoft.com/en-us/windows/win32/hidpi/high-dpi-desktop-application-development-on-windows
/// [apple_1]: https://developer.apple.com/library/archive/documentation/DeviceInformation/Reference/iOSDeviceCompatibility/Displays/Displays.html
/// [apple_2]: https://developer.apple.com/design/human-interface-guidelines/macos/icons-and-images/image-size-and-resolution/
/// [android_1]: https://developer.android.com/training/multiscreen/screendensities
/// [web_1]: https://developer.mozilla.org/en-US/docs/Web/API/Window/devicePixelRatio
/// [`contentScaleFactor`]: https://developer.apple.com/documentation/uikit/uiview/1622657-contentscalefactor?language=objc
#[inline]
pub fn scale_factor(&self) -> f64 {
let _span = tracing::debug_span!("winit::Window::scale_factor",).entered();
self.window.maybe_wait_on_main(|w| w.scale_factor())
}
/// Queues a [`WindowEvent::RedrawRequested`] event to be emitted that aligns with the windowing
/// system drawing loop.
///
/// This is the **strongly encouraged** method of redrawing windows, as it can integrate with
/// OS-requested redraws (e.g. when a window gets resized). To improve the event delivery
/// consider using [`Window::pre_present_notify`] as described in docs.
///
/// Applications should always aim to redraw whenever they receive a `RedrawRequested` event.
///
/// There are no strong guarantees about when exactly a `RedrawRequest` event will be emitted
/// with respect to other events, since the requirements can vary significantly between
/// windowing systems.
///
/// However as the event aligns with the windowing system drawing loop, it may not arrive in
/// same or even next event loop iteration.
///
/// ## Platform-specific
///
/// - **Windows** This API uses `RedrawWindow` to request a `WM_PAINT` message and
/// `RedrawRequested` is emitted in sync with any `WM_PAINT` messages.
/// - **iOS:** Can only be called on the main thread.
/// - **Wayland:** The events are aligned with the frame callbacks when
/// [`Window::pre_present_notify`] is used.
/// - **Web:** [`WindowEvent::RedrawRequested`] will be aligned with the
/// `requestAnimationFrame`.
///
/// [`WindowEvent::RedrawRequested`]: crate::event::WindowEvent::RedrawRequested
#[inline]
pub fn request_redraw(&self) {
let _span = tracing::debug_span!("winit::Window::request_redraw",).entered();
self.window.maybe_queue_on_main(|w| w.request_redraw())
}
/// Notify the windowing system before presenting to the window.
///
/// You should call this event after your drawing operations, but before you submit
/// the buffer to the display or commit your drawings. Doing so will help winit to properly
/// schedule and make assumptions about its internal state. For example, it could properly
/// throttle [`WindowEvent::RedrawRequested`].
///
/// ## Example
///
/// This example illustrates how it looks with OpenGL, but it applies to other graphics
/// APIs and software rendering.
///
/// ```no_run
/// # use winit::window::Window;
/// # fn swap_buffers() {}
/// # fn scope(window: &Window) {
/// // Do the actual drawing with OpenGL.
///
/// // Notify winit that we're about to submit buffer to the windowing system.
/// window.pre_present_notify();
///
/// // Submit buffer to the windowing system.
/// swap_buffers();
/// # }
/// ```
///
/// ## Platform-specific
///
/// - **Android / iOS / X11 / Web / Windows / macOS / Orbital:** Unsupported.
/// - **Wayland:** Schedules a frame callback to throttle [`WindowEvent::RedrawRequested`].
///
/// [`WindowEvent::RedrawRequested`]: crate::event::WindowEvent::RedrawRequested
#[inline]
pub fn pre_present_notify(&self) {
let _span = tracing::debug_span!("winit::Window::pre_present_notify",).entered();
self.window.maybe_queue_on_main(|w| w.pre_present_notify());
}
/// Reset the dead key state of the keyboard.
///
/// This is useful when a dead key is bound to trigger an action. Then
/// this function can be called to reset the dead key state so that
/// follow-up text input won't be affected by the dead key.
///
/// ## Platform-specific
/// - **Web, macOS:** Does nothing
// ---------------------------
// Developers' Note: If this cannot be implemented on every desktop platform
// at least, then this function should be provided through a platform specific
// extension trait
pub fn reset_dead_keys(&self) {
let _span = tracing::debug_span!("winit::Window::reset_dead_keys",).entered();
self.window.maybe_queue_on_main(|w| w.reset_dead_keys())
}
}
/// Position and size functions.
impl Window {
/// 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 [`Window::outer_position`] apply to this method.
///
/// ## Platform-specific
///
/// - **iOS:** Can only be called on the main thread. Returns the top left coordinates of the
/// window's [safe area] in the screen space coordinate system.
/// - **Web:** Returns the top-left coordinates relative to the viewport. _Note: this returns
/// the same value as [`Window::outer_position`]._
/// - **Android / Wayland:** Always returns [`NotSupportedError`].
///
/// [safe area]: https://developer.apple.com/documentation/uikit/uiview/2891103-safeareainsets?language=objc
#[inline]
pub fn inner_position(&self) -> Result<PhysicalPosition<i32>, NotSupportedError> {
let _span = tracing::debug_span!("winit::Window::inner_position",).entered();
self.window.maybe_wait_on_main(|w| w.inner_position())
}
/// 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.
///
/// ## Platform-specific
///
/// - **iOS:** Can only be called on the main thread. Returns the top left coordinates of the
/// window in the screen space coordinate system.
/// - **Web:** Returns the top-left coordinates relative to the viewport.
/// - **Android / Wayland:** Always returns [`NotSupportedError`].
#[inline]
pub fn outer_position(&self) -> Result<PhysicalPosition<i32>, NotSupportedError> {
let _span = tracing::debug_span!("winit::Window::outer_position",).entered();
self.window.maybe_wait_on_main(|w| w.outer_position())
}
/// Modifies the position of the window.
///
/// See [`Window::outer_position`] for more information about the coordinates.
/// This automatically un-maximizes the window if it's maximized.
///
/// ```no_run
/// # use winit::dpi::{LogicalPosition, PhysicalPosition};
/// # use winit::window::Window;
/// # fn scope(window: &Window) {
/// // Specify the position in logical dimensions like this:
/// window.set_outer_position(LogicalPosition::new(400.0, 200.0));
///
/// // Or specify the position in physical dimensions like this:
/// window.set_outer_position(PhysicalPosition::new(400, 200));
/// # }
/// ```
///
/// ## Platform-specific
///
/// - **iOS:** Can only be called on the main thread. Sets the top left coordinates of the
/// window in the screen space coordinate system.
/// - **Web:** Sets the top-left coordinates relative to the viewport. Doesn't account for CSS
/// [`transform`].
/// - **Android / Wayland:** Unsupported.
///
/// [`transform`]: https://developer.mozilla.org/en-US/docs/Web/CSS/transform
#[inline]
pub fn set_outer_position<P: Into<Position>>(&self, position: P) {
let position = position.into();
let _span = tracing::debug_span!(
"winit::Window::set_outer_position",
position = ?position
)
.entered();
self.window.maybe_queue_on_main(move |w| w.set_outer_position(position))
}
/// Returns the physical size of the window's client area.
///
/// The client area is the content of the window, excluding the title bar and borders.
///
/// ## Platform-specific
///
/// - **iOS:** Can only be called on the main thread. Returns the `PhysicalSize` of the window's
/// [safe area] in screen space coordinates.
/// - **Web:** Returns the size of the canvas element. Doesn't account for CSS [`transform`].
///
/// [safe area]: https://developer.apple.com/documentation/uikit/uiview/2891103-safeareainsets?language=objc
/// [`transform`]: https://developer.mozilla.org/en-US/docs/Web/CSS/transform
#[inline]
pub fn inner_size(&self) -> PhysicalSize<u32> {
let _span = tracing::debug_span!("winit::Window::inner_size",).entered();
self.window.maybe_wait_on_main(|w| w.inner_size())
}
/// Request the new size for the window.
///
/// On platforms where the size is entirely controlled by the user the
/// applied size will be returned immediately, resize event in such case
/// may not be generated.
///
/// On platforms where resizing is disallowed by the windowing system, the current
/// inner size is returned immediately, and the user one is ignored.
///
/// When `None` is returned, it means that the request went to the display system,
/// and the actual size will be delivered later with the [`WindowEvent::Resized`].
///
/// See [`Window::inner_size`] for more information about the values.
///
/// The request could automatically un-maximize the window if it's maximized.
///
/// ```no_run
/// # use winit::dpi::{LogicalSize, PhysicalSize};
/// # use winit::window::Window;
/// # fn scope(window: &Window) {
/// // Specify the size in logical dimensions like this:
/// let _ = window.request_inner_size(LogicalSize::new(400.0, 200.0));
///
/// // Or specify the size in physical dimensions like this:
/// let _ = window.request_inner_size(PhysicalSize::new(400, 200));
/// # }
/// ```
///
/// ## Platform-specific
///
/// - **Web:** Sets the size of the canvas element. Doesn't account for CSS [`transform`].
///
/// [`WindowEvent::Resized`]: crate::event::WindowEvent::Resized
/// [`transform`]: https://developer.mozilla.org/en-US/docs/Web/CSS/transform
#[inline]
#[must_use]
pub fn request_inner_size<S: Into<Size>>(&self, size: S) -> Option<PhysicalSize<u32>> {
let size = size.into();
let _span = tracing::debug_span!(
"winit::Window::request_inner_size",
size = ?size
)
.entered();
self.window.maybe_wait_on_main(|w| w.request_inner_size(size))
}
/// Returns the physical size of the entire window.
///
/// These dimensions include the title bar and borders. If you don't want that (and you usually
/// don't), use [`Window::inner_size`] instead.
///
/// ## Platform-specific
///
/// - **iOS:** Can only be called on the main thread. Returns the [`PhysicalSize`] of the window
/// in screen space coordinates.
/// - **Web:** Returns the size of the canvas element. _Note: this returns the same value as
/// [`Window::inner_size`]._
#[inline]
pub fn outer_size(&self) -> PhysicalSize<u32> {
let _span = tracing::debug_span!("winit::Window::outer_size",).entered();
self.window.maybe_wait_on_main(|w| w.outer_size())
}
/// Sets a minimum dimension size for the window.
///
/// ```no_run
/// # use winit::dpi::{LogicalSize, PhysicalSize};
/// # use winit::window::Window;
/// # fn scope(window: &Window) {
/// // Specify the size in logical dimensions like this:
/// window.set_min_inner_size(Some(LogicalSize::new(400.0, 200.0)));
///
/// // Or specify the size in physical dimensions like this:
/// window.set_min_inner_size(Some(PhysicalSize::new(400, 200)));
/// # }
/// ```
///
/// ## Platform-specific
///
/// - **iOS / Android / Orbital:** Unsupported.
#[inline]
pub fn set_min_inner_size<S: Into<Size>>(&self, min_size: Option<S>) {
let min_size = min_size.map(|s| s.into());
let _span = tracing::debug_span!(
"winit::Window::set_min_inner_size",
min_size = ?min_size
)
.entered();
self.window.maybe_queue_on_main(move |w| w.set_min_inner_size(min_size))
}
/// Sets a maximum dimension size for the window.
///
/// ```no_run
/// # use winit::dpi::{LogicalSize, PhysicalSize};
/// # use winit::window::Window;
/// # fn scope(window: &Window) {
/// // Specify the size in logical dimensions like this:
/// window.set_max_inner_size(Some(LogicalSize::new(400.0, 200.0)));
///
/// // Or specify the size in physical dimensions like this:
/// window.set_max_inner_size(Some(PhysicalSize::new(400, 200)));
/// # }
/// ```
///
/// ## Platform-specific
///
/// - **iOS / Android / Orbital:** Unsupported.
#[inline]
pub fn set_max_inner_size<S: Into<Size>>(&self, max_size: Option<S>) {
let max_size = max_size.map(|s| s.into());
let _span = tracing::debug_span!(
"winit::Window::max_size",
max_size = ?max_size
)
.entered();
self.window.maybe_queue_on_main(move |w| w.set_max_inner_size(max_size))
}
/// Returns window resize increments if any were set.
///
/// ## Platform-specific
///
/// - **iOS / Android / Web / Wayland / Orbital:** Always returns [`None`].
#[inline]
pub fn resize_increments(&self) -> Option<PhysicalSize<u32>> {
let _span = tracing::debug_span!("winit::Window::resize_increments",).entered();
self.window.maybe_wait_on_main(|w| w.resize_increments())
}
/// Sets window resize increments.
///
/// This is a niche constraint hint usually employed by terminal emulators
/// and other apps that need "blocky" resizes.
///
/// ## Platform-specific
///
/// - **macOS:** Increments are converted to logical size and then macOS rounds them to whole
/// numbers.
/// - **Wayland:** Not implemented.
/// - **iOS / Android / Web / Orbital:** Unsupported.
#[inline]
pub fn set_resize_increments<S: Into<Size>>(&self, increments: Option<S>) {
let increments = increments.map(Into::into);
let _span = tracing::debug_span!(
"winit::Window::set_resize_increments",
increments = ?increments
)
.entered();
self.window.maybe_queue_on_main(move |w| w.set_resize_increments(increments))
}
}
/// Misc. attribute functions.
impl Window {
/// Modifies the title of the window.
///
/// ## Platform-specific
///
/// - **iOS / Android:** Unsupported.
#[inline]
pub fn set_title(&self, title: &str) {
let _span = tracing::debug_span!("winit::Window::set_title", title).entered();
self.window.maybe_wait_on_main(|w| w.set_title(title))
}
/// Change the window transparency state.
///
/// This is just a hint that may not change anything about
/// the window transparency, however doing a mismatch between
/// the content of your window and this hint may result in
/// visual artifacts.
///
/// The default value follows the [`WindowAttributes::with_transparent`].
///
/// ## Platform-specific
///
/// - **macOS:** This will reset the window's background color.
/// - **Web / iOS / Android:** Unsupported.
/// - **X11:** Can only be set while building the window, with
/// [`WindowAttributes::with_transparent`].
#[inline]
pub fn set_transparent(&self, transparent: bool) {
let _span = tracing::debug_span!("winit::Window::set_transparent", transparent).entered();
self.window.maybe_queue_on_main(move |w| w.set_transparent(transparent))
}
/// Change the window blur state.
///
/// If `true`, this will make the transparent window background blurry.
///
/// ## Platform-specific
///
/// - **Android / iOS / X11 / Web / Windows:** Unsupported.
/// - **Wayland:** Only works with org_kde_kwin_blur_manager protocol.
#[inline]
pub fn set_blur(&self, blur: bool) {
let _span = tracing::debug_span!("winit::Window::set_blur", blur).entered();
self.window.maybe_queue_on_main(move |w| w.set_blur(blur))
}
/// Modifies the window's visibility.
///
/// If `false`, this will hide the window. If `true`, this will show the window.
///
/// ## Platform-specific
///
/// - **Android / Wayland / Web:** Unsupported.
/// - **iOS:** Can only be called on the main thread.
#[inline]
pub fn set_visible(&self, visible: bool) {
let _span = tracing::debug_span!("winit::Window::set_visible", visible).entered();
self.window.maybe_queue_on_main(move |w| w.set_visible(visible))
}
/// Gets the window's current visibility state.
///
/// `None` means it couldn't be determined, so it is not recommended to use this to drive your
/// rendering backend.
///
/// ## Platform-specific
///
/// - **X11:** Not implemented.
/// - **Wayland / iOS / Android / Web:** Unsupported.
#[inline]
pub fn is_visible(&self) -> Option<bool> {
let _span = tracing::debug_span!("winit::Window::is_visible",).entered();
self.window.maybe_wait_on_main(|w| w.is_visible())
}
/// Sets whether the window is resizable or not.
///
/// Note that making the window unresizable doesn't exempt you from handling
/// [`WindowEvent::Resized`], as that event can still be triggered by DPI scaling, entering
/// fullscreen mode, etc. Also, the window could still be resized by calling
/// [`Window::request_inner_size`].
///
/// ## Platform-specific
///
/// This only has an effect on desktop platforms.
///
/// - **X11:** Due to a bug in XFCE, this has no effect on Xfwm.
/// - **iOS / Android / Web:** Unsupported.
///
/// [`WindowEvent::Resized`]: crate::event::WindowEvent::Resized
#[inline]
pub fn set_resizable(&self, resizable: bool) {
let _span = tracing::debug_span!("winit::Window::set_resizable", resizable).entered();
self.window.maybe_queue_on_main(move |w| w.set_resizable(resizable))
}
/// Gets the window's current resizable state.
///
/// ## Platform-specific
///
/// - **X11:** Not implemented.
/// - **iOS / Android / Web:** Unsupported.
#[inline]
pub fn is_resizable(&self) -> bool {
let _span = tracing::debug_span!("winit::Window::is_resizable",).entered();
self.window.maybe_wait_on_main(|w| w.is_resizable())
}
/// Sets the enabled window buttons.
///
/// ## Platform-specific
///
/// - **Wayland / X11 / Orbital:** Not implemented.
/// - **Web / iOS / Android:** Unsupported.
pub fn set_enabled_buttons(&self, buttons: WindowButtons) {
let _span = tracing::debug_span!(
"winit::Window::set_enabled_buttons",
buttons = ?buttons
)
.entered();
self.window.maybe_queue_on_main(move |w| w.set_enabled_buttons(buttons))
}
/// Gets the enabled window buttons.
///
/// ## Platform-specific
///
/// - **Wayland / X11 / Orbital:** Not implemented. Always returns [`WindowButtons::all`].
/// - **Web / iOS / Android:** Unsupported. Always returns [`WindowButtons::all`].
pub fn enabled_buttons(&self) -> WindowButtons {
let _span = tracing::debug_span!("winit::Window::enabled_buttons",).entered();
self.window.maybe_wait_on_main(|w| w.enabled_buttons())
}
/// Sets the window to minimized or back
///
/// ## Platform-specific
///
/// - **iOS / Android / Web / Orbital:** Unsupported.
/// - **Wayland:** Un-minimize is unsupported.
#[inline]
pub fn set_minimized(&self, minimized: bool) {
let _span = tracing::debug_span!("winit::Window::set_minimized", minimized).entered();
self.window.maybe_queue_on_main(move |w| w.set_minimized(minimized))
}
/// Gets the window's current minimized state.
///
/// `None` will be returned, if the minimized state couldn't be determined.
///
/// ## Note
///
/// - You shouldn't stop rendering for minimized windows, however you could lower the fps.
///
/// ## Platform-specific
///
/// - **Wayland**: always `None`.
/// - **iOS / Android / Web / Orbital:** Unsupported.
#[inline]
pub fn is_minimized(&self) -> Option<bool> {
let _span = tracing::debug_span!("winit::Window::is_minimized",).entered();
self.window.maybe_wait_on_main(|w| w.is_minimized())
}
/// Sets the window to maximized or back.
///
/// ## Platform-specific
///
/// - **iOS / Android / Web:** Unsupported.
#[inline]
pub fn set_maximized(&self, maximized: bool) {
let _span = tracing::debug_span!("winit::Window::set_maximized", maximized).entered();
self.window.maybe_queue_on_main(move |w| w.set_maximized(maximized))
}
/// Gets the window's current maximized state.
///
/// ## Platform-specific
///
/// - **iOS / Android / Web:** Unsupported.
#[inline]
pub fn is_maximized(&self) -> bool {
let _span = tracing::debug_span!("winit::Window::is_maximized",).entered();
self.window.maybe_wait_on_main(|w| w.is_maximized())
}
/// Sets the window to fullscreen or back.
///
/// ## Platform-specific
///
/// - **macOS:** [`Fullscreen::Exclusive`] provides true exclusive mode with a video mode
/// change. *Caveat!* macOS doesn't provide task switching (or spaces!) while in exclusive
/// fullscreen mode. This mode should be used when a video mode change is desired, but for a
/// better user experience, borderless fullscreen might be preferred.
///
/// [`Fullscreen::Borderless`] provides a borderless fullscreen window on a
/// separate space. This is the idiomatic way for fullscreen games to work
/// on macOS. See `WindowExtMacOs::set_simple_fullscreen` if
/// separate spaces are not preferred.
///
/// The dock and the menu bar are disabled in exclusive fullscreen mode.
/// - **iOS:** Can only be called on the main thread.
/// - **Wayland:** Does not support exclusive fullscreen mode and will no-op a request.
/// - **Windows:** Screen saver is disabled in fullscreen mode.
/// - **Android / Orbital:** Unsupported.
/// - **Web:** Passing a [`MonitorHandle`] or [`VideoModeHandle`] that was not created with
#[cfg_attr(
any(web_platform, docsrs),
doc = " [detailed monitor permissions][crate::platform::web::ActiveEventLoopExtWeb::request_detailed_monitor_permission]"
)]
#[cfg_attr(not(any(web_platform, docsrs)), doc = " detailed monitor permissions")]
/// or calling without a [transient activation] does nothing.
///
/// [transient activation]: https://developer.mozilla.org/en-US/docs/Glossary/Transient_activation
#[inline]
pub fn set_fullscreen(&self, fullscreen: Option<Fullscreen>) {
let _span = tracing::debug_span!(
"winit::Window::set_fullscreen",
fullscreen = ?fullscreen
)
.entered();
self.window.maybe_queue_on_main(move |w| w.set_fullscreen(fullscreen.map(|f| f.into())))
}
/// Gets the window's current fullscreen state.
///
/// ## Platform-specific
///
/// - **iOS:** Can only be called on the main thread.
/// - **Android / Orbital:** Will always return `None`.
/// - **Wayland:** Can return `Borderless(None)` when there are no monitors.
/// - **Web:** Can only return `None` or `Borderless(None)`.
#[inline]
pub fn fullscreen(&self) -> Option<Fullscreen> {
let _span = tracing::debug_span!("winit::Window::fullscreen",).entered();
self.window.maybe_wait_on_main(|w| w.fullscreen().map(|f| f.into()))
}
/// Turn window decorations on or off.
///
/// Enable/disable window decorations provided by the server or Winit.
/// By default this is enabled. Note that fullscreen windows and windows on
/// mobile and Web platforms naturally do not have decorations.
///
/// ## Platform-specific
///
/// - **iOS / Android / Web:** No effect.
#[inline]
pub fn set_decorations(&self, decorations: bool) {
let _span = tracing::debug_span!("winit::Window::set_decorations", decorations).entered();
self.window.maybe_queue_on_main(move |w| w.set_decorations(decorations))
}
/// Gets the window's current decorations state.
///
/// Returns `true` when windows are decorated (server-side or by Winit).
/// Also returns `true` when no decorations are required (mobile, Web).
///
/// ## Platform-specific
///
/// - **iOS / Android / Web:** Always returns `true`.
#[inline]
pub fn is_decorated(&self) -> bool {
let _span = tracing::debug_span!("winit::Window::is_decorated",).entered();
self.window.maybe_wait_on_main(|w| w.is_decorated())
}
/// Change the window level.
///
/// This is just a hint to the OS, and the system could ignore it.
///
/// See [`WindowLevel`] for details.
pub fn set_window_level(&self, level: WindowLevel) {
let _span = tracing::debug_span!(
"winit::Window::set_window_level",
level = ?level
)
.entered();
self.window.maybe_queue_on_main(move |w| w.set_window_level(level))
}
/// Sets the window icon.
///
/// On Windows and X11, this is typically the small icon in the top-left
/// corner of the titlebar.
///
/// ## Platform-specific
///
/// - **iOS / Android / Web / Wayland / macOS / Orbital:** Unsupported.
///
/// - **Windows:** 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 set_window_icon(&self, window_icon: Option<Icon>) {
let _span = tracing::debug_span!("winit::Window::set_window_icon",).entered();
self.window.maybe_queue_on_main(move |w| w.set_window_icon(window_icon))
}
/// Set the IME cursor editing area, where the `position` is the top left corner of that area
/// and `size` is the size of this area starting from the position. An example of such area
/// could be a input field in the UI or line in the editor.
///
/// The windowing system could place a candidate box close to that area, but try to not obscure
/// the specified area, so the user input to it stays visible.
///
/// The candidate box is the window / popup / overlay that allows you to select the desired
/// characters. The look of this box may differ between input devices, even on the same
/// platform.
///
/// (Apple's official term is "candidate window", see their [chinese] and [japanese] guides).
///
/// ## Example
///
/// ```no_run
/// # use winit::dpi::{LogicalPosition, PhysicalPosition, LogicalSize, PhysicalSize};
/// # use winit::window::Window;
/// # fn scope(window: &Window) {
/// // Specify the position in logical dimensions like this:
/// window.set_ime_cursor_area(LogicalPosition::new(400.0, 200.0), LogicalSize::new(100, 100));
///
/// // Or specify the position in physical dimensions like this:
/// window.set_ime_cursor_area(PhysicalPosition::new(400, 200), PhysicalSize::new(100, 100));
/// # }
/// ```
///
/// ## Platform-specific
///
/// - **X11:** - area is not supported, only position.
/// - **iOS / Android / Web / Orbital:** Unsupported.
///
/// [chinese]: https://support.apple.com/guide/chinese-input-method/use-the-candidate-window-cim12992/104/mac/12.0
/// [japanese]: https://support.apple.com/guide/japanese-input-method/use-the-candidate-window-jpim10262/6.3/mac/12.0
#[inline]
pub fn set_ime_cursor_area<P: Into<Position>, S: Into<Size>>(&self, position: P, size: S) {
let position = position.into();
let size = size.into();
let _span = tracing::debug_span!(
"winit::Window::set_ime_cursor_area",
position = ?position,
size = ?size,
)
.entered();
self.window.maybe_queue_on_main(move |w| w.set_ime_cursor_area(position, size))
}
/// Sets whether the window should get IME events
///
/// When IME is allowed, the window will receive [`Ime`] events, and during the
/// preedit phase the window will NOT get [`KeyboardInput`] events. The window
/// should allow IME while it is expecting text input.
///
/// When IME is not allowed, the window won't receive [`Ime`] events, and will
/// receive [`KeyboardInput`] events for every keypress instead. Not allowing
/// IME is useful for games for example.
///
/// IME is **not** allowed by default.
///
/// ## Platform-specific
///
/// - **macOS:** IME must be enabled to receive text-input where dead-key sequences are
/// combined.
/// - **iOS / Android / Web / Orbital:** Unsupported.
/// - **X11**: Enabling IME will disable dead keys reporting during compose.
///
/// [`Ime`]: crate::event::WindowEvent::Ime
/// [`KeyboardInput`]: crate::event::WindowEvent::KeyboardInput
#[inline]
pub fn set_ime_allowed(&self, allowed: bool) {
let _span = tracing::debug_span!("winit::Window::set_ime_allowed", allowed).entered();
self.window.maybe_queue_on_main(move |w| w.set_ime_allowed(allowed))
}
/// Sets the IME purpose for the window using [`ImePurpose`].
///
/// ## Platform-specific
///
/// - **iOS / Android / Web / Windows / X11 / macOS / Orbital:** Unsupported.
#[inline]
pub fn set_ime_purpose(&self, purpose: ImePurpose) {
let _span = tracing::debug_span!(
"winit::Window::set_ime_purpose",
purpose = ?purpose
)
.entered();
self.window.maybe_queue_on_main(move |w| w.set_ime_purpose(purpose))
}
/// Brings the window to the front and sets input focus. Has no effect if the window is
/// already in focus, minimized, or not visible.
///
/// This method steals input focus from other applications. Do not use this method unless
/// you are certain that's what the user wants. Focus stealing can cause an extremely disruptive
/// user experience.
///
/// ## Platform-specific
///
/// - **iOS / Android / Wayland / Orbital:** Unsupported.
#[inline]
pub fn focus_window(&self) {
let _span = tracing::debug_span!("winit::Window::focus_window",).entered();
self.window.maybe_queue_on_main(|w| w.focus_window())
}
/// Gets whether the window has keyboard focus.
///
/// This queries the same state information as [`WindowEvent::Focused`].
///
/// [`WindowEvent::Focused`]: crate::event::WindowEvent::Focused
#[inline]
pub fn has_focus(&self) -> bool {
let _span = tracing::debug_span!("winit::Window::has_focus",).entered();
self.window.maybe_wait_on_main(|w| w.has_focus())
}
/// Requests user attention to the window, this has no effect if the application
/// is already focused. How requesting for user attention manifests is platform dependent,
/// see [`UserAttentionType`] for details.
///
/// Providing `None` will unset the request for user attention. Unsetting the request for
/// user attention might not be done automatically by the WM when the window receives input.
///
/// ## Platform-specific
///
/// - **iOS / Android / Web / Orbital:** Unsupported.
/// - **macOS:** `None` has no effect.
/// - **X11:** Requests for user attention must be manually cleared.
/// - **Wayland:** Requires `xdg_activation_v1` protocol, `None` has no effect.
#[inline]
pub fn request_user_attention(&self, request_type: Option<UserAttentionType>) {
let _span = tracing::debug_span!(
"winit::Window::request_user_attention",
request_type = ?request_type
)
.entered();
self.window.maybe_queue_on_main(move |w| w.request_user_attention(request_type))
}
/// Set or override the window theme.
///
/// Specify `None` to reset the theme to the system default.
///
/// ## Platform-specific
///
/// - **Wayland:** Sets the theme for the client side decorations. Using `None` will use dbus to
/// get the system preference.
/// - **X11:** Sets `_GTK_THEME_VARIANT` hint to `dark` or `light` and if `None` is used, it
/// will default to [`Theme::Dark`].
/// - **iOS / Android / Web / Orbital:** Unsupported.
#[inline]
pub fn set_theme(&self, theme: Option<Theme>) {
let _span = tracing::debug_span!(
"winit::Window::set_theme",
theme = ?theme
)
.entered();
self.window.maybe_queue_on_main(move |w| w.set_theme(theme))
}
/// Returns the current window theme override.
///
/// Returns `None` if the current theme is set as the system default, or if it cannot be
/// determined on the current platform.
///
/// ## Platform-specific
///
/// - **iOS / Android / Wayland / x11 / Orbital:** Unsupported, returns `None`.
#[inline]
pub fn theme(&self) -> Option<Theme> {
let _span = tracing::debug_span!("winit::Window::theme",).entered();
self.window.maybe_wait_on_main(|w| w.theme())
}
/// Prevents the window contents from being captured by other apps.
///
/// ## Platform-specific
///
/// - **macOS**: if `false`, [`NSWindowSharingNone`] is used but doesn't completely prevent all
/// apps from reading the window content, for instance, QuickTime.
/// - **iOS / Android / x11 / Wayland / Web / Orbital:** Unsupported.
///
/// [`NSWindowSharingNone`]: https://developer.apple.com/documentation/appkit/nswindowsharingtype/nswindowsharingnone
pub fn set_content_protected(&self, protected: bool) {
let _span =
tracing::debug_span!("winit::Window::set_content_protected", protected).entered();
self.window.maybe_queue_on_main(move |w| w.set_content_protected(protected))
}
/// Gets the current title of the window.
///
/// ## Platform-specific
///
/// - **iOS / Android / x11 / Wayland / Web:** Unsupported. Always returns an empty string.
#[inline]
pub fn title(&self) -> String {
let _span = tracing::debug_span!("winit::Window::title",).entered();
self.window.maybe_wait_on_main(|w| w.title())
}
}
/// Cursor functions.
impl Window {
/// Modifies the cursor icon of the window.
///
/// ## Platform-specific
///
/// - **iOS / Android / Orbital:** Unsupported.
/// - **Web:** Custom cursors have to be loaded and decoded first, until then the previous
/// cursor is shown.
#[inline]
pub fn set_cursor(&self, cursor: impl Into<Cursor>) {
let cursor = cursor.into();
let _span = tracing::debug_span!("winit::Window::set_cursor",).entered();
self.window.maybe_queue_on_main(move |w| w.set_cursor(cursor))
}
/// Changes the position of the cursor in window coordinates.
///
/// ```no_run
/// # use winit::dpi::{LogicalPosition, PhysicalPosition};
/// # use winit::window::Window;
/// # fn scope(window: &Window) {
/// // Specify the position in logical dimensions like this:
/// window.set_cursor_position(LogicalPosition::new(400.0, 200.0));
///
/// // Or specify the position in physical dimensions like this:
/// window.set_cursor_position(PhysicalPosition::new(400, 200));
/// # }
/// ```
///
/// ## Platform-specific
///
/// - **Wayland**: Cursor must be in [`CursorGrabMode::Locked`].
/// - **iOS / Android / Web / Orbital:** Always returns an [`ExternalError::NotSupported`].
#[inline]
pub fn set_cursor_position<P: Into<Position>>(&self, position: P) -> Result<(), ExternalError> {
let position = position.into();
let _span = tracing::debug_span!(
"winit::Window::set_cursor_position",
position = ?position
)
.entered();
self.window.maybe_wait_on_main(|w| w.set_cursor_position(position))
}
/// Set grabbing [mode][CursorGrabMode] on the cursor preventing it from leaving the window.
///
/// # Example
///
/// First try confining the cursor, and if that fails, try locking it instead.
///
/// ```no_run
/// # use winit::window::{CursorGrabMode, Window};
/// # fn scope(window: &Window) {
/// window
/// .set_cursor_grab(CursorGrabMode::Confined)
/// .or_else(|_e| window.set_cursor_grab(CursorGrabMode::Locked))
/// .unwrap();
/// # }
/// ```
#[inline]
pub fn set_cursor_grab(&self, mode: CursorGrabMode) -> Result<(), ExternalError> {
let _span = tracing::debug_span!(
"winit::Window::set_cursor_grab",
mode = ?mode
)
.entered();
self.window.maybe_wait_on_main(|w| w.set_cursor_grab(mode))
}
/// Modifies the cursor's visibility.
///
/// If `false`, this will hide the cursor. If `true`, this will show the cursor.
///
/// ## Platform-specific
///
/// - **Windows:** The cursor is only hidden within the confines of the window.
/// - **X11:** The cursor is only hidden within the confines of the window.
/// - **Wayland:** The cursor is only hidden within the confines of the window.
/// - **macOS:** The cursor is hidden as long as the window has input focus, even if the cursor
/// is outside of the window.
/// - **iOS / Android:** Unsupported.
#[inline]
pub fn set_cursor_visible(&self, visible: bool) {
let _span = tracing::debug_span!("winit::Window::set_cursor_visible", visible).entered();
self.window.maybe_queue_on_main(move |w| w.set_cursor_visible(visible))
}
/// Moves the window with the left mouse button until the button is released.
///
/// There's no guarantee that this will work unless the left mouse button was pressed
/// immediately before this function is called.
///
/// ## Platform-specific
///
/// - **X11:** Un-grabs the cursor.
/// - **Wayland:** Requires the cursor to be inside the window to be dragged.
/// - **macOS:** May prevent the button release event to be triggered.
/// - **iOS / Android / Web:** Always returns an [`ExternalError::NotSupported`].
#[inline]
pub fn drag_window(&self) -> Result<(), ExternalError> {
let _span = tracing::debug_span!("winit::Window::drag_window",).entered();
self.window.maybe_wait_on_main(|w| w.drag_window())
}
/// Resizes the window with the left mouse button until the button is released.
///
/// There's no guarantee that this will work unless the left mouse button was pressed
/// immediately before this function is called.
///
/// ## Platform-specific
///
/// - **macOS:** Always returns an [`ExternalError::NotSupported`]
/// - **iOS / Android / Web:** Always returns an [`ExternalError::NotSupported`].
#[inline]
pub fn drag_resize_window(&self, direction: ResizeDirection) -> Result<(), ExternalError> {
let _span = tracing::debug_span!(
"winit::Window::drag_resize_window",
direction = ?direction
)
.entered();
self.window.maybe_wait_on_main(|w| w.drag_resize_window(direction))
}
/// Show [window menu] at a specified position .
///
/// This is the context menu that is normally shown when interacting with
/// the title bar. This is useful when implementing custom decorations.
///
/// ## Platform-specific
/// **Android / iOS / macOS / Orbital / Wayland / Web / X11:** Unsupported.
///
/// [window menu]: https://en.wikipedia.org/wiki/Common_menus_in_Microsoft_Windows#System_menu
pub fn show_window_menu(&self, position: impl Into<Position>) {
let position = position.into();
let _span = tracing::debug_span!(
"winit::Window::show_window_menu",
position = ?position
)
.entered();
self.window.maybe_queue_on_main(move |w| w.show_window_menu(position))
}
/// Modifies whether the window catches cursor events.
///
/// If `true`, the window will catch the cursor events. If `false`, events are passed through
/// the window such that any other window behind it receives them. By default hittest is
/// enabled.
///
/// ## Platform-specific
///
/// - **iOS / Android / Web / Orbital:** Always returns an [`ExternalError::NotSupported`].
#[inline]
pub fn set_cursor_hittest(&self, hittest: bool) -> Result<(), ExternalError> {
let _span = tracing::debug_span!("winit::Window::set_cursor_hittest", hittest).entered();
self.window.maybe_wait_on_main(|w| w.set_cursor_hittest(hittest))
}
}
/// Monitor info functions.
impl Window {
/// Returns the monitor on which the window currently resides.
///
/// Returns `None` if current monitor can't be detected.
#[inline]
pub fn current_monitor(&self) -> Option<MonitorHandle> {
let _span = tracing::debug_span!("winit::Window::current_monitor",).entered();
self.window.maybe_wait_on_main(|w| w.current_monitor().map(|inner| MonitorHandle { inner }))
}
/// Returns the list of all the monitors available on the system.
///
/// This is the same as [`ActiveEventLoop::available_monitors`], and is provided for
/// convenience.
///
///
/// ## Platform-specific
///
/// **Web:** Only returns the current monitor without
#[cfg_attr(
any(web_platform, docsrs),
doc = "[detailed monitor permissions][crate::platform::web::ActiveEventLoopExtWeb::request_detailed_monitor_permission]."
)]
#[cfg_attr(not(any(web_platform, docsrs)), doc = "detailed monitor permissions.")]
///
#[rustfmt::skip]
/// [`ActiveEventLoop::available_monitors`]: crate::event_loop::ActiveEventLoop::available_monitors
#[inline]
pub fn available_monitors(&self) -> impl Iterator<Item = MonitorHandle> {
let _span = tracing::debug_span!("winit::Window::available_monitors",).entered();
self.window.maybe_wait_on_main(|w| {
w.available_monitors().into_iter().map(|inner| MonitorHandle { inner })
})
}
/// Returns the primary monitor of the system.
///
/// Returns `None` if it can't identify any monitor as a primary one.
///
/// This is the same as [`ActiveEventLoop::primary_monitor`], and is provided for convenience.
///
/// ## Platform-specific
///
/// - **Wayland:** Always returns `None`.
/// - **Web:** Always returns `None` without
#[cfg_attr(
any(web_platform, docsrs),
doc = " [detailed monitor permissions][crate::platform::web::ActiveEventLoopExtWeb::request_detailed_monitor_permission]."
)]
#[cfg_attr(not(any(web_platform, docsrs)), doc = " detailed monitor permissions.")]
///
#[rustfmt::skip]
/// [`ActiveEventLoop::primary_monitor`]: crate::event_loop::ActiveEventLoop::primary_monitor
#[inline]
pub fn primary_monitor(&self) -> Option<MonitorHandle> {
let _span = tracing::debug_span!("winit::Window::primary_monitor",).entered();
self.window.maybe_wait_on_main(|w| w.primary_monitor().map(|inner| MonitorHandle { inner }))
}
}
#[cfg(feature = "rwh_06")]
impl rwh_06::HasWindowHandle for Window {
fn window_handle(&self) -> Result<rwh_06::WindowHandle<'_>, rwh_06::HandleError> {
let raw = self.window.raw_window_handle_rwh_06()?;
// SAFETY: The window handle will never be deallocated while the window is alive,
// and the main thread safety requirements are upheld internally by each platform.
Ok(unsafe { rwh_06::WindowHandle::borrow_raw(raw) })
}
}
#[cfg(feature = "rwh_06")]
impl rwh_06::HasDisplayHandle for Window {
fn display_handle(&self) -> Result<rwh_06::DisplayHandle<'_>, rwh_06::HandleError> {
let raw = self.window.raw_display_handle_rwh_06()?;
// SAFETY: The window handle will never be deallocated while the window is alive,
// and the main thread safety requirements are upheld internally by each platform.
Ok(unsafe { rwh_06::DisplayHandle::borrow_raw(raw) })
}
}
/// Wrapper to make objects `Send`.
///
/// # Safety
///
/// This is not safe! This is only used for `RawWindowHandle`, which only has unsafe getters.
#[cfg(any(feature = "rwh_05", feature = "rwh_04"))]
struct UnsafeSendWrapper<T>(T);
#[cfg(any(feature = "rwh_05", feature = "rwh_04"))]
unsafe impl<T> Send for UnsafeSendWrapper<T> {}
#[cfg(feature = "rwh_05")]
unsafe impl rwh_05::HasRawWindowHandle for Window {
fn raw_window_handle(&self) -> rwh_05::RawWindowHandle {
self.window.maybe_wait_on_main(|w| UnsafeSendWrapper(w.raw_window_handle_rwh_05())).0
}
}
#[cfg(feature = "rwh_05")]
unsafe impl rwh_05::HasRawDisplayHandle for Window {
/// Returns a [`rwh_05::RawDisplayHandle`] used by the [`EventLoop`] that
/// created a window.
///
/// [`EventLoop`]: crate::event_loop::EventLoop
fn raw_display_handle(&self) -> rwh_05::RawDisplayHandle {
self.window.maybe_wait_on_main(|w| UnsafeSendWrapper(w.raw_display_handle_rwh_05())).0
}
}
#[cfg(feature = "rwh_04")]
unsafe impl rwh_04::HasRawWindowHandle for Window {
fn raw_window_handle(&self) -> rwh_04::RawWindowHandle {
self.window.maybe_wait_on_main(|w| UnsafeSendWrapper(w.raw_window_handle_rwh_04())).0
}
}
/// The behavior of cursor grabbing.
///
/// Use this enum with [`Window::set_cursor_grab`] to grab the cursor.
#[derive(Debug, Copy, Clone, PartialEq, Eq, Hash)]
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
pub enum CursorGrabMode {
/// No grabbing of the cursor is performed.
None,
/// The cursor is confined to the window area.
///
/// There's no guarantee that the cursor will be hidden. You should hide it by yourself if you
/// want to do so.
///
/// ## Platform-specific
///
/// - **macOS:** Not implemented. Always returns [`ExternalError::NotSupported`] for now.
/// - **iOS / Android / Web:** Always returns an [`ExternalError::NotSupported`].
Confined,
/// The cursor is locked inside the window area to the certain position.
///
/// There's no guarantee that the cursor will be hidden. You should hide it by yourself if you
/// want to do so.
///
/// ## Platform-specific
///
/// - **X11 / Windows:** Not implemented. Always returns [`ExternalError::NotSupported`] for
/// now.
/// - **iOS / Android:** Always returns an [`ExternalError::NotSupported`].
Locked,
}
/// Defines the orientation that a window resize will be performed.
#[derive(Debug, Copy, Clone, PartialEq, Eq, Hash)]
pub enum ResizeDirection {
East,
North,
NorthEast,
NorthWest,
South,
SouthEast,
SouthWest,
West,
}
impl From<ResizeDirection> for CursorIcon {
fn from(direction: ResizeDirection) -> Self {
use ResizeDirection::*;
match direction {
East => CursorIcon::EResize,
North => CursorIcon::NResize,
NorthEast => CursorIcon::NeResize,
NorthWest => CursorIcon::NwResize,
South => CursorIcon::SResize,
SouthEast => CursorIcon::SeResize,
SouthWest => CursorIcon::SwResize,
West => CursorIcon::WResize,
}
}
}
/// Fullscreen modes.
#[derive(Clone, Debug, PartialEq, Eq)]
pub enum Fullscreen {
Exclusive(VideoModeHandle),
/// Providing `None` to `Borderless` will fullscreen on the current monitor.
Borderless(Option<MonitorHandle>),
}
/// The theme variant to use.
#[derive(Clone, Copy, Debug, PartialEq, Eq)]
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
pub enum Theme {
/// Use the light variant.
Light,
/// Use the dark variant.
Dark,
}
/// ## Platform-specific
///
/// - **X11:** Sets the WM's `XUrgencyHint`. No distinction between [`Critical`] and
/// [`Informational`].
///
/// [`Critical`]: Self::Critical
/// [`Informational`]: Self::Informational
#[derive(Debug, Clone, Copy, Default, PartialEq, Eq)]
pub enum UserAttentionType {
/// ## Platform-specific
///
/// - **macOS:** Bounces the dock icon until the application is in focus.
/// - **Windows:** Flashes both the window and the taskbar button until the application is in
/// focus.
Critical,
/// ## Platform-specific
///
/// - **macOS:** Bounces the dock icon once.
/// - **Windows:** Flashes the taskbar button until the application is in focus.
#[default]
Informational,
}
bitflags::bitflags! {
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash)]
pub struct WindowButtons: u32 {
const CLOSE = 1 << 0;
const MINIMIZE = 1 << 1;
const MAXIMIZE = 1 << 2;
}
}
/// A window level groups windows with respect to their z-position.
///
/// The relative ordering between windows in different window levels is fixed.
/// The z-order of a window within the same window level may change dynamically on user interaction.
///
/// ## Platform-specific
///
/// - **iOS / Android / Web / Wayland:** Unsupported.
#[derive(Debug, Default, PartialEq, Eq, Clone, Copy)]
pub enum WindowLevel {
/// The window will always be below normal windows.
///
/// This is useful for a widget-based app.
AlwaysOnBottom,
/// The default.
#[default]
Normal,
/// The window will always be on top of normal windows.
AlwaysOnTop,
}
/// Generic IME purposes for use in [`Window::set_ime_purpose`].
///
/// The purpose may improve UX by optimizing the IME for the specific use case,
/// if winit can express the purpose to the platform and the platform reacts accordingly.
///
/// ## Platform-specific
///
/// - **iOS / Android / Web / Windows / X11 / macOS / Orbital:** Unsupported.
#[derive(Debug, PartialEq, Eq, Clone, Copy)]
#[non_exhaustive]
pub enum ImePurpose {
/// No special hints for the IME (default).
Normal,
/// The IME is used for password input.
Password,
/// The IME is used to input into a terminal.
///
/// For example, that could alter OSK on Wayland to show extra buttons.
Terminal,
}
impl Default for ImePurpose {
fn default() -> Self {
Self::Normal
}
}
/// An opaque token used to activate the [`Window`].
///
/// [`Window`]: crate::window::Window
#[derive(Debug, PartialEq, Eq, Clone)]
pub struct ActivationToken {
pub(crate) _token: String,
}
impl ActivationToken {
pub(crate) fn _new(_token: String) -> Self {
Self { _token }
}
}