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//! The `conf` module contains functions for loading and saving game //! configurations. //! //! A [`Conf`](struct.Conf.html) struct is used to create a config file //! which specifies hardware setup stuff, mostly video display settings. //! //! By default a ggez game will search its resource paths for a `/conf.toml` //! file and load values from it when the [`Context`](../struct.Context.html) is created. This file //! must be complete (ie you cannot just fill in some fields and have the //! rest be default) and provides a nice way to specify settings that //! can be tweaked such as window resolution, multisampling options, etc. //! If no file is found, it will create a `Conf` object from the settings //! passed to the [`ContextBuilder`](../struct.ContextBuilder.html). use std::io; use toml; use crate::error::GameResult; /// Possible fullscreen modes. #[derive(Debug, Copy, Clone, Serialize, Deserialize, PartialEq, Eq)] pub enum FullscreenType { /// Windowed mode. Windowed, /// Real fullscreen. True, /// Windowed fullscreen, generally preferred over real fullscreen /// these days 'cause it plays nicer with multiple monitors. Desktop, } /// A builder structure containing window settings /// that can be set at runtime and changed with [`graphics::set_mode()`](../graphics/fn.set_mode.html). /// /// Defaults: /// /// ```rust /// # use ggez::conf::*; /// # fn main() { assert_eq!( /// WindowMode { /// width: 800.0, /// height: 600.0, /// maximized: false, /// fullscreen_type: FullscreenType::Windowed, /// borderless: false, /// min_width: 0.0, /// max_width: 0.0, /// min_height: 0.0, /// max_height: 0.0, /// hidpi: false, /// resizable: false, /// } /// # , WindowMode::default());} /// ``` #[derive(Debug, Copy, Clone, SmartDefault, Serialize, Deserialize, PartialEq)] pub struct WindowMode { /// Window width #[default = 800.0] pub width: f32, /// Window height #[default = 600.0] pub height: f32, /// Whether or not to maximize the window #[default = false] pub maximized: bool, /// Fullscreen type #[default(FullscreenType::Windowed)] pub fullscreen_type: FullscreenType, /// Whether or not to show window decorations #[default = false] pub borderless: bool, /// Minimum width for resizable windows; 0 means no limit #[default = 0.0] pub min_width: f32, /// Minimum height for resizable windows; 0 means no limit #[default = 0.0] pub min_height: f32, /// Maximum width for resizable windows; 0 means no limit #[default = 0.0] pub max_width: f32, /// Maximum height for resizable windows; 0 means no limit #[default = 0.0] pub max_height: f32, /// Whether or not to scale all "pixel" coordinates to deal with /// high DPI screens. /// /// A very good overview of this is available in /// [the `winit` docs](https://docs.rs/winit/0.18.0/winit/dpi/index.html). /// If this is false (the default), one pixel in ggez equates to one /// physical pixel on the screen. If it is `true`, then ggez will /// scale *all* pixel coordinates by the scaling factor returned by /// [`graphics::get_hidpi_factor()`](../graphics/fn.get_hidpi_factor.html). /// /// BUGGO: Currently unimplemented. hidpi is always forcefully ignored. #[default = false] pub hidpi: bool, /// Whether or not the window is resizable #[default = false] pub resizable: bool, } impl WindowMode { /// Set default window size, or screen resolution in true fullscreen mode. pub fn dimensions(mut self, width: f32, height: f32) -> Self { self.width = width; self.height = height; self } /// Set whether the window should be maximized. pub fn maximized(mut self, maximized: bool) -> Self { self.maximized = maximized; self } /// Set the fullscreen type. pub fn fullscreen_type(mut self, fullscreen_type: FullscreenType) -> Self { self.fullscreen_type = fullscreen_type; self } /// Set whether a window should be borderless in windowed mode. pub fn borderless(mut self, borderless: bool) -> Self { self.borderless = borderless; self } /// Set minimum window dimensions for windowed mode. pub fn min_dimensions(mut self, width: f32, height: f32) -> Self { self.min_width = width; self.min_height = height; self } /// Set maximum window dimensions for windowed mode. pub fn max_dimensions(mut self, width: f32, height: f32) -> Self { self.max_width = width; self.max_height = height; self } /// Set resizable. pub fn resizable(mut self, resizable: bool) -> Self { self.resizable = resizable; self } /// Sets whether or not to allow hidpi. pub fn hidpi(mut self, hidpi: bool) -> Self { self.hidpi = hidpi; self } } /// A builder structure containing window settings /// that must be set at init time and cannot be changed afterwards. /// /// Defaults: /// /// ```rust /// # use ggez::conf::*; /// # fn main() { assert_eq!( /// WindowSetup { /// title: "An easy, good game".to_owned(), /// samples: NumSamples::Zero, /// vsync: true, /// transparent: false, /// icon: "".to_owned(), /// srgb: true, /// } /// # , WindowSetup::default()); } /// ``` #[derive(Debug, Clone, SmartDefault, Serialize, Deserialize, PartialEq)] pub struct WindowSetup { /// The window title. #[default(String::from("An easy, good game"))] pub title: String, /// Number of samples to use for multisample anti-aliasing. #[default(NumSamples::Zero)] pub samples: NumSamples, /// Whether or not to enable vsync. #[default = true] pub vsync: bool, /// Whether or not should the window's background be transparent. /// /// TODO: I don't think I've ever even tried to use this??? Need tests! #[default = false] pub transparent: bool, /// A file path to the window's icon. /// It takes a path rooted in the `resources` directory (see the [`filesystem`](../filesystem/index.html) /// module for details), and an empty string results in a blank/default icon. #[default(String::new())] pub icon: String, /// Whether or not to enable sRGB (gamma corrected color) /// handling on the display. #[default = true] pub srgb: bool, } impl WindowSetup { /// Set window title. pub fn title(mut self, title: &str) -> Self { self.title = title.to_owned(); self } /// Set number of samples to use for multisample anti-aliasing. pub fn samples(mut self, samples: NumSamples) -> Self { self.samples = samples; self } /// Set whether vsync is enabled. pub fn vsync(mut self, vsync: bool) -> Self { self.vsync = vsync; self } /// Set if window background should be transparent. /// /// TODO: Is this necessary? Do we ever want this? pub fn transparent(mut self, transparent: bool) -> Self { self.transparent = transparent; self } /// Set the window's icon. pub fn icon(mut self, icon: &str) -> Self { self.icon = icon.to_owned(); self } /// Set sRGB color mode. pub fn srgb(mut self, active: bool) -> Self { self.srgb = active; self } } /// Possible backends. /// Currently, only OpenGL and OpenGL ES Core specs are supported, /// but this lets you specify which to use as well as the version numbers. /// /// Defaults: /// /// ```rust /// # use ggez::conf::*; /// # fn main() { assert_eq!( /// Backend::OpenGL { /// major: 3, /// minor: 2, /// } /// # , Backend::default()); } /// ``` #[derive(Debug, Copy, Clone, Serialize, Deserialize, PartialEq, Eq, SmartDefault)] #[serde(tag = "type")] pub enum Backend { /// Defaults to OpenGL 3.2, which is supported by basically /// every machine since 2009 or so (apart from the ones that don't). #[default] OpenGL { /// OpenGL major version #[default = 3] major: u8, /// OpenGL minor version #[default = 2] minor: u8, }, /// OpenGL ES, defaults to 3.0. Used for phones and other mobile /// devices. Using something older /// than 3.0 starts to running into sticky limitations, particularly /// with instanced drawing, but might be possible. OpenGLES { /// OpenGL ES major version #[default = 3] major: u8, /// OpenGL ES minor version #[default = 0] minor: u8, }, } impl Backend { /// Set OpenGL version. pub fn version(self, new_major: u8, new_minor: u8) -> Self { match self { Backend::OpenGL { .. } => Backend::OpenGL { major: new_major, minor: new_minor, }, Backend::OpenGLES { .. } => Backend::OpenGLES { major: new_major, minor: new_minor, }, } } /// Use OpenGL pub fn gl(self) -> Self { match self { Backend::OpenGLES { major, minor } => Backend::OpenGL { major, minor }, gl => gl, } } /// Use OpenGL ES pub fn gles(self) -> Self { match self { Backend::OpenGL { major, minor } => Backend::OpenGLES { major, minor }, es => es, } } } /// The possible number of samples for multisample anti-aliasing. #[derive(Debug, Copy, Clone, Serialize, Deserialize, PartialEq, Eq)] pub enum NumSamples { /// Multisampling disabled. Zero = 0, /// One sample One = 1, /// Two samples Two = 2, /// Four samples Four = 4, /// Eight samples Eight = 8, /// Sixteen samples Sixteen = 16, } impl NumSamples { /// Create a `NumSamples` from a number. /// Returns None if `i` is invalid. pub fn from_u32(i: u32) -> Option<NumSamples> { match i { 0 => Some(NumSamples::Zero), 1 => Some(NumSamples::One), 2 => Some(NumSamples::Two), 4 => Some(NumSamples::Four), 8 => Some(NumSamples::Eight), 16 => Some(NumSamples::Sixteen), _ => None, } } } /// Defines which submodules to enable in ggez. /// If one tries to use a submodule that is not enabled, /// it will panic. Currently, not all subsystems can be /// disabled. /// /// Defaults: /// /// ```rust /// # use ggez::conf::*; /// # fn main() { assert_eq!( /// ModuleConf { /// gamepad: true, /// audio: true, /// } /// # , ModuleConf::default()); } /// ``` #[derive(Serialize, Deserialize, Copy, Clone, Debug, PartialEq, SmartDefault)] pub struct ModuleConf { // Gamepad is disabled by default on OSX // See issue #588 in general, #577 for specifics. /// The gamepad input module. #[cfg(target_os = "macos")] #[default = false] pub gamepad: bool, /// The gamepad input module. #[cfg(not(target_os = "macos"))] #[default = true] pub gamepad: bool, /// The audio module. #[default = true] pub audio: bool, } impl ModuleConf { /// Sets whether or not to enable the gamepad input module. pub fn gamepad(mut self, gamepad: bool) -> Self { self.gamepad = gamepad; self } /// Sets whether or not to enable the audio module. pub fn audio(mut self, audio: bool) -> Self { self.audio = audio; self } } /// A structure containing configuration data /// for the game engine. /// /// Defaults: /// /// ```rust /// # use ggez::conf::*; /// # fn main() { assert_eq!( /// Conf { /// window_mode: WindowMode::default(), /// window_setup: WindowSetup::default(), /// backend: Backend::default(), /// modules: ModuleConf::default(), /// } /// # , Conf::default()); } /// ``` #[derive(Serialize, Deserialize, Debug, PartialEq, SmartDefault, Clone)] pub struct Conf { /// Window setting information that can be set at runtime pub window_mode: WindowMode, /// Window setting information that must be set at init-time pub window_setup: WindowSetup, /// Backend configuration pub backend: Backend, /// Which modules to enable. pub modules: ModuleConf, } impl Conf { /// Same as `Conf::default()` pub fn new() -> Self { Self::default() } /// Load a TOML file from the given `Read` and attempts to parse /// a `Conf` from it. pub fn from_toml_file<R: io::Read>(file: &mut R) -> GameResult<Conf> { let mut s = String::new(); let _ = file.read_to_string(&mut s)?; let decoded = toml::from_str(&s)?; Ok(decoded) } /// Saves the `Conf` to the given `Write` object, /// formatted as TOML. pub fn to_toml_file<W: io::Write>(&self, file: &mut W) -> GameResult { let s = toml::to_vec(self)?; file.write_all(&s)?; Ok(()) } /// Sets the window mode pub fn window_mode(mut self, window_mode: WindowMode) -> Self { self.window_mode = window_mode; self } /// Sets the backend pub fn backend(mut self, backend: Backend) -> Self { self.backend = backend; self } /// Sets the backend pub fn modules(mut self, modules: ModuleConf) -> Self { self.modules = modules; self } } #[cfg(test)] mod tests { use crate::conf; /// Tries to encode and decode a `Conf` object /// and makes sure it gets the same result it had. #[test] fn headless_encode_round_trip() { let c1 = conf::Conf::new(); let mut writer = Vec::new(); let _c = c1.to_toml_file(&mut writer).unwrap(); let mut reader = writer.as_slice(); let c2 = conf::Conf::from_toml_file(&mut reader).unwrap(); assert_eq!(c1, c2); } }