#[macro_use]
extern crate glium;
use std::io::Cursor;
use glium::index::PrimitiveType;
#[allow(unused_imports)]
use glium::{Display, Frame, Surface};
use glutin::surface::WindowSurface;
use support::{ApplicationContext, State};
use glium::winit::{window::Fullscreen, keyboard::{PhysicalKey, KeyCode}};
mod support;
#[derive(Copy, Clone)]
struct Vertex {
position: [f32; 2],
tex_coords: [f32; 2],
}
implement_vertex!(Vertex, position, tex_coords);
struct Application {
pub vertex_buffer: glium::VertexBuffer<Vertex>,
pub index_buffer: glium::IndexBuffer<u16>,
pub opengl_texture: glium::texture::CompressedTexture2d,
pub program: glium::Program,
pub fullscreen: bool,
}
impl Application {
fn toggle_fullscreen(&mut self, window: &glium::winit::window::Window) {
if self.fullscreen {
window.set_fullscreen(None);
self.fullscreen = false;
} else {
let monitor_handle = window.available_monitors().next().unwrap();
let fs = Fullscreen::Borderless(Some(monitor_handle));
window.set_fullscreen(Some(fs));
self.fullscreen = true;
}
}
}
impl ApplicationContext for Application {
const WINDOW_TITLE:&'static str = "Glium fullscreen example";
fn new(display: &Display<WindowSurface>) -> Self {
let image = image::load(Cursor::new(&include_bytes!("../tests/fixture/opengl.png")[..]),
image::ImageFormat::Png).unwrap().to_rgba8();
let image_dimensions = image.dimensions();
let image = glium::texture::RawImage2d::from_raw_rgba_reversed(&image.into_raw(), image_dimensions);
let opengl_texture = glium::texture::CompressedTexture2d::new(display, image).unwrap();
let vertex_buffer = {
glium::VertexBuffer::new(display,
&[
Vertex { position: [-1.0, -1.0], tex_coords: [0.0, 0.0] },
Vertex { position: [-1.0, 1.0], tex_coords: [0.0, 1.0] },
Vertex { position: [ 1.0, 1.0], tex_coords: [1.0, 1.0] },
Vertex { position: [ 1.0, -1.0], tex_coords: [1.0, 0.0] }
]
).unwrap()
};
let index_buffer = glium::IndexBuffer::new(display, PrimitiveType::TriangleStrip,
&[1 as u16, 2, 0, 3]).unwrap();
let program = glium::Program::from_source(display, r"
#version 140
uniform mat4 matrix;
in vec2 position;
in vec2 tex_coords;
out vec2 v_tex_coords;
void main() {
gl_Position = matrix * vec4(position, 0.0, 1.0);
v_tex_coords = tex_coords;
}
", r"
#version 140
uniform sampler2D tex;
in vec2 v_tex_coords;
out vec4 color;
void main() {
color = texture(tex, v_tex_coords);
}
", None).unwrap();
let fullscreen = false;
Self {
vertex_buffer,
index_buffer,
opengl_texture,
fullscreen,
program,
}
}
fn draw_frame(&mut self, display: &Display<WindowSurface>) {
let mut frame = display.draw();
frame.clear_color(0.0, 1.0, 0.0, 1.0);
frame.draw(&self.vertex_buffer, &self.index_buffer, &self.program, &uniform! {
matrix: [
[0.5, 0.0, 0.0, 0.0],
[0.0, 0.5, 0.0, 0.0],
[0.0, 0.0, 0.5, 0.0],
[0.0, 0.0, 0.0, 1.0f32]
],
tex: &self.opengl_texture
}, &Default::default()).unwrap();
frame.finish().unwrap();
}
fn handle_window_event(&mut self, event: &glium::winit::event::WindowEvent, window: &glium::winit::window::Window) {
match event {
glium::winit::event::WindowEvent::KeyboardInput { event, .. } => match event.state {
glium::winit::event::ElementState::Pressed => match event.physical_key {
PhysicalKey::Code(KeyCode::Enter) => {
self.toggle_fullscreen(window);
}
_ => (),
},
_ => (),
},
_ => (),
}
}
}
fn main() {
println!("Press Enter to switch fullscreen mode");
State::<Application>::run_loop();
}