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//! `Window` methods.
//!
//! Provides window creation and manipulation methods on [`PixState`].
//!
//! Provided methods:
//!
//! - [`PixState::window_id`]: Get current window target ID.
//! - [`PixState::window`]: Create a [`WindowBuilder`] to open a new window.
//! - [`PixState::close_window`]: Close a window by ID.
//! - [`PixState::dimensions`]: Get the current render target (window or texture) dimensions as
//! `(width, height)`.
//! - [`PixState::window_dimensions`]: Get the current window target dimensions as `(width, height)`.
//! - [`PixState::set_window_dimensions`]: Set the current window target dimensions.
//! - [`PixState::viewport`]: Get the current render target (window or texture) viewport.
//! - [`PixState::set_viewport`]: Set the current render target (window or texture) viewport.
//! - [`PixState::clear_viewport`]: Clear the current render target (window or texture) viewport
//! back to the entire render size.
//! - [`PixState::width`]: Get the current render target (window or texture) width.
//! - [`PixState::window_width`]: Get the current window target width.
//! - [`PixState::set_window_width`]: Set the current window target width.
//! - [`PixState::height`]: Get the current render target (window or texture) height.
//! - [`PixState::window_height`]: Get the current window target height.
//! - [`PixState::set_window_height`]: Set the current window target height.
//! - [`PixState::center`]: Get the current render target (window or texture) center.
//! - [`PixState::window_center`]: Get the current window target center.
//! - [`PixState::display_dimensions`]: Get the primary display dimensions as `(width, height)`.
//! - [`PixState::display_width`]: Get the primary display width.
//! - [`PixState::display_height`]: Get the primary display height.
//! - [`PixState::show_window`]: Show the current window target if it is hidden.
//! - [`PixState::hide_window`]: Hide the current window target if it is shown.
//! - [`PixState::set_window_target`]: Set a window as the primary target for drawing operations.
//! - [`PixState::reset_window_target`]: Reset window target back to the primary window for drawing
//! operations.
use crate::{
image::Icon,
ops::clamp_dimensions,
prelude::*,
renderer::{Renderer, RendererSettings},
};
#[cfg(feature = "serde")]
use serde::{Deserialize, Serialize};
#[cfg(not(target_arch = "wasm32"))]
use std::path::PathBuf;
use std::{
fmt,
ops::{Deref, DerefMut},
};
/// Represents a possible screen position.
#[derive(Debug, Copy, Clone, Eq, PartialEq, Ord, PartialOrd, Hash)]
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
pub enum Position {
/// A positioned `(x, y)` coordinate.
Positioned(i32),
/// A coordinate placed in the center of the display.
Centered,
}
impl Default for Position {
fn default() -> Self {
Self::Centered
}
}
/// Window Identifier.
#[derive(Default, Debug, Copy, Clone, Eq, PartialEq, Ord, PartialOrd, Hash)]
pub struct WindowId(pub(crate) u32);
impl fmt::Display for WindowId {
fn fmt(&self, f: &mut fmt::Formatter<'_>) -> fmt::Result {
write!(f, "{}", self.0)
}
}
impl Deref for WindowId {
type Target = u32;
fn deref(&self) -> &Self::Target {
&self.0
}
}
impl DerefMut for WindowId {
fn deref_mut(&mut self) -> &mut Self::Target {
&mut self.0
}
}
/// A window cursor indicating the position of the mouse.
#[non_exhaustive]
#[derive(Debug, Clone, Eq, PartialEq, Hash)]
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
#[cfg_attr(target_arch = "wasm32", derive(Copy))]
#[allow(variant_size_differences)]
pub enum Cursor {
/// A system supported cursor. e.g. Arrow, Hand, etc.
System(SystemCursor),
#[cfg(not(target_arch = "wasm32"))]
/// A custom cursor from a image path starting at `(x, y)`.
Image(PathBuf, (i32, i32)),
}
impl Default for Cursor {
fn default() -> Self {
Self::System(SystemCursor::Arrow)
}
}
impl Cursor {
/// Constructs a `Cursor` from a file path.
#[inline]
#[cfg(not(target_arch = "wasm32"))]
pub fn new<P: Into<PathBuf>>(path: P, x: i32, y: i32) -> Self {
Self::Image(path.into(), (x, y))
}
/// Constructs a `Cursor` with `SystemCursor::Arrow`.
#[inline]
#[must_use]
pub const fn arrow() -> Self {
Self::System(SystemCursor::Arrow)
}
/// Constructs a `Cursor` with `SystemCursor::IBeam`.
#[inline]
#[must_use]
pub const fn ibeam() -> Self {
Self::System(SystemCursor::IBeam)
}
/// Constructs a `Cursor` with `SystemCursor::No`.
#[inline]
#[must_use]
pub const fn no() -> Self {
Self::System(SystemCursor::No)
}
/// Constructs a `Cursor` with `SystemCursor::Hand`.
#[inline]
#[must_use]
pub const fn hand() -> Self {
Self::System(SystemCursor::Hand)
}
}
/// System Cursor Icon.
#[non_exhaustive]
#[derive(Debug, Copy, Clone, Eq, PartialEq, Hash)]
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
pub enum SystemCursor {
/// Default arrow cursor.
Arrow,
/// Vertical I-Beam icon, typically used for text input position.
IBeam,
/// Wait hour-glass icon, typically used as a loading indicator.
Wait,
/// Cross-hair icon.
Crosshair,
/// Wait hour-glass + Arrow combined.
WaitArrow,
/// Resize icon with arrows oriented North-West to South-East.
SizeNWSE,
/// Resize icon with arrows oriented North-East to South-West.
SizeNESW,
/// Resize icon with arrows oriented West to East.
SizeWE,
/// Resize icon with arrows oriented North to South.
SizeNS,
/// Resize icon with arrows in all cardinal directions.
SizeAll,
/// Circle with a line through it.
No,
/// Hand icon, typically used as a clickable indicator.
Hand,
}
/// Trait representing window operations.
pub(crate) trait WindowRenderer {
/// Get the count of open windows.
fn window_count(&self) -> usize;
/// Get the primary window ID.
fn primary_window_id(&self) -> WindowId;
/// Get the current window target ID.
fn window_id(&self) -> WindowId;
/// Create a new window.
fn create_window(&mut self, s: &mut RendererSettings) -> PixResult<WindowId>;
/// Close a window.
fn close_window(&mut self, id: WindowId) -> PixResult<()>;
/// Set the mouse cursor to a predefined symbol or image, or hides cursor if `None`.
fn cursor(&mut self, cursor: Option<&Cursor>) -> PixResult<()>;
/// Returns a single event or None if the event pump is empty.
fn poll_event(&mut self) -> Option<Event>;
/// Get the current window title.
fn title(&self) -> &str;
/// Set the current window title.
fn set_title(&mut self, title: &str) -> PixResult<()>;
/// Set the average frames-per-second rendered.
fn set_fps(&mut self, fps: f32) -> PixResult<()>;
/// Dimensions of the current render target as `(width, height)`.
fn dimensions(&self) -> PixResult<(u32, u32)>;
/// Dimensions of the current window target as `(width, height)`.
fn window_dimensions(&self) -> PixResult<(u32, u32)>;
/// Position of the current window target as `(x, y)`.
fn window_position(&self) -> PixResult<(i32, i32)>;
/// Set dimensions of the current window target as `(width, height)`.
fn set_window_dimensions(&mut self, dimensions: (u32, u32)) -> PixResult<()>;
/// Returns the rendering viewport of the current render target.
fn viewport(&self) -> PixResult<Rect<i32>>;
/// Set the rendering viewport of the current render target.
fn set_viewport(&mut self, rect: Option<Rect<i32>>) -> PixResult<()>;
/// Dimensions of the primary display as `(width, height)`.
fn display_dimensions(&self) -> PixResult<(u32, u32)>;
/// Returns whether the application is fullscreen or not.
fn fullscreen(&self) -> PixResult<bool>;
/// Set the application to fullscreen or not.
fn set_fullscreen(&mut self, val: bool) -> PixResult<()>;
/// Returns whether the window synchronizes frame rate to the screens refresh rate.
fn vsync(&self) -> bool;
/// Set the window to synchronize frame rate to the screens refresh rate.
///
/// # Note
///
/// Due to the current limitation with changing `VSync` at runtime, this method creates a new
/// window using the properties of the current window and returns the new `WindowId`.
///
/// If you are storing and interacting with this window using the `WindowId`, make sure to
/// use the newly returned `WindowId`.
fn set_vsync(&mut self, val: bool) -> PixResult<WindowId>;
/// Set window as the target for drawing operations.
fn set_window_target(&mut self, id: WindowId) -> PixResult<()>;
/// Reset main window as the target for drawing operations.
fn reset_window_target(&mut self);
/// Show the current window target.
fn show(&mut self) -> PixResult<()>;
/// Hide the current window target.
fn hide(&mut self) -> PixResult<()>;
}
/// Opens a new window by providing several window configuration functions.
///
/// In addition to the primary window created for you when calling [`Engine::run`], you can open
/// additional windows with various configurations and render to them using the
/// [`PixState::set_window_target`] method.
///
/// # Example
///
/// ```
/// # use pix_engine::prelude::*;
/// # struct App { windows: Vec<WindowId> };
/// # impl PixEngine for App {
/// # fn on_update(&mut self, s: &mut PixState) -> PixResult<()> { Ok(()) }
/// fn on_key_pressed(&mut self, s: &mut PixState, event: KeyEvent) -> PixResult<bool> {
/// if let Key::O = event.key {
/// let window_id = s.window()
/// .title("New Window")
/// .dimensions(800, 600)
/// .position(10, 10)
/// .resizable()
/// .borderless()
/// .build()?;
/// self.windows.push(window_id);
/// return Ok(true);
/// }
/// Ok(false)
/// }
/// # }
/// ```
#[must_use]
#[derive(Debug)]
pub struct WindowBuilder<'a> {
renderer: &'a mut Renderer,
settings: RendererSettings,
}
impl<'a> WindowBuilder<'a> {
/// Creates a new `WindowBuilder` instance.
#[inline]
pub(crate) fn new(renderer: &'a mut Renderer) -> Self {
let vsync = renderer.vsync();
Self {
renderer,
settings: RendererSettings {
vsync,
..RendererSettings::default()
},
}
}
/// Set window dimensions.
#[inline]
pub fn dimensions(&mut self, width: u32, height: u32) -> &mut Self {
self.settings.width = width;
self.settings.height = height;
self
}
/// Set a window title.
#[inline]
pub fn title<S: Into<String>>(&mut self, title: S) -> &mut Self {
self.settings.title = title.into();
self
}
/// Position the window at the given `(x, y)` coordinates of the display.
#[inline]
pub fn position(&mut self, x: i32, y: i32) -> &mut Self {
self.settings.x = Position::Positioned(x);
self.settings.y = Position::Positioned(y);
self
}
/// Position the window in the center of the display.
#[inline]
pub fn position_centered(&mut self) -> &mut Self {
self.settings.x = Position::Centered;
self.settings.y = Position::Centered;
self
}
/// Start window in fullscreen mode.
#[inline]
pub fn fullscreen(&mut self) -> &mut Self {
self.settings.fullscreen = true;
self
}
/// Allow window resizing.
#[inline]
pub fn resizable(&mut self) -> &mut Self {
self.settings.resizable = true;
self
}
#[inline]
/// Removes the window decoration.
pub fn borderless(&mut self) -> &mut Self {
self.settings.borderless = true;
self
}
/// Set a window icon.
#[inline]
pub fn icon<I>(&mut self, icon: I) -> &mut Self
where
I: Into<Icon>,
{
self.settings.icon = Some(icon.into());
self
}
/// Create a new window from the `WindowBuilder` and return its id.
///
/// # Errors
///
/// If the renderer fails to create a new window, then an error is returned.
///
/// Possible errors include the title containing a `nul` character, the position or dimensions
/// being invalid values or overlowing and an internal renderer error such as running out of
/// memory or a software driver issue.
pub fn build(&mut self) -> PixResult<WindowId> {
self.renderer.create_window(&mut self.settings)
}
}
impl PixState {
/// Get the current window target ID.
#[inline]
#[must_use]
pub fn window_id(&self) -> WindowId {
self.renderer.window_id()
}
/// Create a new [`WindowBuilder`].
#[inline]
pub fn window(&mut self) -> WindowBuilder<'_> {
WindowBuilder::new(&mut self.renderer)
}
/// Close a window.
///
/// # Errors
///
/// If the window has already been closed or is invalid, then an error is returned.
#[inline]
pub fn close_window(&mut self, id: WindowId) -> PixResult<()> {
if id == self.renderer.primary_window_id() || self.renderer.window_count() == 1 {
self.quit();
return Ok(());
}
self.renderer.close_window(id)
}
/// The dimensions of the current render target (window or texture) as `(width, height)`.
///
/// # Errors
///
/// If the window has been closed or is invalid, then an error is returned.
#[inline]
pub fn dimensions(&self) -> PixResult<(u32, u32)> {
self.renderer.dimensions()
}
/// The dimensions of the current window target as `(width, height)`.
///
/// # Errors
///
/// If the window has been closed or is invalid, then an error is returned.
#[inline]
pub fn window_dimensions(&self) -> PixResult<(u32, u32)> {
self.renderer.window_dimensions()
}
/// Set the dimensions of the current window target from `(width, height)`.
///
/// # Errors
///
/// If the window has been closed or is invalid, then an error is returned.
#[inline]
pub fn set_window_dimensions(&mut self, dimensions: (u32, u32)) -> PixResult<()> {
self.renderer.set_window_dimensions(dimensions)
}
/// The position of the current window target as `(x, y)`.
///
/// # Errors
///
/// If the window has been closed or is invalid, then an error is returned.
#[inline]
pub fn window_position(&self) -> PixResult<(i32, i32)> {
self.renderer.window_position()
}
/// Returns the rendering viewport of the current render target.
///
/// # Errors
///
/// If the window has been closed or is invalid, then an error is returned.
#[inline]
pub fn viewport(&mut self) -> PixResult<Rect<i32>> {
self.renderer.viewport()
}
/// Set the rendering viewport of the current render target.
///
/// # Errors
///
/// If the window has been closed or is invalid, then an error is returned.
#[inline]
pub fn set_viewport<R>(&mut self, rect: R) -> PixResult<()>
where
R: Into<Rect<i32>>,
{
self.renderer.set_viewport(Some(rect.into()))
}
/// Clears the rendering viewport of the current render target back to the entire target.
///
/// # Errors
///
/// If the window has been closed or is invalid, then an error is returned.
#[inline]
pub fn clear_viewport(&mut self) -> PixResult<()> {
self.renderer.set_viewport(None)
}
/// The width of the current render target.
///
/// # Errors
///
/// If the window has been closed or is invalid, then an error is returned.
#[inline]
pub fn width(&self) -> PixResult<u32> {
let (width, _) = self.dimensions()?;
Ok(width)
}
/// The width of the current window.
///
/// # Errors
///
/// If the window has been closed or is invalid, then an error is returned.
#[inline]
pub fn window_width(&self) -> PixResult<u32> {
let (width, _) = self.window_dimensions()?;
Ok(width)
}
/// Set the width of the current window.
///
/// # Errors
///
/// If the window has been closed or is invalid, then an error is returned.
#[inline]
pub fn set_window_width(&mut self, width: u32) -> PixResult<()> {
let (_, height) = self.window_dimensions()?;
self.renderer.set_window_dimensions((width, height))
}
/// The height of the current render target.
///
/// # Errors
///
/// If the window has been closed or is invalid, then an error is returned.
#[inline]
pub fn height(&self) -> PixResult<u32> {
let (_, height) = self.dimensions()?;
Ok(height)
}
/// The height of the current window.
///
/// # Errors
///
/// If the window has been closed or is invalid, then an error is returned.
#[inline]
pub fn window_height(&self) -> PixResult<u32> {
let (_, height) = self.window_dimensions()?;
Ok(height)
}
/// Set the height of the current window.
///
/// # Errors
///
/// If the window has been closed or is invalid, then an error is returned.
#[inline]
pub fn set_window_height(&mut self, height: u32) -> PixResult<()> {
let (width, _) = self.window_dimensions()?;
self.renderer.set_window_dimensions((width, height))
}
/// The x of the current window.
///
/// # Errors
///
/// If the window has been closed or is invalid, then an error is returned.
#[inline]
pub fn window_x(&self) -> PixResult<i32> {
let (x, _) = self.window_position()?;
Ok(x)
}
/// The y of the current window.
///
/// # Errors
///
/// If the window has been closed or is invalid, then an error is returned.
#[inline]
pub fn window_y(&self) -> PixResult<i32> {
let (_, y) = self.window_position()?;
Ok(y)
}
/// The center [Point] of the current render target.
///
/// # Errors
///
/// If the window has been closed or is invalid, then an error is returned.
#[inline]
pub fn center(&self) -> PixResult<Point<i32>> {
let (width, height) = self.dimensions()?;
let (width, height) = clamp_dimensions(width, height);
Ok(point![width / 2, height / 2])
}
/// The center [Point] of the current window.
///
/// # Errors
///
/// If the window has been closed or is invalid, then an error is returned.
#[inline]
pub fn window_center(&self) -> PixResult<Point<i32>> {
let (width, height) = self.window_dimensions()?;
let (width, height) = clamp_dimensions(width, height);
Ok(point![width / 2, height / 2])
}
/// The dimensions of the primary display as `(width, height)`.
///
/// # Errors
///
/// If the window has been closed or is invalid, then an error is returned.
#[inline]
pub fn display_dimensions(&self) -> PixResult<(u32, u32)> {
self.renderer.display_dimensions()
}
/// The width of the primary display.
///
/// # Errors
///
/// If the window has been closed or is invalid, then an error is returned.
#[inline]
pub fn display_width(&self) -> PixResult<u32> {
let (width, _) = self.display_dimensions()?;
Ok(width)
}
/// The height of the primary display.
///
/// # Errors
///
/// If the window has been closed or is invalid, then an error is returned.
#[inline]
pub fn display_height(&self) -> PixResult<u32> {
let (_, height) = self.display_dimensions()?;
Ok(height)
}
/// Show the current window target if it is hidden.
///
/// # Errors
///
/// If the window has been closed or is invalid, then an error is returned.
#[inline]
pub fn show_window(&mut self) -> PixResult<()> {
self.renderer.show()
}
/// Hide the current window target if it is shown.
///
/// # Errors
///
/// If the window has been closed or is invalid, then an error is returned.
#[inline]
pub fn hide_window(&mut self) -> PixResult<()> {
self.renderer.hide()
}
/// Set a `Window` as the primary target for drawing operations. Pushes current settings and UI
/// cursor to the stack, so any changes made while a window target is set will be in effect
/// until [`PixState::reset_window_target`] is called.
///
/// # Errors
///
/// If the window has been closed or is invalid, then an error is returned.
pub fn set_window_target(&mut self, id: WindowId) -> PixResult<()> {
if id != self.renderer.primary_window_id() {
self.push();
self.ui.push_cursor();
self.set_cursor_pos(self.theme.spacing.frame_pad);
self.renderer.set_window_target(id)
} else {
Ok(())
}
}
/// Reset `Window` target back to the primary window for drawing operations. Pops previous
/// settings and UI cursor off the stack, so that changes made while window target was set are
/// reverted.
pub fn reset_window_target(&mut self) {
if self.window_id() != self.renderer.primary_window_id() {
self.renderer.reset_window_target();
self.ui.pop_cursor();
self.pop();
}
}
}