sfml 0.20.0

Rust binding for sfml
Documentation
use std::ptr::NonNull;

use crate::{
    ffi::window as ffi,
    system::{SfStrConv, Vector2i, Vector2u},
    window::{thread_safety, ContextSettings, Cursor, Event, Style, VideoMode},
};

/// The system native window handle type. Can be used to create an SFML Window
/// from an existing system window.
pub type Handle = ffi::sfWindowHandle;

/// Window that serves as a target for OpenGL rendering.
///
/// `Window` is the main type of the window module.
///
/// It defines an OS window that is able to receive an OpenGL rendering.
///
/// The `Window` type provides a simple interface for manipulating the window:
/// move, resize, show/hide, control mouse cursor, etc.
/// It also provides event handling through [`Window::poll_event`] and [`Window::wait_event`].
///
/// Note that OpenGL experts can pass their own parameters
/// (antialiasing level, bits for the depth and stencil buffers, etc.) to the OpenGL context
/// attached to the window, with the [`ContextSettings`] structure which is passed as an
/// optional argument when creating the window.
///
/// # Usage example
///
/// ```no_run
/// use sfml::window::{Window, Event, Style};
/// // Create a new window
/// let mut window = Window::new((800, 600),
///                              "SFML window",
///                              Style::CLOSE,
///                              &Default::default());
/// // Limit the framerate to 60 frames per second (this step is optional)
/// window.set_framerate_limit(60);
///
/// // The main loop - ends as soon as the window is closed
/// while window.is_open() {
///     // Event processing
///     while let Some(event) = window.poll_event() {
///         // Request closing for the window
///         if event == Event::Closed {
///             window.close();
///         }
///     }
///
///     // Activate the window for OpenGL rendering
///     window.set_active(true);
///
///     // OpenGL drawing commands go here...
///
///     // End the current frame and display its contents on screen
///     window.display();
/// }
/// ```
#[derive(Debug)]
pub struct Window {
    window: NonNull<ffi::sfWindow>,
}

impl Window {
    /// Construct a new window
    ///
    /// This function creates the window with the size and pixel
    /// depth defined in mode. An optional style can be passed to
    /// customize the look and behaviour of the window (borders,
    /// title bar, resizable, closable, ...). If style contains
    /// [`Style::FULLSCREEN`], then mode must be a valid video mode.
    ///
    /// The fourth parameter is a pointer to a structure specifying
    /// advanced OpenGL context settings such as antialiasing,
    /// depth-buffer bits, etc.
    ///
    /// # Arguments
    /// * mode - Video mode to use (defines the width, height and depth of the
    ///                             rendering area of the window)
    /// * title - Title of the window
    /// * style - Window style
    /// * settings - Additional settings for the underlying OpenGL context
    pub fn new<V: Into<VideoMode>, S: SfStrConv>(
        mode: V,
        title: S,
        style: Style,
        settings: &ContextSettings,
    ) -> Window {
        thread_safety::set_window_thread();

        let sf_win: *mut ffi::sfWindow = unsafe {
            title.with_as_sfstr(|sfstr| {
                ffi::sfWindow_createUnicode(
                    mode.into().raw(),
                    sfstr.as_ptr(),
                    style.bits(),
                    settings,
                )
            })
        };
        Window {
            window: NonNull::new(sf_win).expect("Failed to create Window"),
        }
    }

    /// Create a window from an existing platform-specific window handle
    ///
    /// This function creates a window based on an existing platform specific
    /// window handle which has been allocated outside of SFML. This is only
    /// intended to be used in cases where you need to integrate SFML with some
    /// other windowing library.
    ///
    /// # Safety
    ///
    /// It is the caller's responsibility to ensure that it is called with a valid window handle.
    ///
    /// # Arguments
    /// * handle - The handle to the platform-specific window handle to use for
    ///            the window.
    /// * settings - Additional settings for the underlying OpenGL context
    #[must_use]
    pub unsafe fn from_handle(handle: Handle, settings: &ContextSettings) -> Window {
        thread_safety::set_window_thread();

        let sf_win: *mut ffi::sfWindow = ffi::sfWindow_createFromHandle(handle, settings);
        Window {
            window: NonNull::new(sf_win).expect("Failed to create Window"),
        }
    }

    /// Get the OS-specific handle of the window.
    ///
    /// The type of the returned handle is Handle, which is a typedef to the handle type defined by the OS.
    /// You shouldn't need to use this function, unless you have very specific stuff to implement that SFML
    /// doesn't support, or implement a temporary workaround until a bug is fixed.
    #[must_use]
    pub fn system_handle(&self) -> Handle {
        unsafe { ffi::sfWindow_getSystemHandle(self.window.as_ptr()) }
    }

    ///  Pop the event on top of event queue, if any, and return it
    ///
    /// This function is not blocking: if there's no pending event then
    /// it will return `None`.
    /// Note that more than one event may be present in the event queue,
    /// thus you should always call this function in a loop
    /// to make sure that you process every pending event.
    ///
    /// Returns `Some(event)` if an event was returned, or `None` if the event queue was empty
    pub fn poll_event(&mut self) -> Option<Event> {
        let mut event = std::mem::MaybeUninit::uninit();
        let have_event =
            unsafe { ffi::sfWindow_pollEvent(self.window.as_ptr(), event.as_mut_ptr()) };
        if have_event {
            unsafe { Event::from_raw(&event.assume_init()) }
        } else {
            None
        }
    }

    /// Wait for an event and return it
    ///
    /// This function is blocking: if there's no pending event then
    /// it will wait until an event is received.
    ///
    /// This function is typically used when you have a thread that
    /// is dedicated to events handling: you want to make this thread
    /// sleep as long as no new event is received.
    ///
    /// Returns `Some(event)` or `None` if an error has occured
    pub fn wait_event(&mut self) -> Option<Event> {
        let mut event = std::mem::MaybeUninit::uninit();
        let have_event =
            unsafe { ffi::sfWindow_waitEvent(self.window.as_ptr(), event.as_mut_ptr()) };
        if have_event {
            unsafe { Event::from_raw(&event.assume_init()) }
        } else {
            None
        }
    }

    /// Change a window's icon
    /// pixels must be an array of width x height pixels in 32-bits RGBA format.
    ///
    /// # Arguments
    /// * width - Icon's width, in pixels
    /// * height - Icon's height, in pixels
    /// * pixels - Vector of pixels
    ///
    /// # Safety
    ///
    /// `pixels` not being at least `width * height * 4` will likely cause undefined behavior.
    ///
    /// Platform-specific behavior is also unclear (limits on max size, etc).
    pub unsafe fn set_icon(&mut self, width: u32, height: u32, pixels: &[u8]) {
        ffi::sfWindow_setIcon(self.window.as_ptr(), width, height, pixels.as_ptr())
    }

    /// Close a window and destroy all the attached resources
    ///
    /// After calling this method, the Window object remains
    /// valid.
    /// All other functions such as [`Window::poll_event`] or [`Window::display`]
    /// will still work (i.e. you don't have to test [`Window::is_open`]
    /// every time), and will have no effect on closed windows.
    pub fn close(&mut self) {
        unsafe {
            ffi::sfWindow_close(self.window.as_ptr());
        }
    }

    /// Tell whether or not a window is opened
    ///
    /// This function returns whether or not the window exists.
    /// Note that a hidden window (`set_visible(false)`) will return
    /// true.
    #[must_use]
    pub fn is_open(&self) -> bool {
        unsafe { ffi::sfWindow_isOpen(self.window.as_ptr()) }
    }

    /// Get the settings of the OpenGL context of a window
    ///
    /// Note that these settings may be different from what was
    /// passed to the [`Window::new`] function,
    /// if one or more settings were not supported. In this case,
    /// SFML chose the closest match.
    ///
    /// Return a structure containing the OpenGL context settings
    #[must_use]
    pub fn settings(&self) -> &ContextSettings {
        unsafe { &*ffi::sfWindow_getSettings(self.window.as_ptr()) }
    }

    /// Change the title of a window
    ///
    /// # Arguments
    /// * title - New title
    pub fn set_title<S: SfStrConv>(&mut self, title: S) {
        title.with_as_sfstr(|sfstr| unsafe {
            ffi::sfWindow_setUnicodeTitle(self.window.as_ptr(), sfstr.as_ptr())
        })
    }

    /// Show or hide a window
    ///
    /// # Arguments
    /// * visible - true to show the window, false to hide it
    pub fn set_visible(&mut self, visible: bool) {
        unsafe { ffi::sfWindow_setVisible(self.window.as_ptr(), visible) }
    }

    /// Show or hide the mouse cursor
    ///
    /// # Arguments
    /// * visible - true to  false to hide
    pub fn set_mouse_cursor_visible(&mut self, visible: bool) {
        unsafe { ffi::sfWindow_setMouseCursorVisible(self.window.as_ptr(), visible) }
    }

    /// Grab or release the mouse cursor.
    ///
    /// If set, grabs the mouse cursor inside this window's client area so it may no longer be
    /// moved outside its bounds. Note that grabbing is only active while the window has focus.
    pub fn set_mouse_cursor_grabbed(&mut self, grabbed: bool) {
        unsafe { ffi::sfWindow_setMouseCursorGrabbed(self.window.as_ptr(), grabbed) }
    }

    /// Enable or disable vertical synchronization
    ///
    /// Activating vertical synchronization will limit the number
    /// of frames displayed to the refresh rate of the monitor.
    /// This can avoid some visual artifacts, and limit the framerate
    /// to a good value (but not constant across different computers).
    ///
    /// # Arguments
    /// * enabled - true to enable v-sync, false to deactivate
    pub fn set_vertical_sync_enabled(&mut self, enabled: bool) {
        unsafe { ffi::sfWindow_setVerticalSyncEnabled(self.window.as_ptr(), enabled) }
    }

    /// Enable or disable automatic key-repeat
    ///
    /// If key repeat is enabled, you will receive repeated
    /// [`Event::KeyPressed`] events while keeping a key pressed. If it is disabled,
    /// you will only get a single event when the key is pressed.
    ///
    /// Key repeat is enabled by default.
    ///
    /// # Arguments
    /// * enabled - true to enable, false to disable
    pub fn set_key_repeat_enabled(&mut self, enabled: bool) {
        unsafe { ffi::sfWindow_setKeyRepeatEnabled(self.window.as_ptr(), enabled) }
    }

    /// Activate or deactivate a window as the current target for OpenGL rendering
    ///
    /// A window is active only on the current thread, if you want to
    /// make it active on another thread you have to deactivate it
    /// on the previous thread first if it was active.
    /// Only one window can be active on a thread at a time, thus
    /// the window previously active (if any) automatically gets deactivated.
    ///
    /// # Arguments
    /// * active - true to activate, false to deactivate
    ///
    /// Return true if operation was successful, false otherwise
    pub fn set_active(&mut self, enabled: bool) -> bool {
        unsafe { ffi::sfWindow_setActive(self.window.as_ptr(), enabled) }
    }

    /// Display on screen what has been rendered to the window so far
    ///
    /// This function is typically called after all OpenGL rendering
    /// has been done for the current frame, in order to show
    /// it on screen.
    pub fn display(&mut self) {
        unsafe { ffi::sfWindow_display(self.window.as_ptr()) }
    }

    /// Limit the framerate to a maximum fixed frequency
    ///
    /// If a limit is set, the window will use a small delay after
    /// each call to [`Window::display`] to ensure that the current frame
    /// lasted long enough to match the framerate limit.
    ///
    /// # Arguments
    /// * limit - Framerate limit, in frames per seconds (use 0 to disable limit)
    pub fn set_framerate_limit(&mut self, limit: u32) {
        unsafe { ffi::sfWindow_setFramerateLimit(self.window.as_ptr(), limit) }
    }

    /// Change the joystick threshold
    ///
    /// The joystick threshold is the value below which
    /// no [`Event::JoystickMoved`] event will be generated.
    ///
    /// # Arguments
    /// * threshold - New threshold, in the range [0, 100]
    pub fn set_joystick_threshold(&mut self, threshold: f32) {
        unsafe { ffi::sfWindow_setJoystickThreshold(self.window.as_ptr(), threshold) }
    }

    /// Get the position of a window
    ///
    /// Return the position in pixels
    #[must_use]
    pub fn position(&self) -> Vector2i {
        unsafe { ffi::sfWindow_getPosition(self.window.as_ptr()) }
    }

    /// Change the position of a window on screen
    ///
    /// This function only works for top-level windows
    /// (i.e. it will be ignored for windows created from
    /// the handle of a child window/control).
    ///
    /// # Arguments
    /// * position - New position of the window, in pixels
    pub fn set_position(&mut self, position: Vector2i) {
        unsafe { ffi::sfWindow_setPosition(self.window.as_ptr(), position) }
    }

    /// Get the size of the rendering region of a window
    ///
    /// The size doesn't include the titlebar and borders of the window.
    ///
    /// Return the size in pixels
    #[must_use]
    pub fn size(&self) -> Vector2u {
        unsafe { ffi::sfWindow_getSize(self.window.as_ptr()) }
    }

    /// Change the size of the rendering region of a window
    ///
    /// # Arguments
    /// * size - New size, in pixels
    pub fn set_size(&mut self, size: Vector2u) {
        unsafe { ffi::sfWindow_setSize(self.window.as_ptr(), size) }
    }

    /// Returns the current position of the mouse relative to the window.
    #[must_use]
    pub fn mouse_position(&self) -> Vector2i {
        unsafe { ffi::sfMouse_getPositionRelativeTo(self.window.as_ptr()) }
    }

    /// Set the current position of the mouse
    ///
    /// This function sets the current position of the mouse cursor relative to the given window.
    ///
    /// # Arguments
    /// * position - New position of the mouse
    /// * relativeTo - Reference Window
    ///
    pub fn set_mouse_position(&mut self, position: Vector2i) {
        unsafe { ffi::sfMouse_setPositionRelativeTo(position, self.window.as_ptr()) }
    }

    /// Set the displayed cursor to a native system cursor.
    ///
    /// Upon window creation, the arrow cursor is used by default.
    ///
    /// # Safety
    ///
    /// The cursor can not be destroyed while in use by the window.
    pub unsafe fn set_mouse_cursor(&mut self, cursor: &Cursor) {
        ffi::sfWindow_setMouseCursor(self.window.as_ptr(), cursor)
    }

    /// Returns the current position of a touch in window coordinates.
    #[must_use]
    pub fn touch_position(&self, finger: u32) -> Vector2i {
        unsafe { ffi::sfTouch_getPositionRelativeTo(finger, self.window.as_ptr()) }
    }

    /// Check whether the window has the input focus.
    ///
    /// At any given time, only one window may have the input focus to receive input events
    /// such as keystrokes or most mouse events.
    #[must_use]
    pub fn has_focus(&self) -> bool {
        unsafe { ffi::sfWindow_hasFocus(self.window.as_ptr()) }
    }

    /// Request the current window to be made the active foreground window.
    ///
    /// At any given time, only one window may have the input focus to receive input events
    /// such as keystrokes or mouse events. If a window requests focus, it only hints to the
    /// operating system, that it would like to be focused. The operating system is free to
    /// deny the request. This is not to be confused with [`Window::set_active`].
    pub fn request_focus(&self) {
        unsafe { ffi::sfWindow_requestFocus(self.window.as_ptr()) }
    }
    #[cfg(feature = "graphics")]
    pub(crate) fn raw(&self) -> *const ffi::sfWindow {
        self.window.as_ptr()
    }
}

impl Drop for Window {
    fn drop(&mut self) {
        unsafe {
            ffi::sfWindow_destroy(self.window.as_ptr());
        }
    }
}