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//! Functions and types relating to the game window, and the environment it is running in.
use crate::;
/// Quits the game, if it is currently running.
///
/// Note that quitting the game does not take effect until the end of the current
/// cycle of the game loop. This will probably change later.
/// Maximizes the window.
/// Minimizes the window.
/// Restores the size and position of a minimized or maximized window.
/// Brings the window to the front and gives it input focus.
///
/// Keep in mind that stealing focus from another application can be extremely disruptive.
/// You should avoid doing this unless you're certain it is what the user wants.
/// Gets the current title of the window.
/// Sets the title of the window.
/// Gets the width of the window.
///
/// This function will return a consistent value regardless of whether
/// [high DPI support](crate::ContextBuilder::high_dpi) is enabled. To find
/// the physical width of the window, call [`get_physical_width`].
/// Sets the width of the window.
///
/// # Errors
///
/// * [`TetraError::FailedToChangeDisplayMode`](crate::TetraError::FailedToChangeDisplayMode)
/// will be returned if the game was unable to change the window size.
/// Gets the height of the window.
///
/// This function will return a consistent value regardless of whether
/// [high DPI support](crate::ContextBuilder::high_dpi) is enabled. To find
/// the physical height of the window, call [`get_physical_height`].
/// Sets the height of the window.
///
/// # Errors
///
/// * [`TetraError::FailedToChangeDisplayMode`](crate::TetraError::FailedToChangeDisplayMode)
/// will be returned if the game was unable to change the window size.
/// Gets the size of the window.
///
/// This function will return a consistent value regardless of whether
/// [high DPI support](crate::ContextBuilder::high_dpi) is enabled. To find
/// the physical size of the window, call [`get_physical_size`].
/// Sets the size of the window.
///
/// # Errors
///
/// * [`TetraError::FailedToChangeDisplayMode`](crate::TetraError::FailedToChangeDisplayMode)
/// will be returned if the game was unable to change the window size.
/// Returns the width of the window in physical pixels.
///
/// The output of this function may differ from the output of [`get_width`] if
/// [high DPI support](crate::ContextBuilder::high_dpi) is enabled.
/// Returns the height of the window in physical pixels.
///
/// The output of this function may differ from the output of [`get_height`] if
/// [high DPI support](crate::ContextBuilder::high_dpi) is enabled.
/// Returns the size of the window in physical pixels.
///
/// The output of this function may differ from the output of [`get_size`] if
/// [high DPI support](crate::ContextBuilder::high_dpi) is enabled.
/// Sets the minimum size of the window.
///
/// # Errors
///
/// * [`TetraError::PlatformError`](crate::TetraError::PlatformError) will be returned
/// if the specified size was invalid.
/// Gets the minimum size of the window.
/// Sets the maximum size of the window.
///
/// # Errors
///
/// * [`TetraError::PlatformError`](crate::TetraError::PlatformError) will be returned
/// if the specified size was invalid.
/// Gets the maximum size of the window.
/// Sets the position of the window.
///
/// You can either pass the co-ordinates to this function as `i32`s, or
/// use the `WindowPosition` enum for more fine-grained control over
/// where the window ends up.
/// Gets the position of the window.
/// Returns the ratio of the logical resolution to the physical resolution of the current
/// display on which the window is being displayed.
///
/// This will usually be `1.0`, but if [high DPI support](crate::ContextBuilder::high_dpi)
/// is enabled and the monitor is high DPI, it may be higher. For example, on a Mac with
/// a retina display, this can return `2.0`.
/// Sets whether or not the window should have decorations, such as a border and
/// a close button.
/// Sets the icon for the window.
///
/// Note that the preferred way of setting the icon is as part of packaging your game,
/// as detailed in the '[Distributing](https://tetra.seventeencups.net/distributing#change-the-games-iconmetadata)'
/// page of Tetra's documentation, as this allows for the icon to be displayed
/// in more places (system menus, file managers, etc) and for multiple
/// resolutions to be provided. This function is mainly useful if you
/// wish to change the icon once the application is already running.
///
/// # Errors
///
/// * [`TetraError::PlatformError`](crate::TetraError::PlatformError) will be returned
/// if the icon could not be set.
/// Returns whether the window is currently visible, or whether it has been hidden.
///
/// Note that a minimized window is still considered 'visible', as the user is able
/// to restore it if they want to.
/// Sets whether or not the window should be visible to the user.
/// Sets whether the window should be vsynced.
///
/// # Errors
///
/// * [`TetraError::FailedToChangeDisplayMode`](crate::TetraError::FailedToChangeDisplayMode)
/// will be returned if the game was unable to change vsync mode.
/// Returns whether or not vsync is enabled.
/// Sets whether the window should be in fullscreen mode.
///
/// # Errors
///
/// * [`TetraError::FailedToChangeDisplayMode`](crate::TetraError::FailedToChangeDisplayMode)
/// will be returned if the game was unable to enter or exit fullscreen.
/// Returns whether or not the window is currently in fullscreen mode.
/// Sets whether or not the mouse cursor should be visible.
///
/// # Errors
///
/// * [`TetraError::PlatformError`](crate::TetraError::PlatformError) will be returned if
/// the cursor state was inaccessible.
/// Returns whether or not the mouse cursor is currently visible.
/// Sets whether or not the mouse is grabbed by the window.
///
/// When this is active, the cursor will not be able to leave the window while it
/// is focused.
/// Returns whether or not the mouse is currently grabbed by the window.
///
/// When this is active, the cursor will not be able to leave the window while it
/// is focused.
/// Sets whether or not relative mouse mode is enabled.
///
/// While the mouse is in relative mode, the cursor is hidden and can move beyond the
/// bounds of the window. The `delta` field of [`Event::MouseMoved`](crate::Event::MouseMoved)
/// can then be used to track the cursor's changes in position. This is useful when
/// implementing control schemes that require the mouse to be able to move infinitely
/// in any direction (for example, FPS-style movement).
///
/// While this mode is enabled, the absolute position of the mouse may not be updated -
/// as such, you should not rely on it.
/// Returns whether or not relative mouse mode is currently enabled.
///
/// While the mouse is in relative mode, the cursor is hidden and can move beyond the
/// bounds of the window. The `delta` field of [`Event::MouseMoved`](crate::Event::MouseMoved)
/// can then be used to track the cursor's changes in position. This is useful when
/// implementing control schemes that require the mouse to be able to move infinitely
/// in any direction (for example, FPS-style movement).
///
/// While this mode is enabled, the absolute position of the mouse may not be updated -
/// as such, you should not rely on it.
/// Gets the number of monitors connected to the device.
///
/// # Errors
///
/// * [`TetraError::PlatformError`](crate::TetraError::PlatformError) will be returned
/// if the monitor state was inaccessible.
/// Gets the name of a monitor connected to the device.
///
/// # Errors
///
/// * [`TetraError::PlatformError`](crate::TetraError::PlatformError) will be returned
/// if the monitor state was inaccessible.
/// Gets the width of a monitor connected to the device.
///
/// # Errors
///
/// * [`TetraError::PlatformError`](crate::TetraError::PlatformError) will be returned
/// if the monitor state was inaccessible.
/// Gets the height of a monitor connected to the device.
///
/// # Errors
///
/// * [`TetraError::PlatformError`](crate::TetraError::PlatformError) will be returned
/// if the monitor state was inaccessible.
/// Gets the size of a monitor connected to the device.
///
/// # Errors
///
/// * [`TetraError::PlatformError`](crate::TetraError::PlatformError) will be returned
/// if the monitor state was inaccessible.
/// Gets the index of the monitor that the window is currently on.
///
/// # Errors
///
/// * [`TetraError::PlatformError`](crate::TetraError::PlatformError) will be returned
/// if the monitor state was inaccessible.
/// Gets the name of the monitor that the window is currently on.
///
/// # Errors
///
/// * [[`TetraError::PlatformError`](crate::TetraError::PlatformError) will be returned
/// if the monitor state was inaccessible.
/// Gets the width of the monitor that the window is currently on.
///
/// # Errors
///
/// * [`TetraError::PlatformError`](crate::TetraError::PlatformError) will be returned
/// if the monitor state was inaccessible.
/// Gets the height of the monitor that the window is currently on.
///
/// # Errors
///
/// * [`TetraError::PlatformError`](crate::TetraError::PlatformError) will be returned
/// if the monitor state was inaccessible.
/// Gets the size of the monitor that the window is currently on.
///
/// # Errors
///
/// * [`TetraError::PlatformError`](crate::TetraError::PlatformError) will be returned
/// if the monitor state was inaccessible.
/// Sets whether or not the user's screen saver can be displayed while the game is running.
/// Returns whether or not the user's screen saver can be displayed while the game is running.
/// Sets whether or not key repeat should be enabled.
///
/// Normally, a [`KeyPressed`](crate::Event::KeyPressed) event will only be fired once, when
/// the key is initially pressed. Enabling key repeat causes `KeyPressed` events to be fired
/// continuously while the key is held down.
/// Returns whether or not key repeat is enabled.
///
/// Normally, a [`KeyPressed`](crate::Event::KeyPressed) event will only be fired once, when
/// the key is initially pressed. Enabling key repeat causes `KeyPressed` events to be fired
/// continuously while the key is held down.
/// Represents the position of a window on the screen.