1
  2
  3
  4
  5
  6
  7
  8
  9
 10
 11
 12
 13
 14
 15
 16
 17
 18
 19
 20
 21
 22
 23
 24
 25
 26
 27
 28
 29
 30
 31
 32
 33
 34
 35
 36
 37
 38
 39
 40
 41
 42
 43
 44
 45
 46
 47
 48
 49
 50
 51
 52
 53
 54
 55
 56
 57
 58
 59
 60
 61
 62
 63
 64
 65
 66
 67
 68
 69
 70
 71
 72
 73
 74
 75
 76
 77
 78
 79
 80
 81
 82
 83
 84
 85
 86
 87
 88
 89
 90
 91
 92
 93
 94
 95
 96
 97
 98
 99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
//! Winit allows you to build a window on as many platforms as possible. 
//!
//! # Building a window
//!
//! Before you can build a window, you first need to build an `EventsLoop`. This is done with the
//! `EventsLoop::new()` function. Example:
//!
//! ```no_run
//! use winit::EventsLoop;
//! let events_loop = EventsLoop::new();
//! ```
//!
//! Once this is done there are two ways to create a window:
//!
//!  - Calling `Window::new(&events_loop)`.
//!  - Calling `let builder = WindowBuilder::new()` then `builder.build(&events_loop)`.
//!
//! The first way is the simpliest way and will give you default values for everything.
//!
//! The second way allows you to customize the way your window will look and behave by modifying
//! the fields of the `WindowBuilder` object before you create the window.
//!
//! # Events handling
//!
//! Once a window has been created, it will *generate events*. For example whenever the user moves
//! the window, resizes the window, moves the mouse, etc. an event is generated.
//!
//! The events generated by a window can be retreived from the `EventsLoop` the window was created
//! with.
//!
//! There are two ways to do so. The first is to call `events_loop.poll_events(...)`, which will
//! retreive all the events pending on the windows and immediately return after no new event is
//! available. You usually want to use this method in application that render continuously on the
//! screen, such as video games.
//!
//! ```no_run
//! use winit::Event;
//! use winit::WindowEvent;
//! # use winit::EventsLoop;
//! # let events_loop = EventsLoop::new();
//!
//! loop {
//!     events_loop.poll_events(|event| {
//!         match event {
//!             Event::WindowEvent { event: WindowEvent::Resized(w, h), .. } => {
//!                 println!("The window was resized to {}x{}", w, h);
//!             },
//!             _ => ()
//!         }
//!     });
//! }
//! ```
//!
//! The second way is to call `events_loop.run_forever(...)`. As its name tells, it will run
//! forever unless it is stopped by calling `events_loop.interrupt()`.
//!
//! ```no_run
//! use winit::Event;
//! use winit::WindowEvent;
//! # use winit::EventsLoop;
//! # let events_loop = EventsLoop::new();
//!
//! events_loop.run_forever(|event| {
//!     match event {
//!         Event::WindowEvent { event: WindowEvent::Closed, .. } => {
//!             println!("The window was closed ; stopping");
//!             events_loop.interrupt();
//!         },
//!         _ => ()
//!     }
//! });
//! ```
//!
//! If you use multiple windows, the `WindowEvent` event has a member named `window_id`. You can
//! compare it with the value returned by the `id()` method of `Window` in order to know which
//! window has received the event.
//!
//! # Drawing on the window
//!
//! Winit doesn't provide any function that allows drawing on a window. However it allows you to
//! retreive the raw handle of the window (see the `os` module for that), which in turn allows you
//! to create an OpenGL/Vulkan/DirectX/Metal/etc. context that will draw on the window.
//!

#[macro_use]
extern crate lazy_static;

#[macro_use]
extern crate shared_library;

extern crate libc;

#[cfg(target_os = "windows")]
extern crate winapi;
#[cfg(target_os = "windows")]
extern crate kernel32;
#[cfg(target_os = "windows")]
extern crate shell32;
#[cfg(target_os = "windows")]
extern crate gdi32;
#[cfg(target_os = "windows")]
extern crate user32;
#[cfg(target_os = "windows")]
extern crate dwmapi;
#[cfg(any(target_os = "macos", target_os = "ios"))]
#[macro_use]
extern crate objc;
#[cfg(target_os = "macos")]
extern crate cgl;
#[cfg(target_os = "macos")]
extern crate cocoa;
#[cfg(target_os = "macos")]
extern crate core_foundation;
#[cfg(target_os = "macos")]
extern crate core_graphics;
#[cfg(any(target_os = "linux", target_os = "dragonfly", target_os = "freebsd", target_os = "openbsd"))]
extern crate x11_dl;
#[cfg(any(target_os = "linux", target_os = "freebsd", target_os = "dragonfly", target_os = "openbsd"))]
#[macro_use(wayland_env,declare_handler)]
extern crate wayland_client;

use std::sync::Arc;

pub use events::*;
pub use window::{AvailableMonitorsIter, MonitorId, get_available_monitors, get_primary_monitor};
pub use native_monitor::NativeMonitorId;

#[macro_use]
mod api_transition;

mod api;
mod platform;
mod events;
mod window;

pub mod os;

/// Represents a window.
///
/// # Example
///
/// ```no_run
/// use winit::Event;
/// use winit::EventsLoop;
/// use winit::Window;
/// use winit::WindowEvent;
///
/// let events_loop = EventsLoop::new();
/// let window = Window::new(&events_loop).unwrap();
///
/// events_loop.run_forever(|event| {
///     match event {
///         Event::WindowEvent { event: WindowEvent::Closed, .. } => {
///             events_loop.interrupt();
///         },
///         _ => ()
///     }
/// });
/// ```
pub struct Window {
    window: platform::Window2,
}

/// Identifier of a window. Unique for each window.
///
/// Can be obtained with `window.id()`.
///
/// Whenever you receive an event specific to a window, this event contains a `WindowId` which you
/// can then compare to the ids of your windows.
#[derive(Debug, Copy, Clone, PartialEq, Eq, PartialOrd, Ord, Hash)]
pub struct WindowId(platform::WindowId);

/// Provides a way to retreive events from the windows that were registered to it.
// TODO: document usage in multiple threads
pub struct EventsLoop {
    events_loop: Arc<platform::EventsLoop>,
}

impl EventsLoop {
    /// Builds a new events loop.
    pub fn new() -> EventsLoop {
        EventsLoop {
            events_loop: Arc::new(platform::EventsLoop::new()),
        }
    }

    /// Fetches all the events that are pending, calls the callback function for each of them,
    /// and returns.
    #[inline]
    pub fn poll_events<F>(&self, callback: F)
        where F: FnMut(Event)
    {
        self.events_loop.poll_events(callback)
    }

    /// Runs forever until `interrupt()` is called. Whenever an event happens, calls the callback.
    #[inline]
    pub fn run_forever<F>(&self, callback: F)
        where F: FnMut(Event)
    {
        self.events_loop.run_forever(callback)
    }

    /// If we called `run_forever()`, stops the process of waiting for events.
    // TODO: what if we're waiting from multiple threads?
    #[inline]
    pub fn interrupt(&self) {
        self.events_loop.interrupt()
    }
}

/// Object that allows you to build windows.
#[derive(Clone)]
pub struct WindowBuilder {
    /// The attributes to use to create the window.
    pub window: WindowAttributes,

    // Platform-specific configuration. Private.
    platform_specific: platform::PlatformSpecificWindowBuilderAttributes,
}

/// Error that can happen while creating a window or a headless renderer.
#[derive(Debug)]
pub enum CreationError {
    OsError(String),
    /// TODO: remove this error
    NotSupported,
}

impl CreationError {
    fn to_string(&self) -> &str {
        match *self {
            CreationError::OsError(ref text) => &text,
            CreationError::NotSupported => "Some of the requested attributes are not supported",
        }
    }
}

impl std::fmt::Display for CreationError {
    fn fmt(&self, formatter: &mut std::fmt::Formatter) -> Result<(), std::fmt::Error> {
        formatter.write_str(self.to_string())
    }
}

impl std::error::Error for CreationError {
    fn description(&self) -> &str {
        self.to_string()
    }
}

#[derive(Debug, Copy, Clone, PartialEq)]
pub enum MouseCursor {
    /// The platform-dependent default cursor.
    Default,
    /// A simple crosshair.
    Crosshair,
    /// A hand (often used to indicate links in web browsers).
    Hand,
    /// Self explanatory.
    Arrow,
    /// Indicates something is to be moved.
    Move,
    /// Indicates text that may be selected or edited.
    Text,
    /// Program busy indicator.
    Wait,
    /// Help indicator (often rendered as a "?")
    Help,
    /// Progress indicator. Shows that processing is being done. But in contrast
    /// with "Wait" the user may still interact with the program. Often rendered
    /// as a spinning beach ball, or an arrow with a watch or hourglass.
    Progress,

    /// Cursor showing that something cannot be done.
    NotAllowed,
    ContextMenu,
    NoneCursor,
    Cell,
    VerticalText,
    Alias,
    Copy,
    NoDrop,
    Grab,
    Grabbing,
    AllScroll,
    ZoomIn,
    ZoomOut,

    /// Indicate that some edge is to be moved. For example, the 'SeResize' cursor
    /// is used when the movement starts from the south-east corner of the box.
    EResize,
    NResize,
    NeResize,
    NwResize,
    SResize,
    SeResize,
    SwResize,
    WResize,
    EwResize,
    NsResize,
    NeswResize,
    NwseResize,
    ColResize,
    RowResize,
}

/// Describes how glutin handles the cursor.
#[derive(Debug, Copy, Clone, PartialEq)]
pub enum CursorState {
    /// Normal cursor behavior.
    Normal,

    /// The cursor will be invisible when over the window.
    Hide,

    /// Grabs the mouse cursor. The cursor's motion will be confined to this
    /// window and the window has exclusive access to further events regarding
    /// the cursor.
    ///
    /// This is useful for first-person cameras for example.
    Grab,
}

/// Attributes to use when creating a window.
#[derive(Clone)]
pub struct WindowAttributes {
    /// The dimensions of the window. If this is `None`, some platform-specific dimensions will be
    /// used.
    ///
    /// The default is `None`.
    pub dimensions: Option<(u32, u32)>,

    /// The minimum dimensions a window can be, If this is `None`, the window will have no minimum dimensions (aside from reserved).
    ///
    /// The default is `None`.
    pub min_dimensions: Option<(u32, u32)>,

    /// The maximum dimensions a window can be, If this is `None`, the maximum will have no maximum or will be set to the primary monitor's dimensions by the platform.
    ///
    /// The default is `None`.
    pub max_dimensions: Option<(u32, u32)>,

    /// If `Some`, the window will be in fullscreen mode with the given monitor.
    ///
    /// The default is `None`.
    pub monitor: Option<platform::MonitorId>,

    /// The title of the window in the title bar.
    ///
    /// The default is `"glutin window"`.
    pub title: String,

    /// Whether the window should be immediately visible upon creation.
    ///
    /// The default is `true`.
    pub visible: bool,

    /// Whether the the window should be transparent. If this is true, writing colors
    /// with alpha values different than `1.0` will produce a transparent window.
    ///
    /// The default is `false`.
    pub transparent: bool,

    /// Whether the window should have borders and bars.
    ///
    /// The default is `true`.
    pub decorations: bool,

    /// [iOS only] Enable multitouch, see [UIView#multipleTouchEnabled]
    /// (https://developer.apple.com/library/ios/documentation/UIKit/Reference/UIView_Class/#//apple_ref/occ/instp/UIView/multipleTouchEnabled)
    pub multitouch: bool,
}

impl Default for WindowAttributes {
    #[inline]
    fn default() -> WindowAttributes {
        WindowAttributes {
            dimensions: None,
            min_dimensions: None,
            max_dimensions: None,
            monitor: None,
            title: "glutin window".to_owned(),
            visible: true,
            transparent: false,
            decorations: true,
            multitouch: false,
        }
    }
}

mod native_monitor {
    /// Native platform identifier for a monitor. Different platforms use fundamentally different types
    /// to represent a monitor ID.
    #[derive(Clone, PartialEq, Eq)]
    pub enum NativeMonitorId {
        /// Cocoa and X11 use a numeric identifier to represent a monitor.
        Numeric(u32),

        /// Win32 uses a Unicode string to represent a monitor.
        Name(String),

        /// Other platforms (Android) don't support monitor identification.
        Unavailable
    }
}