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//! The `conf` module contains functions for loading and saving game
//! configurations.
//!
//! A [`Conf`](struct.Conf.html) struct is used to create a config file
//! which specifies hardware setup stuff, mostly video display settings.
//!
//! By default a ggez game will search its resource paths for a `/conf.toml`
//! file and load values from it when the [`Context`](../struct.Context.html) is created. This file
//! must be complete (ie you cannot just fill in some fields and have the
//! rest be default) and provides a nice way to specify settings that
//! can be tweaked such as window resolution, multisampling options, etc.
//! If no file is found, it will create a `Conf` object from the settings
//! passed to the [`ContextBuilder`](../struct.ContextBuilder.html).
use std::convert::TryFrom;
use std::io;
use winit::dpi::PhysicalSize;
use crate::error::{GameError, GameResult};
/// Possible fullscreen modes.
#[derive(Debug, Copy, Clone, serde::Serialize, serde::Deserialize, PartialEq, Eq)]
pub enum FullscreenType {
/// Windowed mode.
Windowed,
/// True fullscreen, which used to be preferred 'cause it can have
/// small performance benefits over windowed fullscreen.
///
/// Also it allows us to set different resolutions.
True,
/// Windowed fullscreen, generally preferred over real fullscreen
/// these days 'cause it plays nicer with multiple monitors.
Desktop,
}
/// A builder structure containing window settings
/// that can be set at runtime and changed with [`graphics::set_mode()`](../graphics/fn.set_mode.html).
///
/// Defaults:
///
/// ```rust
/// # use ggez::conf::*;
/// # fn main() { assert_eq!(
/// WindowMode {
/// width: 800.0,
/// height: 600.0,
/// maximized: false,
/// fullscreen_type: FullscreenType::Windowed,
/// borderless: false,
/// min_width: 1.0,
/// max_width: 0.0,
/// min_height: 1.0,
/// max_height: 0.0,
/// resizable: false,
/// visible: true,
/// transparent: false,
/// resize_on_scale_factor_change: false,
/// logical_size: None,
/// }
/// # , WindowMode::default());}
/// ```
#[derive(
Debug, Copy, Clone, smart_default::SmartDefault, serde::Serialize, serde::Deserialize, PartialEq,
)]
pub struct WindowMode {
/// Window width in physical pixels
#[default = 800.0]
pub width: f32,
/// Window height in physical pixels
#[default = 600.0]
pub height: f32,
/// Whether or not to maximize the window
#[default = false]
pub maximized: bool,
/// Fullscreen type
#[default(FullscreenType::Windowed)]
pub fullscreen_type: FullscreenType,
/// Whether or not to show window decorations
#[default = false]
pub borderless: bool,
/// Whether or not the window should be transparent
#[default = false]
pub transparent: bool,
/// Minimum width for resizable windows; 1 is the technical minimum,
/// as wgpu will panic on a width of 0.
#[default = 1.0]
pub min_width: f32,
/// Minimum height for resizable windows; 1 is the technical minimum,
/// as wgpu will panic on a height of 0.
#[default = 1.0]
pub min_height: f32,
/// Maximum width for resizable windows; 0 means no limit
#[default = 0.0]
pub max_width: f32,
/// Maximum height for resizable windows; 0 means no limit
#[default = 0.0]
pub max_height: f32,
/// Whether or not the window is resizable
#[default = false]
pub resizable: bool,
/// Whether this window should displayed (true) or hidden (false)
#[default = true]
pub visible: bool,
/// Whether this window should change its size in physical pixels
/// when its hidpi factor changes, i.e. when [`WindowEvent::ScaleFactorChanged`](https://docs.rs/winit/0.25.0/winit/event/enum.WindowEvent.html#variant.ScaleFactorChanged)
/// is fired.
///
/// You usually want this to be false, since the window suddenly changing size may break your game.
/// Setting this to true may be desirable if you plan for it and want your window to behave like
/// windows of other programs when being dragged from one screen to another, for example.
///
/// For more context on this take a look at [this conversation](https://github.com/ggez/ggez/pull/949#issuecomment-854731226).
#[default = false]
pub resize_on_scale_factor_change: bool,
// logical_size is serialized as a table, so it must be at the end of the struct for toml
/// Window height/width but allows LogicalSize for high DPI systems. If Some will be used instead of width/height.
#[default(None)]
pub logical_size: Option<winit::dpi::LogicalSize<f32>>,
}
impl WindowMode {
/// Set default window size, or screen resolution in true fullscreen mode.
#[must_use]
pub fn dimensions(mut self, width: f32, height: f32) -> Self {
if width >= 1.0 {
self.width = width;
}
if height >= 1.0 {
self.height = height;
}
self
}
/// Set whether the window should be maximized.
#[must_use]
pub fn maximized(mut self, maximized: bool) -> Self {
self.maximized = maximized;
self
}
/// Set the fullscreen type.
#[must_use]
pub fn fullscreen_type(mut self, fullscreen_type: FullscreenType) -> Self {
self.fullscreen_type = fullscreen_type;
self
}
/// Set whether a window should be borderless in windowed mode.
#[must_use]
pub fn borderless(mut self, borderless: bool) -> Self {
self.borderless = borderless;
self
}
/// Set whether a window should be transparent.
#[must_use]
pub fn transparent(mut self, transparent: bool) -> Self {
self.transparent = transparent;
self
}
/// Set minimum window dimensions for windowed mode.
/// Minimum dimensions will always be >= 1.
#[must_use]
pub fn min_dimensions(mut self, width: f32, height: f32) -> Self {
if width >= 1.0 {
self.min_width = width;
}
if height >= 1.0 {
self.min_height = height;
}
self
}
/// Set maximum window dimensions for windowed mode.
#[must_use]
pub fn max_dimensions(mut self, width: f32, height: f32) -> Self {
self.max_width = width;
self.max_height = height;
self
}
/// Set resizable.
#[must_use]
pub fn resizable(mut self, resizable: bool) -> Self {
self.resizable = resizable;
self
}
/// Set visibility
#[must_use]
pub fn visible(mut self, visible: bool) -> Self {
self.visible = visible;
self
}
/// Set whether to resize when the hidpi factor changes
#[must_use]
pub fn resize_on_scale_factor_change(mut self, resize_on_scale_factor_change: bool) -> Self {
self.resize_on_scale_factor_change = resize_on_scale_factor_change;
self
}
// Use logical_size if set, else convert width/height to PhysicalSize
pub(crate) fn actual_size(&self) -> GameResult<winit::dpi::Size> {
let actual_size: winit::dpi::Size = if let Some(logical_size) = self.logical_size {
logical_size.into()
} else {
winit::dpi::PhysicalSize::<f64>::from((self.width, self.height)).into()
};
let physical_size: PhysicalSize<f64> = actual_size.to_physical(1.0);
if physical_size.width >= 1.0 && physical_size.height >= 1.0 {
Ok(actual_size)
} else {
Err(GameError::WindowError(format!(
"window width and height need to be at least 1; actual values: {}, {}",
physical_size.width, physical_size.height
)))
}
}
}
/// A builder structure containing window settings
/// that must be set at init time and cannot be changed afterwards.
///
/// Defaults:
///
/// ```rust
/// # use ggez::conf::*;
/// # fn main() { assert_eq!(
/// WindowSetup {
/// title: "An easy, good game".to_owned(),
/// samples: NumSamples::One,
/// vsync: true,
/// icon: "".to_owned(),
/// srgb: true,
/// }
/// # , WindowSetup::default()); }
/// ```
#[derive(
Debug, Clone, smart_default::SmartDefault, serde::Serialize, serde::Deserialize, PartialEq, Eq,
)]
pub struct WindowSetup {
/// The window title.
#[default(String::from("An easy, good game"))]
pub title: String,
/// Number of samples to use for multisample anti-aliasing.
#[default(NumSamples::One)]
pub samples: NumSamples,
/// Whether or not to enable vsync.
#[default = true]
pub vsync: bool,
/// A file path to the window's icon.
/// It takes a path rooted in the `resources` directory (see the [`filesystem`](../filesystem/index.html)
/// module for details), and an empty string results in a blank/default icon.
#[default(String::new())]
pub icon: String,
/// Whether or not to enable sRGB (gamma corrected color)
/// handling on the display.
#[default = true]
pub srgb: bool,
}
impl WindowSetup {
/// Set window title.
#[must_use]
pub fn title(mut self, title: &str) -> Self {
self.title = title.to_owned();
self
}
/// Set number of samples to use for multisample anti-aliasing.
#[must_use]
pub fn samples(mut self, samples: NumSamples) -> Self {
self.samples = samples;
self
}
/// Set whether vsync is enabled.
#[must_use]
pub fn vsync(mut self, vsync: bool) -> Self {
self.vsync = vsync;
self
}
/// Set the window's icon.
#[must_use]
pub fn icon(mut self, icon: &str) -> Self {
self.icon = icon.to_owned();
self
}
/// Set `sRGB` color mode.
#[must_use]
pub fn srgb(mut self, active: bool) -> Self {
self.srgb = active;
self
}
}
/// Possible graphics backends.
/// The default is `Primary`.
#[derive(
Debug,
Copy,
Clone,
serde::Serialize,
serde::Deserialize,
PartialEq,
Eq,
smart_default::SmartDefault,
)]
#[serde(tag = "type")]
pub enum Backend {
/// Includes [`Backend::OnlyPrimary`] and also secondary APIs consisting of OpenGL and DX11.
///
/// These APIs may have issues and may be deprecated by some platforms.
#[default]
All,
/// Primary APIs consisting of Vulkan, Metal and DX12.
///
/// These APIs have first-class support from WGPU and from the platforms that support them.
OnlyPrimary,
/// Use the Khronos Vulkan API.
Vulkan,
/// Use the Apple Metal API.
Metal,
/// Use the Microsoft DirectX 12 API.
Dx12,
/// Use the Microsoft DirectX 11 API. This is not a recommended backend.
Dx11,
/// Use the Khronos OpenGL API. This is not a recommended backend.
Gl,
/// Use the WebGPU API. Targets the web.
BrowserWebGpu,
}
/// The possible number of samples for multisample anti-aliasing.
#[derive(Debug, Copy, Clone, serde::Serialize, serde::Deserialize, PartialEq, Eq)]
pub enum NumSamples {
/// One sample
One = 1,
/* uncomment when WGPU supports more sample counts
/// Two samples
Two = 2,
*/
/// Four samples
Four = 4,
/* uncomment when WGPU supports more sample counts
/// Eight samples
Eight = 8,
/// Sixteen samples
Sixteen = 16,
*/
}
impl TryFrom<u8> for NumSamples {
type Error = GameError;
fn try_from(i: u8) -> Result<Self, Self::Error> {
match i {
1 => Ok(NumSamples::One),
//2 => Ok(NumSamples::Two),
4 => Ok(NumSamples::Four),
//8 => Ok(NumSamples::Eight),
//16 => Ok(NumSamples::Sixteen),
_ => Err(GameError::ConfigError(String::from(
"Invalid number of samples",
))),
}
}
}
impl From<NumSamples> for u8 {
fn from(ns: NumSamples) -> u8 {
ns as u8
}
}
/// A structure containing configuration data
/// for the game engine.
///
/// Defaults:
///
/// ```rust
/// # use ggez::conf::*;
/// # fn main() { assert_eq!(
/// Conf {
/// window_mode: WindowMode::default(),
/// window_setup: WindowSetup::default(),
/// backend: Backend::default(),
/// }
/// # , Conf::default()); }
/// ```
#[derive(
serde::Serialize, serde::Deserialize, Debug, PartialEq, smart_default::SmartDefault, Clone,
)]
pub struct Conf {
/// Window setting information that can be set at runtime
pub window_mode: WindowMode,
/// Window setting information that must be set at init-time
pub window_setup: WindowSetup,
/// Graphics backend configuration
pub backend: Backend,
}
impl Conf {
/// Same as `Conf::default()`
pub fn new() -> Self {
Self::default()
}
/// Load a TOML file from the given `Read` and attempts to parse
/// a `Conf` from it.
pub fn from_toml_file<R: io::Read>(file: &mut R) -> GameResult<Conf> {
let mut s = String::new();
let _ = file.read_to_string(&mut s)?;
let decoded = toml::from_str(&s)?;
Ok(decoded)
}
/// Saves the `Conf` to the given `Write` object,
/// formatted as TOML.
pub fn to_toml_file<W: io::Write>(&self, file: &mut W) -> GameResult {
let s = toml::to_vec(self)?;
file.write_all(&s)?;
Ok(())
}
/// Sets the window mode
#[must_use]
pub fn window_mode(mut self, window_mode: WindowMode) -> Self {
self.window_mode = window_mode;
self
}
/// Sets the backend
#[must_use]
pub fn backend(mut self, backend: Backend) -> Self {
self.backend = backend;
self
}
}
#[cfg(test)]
mod tests {
use crate::conf;
/// Tries to encode and decode a `Conf` object
/// and makes sure it gets the same result it had.
#[test]
fn headless_encode_round_trip() {
let c1 = conf::Conf::new();
let mut writer = Vec::new();
c1.to_toml_file(&mut writer).unwrap();
let mut reader = writer.as_slice();
let c2 = conf::Conf::from_toml_file(&mut reader).unwrap();
assert_eq!(c1, c2);
}
}