Struct minifb::Window
[−]
[src]
pub struct Window(_);
Window is used to open up a window. It's possible to optionally display a 32-bit buffer when the widow is set as non-resizable.
Methods
impl Window
[src]
fn new(name: &str, width: usize, height: usize, opts: WindowOptions) -> Result<Window>
Opens up a new window
# Examples
Open up a window with default settings
let mut window = match Window::new("Test", 640, 400, WindowOptions::default()) { Ok(win) => win, Err(err) => { println!("Unable to create window {}", err); return; } };
Open up a window that is resizeable
let mut window = match Window::new("Test", 640, 400, WindowOptions { resize: true, ..WindowOptions::default() }) { Ok(win) => win, Err(err) => { println!("Unable to create window {}", err); return; } };
fn set_title(&mut self, title: &str)
Allows you to set a new title of the window after creation
Examples
let mut window = match Window::new("Test", 640, 400, WindowOptions::default()).unwrap(); window.set_title("My New Title!");
fn get_window_handle(&self) -> *mut c_void
Returns the native handle for a window which is an opaque pointer/handle which dependens on the current operating system:
Windows HWND MacOS NSWindow X11 XWindow
fn update_with_buffer(&mut self, buffer: &[u32])
Updates the window with a 32-bit pixel buffer. Notice that the buffer needs to be at least the size of the created window
Examples
let mut buffer: Vec<u32> = vec![0; 640 * 400]; let mut window = match Window::new("Test", 640, 400, WindowOptions::default()).unwrap(); window.update_with_buffer(&buffer);
fn update(&mut self)
Updates the window (this is required to call in order to get keyboard/mouse input, etc)
Examples
let mut buffer: Vec<u32> = vec![0; 640 * 400]; let mut window = match Window::new("Test", 640, 400, WindowOptions::default()).unwrap(); window.update();
fn is_open(&self) -> bool
Checks if the window is still open. A window can be closed by the user (by for example pressing the close button on the window) It's up to the user to make sure that this is being checked and take action depending on the state.
Examples
while window.is_open() { window.update(...) }
fn set_position(&mut self, x: isize, y: isize)
Sets the position of the window. This is useful if you have more than one window and want to align them up on the screen
Examples
// Moves the window to pixel position 20, 20 on the screen window.set_position(20, 20);
fn get_size(&self) -> (usize, usize)
Returns the current size of the window
Examples
let size = window.get_size(); println!("width {} height {}", size.0, size.1);
fn get_mouse_pos(&self, mode: MouseMode) -> Option<(f32, f32)>
Get the current position of the mouse relative to the current window The coordinate system is as 0, 0 as the upper left corner
Examples
window.get_mouse_pos(MouseMode::Clamp).map(|mouse| { println!("x {} y {}", mouse.0, mouse.1); });
fn get_mouse_down(&self, button: MouseButton) -> bool
Check if a mouse button is down or not
Examples
let left_down = window.get_mouse_down(MouseButton::Left); println!("is left down? {}", left_down)
fn get_scroll_wheel(&self) -> Option<(f32, f32)>
Get the current movement of the scroll wheel. Scroll wheel can mean different thing depending on the device attach. For example on Mac with trackpad "scroll wheel" means two finger swiping up/down (y axis) and to the sides (x-axis) When using a mouse this assumes the scroll wheel which often is only y direction.
Examples
window.get_scroll_wheel().map(|scroll| { println!("scrolling - x {} y {}", scroll.0, scroll.1); });
fn set_cursor_style(&mut self, cursor: CursorStyle)
Set a diffrent cursor style. This can be used if you have resizing elements or something like that
Examples
window.set_cursor_style(CursorStyle::ResizeLeftRight);
fn get_keys(&self) -> Option<Vec<Key>>
Get the current keys that are down.
Examples
window.get_keys().map(|keys| { for t in keys { match t { Key::W => println!("holding w"), Key::T => println!("holding t"), _ => (), } } });
fn get_keys_pressed(&self, repeat: KeyRepeat) -> Option<Vec<Key>>
Get the current pressed keys. Repeat can be used to control if keys should be repeated if down or not.
Examples
window.get_keys_pressed(KeyRepeat::No).map(|keys| { for t in keys { match t { Key::W => println!("pressed w"), Key::T => println!("pressed t"), _ => (), } } });
fn is_key_down(&self, key: Key) -> bool
Check if a single key is down.
Examples
if window.is_key_down(Key::A) { println!("Key A is down"); }
fn is_key_pressed(&self, key: Key, repeat: KeyRepeat) -> bool
Check if a single key is pressed. KeyRepeat will control if the key should be repeated or not while being pressed.
Examples
if window.is_key_pressed(KeyRepeat::No) { println!("Key A is down"); }
fn set_key_repeat_delay(&mut self, delay: f32)
Sets the delay for when a key is being held before it starts being repeated the default value is 0.25 sec
Examples
window.set_key_repeat_delay(0.5) // 0.5 sec before repeat starts
fn set_key_repeat_rate(&mut self, rate: f32)
Sets the rate in between when the keys has passed the initial repeat_delay. The default value is 0.05 sec
Examples
window.set_key_repeat_rate(0.01) // 0.01 sec between keys
fn is_active(&mut self) -> bool
Returns if this windows is the current active one
fn set_input_callback(&mut self, callback: Box<InputCallback>)
Set input callback to recive callback on char input
fn add_menu(&mut self, menu: &Menu) -> MenuHandle
This allows adding menus to your windows. As menus behaves a bit diffrently depending on Operating system here is how it works.
Windows: Each window has their own menu and shortcuts are active depending on active window. Mac: As Mac uses one menu for the whole program the menu will change depending on which window you have active. Linux/BSD/etc: Menus aren't supported as they depend on each WindowManager and is outside of the scope for this library to support. Use [get_unix_menus] to get a structure
fn remove_menu(&mut self, handle: MenuHandle)
Remove a menu that has been added with [#add_menu]
fn get_unix_menus(&self) -> Option<&Vec<UnixMenu>>
Get Unix menu. Will only return menus on Unix class OSes
otherwise None
fn is_menu_pressed(&mut self) -> Option<usize>
Check if a menu item has been pressed