Struct sfml::window::Window [] [src]

pub struct Window {
    // some fields omitted
}

Window manipulation

Provides OpenGL-based windows, and abstractions for events and input handling.

Methods

impl Window
[src]

fn new(mode: VideoMode, title: &str, style: WindowStyle, settings: &ContextSettings) -> Option<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 sfFullscreen, 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

Return Some(Window) or None

fn new_with_unicode(mode: VideoMode, title: Vec<u32>, style: WindowStyle, settings: &ContextSettings) -> Option<Window>

Construct a new window (with a UTF-32 title)

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 sfFullscreen, 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 (UTF-32)
  • style - Window style
  • settings - Additional settings for the underlying OpenGL context

Return Some(Window) or None

fn events(&self) -> Events

Return an iterator over all the event currently in the events queue.

fn poll_event(&mut self) -> Event

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 false and leave \a event unmodified. 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.

Return the event if an event was returned, or NoEvent if the event queue was empty

fn wait_event(&mut self) -> Event

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. After this function returns (and no error occured), the event object is always valid and filled properly. 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.

Return the event or NoEvent if an error has occured

fn set_unicode_title(&mut self, title: Vec<u32>)

Change the title of a window (with a UTF-32 string)

Arguments

  • title - New title

fn set_icon(&mut self, width: u32, height: u32, pixels: Vec<u8>)

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

fn close(&mut self)

Close a window and destroy all the attached resources

After calling this method, the Window object remains valid. All other functions such as poll_event or display will still work (i.e. you don't have to test is_open every time), and will have no effect on closed windows.

fn is_open(&self) -> bool

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.

fn get_settings(&self) -> ContextSettings

Get the settings of the OpenGL context of a window

Note that these settings may be different from what was passed to the sfWindow_create 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

fn set_title(&mut self, title: &str)

Change the title of a window

Arguments

  • title - New title

fn set_visible(&mut self, visible: bool)

Show or hide a window

Arguments

  • visible - true to show the window, false to hide it

fn set_mouse_cursor_visible(&mut self, visible: bool)

Show or hide the mouse cursor

Arguments

  • visible - true to false to hide

fn set_vertical_sync_enabled(&mut self, enabled: bool)

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

fn set_key_repeat_enabled(&mut self, enabled: bool)

Enable or disable automatic key-repeat

If key repeat is enabled, you will receive repeated KeyPress 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

fn set_active(&mut self, enabled: bool) -> bool

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

fn display(&mut self)

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.

fn set_framerate_limit(&mut self, limit: u32)

Limit the framerate to a maximum fixed frequency

If a limit is set, the window will use a small delay after each call to sfWindow_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)

fn set_joystick_threshold(&mut self, threshold: f32)

Change the joystick threshold

The joystick threshold is the value below which no JoyMoved event will be generated.

Arguments

  • threshold - New threshold, in the range [0, 100]

fn get_position(&self) -> Vector2i

Get the position of a window

Return the position in pixels

fn set_position(&mut self, position: &Vector2i)

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

fn get_size(&self) -> Vector2u

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

fn set_size(&mut self, size: &Vector2u)

Change the size of the rendering region of a window

Arguments

  • size - New size, in pixels

fn get_mouse_position(&self) -> Vector2i

Get the current position of the mouse

This function returns the current position of the mouse cursor relative to the given window.

Arguments

  • relativeTo - Reference Window

Return the position of the mouse cursor, relative to the given window

fn set_mouse_position(&mut self, position: &Vector2i)

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

Trait Implementations

impl Drop for Window
[src]

fn drop(&mut self)

Destructor for class Window. Destroy all the ressource.