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>)
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)
fn set_visible(&mut self, visible: bool)
fn set_mouse_cursor_visible(&mut self, visible: bool)
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)
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.