Struct sfml::graphics::RenderWindow

source ·
pub struct RenderWindow { /* private fields */ }
Expand description

Window that can serve as a target for 2D drawing.

RenderWindow is the main type of the graphics module. It defines an OS window that can be painted using the other classes of the graphics module.

Usage example

use sfml::window::{Event, Style};
use sfml::graphics::{RenderWindow, RenderTarget, Color};
// Create a new window
let mut window = RenderWindow::new((800, 600),
                             "SFML window",
                             Style::CLOSE,
                             &Default::default());
// Limit the framerate to 60 frames per second (this step is optional)
window.set_framerate_limit(60);

// The main loop - ends as soon as the window is closed
while window.is_open() {
    // Event processing
    while let Some(event) = window.poll_event() {
        match event {
            Event::Closed => window.close(),
            _ => {}
        }
    }

    window.clear(Color::BLACK);
    // SFML drawing commands go here...

    // End the current frame and display its contents on screen
    window.display();
}

Implementations§

Construct a new render window

This function creates the render 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 Style::FULLSCREEN, 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 render window)
  • title - Title of the render window
  • style - Window style
  • settings - Additional settings for the underlying OpenGL context
Usage example
use sfml::window::Style;
use sfml::graphics::{RenderWindow};
// Create a new window
let mut window = RenderWindow::new((800, 600),
                             "SFML window",
                             Style::CLOSE,
                             &Default::default());

Create a render window from an existing platform-specific window handle

This function creates a render window based on an existing platform specific window handle which has been allocated outside of SFML. This is only intended to be used in cases where you need to integrate SFML with some other windowing library.

Safety

It is the caller’s responsibility to ensure that it is called with a valid window handle.

Arguments
  • handle - The handle to the platform-specific window handle to use for the window.
  • settings - Additional settings for the underlying OpenGL context

Get the OS-specific handle of the window.

The type of the returned handle is Handle, which is a typedef to the handle type defined by the OS. You shouldn’t need to use this function, unless you have very specific stuff to implement that SFML doesn’t support, or implement a temporary workaround until a bug is fixed.

Change a render 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
Safety

pixels not being at least width * height * 4 will likely cause undefined behavior.

Platform-specific behavior is also unclear (limits on max size, etc).

Usage example
while window.is_open() {
// Creates a bright red window icon
let (width, height) = (1, 1);
let pixels: [u8; 4] = [255, 0, 0, 255];
unsafe { window.set_icon(width, height, &pixels); }
    window.display();
}

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 None. 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.

Returns Some(event) if an event was returned, or None if the event queue was empty

Usage example
while window.is_open() {
    // Event processing
    while let Some(event) = window.poll_event() {
        match event {
            Event::Closed => window.close(),
            _ => {},
        }
    }
}

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.

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.

Returns Some(event) or None if an error has occured

Usage example
// The main loop - ends as soon as the window is closed
while window.is_open() {
    // Event processing
    match window.wait_event() { // Stops program from continuing until new event occurs
        Some(Event::Closed) => window.close(),
        _ => {},
    }
}

Close a render 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.

Usage Example
// The main loop - ends as soon as the window is closed
while window.is_open() {
    // Event processing
    while let Some(event) = window.poll_event() {
        match event {
            Event::Closed => window.close(),
            _ => {}
        }
    }
}
// Once window is closed, we can do other things.

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.

Usage Example
use sfml::window::{Event, Style};
use sfml::graphics::RenderWindow;
// Create a new window
let mut window = RenderWindow::new((800, 600),
                             "SFML window",
                             Style::CLOSE,
                             &Default::default());

while window.is_open() {
    // Do something
}

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.

Usage Example
while window.is_open() {
    window.clear(Color::BLACK);
    // Draw something

    window.display();
}

Limit the framerate to a maximum fixed frequency

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

Get the settings of the OpenGL context of a window

Note that these settings may be different from what was passed to the RenderWindow::new 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

Change the title of a window

Arguments
  • title - New title

Show or hide a window.

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

Show or hide the mouse cursor

Arguments
  • visible - true to false to hide

Grab or release the mouse cursor.

If set, grabs the mouse cursor inside this window’s client area so it may no longer be moved outside its bounds. Note that grabbing is only active while the window has focus.

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

Enable or disable automatic key-repeat

If key repeat is enabled, you will receive repeated crate::window::Event::KeyPressed 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

Activate or deactivate a render 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

Change the joystick threshold

The joystick threshold is the value below which no crate::window::Event::JoystickMoved event will be generated.

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

Get the position of a window

Return the position in pixels

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
Usage Example
window.set_position(Vector2::new(100, 400));
use std::{thread, time::Duration};
// You need to wait for the OS the set the window's position before checking
thread::sleep(Duration::from_millis(250));
assert_eq!(window.position(), Vector2::new(100, 400));

Change the size of the rendering region of a window

Arguments
  • size - New size, in pixels
Usage Example
window.set_size(Vector2::new(100, 400));
use std::{thread, time::Duration};
// You need to wait for the OS the set the window's size before checking
thread::sleep(Duration::from_millis(250));
assert_eq!(window.size(), Vector2::new(100, 400));

Returns the current position of the mouse relative to the window.

Set the current position of the mouse relatively to a render window

This function sets the current position of the mouse cursor relative to the given render window

Arguments
  • position - the positon to set

Set the displayed cursor to a native system cursor.

Upon window creation, the arrow cursor is used by default.

Safety

The cursor can not be destroyed while in use by the window.

Usage Example
let cursor = Cursor::from_system(CursorType::Arrow);
if let Some(arrow_cursor) = &cursor {
    unsafe { window.set_mouse_cursor(arrow_cursor); }
}
// You need to ensure the SFML window closes before the cursor's end of life.
// Doing it the other way around will cause undefined behavior.
window.close();
drop(cursor);

Returns the current position of a touch in window coordinates.

Check whether the window has the input focus.

At any given time, only one window may have the input focus to receive input events such as keystrokes or most mouse events.

Request the current window to be made the active foreground window.

At any given time, only one window may have the input focus to receive input events such as keystrokes or mouse events. If a window requests focus, it only hints to the operating system, that it would like to be focused. The operating system is free to deny the request. This is not to be confused with RenderWindow::set_active.

Usage Example
window.request_focus();
use std::{thread, time::Duration};
// You need to wait for the OS the set the window's visibility before checking
thread::sleep(Duration::from_millis(250));
assert_eq!(window.has_focus(), true);

Trait Implementations§

Formats the value using the given formatter. Read more
Executes the destructor for this type. Read more
Save the current OpenGL render states and matrices Read more
Restore the previously saved OpenGL render states and matrices
Reset the internal OpenGL states so that the target is ready for drawing Read more
set a new view to the target
return the current view
get the default view for the render target
Convert a point from window coordinates to world coordinates Read more
Convert a point from window coordinates to world coordinates Read more
Convert a point from world coordinates to window coordinates Read more
Convert a point from window coordinates to world coordinates Read more
get the viewport of the render target
Get the size of the rendering region of a window Read more
Draw a drawable object to the render target Read more
Draw a drawable object to the render-target with a RenderStates Read more
Draw Text
Draw Shape
Draw Sprite
Draw RcSprite
Draw CircleShape
Draw RectangleShape
Draw ConvexShape
Draw VertexBuffer
draw primitives
clear the screen

Auto Trait Implementations§

Blanket Implementations§

Gets the TypeId of self. Read more
Immutably borrows from an owned value. Read more
Mutably borrows from an owned value. Read more

Returns the argument unchanged.

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

The type returned in the event of a conversion error.
Performs the conversion.
The type returned in the event of a conversion error.
Performs the conversion.