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//! Functions and types relating to the game window, and the environment it is running in.

use crate::{graphics::ImageData, Context, Result};

/// Quits the game, if it is currently running.
///
/// Note that quitting the game does not take effect until the end of the current
/// cycle of the game loop. This will probably change later.
pub fn quit(ctx: &mut Context) {
    ctx.running = false;
}

/// Maximizes the window.
pub fn maximize(ctx: &mut Context) {
    ctx.window.maximize();
}

/// Minimizes the window.
pub fn minimize(ctx: &mut Context) {
    ctx.window.minimize();
}

/// Restores the size and position of a minimized or maximized window.
pub fn restore(ctx: &mut Context) {
    ctx.window.restore();
}

/// Brings the window to the front and gives it input focus.
///
/// Keep in mind that stealing focus from another application can be extremely disruptive.
/// You should avoid doing this unless you're certain it is what the user wants.
pub fn focus(ctx: &mut Context) {
    // TODO: Add support for SDL_FlashWindow once 2.0.16 is more widely available.
    ctx.window.focus();
}

/// Gets the current title of the window.
pub fn get_title(ctx: &Context) -> &str {
    ctx.window.get_window_title()
}

/// Sets the title of the window.
pub fn set_title<S>(ctx: &mut Context, title: S)
where
    S: AsRef<str>,
{
    ctx.window.set_window_title(title)
}

/// Gets the width of the window.
///
/// This function will return a consistent value regardless of whether
/// [high DPI support](crate::ContextBuilder::high_dpi) is enabled. To find
/// the physical width of the window, call [`get_physical_width`].
pub fn get_width(ctx: &Context) -> i32 {
    ctx.window.get_window_size().0
}

/// Sets the width of the window.
///
/// # Errors
///
/// * [`TetraError::FailedToChangeDisplayMode`](crate::TetraError::FailedToChangeDisplayMode)
/// will be returned if the game was unable to change the window size.
pub fn set_width(ctx: &mut Context, width: i32) -> Result {
    set_size(ctx, width, ctx.window.get_window_size().1)
}

/// Gets the height of the window.
///
/// This function will return a consistent value regardless of whether
/// [high DPI support](crate::ContextBuilder::high_dpi) is enabled. To find
/// the physical height of the window, call [`get_physical_height`].
pub fn get_height(ctx: &Context) -> i32 {
    ctx.window.get_window_size().1
}

/// Sets the height of the window.
///
/// # Errors
///
/// * [`TetraError::FailedToChangeDisplayMode`](crate::TetraError::FailedToChangeDisplayMode)
/// will be returned if the game was unable to change the window size.
pub fn set_height(ctx: &mut Context, height: i32) -> Result {
    set_size(ctx, ctx.window.get_window_size().0, height)
}

/// Gets the size of the window.
///
/// This function will return a consistent value regardless of whether
/// [high DPI support](crate::ContextBuilder::high_dpi) is enabled. To find
/// the physical size of the window, call [`get_physical_size`].
pub fn get_size(ctx: &Context) -> (i32, i32) {
    ctx.window.get_window_size()
}

/// Sets the size of the window.
///
/// # Errors
///
/// * [`TetraError::FailedToChangeDisplayMode`](crate::TetraError::FailedToChangeDisplayMode)
/// will be returned if the game was unable to change the window size.
pub fn set_size(ctx: &mut Context, width: i32, height: i32) -> Result {
    ctx.window.set_window_size(width, height)
}

/// Returns the width of the window in physical pixels.
///
/// The output of this function may differ from the output of [`get_width`] if
/// [high DPI support](crate::ContextBuilder::high_dpi) is enabled.
pub fn get_physical_width(ctx: &Context) -> i32 {
    ctx.window.get_physical_size().0
}

/// Returns the height of the window in physical pixels.
///
/// The output of this function may differ from the output of [`get_height`] if
/// [high DPI support](crate::ContextBuilder::high_dpi) is enabled.
pub fn get_physical_height(ctx: &Context) -> i32 {
    ctx.window.get_physical_size().1
}

/// Returns the size of the window in physical pixels.
///
/// The output of this function may differ from the output of [`get_size`] if
/// [high DPI support](crate::ContextBuilder::high_dpi) is enabled.
pub fn get_physical_size(ctx: &Context) -> (i32, i32) {
    ctx.window.get_physical_size()
}

/// Sets the minimum size of the window.
///
/// # Errors
///
/// * [`TetraError::PlatformError`](crate::TetraError::PlatformError) will be returned
/// if the specified size was invalid.
pub fn set_minimum_size(ctx: &mut Context, width: i32, height: i32) -> Result {
    ctx.window.set_minimum_size(width, height)
}

/// Gets the minimum size of the window.
pub fn get_minimum_size(ctx: &Context) -> (i32, i32) {
    ctx.window.get_minimum_size()
}

/// Sets the maximum size of the window.
///
/// # Errors
///
/// * [`TetraError::PlatformError`](crate::TetraError::PlatformError) will be returned
/// if the specified size was invalid.
pub fn set_maximum_size(ctx: &mut Context, width: i32, height: i32) -> Result {
    ctx.window.set_maximum_size(width, height)
}

/// Gets the maximum size of the window.
pub fn get_maximum_size(ctx: &Context) -> (i32, i32) {
    ctx.window.get_maximum_size()
}

/// Sets the position of the window.
///
/// You can either pass the co-ordinates to this function as `i32`s, or
/// use the `WindowPosition` enum for more fine-grained control over
/// where the window ends up.
pub fn set_position<X, Y>(ctx: &mut Context, x: X, y: Y)
where
    X: Into<WindowPosition>,
    Y: Into<WindowPosition>,
{
    ctx.window.set_position(x.into(), y.into());
}

/// Gets the position of the window.
pub fn get_position(ctx: &Context) -> (i32, i32) {
    ctx.window.get_position()
}

/// Returns the ratio of the logical resolution to the physical resolution of the current
/// display on which the window is being displayed.
///
/// This will usually be `1.0`, but if [high DPI support](crate::ContextBuilder::high_dpi)
/// is enabled and the monitor is high DPI, it may be higher. For example, on a Mac with
/// a retina display, this can return `2.0`.
pub fn get_dpi_scale(ctx: &Context) -> f32 {
    ctx.window.get_dpi_scale()
}

/// Sets whether or not the window should have decorations, such as a border and
/// a close button.
pub fn set_decorated(ctx: &mut Context, bordered: bool) {
    ctx.window.set_decorated(bordered);
}

/// Sets the icon for the window.
///
/// Note that the preferred way of setting the icon is as part of packaging your game,
/// as detailed in the '[Distributing](https://tetra.seventeencups.net/distributing#change-the-games-iconmetadata)'
/// page of Tetra's documentation, as this allows for the icon to be displayed
/// in more places (system menus, file managers, etc) and for multiple
/// resolutions to be provided. This function is mainly useful if you
/// wish to change the icon once the application is already running.  
///
/// # Errors
///
/// * [`TetraError::PlatformError`](crate::TetraError::PlatformError) will be returned
/// if the icon could not be set.
pub fn set_icon(ctx: &mut Context, data: &mut ImageData) -> Result {
    ctx.window.set_icon(data)
}

/// Returns whether the window is currently visible, or whether it has been hidden.
///
/// Note that a minimized window is still considered 'visible', as the user is able
/// to restore it if they want to.
pub fn is_visible(ctx: &mut Context) -> bool {
    ctx.window.is_visible()
}

/// Sets whether or not the window should be visible to the user.
pub fn set_visible(ctx: &mut Context, visible: bool) {
    ctx.window.set_visible(visible);
}

/// Sets whether the window should be vsynced.
///
/// # Errors
///
/// * [`TetraError::FailedToChangeDisplayMode`](crate::TetraError::FailedToChangeDisplayMode)
/// will be returned if the game was unable to change vsync mode.
pub fn set_vsync(ctx: &mut Context, vsync: bool) -> Result {
    ctx.window.set_vsync(vsync)
}

/// Returns whether or not vsync is enabled.
pub fn is_vsync_enabled(ctx: &Context) -> bool {
    ctx.window.is_vsync_enabled()
}

/// Sets whether the window should be in fullscreen mode.
///
/// # Errors
///
/// * [`TetraError::FailedToChangeDisplayMode`](crate::TetraError::FailedToChangeDisplayMode)
/// will be returned if the game was unable to enter or exit fullscreen.
pub fn set_fullscreen(ctx: &mut Context, fullscreen: bool) -> Result {
    ctx.window.set_fullscreen(fullscreen)
}

/// Returns whether or not the window is currently in fullscreen mode.
pub fn is_fullscreen(ctx: &Context) -> bool {
    ctx.window.is_fullscreen()
}

/// Sets whether or not the mouse cursor should be visible.
///
/// # Errors
///
/// * [`TetraError::PlatformError`](crate::TetraError::PlatformError) will be returned if
/// the cursor state was inaccessible.
pub fn set_mouse_visible(ctx: &mut Context, visible: bool) -> Result {
    ctx.window.set_mouse_visible(visible)
}

/// Returns whether or not the mouse cursor is currently visible.
pub fn is_mouse_visible(ctx: &Context) -> bool {
    ctx.window.is_mouse_visible()
}

/// Sets whether or not the mouse is grabbed by the window.
///
/// When this is active, the cursor will not be able to leave the window while it
/// is focused.
pub fn set_mouse_grabbed(ctx: &mut Context, mouse_grabbed: bool) {
    ctx.window.set_mouse_grabbed(mouse_grabbed);
}

/// Returns whether or not the mouse is currently grabbed by the window.
///
/// When this is active, the cursor will not be able to leave the window while it
/// is focused.
pub fn is_mouse_grabbed(ctx: &Context) -> bool {
    ctx.window.is_mouse_grabbed()
}

/// Sets whether or not relative mouse mode is enabled.
///
/// While the mouse is in relative mode, the cursor is hidden and can move beyond the
/// bounds of the window. The `delta` field of [`Event::MouseMoved`](crate::Event::MouseMoved)
/// can then be used to track the cursor's changes in position. This is useful when
/// implementing control schemes that require the mouse to be able to move infinitely
/// in any direction (for example, FPS-style movement).
///
/// While this mode is enabled, the absolute position of the mouse may not be updated -
/// as such, you should not rely on it.
pub fn set_relative_mouse_mode(ctx: &mut Context, relative_mouse_mode: bool) {
    ctx.window.set_relative_mouse_mode(relative_mouse_mode);
}

/// Returns whether or not relative mouse mode is currently enabled.
///
/// While the mouse is in relative mode, the cursor is hidden and can move beyond the
/// bounds of the window. The `delta` field of [`Event::MouseMoved`](crate::Event::MouseMoved)
/// can then be used to track the cursor's changes in position. This is useful when
/// implementing control schemes that require the mouse to be able to move infinitely
/// in any direction (for example, FPS-style movement).
///
/// While this mode is enabled, the absolute position of the mouse may not be updated -
/// as such, you should not rely on it.
pub fn is_relative_mouse_mode(ctx: &Context) -> bool {
    ctx.window.is_relative_mouse_mode()
}

/// Gets the number of monitors connected to the device.
///
/// # Errors
///
/// * [`TetraError::PlatformError`](crate::TetraError::PlatformError) will be returned
/// if the monitor state was inaccessible.
pub fn get_monitor_count(ctx: &Context) -> Result<i32> {
    ctx.window.get_monitor_count()
}

/// Gets the name of a monitor connected to the device.
///
/// # Errors
///
/// * [`TetraError::PlatformError`](crate::TetraError::PlatformError) will be returned
/// if the monitor state was inaccessible.
pub fn get_monitor_name(ctx: &Context, monitor_index: i32) -> Result<String> {
    ctx.window.get_monitor_name(monitor_index)
}

/// Gets the width of a monitor connected to the device.
///
/// # Errors
///
/// * [`TetraError::PlatformError`](crate::TetraError::PlatformError) will be returned
/// if the monitor state was inaccessible.
pub fn get_monitor_width(ctx: &Context, monitor_index: i32) -> Result<i32> {
    get_monitor_size(ctx, monitor_index).map(|(w, _)| w)
}

/// Gets the height of a monitor connected to the device.
///
/// # Errors
///
/// * [`TetraError::PlatformError`](crate::TetraError::PlatformError) will be returned
/// if the monitor state was inaccessible.
pub fn get_monitor_height(ctx: &Context, monitor_index: i32) -> Result<i32> {
    get_monitor_size(ctx, monitor_index).map(|(_, h)| h)
}

/// Gets the size of a monitor connected to the device.
///
/// # Errors
///
/// * [`TetraError::PlatformError`](crate::TetraError::PlatformError) will be returned
/// if the monitor state was inaccessible.
pub fn get_monitor_size(ctx: &Context, monitor_index: i32) -> Result<(i32, i32)> {
    ctx.window.get_monitor_size(monitor_index)
}

/// Gets the index of the monitor that the window is currently on.
///
/// # Errors
///
/// * [`TetraError::PlatformError`](crate::TetraError::PlatformError) will be returned
/// if the monitor state was inaccessible.
pub fn get_current_monitor(ctx: &Context) -> Result<i32> {
    ctx.window.get_current_monitor()
}

/// Gets the name of the monitor that the window is currently on.
///
/// # Errors
///
/// * [[`TetraError::PlatformError`](crate::TetraError::PlatformError) will be returned
/// if the monitor state was inaccessible.
pub fn get_current_monitor_name(ctx: &Context) -> Result<String> {
    let monitor_index = ctx.window.get_current_monitor()?;
    ctx.window.get_monitor_name(monitor_index)
}

/// Gets the width of the monitor that the window is currently on.
///
/// # Errors
///
/// * [`TetraError::PlatformError`](crate::TetraError::PlatformError) will be returned
/// if the monitor state was inaccessible.
pub fn get_current_monitor_width(ctx: &Context) -> Result<i32> {
    get_current_monitor_size(ctx).map(|(w, _)| w)
}

/// Gets the height of the monitor that the window is currently on.
///
/// # Errors
///
/// * [`TetraError::PlatformError`](crate::TetraError::PlatformError) will be returned
/// if the monitor state was inaccessible.
pub fn get_current_monitor_height(ctx: &Context) -> Result<i32> {
    get_current_monitor_size(ctx).map(|(_, h)| h)
}

/// Gets the size of the monitor that the window is currently on.
///
/// # Errors
///
/// * [`TetraError::PlatformError`](crate::TetraError::PlatformError) will be returned
/// if the monitor state was inaccessible.
pub fn get_current_monitor_size(ctx: &Context) -> Result<(i32, i32)> {
    let monitor_index = ctx.window.get_current_monitor()?;
    ctx.window.get_monitor_size(monitor_index)
}

/// Sets whether or not the user's screen saver can be displayed while the game is running.
pub fn set_screen_saver_enabled(ctx: &Context, screen_saver_enabled: bool) {
    ctx.window.set_screen_saver_enabled(screen_saver_enabled);
}

/// Returns whether or not the user's screen saver can be displayed while the game is running.
pub fn is_screen_saver_enabled(ctx: &Context) -> bool {
    ctx.window.is_screen_saver_enabled()
}

/// Sets whether or not key repeat should be enabled.
///
/// Normally, a [`KeyPressed`](crate::Event::KeyPressed) event will only be fired once, when
/// the key is initially pressed. Enabling key repeat causes `KeyPressed` events to be fired
/// continuously while the key is held down.
pub fn set_key_repeat_enabled(ctx: &mut Context, key_repeat_enabled: bool) {
    ctx.window.set_key_repeat_enabled(key_repeat_enabled);
}

/// Returns whether or not key repeat is enabled.
///
/// Normally, a [`KeyPressed`](crate::Event::KeyPressed) event will only be fired once, when
/// the key is initially pressed. Enabling key repeat causes `KeyPressed` events to be fired
/// continuously while the key is held down.
pub fn is_key_repeat_enabled(ctx: &Context) -> bool {
    ctx.window.is_key_repeat_enabled()
}

/// Represents the position of a window on the screen.
#[non_exhaustive]
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
pub enum WindowPosition {
    /// Positions the window at the given screen co-ordinate.
    ///
    /// For example, `WindowPosition::Positioned(0)` would position the window
    /// at the top/left of the screen space.
    Positioned(i32),

    /// Positions the window at the center of a monitor, identified by its index.
    ///
    /// For example, `WindowPosition::Centered(0)` would position the window
    /// at the center of the user's primary monitor.
    Centered(i32),
}

impl From<i32> for WindowPosition {
    fn from(val: i32) -> Self {
        WindowPosition::Positioned(val)
    }
}