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//! Application runner.
#![allow(unused_imports)]
#![allow(unused_variables)]
use std::{marker::PhantomData, sync::Arc};
use structopt::StructOpt;
use crate::prelude::SetterMut;
use crate::widgets::StatefulWidget;
use crate::{
platform::core::{Instance, PresentMode, SurfaceConfiguration, TextureFormat, TextureUsages},
widgets::{BuildContext, Widget, WidgetBuilder, State},
winit::{
dpi::{LogicalSize, PhysicalPosition, PhysicalSize, Position, Size},
error::{ExternalError, NotSupportedError},
event::*,
event_loop::{ControlFlow, EventLoop},
window::{CursorIcon, Fullscreen, Icon, UserAttentionType, Window, WindowBuilder},
},
};
use super::{
asyncwinit::{EventAsync as Event, EventLoopAsync},
error,
resource::{Store, StoreKey, StoreOpt},
time::{DurationSpec, Monotonic},
ApplicationSettings, AsyncActivity, AsyncActivityHost, Context, MaterialApplicationHost,
};
/// Application runner.
///
/// This runner shall be used whenever wanted to debug a application.
#[derive(Debug)]
pub struct MaterialApplication {
pub window: Arc<Window>,
}
#[derive(StructOpt, Debug)]
struct Opt {
/// Width of the viewport.
#[structopt(short = "w", long = "width")]
width: Option<u32>,
/// Height of the viewport.
#[structopt(short = "h", long = "height")]
height: Option<u32>,
/// Shall the viewport be in fullscreen mode?
#[structopt(short = "f", long = "fullscreen")]
fullscreen: Option<bool>,
/// Set a maximum runtime duration. Whenever the time arrives at this duration limit, it will
/// wrap around to 0. If unset, the application will run with a forever increasing time.
///
/// The syntax is “MmSs”, where M is optional. M must be a natural specifiying the number of
/// minutes and S a natural specifying the number of seconds. 30s will then be 30 seconds and 1m42
/// will be 1 minute and 42 seconds. The number of seconds must not exceed 59.
#[structopt(short = "z", long = "wrap-at")]
wrap_at: Option<DurationSpec>,
/// Start the application at a given time.
#[structopt(short = "s", long = "start-at", default_value = "0s")]
start_at: DurationSpec,
}
impl MaterialApplication {
pub fn run<D>(mut context: D::Context, settings: ApplicationSettings)
where
D: StatefulWidget<Out = D> + Context + Default + 'static,
// D: SceneActivity<Self> + WidgetBuilder + Context + 'static,
{
log::info!("starting async \"{}\"", settings.title);
// get CLI options
let opt = Opt::from_args();
let width = opt.width.unwrap_or(settings.width);
let height = opt.height.unwrap_or(settings.height);
let fullscreen = opt.fullscreen.unwrap_or(settings.fullscreen);
// // build the WindowDim
// let win_dim = if fullscreen {
// if opt.width.is_some() && opt.height.is_some() {
// log::info!("window mode: fullscreen restricted ({}×{})", width, height);
// WindowDim::FullscreenRestricted(width, height)
// } else {
// log::info!("window mode: fullscreen");
// WindowDim::Fullscreen
// }
// } else {
// log::info!("window mode: windowed ({}×{})", width, height);
// WindowDim::Windowed(width, height)
// };
// let win_opt = WindowOpt::default();
let event_loop = EventLoop::new();
let window = WindowBuilder::new()
.with_min_inner_size(Size::Logical(LogicalSize::new(64.0, 64.0)))
.with_inner_size(Size::Physical(PhysicalSize::new(width, height)))
.with_title(settings.title)
.build(&event_loop)
.unwrap();
// initialize and configure
let instance = Instance::new();
let surface = instance.create_surface(&window);
let adapter = instance.request_adapter();
let (device, _) = adapter.request_device();
let desc = SurfaceConfiguration {
usage: TextureUsages::RENDER_ATTACHMENT,
format: TextureFormat::Bgra8UnormSrgb,
width,
height,
present_mode: PresentMode::Fifo,
};
let swapchain = device.create_swap_chain(&surface, &desc);
// create the store
let store_opt = StoreOpt::default().set_root("assets");
let mut store: Store<D::Context, StoreKey> = Store::new(store_opt)
.map_err(|e| error::Error::cannot_create_store(format!("{}", e)))
.unwrap();
let window = Arc::new(window);
// create an instance of our runner to pass to the application
let mut runner = MaterialApplication {
window: window.clone(),
};
// initialize the application
let mut app = MaterialApplicationHost::init(&mut runner, &mut store, &mut context)
.map_err(|e| error::Error::app_initialization_failure(format!("{:?}", e)))
.unwrap();
// let state: Box<dyn State<D>> = D::default().create_state();
// set the root to application
app.set(
D::default()
.create_state()
.build(Some(BuildContext {
painter: app.painter.clone(),
}))
.create_element(),
);
// loop over time and run the application
let start_time = Monotonic::now();
let start_at = opt.start_at;
let wrap_at = opt.wrap_at;
log::info!("initialized; running…");
// render loop
event_loop.run_async(async move |mut asyncrunner| {
'events: loop {
asyncrunner.wait().await;
let mut recv_events = asyncrunner.recv_events().await;
while let Some(event) = recv_events.next().await {
match event {
Event::WindowEvent {
ref event,
window_id,
} if window_id == window.id() => {
// route to external handlers
app.before_event(&mut runner, &mut context, event).await;
match event {
WindowEvent::Resized(physical_size) => {
// The size of the window has changed. Contains the client area's new dimensions.
//
// make sure the viewport matches the new window dimensions; note that width and
// height will be significantly larger than specified on retina displays.
app.resized(
&mut runner,
&mut context,
physical_size.width,
physical_size.height,
)
.await;
}
WindowEvent::Moved(position) => {
// The position of the window has changed. Contains the window's new position.
app.moved(&mut runner, &mut context, position.x, position.y)
.await;
}
WindowEvent::CloseRequested => {
// The window has been requested to close.
let control_flow = app.close(&mut runner, &mut context).await;
if control_flow == ControlFlow::Exit {
break 'events;
}
}
WindowEvent::Destroyed => {
// The window has been destroyed.
app.destroyed(&mut runner, &mut context).await;
}
WindowEvent::DroppedFile(path) => {
// A file has been dropped into the window.
//
// When the user drops multiple files at once, this event will be emitted for each file
// separately.
app.dropped_file(&mut runner, &mut context, path).await;
}
WindowEvent::HoveredFile(path) => {
// A file is being hovered over the window.
//
// When the user hovers multiple files at once, this event will be emitted for each file
// separately.
app.hovered_file(&mut runner, &mut context, path).await;
}
WindowEvent::HoveredFileCancelled => {
// A file was hovered, but has exited the window.
//
// There will be a single `HoveredFileCancelled` event triggered even if multiple files were
// hovered.
app.hovered_file_cancelled(&mut runner, &mut context).await;
}
WindowEvent::ReceivedCharacter(character) => {
// The window received a unicode character.
app.received_character(&mut runner, &mut context, *character)
.await;
}
WindowEvent::Focused(is_focused) => {
// The window gained or lost focus.
//
// The parameter is true if the window has gained focus, and false if it has lost focus.
app.focused(&mut runner, &mut context, *is_focused).await;
}
WindowEvent::KeyboardInput {
device_id,
input,
is_synthetic,
} => {
// An event from the keyboard has been received.
// If `true`, the event was generated synthetically by winit
// in one of the following circumstances:
//
// * Synthetic key press events are generated for all keys pressed
// when a window gains focus. Likewise, synthetic key release events
// are generated for all keys pressed when a window goes out of focus.
// ***Currently, this is only functional on X11 and Windows***
//
// Otherwise, this value is always `false`.
let control_flow = app
.keyboard_input(
&mut runner,
&mut context,
device_id,
input,
*is_synthetic,
)
.await;
if control_flow == ControlFlow::Exit {
break 'events;
}
}
WindowEvent::ModifiersChanged(state) => {
// The keyboard modifiers have changed.
//
// Platform-specific behavior:
// - **Web**: This API is currently unimplemented on the web. This isn't by design - it's an
// issue, and it should get fixed - but it's the current state of the API.
app.modifiers_changed(&mut runner, &mut context, state)
.await;
}
WindowEvent::CursorMoved {
device_id,
position,
..
} => {
// The cursor has moved on the window.
//
// (x,y) coords in pixels relative to the top-left corner of the window. Because the range of this data is
// limited by the display area and it may have been transformed by the OS to implement effects such as cursor
// acceleration, it should not be used to implement non-cursor-like interactions such as 3D camera control.
app.cursor_moved(
&mut runner,
&mut context,
device_id,
position,
)
.await;
}
WindowEvent::CursorEntered { device_id } => {
// The cursor has entered the window.
app.cursor_entered(&mut runner, &mut context, device_id)
.await;
}
WindowEvent::CursorLeft { device_id } => {
// The cursor has left the window.
app.cursor_left(&mut runner, &mut context, device_id).await;
}
WindowEvent::MouseWheel {
device_id,
delta,
phase,
..
} => {
// A mouse wheel movement or touchpad scroll occurred.
app.mouse_wheel(
&mut runner,
&mut context,
device_id,
delta,
phase,
)
.await;
}
WindowEvent::MouseInput {
device_id,
state,
button,
..
} => {
// An mouse button press has been received.
app.mouse_input(
&mut runner,
&mut context,
device_id,
state,
button,
)
.await;
}
WindowEvent::TouchpadPressure {
device_id,
pressure,
stage,
} => {
// Touchpad pressure event.
//
// At the moment, only supported on Apple forcetouch-capable macbooks.
// The parameters are: pressure level (value between 0 and 1 representing how hard the touchpad
// is being pressed) and stage (integer representing the click level).
app.touchpad_pressure(
&mut runner,
&mut context,
device_id,
*pressure,
*stage,
)
.await;
}
WindowEvent::AxisMotion {
device_id,
axis,
value,
} => {
// Motion on some analog axis. May report data redundant to other, more specific events.
app.axis_motion(
&mut runner,
&mut context,
device_id,
axis,
*value,
)
.await;
}
WindowEvent::Touch(touch) => {
// Touch event has been received
app.touch(&mut runner, &mut context, touch).await;
}
WindowEvent::ScaleFactorChanged {
scale_factor,
new_inner_size,
} => {
// The window's scale factor has changed.
//
// The following user actions can cause DPI changes:
//
// * Changing the display's resolution.
// * Changing the display's scale factor (e.g. in Control Panel on Windows).
// * Moving the window to a display with a different scale factor.
//
// After this event callback has been processed, the window will be resized to whatever value
// is pointed to by the `new_inner_size` reference. By default, this will contain the size suggested
// by the OS, but it can be changed to any value.
//
// For more information about DPI in general, see the [`dpi`](crate::dpi) module.
app.scale_factor_changed(
&mut runner,
&mut context,
*scale_factor,
new_inner_size,
)
.await;
}
WindowEvent::ThemeChanged(theme) => {
// The system window theme has changed.
//
// AsyncApplications might wish to react to this to change the theme of the content of the window
// when the system changes the window theme.
//
// At the moment this is only supported on Windows.
app.theme_changed(&mut runner, &mut context, theme).await;
}
}
// route to external handlers
app.after_event(&mut runner, &mut context, event).await;
}
// Event::MainEventsCleared => {
// // We draw only in RedrawRequested to filter only current window
// // Redraw here for active games like a RPG or RTS
// // per-frame time logic
// if app.main_events_cleared(&mut runner, &mut context) {
// // request redraw again
// window.request_redraw();
// }
// }
// Event::RedrawRequested(window_id) if window_id == window.id() => {}
// // Event::DeviceEvent | Event::Resumed | Event::Suspended | Event::UserEvent(E)
// // _ => println!("{:?}", event),
_ => {}
}
}
// window.request_redraw();
let mut redraw_requests = recv_events.redraw_requests().await;
while let Some(window_id) = redraw_requests.next().await {
// println!("redraw {:?}", window_id);
// redraw here when something changed
// render a frame
let time = start_time.elapsed_secs();
let time = if let Some(wrap_t) = wrap_at {
time.wrap_around(wrap_t.into())
} else {
time
};
let time = time.offset(start_at.into());
let redraw = app.render(&mut runner, &mut context, time).await;
// swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
swapchain.present(&surface);
if redraw {
// request redraw again
window.request_redraw();
}
}
}
});
}
/// Returns the scale factor that can be used to map logical pixels to physical pixels, and vice versa.
///
/// See the [`dpi`](crate::winit::dpi) module for more information.
///
/// Note that this value can change depending on user action (for example if the window is
/// moved to another screen); as such, tracking `WindowEvent::ScaleFactorChanged` events is
/// the most robust way to track the DPI you need to use to draw.
///
/// ## Platform-specific
///
/// - **X11:** This respects Xft.dpi, and can be overridden using the `WINIT_X11_SCALE_FACTOR` environment variable.
/// - **Android:** Always returns 1.0.
/// - **iOS:** Can only be called on the main thread. Returns the underlying `UIView`'s
/// [`contentScaleFactor`].
///
/// [`contentScaleFactor`]: https://developer.apple.com/documentation/uikit/uiview/1622657-contentscalefactor?language=objc
pub fn scale_factor(&self) -> f64 {
self.window.scale_factor()
}
/// Returns the position of the top-left hand corner of the window's client area relative to the
/// top-left hand corner of the desktop.
///
/// The same conditions that apply to `outer_position` apply to this method.
///
/// ## Platform-specific
///
/// - **iOS:** Can only be called on the main thread. Returns the top left coordinates of the
/// window's [safe area] in the screen space coordinate system.
/// - **Web:** Returns the top-left coordinates relative to the viewport. _Note: this returns the
/// same value as `outer_position`._
/// - **Android / Wayland:** Always returns [`NotSupportedError`].
///
/// [safe area]: https://developer.apple.com/documentation/uikit/uiview/2891103-safeareainsets?language=objc
#[inline]
pub fn inner_position(&self) -> Result<PhysicalPosition<i32>, NotSupportedError> {
self.window.inner_position()
}
/// Returns the position of the top-left hand corner of the window relative to the
/// top-left hand corner of the desktop.
///
/// Note that the top-left hand corner of the desktop is not necessarily the same as
/// the screen. If the user uses a desktop with multiple monitors, the top-left hand corner
/// of the desktop is the top-left hand corner of the monitor at the top-left of the desktop.
///
/// The coordinates can be negative if the top-left hand corner of the window is outside
/// of the visible screen region.
///
/// ## Platform-specific
///
/// - **iOS:** Can only be called on the main thread. Returns the top left coordinates of the
/// window in the screen space coordinate system.
/// - **Web:** Returns the top-left coordinates relative to the viewport.
/// - **Android / Wayland:** Always returns [`NotSupportedError`].
#[inline]
pub fn outer_position(&self) -> Result<PhysicalPosition<i32>, NotSupportedError> {
self.window.outer_position()
}
/// Modifies the position of the window.
///
/// See `outer_position` for more information about the coordinates. This automatically un-maximizes the
/// window if it's maximized.
///
/// ## Platform-specific
///
/// - **iOS:** Can only be called on the main thread. Sets the top left coordinates of the
/// window in the screen space coordinate system.
/// - **Web:** Sets the top-left coordinates relative to the viewport.
/// - **Android / Wayland:** Unsupported.
#[inline]
pub fn set_outer_position<P: Into<Position>>(&self, position: P) {
self.window.set_outer_position(position.into())
}
/// Returns the physical size of the window's client area.
///
/// The client area is the content of the window, excluding the title bar and borders.
///
/// ## Platform-specific
///
/// - **iOS:** Can only be called on the main thread. Returns the `PhysicalSize` of the window's
/// [safe area] in screen space coordinates.
/// - **Web:** Returns the size of the canvas element.
///
/// [safe area]: https://developer.apple.com/documentation/uikit/uiview/2891103-safeareainsets?language=objc
#[inline]
pub fn inner_size(&self) -> PhysicalSize<u32> {
self.window.inner_size()
}
/// Modifies the inner size of the window.
///
/// See `inner_size` for more information about the values. This automatically un-maximizes the
/// window if it's maximized.
///
/// ## Platform-specific
///
/// - **iOS / Android:** Unsupported.
/// - **Web:** Sets the size of the canvas element.
#[inline]
pub fn set_inner_size<S: Into<Size>>(&self, size: S) {
self.window.set_inner_size(size.into())
}
/// Returns the physical size of the entire window.
///
/// These dimensions include the title bar and borders. If you don't want that (and you usually don't),
/// use `inner_size` instead.
///
/// ## Platform-specific
///
/// - **iOS:** Can only be called on the main thread. Returns the `PhysicalSize` of the window in
/// screen space coordinates.
/// - **Web:** Returns the size of the canvas element. _Note: this returns the same value as
/// `inner_size`._
#[inline]
pub fn outer_size(&self) -> PhysicalSize<u32> {
self.window.outer_size()
}
/// Sets a minimum dimension size for the window.
///
/// ## Platform-specific
///
/// - **iOS / Android / Web:** Unsupported.
#[inline]
pub fn set_min_inner_size<S: Into<Size>>(&self, min_size: Option<S>) {
self.window.set_min_inner_size(min_size.map(|s| s.into()))
}
/// Sets a maximum dimension size for the window.
///
/// ## Platform-specific
///
/// - **iOS / Android / Web:** Unsupported.
#[inline]
pub fn set_max_inner_size<S: Into<Size>>(&self, max_size: Option<S>) {
self.window.set_max_inner_size(max_size.map(|s| s.into()))
}
/// Modifies the title of the window.
///
/// ## Platform-specific
///
/// - **iOS / Android:** Unsupported.
#[inline]
pub fn set_title(&self, title: &str) {
self.window.set_title(title)
}
/// Modifies the window's visibility.
///
/// If `false`, this will hide the window. If `true`, this will show the window.
/// ## Platform-specific
///
/// - **Android / Wayland / Web:** Unsupported.
/// - **iOS:** Can only be called on the main thread.
#[inline]
pub fn set_visible(&self, visible: bool) {
self.window.set_visible(visible)
}
/// Sets whether the window is resizable or not.
///
/// Note that making the window unresizable doesn't exempt you from handling `Resized`, as that event can still be
/// triggered by DPI scaling, entering fullscreen mode, etc.
///
/// ## Platform-specific
///
/// This only has an effect on desktop platforms.
///
/// Due to a bug in XFCE, this has no effect on Xfwm.
///
/// ## Platform-specific
///
/// - **iOS / Android / Web:** Unsupported.
#[inline]
pub fn set_resizable(&self, resizable: bool) {
self.window.set_resizable(resizable)
}
/// Sets the window to minimized or back
///
/// ## Platform-specific
///
/// - **iOS / Android / Web:** Unsupported.
/// - **Wayland:** Un-minimize is unsupported.
#[inline]
pub fn set_minimized(&self, minimized: bool) {
self.window.set_minimized(minimized);
}
/// Sets the window to maximized or back.
///
/// ## Platform-specific
///
/// - **iOS / Android / Web:** Unsupported.
#[inline]
pub fn set_maximized(&self, maximized: bool) {
self.window.set_maximized(maximized)
}
/// Gets the window's current maximized state.
///
/// ## Platform-specific
///
/// - **Wayland / X11:** Not implemented.
/// - **iOS / Android / Web:** Unsupported.
#[inline]
pub fn is_maximized(&self) -> bool {
self.window.is_maximized()
}
/// Sets the window to fullscreen or back.
///
/// ## Platform-specific
///
/// - **macOS:** `Fullscreen::Exclusive` provides true exclusive mode with a
/// video mode change. *Caveat!* macOS doesn't provide task switching (or
/// spaces!) while in exclusive fullscreen mode. This mode should be used
/// when a video mode change is desired, but for a better user experience,
/// borderless fullscreen might be preferred.
///
/// `Fullscreen::Borderless` provides a borderless fullscreen window on a
/// separate space. This is the idiomatic way for fullscreen games to work
/// on macOS. See `WindowExtMacOs::set_simple_fullscreen` if
/// separate spaces are not preferred.
///
/// The dock and the menu bar are always disabled in fullscreen mode.
/// - **iOS:** Can only be called on the main thread.
/// - **Wayland:** Does not support exclusive fullscreen mode and will no-op a request.
/// - **Windows:** Screen saver is disabled in fullscreen mode.
/// - **Android:** Unsupported.
#[inline]
pub fn set_fullscreen(&self, fullscreen: Option<Fullscreen>) {
self.window.set_fullscreen(fullscreen)
}
/// Gets the window's current fullscreen state.
///
/// ## Platform-specific
///
/// - **iOS:** Can only be called on the main thread.
/// - **Android:** Will always return `None`.
/// - **Wayland:** Can return `Borderless(None)` when there are no monitors.
#[inline]
pub fn fullscreen(&self) -> Option<Fullscreen> {
self.window.fullscreen()
}
/// Turn window decorations on or off.
///
/// ## Platform-specific
///
/// - **iOS / Android / Web:** Unsupported.
///
/// [`setPrefersStatusBarHidden`]: https://developer.apple.com/documentation/uikit/uiviewcontroller/1621440-prefersstatusbarhidden?language=objc
#[inline]
pub fn set_decorations(&self, decorations: bool) {
self.window.set_decorations(decorations)
}
/// Change whether or not the window will always be on top of other windows.
///
/// ## Platform-specific
///
/// - **iOS / Android / Web / Wayland:** Unsupported.
#[inline]
pub fn set_always_on_top(&self, always_on_top: bool) {
self.window.set_always_on_top(always_on_top)
}
/// Sets the window icon. On Windows and X11, this is typically the small icon in the top-left
/// corner of the titlebar.
///
/// ## Platform-specific
///
/// - **iOS / Android / Web / Wayland / macOS:** Unsupported.
///
/// On Windows, this sets `ICON_SMALL`. The base size for a window icon is 16x16, but it's
/// recommended to account for screen scaling and pick a multiple of that, i.e. 32x32.
///
/// X11 has no universal guidelines for icon sizes, so you're at the whims of the WM. That
/// said, it's usually in the same ballpark as on Windows.
#[inline]
pub fn set_window_icon(&self, window_icon: Option<Icon>) {
self.window.set_window_icon(window_icon)
}
/// Sets location of IME candidate box in client area coordinates relative to the top left.
///
/// ## Platform-specific
///
/// - **iOS / Android / Web:** Unsupported.
#[inline]
pub fn set_ime_position<P: Into<Position>>(&self, position: P) {
self.window.set_ime_position(position.into())
}
/// Requests user attention to the window, this has no effect if the application
/// is already focused. How requesting for user attention manifests is platform dependent,
/// see `UserAttentionType` for details.
///
/// Providing `None` will unset the request for user attention. Unsetting the request for
/// user attention might not be done automatically by the WM when the window receives input.
///
/// ## Platform-specific
///
/// - **iOS / Android / Web / Wayland:** Unsupported.
/// - **macOS:** `None` has no effect.
/// - **X11:** Requests for user attention must be manually cleared.
#[inline]
pub fn request_user_attention(&self, request_type: Option<UserAttentionType>) {
self.window.request_user_attention(request_type)
}
/// Modifies the cursor icon of the window.
///
/// ## Platform-specific
///
/// - **iOS / Android:** Unsupported.
#[inline]
pub fn set_cursor_icon(&self, cursor: CursorIcon) {
self.window.set_cursor_icon(cursor);
}
/// Changes the position of the cursor in window coordinates.
///
/// ## Platform-specific
///
/// - **iOS / Android / Web / Wayland:** Always returns an [`ExternalError::NotSupported`].
#[inline]
pub fn set_cursor_position<P: Into<Position>>(&self, position: P) -> Result<(), ExternalError> {
self.window.set_cursor_position(position.into())
}
/// Grabs the cursor, preventing it from leaving the window.
///
/// There's no guarantee that the cursor will be hidden. You should
/// hide it by yourself if you want so.
///
/// ## Platform-specific
///
/// - **macOS:** This locks the cursor in a fixed location, which looks visually awkward.
/// - **iOS / Android / Web:** Always returns an [`ExternalError::NotSupported`].
#[inline]
pub fn set_cursor_grab(&self, grab: bool) -> Result<(), ExternalError> {
self.window.set_cursor_grab(grab)
}
/// Modifies the cursor's visibility.
///
/// If `false`, this will hide the cursor. If `true`, this will show the cursor.
///
/// ## Platform-specific
///
/// - **Windows:** The cursor is only hidden within the confines of the window.
/// - **X11:** The cursor is only hidden within the confines of the window.
/// - **Wayland:** The cursor is only hidden within the confines of the window.
/// - **macOS:** The cursor is hidden as long as the window has input focus, even if the cursor is
/// outside of the window.
/// - **iOS / Android:** Unsupported.
#[inline]
pub fn set_cursor_visible(&self, visible: bool) {
self.window.set_cursor_visible(visible)
}
/// Moves the window with the left mouse button until the button is released.
///
/// There's no guarantee that this will work unless the left mouse button was pressed
/// immediately before this fn is called.
///
/// ## Platform-specific
///
/// - **X11:** Un-grabs the cursor.
/// - **Wayland:** Requires the cursor to be inside the window to be dragged.
/// - **macOS:** May prevent the button release event to be triggered.
/// - **iOS / Android / Web:** Always returns an [`ExternalError::NotSupported`].
#[inline]
pub fn drag_window(&self) -> Result<(), ExternalError> {
self.window.drag_window()
}
}