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//! Winit allows you to build a window on as many platforms as possible. //! //! # Building a window //! //! Before you can build a window, you first need to build an `EventsLoop`. This is done with the //! `EventsLoop::new()` function. Example: //! //! ```no_run //! use winit::EventsLoop; //! let events_loop = EventsLoop::new(); //! ``` //! //! Once this is done there are two ways to create a window: //! //! - Calling `Window::new(&events_loop)`. //! - Calling `let builder = WindowBuilder::new()` then `builder.build(&events_loop)`. //! //! The first way is the simpliest way and will give you default values for everything. //! //! The second way allows you to customize the way your window will look and behave by modifying //! the fields of the `WindowBuilder` object before you create the window. //! //! # Events handling //! //! Once a window has been created, it will *generate events*. For example whenever the user moves //! the window, resizes the window, moves the mouse, etc. an event is generated. //! //! The events generated by a window can be retreived from the `EventsLoop` the window was created //! with. //! //! There are two ways to do so. The first is to call `events_loop.poll_events(...)`, which will //! retreive all the events pending on the windows and immediately return after no new event is //! available. You usually want to use this method in application that render continuously on the //! screen, such as video games. //! //! ```no_run //! use winit::Event; //! use winit::WindowEvent; //! # use winit::EventsLoop; //! # let events_loop = EventsLoop::new(); //! //! loop { //! events_loop.poll_events(|event| { //! match event { //! Event::WindowEvent { event: WindowEvent::Resized(w, h), .. } => { //! println!("The window was resized to {}x{}", w, h); //! }, //! _ => () //! } //! }); //! } //! ``` //! //! The second way is to call `events_loop.run_forever(...)`. As its name tells, it will run //! forever unless it is stopped by calling `events_loop.interrupt()`. //! //! ```no_run //! use winit::Event; //! use winit::WindowEvent; //! # use winit::EventsLoop; //! # let events_loop = EventsLoop::new(); //! //! events_loop.run_forever(|event| { //! match event { //! Event::WindowEvent { event: WindowEvent::Closed, .. } => { //! println!("The window was closed ; stopping"); //! events_loop.interrupt(); //! }, //! _ => () //! } //! }); //! ``` //! //! If you use multiple windows, the `WindowEvent` event has a member named `window_id`. You can //! compare it with the value returned by the `id()` method of `Window` in order to know which //! window has received the event. //! //! # Drawing on the window //! //! Winit doesn't provide any function that allows drawing on a window. However it allows you to //! retreive the raw handle of the window (see the `os` module for that), which in turn allows you //! to create an OpenGL/Vulkan/DirectX/Metal/etc. context that will draw on the window. //! #[macro_use] extern crate lazy_static; #[macro_use] extern crate shared_library; extern crate libc; #[cfg(target_os = "windows")] extern crate winapi; #[cfg(target_os = "windows")] extern crate kernel32; #[cfg(target_os = "windows")] extern crate shell32; #[cfg(target_os = "windows")] extern crate gdi32; #[cfg(target_os = "windows")] extern crate user32; #[cfg(target_os = "windows")] extern crate dwmapi; #[cfg(any(target_os = "macos", target_os = "ios"))] #[macro_use] extern crate objc; #[cfg(target_os = "macos")] extern crate cgl; #[cfg(target_os = "macos")] extern crate cocoa; #[cfg(target_os = "macos")] extern crate core_foundation; #[cfg(target_os = "macos")] extern crate core_graphics; #[cfg(any(target_os = "linux", target_os = "dragonfly", target_os = "freebsd", target_os = "openbsd"))] extern crate x11_dl; #[cfg(any(target_os = "linux", target_os = "freebsd", target_os = "dragonfly", target_os = "openbsd"))] #[macro_use(wayland_env,declare_handler)] extern crate wayland_client; use std::sync::Arc; pub use events::*; pub use window::{AvailableMonitorsIter, MonitorId, get_available_monitors, get_primary_monitor}; pub use native_monitor::NativeMonitorId; #[macro_use] mod api_transition; mod api; mod platform; mod events; mod window; pub mod os; /// Represents a window. /// /// # Example /// /// ```no_run /// use winit::Event; /// use winit::EventsLoop; /// use winit::Window; /// use winit::WindowEvent; /// /// let events_loop = EventsLoop::new(); /// let window = Window::new(&events_loop).unwrap(); /// /// events_loop.run_forever(|event| { /// match event { /// Event::WindowEvent { event: WindowEvent::Closed, .. } => { /// events_loop.interrupt(); /// }, /// _ => () /// } /// }); /// ``` pub struct Window { window: platform::Window2, } /// Identifier of a window. Unique for each window. /// /// Can be obtained with `window.id()`. /// /// Whenever you receive an event specific to a window, this event contains a `WindowId` which you /// can then compare to the ids of your windows. #[derive(Debug, Copy, Clone, PartialEq, Eq, PartialOrd, Ord, Hash)] pub struct WindowId(platform::WindowId); /// Provides a way to retreive events from the windows that were registered to it. // TODO: document usage in multiple threads pub struct EventsLoop { events_loop: Arc<platform::EventsLoop>, } impl EventsLoop { /// Builds a new events loop. pub fn new() -> EventsLoop { EventsLoop { events_loop: Arc::new(platform::EventsLoop::new()), } } /// Fetches all the events that are pending, calls the callback function for each of them, /// and returns. #[inline] pub fn poll_events<F>(&self, callback: F) where F: FnMut(Event) { self.events_loop.poll_events(callback) } /// Runs forever until `interrupt()` is called. Whenever an event happens, calls the callback. #[inline] pub fn run_forever<F>(&self, callback: F) where F: FnMut(Event) { self.events_loop.run_forever(callback) } /// If we called `run_forever()`, stops the process of waiting for events. // TODO: what if we're waiting from multiple threads? #[inline] pub fn interrupt(&self) { self.events_loop.interrupt() } } /// Object that allows you to build windows. #[derive(Clone)] pub struct WindowBuilder { /// The attributes to use to create the window. pub window: WindowAttributes, // Platform-specific configuration. Private. platform_specific: platform::PlatformSpecificWindowBuilderAttributes, } /// Error that can happen while creating a window or a headless renderer. #[derive(Debug)] pub enum CreationError { OsError(String), /// TODO: remove this error NotSupported, } impl CreationError { fn to_string(&self) -> &str { match *self { CreationError::OsError(ref text) => &text, CreationError::NotSupported => "Some of the requested attributes are not supported", } } } impl std::fmt::Display for CreationError { fn fmt(&self, formatter: &mut std::fmt::Formatter) -> Result<(), std::fmt::Error> { formatter.write_str(self.to_string()) } } impl std::error::Error for CreationError { fn description(&self) -> &str { self.to_string() } } #[derive(Debug, Copy, Clone, PartialEq)] pub enum MouseCursor { /// The platform-dependent default cursor. Default, /// A simple crosshair. Crosshair, /// A hand (often used to indicate links in web browsers). Hand, /// Self explanatory. Arrow, /// Indicates something is to be moved. Move, /// Indicates text that may be selected or edited. Text, /// Program busy indicator. Wait, /// Help indicator (often rendered as a "?") Help, /// Progress indicator. Shows that processing is being done. But in contrast /// with "Wait" the user may still interact with the program. Often rendered /// as a spinning beach ball, or an arrow with a watch or hourglass. Progress, /// Cursor showing that something cannot be done. NotAllowed, ContextMenu, NoneCursor, Cell, VerticalText, Alias, Copy, NoDrop, Grab, Grabbing, AllScroll, ZoomIn, ZoomOut, /// Indicate that some edge is to be moved. For example, the 'SeResize' cursor /// is used when the movement starts from the south-east corner of the box. EResize, NResize, NeResize, NwResize, SResize, SeResize, SwResize, WResize, EwResize, NsResize, NeswResize, NwseResize, ColResize, RowResize, } /// Describes how glutin handles the cursor. #[derive(Debug, Copy, Clone, PartialEq)] pub enum CursorState { /// Normal cursor behavior. Normal, /// The cursor will be invisible when over the window. Hide, /// Grabs the mouse cursor. The cursor's motion will be confined to this /// window and the window has exclusive access to further events regarding /// the cursor. /// /// This is useful for first-person cameras for example. Grab, } /// Attributes to use when creating a window. #[derive(Clone)] pub struct WindowAttributes { /// The dimensions of the window. If this is `None`, some platform-specific dimensions will be /// used. /// /// The default is `None`. pub dimensions: Option<(u32, u32)>, /// The minimum dimensions a window can be, If this is `None`, the window will have no minimum dimensions (aside from reserved). /// /// The default is `None`. pub min_dimensions: Option<(u32, u32)>, /// The maximum dimensions a window can be, If this is `None`, the maximum will have no maximum or will be set to the primary monitor's dimensions by the platform. /// /// The default is `None`. pub max_dimensions: Option<(u32, u32)>, /// If `Some`, the window will be in fullscreen mode with the given monitor. /// /// The default is `None`. pub monitor: Option<platform::MonitorId>, /// The title of the window in the title bar. /// /// The default is `"glutin window"`. pub title: String, /// Whether the window should be immediately visible upon creation. /// /// The default is `true`. pub visible: bool, /// Whether the the window should be transparent. If this is true, writing colors /// with alpha values different than `1.0` will produce a transparent window. /// /// The default is `false`. pub transparent: bool, /// Whether the window should have borders and bars. /// /// The default is `true`. pub decorations: bool, /// [iOS only] Enable multitouch, see [UIView#multipleTouchEnabled] /// (https://developer.apple.com/library/ios/documentation/UIKit/Reference/UIView_Class/#//apple_ref/occ/instp/UIView/multipleTouchEnabled) pub multitouch: bool, } impl Default for WindowAttributes { #[inline] fn default() -> WindowAttributes { WindowAttributes { dimensions: None, min_dimensions: None, max_dimensions: None, monitor: None, title: "glutin window".to_owned(), visible: true, transparent: false, decorations: true, multitouch: false, } } } mod native_monitor { /// Native platform identifier for a monitor. Different platforms use fundamentally different types /// to represent a monitor ID. #[derive(Clone, PartialEq, Eq)] pub enum NativeMonitorId { /// Cocoa and X11 use a numeric identifier to represent a monitor. Numeric(u32), /// Win32 uses a Unicode string to represent a monitor. Name(String), /// Other platforms (Android) don't support monitor identification. Unavailable } }