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#![deny(missing_docs)] #![deny(missing_copy_implementations)] //! Window storage and interfacing traits. //! //! The [`Window`](./trait.Window.html) trait is the minimum interface required for event loop. //! All backends usually support this trait. //! //! The [`AdvancedWindow`](./trait.AdvancedWindow.html) trait //! is the maximum interface that can be provided, //! while still staying consistent between backends. Not all backends implement //! `AdvancedWindow`; check your backend's documentation to see whether it implements //! this trait. //! //! The [`WindowSettings`](./struct.WindowSettings.html) structure is the preferred way of building //! new windows in Piston. It uses the `BuildFromWindowSettings` trait, //! which backends implement to handle window creation and setup. //! //! The [`OpenGLWindow`](./trait.OpenGLWindow.html) trait is used to provide low-level //! access to OpenGL through the abstract Piston API. //! //! The [`Size`](./struct.Size.html) structure is used throughout Piston to store window sizes. //! It implements some conversion traits for convenience. extern crate shader_version; extern crate input; use std::convert::From; use std::time::Duration; use shader_version::OpenGL; use input::Input; pub use no_window::NoWindow; mod no_window; /// The type of an OpenGL function address. /// /// Note: This is a raw pointer. It can be null! /// /// See [`OpenGLWindow`](./trait.OpenGLWindow.html) for more information. pub type ProcAddress = *const (); /// Structure to store the window size. /// /// The width and height are in *points*. On most computers, a point /// is 1:1 with a pixel. However, this is not universally true. For example, /// the Apple Retina Display defines 1 point to be a 2x2 square of pixels. /// /// Normally, the consideration of points vs pixels should be left to the /// host operating system. #[derive(Debug, Copy, Clone, PartialEq, Eq)] pub struct Size { /// The width. pub width: u32, /// The height. pub height: u32, } impl From<[u32; 2]> for Size { #[inline(always)] fn from(value: [u32; 2]) -> Size { Size { width: value[0], height: value[1], } } } impl From<(u32, u32)> for Size { #[inline(always)] fn from(value: (u32, u32)) -> Size { Size { width: value.0, height: value.1, } } } impl From<Size> for [u32; 2] { #[inline(always)] fn from(value: Size) -> [u32; 2] { [value.width, value.height] } } impl From<Size> for (u32, u32) { #[inline(always)] fn from(value: Size) -> (u32, u32) { (value.width, value.height) } } /// Structure to store the window position. /// /// The width and height are in *points*. On most computers, a point /// is 1:1 with a pixel. However, this is not universally true. For example, /// the Apple Retina Display defines 1 point to be a 2x2 square of pixels. /// /// Normally, the consideration of points vs pixels should be left to the /// host operating system. #[derive(Debug, Copy, Clone, PartialEq, Eq)] pub struct Position { /// The x coordinate. pub x: i32, /// The y coordinate. pub y: i32, } impl From<[i32; 2]> for Position { #[inline(always)] fn from(value: [i32; 2]) -> Position { Position { x: value[0], y: value[1], } } } impl From<(i32, i32)> for Position { #[inline(always)] fn from(value: (i32, i32)) -> Position { Position { x: value.0, y: value.1, } } } impl From<Position> for [i32; 2] { #[inline(always)] fn from(value: Position) -> [i32; 2] { [value.x, value.y] } } impl From<Position> for (i32, i32) { #[inline(always)] fn from(value: Position) -> (i32, i32) { (value.x, value.y) } } /// Constructs a window from a [`WindowSettings`](./struct.WindowSettings.html) /// object. /// /// It is used by [`WindowSettings::build`](./struct.WindowSettings.html#method.build). /// Note that the backend's implementation of this may differ from its implementation /// of `::new()`. pub trait BuildFromWindowSettings: Sized { /// Builds the window from a `WindowSettings` object. /// /// # Errors /// /// See your backend's documentation for details about what kind of /// error strings can be returned, and the conditions for error. fn build_from_window_settings(settings: &WindowSettings) -> Result<Self, String>; } /// Trait representing the minimum requirements for defining a window. /// /// This trait defines all the behavior needed for making an event loop. /// /// An example of a working event loop can be found in the Piston-Tutorials /// repository under getting-started, or in the event loop examples. pub trait Window { /// Tells the window to close or stay open. fn set_should_close(&mut self, value: bool); /// Returns true if the window should close. fn should_close(&self) -> bool; /// Gets the size of the window. fn size(&self) -> Size; /// Swaps render buffers. /// /// When this is set to false, this method must be called manually /// or through the window backend. By default it is set to true, so /// usually it is not needed in application code. fn swap_buffers(&mut self); /// Wait indefinitely for an input event to be available from the window. fn wait_event(&mut self) -> Input; /// Wait for an input event to be available from the window or for the /// specified timeout to be reached. /// /// Returns `None` only if there is no input event within the timeout. fn wait_event_timeout(&mut self, timeout: Duration) -> Option<Input>; /// Polls an input event from the window. /// /// Return `None` if no events available. fn poll_event(&mut self) -> Option<Input>; /// Gets the draw size of the window. /// /// This is equal to the size of the frame buffer of the inner window, /// excluding the title bar and borders. /// /// This information is given to the client code through the /// [`Render`](../input/enum.Event.html) event. fn draw_size(&self) -> Size; } /// Trait representing a window with the most features that are still generic. /// /// This trait is implemented by fully featured window back-ends. When possible, /// reduce the trait constraint to `Window` to make the code more portable. /// /// The `Sized` trait is required for method chaining. pub trait AdvancedWindow: Window + Sized { /// Gets a copy of the title of the window. fn get_title(&self) -> String; /// Sets the title of the window. fn set_title(&mut self, value: String); /// Sets title on window. /// /// This method moves the current window data, /// unlike [`set_title()`](#tymethod.set_title), so /// that it can be used in method chaining. fn title(mut self, value: String) -> Self { self.set_title(value); self } /// Gets whether to exit when pressing esc. /// /// Useful when prototyping. fn get_exit_on_esc(&self) -> bool; /// Sets whether to exit when pressing esc. /// /// Useful when prototyping. fn set_exit_on_esc(&mut self, value: bool); /// Sets whether to exit when pressing the Esc button. /// /// Useful when prototyping. /// /// This method moves the current window data, /// unlike [`set_exit_on_esc()`](#tymethod.set_exit_on_esc), so /// that it can be used in method chaining. fn exit_on_esc(mut self, value: bool) -> Self { self.set_exit_on_esc(value); self } /// Sets whether to capture/grab the cursor. /// /// This is used to lock and hide cursor to the window, /// for example in a first-person shooter game. fn set_capture_cursor(&mut self, value: bool); /// Sets whether to capture/grab the cursor. /// /// This method moves the current window data, /// unlike [`set_capture_cursor()`](#tymethod.set_capture_cursor), so /// that it can be used in method chaining. fn capture_cursor(mut self, value: bool) -> Self { self.set_capture_cursor(value); self } /// Shows the window. /// /// If the platform does not support this, it will have no effect. fn show(&mut self); /// Hides the window. /// /// If the platform does not support this, it will have no effect. fn hide(&mut self); /// Gets the position of window. /// // Returns `None` if the window no longer has a position. fn get_position(&self) -> Option<Position>; /// Sets the position of window. /// /// Has no effect if the window no longer has a position. fn set_position<P: Into<Position>>(&mut self, val: P); /// Sets the position of window. /// /// Has no effect if the window no longer has a position. /// /// This method moves the current window data, /// unlike [`set_position()`](#tymethod.set_position), so /// that it can be used in method chaining. fn position<P: Into<Position>>(mut self, val: P) -> Self { self.set_position(val); self } } /// Trait for OpenGL specific operations on a window. /// /// OpenGL uses a strategy called "function pointer loading" /// to hook up the higher level graphics APIs with the OpenGL /// driver. Which function pointers to load depends on the /// hardware capabilities and version of OpenGL. By using the /// [`OpenGLWindow`](trait.OpenGLWindow.html) /// trait, the higher level graphics API can load /// functions from the window backend with the version set up /// using the `WindowSettings` structure. /// /// For more information about function pointer loading, see /// https://www.opengl.org/wiki/Load_OpenGL_Functions pub trait OpenGLWindow: Window { /// Returns the address of the specified OpenGL function if it exists. /// /// If the function does not exist, it returns a null pointer. fn get_proc_address(&mut self, proc_name: &str) -> ProcAddress; /// Returns true if this window's gl context is the current gl context. fn is_current(&self) -> bool; /// Make the window's gl context the current gl context. fn make_current(&mut self); } /// Settings structure for window behavior. /// /// This structure stores everything that needs to be customized when /// constructing most windows. This structure makes it easy to create multiple /// windows with the same settings, and it also makes piston's multiple backends /// easier to implement for piston devs. #[derive(Clone)] pub struct WindowSettings { title: String, size: Size, samples: u8, fullscreen: bool, exit_on_esc: bool, vsync: bool, opengl: Option<OpenGL>, srgb: bool, resizable: bool, decorated: bool, controllers: bool, } impl WindowSettings { /// Creates window settings with defaults. /// /// - samples: 0 /// - fullscreen: false /// - exit_on_esc: false /// - vsync: false /// - srgb: true /// - resizable: true /// - decorated: true /// - controllers: true pub fn new<T: Into<String>, S: Into<Size>>(title: T, size: S) -> WindowSettings { WindowSettings { title: title.into(), size: size.into(), samples: 0, fullscreen: false, exit_on_esc: false, vsync: false, opengl: None, srgb: true, resizable: true, decorated: true, controllers: true, } } /// Builds window from the given settings. /// /// The return value is ambiguous, to allow for operation on multiple /// backends. Clients should explicitly name the return type. See the /// Guide to using Piston Windows for more info and examples. /// /// # Errors /// /// This function will return an error if your backend returns an error. /// See your backend's documentation on `build_from_window_settings()` /// for more details. pub fn build<W: BuildFromWindowSettings>(&self) -> Result<W, String> { BuildFromWindowSettings::build_from_window_settings(self) } /// Gets the title of built windows. pub fn get_title(&self) -> String { self.title.clone() } /// Sets the title of built windows. pub fn set_title(&mut self, value: String) { self.title = value; } /// Sets the title of built windows. /// /// This method moves the current window data, /// unlike [`set_title()`](#method.set_title), /// so that it can be used in method chaining. pub fn title(mut self, value: String) -> Self { self.set_title(value); self } /// Gets the size of built windows. pub fn get_size(&self) -> Size { self.size } /// Sets the size of built windows. pub fn set_size(&mut self, value: Size) { self.size = value; } /// Sets the size of built windows. /// /// This method moves the current window data, /// unlike [`set_size()`](#method.set_size), /// so that it can be used in method chaining. pub fn size(mut self, value: Size) -> Self { self.set_size(value); self } /// Gets whether built windows will be fullscreen. pub fn get_fullscreen(&self) -> bool { self.fullscreen } /// Sets whether built windows will be fullscreen. pub fn set_fullscreen(&mut self, value: bool) { self.fullscreen = value; } /// Sets whether built windows will be fullscreen. /// /// This method moves the current window data, /// unlike [`set_fullscreen()`](#method.set_fullscreen), /// so that it can be used in method chaining. pub fn fullscreen(mut self, value: bool) -> Self { self.set_fullscreen(value); self } /// Gets whether built windows should exit when the Esc key is pressed. pub fn get_exit_on_esc(&self) -> bool { self.exit_on_esc } /// Sets whether built windows should exit when the Esc key is pressed. pub fn set_exit_on_esc(&mut self, value: bool) { self.exit_on_esc = value; } /// Sets whether built windows should exit when the Esc key is pressed. /// /// This method moves the current window data, /// unlike [`set_exit_on_esc()`](#method.set_exit_on_esc), /// so that it can be used in method chaining. pub fn exit_on_esc(mut self, value: bool) -> Self { self.set_exit_on_esc(value); self } /// Gets the number of samples to use for anti-aliasing. /// /// See https://en.wikipedia.org/wiki/Multisample_anti-aliasing /// for more information. pub fn get_samples(&self) -> u8 { self.samples } /// Sets the number of samples to use for anti-aliasing. /// /// See https://en.wikipedia.org/wiki/Multisample_anti-aliasing /// for more information. pub fn set_samples(&mut self, value: u8) { self.samples = value; } /// Sets the number of samples to use for anti-aliasing. /// /// See https://en.wikipedia.org/wiki/Multisample_anti-aliasing /// for more information. /// /// This method moves the current window data, /// unlike [`set_samples()`](#method.set_samples) /// so that it can be used in method chaining. pub fn samples(mut self, value: u8) -> Self { self.set_samples(value); self } /// Gets whether built windows should use vsync. /// /// See https://en.wikipedia.org/wiki/Screen_tearing for more information /// about vsync. pub fn get_vsync(&self) -> bool { self.vsync } /// Sets whether built windows should use vsync. /// /// See https://en.wikipedia.org/wiki/Screen_tearing for more information /// about vsync. pub fn set_vsync(&mut self, value: bool) { self.vsync = value; } /// Sets whether built windows should use vsync. /// /// See https://en.wikipedia.org/wiki/Screen_tearing for more information /// about vsync. /// /// This method moves the current window data, /// unlike [`set_vsync()`](#method.set_vsync), /// so that it can be used in method chaining. pub fn vsync(mut self, value: bool) -> Self { self.set_vsync(value); self } /// Gets the OpenGL version of built windows. /// /// If None is returned, the default OpenGL version is being used. This /// is often a forward compatible version of OpenGL::V3_2 or /// higher that works with newer versions of graphics libraries. /// /// For more information about the OpenGL setting, see the /// [`OpenGLWindow`](trait.OpenGLWindow.html) trait. pub fn get_maybe_opengl(&self) -> Option<OpenGL> { self.opengl } /// Sets OpenGL version of built windows. /// /// If None is passed, the default OpenGL version is used. This /// is often a forward compatible version of OpenGL::V3_2 or /// higher that works with newer versions of graphics libraries. /// /// For more information about the OpenGL setting, see the /// [`OpenGLWindow`](trait.OpenGLWindow.html) trait. pub fn set_maybe_opengl(&mut self, value: Option<OpenGL>) { self.opengl = value; } /// Sets OpenGL version of built windows. /// /// If None is passed, the default OpenGL version is used. This /// is often a forward compatible version of OpenGL::V3_2 or /// higher that works with newer versions of graphics libraries. /// /// For more information about the OpenGL setting, see the /// [`OpenGLWindow`](./trait.OpenGLWindow.html) trait. /// /// This method moves the current window data, /// unlike [`set_maybe_opengl()`](#method.set_maybe_opengl), /// so that it can be used in method chaining. pub fn maybe_opengl(mut self, value: Option<OpenGL>) -> Self { self.set_maybe_opengl(value); self } /// Sets OpenGL version of built windows. /// /// For setting the OpenGL version back to default, see /// [`set_maybe_opengl()`](#method.set_maybe_opengl). /// /// For more information about the opengl setting, see the /// [`OpenGLWindow`](./trait.OpenGLWindow.html) trait. pub fn set_opengl(&mut self, value: OpenGL) { self.opengl = Some(value); } /// Sets the OpenGL version of built windows. /// /// For setting the OpenGL version back to default, see /// [`maybe_opengl()`](#method.maybe_opengl). /// /// For more information about the opengl setting, see the /// [`OpenGLWindow`](./trait.OpenGLWindow.html) trait. /// /// This method moves the current window data, /// unlike [`set_opengl()`](#method.set_opengl), /// so that it can be used in method chaining. pub fn opengl(mut self, value: OpenGL) -> Self { self.set_opengl(value); self } /// Gets whether built windows should use hardware accelerated color conversion. /// /// If true, the graphics hardware uses customized circuitry /// to convert colors from sRGB to linear color space in graphics /// shaders, and then converts pixel fragments back to sRGB /// depending on the color format of the frame buffer. This feature /// is supported by most graphics hardware and set to true by /// default. /// /// See https://en.wikipedia.org/wiki/SRGB for more information. pub fn get_srgb(&self) -> bool { self.srgb } /// Sets whether built windows should use hardware accelerated color conversion. /// /// See [`get_srgb()`](#method.get_srgb) for more information about /// the srgb setting. pub fn set_srgb(&mut self, value: bool) { self.srgb = value; } /// Sets whether built windows should use hardware accelerated color conversion. /// /// See [`get_srgb()`](#method.get_srgb) for more information about /// the srgb setting. /// /// This method moves the current window data, /// unlike [`set_srgb()`](#method.set_srgb), /// so that it can be used in method chaining. pub fn srgb(mut self, value: bool) -> Self { self.set_srgb(value); self } /// Gets whether built windows should be resizable. pub fn get_resizable(&self) -> bool { self.resizable } /// Sets whether built windows should be resizable. pub fn set_resizable(&mut self, value: bool) { self.resizable = value; } /// Sets whether built windows should be resizable. /// /// This method moves the current window data, /// unlike [`set_resizable()`](#method.set_resizable), /// so that it can be used in method chaining. pub fn resizable(mut self, value: bool) -> Self { self.set_resizable(value); self } /// Gets whether built windows should be decorated. /// /// Decoration on a window refers to the Operating System's /// header above the window, and the window border. /// /// For more information, see /// https://en.wikipedia.org/wiki/Window_decoration pub fn get_decorated(&self) -> bool { self.decorated } /// Sets whether built windows should be decorated. /// /// Decoration on a window refers to the Operating System's /// header above the window, and the window border. /// /// For more information, see /// https://en.wikipedia.org/wiki/Window_decoration pub fn set_decorated(&mut self, value: bool) { self.decorated = value; } /// Sets whether built windows should be decorated. /// /// Decoration on a window refers to the Operating System's /// header above the window, and the window border. /// /// For more information, see /// https://en.wikipedia.org/wiki/Window_decoration /// /// This method moves the current window data, /// unlike [`set_decorated()`](#method.set_decorated), /// so that it can be used in method chaining. pub fn decorated(mut self, value: bool) -> Self { self.set_decorated(value); self } /// Gets whether built windows should listen to controller input. pub fn get_controllers(&self) -> bool { self.controllers } /// Sets whether built windows should listen to controller input. pub fn set_controllers(&mut self, value: bool) { self.controllers = value; } /// Sets whether build windows should listen to controller input. /// /// This method moves the current window data, /// unlike [`set_controllers()`](#method.set_controllers), /// so that it can be used in method chaining. pub fn controllers(mut self, value: bool) -> Self { self.set_controllers(value); self } }