1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542
//! 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 simplest 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 retrieved 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 //! retrieve 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, WindowEvent}; //! use winit::dpi::LogicalSize; //! # use winit::EventsLoop; //! # let mut events_loop = EventsLoop::new(); //! //! loop { //! events_loop.poll_events(|event| { //! match event { //! Event::WindowEvent { //! event: WindowEvent::Resized(LogicalSize { width, height }), //! .. //! } => { //! println!("The window was resized to {}x{}", width, height); //! }, //! _ => () //! } //! }); //! } //! ``` //! //! The second way is to call `events_loop.run_forever(...)`. As its name tells, it will run //! forever unless it is stopped by returning `ControlFlow::Break`. //! //! ```no_run //! use winit::{ControlFlow, Event, WindowEvent}; //! # use winit::EventsLoop; //! # let mut events_loop = EventsLoop::new(); //! //! events_loop.run_forever(|event| { //! match event { //! Event::WindowEvent { event: WindowEvent::CloseRequested, .. } => { //! println!("The close button was pressed; stopping"); //! ControlFlow::Break //! }, //! _ => ControlFlow::Continue, //! } //! }); //! ``` //! //! 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 //! retrieve 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. //! #[allow(unused_imports)] #[macro_use] extern crate lazy_static; extern crate libc; #[macro_use] extern crate log; #[cfg(feature = "icon_loading")] extern crate image; #[cfg(feature = "serde")] #[macro_use] extern crate serde; #[cfg(target_os = "windows")] extern crate winapi; #[cfg(target_os = "windows")] extern crate backtrace; #[macro_use] #[cfg(target_os = "windows")] extern crate bitflags; #[cfg(any(target_os = "macos", target_os = "ios"))] #[macro_use] extern crate objc; #[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 = "netbsd", target_os = "openbsd"))] extern crate x11_dl; #[cfg(any(target_os = "linux", target_os = "dragonfly", target_os = "freebsd", target_os = "netbsd", target_os = "openbsd"))] extern crate parking_lot; #[cfg(any(target_os = "linux", target_os = "dragonfly", target_os = "freebsd", target_os = "netbsd", target_os = "openbsd"))] extern crate percent_encoding; #[cfg(any(target_os = "linux", target_os = "dragonfly", target_os = "freebsd", target_os = "netbsd", target_os = "openbsd"))] extern crate smithay_client_toolkit as sctk; pub(crate) use dpi::*; // TODO: Actually change the imports throughout the codebase. pub use events::*; pub use window::{AvailableMonitorsIter, MonitorId}; pub use icon::*; pub mod dpi; mod events; mod icon; mod platform; mod window; pub mod os; /// Represents a window. /// /// # Example /// /// ```no_run /// use winit::{Event, EventsLoop, Window, WindowEvent, ControlFlow}; /// /// let mut events_loop = EventsLoop::new(); /// let window = Window::new(&events_loop).unwrap(); /// /// events_loop.run_forever(|event| { /// match event { /// Event::WindowEvent { event: WindowEvent::CloseRequested, .. } => { /// ControlFlow::Break /// }, /// _ => ControlFlow::Continue, /// } /// }); /// ``` pub struct Window { window: platform::Window, } impl std::fmt::Debug for Window { fn fmt(&self, fmtr: &mut std::fmt::Formatter) -> std::fmt::Result { fmtr.pad("Window { .. }") } } /// 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); impl WindowId { /// Returns a dummy `WindowId`, useful for unit testing. The only guarantee made about the return /// value of this function is that it will always be equal to itself and to future values returned /// by this function. No other guarantees are made. This may be equal to a real `WindowId`. /// /// **Passing this into a winit function will result in undefined behavior.** pub unsafe fn dummy() -> Self { WindowId(platform::WindowId::dummy()) } } /// Identifier of an input device. /// /// Whenever you receive an event arising from a particular input device, this event contains a `DeviceId` which /// identifies its origin. Note that devices may be virtual (representing an on-screen cursor and keyboard focus) or /// physical. Virtual devices typically aggregate inputs from multiple physical devices. #[derive(Debug, Copy, Clone, PartialEq, Eq, PartialOrd, Ord, Hash)] pub struct DeviceId(platform::DeviceId); impl DeviceId { /// Returns a dummy `DeviceId`, useful for unit testing. The only guarantee made about the return /// value of this function is that it will always be equal to itself and to future values returned /// by this function. No other guarantees are made. This may be equal to a real `DeviceId`. /// /// **Passing this into a winit function will result in undefined behavior.** pub unsafe fn dummy() -> Self { DeviceId(platform::DeviceId::dummy()) } } /// Provides a way to retrieve events from the system and from the windows that were registered to /// the events loop. /// /// An `EventsLoop` can be seen more or less as a "context". Calling `EventsLoop::new()` /// initializes everything that will be required to create windows. For example on Linux creating /// an events loop opens a connection to the X or Wayland server. /// /// To wake up an `EventsLoop` from a another thread, see the `EventsLoopProxy` docs. /// /// Note that the `EventsLoop` cannot be shared accross threads (due to platform-dependant logic /// forbiding it), as such it is neither `Send` nor `Sync`. If you need cross-thread access, the /// `Window` created from this `EventsLoop` _can_ be sent to an other thread, and the /// `EventsLoopProxy` allows you to wakeup an `EventsLoop` from an other thread. pub struct EventsLoop { events_loop: platform::EventsLoop, _marker: ::std::marker::PhantomData<*mut ()> // Not Send nor Sync } impl std::fmt::Debug for EventsLoop { fn fmt(&self, fmtr: &mut std::fmt::Formatter) -> std::fmt::Result { fmtr.pad("EventsLoop { .. }") } } /// Returned by the user callback given to the `EventsLoop::run_forever` method. /// /// Indicates whether the `run_forever` method should continue or complete. #[derive(Copy, Clone, Debug, PartialEq, Eq, Hash)] #[cfg_attr(feature = "serde", derive(Serialize, Deserialize))] pub enum ControlFlow { /// Continue looping and waiting for events. Continue, /// Break from the event loop. Break, } impl EventsLoop { /// Builds a new events loop. /// /// Usage will result in display backend initialisation, this can be controlled on linux /// using an environment variable `WINIT_UNIX_BACKEND`. Legal values are `x11` and `wayland`. /// If it is not set, winit will try to connect to a wayland connection, and if it fails will /// fallback on x11. If this variable is set with any other value, winit will panic. pub fn new() -> EventsLoop { EventsLoop { events_loop: platform::EventsLoop::new(), _marker: ::std::marker::PhantomData, } } /// Returns the list of all the monitors available on the system. /// // Note: should be replaced with `-> impl Iterator` once stable. #[inline] pub fn get_available_monitors(&self) -> AvailableMonitorsIter { let data = self.events_loop.get_available_monitors(); AvailableMonitorsIter{ data: data.into_iter() } } /// Returns the primary monitor of the system. #[inline] pub fn get_primary_monitor(&self) -> MonitorId { MonitorId { inner: self.events_loop.get_primary_monitor() } } /// Fetches all the events that are pending, calls the callback function for each of them, /// and returns. #[inline] pub fn poll_events<F>(&mut self, callback: F) where F: FnMut(Event) { self.events_loop.poll_events(callback) } /// Calls `callback` every time an event is received. If no event is available, sleeps the /// current thread and waits for an event. If the callback returns `ControlFlow::Break` then /// `run_forever` will immediately return. /// /// # Danger! /// /// The callback is run after *every* event, so if its execution time is non-trivial the event queue may not empty /// at a sufficient rate. Rendering in the callback with vsync enabled **will** cause significant lag. #[inline] pub fn run_forever<F>(&mut self, callback: F) where F: FnMut(Event) -> ControlFlow { self.events_loop.run_forever(callback) } /// Creates an `EventsLoopProxy` that can be used to wake up the `EventsLoop` from another /// thread. pub fn create_proxy(&self) -> EventsLoopProxy { EventsLoopProxy { events_loop_proxy: self.events_loop.create_proxy(), } } } /// Used to wake up the `EventsLoop` from another thread. #[derive(Clone)] pub struct EventsLoopProxy { events_loop_proxy: platform::EventsLoopProxy, } impl std::fmt::Debug for EventsLoopProxy { fn fmt(&self, fmtr: &mut std::fmt::Formatter) -> std::fmt::Result { fmtr.pad("EventsLoopProxy { .. }") } } impl EventsLoopProxy { /// Wake up the `EventsLoop` from which this proxy was created. /// /// This causes the `EventsLoop` to emit an `Awakened` event. /// /// Returns an `Err` if the associated `EventsLoop` no longer exists. pub fn wakeup(&self) -> Result<(), EventsLoopClosed> { self.events_loop_proxy.wakeup() } } /// The error that is returned when an `EventsLoopProxy` attempts to wake up an `EventsLoop` that /// no longer exists. #[derive(Debug, Copy, Clone, PartialEq, Eq, Hash)] pub struct EventsLoopClosed; impl std::fmt::Display for EventsLoopClosed { fn fmt(&self, f: &mut std::fmt::Formatter) -> std::fmt::Result { write!(f, "{}", std::error::Error::description(self)) } } impl std::error::Error for EventsLoopClosed { fn description(&self) -> &str { "Tried to wake up a closed `EventsLoop`" } } /// 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, } impl std::fmt::Debug for WindowBuilder { fn fmt(&self, fmtr: &mut std::fmt::Formatter) -> std::fmt::Result { fmtr.debug_struct("WindowBuilder") .field("window", &self.window) .finish() } } /// Error that can happen while creating a window or a headless renderer. #[derive(Debug, Clone)] 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() } } /// Describes the appearance of the mouse cursor. #[derive(Debug, Copy, Clone, PartialEq, Eq, Hash)] #[cfg_attr(feature = "serde", derive(Serialize, Deserialize))] 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, 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, } impl Default for MouseCursor { fn default() -> Self { MouseCursor::Default } } /// Attributes to use when creating a window. #[derive(Debug, 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<LogicalSize>, /// 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<LogicalSize>, /// 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<LogicalSize>, /// Whether the window is resizable or not. /// /// The default is `true`. pub resizable: bool, /// Whether the window should be set as fullscreen upon creation. /// /// The default is `None`. pub fullscreen: Option<MonitorId>, /// The title of the window in the title bar. /// /// The default is `"winit window"`. pub title: String, /// Whether the window should be maximized upon creation. /// /// The default is `false`. pub maximized: bool, /// 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, /// Whether the window should always be on top of other windows. /// /// The default is `false`. pub always_on_top: bool, /// The window icon. /// /// The default is `None`. pub window_icon: Option<Icon>, /// [iOS only] Enable multitouch, /// see [multipleTouchEnabled](https://developer.apple.com/documentation/uikit/uiview/1622519-multipletouchenabled) pub multitouch: bool, } impl Default for WindowAttributes { #[inline] fn default() -> WindowAttributes { WindowAttributes { dimensions: None, min_dimensions: None, max_dimensions: None, resizable: true, title: "winit window".to_owned(), maximized: false, fullscreen: None, visible: true, transparent: false, decorations: true, always_on_top: false, window_icon: None, multitouch: false, } } }