use bevy_math::Vec2; use bevy_utils::Uuid; #[derive(Copy, Clone, Debug, PartialEq, Eq, Hash)] pub struct WindowId(Uuid); impl WindowId { pub fn new() -> Self { WindowId(Uuid::new_v4()) } pub fn primary() -> Self { WindowId(Uuid::from_u128(0)) } pub fn is_primary(&self) -> bool { *self == WindowId::primary() } } use std::fmt; impl fmt::Display for WindowId { fn fmt(&self, f: &mut fmt::Formatter<'_>) -> fmt::Result { self.0.to_simple().fmt(f) } } impl Default for WindowId { fn default() -> Self { WindowId::primary() } } /// An operating system window that can present content and receive user input. /// /// ## Window Sizes /// /// There are three sizes associated with a window. The physical size which is /// the height and width in physical pixels on the monitor. The logical size /// which is the physical size scaled by an operating system provided factor to /// account for monitors with differing pixel densities or user preference. And /// the requested size, measured in logical pixels, which is the value submitted /// to the API when creating the window, or requesting that it be resized. /// /// The actual size, in logical pixels, of the window may not match the /// requested size due to operating system limits on the window size, or the /// quantization of the logical size when converting the physical size to the /// logical size through the scaling factor. #[derive(Debug)] pub struct Window { id: WindowId, requested_width: f32, requested_height: f32, physical_width: u32, physical_height: u32, scale_factor: f64, title: String, vsync: bool, resizable: bool, decorations: bool, cursor_visible: bool, cursor_locked: bool, cursor_position: Option, mode: WindowMode, #[cfg(target_arch = "wasm32")] pub canvas: Option, command_queue: Vec, } #[derive(Debug)] pub enum WindowCommand { SetWindowMode { mode: WindowMode, resolution: (u32, u32), }, SetTitle { title: String, }, SetResolution { resolution: (f32, f32), }, SetVsync { vsync: bool, }, SetResizable { resizable: bool, }, SetDecorations { decorations: bool, }, SetCursorLockMode { locked: bool, }, SetCursorVisibility { visible: bool, }, SetCursorPosition { position: Vec2, }, SetMaximized { maximized: bool, }, } /// Defines the way a window is displayed /// The use_size option that is used in the Fullscreen variant /// defines whether a videomode is chosen that best fits the width and height /// in the Window structure, or if these are ignored. /// E.g. when use_size is set to false the best video mode possible is chosen. #[derive(Debug, Clone, Copy)] pub enum WindowMode { Windowed, BorderlessFullscreen, Fullscreen { use_size: bool }, } impl Window { pub fn new( id: WindowId, window_descriptor: &WindowDescriptor, physical_width: u32, physical_height: u32, scale_factor: f64, ) -> Self { Window { id, requested_width: window_descriptor.width, requested_height: window_descriptor.height, physical_width, physical_height, scale_factor, title: window_descriptor.title.clone(), vsync: window_descriptor.vsync, resizable: window_descriptor.resizable, decorations: window_descriptor.decorations, cursor_visible: window_descriptor.cursor_visible, cursor_locked: window_descriptor.cursor_locked, cursor_position: None, mode: window_descriptor.mode, #[cfg(target_arch = "wasm32")] canvas: window_descriptor.canvas.clone(), command_queue: Vec::new(), } } #[inline] pub fn id(&self) -> WindowId { self.id } /// The current logical width of the window's client area. #[inline] pub fn width(&self) -> f32 { (self.physical_width as f64 / self.scale_factor) as f32 } /// The current logical height of the window's client area. #[inline] pub fn height(&self) -> f32 { (self.physical_height as f64 / self.scale_factor) as f32 } /// The requested window client area width in logical pixels from window /// creation or the last call to [set_resolution](Window::set_resolution). /// /// This may differ from the actual width depending on OS size limits and /// the scaling factor for high DPI monitors. #[inline] pub fn requested_width(&self) -> f32 { self.requested_width } /// The requested window client area height in logical pixels from window /// creation or the last call to [set_resolution](Window::set_resolution). /// /// This may differ from the actual width depending on OS size limits and /// the scaling factor for high DPI monitors. #[inline] pub fn requested_height(&self) -> f32 { self.requested_height } /// The window's client area width in physical pixels. #[inline] pub fn physical_width(&self) -> u32 { self.physical_width } /// The window's client area height in physical pixels. #[inline] pub fn physical_height(&self) -> u32 { self.physical_height } #[inline] pub fn set_maximized(&mut self, maximized: bool) { self.command_queue .push(WindowCommand::SetMaximized { maximized }); } /// Request the OS to resize the window such the the client area matches the /// specified width and height. pub fn set_resolution(&mut self, width: f32, height: f32) { self.requested_width = width; self.requested_height = height; self.command_queue.push(WindowCommand::SetResolution { resolution: (self.requested_width, self.requested_height), }); } #[allow(missing_docs)] #[inline] pub fn update_scale_factor_from_backend(&mut self, scale_factor: f64) { self.scale_factor = scale_factor; } #[allow(missing_docs)] #[inline] pub fn update_actual_size_from_backend(&mut self, physical_width: u32, physical_height: u32) { self.physical_width = physical_width; self.physical_height = physical_height; } /// The ratio of physical pixels to logical pixels /// /// `physical_pixels = logical_pixels * scale_factor` #[inline] pub fn scale_factor(&self) -> f64 { self.scale_factor } #[inline] pub fn title(&self) -> &str { &self.title } pub fn set_title(&mut self, title: String) { self.title = title.to_string(); self.command_queue.push(WindowCommand::SetTitle { title }); } #[inline] pub fn vsync(&self) -> bool { self.vsync } #[inline] pub fn set_vsync(&mut self, vsync: bool) { self.vsync = vsync; self.command_queue.push(WindowCommand::SetVsync { vsync }); } #[inline] pub fn resizable(&self) -> bool { self.resizable } pub fn set_resizable(&mut self, resizable: bool) { self.resizable = resizable; self.command_queue .push(WindowCommand::SetResizable { resizable }); } #[inline] pub fn decorations(&self) -> bool { self.decorations } pub fn set_decorations(&mut self, decorations: bool) { self.decorations = decorations; self.command_queue .push(WindowCommand::SetDecorations { decorations }); } #[inline] pub fn cursor_locked(&self) -> bool { self.cursor_locked } pub fn set_cursor_lock_mode(&mut self, lock_mode: bool) { self.cursor_locked = lock_mode; self.command_queue .push(WindowCommand::SetCursorLockMode { locked: lock_mode }); } #[inline] pub fn cursor_visible(&self) -> bool { self.cursor_visible } pub fn set_cursor_visibility(&mut self, visibile_mode: bool) { self.cursor_visible = visibile_mode; self.command_queue.push(WindowCommand::SetCursorVisibility { visible: visibile_mode, }); } #[inline] pub fn cursor_position(&self) -> Option { self.cursor_position } pub fn set_cursor_position(&mut self, position: Vec2) { self.command_queue .push(WindowCommand::SetCursorPosition { position }); } #[allow(missing_docs)] #[inline] pub fn update_cursor_position_from_backend(&mut self, cursor_position: Option) { self.cursor_position = cursor_position; } #[inline] pub fn mode(&self) -> WindowMode { self.mode } pub fn set_mode(&mut self, mode: WindowMode) { self.mode = mode; self.command_queue.push(WindowCommand::SetWindowMode { mode, resolution: (self.physical_width, self.physical_height), }); } #[inline] pub fn drain_commands(&mut self) -> impl Iterator + '_ { self.command_queue.drain(..) } } #[derive(Debug, Clone)] pub struct WindowDescriptor { pub width: f32, pub height: f32, pub title: String, pub vsync: bool, pub resizable: bool, pub decorations: bool, pub cursor_visible: bool, pub cursor_locked: bool, pub mode: WindowMode, #[cfg(target_arch = "wasm32")] pub canvas: Option, } impl Default for WindowDescriptor { fn default() -> Self { WindowDescriptor { title: "bevy".to_string(), width: 1280., height: 720., vsync: true, resizable: true, decorations: true, cursor_locked: false, cursor_visible: true, mode: WindowMode::Windowed, #[cfg(target_arch = "wasm32")] canvas: None, } } }