use uuid::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() } } #[derive(Debug)] pub struct Window { id: WindowId, width: u32, height: u32, title: String, vsync: bool, resizable: bool, decorations: bool, cursor_visible: bool, cursor_locked: bool, 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 { width: u32, height: u32, }, SetVsync { vsync: bool, }, SetResizable { resizable: bool, }, SetDecorations { decorations: bool, }, SetCursorLockMode { locked: bool, }, SetCursorVisibility { visible: 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) -> Self { Window { id, height: window_descriptor.height, width: window_descriptor.width, 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, 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 } #[inline] pub fn width(&self) -> u32 { self.width } #[inline] pub fn height(&self) -> u32 { self.height } pub fn set_resolution(&mut self, width: u32, height: u32) { self.width = width; self.height = height; self.command_queue .push(WindowCommand::SetResolution { width, height }); } #[doc(hidden)] pub fn update_resolution_from_backend(&mut self, width: u32, height: u32) { self.width = width; self.height = height; } 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 }); } pub fn vsync(&self) -> bool { self.vsync } pub fn set_vsync(&mut self, vsync: bool) { self.vsync = vsync; self.command_queue.push(WindowCommand::SetVsync { vsync }); } 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 }); } 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 }); } 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 }); } 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, }); } 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.width, self.height), }); } pub fn drain_commands(&mut self) -> impl Iterator + '_ { self.command_queue.drain(..) } } #[derive(Debug, Clone)] pub struct WindowDescriptor { pub width: u32, pub height: u32, 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, } } }