mirror of
https://github.com/bevyengine/bevy
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cac844243f
# Objective - Refer to OSes by their correct name. ## Solution - Do so.
1128 lines
40 KiB
Rust
1128 lines
40 KiB
Rust
use bevy_ecs::{
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entity::{Entity, EntityMapper, MapEntities},
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prelude::{Component, ReflectComponent},
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};
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use bevy_math::{DVec2, IVec2, Vec2};
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use bevy_reflect::{std_traits::ReflectDefault, Reflect};
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#[cfg(feature = "serialize")]
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use bevy_reflect::{ReflectDeserialize, ReflectSerialize};
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use bevy_utils::tracing::warn;
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use crate::CursorIcon;
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/// Marker [`Component`] for the window considered the primary window.
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///
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/// Currently this is assumed to only exist on 1 entity at a time.
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///
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/// [`WindowPlugin`](crate::WindowPlugin) will spawn a [`Window`] entity
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/// with this component if [`primary_window`](crate::WindowPlugin::primary_window)
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/// is `Some`.
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#[derive(Default, Debug, Component, PartialEq, Eq, PartialOrd, Ord, Copy, Clone, Reflect)]
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#[reflect(Component)]
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pub struct PrimaryWindow;
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/// Reference to a [`Window`], whether it be a direct link to a specific entity or
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/// a more vague defaulting choice.
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#[repr(C)]
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#[derive(Default, Copy, Clone, Debug, Reflect)]
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#[cfg_attr(
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feature = "serialize",
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derive(serde::Serialize, serde::Deserialize),
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reflect(Serialize, Deserialize)
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)]
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pub enum WindowRef {
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/// This will be linked to the primary window that is created by default
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/// in the [`WindowPlugin`](crate::WindowPlugin::primary_window).
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#[default]
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Primary,
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/// A more direct link to a window entity.
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///
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/// Use this if you want to reference a secondary/tertiary/... window.
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///
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/// To create a new window you can spawn an entity with a [`Window`],
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/// then you can use that entity here for usage in cameras.
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Entity(Entity),
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}
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impl WindowRef {
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/// Normalize the window reference so that it can be compared to other window references.
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pub fn normalize(&self, primary_window: Option<Entity>) -> Option<NormalizedWindowRef> {
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let entity = match self {
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Self::Primary => primary_window,
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Self::Entity(entity) => Some(*entity),
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};
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entity.map(NormalizedWindowRef)
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}
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}
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impl MapEntities for WindowRef {
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fn map_entities(&mut self, entity_mapper: &mut EntityMapper) {
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match self {
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Self::Entity(entity) => {
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*entity = entity_mapper.get_or_reserve(*entity);
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}
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Self::Primary => {}
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};
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}
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}
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/// A flattened representation of a window reference for equality/hashing purposes.
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///
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/// For most purposes you probably want to use the unnormalized version [`WindowRef`].
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#[repr(C)]
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#[derive(Copy, Clone, Debug, PartialEq, Eq, PartialOrd, Ord, Hash, Reflect)]
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#[cfg_attr(
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feature = "serialize",
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derive(serde::Serialize, serde::Deserialize),
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reflect(Serialize, Deserialize)
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)]
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pub struct NormalizedWindowRef(Entity);
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impl NormalizedWindowRef {
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/// Fetch the entity of this window reference
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pub fn entity(&self) -> Entity {
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self.0
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}
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}
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/// The defining [`Component`] for window entities,
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/// storing information about how it should appear and behave.
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///
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/// Each window corresponds to an entity, and is uniquely identified by the value of their [`Entity`].
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/// When the [`Window`] component is added to an entity, a new window will be opened.
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/// When it is removed or the entity is despawned, the window will close.
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///
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/// This component is synchronized with `winit` through `bevy_winit`:
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/// it will reflect the current state of the window and can be modified to change this state.
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#[derive(Component, Debug, Clone, Reflect)]
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#[cfg_attr(
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feature = "serialize",
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derive(serde::Serialize, serde::Deserialize),
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reflect(Serialize, Deserialize)
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)]
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#[reflect(Component, Default)]
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pub struct Window {
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/// The cursor of this window.
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pub cursor: Cursor,
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/// What presentation mode to give the window.
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pub present_mode: PresentMode,
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/// Which fullscreen or windowing mode should be used.
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pub mode: WindowMode,
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/// Where the window should be placed.
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pub position: WindowPosition,
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/// What resolution the window should have.
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pub resolution: WindowResolution,
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/// Stores the title of the window.
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pub title: String,
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/// How the alpha channel of textures should be handled while compositing.
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pub composite_alpha_mode: CompositeAlphaMode,
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/// The limits of the window's logical size
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/// (found in its [`resolution`](WindowResolution)) when resizing.
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pub resize_constraints: WindowResizeConstraints,
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/// Should the window be resizable?
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///
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/// Note: This does not stop the program from fullscreening/setting
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/// the size programmatically.
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pub resizable: bool,
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/// Specifies which window control buttons should be enabled.
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///
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/// ## Platform-specific
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///
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/// **`iOS`**, **`Android`**, and the **`Web`** do not have window control buttons.
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///
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/// On some **`Linux`** environments these values have no effect.
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pub enabled_buttons: EnabledButtons,
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/// Should the window have decorations enabled?
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///
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/// (Decorations are the minimize, maximize, and close buttons on desktop apps)
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///
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/// ## Platform-specific
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///
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/// **`iOS`**, **`Android`**, and the **`Web`** do not have decorations.
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pub decorations: bool,
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/// Should the window be transparent?
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///
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/// Defines whether the background of the window should be transparent.
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///
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/// ## Platform-specific
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/// - iOS / Android / Web: Unsupported.
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/// - macOS: Not working as expected.
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///
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/// macOS transparent works with winit out of the box, so this issue might be related to: <https://github.com/gfx-rs/wgpu/issues/687>.
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/// You should also set the window `composite_alpha_mode` to `CompositeAlphaMode::PostMultiplied`.
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pub transparent: bool,
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/// Get/set whether the window is focused.
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pub focused: bool,
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/// Where should the window appear relative to other overlapping window.
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///
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/// ## Platform-specific
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///
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/// - iOS / Android / Web / Wayland: Unsupported.
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pub window_level: WindowLevel,
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/// The "html canvas" element selector.
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///
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/// If set, this selector will be used to find a matching html canvas element,
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/// rather than creating a new one.
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/// Uses the [CSS selector format](https://developer.mozilla.org/en-US/docs/Web/API/Document/querySelector).
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///
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/// This value has no effect on non-web platforms.
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pub canvas: Option<String>,
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/// Whether or not to fit the canvas element's size to its parent element's size.
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///
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/// **Warning**: this will not behave as expected for parents that set their size according to the size of their
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/// children. This creates a "feedback loop" that will result in the canvas growing on each resize. When using this
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/// feature, ensure the parent's size is not affected by its children.
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///
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/// This value has no effect on non-web platforms.
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pub fit_canvas_to_parent: bool,
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/// Whether or not to stop events from propagating out of the canvas element
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///
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/// When `true`, this will prevent common browser hotkeys like F5, F12, Ctrl+R, tab, etc.
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/// from performing their default behavior while the bevy app has focus.
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///
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/// This value has no effect on non-web platforms.
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pub prevent_default_event_handling: bool,
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/// Stores internal state that isn't directly accessible.
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pub internal: InternalWindowState,
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/// Should the window use Input Method Editor?
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///
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/// If enabled, the window will receive [`Ime`](crate::Ime) events instead of
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/// [`ReceivedCharacter`](crate::ReceivedCharacter) or
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/// [`KeyboardInput`](bevy_input::keyboard::KeyboardInput).
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///
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/// IME should be enabled during text input, but not when you expect to get the exact key pressed.
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///
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/// ## Platform-specific
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///
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/// - iOS / Android / Web: Unsupported.
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pub ime_enabled: bool,
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/// Sets location of IME candidate box in client area coordinates relative to the top left.
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///
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/// ## Platform-specific
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///
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/// - iOS / Android / Web: Unsupported.
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pub ime_position: Vec2,
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/// Sets a specific theme for the window.
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///
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/// If `None` is provided, the window will use the system theme.
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///
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/// ## Platform-specific
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///
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/// - iOS / Android / Web: Unsupported.
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pub window_theme: Option<WindowTheme>,
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/// Sets the window's visibility.
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///
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/// If `false`, this will hide the window the window completely, it won't appear on the screen or in the task bar.
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/// If `true`, this will show the window.
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/// Note that this doesn't change its focused or minimized state.
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///
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/// ## Platform-specific
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///
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/// - **Android / Wayland / Web:** Unsupported.
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pub visible: bool,
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}
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impl Default for Window {
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fn default() -> Self {
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Self {
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title: "App".to_owned(),
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cursor: Default::default(),
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present_mode: Default::default(),
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mode: Default::default(),
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position: Default::default(),
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resolution: Default::default(),
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internal: Default::default(),
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composite_alpha_mode: Default::default(),
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resize_constraints: Default::default(),
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ime_enabled: Default::default(),
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ime_position: Default::default(),
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resizable: true,
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enabled_buttons: Default::default(),
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decorations: true,
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transparent: false,
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focused: true,
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window_level: Default::default(),
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fit_canvas_to_parent: false,
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prevent_default_event_handling: true,
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canvas: None,
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window_theme: None,
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visible: true,
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}
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}
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}
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impl Window {
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/// Setting to true will attempt to maximize the window.
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///
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/// Setting to false will attempt to un-maximize the window.
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pub fn set_maximized(&mut self, maximized: bool) {
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self.internal.maximize_request = Some(maximized);
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}
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/// Setting to true will attempt to minimize the window.
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///
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/// Setting to false will attempt to un-minimize the window.
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pub fn set_minimized(&mut self, minimized: bool) {
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self.internal.minimize_request = Some(minimized);
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}
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/// The window's client area width in logical pixels.
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///
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/// See [`WindowResolution`] for an explanation about logical/physical sizes.
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#[inline]
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pub fn width(&self) -> f32 {
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self.resolution.width()
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}
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/// The window's client area height in logical pixels.
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///
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/// See [`WindowResolution`] for an explanation about logical/physical sizes.
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#[inline]
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pub fn height(&self) -> f32 {
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self.resolution.height()
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}
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/// The window's client area width in physical pixels.
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///
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/// See [`WindowResolution`] for an explanation about logical/physical sizes.
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#[inline]
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pub fn physical_width(&self) -> u32 {
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self.resolution.physical_width()
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}
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/// The window's client area height in physical pixels.
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///
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/// See [`WindowResolution`] for an explanation about logical/physical sizes.
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#[inline]
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pub fn physical_height(&self) -> u32 {
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self.resolution.physical_height()
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}
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/// The window's scale factor.
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///
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/// Ratio of physical size to logical size, see [`WindowResolution`].
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#[inline]
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pub fn scale_factor(&self) -> f64 {
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self.resolution.scale_factor()
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}
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/// The cursor position in this window in logical pixels.
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///
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/// Returns `None` if the cursor is outside the window area.
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///
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/// See [`WindowResolution`] for an explanation about logical/physical sizes.
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#[inline]
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pub fn cursor_position(&self) -> Option<Vec2> {
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self.physical_cursor_position()
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.map(|position| (position.as_dvec2() / self.scale_factor()).as_vec2())
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}
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/// The cursor position in this window in physical pixels.
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///
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/// Returns `None` if the cursor is outside the window area.
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///
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/// See [`WindowResolution`] for an explanation about logical/physical sizes.
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#[inline]
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pub fn physical_cursor_position(&self) -> Option<Vec2> {
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match self.internal.physical_cursor_position {
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Some(position) => {
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if position.x >= 0.
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&& position.y >= 0.
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&& position.x < self.physical_width() as f64
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&& position.y < self.physical_height() as f64
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{
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Some(position.as_vec2())
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} else {
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None
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}
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}
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None => None,
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}
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}
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/// Set the cursor position in this window in logical pixels.
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///
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/// See [`WindowResolution`] for an explanation about logical/physical sizes.
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pub fn set_cursor_position(&mut self, position: Option<Vec2>) {
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self.internal.physical_cursor_position =
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position.map(|p| p.as_dvec2() * self.scale_factor());
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}
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/// Set the cursor position in this window in physical pixels.
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///
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/// See [`WindowResolution`] for an explanation about logical/physical sizes.
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pub fn set_physical_cursor_position(&mut self, position: Option<DVec2>) {
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self.internal.physical_cursor_position = position;
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}
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}
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/// The size limits on a [`Window`].
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///
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/// These values are measured in logical pixels (see [`WindowResolution`]), so the user's
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/// scale factor does affect the size limits on the window.
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///
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/// Please note that if the window is resizable, then when the window is
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/// maximized it may have a size outside of these limits. The functionality
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/// required to disable maximizing is not yet exposed by winit.
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#[derive(Debug, Clone, Copy, PartialEq, Reflect)]
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#[cfg_attr(
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feature = "serialize",
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derive(serde::Serialize, serde::Deserialize),
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reflect(Serialize, Deserialize)
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)]
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#[reflect(Debug, PartialEq, Default)]
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pub struct WindowResizeConstraints {
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/// The minimum width the window can have.
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pub min_width: f32,
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/// The minimum height the window can have.
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pub min_height: f32,
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/// The maximum width the window can have.
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pub max_width: f32,
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/// The maximum height the window can have.
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pub max_height: f32,
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}
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impl Default for WindowResizeConstraints {
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fn default() -> Self {
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Self {
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min_width: 180.,
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min_height: 120.,
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max_width: f32::INFINITY,
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max_height: f32::INFINITY,
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}
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}
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}
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impl WindowResizeConstraints {
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/// Checks if the constraints are valid.
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///
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/// Will output warnings if it isn't.
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#[must_use]
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pub fn check_constraints(&self) -> Self {
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let WindowResizeConstraints {
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mut min_width,
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mut min_height,
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mut max_width,
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mut max_height,
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} = self;
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min_width = min_width.max(1.);
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min_height = min_height.max(1.);
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if max_width < min_width {
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warn!(
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"The given maximum width {} is smaller than the minimum width {}",
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max_width, min_width
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);
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max_width = min_width;
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}
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if max_height < min_height {
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warn!(
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"The given maximum height {} is smaller than the minimum height {}",
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max_height, min_height
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);
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max_height = min_height;
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}
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WindowResizeConstraints {
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min_width,
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min_height,
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max_width,
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max_height,
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}
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}
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}
|
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|
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/// Cursor data for a [`Window`].
|
|
#[derive(Debug, Copy, Clone, Reflect)]
|
|
#[cfg_attr(
|
|
feature = "serialize",
|
|
derive(serde::Serialize, serde::Deserialize),
|
|
reflect(Serialize, Deserialize)
|
|
)]
|
|
#[reflect(Debug, Default)]
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|
pub struct Cursor {
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/// What the cursor should look like while inside the window.
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pub icon: CursorIcon,
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|
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/// Whether the cursor is visible or not.
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///
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/// ## Platform-specific
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///
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/// - **`Windows`**, **`X11`**, and **`Wayland`**: The cursor is hidden only when inside the window.
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/// To stop the cursor from leaving the window, change [`Cursor::grab_mode`] to [`CursorGrabMode::Locked`] or [`CursorGrabMode::Confined`]
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/// - **`macOS`**: The cursor is hidden only when the window is focused.
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/// - **`iOS`** and **`Android`** do not have cursors
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pub visible: bool,
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|
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/// Whether or not the cursor is locked by or confined within the window.
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///
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/// ## Platform-specific
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///
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/// - **`Windows`** doesn't support [`CursorGrabMode::Locked`]
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/// - **`macOS`** doesn't support [`CursorGrabMode::Confined`]
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/// - **`iOS/Android`** don't have cursors.
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///
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/// Since `Windows` and `macOS` have different [`CursorGrabMode`] support, we first try to set the grab mode that was asked for. If it doesn't work then use the alternate grab mode.
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pub grab_mode: CursorGrabMode,
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|
|
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/// Set whether or not mouse events within *this* window are captured or fall through to the Window below.
|
|
///
|
|
/// ## Platform-specific
|
|
///
|
|
/// - iOS / Android / Web / X11: Unsupported.
|
|
pub hit_test: bool,
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|
}
|
|
|
|
impl Default for Cursor {
|
|
fn default() -> Self {
|
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Cursor {
|
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icon: CursorIcon::Default,
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visible: true,
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grab_mode: CursorGrabMode::None,
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hit_test: true,
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}
|
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}
|
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}
|
|
|
|
/// Defines where a [`Window`] should be placed on the screen.
|
|
#[derive(Default, Debug, Clone, Copy, PartialEq, Reflect)]
|
|
#[cfg_attr(
|
|
feature = "serialize",
|
|
derive(serde::Serialize, serde::Deserialize),
|
|
reflect(Serialize, Deserialize)
|
|
)]
|
|
#[reflect(Debug, PartialEq)]
|
|
pub enum WindowPosition {
|
|
/// Position will be set by the window manager.
|
|
/// Bevy will delegate this decision to the window manager and no guarantees can be made about where the window will be placed.
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|
///
|
|
/// Used at creation but will be changed to [`At`](WindowPosition::At).
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|
#[default]
|
|
Automatic,
|
|
/// Window will be centered on the selected monitor.
|
|
///
|
|
/// Note that this does not account for window decorations.
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|
///
|
|
/// Used at creation or for update but will be changed to [`At`](WindowPosition::At)
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|
Centered(MonitorSelection),
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|
/// The window's top-left corner should be placed at the specified position (in physical pixels).
|
|
///
|
|
/// (0,0) represents top-left corner of screen space.
|
|
At(IVec2),
|
|
}
|
|
|
|
impl WindowPosition {
|
|
/// Creates a new [`WindowPosition`] at a position.
|
|
pub fn new(position: IVec2) -> Self {
|
|
Self::At(position)
|
|
}
|
|
|
|
/// Set the position to a specific point.
|
|
pub fn set(&mut self, position: IVec2) {
|
|
*self = WindowPosition::At(position);
|
|
}
|
|
|
|
/// Set the window to a specific monitor.
|
|
pub fn center(&mut self, monitor: MonitorSelection) {
|
|
*self = WindowPosition::Centered(monitor);
|
|
}
|
|
}
|
|
|
|
/// Controls the size of a [`Window`]
|
|
///
|
|
/// ## Physical, logical and requested sizes
|
|
///
|
|
/// There are three sizes associated with a window:
|
|
/// - the physical size,
|
|
/// which represents the actual height and width in physical pixels
|
|
/// the window occupies on the monitor,
|
|
/// - the logical size,
|
|
/// which represents the size that should be used to scale elements
|
|
/// inside the window, measured in logical pixels,
|
|
/// - 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.
|
|
///
|
|
/// ## Scale factor
|
|
///
|
|
/// The reason logical size and physical size are separated and can be different
|
|
/// is to account for the cases where:
|
|
/// - several monitors have different pixel densities,
|
|
/// - the user has set up a pixel density preference in its operating system,
|
|
/// - the Bevy `App` has specified a specific scale factor between both.
|
|
///
|
|
/// The factor between physical size and logical size can be retrieved with
|
|
/// [`WindowResolution::scale_factor`].
|
|
///
|
|
/// For the first two cases, a scale factor is set automatically by the operating
|
|
/// system through the window backend. You can get it with
|
|
/// [`WindowResolution::base_scale_factor`].
|
|
///
|
|
/// For the third case, you can override this automatic scale factor with
|
|
/// [`WindowResolution::set_scale_factor_override`].
|
|
///
|
|
/// ## Requested and obtained sizes
|
|
///
|
|
/// The logical size should be equal to the requested size after creating/resizing,
|
|
/// when possible.
|
|
/// The reason the requested size and logical size might be different
|
|
/// is because the corresponding physical size might exceed limits (either the
|
|
/// size limits of the monitor, or limits defined in [`WindowResizeConstraints`]).
|
|
///
|
|
/// Note: The requested size is not kept in memory, for example requesting a size
|
|
/// too big for the screen, making the logical size different from the requested size,
|
|
/// and then setting a scale factor that makes the previous requested size within
|
|
/// the limits of the screen will not get back that previous requested size.
|
|
|
|
#[derive(Debug, Clone, PartialEq, Reflect)]
|
|
#[cfg_attr(
|
|
feature = "serialize",
|
|
derive(serde::Serialize, serde::Deserialize),
|
|
reflect(Serialize, Deserialize)
|
|
)]
|
|
#[reflect(Debug, PartialEq, Default)]
|
|
pub struct WindowResolution {
|
|
/// Width of the window in physical pixels.
|
|
physical_width: u32,
|
|
/// Height of the window in physical pixels.
|
|
physical_height: u32,
|
|
/// Code-provided ratio of physical size to logical size.
|
|
///
|
|
/// Should be used instead `scale_factor` when set.
|
|
scale_factor_override: Option<f64>,
|
|
/// OS-provided ratio of physical size to logical size.
|
|
///
|
|
/// Set automatically depending on the pixel density of the screen.
|
|
scale_factor: f64,
|
|
}
|
|
|
|
impl Default for WindowResolution {
|
|
fn default() -> Self {
|
|
WindowResolution {
|
|
physical_width: 1280,
|
|
physical_height: 720,
|
|
scale_factor_override: None,
|
|
scale_factor: 1.0,
|
|
}
|
|
}
|
|
}
|
|
|
|
impl WindowResolution {
|
|
/// Creates a new [`WindowResolution`].
|
|
pub fn new(logical_width: f32, logical_height: f32) -> Self {
|
|
Self {
|
|
physical_width: logical_width as u32,
|
|
physical_height: logical_height as u32,
|
|
..Default::default()
|
|
}
|
|
}
|
|
|
|
/// Builder method for adding a scale factor override to the resolution.
|
|
pub fn with_scale_factor_override(mut self, scale_factor_override: f64) -> Self {
|
|
self.scale_factor_override = Some(scale_factor_override);
|
|
self
|
|
}
|
|
|
|
/// The window's client area width in logical pixels.
|
|
#[inline]
|
|
pub fn width(&self) -> f32 {
|
|
(self.physical_width() as f64 / self.scale_factor()) as f32
|
|
}
|
|
|
|
/// The window's client area height in logical pixels.
|
|
#[inline]
|
|
pub fn height(&self) -> f32 {
|
|
(self.physical_height() as f64 / self.scale_factor()) as f32
|
|
}
|
|
|
|
/// 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
|
|
}
|
|
|
|
/// The ratio of physical pixels to logical pixels.
|
|
///
|
|
/// `physical_pixels = logical_pixels * scale_factor`
|
|
pub fn scale_factor(&self) -> f64 {
|
|
self.scale_factor_override
|
|
.unwrap_or_else(|| self.base_scale_factor())
|
|
}
|
|
|
|
/// The window scale factor as reported by the window backend.
|
|
///
|
|
/// This value is unaffected by [`WindowResolution::scale_factor_override`].
|
|
#[inline]
|
|
pub fn base_scale_factor(&self) -> f64 {
|
|
self.scale_factor
|
|
}
|
|
|
|
/// The scale factor set with [`WindowResolution::set_scale_factor_override`].
|
|
///
|
|
/// This value may be different from the scale factor reported by the window backend.
|
|
#[inline]
|
|
pub fn scale_factor_override(&self) -> Option<f64> {
|
|
self.scale_factor_override
|
|
}
|
|
|
|
/// Set the window's logical resolution.
|
|
#[inline]
|
|
pub fn set(&mut self, width: f32, height: f32) {
|
|
self.set_physical_resolution(
|
|
(width as f64 * self.scale_factor()) as u32,
|
|
(height as f64 * self.scale_factor()) as u32,
|
|
);
|
|
}
|
|
|
|
/// Set the window's physical resolution.
|
|
///
|
|
/// This will ignore the scale factor setting, so most of the time you should
|
|
/// prefer to use [`WindowResolution::set`].
|
|
#[inline]
|
|
pub fn set_physical_resolution(&mut self, width: u32, height: u32) {
|
|
self.physical_width = width;
|
|
self.physical_height = height;
|
|
}
|
|
|
|
/// Set the window's scale factor, this may get overridden by the backend.
|
|
#[inline]
|
|
pub fn set_scale_factor(&mut self, scale_factor: f64) {
|
|
let (width, height) = (self.width(), self.height());
|
|
self.scale_factor = scale_factor;
|
|
self.set(width, height);
|
|
}
|
|
|
|
/// Set the window's scale factor, this will be used over what the backend decides.
|
|
///
|
|
/// This can change the logical and physical sizes if the resulting physical
|
|
/// size is not within the limits.
|
|
#[inline]
|
|
pub fn set_scale_factor_override(&mut self, scale_factor_override: Option<f64>) {
|
|
let (width, height) = (self.width(), self.height());
|
|
self.scale_factor_override = scale_factor_override;
|
|
self.set(width, height);
|
|
}
|
|
}
|
|
|
|
impl<I> From<(I, I)> for WindowResolution
|
|
where
|
|
I: Into<f32>,
|
|
{
|
|
fn from((width, height): (I, I)) -> WindowResolution {
|
|
WindowResolution::new(width.into(), height.into())
|
|
}
|
|
}
|
|
|
|
impl<I> From<[I; 2]> for WindowResolution
|
|
where
|
|
I: Into<f32>,
|
|
{
|
|
fn from([width, height]: [I; 2]) -> WindowResolution {
|
|
WindowResolution::new(width.into(), height.into())
|
|
}
|
|
}
|
|
|
|
impl From<bevy_math::Vec2> for WindowResolution {
|
|
fn from(res: bevy_math::Vec2) -> WindowResolution {
|
|
WindowResolution::new(res.x, res.y)
|
|
}
|
|
}
|
|
|
|
impl From<bevy_math::DVec2> for WindowResolution {
|
|
fn from(res: bevy_math::DVec2) -> WindowResolution {
|
|
WindowResolution::new(res.x as f32, res.y as f32)
|
|
}
|
|
}
|
|
|
|
/// Defines if and how the [`Cursor`] is grabbed by a [`Window`].
|
|
///
|
|
/// ## Platform-specific
|
|
///
|
|
/// - **`Windows`** doesn't support [`CursorGrabMode::Locked`]
|
|
/// - **`macOS`** doesn't support [`CursorGrabMode::Confined`]
|
|
/// - **`iOS/Android`** don't have cursors.
|
|
///
|
|
/// Since `Windows` and `macOS` have different [`CursorGrabMode`] support, we first try to set the grab mode that was asked for. If it doesn't work then use the alternate grab mode.
|
|
#[derive(Default, Debug, Clone, Copy, PartialEq, Eq, Reflect)]
|
|
#[cfg_attr(
|
|
feature = "serialize",
|
|
derive(serde::Serialize, serde::Deserialize),
|
|
reflect(Serialize, Deserialize)
|
|
)]
|
|
#[reflect(Debug, PartialEq, Default)]
|
|
pub enum CursorGrabMode {
|
|
/// The cursor can freely leave the window.
|
|
#[default]
|
|
None,
|
|
/// The cursor is confined to the window area.
|
|
Confined,
|
|
/// The cursor is locked inside the window area to a certain position.
|
|
Locked,
|
|
}
|
|
|
|
/// Stores internal [`Window`] state that isn't directly accessible.
|
|
#[derive(Default, Debug, Copy, Clone, PartialEq, Reflect)]
|
|
#[cfg_attr(
|
|
feature = "serialize",
|
|
derive(serde::Serialize, serde::Deserialize),
|
|
reflect(Serialize, Deserialize)
|
|
)]
|
|
#[reflect(Debug, PartialEq, Default)]
|
|
pub struct InternalWindowState {
|
|
/// If this is true then next frame we will ask to minimize the window.
|
|
minimize_request: Option<bool>,
|
|
/// If this is true then next frame we will ask to maximize/un-maximize the window depending on `maximized`.
|
|
maximize_request: Option<bool>,
|
|
/// Unscaled cursor position.
|
|
physical_cursor_position: Option<DVec2>,
|
|
}
|
|
|
|
impl InternalWindowState {
|
|
/// Consumes the current maximize request, if it exists. This should only be called by window backends.
|
|
pub fn take_maximize_request(&mut self) -> Option<bool> {
|
|
self.maximize_request.take()
|
|
}
|
|
|
|
/// Consumes the current minimize request, if it exists. This should only be called by window backends.
|
|
pub fn take_minimize_request(&mut self) -> Option<bool> {
|
|
self.minimize_request.take()
|
|
}
|
|
}
|
|
|
|
/// References a screen monitor.
|
|
///
|
|
/// Used when centering a [`Window`] on a monitor.
|
|
#[derive(Debug, Clone, Copy, PartialEq, Eq, Reflect)]
|
|
#[cfg_attr(
|
|
feature = "serialize",
|
|
derive(serde::Serialize, serde::Deserialize),
|
|
reflect(Serialize, Deserialize)
|
|
)]
|
|
#[reflect(Debug, PartialEq)]
|
|
pub enum MonitorSelection {
|
|
/// Uses the current monitor of the window.
|
|
///
|
|
/// If [`WindowPosition::Centered(MonitorSelection::Current)`](WindowPosition::Centered) is used when creating a window,
|
|
/// the window doesn't have a monitor yet, this will fall back to [`WindowPosition::Automatic`].
|
|
Current,
|
|
/// Uses the primary monitor of the system.
|
|
Primary,
|
|
/// Uses the monitor with the specified index.
|
|
Index(usize),
|
|
}
|
|
|
|
/// Presentation mode for a [`Window`].
|
|
///
|
|
/// The presentation mode specifies when a frame is presented to the window. The [`Fifo`]
|
|
/// option corresponds to a traditional `VSync`, where the framerate is capped by the
|
|
/// display refresh rate. Both [`Immediate`] and [`Mailbox`] are low-latency and are not
|
|
/// capped by the refresh rate, but may not be available on all platforms. Tearing
|
|
/// may be observed with [`Immediate`] mode, but will not be observed with [`Mailbox`] or
|
|
/// [`Fifo`].
|
|
///
|
|
/// [`AutoVsync`] or [`AutoNoVsync`] will gracefully fallback to [`Fifo`] when unavailable.
|
|
///
|
|
/// [`Immediate`] or [`Mailbox`] will panic if not supported by the platform.
|
|
///
|
|
/// [`Fifo`]: PresentMode::Fifo
|
|
/// [`FifoRelaxed`]: PresentMode::FifoRelaxed
|
|
/// [`Immediate`]: PresentMode::Immediate
|
|
/// [`Mailbox`]: PresentMode::Mailbox
|
|
/// [`AutoVsync`]: PresentMode::AutoVsync
|
|
/// [`AutoNoVsync`]: PresentMode::AutoNoVsync
|
|
///
|
|
#[repr(C)]
|
|
#[derive(Default, Copy, Clone, Debug, PartialEq, Eq, Hash, Reflect)]
|
|
#[cfg_attr(
|
|
feature = "serialize",
|
|
derive(serde::Serialize, serde::Deserialize),
|
|
reflect(Serialize, Deserialize)
|
|
)]
|
|
#[reflect(Debug, PartialEq, Hash)]
|
|
#[doc(alias = "vsync")]
|
|
pub enum PresentMode {
|
|
/// Chooses FifoRelaxed -> Fifo based on availability.
|
|
///
|
|
/// Because of the fallback behavior, it is supported everywhere.
|
|
AutoVsync = 0, // NOTE: The explicit ordinal values mirror wgpu.
|
|
/// Chooses Immediate -> Mailbox -> Fifo (on web) based on availability.
|
|
///
|
|
/// Because of the fallback behavior, it is supported everywhere.
|
|
AutoNoVsync = 1,
|
|
/// Presentation frames are kept in a First-In-First-Out queue approximately 3 frames
|
|
/// long. Every vertical blanking period, the presentation engine will pop a frame
|
|
/// off the queue to display. If there is no frame to display, it will present the same
|
|
/// frame again until the next vblank.
|
|
///
|
|
/// When a present command is executed on the gpu, the presented image is added on the queue.
|
|
///
|
|
/// No tearing will be observed.
|
|
///
|
|
/// Calls to get_current_texture will block until there is a spot in the queue.
|
|
///
|
|
/// Supported on all platforms.
|
|
///
|
|
/// If you don't know what mode to choose, choose this mode. This is traditionally called "Vsync On".
|
|
#[default]
|
|
Fifo = 2,
|
|
/// Presentation frames are kept in a First-In-First-Out queue approximately 3 frames
|
|
/// long. Every vertical blanking period, the presentation engine will pop a frame
|
|
/// off the queue to display. If there is no frame to display, it will present the
|
|
/// same frame until there is a frame in the queue. The moment there is a frame in the
|
|
/// queue, it will immediately pop the frame off the queue.
|
|
///
|
|
/// When a present command is executed on the gpu, the presented image is added on the queue.
|
|
///
|
|
/// Tearing will be observed if frames last more than one vblank as the front buffer.
|
|
///
|
|
/// Calls to get_current_texture will block until there is a spot in the queue.
|
|
///
|
|
/// Supported on AMD on Vulkan.
|
|
///
|
|
/// This is traditionally called "Adaptive Vsync"
|
|
FifoRelaxed = 3,
|
|
/// Presentation frames are not queued at all. The moment a present command
|
|
/// is executed on the GPU, the presented image is swapped onto the front buffer
|
|
/// immediately.
|
|
///
|
|
/// Tearing can be observed.
|
|
///
|
|
/// Supported on most platforms except older DX12 and Wayland.
|
|
///
|
|
/// This is traditionally called "Vsync Off".
|
|
Immediate = 4,
|
|
/// Presentation frames are kept in a single-frame queue. Every vertical blanking period,
|
|
/// the presentation engine will pop a frame from the queue. If there is no frame to display,
|
|
/// it will present the same frame again until the next vblank.
|
|
///
|
|
/// When a present command is executed on the gpu, the frame will be put into the queue.
|
|
/// If there was already a frame in the queue, the new frame will _replace_ the old frame
|
|
/// on the queue.
|
|
///
|
|
/// No tearing will be observed.
|
|
///
|
|
/// Supported on DX11/12 on Windows 10, NVidia on Vulkan and Wayland on Vulkan.
|
|
///
|
|
/// This is traditionally called "Fast Vsync"
|
|
Mailbox = 5,
|
|
}
|
|
|
|
/// Specifies how the alpha channel of the textures should be handled during compositing, for a [`Window`].
|
|
#[repr(C)]
|
|
#[derive(Default, Debug, Clone, Copy, PartialEq, Eq, Hash, Reflect)]
|
|
#[cfg_attr(
|
|
feature = "serialize",
|
|
derive(serde::Serialize, serde::Deserialize),
|
|
reflect(Serialize, Deserialize)
|
|
)]
|
|
#[reflect(Debug, PartialEq, Hash)]
|
|
pub enum CompositeAlphaMode {
|
|
/// Chooses either [`Opaque`](CompositeAlphaMode::Opaque) or [`Inherit`](CompositeAlphaMode::Inherit)
|
|
/// automatically, depending on the `alpha_mode` that the current surface can support.
|
|
#[default]
|
|
Auto = 0,
|
|
/// The alpha channel, if it exists, of the textures is ignored in the
|
|
/// compositing process. Instead, the textures is treated as if it has a
|
|
/// constant alpha of 1.0.
|
|
Opaque = 1,
|
|
/// The alpha channel, if it exists, of the textures is respected in the
|
|
/// compositing process. The non-alpha channels of the textures are
|
|
/// expected to already be multiplied by the alpha channel by the
|
|
/// application.
|
|
PreMultiplied = 2,
|
|
/// The alpha channel, if it exists, of the textures is respected in the
|
|
/// compositing process. The non-alpha channels of the textures are not
|
|
/// expected to already be multiplied by the alpha channel by the
|
|
/// application; instead, the compositor will multiply the non-alpha
|
|
/// channels of the texture by the alpha channel during compositing.
|
|
PostMultiplied = 3,
|
|
/// The alpha channel, if it exists, of the textures is unknown for processing
|
|
/// during compositing. Instead, the application is responsible for setting
|
|
/// the composite alpha blending mode using native WSI command. If not set,
|
|
/// then a platform-specific default will be used.
|
|
Inherit = 4,
|
|
}
|
|
|
|
/// Defines the way a [`Window`] is displayed.
|
|
#[derive(Default, Debug, Clone, Copy, PartialEq, Eq, Reflect)]
|
|
#[cfg_attr(
|
|
feature = "serialize",
|
|
derive(serde::Serialize, serde::Deserialize),
|
|
reflect(Serialize, Deserialize)
|
|
)]
|
|
#[reflect(Debug, PartialEq)]
|
|
pub enum WindowMode {
|
|
/// The window should take a portion of the screen, using the window resolution size.
|
|
#[default]
|
|
Windowed,
|
|
/// The window should appear fullscreen by being borderless and using the full
|
|
/// size of the screen.
|
|
///
|
|
/// When setting this, the window's physical size will be modified to match the size
|
|
/// of the current monitor resolution, and the logical size will follow based
|
|
/// on the scale factor, see [`WindowResolution`].
|
|
BorderlessFullscreen,
|
|
/// The window should be in "true"/"legacy" Fullscreen mode.
|
|
///
|
|
/// When setting this, the operating system will be requested to use the
|
|
/// **closest** resolution available for the current monitor to match as
|
|
/// closely as possible the window's physical size.
|
|
/// After that, the window's physical size will be modified to match
|
|
/// that monitor resolution, and the logical size will follow based on the
|
|
/// scale factor, see [`WindowResolution`].
|
|
SizedFullscreen,
|
|
/// The window should be in "true"/"legacy" Fullscreen mode.
|
|
///
|
|
/// When setting this, the operating system will be requested to use the
|
|
/// **biggest** resolution available for the current monitor.
|
|
/// After that, the window's physical size will be modified to match
|
|
/// that monitor resolution, and the logical size will follow based on the
|
|
/// scale factor, see [`WindowResolution`].
|
|
Fullscreen,
|
|
}
|
|
|
|
/// Specifies where a [`Window`] should appear relative to other overlapping windows (on top or under) .
|
|
///
|
|
/// Levels are groups of windows with respect to their z-position.
|
|
///
|
|
/// The relative ordering between windows in different window levels is fixed.
|
|
/// The z-order of windows within the same window level may change dynamically on user interaction.
|
|
///
|
|
/// ## Platform-specific
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///
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/// - **iOS / Android / Web / Wayland:** Unsupported.
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#[derive(Default, Debug, Clone, Copy, PartialEq, Eq, Reflect)]
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#[cfg_attr(
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feature = "serialize",
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derive(serde::Serialize, serde::Deserialize),
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reflect(Serialize, Deserialize)
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)]
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#[reflect(Debug, PartialEq)]
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pub enum WindowLevel {
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/// The window will always be below [`WindowLevel::Normal`] and [`WindowLevel::AlwaysOnTop`] windows.
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///
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/// This is useful for a widget-based app.
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AlwaysOnBottom,
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/// The default group.
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#[default]
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Normal,
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/// The window will always be on top of [`WindowLevel::Normal`] and [`WindowLevel::AlwaysOnBottom`] windows.
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AlwaysOnTop,
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}
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/// The [`Window`] theme variant to use.
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#[derive(Debug, Clone, Copy, PartialEq, Eq, Reflect)]
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#[cfg_attr(
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feature = "serialize",
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derive(serde::Serialize, serde::Deserialize),
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reflect(Serialize, Deserialize)
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)]
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#[reflect(Debug, PartialEq)]
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pub enum WindowTheme {
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/// Use the light variant.
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Light,
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/// Use the dark variant.
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Dark,
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}
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/// Specifies which [`Window`] control buttons should be enabled.
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///
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/// ## Platform-specific
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///
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/// **`iOS`**, **`Android`**, and the **`Web`** do not have window control buttons.
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///
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/// On some **`Linux`** environments these values have no effect.
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#[derive(Debug, Copy, Clone, PartialEq, Reflect)]
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#[cfg_attr(
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feature = "serialize",
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derive(serde::Serialize, serde::Deserialize),
|
|
reflect(Serialize, Deserialize)
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)]
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#[reflect(Debug, PartialEq, Default)]
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pub struct EnabledButtons {
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/// Enables the functionality of the minimize button.
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pub minimize: bool,
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/// Enables the functionality of the maximize button.
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///
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/// macOS note: When [`Window`] `resizable` member is set to `false`
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/// the maximize button will be disabled regardless of this value.
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/// Additionaly, when `resizable` is set to `true` the window will
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/// be maximized when its bar is double-clicked regardless of whether
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/// the maximize button is enabled or not.
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pub maximize: bool,
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/// Enables the functionality of the close button.
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pub close: bool,
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}
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impl Default for EnabledButtons {
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fn default() -> Self {
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Self {
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minimize: true,
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maximize: true,
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close: true,
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}
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}
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}
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#[cfg(test)]
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mod tests {
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use super::*;
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// Checks that `Window::physical_cursor_position` returns the cursor position if it is within
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// the bounds of the window.
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#[test]
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fn cursor_position_within_window_bounds() {
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let mut window = Window {
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resolution: WindowResolution::new(800., 600.),
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..Default::default()
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};
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window.set_physical_cursor_position(Some(DVec2::new(0., 300.)));
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assert_eq!(window.physical_cursor_position(), Some(Vec2::new(0., 300.)));
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window.set_physical_cursor_position(Some(DVec2::new(400., 0.)));
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assert_eq!(window.physical_cursor_position(), Some(Vec2::new(400., 0.)));
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window.set_physical_cursor_position(Some(DVec2::new(799.999, 300.)));
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assert_eq!(
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window.physical_cursor_position(),
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Some(Vec2::new(799.999, 300.)),
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);
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window.set_physical_cursor_position(Some(DVec2::new(400., 599.999)));
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assert_eq!(
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window.physical_cursor_position(),
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Some(Vec2::new(400., 599.999))
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);
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}
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|
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// Checks that `Window::physical_cursor_position` returns `None` if the cursor position is not
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|
// within the bounds of the window.
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|
#[test]
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|
fn cursor_position_not_within_window_bounds() {
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|
let mut window = Window {
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|
resolution: WindowResolution::new(800., 600.),
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..Default::default()
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|
};
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|
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window.set_physical_cursor_position(Some(DVec2::new(-0.001, 300.)));
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assert!(window.physical_cursor_position().is_none());
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window.set_physical_cursor_position(Some(DVec2::new(400., -0.001)));
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assert!(window.physical_cursor_position().is_none());
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window.set_physical_cursor_position(Some(DVec2::new(800., 300.)));
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assert!(window.physical_cursor_position().is_none());
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window.set_physical_cursor_position(Some(DVec2::new(400., 600.)));
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assert!(window.physical_cursor_position().is_none());
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|
}
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|
}
|