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use std::num::NonZeroU32;
use bevy_ecs::{
entity::{Entity, EntityMapper, MapEntities},
prelude::{Component, ReflectComponent},
};
use bevy_math::{DVec2, IVec2, UVec2, Vec2};
use bevy_reflect::{std_traits::ReflectDefault, Reflect};
#[cfg(feature = "serialize")]
use bevy_reflect::{ReflectDeserialize, ReflectSerialize};
use bevy_utils::tracing::warn;
use crate::CursorIcon;
/// Marker [`Component`] for the window considered the primary window.
///
/// Currently this is assumed to only exist on 1 entity at a time.
///
/// [`WindowPlugin`](crate::WindowPlugin) will spawn a [`Window`] entity
/// with this component if [`primary_window`](crate::WindowPlugin::primary_window)
/// is `Some`.
#[derive(Default, Debug, Component, PartialEq, Eq, PartialOrd, Ord, Copy, Clone, Reflect)]
#[reflect(Component)]
pub struct PrimaryWindow;
/// Reference to a [`Window`], whether it be a direct link to a specific entity or
/// a more vague defaulting choice.
#[repr(C)]
#[derive(Default, Copy, Clone, Debug, Reflect)]
#[cfg_attr(
feature = "serialize",
derive(serde::Serialize, serde::Deserialize),
reflect(Serialize, Deserialize)
)]
pub enum WindowRef {
/// This will be linked to the primary window that is created by default
/// in the [`WindowPlugin`](crate::WindowPlugin::primary_window).
#[default]
Primary,
/// A more direct link to a window entity.
///
/// Use this if you want to reference a secondary/tertiary/... window.
///
/// To create a new window you can spawn an entity with a [`Window`],
/// then you can use that entity here for usage in cameras.
Entity(Entity),
}
impl WindowRef {
/// Normalize the window reference so that it can be compared to other window references.
pub fn normalize(&self, primary_window: Option<Entity>) -> Option<NormalizedWindowRef> {
let entity = match self {
Self::Primary => primary_window,
Self::Entity(entity) => Some(*entity),
};
entity.map(NormalizedWindowRef)
}
}
impl MapEntities for WindowRef {
fn map_entities<M: EntityMapper>(&mut self, entity_mapper: &mut M) {
match self {
Self::Entity(entity) => {
*entity = entity_mapper.map_entity(*entity);
}
Self::Primary => {}
};
}
}
/// A flattened representation of a window reference for equality/hashing purposes.
///
/// For most purposes you probably want to use the unnormalized version [`WindowRef`].
#[repr(C)]
#[derive(Copy, Clone, Debug, PartialEq, Eq, PartialOrd, Ord, Hash, Reflect)]
#[cfg_attr(
feature = "serialize",
derive(serde::Serialize, serde::Deserialize),
reflect(Serialize, Deserialize)
)]
pub struct NormalizedWindowRef(Entity);
impl NormalizedWindowRef {
/// Fetch the entity of this window reference
pub fn entity(&self) -> Entity {
self.0
}
}
/// The defining [`Component`] for window entities,
/// storing information about how it should appear and behave.
///
/// Each window corresponds to an entity, and is uniquely identified by the value of their [`Entity`].
/// When the [`Window`] component is added to an entity, a new window will be opened.
/// When it is removed or the entity is despawned, the window will close.
///
/// The primary window entity (and the corresponding window) is spawned by default
/// by [`WindowPlugin`](crate::WindowPlugin) and is marked with the [`PrimaryWindow`] component.
///
/// This component is synchronized with `winit` through `bevy_winit`:
/// it will reflect the current state of the window and can be modified to change this state.
///
/// # Example
///
/// Because this component is synchronized with `winit`, it can be used to perform
/// OS-integrated windowing operations. For example, here's a simple system
/// to change the cursor type:
///
/// ```
/// # use bevy_ecs::query::With;
/// # use bevy_ecs::system::Query;
/// # use bevy_window::{CursorIcon, PrimaryWindow, Window};
/// fn change_cursor(mut windows: Query<&mut Window, With<PrimaryWindow>>) {
/// // Query returns one window typically.
/// for mut window in windows.iter_mut() {
/// window.cursor.icon = CursorIcon::Wait;
/// }
/// }
/// ```
#[derive(Component, Debug, Clone, Reflect)]
#[cfg_attr(
feature = "serialize",
derive(serde::Serialize, serde::Deserialize),
reflect(Serialize, Deserialize)
)]
#[reflect(Component, Default)]
pub struct Window {
/// The cursor of this window.
pub cursor: Cursor,
/// What presentation mode to give the window.
pub present_mode: PresentMode,
/// Which fullscreen or windowing mode should be used.
pub mode: WindowMode,
/// Where the window should be placed.
pub position: WindowPosition,
/// What resolution the window should have.
pub resolution: WindowResolution,
/// Stores the title of the window.
pub title: String,
/// Stores the application ID (on **`Wayland`**), `WM_CLASS` (on **`X11`**) or window class name (on **`Windows`**) of the window.
///
/// For details about application ID conventions, see the [Desktop Entry Spec](https://specifications.freedesktop.org/desktop-entry-spec/desktop-entry-spec-latest.html#desktop-file-id).
/// For details about `WM_CLASS`, see the [X11 Manual Pages](https://www.x.org/releases/current/doc/man/man3/XAllocClassHint.3.xhtml).
/// For details about **`Windows`**'s window class names, see [About Window Classes](https://learn.microsoft.com/en-us/windows/win32/winmsg/about-window-classes).
///
/// ## Platform-specific
///
/// - **`Windows`**: Can only be set while building the window, setting the window's window class name.
/// - **`Wayland`**: Can only be set while building the window, setting the window's application ID.
/// - **`X11`**: Can only be set while building the window, setting the window's `WM_CLASS`.
/// - **`macOS`**, **`iOS`**, **`Android`**, and **`Web`**: not applicable.
///
/// Notes: Changing this field during runtime will have no effect for now.
pub name: Option<String>,
/// How the alpha channel of textures should be handled while compositing.
pub composite_alpha_mode: CompositeAlphaMode,
/// The limits of the window's logical size
/// (found in its [`resolution`](WindowResolution)) when resizing.
pub resize_constraints: WindowResizeConstraints,
/// Should the window be resizable?
///
/// Note: This does not stop the program from fullscreening/setting
/// the size programmatically.
pub resizable: bool,
/// Specifies which window control buttons should be enabled.
///
/// ## Platform-specific
///
/// **`iOS`**, **`Android`**, and the **`Web`** do not have window control buttons.
///
/// On some **`Linux`** environments these values have no effect.
pub enabled_buttons: EnabledButtons,
/// Should the window have decorations enabled?
///
/// (Decorations are the minimize, maximize, and close buttons on desktop apps)
///
/// ## Platform-specific
///
/// **`iOS`**, **`Android`**, and the **`Web`** do not have decorations.
pub decorations: bool,
/// Should the window be transparent?
///
/// Defines whether the background of the window should be transparent.
///
/// ## Platform-specific
/// - iOS / Android / Web: Unsupported.
/// - macOS: Not working as expected.
///
/// macOS transparent works with winit out of the box, so this issue might be related to: <https://github.com/gfx-rs/wgpu/issues/687>.
/// You should also set the window `composite_alpha_mode` to `CompositeAlphaMode::PostMultiplied`.
pub transparent: bool,
/// Get/set whether the window is focused.
pub focused: bool,
/// Where should the window appear relative to other overlapping window.
///
/// ## Platform-specific
///
/// - iOS / Android / Web / Wayland: Unsupported.
pub window_level: WindowLevel,
/// The "html canvas" element selector.
///
/// If set, this selector will be used to find a matching html canvas element,
/// rather than creating a new one.
/// Uses the [CSS selector format](https://developer.mozilla.org/en-US/docs/Web/API/Document/querySelector).
///
/// This value has no effect on non-web platforms.
pub canvas: Option<String>,
/// Whether or not to fit the canvas element's size to its parent element's size.
///
/// **Warning**: this will not behave as expected for parents that set their size according to the size of their
/// children. This creates a "feedback loop" that will result in the canvas growing on each resize. When using this
/// feature, ensure the parent's size is not affected by its children.
///
/// This value has no effect on non-web platforms.
pub fit_canvas_to_parent: bool,
/// Whether or not to stop events from propagating out of the canvas element
///
/// When `true`, this will prevent common browser hotkeys like F5, F12, Ctrl+R, tab, etc.
/// from performing their default behavior while the bevy app has focus.
///
/// This value has no effect on non-web platforms.
pub prevent_default_event_handling: bool,
/// Stores internal state that isn't directly accessible.
pub internal: InternalWindowState,
/// Should the window use Input Method Editor?
///
/// If enabled, the window will receive [`Ime`](crate::Ime) events instead of
/// [`ReceivedCharacter`](crate::ReceivedCharacter) or
/// `KeyboardInput` from `bevy_input`.
///
/// IME should be enabled during text input, but not when you expect to get the exact key pressed.
///
/// ## Platform-specific
///
/// - iOS / Android / Web: Unsupported.
pub ime_enabled: bool,
/// Sets location of IME candidate box in client area coordinates relative to the top left.
///
/// ## Platform-specific
///
/// - iOS / Android / Web: Unsupported.
pub ime_position: Vec2,
/// Sets a specific theme for the window.
///
/// If `None` is provided, the window will use the system theme.
///
/// ## Platform-specific
///
/// - iOS / Android / Web: Unsupported.
pub window_theme: Option<WindowTheme>,
/// Sets the window's visibility.
///
/// If `false`, this will hide the window completely, it won't appear on the screen or in the task bar.
/// If `true`, this will show the window.
/// Note that this doesn't change its focused or minimized state.
///
/// ## Platform-specific
///
/// - **Android / Wayland / Web:** Unsupported.
pub visible: bool,
/// Sets whether the window should be shown in the taskbar.
///
/// If `true`, the window will not appear in the taskbar.
/// If `false`, the window will appear in the taskbar.
///
/// Note that this will only take effect on window creation.
///
/// ## Platform-specific
///
/// - Only supported on Windows.
pub skip_taskbar: bool,
/// Optional hint given to the rendering API regarding the maximum number of queued frames admissible on the GPU.
///
/// Given values are usually within the 1-3 range. If not provided, this will default to 2.
///
/// See [`wgpu::SurfaceConfiguration::desired_maximum_frame_latency`].
///
/// [`wgpu::SurfaceConfiguration::desired_maximum_frame_latency`]:
/// https://docs.rs/wgpu/latest/wgpu/type.SurfaceConfiguration.html#structfield.desired_maximum_frame_latency
pub desired_maximum_frame_latency: Option<NonZeroU32>,
/// Sets whether this window recognizes [`PinchGesture`]
///
/// ## Platform-specific
///
/// - Only used on iOS.
/// - On macOS, they are recognized by default and can't be disabled.
pub recognize_pinch_gesture: bool,
/// Sets whether this window recognizes [`RotationGesture`]
///
/// ## Platform-specific
///
/// - Only used on iOS.
/// - On macOS, they are recognized by default and can't be disabled.
pub recognize_rotation_gesture: bool,
/// Sets whether this window recognizes [`DoubleTapGesture`]
///
/// ## Platform-specific
///
/// - Only used on iOS.
/// - On macOS, they are recognized by default and can't be disabled.
pub recognize_doubletap_gesture: bool,
/// Sets whether this window recognizes [`PanGesture`], with a number of fingers between the first value and the last.
///
/// ## Platform-specific
///
/// - Only used on iOS.
pub recognize_pan_gesture: Option<(u8, u8)>,
}
impl Default for Window {
fn default() -> Self {
Self {
title: "App".to_owned(),
name: None,
cursor: Default::default(),
present_mode: Default::default(),
mode: Default::default(),
position: Default::default(),
resolution: Default::default(),
internal: Default::default(),
composite_alpha_mode: Default::default(),
resize_constraints: Default::default(),
ime_enabled: Default::default(),
ime_position: Default::default(),
resizable: true,
enabled_buttons: Default::default(),
decorations: true,
transparent: false,
focused: true,
window_level: Default::default(),
fit_canvas_to_parent: false,
prevent_default_event_handling: true,
canvas: None,
window_theme: None,
visible: true,
skip_taskbar: false,
desired_maximum_frame_latency: None,
recognize_pinch_gesture: false,
recognize_rotation_gesture: false,
recognize_doubletap_gesture: false,
recognize_pan_gesture: None,
}
}
}
impl Window {
/// Setting to true will attempt to maximize the window.
///
/// Setting to false will attempt to un-maximize the window.
pub fn set_maximized(&mut self, maximized: bool) {
self.internal.maximize_request = Some(maximized);
}
/// Setting to true will attempt to minimize the window.
///
/// Setting to false will attempt to un-minimize the window.
pub fn set_minimized(&mut self, minimized: bool) {
self.internal.minimize_request = Some(minimized);
}
/// The window's client area width in logical pixels.
///
/// See [`WindowResolution`] for an explanation about logical/physical sizes.
#[inline]
pub fn width(&self) -> f32 {
self.resolution.width()
}
/// The window's client area height in logical pixels.
///
/// See [`WindowResolution`] for an explanation about logical/physical sizes.
#[inline]
pub fn height(&self) -> f32 {
self.resolution.height()
}
/// The window's client size in logical pixels
///
/// See [`WindowResolution`] for an explanation about logical/physical sizes.
#[inline]
pub fn size(&self) -> Vec2 {
self.resolution.size()
}
/// The window's client area width in physical pixels.
///
/// See [`WindowResolution`] for an explanation about logical/physical sizes.
#[inline]
pub fn physical_width(&self) -> u32 {
self.resolution.physical_width()
}
/// The window's client area height in physical pixels.
///
/// See [`WindowResolution`] for an explanation about logical/physical sizes.
#[inline]
pub fn physical_height(&self) -> u32 {
self.resolution.physical_height()
}
/// The window's client size in physical pixels
///
/// See [`WindowResolution`] for an explanation about logical/physical sizes.
#[inline]
pub fn physical_size(&self) -> bevy_math::UVec2 {
self.resolution.physical_size()
}
/// The window's scale factor.
///
/// Ratio of physical size to logical size, see [`WindowResolution`].
#[inline]
pub fn scale_factor(&self) -> f32 {
self.resolution.scale_factor()
}
/// The cursor position in this window in logical pixels.
///
/// Returns `None` if the cursor is outside the window area.
///
/// See [`WindowResolution`] for an explanation about logical/physical sizes.
#[inline]
pub fn cursor_position(&self) -> Option<Vec2> {
self.physical_cursor_position()
.map(|position| (position.as_dvec2() / self.scale_factor() as f64).as_vec2())
}
/// The cursor position in this window in physical pixels.
///
/// Returns `None` if the cursor is outside the window area.
///
/// See [`WindowResolution`] for an explanation about logical/physical sizes.
#[inline]
pub fn physical_cursor_position(&self) -> Option<Vec2> {
match self.internal.physical_cursor_position {
Some(position) => {
if position.x >= 0.
&& position.y >= 0.
&& position.x < self.physical_width() as f64
&& position.y < self.physical_height() as f64
{
Some(position.as_vec2())
} else {
None
}
}
None => None,
}
}
/// Set the cursor position in this window in logical pixels.
///
/// See [`WindowResolution`] for an explanation about logical/physical sizes.
pub fn set_cursor_position(&mut self, position: Option<Vec2>) {
self.internal.physical_cursor_position =
position.map(|p| p.as_dvec2() * self.scale_factor() as f64);
}
/// Set the cursor position in this window in physical pixels.
///
/// See [`WindowResolution`] for an explanation about logical/physical sizes.
pub fn set_physical_cursor_position(&mut self, position: Option<DVec2>) {
self.internal.physical_cursor_position = position;
}
}
/// The size limits on a [`Window`].
///
/// These values are measured in logical pixels (see [`WindowResolution`]), so the user's
/// scale factor does affect the size limits on the window.
///
/// Please note that if the window is resizable, then when the window is
/// maximized it may have a size outside of these limits. The functionality
/// required to disable maximizing is not yet exposed by winit.
#[derive(Debug, Clone, Copy, PartialEq, Reflect)]
#[cfg_attr(
feature = "serialize",
derive(serde::Serialize, serde::Deserialize),
reflect(Serialize, Deserialize)
)]
#[reflect(Debug, PartialEq, Default)]
pub struct WindowResizeConstraints {
/// The minimum width the window can have.
pub min_width: f32,
/// The minimum height the window can have.
pub min_height: f32,
/// The maximum width the window can have.
pub max_width: f32,
/// The maximum height the window can have.
pub max_height: f32,
}
impl Default for WindowResizeConstraints {
fn default() -> Self {
Self {
min_width: 180.,
min_height: 120.,
max_width: f32::INFINITY,
max_height: f32::INFINITY,
}
}
}
impl WindowResizeConstraints {
/// Checks if the constraints are valid.
///
/// Will output warnings if it isn't.
#[must_use]
pub fn check_constraints(&self) -> Self {
let WindowResizeConstraints {
mut min_width,
mut min_height,
mut max_width,
mut max_height,
} = self;
min_width = min_width.max(1.);
min_height = min_height.max(1.);
if max_width < min_width {
warn!(
"The given maximum width {} is smaller than the minimum width {}",
max_width, min_width
);
max_width = min_width;
}
if max_height < min_height {
warn!(
"The given maximum height {} is smaller than the minimum height {}",
max_height, min_height
);
max_height = min_height;
}
WindowResizeConstraints {
min_width,
min_height,
max_width,
max_height,
}
}
}
/// 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)]
pub struct Cursor {
/// What the cursor should look like while inside the window.
pub icon: CursorIcon,
/// Whether the cursor is visible or not.
///
/// ## Platform-specific
///
/// - **`Windows`**, **`X11`**, and **`Wayland`**: The cursor is hidden only when inside the window.
/// To stop the cursor from leaving the window, change [`Cursor::grab_mode`] to [`CursorGrabMode::Locked`] or [`CursorGrabMode::Confined`]
/// - **`macOS`**: The cursor is hidden only when the window is focused.
/// - **`iOS`** and **`Android`** do not have cursors
pub visible: bool,
/// Whether or not the cursor is locked by or confined within the 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.
pub grab_mode: CursorGrabMode,
/// 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,
}
impl Default for Cursor {
fn default() -> Self {
Cursor {
icon: CursorIcon::Default,
visible: true,
grab_mode: CursorGrabMode::None,
hit_test: true,
}
}
}
/// 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.
///
/// Used at creation but will be changed to [`At`](WindowPosition::At).
#[default]
Automatic,
/// Window will be centered on the selected monitor.
///
/// Note that this does not account for window decorations.
///
/// Used at creation or for update but will be changed to [`At`](WindowPosition::At)
Centered(MonitorSelection),
/// 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 of `scale_factor` when set.
scale_factor_override: Option<f32>,
/// OS-provided ratio of physical size to logical size.
///
/// Set automatically depending on the pixel density of the screen.
scale_factor: f32,
}
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(physical_width: f32, physical_height: f32) -> Self {
Self {
physical_width: physical_width as u32,
physical_height: physical_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: f32) -> Self {
self.set_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 f32 / self.scale_factor()
}
/// The window's client area height in logical pixels.
#[inline]
pub fn height(&self) -> f32 {
self.physical_height() as f32 / self.scale_factor()
}
/// The window's client size in logical pixels
#[inline]
pub fn size(&self) -> Vec2 {
Vec2::new(self.width(), self.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
}
/// The window's client size in physical pixels
#[inline]
pub fn physical_size(&self) -> UVec2 {
UVec2::new(self.physical_width, self.physical_height)
}
/// The ratio of physical pixels to logical pixels.
///
/// `physical_pixels = logical_pixels * scale_factor`
pub fn scale_factor(&self) -> f32 {
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) -> f32 {
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<f32> {
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 * self.scale_factor()) as u32,
(height * 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: f32) {
self.scale_factor = scale_factor;
}
/// Set the window's scale factor, and apply it to the currently known physical size.
/// This may get overridden by the backend. This is mostly useful on window creation,
/// so that the window is created with the expected size instead of waiting for a resize
/// event after its creation.
#[inline]
#[doc(hidden)]
pub fn set_scale_factor_and_apply_to_physical_size(&mut self, scale_factor: f32) {
self.scale_factor = scale_factor;
self.physical_width = (self.physical_width as f32 * scale_factor) as u32;
self.physical_height = (self.physical_height as f32 * scale_factor) as u32;
}
/// 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<f32>) {
self.scale_factor_override = scale_factor_override;
}
}
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<Vec2> for WindowResolution {
fn from(res: Vec2) -> WindowResolution {
WindowResolution::new(res.x, res.y)
}
}
impl From<DVec2> for WindowResolution {
fn from(res: 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`](Self::FifoRelaxed) -> [`Fifo`](Self::Fifo) based on availability.
///
/// Because of the fallback behavior, it is supported everywhere.
AutoVsync = 0, // NOTE: The explicit ordinal values mirror wgpu.
/// Chooses [`Immediate`](Self::Immediate) -> [`Mailbox`](Self::Mailbox) -> [`Fifo`](Self::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`].
///
/// Note: As this mode respects the scale factor provided by the operating system,
/// the window's logical size may be different from its physical size.
/// If you want to avoid that behavior, you can use the [`WindowResolution::set_scale_factor_override`] function
/// or the [`WindowResolution::with_scale_factor_override`] builder method to set the scale factor to 1.0.
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`].
///
/// Note: As this mode respects the scale factor provided by the operating system,
/// the window's logical size may be different from its physical size.
/// If you want to avoid that behavior, you can use the [`WindowResolution::set_scale_factor_override`] function
/// or the [`WindowResolution::with_scale_factor_override`] builder method to set the scale factor to 1.0.
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
///
/// - **iOS / Android / Web / Wayland:** Unsupported.
#[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 WindowLevel {
/// The window will always be below [`WindowLevel::Normal`] and [`WindowLevel::AlwaysOnTop`] windows.
///
/// This is useful for a widget-based app.
AlwaysOnBottom,
/// The default group.
#[default]
Normal,
/// The window will always be on top of [`WindowLevel::Normal`] and [`WindowLevel::AlwaysOnBottom`] windows.
AlwaysOnTop,
}
/// The [`Window`] theme variant to use.
#[derive(Debug, Clone, Copy, PartialEq, Eq, Reflect)]
#[cfg_attr(
feature = "serialize",
derive(serde::Serialize, serde::Deserialize),
reflect(Serialize, Deserialize)
)]
#[reflect(Debug, PartialEq)]
pub enum WindowTheme {
/// Use the light variant.
Light,
/// Use the dark variant.
Dark,
}
/// Specifies which [`Window`] control buttons should be enabled.
///
/// ## Platform-specific
///
/// **`iOS`**, **`Android`**, and the **`Web`** do not have window control buttons.
///
/// On some **`Linux`** environments these values have no effect.
#[derive(Debug, Copy, Clone, PartialEq, Reflect)]
#[cfg_attr(
feature = "serialize",
derive(serde::Serialize, serde::Deserialize),
reflect(Serialize, Deserialize)
)]
#[reflect(Debug, PartialEq, Default)]
pub struct EnabledButtons {
/// Enables the functionality of the minimize button.
pub minimize: bool,
/// Enables the functionality of the maximize button.
///
/// macOS note: When [`Window`] `resizable` member is set to `false`
/// the maximize button will be disabled regardless of this value.
/// Additionally, when `resizable` is set to `true` the window will
/// be maximized when its bar is double-clicked regardless of whether
/// the maximize button is enabled or not.
pub maximize: bool,
/// Enables the functionality of the close button.
pub close: bool,
}
impl Default for EnabledButtons {
fn default() -> Self {
Self {
minimize: true,
maximize: true,
close: true,
}
}
}
/// Marker component for a [`Window`] that has been requested to close and
/// is in the process of closing (on the next frame).
#[derive(Component)]
pub struct ClosingWindow;
#[cfg(test)]
mod tests {
use super::*;
// Checks that `Window::physical_cursor_position` returns the cursor position if it is within
// the bounds of the window.
#[test]
fn cursor_position_within_window_bounds() {
let mut window = Window {
resolution: WindowResolution::new(800., 600.),
..Default::default()
};
window.set_physical_cursor_position(Some(DVec2::new(0., 300.)));
assert_eq!(window.physical_cursor_position(), Some(Vec2::new(0., 300.)));
window.set_physical_cursor_position(Some(DVec2::new(400., 0.)));
assert_eq!(window.physical_cursor_position(), Some(Vec2::new(400., 0.)));
window.set_physical_cursor_position(Some(DVec2::new(799.999, 300.)));
assert_eq!(
window.physical_cursor_position(),
Some(Vec2::new(799.999, 300.)),
);
window.set_physical_cursor_position(Some(DVec2::new(400., 599.999)));
assert_eq!(
window.physical_cursor_position(),
Some(Vec2::new(400., 599.999))
);
}
// Checks that `Window::physical_cursor_position` returns `None` if the cursor position is not
// within the bounds of the window.
#[test]
fn cursor_position_not_within_window_bounds() {
let mut window = Window {
resolution: WindowResolution::new(800., 600.),
..Default::default()
};
window.set_physical_cursor_position(Some(DVec2::new(-0.001, 300.)));
assert!(window.physical_cursor_position().is_none());
window.set_physical_cursor_position(Some(DVec2::new(400., -0.001)));
assert!(window.physical_cursor_position().is_none());
window.set_physical_cursor_position(Some(DVec2::new(800., 300.)));
assert!(window.physical_cursor_position().is_none());
window.set_physical_cursor_position(Some(DVec2::new(400., 600.)));
assert!(window.physical_cursor_position().is_none());
}
}