Struct Window
pub struct Window { /* private fields */ }
dep_sdl2
only.Expand description
Represents the “shell” of a Window
.
You can set get and set many of the SDL_Window
properties (i.e., border, size, PixelFormat
, etc)
However, you cannot directly access the pixels of the Window
.
It needs to be converted to a Canvas
to access the rendering functions.
Note: If a Window
goes out of scope but it cloned its context,
then the SDL_Window
will not be destroyed until there are no more references to the WindowContext
.
This may happen when a TextureCreator<Window>
outlives the Canvas<Window>
Implementations§
§impl Window
impl Window
pub fn raw(&self) -> *mut SDL_Window
pub unsafe fn from_ll( subsystem: VideoSubsystem, raw: *mut SDL_Window, metal_view: *mut c_void, ) -> Window
pub const fn from_ref(context: Rc<WindowContext>) -> Window
pub const fn from_ref(context: Rc<WindowContext>) -> Window
Create a new Window
without taking ownership of the WindowContext
pub fn subsystem(&self) -> &VideoSubsystem
pub fn into_canvas(self) -> CanvasBuilder
pub fn into_canvas(self) -> CanvasBuilder
Initializes a new CanvasBuilder
; a convenience method that calls CanvasBuilder::new()
.
pub fn context(&self) -> Rc<WindowContext>
pub fn id(&self) -> u32 ⓘ
pub fn gl_create_context(&self) -> Result<GLContext, String> ⓘ
pub unsafe fn gl_get_current_context(&self) -> Option<GLContext> ⓘ
pub fn gl_set_context_to_current(&self) -> Result<(), String> ⓘ
pub fn gl_set_context_to_current(&self) -> Result<(), String> ⓘ
Set the window’s OpenGL context to the current context on the thread.
pub fn gl_make_current(&self, context: &GLContext) -> Result<(), String> ⓘ
pub fn gl_swap_window(&self)
pub fn vulkan_instance_extensions(&self) -> Result<Vec<&'static str>, String> ⓘ
pub fn vulkan_instance_extensions(&self) -> Result<Vec<&'static str>, String> ⓘ
Get the names of the Vulkan instance extensions needed to create a surface with vulkan_create_surface
.
pub fn vulkan_create_surface(&self, instance: usize) -> Result<u64, String> ⓘ
pub fn vulkan_create_surface(&self, instance: usize) -> Result<u64, String> ⓘ
Create a Vulkan rendering surface for a window.
The VkInstance
must be created using a prior call to the
vkCreateInstance
function in the Vulkan library.
pub fn display_index(&self) -> Result<i32, String> ⓘ
pub fn set_display_mode<D>(&mut self, display_mode: D) -> Result<(), String> ⓘ
pub fn display_mode(&self) -> Result<DisplayMode, String> ⓘ
pub fn icc_profile(&self) -> Result<Vec<u8>, String> ⓘ
pub fn window_pixel_format(&self) -> PixelFormatEnum
pub fn window_flags(&self) -> u32 ⓘ
pub fn has_input_focus(&self) -> bool
pub fn has_input_focus(&self) -> bool
Does the window have input focus?
pub fn has_input_grabbed(&self) -> bool
pub fn has_input_grabbed(&self) -> bool
Has the window grabbed input focus?
pub fn has_mouse_focus(&self) -> bool
pub fn has_mouse_focus(&self) -> bool
Does the window have mouse focus?
pub fn is_maximized(&self) -> bool
pub fn is_maximized(&self) -> bool
Is the window maximized?
pub fn is_minimized(&self) -> bool
pub fn is_minimized(&self) -> bool
Is the window minimized?
pub fn is_always_on_top(&self) -> bool
pub fn is_always_on_top(&self) -> bool
Is the window always on top?
pub fn set_title(&mut self, title: &str) -> Result<(), NulError> ⓘ
pub fn set_resizable(&mut self, resizable: bool)
pub fn set_window_shape_alpha<S>(
&mut self,
shape: S,
binarization_cutoff: u8,
) -> Result<(), i32> ⓘwhere
S: AsRef<SurfaceRef>,
pub fn set_window_shape_alpha<S>(
&mut self,
shape: S,
binarization_cutoff: u8,
) -> Result<(), i32> ⓘwhere
S: AsRef<SurfaceRef>,
Set the shape of the window To be effective:
- shaped must have been set using windows builder
- binarizationCutoff: specify the cutoff value for the shape’s alpha channel: At or above that cutoff value, a pixel is visible in the shape. Below that, it’s not part of the shape.
pub fn title(&self) -> &str ⓘ
pub fn set_icon<S>(&mut self, icon: S)where
S: AsRef<SurfaceRef>,
pub fn set_icon<S>(&mut self, icon: S)where
S: AsRef<SurfaceRef>,
pub fn set_position(&mut self, x: WindowPos, y: WindowPos)
pub fn position(&self) -> (i32, i32) ⓘ
pub fn border_size(&self) -> Result<(u16, u16, u16, u16), String> ⓘ
pub fn border_size(&self) -> Result<(u16, u16, u16, u16), String> ⓘ
Use this function to get the size of a window’s borders (decorations) around the client area.
§Remarks
This function is only supported on X11, otherwise an error is returned.
pub fn set_size( &mut self, width: u32, height: u32, ) -> Result<(), IntegerOrSdlError> ⓘ
pub fn size(&self) -> (u32, u32) ⓘ
pub fn drawable_size(&self) -> (u32, u32) ⓘ
pub fn vulkan_drawable_size(&self) -> (u32, u32) ⓘ
pub fn set_minimum_size( &mut self, width: u32, height: u32, ) -> Result<(), IntegerOrSdlError> ⓘ
pub fn minimum_size(&self) -> (u32, u32) ⓘ
pub fn set_maximum_size( &mut self, width: u32, height: u32, ) -> Result<(), IntegerOrSdlError> ⓘ
pub fn maximum_size(&self) -> (u32, u32) ⓘ
pub fn set_bordered(&mut self, bordered: bool)
pub fn show(&mut self)
pub fn hide(&mut self)
pub fn raise(&mut self)
pub fn maximize(&mut self)
pub fn minimize(&mut self)
pub fn restore(&mut self)
pub fn fullscreen_state(&self) -> FullscreenType
pub fn set_fullscreen( &mut self, fullscreen_type: FullscreenType, ) -> Result<(), String> ⓘ
pub fn surface<'a>(
&'a self,
_e: &'a EventPump,
) -> Result<WindowSurfaceRef<'a>, String> ⓘ
pub fn surface<'a>( &'a self, _e: &'a EventPump, ) -> Result<WindowSurfaceRef<'a>, String> ⓘ
Returns a WindowSurfaceRef, which can be used like a regular Surface. This is an alternative way to the Renderer (Canvas) way to modify pixels directly in the Window.
For this to happen, simply create a WindowSurfaceRef
via this method, use the underlying
Surface however you like, and when the changes of the Surface must be applied to the
screen, call update_window
if you intend to keep using the WindowSurfaceRef afterwards,
or finish
if you don’t intend to use it afterwards.
The Renderer way is of course much more flexible and recommended; even though you only want to support Software Rendering (which is what using Surface is), you can still create a Renderer which renders in a Software-based manner, so try to rely on a Renderer as much as possible !
pub fn set_grab(&mut self, grabbed: bool)
pub fn set_keyboard_grab(&mut self, grabbed: bool)
pub fn set_mouse_grab(&mut self, grabbed: bool)
pub fn grab(&self) -> bool
pub fn keyboard_grab(&self) -> bool
pub fn mouse_grab(&self) -> bool
pub fn set_mouse_rect<R>(&self, rect: R) -> Result<(), String> ⓘ
pub fn mouse_rect(&self) -> Option<Rect> ⓘ
pub fn set_brightness(&mut self, brightness: f64) -> Result<(), String> ⓘ
pub fn brightness(&self) -> f64 ⓘ
pub fn set_gamma_ramp<'a, 'b, 'c, R, G, B>( &mut self, red: R, green: G, blue: B, ) -> Result<(), String> ⓘ
pub fn gamma_ramp(&self) -> Result<(Vec<u16>, Vec<u16>, Vec<u16>), String> ⓘ
pub fn set_opacity(&mut self, opacity: f32) -> Result<(), String> ⓘ
pub fn set_opacity(&mut self, opacity: f32) -> Result<(), String> ⓘ
Set the transparency of the window. The given value will be clamped internally between
0.0
(fully transparent), and 1.0
(fully opaque).
This method returns an error if opacity isn’t supported by the current platform.
pub fn opacity(&self) -> Result<f32, String> ⓘ
pub fn opacity(&self) -> Result<f32, String> ⓘ
Returns the transparency of the window, as a value between 0.0
(fully transparent), and
1.0
(fully opaque).
If opacity isn’t supported by the current platform, this method returns Ok(1.0)
instead
of an error.
pub fn flash(&mut self, operation: FlashOperation) -> Result<(), String> ⓘ
pub fn flash(&mut self, operation: FlashOperation) -> Result<(), String> ⓘ
Requests a window to demand attention from the user.
pub fn set_always_on_top(&mut self, on_top: bool)
pub fn set_always_on_top(&mut self, on_top: bool)
Makes window appear on top of others
Trait Implementations§
§impl From<Window> for CanvasBuilder
impl From<Window> for CanvasBuilder
§fn from(window: Window) -> CanvasBuilder
fn from(window: Window) -> CanvasBuilder
§impl From<WindowContext> for Window
impl From<WindowContext> for Window
§fn from(context: WindowContext) -> Window
fn from(context: WindowContext) -> Window
§impl RenderTarget for Window
impl RenderTarget for Window
type Context = WindowContext
Auto Trait Implementations§
impl Freeze for Window
impl RefUnwindSafe for Window
impl !Send for Window
impl !Sync for Window
impl Unpin for Window
impl UnwindSafe for Window
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