mirror of
https://github.com/creating2morrow/neveko.git
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144 lines
5.5 KiB
Rust
144 lines
5.5 KiB
Rust
/// Can be used to store native window settings (position and size).
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#[derive(Clone, Copy, Debug)]
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#[cfg_attr(feature = "serde", derive(serde::Deserialize, serde::Serialize))]
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pub struct WindowSettings {
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/// Position of window in physical pixels. This is either
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/// the inner or outer position depending on the platform.
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/// See [`winit::window::WindowBuilder::with_position`] for details.
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position: Option<egui::Pos2>,
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fullscreen: bool,
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/// Inner size of window in logical pixels
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inner_size_points: Option<egui::Vec2>,
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}
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impl WindowSettings {
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pub fn from_display(window: &winit::window::Window) -> Self {
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let inner_size_points = window.inner_size().to_logical::<f32>(window.scale_factor());
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let position = if cfg!(unix) || cfg!(windows) {
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// MacOS uses inner position when positioning windows.
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window
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.inner_position()
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.ok()
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.map(|p| egui::pos2(p.x as f32, p.y as f32))
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} else {
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// Other platforms use the outer position.
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window
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.outer_position()
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.ok()
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.map(|p| egui::pos2(p.x as f32, p.y as f32))
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};
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Self {
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position,
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fullscreen: window.fullscreen().is_some(),
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inner_size_points: Some(egui::vec2(
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inner_size_points.width,
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inner_size_points.height,
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)),
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}
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}
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pub fn inner_size_points(&self) -> Option<egui::Vec2> {
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self.inner_size_points
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}
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pub fn initialize_window(
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&self,
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mut window: winit::window::WindowBuilder,
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) -> winit::window::WindowBuilder {
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// If the app last ran on two monitors and only one is now connected, then
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// the given position is invalid.
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// If this happens on Mac, the window is clamped into valid area.
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// If this happens on Windows, the clamping behavior is managed by the function
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// clamp_window_to_sane_position.
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if let Some(pos) = self.position {
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window = window.with_position(winit::dpi::PhysicalPosition {
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x: pos.x as f64,
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y: pos.y as f64,
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});
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}
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if let Some(inner_size_points) = self.inner_size_points {
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window
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.with_inner_size(winit::dpi::LogicalSize {
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width: inner_size_points.x as f64,
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height: inner_size_points.y as f64,
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})
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.with_fullscreen(
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self.fullscreen
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.then_some(winit::window::Fullscreen::Borderless(None)),
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)
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} else {
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window
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}
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}
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pub fn clamp_to_sane_values(&mut self, max_size: egui::Vec2) {
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use egui::NumExt as _;
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if let Some(size) = &mut self.inner_size_points {
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// Prevent ridiculously small windows
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let min_size = egui::Vec2::splat(64.0);
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*size = size.at_least(min_size);
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*size = size.at_most(max_size);
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}
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}
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pub fn clamp_window_to_sane_position<E>(
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&mut self,
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event_loop: &winit::event_loop::EventLoopWindowTarget<E>,
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) {
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if let (Some(position), Some(inner_size_points)) =
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(&mut self.position, &self.inner_size_points)
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{
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let monitors = event_loop.available_monitors();
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// default to primary monitor, in case the correct monitor was disconnected.
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let mut active_monitor = if let Some(active_monitor) = event_loop
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.primary_monitor()
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.or_else(|| event_loop.available_monitors().next())
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{
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active_monitor
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} else {
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return; // no monitors 🤷
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};
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for monitor in monitors {
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let monitor_x_range = (monitor.position().x - inner_size_points.x as i32)
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..(monitor.position().x + monitor.size().width as i32);
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let monitor_y_range = (monitor.position().y - inner_size_points.y as i32)
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..(monitor.position().y + monitor.size().height as i32);
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if monitor_x_range.contains(&(position.x as i32))
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&& monitor_y_range.contains(&(position.y as i32))
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{
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active_monitor = monitor;
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}
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}
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let mut inner_size_pixels = *inner_size_points * (active_monitor.scale_factor() as f32);
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// Add size of title bar. This is 32 px by default in Win 10/11.
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if cfg!(target_os = "windows") {
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inner_size_pixels +=
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egui::Vec2::new(0.0, 32.0 * active_monitor.scale_factor() as f32);
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}
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let monitor_position = egui::Pos2::new(
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active_monitor.position().x as f32,
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active_monitor.position().y as f32,
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);
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let monitor_size = egui::Vec2::new(
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active_monitor.size().width as f32,
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active_monitor.size().height as f32,
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);
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// Window size cannot be negative or the subsequent `clamp` will panic.
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let window_size = (monitor_size - inner_size_pixels).max(egui::Vec2::ZERO);
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// To get the maximum position, we get the rightmost corner of the display, then
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// subtract the size of the window to get the bottom right most value window.position
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// can have.
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*position = position.clamp(monitor_position, monitor_position + window_size);
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}
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}
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}
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