pub struct Window {Show 16 fields
winit_window: Window,
screen_size: Size2D<u32, DeviceIndependentPixel>,
inner_size: Cell<PhysicalSize<u32>>,
toolbar_height: Cell<Length<f32, DeviceIndependentPixel>>,
mouse_down_button: Cell<Option<MouseButton>>,
mouse_down_point: Cell<Point2D<i32, DevicePixel>>,
monitor: MonitorHandle,
event_queue: RefCell<Vec<EmbedderEvent>>,
mouse_pos: Cell<Point2D<i32, DevicePixel>>,
last_pressed: Cell<Option<(KeyboardEvent, Option<Key>)>>,
keys_down: RefCell<HashMap<Key, Key>>,
animation_state: Cell<AnimationState>,
fullscreen: Cell<bool>,
device_pixel_ratio_override: Option<f32>,
xr_window_poses: RefCell<Vec<Rc<XRWindowPose>>>,
modifiers_state: Cell<ModifiersState>,
}
Fields§
§winit_window: Window
§screen_size: Size2D<u32, DeviceIndependentPixel>
§inner_size: Cell<PhysicalSize<u32>>
§toolbar_height: Cell<Length<f32, DeviceIndependentPixel>>
§mouse_down_point: Cell<Point2D<i32, DevicePixel>>
§monitor: MonitorHandle
§event_queue: RefCell<Vec<EmbedderEvent>>
§mouse_pos: Cell<Point2D<i32, DevicePixel>>
§last_pressed: Cell<Option<(KeyboardEvent, Option<Key>)>>
§keys_down: RefCell<HashMap<Key, Key>>
A map of winit’s key codes to key values that are interpreted from winit’s ReceivedChar events.
animation_state: Cell<AnimationState>
§fullscreen: Cell<bool>
§device_pixel_ratio_override: Option<f32>
§xr_window_poses: RefCell<Vec<Rc<XRWindowPose>>>
§modifiers_state: Cell<ModifiersState>
Implementations§
source§impl Window
impl Window
pub fn new( rendering_context: &RenderingContext, window_size: Size2D<u32, DeviceIndependentPixel>, event_loop: &ActiveEventLoop, no_native_titlebar: bool, device_pixel_ratio_override: Option<f32>, ) -> Window
fn handle_received_character(&self, ch: char)
fn handle_keyboard_input(&self, input: KeyEvent)
sourcefn handle_mouse(
&self,
button: MouseButton,
action: ElementState,
coords: Point2D<i32, DevicePixel>,
)
fn handle_mouse( &self, button: MouseButton, action: ElementState, coords: Point2D<i32, DevicePixel>, )
Helper function to handle a click
Trait Implementations§
source§impl WindowMethods for Window
impl WindowMethods for Window
source§fn get_coordinates(&self) -> EmbedderCoordinates
fn get_coordinates(&self) -> EmbedderCoordinates
Get the coordinates of the native window, the screen and the framebuffer.
source§fn set_animation_state(&self, state: AnimationState)
fn set_animation_state(&self, state: AnimationState)
Set whether the application is currently animating.
Typically, when animations are active, the window
will want to avoid blocking on UI events, and just
run the event loop at the vsync interval.
source§impl WindowPortsMethods for Window
impl WindowPortsMethods for Window
fn get_events(&self) -> Vec<EmbedderEvent>
fn device_hidpi_factor(&self) -> Scale<f32, DeviceIndependentPixel, DevicePixel>
fn device_pixel_ratio_override( &self, ) -> Option<Scale<f32, DeviceIndependentPixel, DevicePixel>>
fn page_height(&self) -> f32
fn set_title(&self, title: &str)
fn request_inner_size(&self, size: DeviceIntSize) -> Option<DeviceIntSize>
fn set_position(&self, point: DeviceIntPoint)
fn set_fullscreen(&self, state: bool)
fn get_fullscreen(&self) -> bool
fn set_cursor(&self, cursor: Cursor)
fn is_animating(&self) -> bool
fn id(&self) -> WindowId
fn queue_embedder_events_for_winit_event(&self, event: WindowEvent)
fn new_glwindow(&self, event_loop: &ActiveEventLoop) -> Rc<dyn GlWindow>
fn winit_window(&self) -> Option<&Window>
fn toolbar_height(&self) -> Length<f32, DeviceIndependentPixel>
fn set_toolbar_height(&self, height: Length<f32, DeviceIndependentPixel>)
fn hidpi_factor(&self) -> Scale<f32, DeviceIndependentPixel, DevicePixel>
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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T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
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