/// Can be used to store native window settings (position and size). #[derive(Clone, Copy, Debug, Default)] #[cfg_attr(feature = "serde", derive(serde::Deserialize, serde::Serialize))] #[cfg_attr(feature = "serde", serde(default))] pub struct WindowSettings { /// Position of window content in physical pixels. inner_position_pixels: Option, /// Position of window frame/titlebar in physical pixels. outer_position_pixels: Option, fullscreen: bool, /// Inner size of window in logical pixels inner_size_points: Option, } impl WindowSettings { pub fn from_display(window: &winit::window::Window) -> Self { let inner_size_points = window.inner_size().to_logical::(window.scale_factor()); let inner_position_pixels = window .inner_position() .ok() .map(|p| egui::pos2(p.x as f32, p.y as f32)); let outer_position_pixels = window .outer_position() .ok() .map(|p| egui::pos2(p.x as f32, p.y as f32)); Self { inner_position_pixels, outer_position_pixels, fullscreen: window.fullscreen().is_some(), inner_size_points: Some(egui::vec2( inner_size_points.width, inner_size_points.height, )), } } pub fn inner_size_points(&self) -> Option { self.inner_size_points } pub fn initialize_window_builder( &self, mut window: winit::window::WindowBuilder, ) -> winit::window::WindowBuilder { // `WindowBuilder::with_position` expects inner position in Macos, and outer position elsewhere // See [`winit::window::WindowBuilder::with_position`] for details. let pos_px = if cfg!(target_os = "macos") { self.inner_position_pixels } else { self.outer_position_pixels }; if let Some(pos_px) = pos_px { window = window.with_position(winit::dpi::PhysicalPosition { x: pos_px.x as f64, y: pos_px.y as f64, }); } if let Some(inner_size_points) = self.inner_size_points { window .with_inner_size(winit::dpi::LogicalSize { width: inner_size_points.x as f64, height: inner_size_points.y as f64, }) .with_fullscreen( self.fullscreen .then_some(winit::window::Fullscreen::Borderless(None)), ) } else { window } } pub fn initialize_window(&self, window: &winit::window::Window) { if cfg!(target_os = "macos") { // Mac sometimes has problems restoring the window to secondary monitors // using only `WindowBuilder::with_position`, so we need this extra step: if let Some(pos) = self.outer_position_pixels { window.set_outer_position(winit::dpi::PhysicalPosition { x: pos.x, y: pos.y }); } } } pub fn clamp_size_to_sane_values(&mut self, largest_monitor_size_points: egui::Vec2) { use egui::NumExt as _; if let Some(size) = &mut self.inner_size_points { // Prevent ridiculously small windows: let min_size = egui::Vec2::splat(64.0); *size = size.at_least(min_size); // Make sure we don't try to create a window larger than the largest monitor // because on Linux that can lead to a crash. *size = size.at_most(largest_monitor_size_points); } } pub fn clamp_position_to_monitors( &mut self, event_loop: &winit::event_loop::EventLoopWindowTarget, ) { // If the app last ran on two monitors and only one is now connected, then // the given position is invalid. // If this happens on Mac, the window is clamped into valid area. // If this happens on Windows, the window becomes invisible to the user 🤦‍♂️ // So on Windows we clamp the position to the monitor it is on. if !cfg!(target_os = "windows") { return; } let Some(inner_size_points) = self.inner_size_points else { return; }; if let Some(pos_px) = &mut self.inner_position_pixels { clamp_pos_to_monitors(event_loop, inner_size_points, pos_px); } if let Some(pos_px) = &mut self.outer_position_pixels { clamp_pos_to_monitors(event_loop, inner_size_points, pos_px); } } } fn clamp_pos_to_monitors( event_loop: &winit::event_loop::EventLoopWindowTarget, window_size_pts: egui::Vec2, position_px: &mut egui::Pos2, ) { let monitors = event_loop.available_monitors(); // default to primary monitor, in case the correct monitor was disconnected. let Some(mut active_monitor) = event_loop .primary_monitor() .or_else(|| event_loop.available_monitors().next()) else { return; // no monitors 🤷 }; for monitor in monitors { let window_size_px = window_size_pts * (monitor.scale_factor() as f32); let monitor_x_range = (monitor.position().x - window_size_px.x as i32) ..(monitor.position().x + monitor.size().width as i32); let monitor_y_range = (monitor.position().y - window_size_px.y as i32) ..(monitor.position().y + monitor.size().height as i32); if monitor_x_range.contains(&(position_px.x as i32)) && monitor_y_range.contains(&(position_px.y as i32)) { active_monitor = monitor; } } let mut window_size_px = window_size_pts * (active_monitor.scale_factor() as f32); // Add size of title bar. This is 32 px by default in Win 10/11. if cfg!(target_os = "windows") { window_size_px += egui::Vec2::new(0.0, 32.0 * active_monitor.scale_factor() as f32); } let monitor_position = egui::Pos2::new( active_monitor.position().x as f32, active_monitor.position().y as f32, ); let monitor_size_px = egui::Vec2::new( active_monitor.size().width as f32, active_monitor.size().height as f32, ); // Window size cannot be negative or the subsequent `clamp` will panic. let window_size = (monitor_size_px - window_size_px).max(egui::Vec2::ZERO); // To get the maximum position, we get the rightmost corner of the display, then // subtract the size of the window to get the bottom right most value window.position // can have. *position_px = position_px.clamp(monitor_position, monitor_position + window_size); }