182 lines
6.6 KiB
Rust
182 lines
6.6 KiB
Rust
/// Can be used to store native window settings (position and size).
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#[derive(Clone, Copy, Debug, Default)]
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#[cfg_attr(feature = "serde", derive(serde::Deserialize, serde::Serialize))]
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#[cfg_attr(feature = "serde", serde(default))]
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pub struct WindowSettings {
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/// Position of window content in physical pixels.
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inner_position_pixels: Option<egui::Pos2>,
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/// Position of window frame/titlebar in physical pixels.
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outer_position_pixels: 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 inner_position_pixels = 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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let outer_position_pixels = 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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Self {
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inner_position_pixels,
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outer_position_pixels,
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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_builder(
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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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// `WindowBuilder::with_position` expects inner position in Macos, and outer position elsewhere
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// See [`winit::window::WindowBuilder::with_position`] for details.
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let pos_px = if cfg!(target_os = "macos") {
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self.inner_position_pixels
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} else {
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self.outer_position_pixels
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};
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if let Some(pos_px) = pos_px {
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window = window.with_position(winit::dpi::PhysicalPosition {
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x: pos_px.x as f64,
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y: pos_px.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 initialize_window(&self, window: &winit::window::Window) {
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if cfg!(target_os = "macos") {
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// Mac sometimes has problems restoring the window to secondary monitors
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// using only `WindowBuilder::with_position`, so we need this extra step:
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if let Some(pos) = self.outer_position_pixels {
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window.set_outer_position(winit::dpi::PhysicalPosition { x: pos.x, y: pos.y });
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}
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}
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}
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pub fn clamp_size_to_sane_values(&mut self, largest_monitor_size_points: 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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// Make sure we don't try to create a window larger than the largest monitor
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// because on Linux that can lead to a crash.
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*size = size.at_most(largest_monitor_size_points);
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}
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}
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pub fn clamp_position_to_monitors<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 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 window becomes invisible to the user 🤦♂️
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// So on Windows we clamp the position to the monitor it is on.
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if !cfg!(target_os = "windows") {
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return;
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}
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let Some(inner_size_points) = self.inner_size_points else {
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return;
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};
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if let Some(pos_px) = &mut self.inner_position_pixels {
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clamp_pos_to_monitors(event_loop, inner_size_points, pos_px);
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}
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if let Some(pos_px) = &mut self.outer_position_pixels {
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clamp_pos_to_monitors(event_loop, inner_size_points, pos_px);
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}
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}
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}
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fn clamp_pos_to_monitors<E>(
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event_loop: &winit::event_loop::EventLoopWindowTarget<E>,
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window_size_pts: egui::Vec2,
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position_px: &mut egui::Pos2,
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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 Some(mut 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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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 window_size_px = window_size_pts * (monitor.scale_factor() as f32);
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let monitor_x_range = (monitor.position().x - window_size_px.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 - window_size_px.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_px.x as i32))
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&& monitor_y_range.contains(&(position_px.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 window_size_px = window_size_pts * (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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window_size_px += 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_px = 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_px - window_size_px).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_px = position_px.clamp(monitor_position, monitor_position + window_size);
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}
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