egui/crates/egui-winit/src/window_settings.rs

182 lines
6.6 KiB
Rust

/// 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<egui::Pos2>,
/// Position of window frame/titlebar in physical pixels.
outer_position_pixels: Option<egui::Pos2>,
fullscreen: bool,
/// Inner size of window in logical pixels
inner_size_points: Option<egui::Vec2>,
}
impl WindowSettings {
pub fn from_display(window: &winit::window::Window) -> Self {
let inner_size_points = window.inner_size().to_logical::<f32>(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<egui::Vec2> {
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<E>(
&mut self,
event_loop: &winit::event_loop::EventLoopWindowTarget<E>,
) {
// 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<E>(
event_loop: &winit::event_loop::EventLoopWindowTarget<E>,
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);
}