Struct veloren_voxygen::window::Window
source · pub struct Window {Show 27 fields
renderer: Renderer,
window: Window,
cursor_grabbed: bool,
pub pan_sensitivity: u32,
pub zoom_sensitivity: u32,
pub zoom_inversion: bool,
pub mouse_y_inversion: bool,
fullscreen: FullScreenSettings,
modifiers: ModifiersState,
resized: bool,
scale_factor: f64,
needs_refresh_resize: bool,
keypress_map: HashMap<GameInput, ElementState>,
pub remapping_keybindings: Option<GameInput>,
pub keybinding_mode: bool,
events: Vec<Event>,
pub focused: bool,
gilrs: Option<Gilrs>,
pub controller_settings: ControllerSettings,
pub controller_modifiers: Vec<Button>,
cursor_position: PhysicalPosition<f64>,
mouse_emulation_vec: Vec2<f32>,
message_sender: Sender<String>,
message_receiver: Receiver<String>,
take_screenshot: bool,
toggle_fullscreen: bool,
pub key_layout: Option<KeyLayout>,
}
Fields§
§renderer: Renderer
§window: Window
§cursor_grabbed: bool
§pan_sensitivity: u32
§zoom_sensitivity: u32
§zoom_inversion: bool
§mouse_y_inversion: bool
§fullscreen: FullScreenSettings
§modifiers: ModifiersState
§resized: bool
§scale_factor: f64
§needs_refresh_resize: bool
§keypress_map: HashMap<GameInput, ElementState>
§remapping_keybindings: Option<GameInput>
§keybinding_mode: bool
§events: Vec<Event>
§focused: bool
§gilrs: Option<Gilrs>
§controller_settings: ControllerSettings
§controller_modifiers: Vec<Button>
§cursor_position: PhysicalPosition<f64>
§mouse_emulation_vec: Vec2<f32>
§message_sender: Sender<String>
§message_receiver: Receiver<String>
§take_screenshot: bool
§toggle_fullscreen: bool
§key_layout: Option<KeyLayout>
Implementations§
source§impl Window
impl Window
pub fn new( settings: &Settings, runtime: &Runtime ) -> Result<(Window, EventLoop), Error>
pub fn renderer(&self) -> &Renderer
pub fn renderer_mut(&mut self) -> &mut Renderer
pub fn resolve_deduplicated_events( &mut self, settings: &mut Settings, config_dir: &Path )
pub fn fetch_events(&mut self) -> Vec<Event>
pub fn handle_device_event(&mut self, event: DeviceEvent)
pub fn handle_window_event( &mut self, event: WindowEvent<'_>, settings: &mut Settings )
sourcepub fn offset_cursor(&self, d: Vec2<f32>)
pub fn offset_cursor(&self, d: Vec2<f32>)
Moves cursor by an offset
pub fn is_cursor_grabbed(&self) -> bool
pub fn grab_cursor(&mut self, grab: bool)
sourcefn reset_cursor_position(&self)
fn reset_cursor_position(&self)
Reset the cursor position to the last position This is used when handling the CursorMoved event to maintain the cursor position when it is grabbed
pub fn toggle_fullscreen(&mut self, settings: &mut Settings, config_dir: &Path)
pub fn is_fullscreen(&self) -> bool
sourcefn select_video_mode_rec(
&self,
resolution: [u16; 2],
bit_depth: Option<u16>,
refresh_rate_millihertz: Option<u32>,
correct_res: Option<Vec<VideoMode>>,
correct_depth: Option<Option<VideoMode>>,
correct_rate: Option<Option<VideoMode>>
) -> Option<VideoMode>
fn select_video_mode_rec( &self, resolution: [u16; 2], bit_depth: Option<u16>, refresh_rate_millihertz: Option<u32>, correct_res: Option<Vec<VideoMode>>, correct_depth: Option<Option<VideoMode>>, correct_rate: Option<Option<VideoMode>> ) -> Option<VideoMode>
Select a video mode that fits the specified requirements Returns None if a matching video mode doesn’t exist or if the current monitor can’t be retrieved
fn select_video_mode( &self, resolution: [u16; 2], bit_depth: Option<u16>, refresh_rate_millihertz: Option<u32> ) -> Option<VideoMode>
pub fn set_fullscreen_mode(&mut self, fullscreen: FullScreenSettings)
pub fn needs_refresh_resize(&mut self)
pub fn logical_size(&self) -> Vec2<f64>
pub fn set_size(&mut self, new_size: Vec2<u16>)
pub fn send_event(&mut self, event: Event)
pub fn take_screenshot(&mut self, settings: &Settings)
fn is_pressed( map: &mut HashMap<GameInput, ElementState>, input: GameInput ) -> bool
fn set_pressed( map: &mut HashMap<GameInput, ElementState>, input: GameInput, state: ElementState )
fn map_input<'a>( key_mouse: KeyMouse, controls: &'a mut ControlSettings, remapping: &mut Option<GameInput> ) -> Option<impl Iterator<Item = &'a GameInput>>
pub fn set_keybinding_mode(&mut self, game_input: GameInput)
pub fn toggle_keybinding_mode(&mut self)
pub fn window(&self) -> &Window
pub fn modifiers(&self) -> ModifiersState
pub fn scale_factor(&self) -> f64
Auto Trait Implementations§
impl !RefUnwindSafe for Window
impl !Send for Window
impl !Sync for Window
impl Unpin for Window
impl !UnwindSafe for Window
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