pub struct Window {Show 27 fields
renderer: Renderer,
window: Arc<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_mode: RemappingMode,
events: Vec<Event>,
pub focused: bool,
gilrs: Option<Gilrs>,
pub controller_modifiers: Vec<Button>,
cursor_position: PhysicalPosition<f64>,
mouse_emulation_vec: Vec2<f32>,
last_input: LastInput,
message_sender: Sender<String>,
message_receiver: Receiver<String>,
take_screenshot: bool,
toggle_fullscreen: bool,
pub gamelayer_mod1: bool,
pub gamelayer_mod2: bool,
}Fields§
§renderer: Renderer§window: Arc<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_mode: RemappingMode§events: Vec<Event>§focused: bool§gilrs: Option<Gilrs>§controller_modifiers: Vec<Button>§cursor_position: PhysicalPosition<f64>§mouse_emulation_vec: Vec2<f32>§last_input: LastInput§message_sender: Sender<String>§message_receiver: Receiver<String>§take_screenshot: bool§toggle_fullscreen: bool§gamelayer_mod1: bool§gamelayer_mod2: boolImplementations§
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, settings: &mut Settings) -> 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<VideoModeHandle>>,
correct_depth: Option<Option<VideoModeHandle>>,
correct_rate: Option<Option<VideoModeHandle>>,
) -> Option<VideoModeHandle>
fn select_video_mode_rec( &self, resolution: [u16; 2], bit_depth: Option<u16>, refresh_rate_millihertz: Option<u32>, correct_res: Option<Vec<VideoModeHandle>>, correct_depth: Option<Option<VideoModeHandle>>, correct_rate: Option<Option<VideoModeHandle>>, ) -> Option<VideoModeHandle>
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<VideoModeHandle>
pub fn set_fullscreen_mode(&mut self, fullscreen: FullScreenSettings)
pub fn needs_refresh_resize(&mut self)
pub fn set_size(&mut self, new_size: Vec2<u32>)
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 RemappingMode, last_input: &mut LastInput, ) -> Option<impl Iterator<Item = &'a GameInput> + use<'a>>
fn map_controller_input<'a>( controller: &'a mut ControllerSettings, remapping: &mut RemappingMode, modifiers: &[Button], button: &Button, mod1_input: bool, mod2_input: bool, ) -> Option<impl Iterator<Item = &'a GameInput> + use<'a>>
pub fn set_remapping_mode(&mut self, r_mode: RemappingMode)
pub fn reset_mapping_mode(&mut self)
pub fn window(&self) -> &Window
pub fn modifiers(&self) -> ModifiersState
pub fn scale_factor(&self) -> f64
pub fn last_input(&self) -> LastInput
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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