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@ -1,11 +1,13 @@ |
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/// Can be used to store native window settings (position and size).
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/// Can be used to store native window settings (position and size).
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#[derive(Clone, Copy, Debug)] |
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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", 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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pub struct WindowSettings { |
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/// Position of window in physical pixels. This is either
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/// Position of window content in physical pixels.
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/// the inner or outer position depending on the platform.
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inner_position_pixels: Option<egui::Pos2>, |
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/// See [`winit::window::WindowBuilder::with_position`] for details.
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position: 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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fullscreen: bool, |
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@ -16,22 +18,20 @@ pub struct WindowSettings { |
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impl WindowSettings { |
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impl WindowSettings { |
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pub fn from_display(window: &winit::window::Window) -> Self { |
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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_size_points = window.inner_size().to_logical::<f32>(window.scale_factor()); |
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let position = if cfg!(macos) { |
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// MacOS uses inner position when positioning windows.
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let inner_position_pixels = window |
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window |
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.inner_position() |
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.inner_position() |
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.ok() |
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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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.map(|p| egui::pos2(p.x as f32, p.y as f32)) |
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} else { |
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let outer_position_pixels = window |
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// Other platforms use the outer position.
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.outer_position() |
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window |
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.ok() |
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.outer_position() |
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.map(|p| egui::pos2(p.x as f32, p.y as f32)); |
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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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}; |
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Self { |
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Self { |
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position, |
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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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fullscreen: window.fullscreen().is_some(), |
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@ -46,19 +46,21 @@ impl WindowSettings { |
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self.inner_size_points |
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self.inner_size_points |
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} |
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} |
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pub fn initialize_window( |
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pub fn initialize_window_builder( |
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&self, |
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&self, |
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mut window: winit::window::WindowBuilder, |
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mut window: winit::window::WindowBuilder, |
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) -> winit::window::WindowBuilder { |
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) -> winit::window::WindowBuilder { |
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// If the app last ran on two monitors and only one is now connected, then
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// `WindowBuilder::with_position` expects inner position in Macos, and outer position elsewhere
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// the given position is invalid.
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// See [`winit::window::WindowBuilder::with_position`] for details.
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// If this happens on Mac, the window is clamped into valid area.
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let pos_px = if cfg!(target_os = "macos") { |
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// If this happens on Windows, the clamping behavior is managed by the function
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self.inner_position_pixels |
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// clamp_window_to_sane_position.
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} else { |
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if let Some(pos) = self.position { |
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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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window = window.with_position(winit::dpi::PhysicalPosition { |
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x: pos.x as f64, |
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x: pos_px.x as f64, |
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y: pos.y as f64, |
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y: pos_px.y as f64, |
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}); |
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}); |
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} |
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} |
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@ -77,68 +79,103 @@ impl WindowSettings { |
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} |
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} |
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} |
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} |
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pub fn clamp_to_sane_values(&mut self, max_size: egui::Vec2) { |
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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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use egui::NumExt as _; |
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if let Some(size) = &mut self.inner_size_points { |
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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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// Prevent ridiculously small windows:
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let min_size = egui::Vec2::splat(64.0); |
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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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*size = size.at_least(min_size); |
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*size = size.at_most(max_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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} |
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} |
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pub fn clamp_window_to_sane_position<E>( |
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pub fn clamp_position_to_monitors<E>( |
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&mut self, |
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&mut self, |
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event_loop: &winit::event_loop::EventLoopWindowTarget<E>, |
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event_loop: &winit::event_loop::EventLoopWindowTarget<E>, |
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) { |
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) { |
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if let (Some(position), Some(inner_size_points)) = |
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// If the app last ran on two monitors and only one is now connected, then
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(&mut self.position, &self.inner_size_points) |
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// the given position is invalid.
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{ |
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// If this happens on Mac, the window is clamped into valid area.
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let monitors = event_loop.available_monitors(); |
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// If this happens on Windows, the window becomes invisible to the user 🤦♂️
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// default to primary monitor, in case the correct monitor was disconnected.
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// So on Windows we clamp the position to the monitor it is on.
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let mut active_monitor = if let Some(active_monitor) = event_loop |
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if !cfg!(target_os = "windows") { |
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.primary_monitor() |
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return; |
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.or_else(|| event_loop.available_monitors().next()) |
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} |
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{ |
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active_monitor |
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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 monitor_x_range = (monitor.position().x - inner_size_points.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 - inner_size_points.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.x as i32)) |
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&& monitor_y_range.contains(&(position.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 inner_size_pixels = *inner_size_points * (active_monitor.scale_factor() as f32); |
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let Some(inner_size_points) = self.inner_size_points else { return; }; |
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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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if let Some(pos_px) = &mut self.inner_position_pixels { |
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inner_size_pixels += |
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clamp_pos_to_monitors(event_loop, inner_size_points, pos_px); |
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egui::Vec2::new(0.0, 32.0 * active_monitor.scale_factor() as f32); |
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} |
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} |
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if let Some(pos_px) = &mut self.outer_position_pixels { |
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let monitor_position = egui::Pos2::new( |
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clamp_pos_to_monitors(event_loop, inner_size_points, pos_px); |
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active_monitor.position().x as f32, |
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} |
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active_monitor.position().y as f32, |
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} |
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); |
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} |
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let monitor_size = egui::Vec2::new( |
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active_monitor.size().width as f32, |
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fn clamp_pos_to_monitors<E>( |
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active_monitor.size().height as f32, |
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event_loop: &winit::event_loop::EventLoopWindowTarget<E>, |
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); |
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window_size_pts: egui::Vec2, |
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position_px: &mut egui::Pos2, |
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// Window size cannot be negative or the subsequent `clamp` will panic.
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) { |
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let window_size = (monitor_size - inner_size_pixels).max(egui::Vec2::ZERO); |
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let monitors = event_loop.available_monitors(); |
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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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// default to primary monitor, in case the correct monitor was disconnected.
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// can have.
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let mut active_monitor = if let Some(active_monitor) = event_loop |
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*position = position.clamp(monitor_position, monitor_position + window_size); |
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.primary_monitor() |
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.or_else(|| event_loop.available_monitors().next()) |
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{ |
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active_monitor |
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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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} |
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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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} |
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