//! Window type and related functions const std = @import("std"); const testing = std.testing; const mem = std.mem; const c = @import("c.zig").c; const Error = @import("errors.zig").Error; const getError = @import("errors.zig").getError; const Image = @import("Image.zig"); const Monitor = @import("Monitor.zig"); const Window = @This(); handle: *c.GLFWwindow, /// Resets all window hints to their default values. /// /// This function resets all window hints to their default values. /// /// Possible errors include glfw.Error.NotInitialized. /// /// @thread_safety This function must only be called from the main thread. /// /// see also: window_hints, glfw.Window.hint, glfw.Window.hintString pub inline fn defaultHints() Error!void { c.glfwDefaultWindowHints(); try getError(); } /// Sets the specified window hint to the desired value. /// /// This function sets hints for the next call to glfw.Window.create. The hints, once set, retain /// their values until changed by a call to this function or glfw.window.defaultHints, or until the /// library is terminated. /// /// Only integer value hints can be set with this function. String value hints are set with /// glfw.Window.hintString. /// /// This function does not check whether the specified hint values are valid. If you set hints to /// invalid values this will instead be reported by the next call to glfw.createWindow. /// /// Some hints are platform specific. These may be set on any platform but they will only affect /// their specific platform. Other platforms will ignore them. /// /// Possible errors include glfw.Error.NotInitialized and glfw.Error.InvalidEnum. /// /// @thread_safety This function must only be called from the main thread. /// /// see also: window_hints, glfw.Window.hintString, glfw.Window.defaultHints pub inline fn hint(hint_const: usize, value: isize) Error!void { c.glfwWindowHint(@intCast(c_int, hint_const), @intCast(c_int, value)); try getError(); } /// Sets the specified window hint to the desired value. /// /// This function sets hints for the next call to glfw.Window.create. The hints, once set, retain /// their values until changed by a call to this function or glfw.Window.defaultHints, or until the /// library is terminated. /// /// Only string type hints can be set with this function. Integer value hints are set with /// glfw.Window.hint. /// /// This function does not check whether the specified hint values are valid. If you set hints to /// invalid values this will instead be reported by the next call to glfw.window.create. /// /// Some hints are platform specific. These may be set on any platform but they will only affect /// their specific platform. Other platforms will ignore them. Setting these hints requires no /// platform specific headers or functions. /// /// Possible errors include glfw.Error.NotInitialized and glfw.Error.InvalidEnum. /// /// @pointer_lifetime The specified string is copied before this function returns. /// /// @thread_safety This function must only be called from the main thread. /// /// see also: window_hints, glfw.Window.hint, glfw.Window.defaultHints pub inline fn hintString(hint_const: usize, value: [:0]const u8) Error!void { c.glfwWindowHintString(@intCast(c_int, hint_const), &value[0]); try getError(); } /// Creates a window and its associated context. /// /// This function creates a window and its associated OpenGL or OpenGL ES context. Most of the /// options controlling how the window and its context should be created are specified with window /// hints using `glfw.Window.hint`. /// /// Successful creation does not change which context is current. Before you can use the newly /// created context, you need to make it current using `glfw.Window.makeContextCurrent`. For /// information about the `share` parameter, see context_sharing. /// /// The created window, framebuffer and context may differ from what you requested, as not all /// parameters and hints are hard constraints. This includes the size of the window, especially for /// full screen windows. To query the actual attributes of the created window, framebuffer and /// context, see glfw.Window.getAttrib, glfw.Window.getSize and glfw.window.getFramebufferSize. /// /// To create a full screen window, you need to specify the monitor the window will cover. If no /// monitor is specified, the window will be windowed mode. Unless you have a way for the user to /// choose a specific monitor, it is recommended that you pick the primary monitor. For more /// information on how to query connected monitors, see @ref monitor_monitors. /// /// For full screen windows, the specified size becomes the resolution of the window's _desired /// video mode_. As long as a full screen window is not iconified, the supported video mode most /// closely matching the desired video mode is set for the specified monitor. For more information /// about full screen windows, including the creation of so called _windowed full screen_ or /// _borderless full screen_ windows, see window_windowed_full_screen. /// /// Once you have created the window, you can switch it between windowed and full screen mode with /// glfw.Window.setMonitor. This will not affect its OpenGL or OpenGL ES context. /// /// By default, newly created windows use the placement recommended by the window system. To create /// the window at a specific position, make it initially invisible using the glfw.version window /// hint, set its position and then show it. /// /// As long as at least one full screen window is not iconified, the screensaver is prohibited from /// starting. /// /// Window systems put limits on window sizes. Very large or very small window dimensions may be /// overridden by the window system on creation. Check the actual size after creation. /// /// The swap interval is not set during window creation and the initial value may vary depending on /// driver settings and defaults. /// /// Possible errors include glfw.Error.NotInitialized, glfw.Error.InvalidEnum, glfw.Error.InvalidValue, /// glfw.Error.APIUnavailable, glfw.Error.VersionUnavailable, glfw.Error.FormatUnavailable and /// glfw.Error.PlatformError. /// /// Parameters are as follows: /// /// * `width` The desired width, in screen coordinates, of the window. /// * `height` The desired height, in screen coordinates, of the window. /// * `title` The initial, UTF-8 encoded window title. /// * `monitor` The monitor to use for full screen mode, or `null` for windowed mode. /// * `share` The window whose context to share resources with, or `null` to not share resources. /// /// win32: Window creation will fail if the Microsoft GDI software OpenGL implementation is the /// only one available. /// /// win32: If the executable has an icon resource named `GLFW_ICON`, it will be set as the initial /// icon for the window. If no such icon is present, the `IDI_APPLICATION` icon will be used /// instead. To set a different icon, see glfw.Window.setIcon. /// /// win32: The context to share resources with must not be current on any other thread. /// /// macos: The OS only supports forward-compatible core profile contexts for OpenGL versions 3.2 /// and later. Before creating an OpenGL context of version 3.2 or later you must set the /// `glfw.opengl_forward_compat` and `glfw.opengl_profile` hints accordingly. OpenGL 3.0 and 3.1 /// contexts are not supported at all on macOS. /// /// macos: The GLFW window has no icon, as it is not a document window, but the dock icon will be /// the same as the application bundle's icon. For more information on bundles, see the /// [Bundle Programming Guide](https://developer.apple.com/library/mac/documentation/CoreFoundation/Conceptual/CFBundles/) /// in the Mac Developer Library. /// /// macos: The first time a window is created the menu bar is created. If GLFW finds a `MainMenu.nib` /// it is loaded and assumed to contain a menu bar. Otherwise a minimal menu bar is created /// manually with common commands like Hide, Quit and About. The About entry opens a minimal about /// dialog with information from the application's bundle. Menu bar creation can be disabled /// entirely with the glfw.cocoa_menubar init hint. /// /// macos: On OS X 10.10 and later the window frame will not be rendered at full resolution on /// Retina displays unless the glfw.cocoa_retina_framebuffer hint is true (1) and the `NSHighResolutionCapable` /// key is enabled in the application bundle's `Info.plist`. For more information, see /// [High Resolution Guidelines for OS X](https://developer.apple.com/library/mac/documentation/GraphicsAnimation/Conceptual/HighResolutionOSX/Explained/Explained.html) /// in the Mac Developer Library. The GLFW test and example programs use a custom `Info.plist` /// template for this, which can be found as `CMake/MacOSXBundleInfo.plist.in` in the source tree. /// /// macos: When activating frame autosaving with glfw.cocoa_frame_name, the specified window size /// and position may be overridden by previously saved values. /// /// x11: Some window managers will not respect the placement of initially hidden windows. /// /// x11: Due to the asynchronous nature of X11, it may take a moment for a window to reach its /// requested state. This means you may not be able to query the final size, position or other /// attributes directly after window creation. /// /// x11: The class part of the `WM_CLASS` window property will by default be set to the window title /// passed to this function. The instance part will use the contents of the `RESOURCE_NAME` /// environment variable, if present and not empty, or fall back to the window title. Set the glfw.x11_class_name /// and glfw.x11_instance_name window hints to override this. /// /// wayland: Compositors should implement the xdg-decoration protocol for GLFW to decorate the /// window properly. If this protocol isn't supported, or if the compositor prefers client-side /// decorations, a very simple fallback frame will be drawn using the wp_viewporter protocol. A /// compositor can still emit close, maximize or fullscreen events, using for instance a keybind /// mechanism. If neither of these protocols is supported, the window won't be decorated. /// /// wayland: A full screen window will not attempt to change the mode, no matter what the /// requested size or refresh rate. /// /// wayland: Screensaver inhibition requires the idle-inhibit protocol to be implemented in the /// user's compositor. /// /// @thread_safety This function must only be called from the main thread. /// /// see also: window_creation, glfw.Window.destroy pub inline fn create(width: usize, height: usize, title: [*c]const u8, monitor: ?Monitor, share: ?Window) Error!Window { const handle = c.glfwCreateWindow( @intCast(c_int, width), @intCast(c_int, height), &title[0], if (monitor) |m| m.handle else null, if (share) |w| w.handle else null, ); try getError(); return Window{ .handle = handle.? }; } /// Destroys the specified window and its context. /// /// This function destroys the specified window and its context. On calling this function, no /// further callbacks will be called for that window. /// /// If the context of the specified window is current on the main thread, it is detached before /// being destroyed. /// /// note: The context of the specified window must not be current on any other thread when this /// function is called. /// /// @reentrancy This function must not be called from a callback. /// /// @thread_safety This function must only be called from the main thread. /// /// see also: window_creation, glfw.Window.create pub inline fn destroy(self: Window) void { c.glfwDestroyWindow(self.handle); // Technically, glfwDestroyWindow could produce errors including glfw.Error.NotInitialized and // glfw.Error.PlatformError. But how would anybody handle them? By creating a new window to // warn the user? That seems user-hostile. Also, `defer try window.destroy()` isn't possible in // Zig, so by returning an error we'd make it harder to destroy the window properly. So we differ // from GLFW here: we discard any potential error from this operation. getError() catch {}; } /// Checks the close flag of the specified window. /// /// This function returns the value of the close flag of the specified window. /// /// @thread_safety This function may be called from any thread. Access is not synchronized. /// /// see also: window_close pub inline fn shouldClose(self: Window) bool { const flag = c.glfwWindowShouldClose(self.handle); // The only error shouldClose could return would be glfw.Error.NotInitialized, which would // definitely have occurred before calls to shouldClose. Returning an error here makes the API // awkward to use, so we discard it instead. getError() catch {}; return flag == c.GLFW_TRUE; } /// Sets the close flag of the specified window. /// /// This function sets the value of the close flag of the specified window. This can be used to /// override the user's attempt to close the window, or to signal that it should be closed. /// /// Possible errors include glfw.Error.NotInitialized. /// /// @thread_safety This function may be called from any thread. Access is not /// synchronized. /// /// see also: window_close pub inline fn setShouldClose(self: Window, value: bool) Error!void { const boolean = if (value) c.GLFW_TRUE else c.GLFW_FALSE; c.glfwSetWindowShouldClose(self.handle, boolean); try getError(); } /// Sets the UTF-8 encoded title of the specified window. /// /// This function sets the window title, encoded as UTF-8, of the specified window. /// /// Possible errors include glfw.Error.NotInitialized and glfw.Error.PlatformError. /// /// macos: The window title will not be updated until the next time you process events. /// /// @thread_safety This function must only be called from the main thread. /// /// see also: window_title pub inline fn setTitle(self: Window, title: [*c]const u8) Error!void { c.glfwSetWindowTitle(self.handle, title); } /// Sets the icon for the specified window. /// /// This function sets the icon of the specified window. If passed an array of candidate images, /// those of or closest to the sizes desired by the system are selected. If no images are /// specified, the window reverts to its default icon. /// /// The pixels are 32-bit, little-endian, non-premultiplied RGBA, i.e. eight bits per channel with /// the red channel first. They are arranged canonically as packed sequential rows, starting from /// the top-left corner. /// /// The desired image sizes varies depending on platform and system settings. The selected images /// will be rescaled as needed. Good sizes include 16x16, 32x32 and 48x48. /// /// Possible errors include glfw.Error.NotInitialized and glfw.Error.PlatformError. /// /// @pointer_lifetime The specified image data is copied before this function returns. /// /// macos: The GLFW window has no icon, as it is not a document window, so this function does /// nothing. The dock icon will be the same as the application bundle's icon. For more information /// on bundles, see the [Bundle Programming Guide](https://developer.apple.com/library/mac/documentation/CoreFoundation/Conceptual/CFBundles/) /// in the Mac Developer Library. /// /// wayland: There is no existing protocol to change an icon, the window will thus inherit the one /// defined in the application's desktop file. This function always emits glfw.Error.PlatformError. /// /// @thread_safety This function must only be called from the main thread. /// /// see also: window_icon pub inline fn setIcon(self: Window, allocator: *mem.Allocator, images: ?[]Image) Error!void { if (images) |im| { const tmp = try allocator.alloc(c.GLFWimage, im.len); defer allocator.free(tmp); for (im) |img, index| tmp[index] = img.toC(); c.glfwSetWindowIcon(self.handle, @intCast(c_int, im.len), &tmp[0]); } else c.glfwSetWindowIcon(self.handle, 0, null); try getError(); } const Pos = struct { x: usize, y: usize, }; /// Retrieves the position of the content area of the specified window. /// /// This function retrieves the position, in screen coordinates, of the upper-left corner of the // content area of the specified window. /// /// Possible errors include glfw.Error.NotInitialized and glfw.Error.PlatformError. /// /// wayland: There is no way for an application to retrieve the global position of its windows, /// this function will always emit glfw.Error.PlatformError. /// /// @thread_safety This function must only be called from the main thread. /// /// see also: window_pos glfw.Window.setPos pub inline fn getPos(self: Window) Error!Pos { var x: c_int = 0; var y: c_int = 0; c.glfwGetWindowPos(self.handle, &x, &y); try getError(); return Pos{ .x = @intCast(usize, x), .y = @intCast(usize, y) }; } /// Sets the position of the content area of the specified window. /// /// This function sets the position, in screen coordinates, of the upper-left corner of the content /// area of the specified windowed mode window. If the window is a full screen window, this /// function does nothing. /// /// __Do not use this function__ to move an already visible window unless you have very good /// reasons for doing so, as it will confuse and annoy the user. /// /// The window manager may put limits on what positions are allowed. GLFW cannot and should not /// override these limits. /// /// Possible errors include glfw.Error.NotInitialized and glfw.Error.PlatformError. /// /// wayland: There is no way for an application to set the global position of its windows, this /// function will always emit glfw.Error.PlatformError. /// /// @thread_safety This function must only be called from the main thread. /// /// see also: window_pos, glfw.Window.getPos pub inline fn setPos(self: Window, pos: Pos) Error!void { c.glfwSetWindowPos(self.handle, @intCast(c_int, pos.x), @intCast(c_int, pos.y)); try getError(); } const Size = struct { width: usize, height: usize, }; /// Retrieves the size of the content area of the specified window. /// /// This function retrieves the size, in screen coordinates, of the content area of the specified /// window. If you wish to retrieve the size of the framebuffer of the window in pixels, see /// glfw.Window.getFramebufferSize. /// /// Possible errors include glfw.Error.NotInitialized and glfw.Error.PlatformError. /// /// @thread_safety This function must only be called from the main thread. /// /// see also: window_size, glfw.Window.setSize pub inline fn getSize(self: Window) Error!Size { var width: c_int = 0; var height: c_int = 0; c.glfwGetWindowSize(self.handle, &width, &height); try getError(); return Size{ .width = @intCast(usize, width), .height = @intCast(usize, height) }; } /// Sets the size limits of the specified window's content area. /// /// This function sets the size limits of the content area of the specified window. If the window /// is full screen, the size limits only take effect/ once it is made windowed. If the window is not /// resizable, this function does nothing. /// /// The size limits are applied immediately to a windowed mode window and may cause it to be resized. /// /// The maximum dimensions must be greater than or equal to the minimum dimensions. glfw.dont_care /// may be used for any width/height parameter. /// /// Possible errors include glfw.Error.NotInitialized, glfw.Error.InvalidValue and glfw.Error.PlatformError. /// /// If you set size limits and an aspect ratio that conflict, the results are undefined. /// /// wayland: The size limits will not be applied until the window is actually resized, either by /// the user or by the compositor. /// /// @thread_safety This function must only be called from the main thread. /// /// see also: window_sizelimits, glfw.Window.setAspectRatio pub inline fn setSizeLimits(self: Window, min: Size, max: Size) Error!void { c.glfwSetWindowSizeLimits( self.handle, @intCast(c_int, min.width), @intCast(c_int, min.height), @intCast(c_int, max.width), @intCast(c_int, max.height), ); try getError(); } test "defaultHints" { const glfw = @import("main.zig"); try glfw.init(); defer glfw.terminate(); try defaultHints(); } test "hint" { const glfw = @import("main.zig"); try glfw.init(); defer glfw.terminate(); try hint(glfw.focused, 1); try defaultHints(); } test "hintString" { const glfw = @import("main.zig"); try glfw.init(); defer glfw.terminate(); try hintString(glfw.x11_class_name, "myclass"); } test "createWindow" { const glfw = @import("main.zig"); try glfw.init(); defer glfw.terminate(); const window = glfw.Window.create(640, 480, "Hello, Zig!", null, null) catch |err| { // return without fail, because most of our CI environments are headless / we cannot open // windows on them. std.debug.print("note: failed to create window: {}\n", .{err}); return; }; defer window.destroy(); } test "setShouldClose" { const glfw = @import("main.zig"); try glfw.init(); defer glfw.terminate(); const window = glfw.Window.create(640, 480, "Hello, Zig!", null, null) catch |err| { // return without fail, because most of our CI environments are headless / we cannot open // windows on them. std.debug.print("note: failed to create window: {}\n", .{err}); return; }; try window.setShouldClose(true); defer window.destroy(); } test "setTitle" { const glfw = @import("main.zig"); try glfw.init(); defer glfw.terminate(); const window = glfw.Window.create(640, 480, "Hello, Zig!", null, null) catch |err| { // return without fail, because most of our CI environments are headless / we cannot open // windows on them. std.debug.print("note: failed to create window: {}\n", .{err}); return; }; defer window.destroy(); try window.setTitle("Updated title!"); } test "setIcon" { const allocator = testing.allocator; const glfw = @import("main.zig"); try glfw.init(); defer glfw.terminate(); const window = glfw.Window.create(640, 480, "Hello, Zig!", null, null) catch |err| { // return without fail, because most of our CI environments are headless / we cannot open // windows on them. std.debug.print("note: failed to create window: {}\n", .{err}); return; }; defer window.destroy(); // Create an all-red icon image. var width: usize = 48; var height: usize = 48; const icon = try Image.init(allocator, width, height, width * height * 4); var x: usize = 0; var y: usize = 0; while (y <= height) : (y += 1) { while (x <= width) : (x += 1) { icon.pixels[(x * y * 4) + 0] = 255; // red icon.pixels[(x * y * 4) + 1] = 0; // green icon.pixels[(x * y * 4) + 2] = 0; // blue icon.pixels[(x * y * 4) + 3] = 255; // alpha } } window.setIcon(allocator, &[_]Image{icon}) catch |err| std.debug.print("can't set window icon, wayland maybe? error={}\n", .{err}); icon.deinit(allocator); // glfw copies it. } test "getPos" { const glfw = @import("main.zig"); try glfw.init(); defer glfw.terminate(); const window = glfw.Window.create(640, 480, "Hello, Zig!", null, null) catch |err| { // return without fail, because most of our CI environments are headless / we cannot open // windows on them. std.debug.print("note: failed to create window: {}\n", .{err}); return; }; defer window.destroy(); _ = window.getPos() catch |err| std.debug.print("can't get window position, wayland maybe? error={}\n", .{err}); } test "setPos" { const glfw = @import("main.zig"); try glfw.init(); defer glfw.terminate(); const window = glfw.Window.create(640, 480, "Hello, Zig!", null, null) catch |err| { // return without fail, because most of our CI environments are headless / we cannot open // windows on them. std.debug.print("note: failed to create window: {}\n", .{err}); return; }; defer window.destroy(); _ = window.setPos(.{ .x = 0, .y = 0 }) catch |err| std.debug.print("can't set window position, wayland maybe? error={}\n", .{err}); } test "getSize" { const glfw = @import("main.zig"); try glfw.init(); defer glfw.terminate(); const window = glfw.Window.create(640, 480, "Hello, Zig!", null, null) catch |err| { // return without fail, because most of our CI environments are headless / we cannot open // windows on them. std.debug.print("note: failed to create window: {}\n", .{err}); return; }; defer window.destroy(); _ = try window.getSize(); } test "setSizeLimits" { const glfw = @import("main.zig"); try glfw.init(); defer glfw.terminate(); const window = glfw.Window.create(640, 480, "Hello, Zig!", null, null) catch |err| { // return without fail, because most of our CI environments are headless / we cannot open // windows on them. std.debug.print("note: failed to create window: {}\n", .{err}); return; }; defer window.destroy(); try window.setSizeLimits( .{ .width = 720, .height = 480 }, .{ .width = 1080, .height = 1920 }, ); }