use egui_winit::winit; #[derive(Clone, Copy, Debug)] #[cfg_attr(feature = "persistence", derive(serde::Deserialize, serde::Serialize))] pub struct WindowSettings { /// outer position of window in physical pixels pos: Option, /// Inner size of window in logical pixels inner_size_points: Option, } impl WindowSettings { #[cfg(feature = "persistence")] pub fn from_ron_file(settings_ron_path: impl AsRef) -> Option { crate::persistence::read_ron(settings_ron_path) } pub fn from_display(display: &glium::Display) -> Self { let scale_factor = display.gl_window().window().scale_factor(); let inner_size_points = display .gl_window() .window() .inner_size() .to_logical::(scale_factor); Self { pos: display .gl_window() .window() .outer_position() .ok() .map(|p| egui::pos2(p.x as f32, p.y as f32)), inner_size_points: Some(egui::vec2( inner_size_points.width as f32, inner_size_points.height as f32, )), } } pub fn initialize_window( &self, mut window: winit::window::WindowBuilder, ) -> winit::window::WindowBuilder { if !cfg!(target_os = "windows") { // 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 is hidden and impossible to bring to get at. // So we don't restore window positions on Windows. if let Some(pos) = self.pos { window = window.with_position(winit::dpi::PhysicalPosition { x: pos.x as f64, y: pos.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, }) } else { window } } }