/// Can be used to store native window settings (position and size). #[derive(Clone, Copy, Debug)] #[cfg_attr(feature = "serde", derive(serde::Deserialize, serde::Serialize))] pub struct WindowSettings { /// Position of window in physical pixels. This is either /// the inner or outer position depending on the platform. /// See [`winit::window::WindowBuilder::with_position`] for details. position: Option, fullscreen: bool, /// Inner size of window in logical pixels inner_size_points: Option, } impl WindowSettings { pub fn from_display(window: &winit::window::Window) -> Self { let inner_size_points = window.inner_size().to_logical::(window.scale_factor()); let position = if cfg!(macos) { // MacOS uses inner position when positioning windows. window .inner_position() .ok() .map(|p| egui::pos2(p.x as f32, p.y as f32)) } else { // Other platforms use the outer position. window .outer_position() .ok() .map(|p| egui::pos2(p.x as f32, p.y as f32)) }; Self { position, fullscreen: window.fullscreen().is_some(), inner_size_points: Some(egui::vec2( inner_size_points.width, inner_size_points.height, )), } } 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 very difficult to find. // So we don't restore window positions on Windows. if let Some(pos) = self.position { 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, }) .with_fullscreen( self.fullscreen .then(|| winit::window::Fullscreen::Borderless(None)), ) } else { window } } }