egui/crates/egui-winit/src/window_settings.rs
Sheldon M 53f8e4049f
Position persistence and sane clamping to still-available monitors for Windows (#2583)
* Attempt to fix monitor clamping on Windows so window positions can be restored between sessions.

* Missed a change.

* Renamed variables, reorganized some lines of code, and added some more comments.

* Cargo fmt run

* Updated CHANGELOG.md to briefly describe my change

* Updated CHANGELOG.md to briefly describe my change

* Applied suggested fixes from emilk
Discovered an issue where putting the monitor off a non-primary monitor to the left causes the position to be off the monitor x and y range, clamping to the primary instead of the non-primary.

* Fix for matching negative restored window positions. Should clamp if any part of the window had been visible on a remaining monitor.

* Apparently compiler attributes on statements have been marked unstable.
Rather than just wrap in blocks, I kind of prefer the more explicit if cfg! call for line 114.

CHANGELOG.md - correct a missing paren I noticed

* I was being silly, I don't need to clone inner_size_points on line 112

* Cargo fmt run

* Update crates/egui-winit/CHANGELOG.md

emilk suggested changelog formatting

Co-authored-by: Emil Ernerfeldt <emil.ernerfeldt@gmail.com>

* Update window_settings.rs

Satisfy CI Error

* clippy

---------

Co-authored-by: Emil Ernerfeldt <emil.ernerfeldt@gmail.com>
2023-02-04 15:33:32 +01:00

142 lines
5.4 KiB
Rust

/// 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<egui::Pos2>,
fullscreen: bool,
/// Inner size of window in logical pixels
inner_size_points: Option<egui::Vec2>,
}
impl WindowSettings {
pub fn from_display(window: &winit::window::Window) -> Self {
let inner_size_points = window.inner_size().to_logical::<f32>(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 inner_size_points(&self) -> Option<egui::Vec2> {
self.inner_size_points
}
pub fn initialize_window(
&self,
mut window: winit::window::WindowBuilder,
) -> winit::window::WindowBuilder {
// 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 clamping behavior is managed by the function
// clamp_window_to_sane_position.
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_some(winit::window::Fullscreen::Borderless(None)),
)
} else {
window
}
}
pub fn clamp_to_sane_values(&mut self, max_size: egui::Vec2) {
use egui::NumExt as _;
if let Some(size) = &mut self.inner_size_points {
// Prevent ridiculously small windows
let min_size = egui::Vec2::splat(64.0);
*size = size.at_least(min_size);
*size = size.at_most(max_size);
}
}
pub fn clamp_window_to_sane_position<E>(
&mut self,
event_loop: &winit::event_loop::EventLoopWindowTarget<E>,
) {
if let (Some(position), Some(inner_size_points)) =
(&mut self.position, &self.inner_size_points)
{
let monitors = event_loop.available_monitors();
// default to primary monitor, in case the correct monitor was disconnected.
let mut active_monitor = if let Some(active_monitor) = event_loop
.primary_monitor()
.or_else(|| event_loop.available_monitors().next())
{
active_monitor
} else {
return; // no monitors 🤷
};
for monitor in monitors {
let monitor_x_range = (monitor.position().x - inner_size_points.x as i32)
..(monitor.position().x + monitor.size().width as i32);
let monitor_y_range = (monitor.position().y - inner_size_points.y as i32)
..(monitor.position().y + monitor.size().height as i32);
if monitor_x_range.contains(&(position.x as i32))
&& monitor_y_range.contains(&(position.y as i32))
{
active_monitor = monitor;
}
}
let mut inner_size_pixels = *inner_size_points * (active_monitor.scale_factor() as f32);
// Add size of title bar. This is 32 px by default in Win 10/11.
if cfg!(target_os = "windows") {
inner_size_pixels +=
egui::Vec2::new(0.0, 32.0 * active_monitor.scale_factor() as f32);
}
let monitor_position = egui::Pos2::new(
active_monitor.position().x as f32,
active_monitor.position().y as f32,
);
let monitor_size = active_monitor.size();
*position = position.clamp(
monitor_position,
// To get the maximum position, we get the rightmost corner of the display, then subtract
// the size of the window to get the bottom right most value window.position can have.
monitor_position
+ egui::Vec2::new(monitor_size.width as f32, monitor_size.height as f32)
- inner_size_pixels,
);
}
}
}