//! Fill the window buffer with a solid color. //! //! Launching a window without drawing to it has unpredictable results varying from platform to //! platform. In order to have well-defined examples, this module provides an easy way to //! fill the window buffer with a solid color. //! //! The `softbuffer` crate is used, largely because of its ease of use. `glutin` or `wgpu` could //! also be used to fill the window buffer, but they are more complicated to use. use winit::window::Window; #[cfg(all(feature = "rwh_05", not(any(target_os = "android", target_os = "ios"))))] pub(super) fn fill_window(window: &Window) { use softbuffer::{Context, Surface}; use std::cell::RefCell; use std::collections::HashMap; use std::mem::ManuallyDrop; use std::num::NonZeroU32; use winit::window::WindowId; /// The graphics context used to draw to a window. struct GraphicsContext { /// The global softbuffer context. context: Context, /// The hash map of window IDs to surfaces. surfaces: HashMap, } impl GraphicsContext { fn new(w: &Window) -> Self { Self { context: unsafe { Context::new(w) }.expect("Failed to create a softbuffer context"), surfaces: HashMap::new(), } } fn surface(&mut self, w: &Window) -> &mut Surface { self.surfaces.entry(w.id()).or_insert_with(|| { unsafe { Surface::new(&self.context, w) } .expect("Failed to create a softbuffer surface") }) } } thread_local! { // NOTE: You should never do things like that, create context and drop it before // you drop the event loop. We do this for brevity to not blow up examples. We use // ManuallyDrop to prevent destructors from running. // // A static, thread-local map of graphics contexts to open windows. static GC: ManuallyDrop>> = ManuallyDrop::new(RefCell::new(None)); } GC.with(|gc| { let size = window.inner_size(); let (Some(width), Some(height)) = (NonZeroU32::new(size.width), NonZeroU32::new(size.height)) else { return; }; // Either get the last context used or create a new one. let mut gc = gc.borrow_mut(); let surface = gc .get_or_insert_with(|| GraphicsContext::new(window)) .surface(window); // Fill a buffer with a solid color. const DARK_GRAY: u32 = 0xFF181818; surface .resize(width, height) .expect("Failed to resize the softbuffer surface"); let mut buffer = surface .buffer_mut() .expect("Failed to get the softbuffer buffer"); buffer.fill(DARK_GRAY); buffer .present() .expect("Failed to present the softbuffer buffer"); }) } #[cfg(not(all(feature = "rwh_05", not(any(target_os = "android", target_os = "ios")))))] pub(super) fn fill_window(_window: &Window) { // No-op on mobile platforms. }