fltk-rs | Rust bindings for the FLTK GUI library
kandi X-RAY | fltk-rs Summary
kandi X-RAY | fltk-rs Summary
Rust bindings for the FLTK GUI library.
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Community Discussions
Trending Discussions on fltk-rs
QUESTION
I'm trying to retrieve the inner value of an Arc Mutex wrapper around an FLTK-RS Widget:
...ANSWER
Answered 2021-Jun-18 at 23:21For pub fn widg(&self) -> T {
to work, it would be necessary to make a full clone of the T
value. W ith all the bounds in your question, that would look like this:
QUESTION
I'm trying to load some images into my fltk-rs app:
...ANSWER
Answered 2021-Apr-28 at 03:13For some reason it appears that the relative path notation was causing the issue:
QUESTION
I've been writing an app in Rust that uses some OpenGL, and I've observed a trend in how OpenGl is accessed/managed in rust code. Frequently it seems that managing or creating an OpenGl context requires unsafe
.
Why do these examples require unsafe code? I haven't been running into any problems because of this unsafe designator, but I'm just curious as to why its there. What kind of problems or constraints do these unsafe requirements impose on developers?
from glutins Multi-Window example
...ANSWER
Answered 2021-Apr-17 at 19:23OpenGL is implemented as a library with a C ABI. If you want to call a C function from rust, it always means you have to use unsafe
because the C implementation knows nothing about the safety features of rust and naturally doesn't support them. Furthermore, OpenGL uses raw pointers in its API to pass data from or to the GL, which also requires unsafe
code in rust.
QUESTION
How could one determine the bit depth of a image::DynamicImage
in rust? I'm using fltk-rs function for creating an RgbImage
and RgbImage::new()
requires that I specify the bit depth of the Rgb byte data its going to be created from. The images I'm loading in my program have various bit depths, so I need to be able to determine the bit depth value for image dynamically.
ANSWER
Answered 2021-Jan-04 at 05:30As @Ivan C said, the easiest way is with a look-up table in a match
statement.
QUESTION
I'm creating a cross-platform GUI App with fltk-rs. Depending on which platform I'm targeting (OSX or Windows), I'd like to use a different struct for my menu bar. If I'm targeting OSX, for my menu bar I'd like to use fltk::menu::SysMenuBar
and for Windows, I'd like to use fltk::menu::MenuBar
.
I don't want to keep to separate versions of my code, one for Windows, and one for OSX, just so I can use different a different Struct for my menu.
What are some approaches to changing which struct is used based on the build target without creating different codebases?
...ANSWER
Answered 2021-Jan-30 at 06:47Consulting the Rust Reference on Conditional Compilation. You would use the #[cfg(...)]
attribute with the target_os
option:
QUESTION
I'm using the flkt-rs crate to design a GUI. I was wondering what it means to "lock" the UI thread of my application. Does this mean that no CPU is being allocated to that thread? Why would you want to lock the UI thread? When would then want to unlock it?
Additionally I see that that the fltk::app::lock()
function returns a result, which implies that there might be some issues associated with using it. What could prevent you from succesfully locking the UI thread?
lock function from the fltk-rs docs:
...ANSWER
Answered 2021-Jan-28 at 21:19From the FLTK C++ documentation:
In a multithreaded program, drawing of widgets (in the
main()
thread) happens asynchronously to widgets being updated by worker threads, so no drawing can occur safely whilst a widget is being modified (and no widget should be modified whilst drawing is in progress).FLTK supports multithreaded applications using a locking mechanism internally. This allows a worker thread to lock the rendering context, preventing any drawing from taking place, whilst it changes the value of its widget.
So you wouldn't lock the UI for long periods of time; just enough time to safely update the state of a widget, and then unlock it again.
What could prevent you from succesfully locking the UI thread?
This may be addressed by the next paragraph in the same documentation:
To incorporate the locking mechanism in the library, FLTK must be compiled with
–enable-threads
set during the configure process. IDE-based versions of FLTK are automatically compiled with the locking mechanism incorporated if possible. Since version 1.3, the configure script that builds the FLTK library also sets –enable-threads by default.
If the application is compiled to be single-threaded then locking the main thread would lock the entire application permanently. It doesn't explicitly say it, but it seems reasonable that there would be a FailedToLock
error in this situation.
This kind of API doesn't feel very "Rusty" and it's likely like this because the fltk-rs
crate is a thin wrapper around the C++ library.
QUESTION
I'm using the fltk-rs crate and running into the "multiple applicable items in scope" error.
...ANSWER
Answered 2020-Dec-20 at 00:29TLDR: Use fully qualified function name:
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