macosrustwgpu-rswinit

How to render a custom color under title bar with WGPU on Winit for MacOs


I am creating a rust app which uses winit and wgpu. I set the options

.with_titlebar_transparent(true)

when creating the winit window but I am not sure how to place a color under it. My goal is to make the background color of the content and the title bar the same. I have searched the documentation and repositories of both winit and wgpu but have not found anything. Does someone know how to do this/knows an open source project that did it successfully/if its even possible.


Solution

  • You also need to set .with_fullsize_content_view(true).

    Here is a full sample using wgpu:

    use std::borrow::Cow;
    use winit::{
        event::{Event, WindowEvent},
        event_loop::{ControlFlow, EventLoop},
        platform::macos::WindowBuilderExtMacOS,
        window::Window,
    };
    
    const SHADER: &'static str = r##"
    @vertex
    fn vs_main(@builtin(vertex_index) in_vertex_index: u32) -> @builtin(position) vec4<f32> {
        let x = f32(i32(in_vertex_index) - 1);
        let y = f32(i32(in_vertex_index & 1u) * 2 - 1);
        return vec4<f32>(x, y, 0.0, 1.0);
    }
    
    @fragment
    fn fs_main() -> @location(0) vec4<f32> {
        return vec4<f32>(1.0, 0.0, 0.0, 1.0);
    }
    "##;
    
    async fn run(event_loop: EventLoop<()>, window: Window) {
        let size = window.inner_size();
    
        let instance = wgpu::Instance::default();
    
        let surface = unsafe { instance.create_surface(&window) }.unwrap();
        let adapter = instance
            .request_adapter(&wgpu::RequestAdapterOptions {
                power_preference: wgpu::PowerPreference::default(),
                force_fallback_adapter: false,
                // Request an adapter which can render to our surface
                compatible_surface: Some(&surface),
            })
            .await
            .expect("Failed to find an appropriate adapter");
    
        // Create the logical device and command queue
        let (device, queue) = adapter
            .request_device(
                &wgpu::DeviceDescriptor {
                    label: None,
                    features: wgpu::Features::empty(),
                    // Make sure we use the texture resolution limits from the adapter, so we can support images the size of the swapchain.
                    limits: wgpu::Limits::downlevel_webgl2_defaults()
                        .using_resolution(adapter.limits()),
                },
                None,
            )
            .await
            .expect("Failed to create device");
    
        // Load the shaders from disk
        let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
            label: None,
            source: wgpu::ShaderSource::Wgsl(Cow::Borrowed(SHADER)),
        });
    
        let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
            label: None,
            bind_group_layouts: &[],
            push_constant_ranges: &[],
        });
    
        let swapchain_capabilities = surface.get_capabilities(&adapter);
        let swapchain_format = swapchain_capabilities.formats[0];
    
        let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
            label: None,
            layout: Some(&pipeline_layout),
            vertex: wgpu::VertexState {
                module: &shader,
                entry_point: "vs_main",
                buffers: &[],
            },
            fragment: Some(wgpu::FragmentState {
                module: &shader,
                entry_point: "fs_main",
                targets: &[Some(swapchain_format.into())],
            }),
            primitive: wgpu::PrimitiveState::default(),
            depth_stencil: None,
            multisample: wgpu::MultisampleState::default(),
            multiview: None,
        });
    
        let mut config = wgpu::SurfaceConfiguration {
            usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
            format: swapchain_format,
            width: size.width,
            height: size.height,
            present_mode: wgpu::PresentMode::Fifo,
            alpha_mode: swapchain_capabilities.alpha_modes[0],
            view_formats: vec![],
        };
    
        surface.configure(&device, &config);
    
        event_loop.run(move |event, _, control_flow| {
            // Have the closure take ownership of the resources.
            // `event_loop.run` never returns, therefore we must do this to ensure
            // the resources are properly cleaned up.
            let _ = (&instance, &adapter, &shader, &pipeline_layout);
    
            *control_flow = ControlFlow::Wait;
            match event {
                Event::WindowEvent {
                    event: WindowEvent::Resized(size),
                    ..
                } => {
                    // Reconfigure the surface with the new size
                    config.width = size.width;
                    config.height = size.height;
                    surface.configure(&device, &config);
                    // On macos the window needs to be redrawn manually after resizing
                    window.request_redraw();
                }
                Event::RedrawRequested(_) => {
                    let frame = surface
                        .get_current_texture()
                        .expect("Failed to acquire next swap chain texture");
                    let view = frame
                        .texture
                        .create_view(&wgpu::TextureViewDescriptor::default());
                    let mut encoder =
                        device.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: None });
                    {
                        let mut rpass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
                            label: None,
                            color_attachments: &[Some(wgpu::RenderPassColorAttachment {
                                view: &view,
                                resolve_target: None,
                                ops: wgpu::Operations {
                                    load: wgpu::LoadOp::Clear(wgpu::Color::GREEN),
                                    store: true,
                                },
                            })],
                            depth_stencil_attachment: None,
                        });
                        rpass.set_pipeline(&render_pipeline);
                        rpass.draw(0..3, 0..1);
                    }
    
                    queue.submit(Some(encoder.finish()));
                    frame.present();
                }
                Event::WindowEvent {
                    event: WindowEvent::CloseRequested,
                    ..
                } => *control_flow = ControlFlow::Exit,
                _ => {}
            }
        });
    }
    
    fn main() {
        let event_loop = EventLoop::new();
        let window = winit::window::WindowBuilder::new()
            .with_title("")
            .with_titlebar_transparent(true)
            .with_fullsize_content_view(true)
            .build(&event_loop)
            .unwrap();
    
        env_logger::init();
        pollster::block_on(run(event_loop, window));
    }
    

    using these dependencies:

    env_logger = "0.9"
    pollster = "0.2"
    wgpu = "0.15.1"
    winit = "0.27.1"
    

    you will get Screenshot