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# winit - Cross-platform window creation and management in Rust
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[![Crates.io ](https://img.shields.io/crates/v/winit.svg )](https://crates.io/crates/winit)
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[![Docs.rs ](https://docs.rs/winit/badge.svg )](https://docs.rs/winit)
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[![Build Status ](https://travis-ci.org/rust-windowing/winit.svg?branch=master )](https://travis-ci.org/rust-windowing/winit)
[![Build status ](https://ci.appveyor.com/api/projects/status/hr89but4x1n3dphq/branch/master?svg=true )](https://ci.appveyor.com/project/Osspial/winit/branch/master)
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```toml
[dependencies]
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winit = "0.20.0-alpha3"
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```
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## [Documentation](https://docs.rs/winit)
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For features _within_ the scope of winit, see [FEATURES.md ](FEATURES.md ).
For features _outside_ the scope of winit, see [Missing features provided by other crates ](https://github.com/rust-windowing/winit/wiki/Missing-features-provided-by-other-crates ) in the wiki.
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## Contact Us
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## Usage
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Winit is a window creation and management library. It can create windows and lets you handle
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events (for example: the window being resized, a key being pressed, a mouse movement, etc.)
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produced by window.
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Winit is designed to be a low-level brick in a hierarchy of libraries. Consequently, in order to
show something on the window you need to use the platform-specific getters provided by winit, or
another library.
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```rust
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use winit::{
event::{Event, WindowEvent},
event_loop::{ControlFlow, EventLoop},
window::WindowBuilder,
};
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fn main() {
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let event_loop = EventLoop::new();
let window = WindowBuilder::new().build(&event_loop).unwrap();
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event_loop.run(move |event, _, control_flow| {
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match event {
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Event::WindowEvent {
event: WindowEvent::CloseRequested,
window_id,
} if window_id == window.id() => *control_flow = ControlFlow::Exit,
_ => *control_flow = ControlFlow::Wait,
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}
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});
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}
```
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Winit is only officially supported on the latest stable version of the Rust compiler.
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### Cargo Features
Winit provides the following features, which can be enabled in your `Cargo.toml` file:
* `serde` : Enables serialization/deserialization of certain types with [Serde ](https://crates.io/crates/serde ).
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### Platform-specific usage
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#### WebAssembly
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Building a binary will yield a `.js` file. In order to use it in an HTML file, you need to:
- Put a `<canvas id="my_id"></canvas>` element somewhere. A canvas corresponds to a winit "window".
- Write a Javascript code that creates a global variable named `Module` . Set `Module.canvas` to
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the element of the `<canvas>` element (in the example you would retrieve it via `document.getElementById("my_id")` ).
More information [here ](https://kripken.github.io/emscripten-site/docs/api_reference/module.html ).
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- Make sure that you insert the `.js` file generated by Rust after the `Module` variable is created.