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# glutin - OpenGL, UTilities and INput
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# winit - Cross-platform window creation and management in Rust
[![](http://meritbadge.herokuapp.com/glutin)](https://crates.io/crates/glutin)
[![](http://meritbadge.herokuapp.com/winit)](https://crates.io/crates/winit)
[![Docs.rs](https://docs.rs/glutin/badge.svg)](https://docs.rs/glutin)
[![Docs.rs](https://docs.rs/winit/badge.svg)](https://docs.rs/winit)
Alternative to GLFW in pure Rust.
[![Build Status](https://travis-ci.org/tomaka/glutin.png?branch=master)](https://travis-ci.org/tomaka/glutin)
[![Build status](https://ci.appveyor.com/api/projects/status/cv5xewg3uchb3854/branch/master?svg=true)](https://ci.appveyor.com/project/tomaka/glutin/branch/master)
[![Build Status](https://travis-ci.org/tomaka/winit.png?branch=master)](https://travis-ci.org/tomaka/winit)
[![Build status](https://ci.appveyor.com/api/projects/status/5h87hj0g4q2xe3j9/branch/master?svg=true)](https://ci.appveyor.com/project/tomaka/winit/branch/master)
```toml
[dependencies]
glutin = "*"
winit = "0.5"
```
## [Documentation](https://docs.rs/glutin)
## Try it!
```bash
git clone https://github.com/tomaka/glutin
cd glutin
cargo run --example window
```
## [Documentation](https://docs.rs/winit)
## Usage
Glutin is an OpenGL context creation library and doesn't directly provide OpenGL bindings for you.
Winit is an OpenGL window creation and management library. It can create windows and lets you
handle events (for example: the window being resized, a key being pressed, a mouse mouvement, etc.)
produced by window.
```toml
[dependencies]
gl = "*"
libc = "*"
```
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.
```rust
extern crate gl;
extern crate glutin;
extern crate libc;
extern crate winit;
fn main() {
let window = glutin::Window::new().unwrap();
unsafe { window.make_current() };
unsafe {
gl::load_with(|symbol| window.get_proc_address(symbol) as *const _);
gl::ClearColor(0.0, 1.0, 0.0, 1.0);
}
let window = winit::Window::new().unwrap();
for event in window.wait_events() {
unsafe { gl::Clear(gl::COLOR_BUFFER_BIT) };
window.swap_buffers();
match event {
glutin::Event::Closed => break,
winit::Event::Closed => break,
_ => ()
}
}
}
```
Note that glutin aims at being a low-level brick in your rendering infrastructure. You are encouraged to write another layer of abstraction between glutin and your application.
## Platform-specific notes
### Android
- To compile the examples for android, initialize the submodules, go to `deps/apk-builder/apk-builder` and run `cargo build`, then go back to `glutin` and call `ANDROID_HOME=/path/to/sdk NDK_HOME=/path/to/ndk NDK_STANDALONE=/path/to/standalone cargo test --no-run --target=arm-linux-androideabi`
### X11
- The plan is that glutin tries to dynamically link-to and use wayland if possible. If it doesn't work, it will try xlib instead. If it doesn't work, it will try libcaca. This is work-in-progress.