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README.md
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README.md
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# glutin - OpenGL, UTilities and INput
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[![Gitter](https://badges.gitter.im/Join Chat.svg)](https://gitter.im/tomaka/glutin?utm_source=badge&utm_medium=badge&utm_campaign=pr-badge&utm_content=badge)
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# winit - Cross-platform window creation and management in Rust
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[![](http://meritbadge.herokuapp.com/glutin)](https://crates.io/crates/glutin)
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[![](http://meritbadge.herokuapp.com/winit)](https://crates.io/crates/winit)
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[![Docs.rs](https://docs.rs/glutin/badge.svg)](https://docs.rs/glutin)
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[![Docs.rs](https://docs.rs/winit/badge.svg)](https://docs.rs/winit)
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Alternative to GLFW in pure Rust.
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[![Build Status](https://travis-ci.org/tomaka/glutin.png?branch=master)](https://travis-ci.org/tomaka/glutin)
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[![Build status](https://ci.appveyor.com/api/projects/status/cv5xewg3uchb3854/branch/master?svg=true)](https://ci.appveyor.com/project/tomaka/glutin/branch/master)
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[![Build Status](https://travis-ci.org/tomaka/winit.png?branch=master)](https://travis-ci.org/tomaka/winit)
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[![Build status](https://ci.appveyor.com/api/projects/status/5h87hj0g4q2xe3j9/branch/master?svg=true)](https://ci.appveyor.com/project/tomaka/winit/branch/master)
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```toml
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[dependencies]
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glutin = "*"
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winit = "0.5"
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```
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## [Documentation](https://docs.rs/glutin)
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## Try it!
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```bash
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git clone https://github.com/tomaka/glutin
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cd glutin
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cargo run --example window
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```
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## [Documentation](https://docs.rs/winit)
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## Usage
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Glutin is an OpenGL context creation library and doesn't directly provide OpenGL bindings for you.
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Winit is an OpenGL window creation and management library. It can create windows and lets you
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handle events (for example: the window being resized, a key being pressed, a mouse mouvement, etc.)
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produced by window.
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```toml
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[dependencies]
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gl = "*"
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libc = "*"
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```
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Winit is designed to be a low-level brick in a hierarchy of libraries. Consequently, in order to
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show something on the window you need to use the platform-specific getters provided by winit, or
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another library.
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```rust
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extern crate gl;
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extern crate glutin;
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extern crate libc;
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extern crate winit;
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fn main() {
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let window = glutin::Window::new().unwrap();
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unsafe { window.make_current() };
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unsafe {
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gl::load_with(|symbol| window.get_proc_address(symbol) as *const _);
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gl::ClearColor(0.0, 1.0, 0.0, 1.0);
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}
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let window = winit::Window::new().unwrap();
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for event in window.wait_events() {
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unsafe { gl::Clear(gl::COLOR_BUFFER_BIT) };
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window.swap_buffers();
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match event {
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glutin::Event::Closed => break,
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winit::Event::Closed => break,
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_ => ()
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}
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}
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}
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```
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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.
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## Platform-specific notes
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### Android
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- 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`
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### X11
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- 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.
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