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Improve the example in lib.rs (#957)
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32
src/lib.rs
32
src/lib.rs
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@ -35,13 +35,31 @@
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//! ```no_run
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//! use winit::{
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//! event::{Event, WindowEvent},
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//! event_loop::ControlFlow,
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//! event_loop::{ControlFlow, EventLoop},
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//! window::WindowBuilder,
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//! };
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//! # use winit::event_loop::EventLoop;
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//! # let event_loop = EventLoop::new();
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//!
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//! let event_loop = EventLoop::new();
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//! let window = WindowBuilder::new().build(&event_loop).unwrap();
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//!
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//! event_loop.run(move |event, _, control_flow| {
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//! match event {
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//! Event::EventsCleared => {
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//! // Application update code.
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//!
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//! // Queue a RedrawRequested event.
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//! window.request_redraw();
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//! },
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//! Event::WindowEvent {
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//! event: WindowEvent::RedrawRequested,
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//! ..
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//! } => {
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//! // Redraw the application.
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//! //
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//! // It's preferrable to render in this event rather than in EventsCleared, since
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//! // rendering in here allows the program to gracefully handle redraws requested
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//! // by the OS.
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//! },
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//! Event::WindowEvent {
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//! event: WindowEvent::CloseRequested,
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//! ..
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@ -49,7 +67,13 @@
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//! println!("The close button was pressed; stopping");
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//! *control_flow = ControlFlow::Exit
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//! },
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//! _ => *control_flow = ControlFlow::Wait,
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//! // ControlFlow::Poll continuously runs the event loop, even if the OS hasn't
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//! // dispatched any events. This is ideal for games and similar applications.
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//! _ => *control_flow = ControlFlow::Poll,
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//! // ControlFlow::Wait pauses the event loop if no events are available to process.
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//! // This is ideal for non-game applications that only update in response to user
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//! // input, and uses significantly less power/CPU time than ControlFlow::Poll.
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//! // _ => *control_flow = ControlFlow::Wait,
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//! }
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//! });
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//! ```
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