Add documentation for the new API

This commit is contained in:
Pierre Krieger 2017-01-28 15:33:54 +01:00
parent d86fdb48d1
commit bcb242983b
2 changed files with 84 additions and 17 deletions

View file

@ -2,10 +2,18 @@
//!
//! # Building a window
//!
//! There are two ways to create a window:
//! Before you can build a window, you first need to build an `EventsLoop`. This is done with the
//! `EventsLoop::new()` function. Example:
//!
//! - Calling `Window::new()`.
//! - Calling `let builder = WindowBuilder::new()` then `builder.build()`.
//! ```no_run
//! use winit::EventsLoop;
//! let events_loop = EventsLoop::new();
//! ```
//!
//! Once this is done there are two ways to create a window:
//!
//! - Calling `Window::new(&events_loop)`.
//! - Calling `let builder = WindowBuilder::new()` then `builder.build(&events_loop)`.
//!
//! The first way is the simpliest way and will give you default values for everything.
//!
@ -14,11 +22,58 @@
//!
//! # Events handling
//!
//! Once a window has been created, you can handle the events that it generates. There are two ways
//! to do so: with `poll_events` or with `wait_events`. The former returns an iterator that ends
//! when no event is available, and the latter returns an iterator that blocks and waits for events
//! if none is available. Depending on which kind of program you're writing, you usually choose
//! one or the other.
//! Once a window has been created, it will *generate events*. For example whenever the user moves
//! the window, resizes the window, moves the mouse, etc. an event is generated.
//!
//! The events generated by a window can be retreived from the `EventsLoop` the window was created
//! with.
//!
//! There are two ways to do so. The first is to call `events_loop.poll_events(...)`, which will
//! retreive all the events pending on the windows and immediately return after no new event is
//! available. You usually want to use this method in application that render continuously on the
//! screen, such as video games.
//!
//! ```no_run
//! use winit::Event;
//! use winit::WindowEvent;
//! # use winit::EventsLoop;
//! # let events_loop = EventsLoop::new();
//!
//! loop {
//! events_loop.poll_events(|event| {
//! match event {
//! Event::WindowEvent { event: WindowEvent::Resized(w, h), .. } => {
//! println!("The window was resized to {}x{}", w, h);
//! },
//! _ => ()
//! }
//! });
//! }
//! ```
//!
//! The second way is to call `events_loop.run_forever(...)`. As its name tells, it will run
//! forever unless it is stopped by calling `events_loop.interrupt()`.
//!
//! ```no_run
//! use winit::Event;
//! use winit::WindowEvent;
//! # use winit::EventsLoop;
//! # let events_loop = EventsLoop::new();
//!
//! events_loop.run_forever(|event| {
//! match event {
//! Event::WindowEvent { event: WindowEvent::Closed, .. } => {
//! println!("The window was closed ; stopping");
//! events_loop.interrupt();
//! },
//! _ => ()
//! }
//! });
//! ```
//!
//! If you use multiple windows, the `WindowEvent` event has a member named `window_id`. You can
//! compare it with the value returned by the `id()` method of `Window` in order to know which
//! window has received the event.
//!
//! # Drawing on the window
//!
@ -86,22 +141,29 @@ pub mod os;
/// # Example
///
/// ```no_run
/// use winit::Event;
/// use winit::EventsLoop;
/// use winit::Window;
/// let window = Window::new().unwrap();
/// use winit::WindowEvent;
///
/// loop {
/// for event in window.wait_events() {
/// let events_loop = EventsLoop::new();
/// let window = Window::new(&events_loop).unwrap();
///
/// events_loop.run_forever(|event| {
/// match event {
/// // process events here
/// Event::WindowEvent { event: WindowEvent::Closed, .. } => {
/// events_loop.interrupt();
/// },
/// _ => ()
/// }
/// }
/// }
/// });
/// ```
pub struct Window {
window: platform::Window2,
}
/// Provides a way to retreive events from the windows that were registered to it.
// TODO: document usage in multiple threads
pub struct EventsLoop {
events_loop: Arc<platform::EventsLoop>,
}
@ -114,6 +176,8 @@ impl EventsLoop {
}
}
/// Fetches all the events that are pending, calls the callback function for each of them,
/// and returns.
#[inline]
pub fn poll_events<F>(&self, callback: F)
where F: FnMut(Event)
@ -121,6 +185,7 @@ impl EventsLoop {
self.events_loop.poll_events(callback)
}
/// Runs forever until `interrupt()` is called. Whenever an event happens, calls the callback.
#[inline]
pub fn run_forever<F>(&self, callback: F)
where F: FnMut(Event)
@ -128,6 +193,8 @@ impl EventsLoop {
self.events_loop.run_forever(callback)
}
/// If we called `run_forever()`, stops the process of waiting for events.
// TODO: what if we're waiting from multiple threads?
#[inline]
pub fn interrupt(&self) {
self.events_loop.interrupt()

View file

@ -119,7 +119,7 @@ impl WindowBuilder {
impl Window {
/// Creates a new OpenGL context, and a Window for platforms where this is appropriate.
///
/// This function is equivalent to `WindowBuilder::new().build()`.
/// This function is equivalent to `WindowBuilder::new().build(events_loop)`.
///
/// Error should be very rare and only occur in case of permission denied, incompatible system,
/// out of memory, etc.