mirror of
https://github.com/italicsjenga/winit-sonoma-fix.git
synced 2024-12-25 14:51:30 +11:00
Web backend refactor and documentation (#1415)
The current implementation of the event loop runner has some significant problems. It can't handle multiple events being emitted at once (for example, when a keyboard event causes a key input, a text input, and a modifier change.) It's also relatively easy to introduce bugs for the different possible control flow states. The new model separates intentionally emitting a NewEvents (poll completed, wait completed, init) and emitting a normal event, as well as providing a method for emitting multiple events in a single call.
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parent
8856b6ecb7
commit
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@ -8,6 +8,7 @@ use std::{
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cell::RefCell,
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cell::RefCell,
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clone::Clone,
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clone::Clone,
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collections::{HashSet, VecDeque},
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collections::{HashSet, VecDeque},
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iter,
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rc::Rc,
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rc::Rc,
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};
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};
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@ -60,7 +61,7 @@ impl<T: 'static> Shared<T> {
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event_handler: Box<dyn FnMut(Event<'static, T>, &mut root::ControlFlow)>,
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event_handler: Box<dyn FnMut(Event<'static, T>, &mut root::ControlFlow)>,
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) {
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) {
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self.0.runner.replace(Some(Runner::new(event_handler)));
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self.0.runner.replace(Some(Runner::new(event_handler)));
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self.send_event(Event::NewEvents(StartCause::Init));
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self.init();
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let close_instance = self.clone();
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let close_instance = self.clone();
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backend::on_unload(move || close_instance.handle_unload());
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backend::on_unload(move || close_instance.handle_unload());
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@ -79,55 +80,98 @@ impl<T: 'static> Shared<T> {
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self.0.redraw_pending.borrow_mut().insert(id);
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self.0.redraw_pending.borrow_mut().insert(id);
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}
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}
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// Add an event to the event loop runner
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pub fn init(&self) {
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let start_cause = Event::NewEvents(StartCause::Init);
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self.run_until_cleared(iter::once(start_cause));
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}
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// Run the polling logic for the Poll ControlFlow, which involves clearing the queue
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pub fn poll(&self) {
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let start_cause = Event::NewEvents(StartCause::Poll);
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self.run_until_cleared(iter::once(start_cause));
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}
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// Run the logic for waking from a WaitUntil, which involves clearing the queue
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// Generally there shouldn't be events built up when this is called
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pub fn resume_time_reached(&self, start: Instant, requested_resume: Instant) {
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let start_cause = Event::NewEvents(StartCause::ResumeTimeReached {
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start,
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requested_resume,
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});
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self.run_until_cleared(iter::once(start_cause));
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}
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// Add an event to the event loop runner, from the user or an event handler
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//
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//
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// It will determine if the event should be immediately sent to the user or buffered for later
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// It will determine if the event should be immediately sent to the user or buffered for later
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pub fn send_event(&self, event: Event<'static, T>) {
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pub fn send_event(&self, event: Event<'static, T>) {
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self.send_events(iter::once(event));
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}
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// Add a series of events to the event loop runner
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//
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// It will determine if the event should be immediately sent to the user or buffered for later
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pub fn send_events(&self, events: impl Iterator<Item = Event<'static, T>>) {
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// If the event loop is closed, it should discard any new events
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// If the event loop is closed, it should discard any new events
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if self.is_closed() {
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if self.is_closed() {
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return;
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return;
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}
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}
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// If we can run the event processing right now, or need to queue this and wait for later
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// Determine if event handling is in process, and then release the borrow on the runner
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let mut process_immediately = true;
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let (start_cause, event_is_start) = match *self.0.runner.borrow() {
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if let Some(ref runner) = &*self.0.runner.borrow() {
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Some(ref runner) if !runner.is_busy => {
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// If we're currently polling, queue this and wait for the poll() method to be called
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if let Event::NewEvents(cause) = event {
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if let State::Poll { .. } = runner.state {
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(cause, true)
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process_immediately = false;
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} else {
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}
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(
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// If the runner is busy, queue this and wait for it to process it later
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match runner.state {
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if runner.is_busy {
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State::Init => StartCause::Init,
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process_immediately = false;
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State::Poll { .. } => StartCause::Poll,
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}
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State::Wait { start } => StartCause::WaitCancelled {
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} else {
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start,
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// The runner still hasn't been attached: queue this event and wait for it to be
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requested_resume: None,
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process_immediately = false;
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},
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}
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State::WaitUntil { start, end, .. } => StartCause::WaitCancelled {
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if !process_immediately {
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start,
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// Queue these events to look at later
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requested_resume: Some(end),
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self.0.events.borrow_mut().extend(events);
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},
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return;
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State::Exit => {
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}
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return;
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// At this point, we know this is a fresh set of events
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}
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// Now we determine why new events are incoming, and handle the events
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},
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let start_cause = if let Some(runner) = &*self.0.runner.borrow() {
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false,
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match runner.state {
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)
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State::Init => StartCause::Init,
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State::Poll { .. } => StartCause::Poll,
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State::Wait { start } => StartCause::WaitCancelled {
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start,
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requested_resume: None,
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},
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State::WaitUntil { start, end, .. } => StartCause::WaitCancelled {
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start,
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requested_resume: Some(end),
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},
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State::Exit => {
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// If we're in the exit state, don't do event processing
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return;
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}
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}
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}
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}
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_ => {
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} else {
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// Events are currently being handled, so queue this one and don't try to
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unreachable!("The runner cannot process events when it is not attached");
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// double-process the event queue
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self.0.events.borrow_mut().push_back(event);
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return;
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}
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};
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};
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// Take the start event, then the events provided to this function, and run an iteration of
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// the event loop
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let start_event = Event::NewEvents(start_cause);
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let events = iter::once(start_event).chain(events);
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self.run_until_cleared(events);
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}
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// Given the set of new events, run the event loop until the main events and redraw events are
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// cleared
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//
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// This will also process any events that have been queued or that are queued during processing
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fn run_until_cleared(&self, events: impl Iterator<Item = Event<'static, T>>) {
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let mut control = self.current_control_flow();
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let mut control = self.current_control_flow();
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// Handle starting a new batch of events
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for event in events {
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//
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// The user is informed via Event::NewEvents that there is a batch of events to process
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// However, there is only one of these per batch of events
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self.handle_event(Event::NewEvents(start_cause), &mut control);
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if !event_is_start {
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self.handle_event(event, &mut control);
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self.handle_event(event, &mut control);
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}
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}
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self.handle_event(Event::MainEventsCleared, &mut control);
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self.handle_event(Event::MainEventsCleared, &mut control);
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@ -196,10 +240,7 @@ impl<T: 'static> Shared<T> {
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root::ControlFlow::Poll => {
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root::ControlFlow::Poll => {
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let cloned = self.clone();
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let cloned = self.clone();
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State::Poll {
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State::Poll {
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timeout: backend::Timeout::new(
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timeout: backend::Timeout::new(move || cloned.poll(), Duration::from_millis(0)),
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move || cloned.send_event(Event::NewEvents(StartCause::Poll)),
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Duration::from_millis(0),
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),
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}
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}
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}
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}
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root::ControlFlow::Wait => State::Wait {
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root::ControlFlow::Wait => State::Wait {
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@ -220,7 +261,7 @@ impl<T: 'static> Shared<T> {
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start,
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start,
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end,
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end,
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timeout: backend::Timeout::new(
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timeout: backend::Timeout::new(
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move || cloned.send_event(Event::NewEvents(StartCause::Poll)),
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move || cloned.resume_time_reached(start, end),
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delay,
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delay,
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),
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),
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}
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}
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@ -1,3 +1,22 @@
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// Brief introduction to the internals of the web backend:
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// Currently, the web backend supports both wasm-bindgen and stdweb as methods of binding to the
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// environment. Because they are both supporting the same underlying APIs, the actual web bindings
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// are cordoned off into backend abstractions, which present the thinnest unifying layer possible.
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//
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// When adding support for new events or interactions with the browser, first consult trusted
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// documentation (such as MDN) to ensure it is well-standardised and supported across many browsers.
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// Once you have decided on the relevant web APIs, add support to both backends.
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//
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// The backend is used by the rest of the module to implement Winit's business logic, which forms
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// the rest of the code. 'device', 'error', 'monitor', and 'window' define web-specific structures
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// for winit's cross-platform structures. They are all relatively simple translations.
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//
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// The event_loop module handles listening for and processing events. 'Proxy' implements
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// EventLoopProxy and 'WindowTarget' implements EventLoopWindowTarget. WindowTarget also handles
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// registering the event handlers. The 'Execution' struct in the 'runner' module handles taking
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// incoming events (from the registered handlers) and ensuring they are passed to the user in a
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// compliant way.
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mod device;
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mod device;
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mod error;
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mod error;
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mod event_loop;
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mod event_loop;
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