//! Winit is a cross-platform window creation and event loop management library. //! //! # Building windows //! //! Before you can build a [`Window`], you first need to build an [`EventLoop`]. This is done with the //! [`EventLoop::new()`] function. //! //! ```no_run //! use winit::event_loop::EventLoop; //! let event_loop = EventLoop::new(); //! ``` //! //! Once this is done there are two ways to create a [`Window`]: //! //! - Calling [`Window::new(&event_loop)`][window_new]. //! - Calling [`let builder = WindowBuilder::new()`][window_builder_new] then [`builder.build(&event_loop)`][window_builder_build]. //! //! The first method is the simplest, and will give you default values for everything. The second //! method allows you to customize the way your [`Window`] will look and behave by modifying the //! fields of the [`WindowBuilder`] object before you create the [`Window`]. //! //! # Event handling //! //! Once a [`Window`] has been created, it will generate different *events*. A [`Window`] object can //! generate [`WindowEvent`]s when certain input events occur, such as a cursor moving over the //! window or a key getting pressed while the window is focused. Devices can generate //! [`DeviceEvent`]s, which contain unfiltered event data that isn't specific to a certain window. //! Some user activity, like mouse movement, can generate both a [`WindowEvent`] *and* a //! [`DeviceEvent`]. You can also create and handle your own custom [`UserEvent`]s, if desired. //! //! You can retrieve events by calling [`EventLoop::run`][event_loop_run]. This function will //! dispatch events for every [`Window`] that was created with that particular [`EventLoop`], and //! will run until the `control_flow` argument given to the closure is set to //! [`ControlFlow`]`::`[`ExitWithCode`] (which [`ControlFlow`]`::`[`Exit`] aliases to), at which //! point [`Event`]`::`[`LoopDestroyed`] is emitted and the entire program terminates. //! //! Winit no longer uses a `EventLoop::poll_events() -> impl Iterator`-based event loop //! model, since that can't be implemented properly on some platforms (e.g web, iOS) and works poorly on //! most other platforms. However, this model can be re-implemented to an extent with //! [`EventLoopExtRunReturn::run_return`]. See that method's documentation for more reasons about why //! it's discouraged, beyond compatibility reasons. //! //! //! ```no_run //! use winit::{ //! event::{Event, WindowEvent}, //! event_loop::EventLoop, //! window::WindowBuilder, //! }; //! //! let event_loop = EventLoop::new(); //! let window = WindowBuilder::new().build(&event_loop).unwrap(); //! //! event_loop.run(move |event, _, control_flow| { //! // ControlFlow::Poll continuously runs the event loop, even if the OS hasn't //! // dispatched any events. This is ideal for games and similar applications. //! control_flow.set_poll(); //! //! // ControlFlow::Wait pauses the event loop if no events are available to process. //! // This is ideal for non-game applications that only update in response to user //! // input, and uses significantly less power/CPU time than ControlFlow::Poll. //! control_flow.set_wait(); //! //! match event { //! Event::WindowEvent { //! event: WindowEvent::CloseRequested, //! .. //! } => { //! println!("The close button was pressed; stopping"); //! control_flow.set_exit(); //! }, //! Event::MainEventsCleared => { //! // Application update code. //! //! // Queue a RedrawRequested event. //! // //! // You only need to call this if you've determined that you need to redraw, in //! // applications which do not always need to. Applications that redraw continuously //! // can just render here instead. //! window.request_redraw(); //! }, //! Event::RedrawRequested(_) => { //! // Redraw the application. //! // //! // It's preferable for applications that do not render continuously to render in //! // this event rather than in MainEventsCleared, since rendering in here allows //! // the program to gracefully handle redraws requested by the OS. //! }, //! _ => () //! } //! }); //! ``` //! //! [`Event`]`::`[`WindowEvent`] has a [`WindowId`] member. In multi-window environments, it should be //! compared to the value returned by [`Window::id()`][window_id_fn] to determine which [`Window`] //! dispatched the event. //! //! # Drawing on the window //! //! Winit doesn't directly provide any methods for drawing on a [`Window`]. However it allows you to //! retrieve the raw handle of the window (see the [`platform`] module and/or the //! [`raw_window_handle`] method), which in turn allows you to create an //! OpenGL/Vulkan/DirectX/Metal/etc. context that can be used to render graphics. //! //! Note that many platforms will display garbage data in the window's client area if the //! application doesn't render anything to the window by the time the desktop compositor is ready to //! display the window to the user. If you notice this happening, you should create the window with //! [`visible` set to `false`](crate::window::WindowBuilder::with_visible) and explicitly make the //! window visible only once you're ready to render into it. //! //! [`EventLoop`]: event_loop::EventLoop //! [`EventLoopExtRunReturn::run_return`]: ./platform/run_return/trait.EventLoopExtRunReturn.html#tymethod.run_return //! [`EventLoop::new()`]: event_loop::EventLoop::new //! [event_loop_run]: event_loop::EventLoop::run //! [`ControlFlow`]: event_loop::ControlFlow //! [`Exit`]: event_loop::ControlFlow::Exit //! [`ExitWithCode`]: event_loop::ControlFlow::ExitWithCode //! [`Window`]: window::Window //! [`WindowId`]: window::WindowId //! [`WindowBuilder`]: window::WindowBuilder //! [window_new]: window::Window::new //! [window_builder_new]: window::WindowBuilder::new //! [window_builder_build]: window::WindowBuilder::build //! [window_id_fn]: window::Window::id //! [`Event`]: event::Event //! [`WindowEvent`]: event::WindowEvent //! [`DeviceEvent`]: event::DeviceEvent //! [`UserEvent`]: event::Event::UserEvent //! [`LoopDestroyed`]: event::Event::LoopDestroyed //! [`platform`]: platform //! [`raw_window_handle`]: ./window/struct.Window.html#method.raw_window_handle #![deny(rust_2018_idioms)] #![deny(rustdoc::broken_intra_doc_links)] #[allow(unused_imports)] #[macro_use] extern crate log; #[cfg(feature = "serde")] #[macro_use] extern crate serde; #[macro_use] extern crate bitflags; #[cfg(any(target_os = "macos", target_os = "ios"))] #[macro_use] extern crate objc; pub mod dpi; #[macro_use] pub mod error; pub mod event; pub mod event_loop; mod icon; pub mod monitor; mod platform_impl; pub mod window; pub mod platform;