winit-sonoma-fix/src/lib.rs
Markus Røyset 918430979f
Overhaul the Keyboard API
Overhaul the keyboard API in winit to mimic the W3C specification
to achieve better crossplatform parity. The `KeyboardInput` event
is now uses `KeyEvent` which consists of:

  - `physical_key` - a cross platform way to refer to scancodes;
  - `logical_key`  - keysym value, which shows your key respecting the
                     layout;
  - `text`         - the text produced by this keypress;
  - `location`     - the location of the key on the keyboard;
  - `repeat`       - whether the key was produced by the repeat.

And also a `platform_specific` field which encapsulates extra
information on desktop platforms, like key without modifiers
and text with all modifiers.

The `Modifiers` were also slightly reworked as in, the information
whether the left or right modifier is pressed is now also exposed
on platforms where it could be queried reliably. The support was
also added for the web and orbital platforms finishing the API
change.

This change made the `OptionAsAlt` API on macOS redundant thus it
was removed all together.

Co-authored-by: Artúr Kovács <kovacs.artur.barnabas@gmail.com>
Co-authored-by: Kirill Chibisov <contact@kchibisov.com>
Co-authored-by: daxpedda <daxpedda@gmail.com>
Fixes: #2631.
Fixes: #2055.
Fixes: #2032.
Fixes: #1904.
Fixes: #1810.
Fixes: #1700.
Fixes: #1443.
Fixes: #1343.
Fixes: #1208.
Fixes: #1151.
Fixes: #812.
Fixes: #600.
Fixes: #361.
Fixes: #343.
2023-05-28 21:02:59 +03:00

163 lines
7.1 KiB
Rust

//! 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<Event>`-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 and display (see the [`platform`] module and/or the
//! [`raw_window_handle`] and [`raw_display_handle`] methods), 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
//! [`raw_display_handle`]: ./window/struct.Window.html#method.raw_display_handle
#![deny(rust_2018_idioms)]
#![deny(rustdoc::broken_intra_doc_links)]
#![deny(clippy::all)]
#![cfg_attr(feature = "cargo-clippy", deny(warnings))]
// Doc feature labels can be tested locally by running RUSTDOCFLAGS="--cfg=docsrs" cargo +nightly doc
#![cfg_attr(docsrs, feature(doc_auto_cfg))]
#![allow(clippy::missing_safety_doc)]
#[allow(unused_imports)]
#[macro_use]
extern crate log;
#[cfg(feature = "serde")]
#[macro_use]
extern crate serde;
#[macro_use]
extern crate bitflags;
pub mod dpi;
#[macro_use]
pub mod error;
pub mod event;
pub mod event_loop;
mod icon;
pub mod keyboard;
pub mod monitor;
mod platform_impl;
pub mod window;
pub mod platform;