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153 lines
5.5 KiB
Markdown
# winit - Cross-platform window creation and management in Rust
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[![Crates.io](https://img.shields.io/crates/v/winit.svg)](https://crates.io/crates/winit)
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[![Docs.rs](https://docs.rs/winit/badge.svg)](https://docs.rs/winit)
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[![CI Status](https://github.com/rust-windowing/winit/workflows/CI/badge.svg)](https://github.com/rust-windowing/winit/actions)
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```toml
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[dependencies]
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winit = "0.27.5"
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```
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## [Documentation](https://docs.rs/winit)
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For features _within_ the scope of winit, see [FEATURES.md](FEATURES.md).
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For features _outside_ the scope of winit, see [Missing features provided by other crates](https://github.com/rust-windowing/winit/wiki/Missing-features-provided-by-other-crates) in the wiki.
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## Contact Us
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Join us in any of these:
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[![Matrix](https://img.shields.io/badge/Matrix-%23rust--windowing%3Amatrix.org-blueviolet.svg)](https://matrix.to/#/#rust-windowing:matrix.org)
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[![Libera.Chat](https://img.shields.io/badge/libera.chat-%23winit-red.svg)](https://web.libera.chat/#winit)
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## Usage
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Winit is a window creation and management library. It can create windows and lets you handle
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events (for example: the window being resized, a key being pressed, a mouse movement, etc.)
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produced by window.
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Winit is designed to be a low-level brick in a hierarchy of libraries. Consequently, in order to
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show something on the window you need to use the platform-specific getters provided by winit, or
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another library.
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```rust
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use winit::{
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event::{Event, WindowEvent},
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event_loop::{ControlFlow, EventLoop},
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window::WindowBuilder,
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};
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fn main() {
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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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event_loop.run(move |event, _, control_flow| {
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*control_flow = ControlFlow::Wait;
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match event {
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Event::WindowEvent {
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event: WindowEvent::CloseRequested,
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window_id,
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} if window_id == window.id() => *control_flow = ControlFlow::Exit,
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_ => (),
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}
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});
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}
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```
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Winit is only officially supported on the latest stable version of the Rust compiler.
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### Cargo Features
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Winit provides the following features, which can be enabled in your `Cargo.toml` file:
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* `serde`: Enables serialization/deserialization of certain types with [Serde](https://crates.io/crates/serde).
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* `x11` (enabled by default): On Unix platform, compiles with the X11 backend
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* `wayland` (enabled by default): On Unix platform, compiles with the Wayland backend
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* `mint`: Enables mint (math interoperability standard types) conversions.
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### Platform-specific usage
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#### Wayland
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Note that windows don't appear on Wayland until you draw/present to them.
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`winit` doesn't do drawing, try the examples in [`glutin`] instead.
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[`glutin`]: https://github.com/rust-windowing/glutin
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#### WebAssembly
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To run the web example: `cargo run-wasm --example web`
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Winit supports compiling to the `wasm32-unknown-unknown` target with `web-sys`.
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On the web platform, a Winit window is backed by a `<canvas>` element. You can
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either [provide Winit with a `<canvas>` element][web with_canvas], or [let Winit
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create a `<canvas>` element which you can then retrieve][web canvas getter] and
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insert it into the DOM yourself.
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For example code using Winit with WebAssembly, check out the [web example]. For
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information on using Rust on WebAssembly, check out the [Rust and WebAssembly
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book].
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[web with_canvas]: https://docs.rs/winit/latest/wasm32-unknown-unknown/winit/platform/web/trait.WindowBuilderExtWebSys.html#tymethod.with_canvas
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[web canvas getter]: https://docs.rs/winit/latest/wasm32-unknown-unknown/winit/platform/web/trait.WindowExtWebSys.html#tymethod.canvas
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[web example]: ./examples/web.rs
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[Rust and WebAssembly book]: https://rustwasm.github.io/book/
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#### Android
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This library makes use of the [ndk-rs](https://github.com/rust-windowing/android-ndk-rs) crates, refer to that repo for more documentation.
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The `ndk-glue` version needs to match the version used by `winit`. Otherwise, the application will not start correctly as `ndk-glue`'s internal `NativeActivity` static is not the same due to version mismatch.
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`winit` compatibility table with `ndk-glue`:
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| winit | ndk-glue |
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| :---: | :------------------: |
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| 0.24 | `ndk-glue = "0.2.0"` |
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| 0.25 | `ndk-glue = "0.3.0"` |
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| 0.26 | `ndk-glue = "0.5.0"` |
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| 0.27 | `ndk-glue = "0.7.0"` |
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Running on an Android device needs a dynamic system library, add this to Cargo.toml:
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```toml
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[[example]]
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name = "request_redraw_threaded"
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crate-type = ["cdylib"]
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```
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And add this to the example file to add the native activity glue:
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```rust
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#[cfg_attr(target_os = "android", ndk_glue::main(backtrace = "on"))]
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fn main() {
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...
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}
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```
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And run the application with `cargo apk run --example request_redraw_threaded`
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#### MacOS
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A lot of functionality expects the application to be ready before you start
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doing anything; this includes creating windows, fetching monitors, drawing,
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and so on, see issues [#2238], [#2051] and [#2087].
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If you encounter problems, you should try doing your initialization inside
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`Event::NewEvents(StartCause::Init)`.
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#### iOS
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Similar to macOS, iOS's main `UIApplicationMain` does some init work that's required
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by all UI related code, see issue [#1705]. You should consider creating your windows
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inside `Event::NewEvents(StartCause::Init)`.
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[#2238]: https://github.com/rust-windowing/winit/issues/2238
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[#2051]: https://github.com/rust-windowing/winit/issues/2051
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[#2087]: https://github.com/rust-windowing/winit/issues/2087
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[#1705]: https://github.com/rust-windowing/winit/issues/1705
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