mirror of
https://github.com/italicsjenga/winit-sonoma-fix.git
synced 2024-12-23 22:01:31 +11:00
9602716ed2
* Rename EventsLoop and associated types to EventLoop * Rename WindowEvent::Refresh to WindowEvent::Redraw * Remove second thread from win32 backend * Update run_forever to hijack thread * Replace windows Mutex with parking_lot Mutex * Implement new ControlFlow and associated events * Add StartCause::Init support, timer example * Add ability to send custom user events * Fully invert windows control flow so win32 calls into winit's callback * Add request_redraw * Rename platform to platform_impl * Rename os to platform, add Ext trait postfixes * Add platform::desktop module with EventLoopExt::run_return * Re-organize into module structure * Improve documentation * Small changes to examples * Improve docs for run and run_return * Change instances of "events_loop" to "event_loop" * Rename MonitorId to MonitorHandle * Add CHANGELOG entry * Improve WaitUntil timer precision * When SendEvent is called during event closure, buffer events * Fix resize lag when waiting in some situations * Update send test and errors that broke some examples/APIs * Improve clarity/fix typos in docs * Fix unreachable panic after setting ControlFlow to Poll during some RedrawRequested events. * Fix crash when running in release mode * Remove crossbeam dependency and make drop events work again * Remove serde implementations from ControlFlow * Fix 1.24.1 build * Fix freeze when setting decorations * Replace &EventLoop in callback with &EventLoopWindowTarget * Document and implement Debug for EventLoopWindowTarget * Fix some deadlocks that could occur when changing window state * Fix thread executor not executing closure when called from non-loop thread * Fix buffered events not getting dispatched * Fix crash with runner refcell not getting dropped * Address review feedback * Fix CHANGELOG typo * Catch panics in user callback
77 lines
3.2 KiB
Rust
77 lines
3.2 KiB
Rust
extern crate winit;
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use winit::window::WindowBuilder;
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use winit::event::{Event, WindowEvent, KeyboardInput};
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use winit::event_loop::{EventLoop, ControlFlow};
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fn main() {
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let event_loop = EventLoop::new();
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let _window = WindowBuilder::new()
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.with_title("Your faithful window")
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.build(&event_loop)
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.unwrap();
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let mut close_requested = false;
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event_loop.run(move |event, _, control_flow| {
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use winit::event::ElementState::Released;
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use winit::event::VirtualKeyCode::{N, Y};
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*control_flow = ControlFlow::Wait;
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match event {
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Event::WindowEvent { event, .. } => match event {
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WindowEvent::CloseRequested => {
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// `CloseRequested` is sent when the close button on the window is pressed (or
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// through whatever other mechanisms the window manager provides for closing a
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// window). If you don't handle this event, the close button won't actually do
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// anything.
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// A common thing to do here is prompt the user if they have unsaved work.
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// Creating a proper dialog box for that is far beyond the scope of this
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// example, so here we'll just respond to the Y and N keys.
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println!("Are you ready to bid your window farewell? [Y/N]");
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close_requested = true;
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// In applications where you can safely close the window without further
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// action from the user, this is generally where you'd handle cleanup before
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// closing the window. How to close the window is detailed in the handler for
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// the Y key.
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}
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WindowEvent::KeyboardInput {
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input:
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KeyboardInput {
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virtual_keycode: Some(virtual_code),
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state: Released,
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..
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},
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..
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} => match virtual_code {
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Y => {
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if close_requested {
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// This is where you'll want to do any cleanup you need.
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println!("Buh-bye!");
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// For a single-window application like this, you'd normally just
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// break out of the event loop here. If you wanted to keep running the
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// event loop (i.e. if it's a multi-window application), you need to
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// drop the window. That closes it, and results in `Destroyed` being
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// sent.
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*control_flow = ControlFlow::Exit;
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}
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}
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N => {
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if close_requested {
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println!("Your window will continue to stay by your side.");
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close_requested = false;
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}
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}
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_ => (),
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},
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_ => (),
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},
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_ => (),
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}
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});
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}
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