fix: docs
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9 changed files with 30 additions and 122 deletions
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@ -67,7 +67,6 @@ use std::{
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collections::HashMap,
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num::NonZeroU32,
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sync::{Arc, Mutex},
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time::Instant,
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};
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use wayland_protocols::wp::viewporter::client::wp_viewport::WpViewport;
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use winit::{
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@ -82,67 +81,6 @@ use super::{
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winit_window::SctkWinitWindow,
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};
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pub enum IcedSctkEvent {
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/// Emitted when new events arrive from the OS to be processed.
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///
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/// This event type is useful as a place to put code that should be done before you start
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/// processing events, such as updating frame timing information for benchmarking or checking
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/// the [`StartCause`] to see if a timer set by
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/// [`ControlFlow::WaitUntil`](crate::platform_specific::wayland::event_loop::control_flow::ControlFlow::WaitUntil)
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/// has elapsed.
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NewEvents(StartCause),
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/// An event produced by sctk
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SctkEvent(SctkEvent),
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/// Emitted when all of the event loop's input events have been processed and redraw processing
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/// is about to begin.
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///
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/// This event is useful as a place to put your code that should be run after all
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/// state-changing events have been handled and you want to do stuff (updating state, performing
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/// calculations, etc) that happens as the "main body" of your event loop. If your program only draws
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/// graphics when something changes, it's usually better to do it in response to
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/// [`window::RedrawRequest`], which gets emitted
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/// immediately after this event. Programs that draw graphics continuously, like most games,
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/// can render here unconditionally for simplicity.
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MainEventsCleared,
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/// Emitted after [`MainEventsCleared`] when a window should be redrawn.
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///
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/// This gets triggered in two scenarios:
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/// - The OS has performed an operation that's invalidated the window's contents (such as
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/// resizing the window).
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/// - The application has explicitly requested a redraw via [`iced_runtime::core::Shell::request_redraw`].
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///
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/// During each iteration of the event loop, Winit will aggregate duplicate redraw requests
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/// into a single event, to help avoid duplicating rendering work.
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///
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/// Mainly of interest to applications with mostly-static graphics that avoid redrawing unless
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/// something changes, like most non-game GUIs.
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///
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/// [`MainEventsCleared`]: Self::MainEventsCleared
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RedrawRequested(ObjectId),
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/// Emitted after all [`RedrawRequested`] events have been processed and control flow is about to
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/// be taken away from the program. If there are no `RedrawRequested` events, it is emitted
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/// immediately after `MainEventsCleared`.
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///
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/// This event is useful for doing any cleanup or bookkeeping work after all the rendering
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/// tasks have been completed.
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///
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/// [`RedrawRequested`]: Self::RedrawRequested
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RedrawEventsCleared,
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/// Emitted when the event loop is being shut down.
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///
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/// This is irreversible - if this event is emitted, it is guaranteed to be the last event that
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/// gets emitted. You generally want to treat this as an "do on quit" event.
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LoopDestroyed,
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/// Frame callback event
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Frame(WlSurface, u32),
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}
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#[derive(Debug, Clone)]
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pub enum SctkEvent {
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//
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@ -324,36 +262,6 @@ pub enum LayerSurfaceEventVariant {
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ScaleFactorChanged(f64, Option<WpViewport>),
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}
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/// Describes the reason the event loop is resuming.
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#[derive(Debug, Clone, Copy, PartialEq, Eq)]
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pub enum StartCause {
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/// Sent if the time specified by [`ControlFlow::WaitUntil`] has been reached. Contains the
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/// moment the timeout was requested and the requested resume time. The actual resume time is
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/// guaranteed to be equal to or after the requested resume time.
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///
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/// [`ControlFlow::WaitUntil`]: crate::platform_specific::wayland::event_loop::control_flow::ControlFlow::WaitUntil
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ResumeTimeReached {
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start: Instant,
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requested_resume: Instant,
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},
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/// Sent if the OS has new events to send to the window, after a wait was requested. Contains
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/// the moment the wait was requested and the resume time, if requested.
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WaitCancelled {
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start: Instant,
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requested_resume: Option<Instant>,
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},
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/// Sent if the event loop is being resumed after the loop's control flow was set to
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/// [`ControlFlow::Poll`].
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///
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/// [`ControlFlow::Poll`]: crate::platform_specific::wayland::event_loop::control_flow::ControlFlow::Poll
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Poll,
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/// Sent once, immediately after `run` is called. Indicates that the loop was just initialized.
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Init,
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}
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/// Pending update to a window requested by the user.
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#[derive(Default, Debug, Clone, Copy)]
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pub struct SurfaceUserRequest {
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