Added some "how" and "why" docs to event handling. (#1032)
* Added some "how" and "why" docs to event handling. Basically I had these questions when I started exploring the new event API's, and as I figured out the answers I put down more info about how everything works. This is not final, and suggestions are welcome -- the code example in the `event` module docs is particularly dubious, but it's how I'm used to thinking abou things so it only made sense to me once I wrote that. Note that my bias is towards using winit for writing games, so that's the sort of things I was interested in. This may not be valid for more general use cases. * cargo fmt * Fix minor typos * Revise event documentation * Update lib.rs docs * Update root docs Co-authored-by: Osspial <osspial@gmail.com>
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100
src/event.rs
100
src/event.rs
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@ -3,6 +3,35 @@
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//! These are sent to the closure given to [`EventLoop::run(...)`][event_loop_run], where they get
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//! processed and used to modify the program state. For more details, see the root-level documentation.
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//!
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//! Some of these events represent different "parts" of a traditional event-handling loop. You could
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//! approximate the basic ordering loop of [`EventLoop::run(...)`][event_loop_run] like this:
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//!
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//! ```rust,ignore
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//! let mut control_flow = ControlFlow::Poll;
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//! let mut start_cause = StartCause::Init;
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//!
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//! while control_flow != ControlFlow::Exit {
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//! event_handler(NewEvents(start_cause), ..., &mut control_flow);
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//!
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//! for e in (window events, user events, device events) {
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//! event_handler(e, ..., &mut control_flow);
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//! }
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//! event_handler(MainEventsCleared, ..., &mut control_flow);
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//!
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//! for w in (redraw windows) {
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//! event_handler(RedrawRequested(w), ..., &mut control_flow);
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//! }
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//! event_handler(RedrawEventsCleared, ..., &mut control_flow);
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//!
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//! start_cause = wait_if_necessary(control_flow);
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//! }
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//!
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//! event_handler(LoopDestroyed, ..., &mut control_flow);
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//! ```
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//!
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//! This leaves out timing details like `ControlFlow::WaitUntil` but hopefully
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//! describes what happens in what order.
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//!
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//! [event_loop_run]: crate::event_loop::EventLoop::run
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use instant::Instant;
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use std::path::PathBuf;
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@ -14,48 +43,75 @@ use crate::{
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};
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/// Describes a generic event.
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///
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/// See the module-level docs for more information on the event loop manages each event.
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#[derive(Clone, Debug, PartialEq)]
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pub enum Event<T> {
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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`][crate::event::StartCause] to see if a timer set by
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/// [`ControlFlow::WaitUntil`](crate::event_loop::ControlFlow::WaitUntil) has elapsed.
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NewEvents(StartCause),
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/// Emitted when the OS sends an event to a winit window.
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WindowEvent {
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window_id: WindowId,
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event: WindowEvent,
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},
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/// Emitted when the OS sends an event to a device.
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DeviceEvent {
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device_id: DeviceId,
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event: DeviceEvent,
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},
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/// Emitted when an event is sent from [`EventLoopProxy::send_event`](crate::event_loop::EventLoopProxy::send_event)
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UserEvent(T),
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/// Emitted when new events arrive from the OS to be processed.
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NewEvents(StartCause),
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/// Emitted when all events (except for `RedrawRequested`) have been reported.
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///
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/// This event is followed by zero or more instances of `RedrawRequested`
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/// and, finally, `RedrawEventsCleared`.
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MainEventsCleared,
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/// The OS or application has requested that a window be redrawn.
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///
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/// Emitted only after `MainEventsCleared`.
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RedrawRequested(WindowId),
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/// Emitted after any `RedrawRequested` events.
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///
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/// If there are no `RedrawRequested` events, it is reported immediately after
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/// `MainEventsCleared`.
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RedrawEventsCleared,
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/// Emitted when the event loop is being shut down. This is irreversable - if this event is
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/// emitted, it is guaranteed to be the last event emitted.
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LoopDestroyed,
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/// Emitted when the application has been suspended.
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Suspended,
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/// Emitted when the application has been resumed.
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Resumed,
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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 draws
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/// graphics, it's usually better to do it in response to
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/// [`Event::RedrawRequested`](crate::event::Event::RedrawRequested), which gets emitted
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/// immediately after this event.
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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
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/// [`Window::request_redraw`](crate::window::Window::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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RedrawRequested(WindowId),
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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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RedrawEventsCleared,
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/// Emitted when the event loop is being shut down.
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///
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/// This is irreversable - 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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}
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impl<T> Event<T> {
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80
src/lib.rs
80
src/lib.rs
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//! Winit allows you to build a window on as many platforms as possible.
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//! Winit is a cross-platform window creation and event loop management library.
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//!
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//! # Building a window
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//! # Building windows
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//!
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//! Before you can build a [`Window`], you first need to build an [`EventLoop`]. This is done with the
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//! [`EventLoop::new()`] function.
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//! - Calling [`Window::new(&event_loop)`][window_new].
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//! - Calling [`let builder = WindowBuilder::new()`][window_builder_new] then [`builder.build(&event_loop)`][window_builder_build].
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//!
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//! The first way is the simplest way and will give you default values for everything.
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//!
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//! The second way allows you to customize the way your [`Window`] will look and behave by modifying
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//! the fields of the [`WindowBuilder`] object before you create the [`Window`].
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//! The first method is the simplest, and will give you default values for everything. The second
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//! method allows you to customize the way your [`Window`] will look and behave by modifying the
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//! fields of the [`WindowBuilder`] object before you create the [`Window`].
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//!
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//! # Event handling
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//!
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//! Once a [`Window`] has been created, it will generate different *events*. A [`Window`] object can
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//! generate a [`WindowEvent`] when certain things happen, like whenever the user moves their mouse
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//! or presses a key inside the [`Window`]. Devices can generate a [`DeviceEvent`] directly as well,
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//! which contains unfiltered event data that isn't specific to a certain window. Some user
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//! activity, like mouse movement, can generate both a [`WindowEvent`] *and* a [`DeviceEvent`]. You
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//! can also create and handle your own custom [`UserEvent`]s, if desired.
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//! generate [`WindowEvent`]s when certain input events occur, such as a cursor moving over the
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//! window or a key getting pressed while the window is focused. Devices can generate
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//! [`DeviceEvent`]s, which contain unfiltered event data that isn't specific to a certain window.
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//! Some user activity, like mouse movement, can generate both a [`WindowEvent`] *and* a
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//! [`DeviceEvent`]. You can also create and handle your own custom [`UserEvent`]s, if desired.
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//!
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//! Events can be retreived by using an [`EventLoop`]. A [`Window`] will send its events to the
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//! [`EventLoop`] object it was created with.
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//! You can retreive events by calling [`EventLoop::run`][event_loop_run]. This function will
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//! dispatch events for every [`Window`] that was created with that particular [`EventLoop`], and
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//! will run until the `control_flow` argument given to the closure is set to
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//! [`ControlFlow`]`::`[`Exit`], at which point [`Event`]`::`[`LoopDestroyed`] is emitted and the
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//! entire program terminates.
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//!
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//! Winit no longer uses a `EventLoop::poll_events() -> impl Iterator<Event>`-based event loop
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//! model, since that can't be implemented properly on web and mobile platforms and works poorly on
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//! most desktop platforms. However, this model can be re-implemented to an extent on desktops with
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//! [`EventLoopExtDesktop::run_return`]. See that method's documentation for more reasons about why
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//! it's discouraged, beyond mobile/web compatibility reasons.
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//!
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//! You do this by calling [`event_loop.run(...)`][event_loop_run]. This function will run forever
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//! unless `control_flow` is set to [`ControlFlow`]`::`[`Exit`], at which point [`Event`]`::`[`LoopDestroyed`]
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//! is emitted and the entire program terminates.
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//!
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//! ```no_run
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//! use winit::{
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//! let window = WindowBuilder::new().build(&event_loop).unwrap();
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//!
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//! event_loop.run(move |event, _, control_flow| {
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//! // ControlFlow::Poll continuously runs the event loop, even if the OS hasn't
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//! // dispatched any events. This is ideal for games and similar applications.
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//! *control_flow = ControlFlow::Poll;
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//!
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//! // ControlFlow::Wait pauses the event loop if no events are available to process.
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//! // This is ideal for non-game applications that only update in response to user
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//! // input, and uses significantly less power/CPU time than ControlFlow::Poll.
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//! *control_flow = ControlFlow::Wait;
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//!
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//! match event {
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//! Event::WindowEvent {
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//! event: WindowEvent::CloseRequested,
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//! ..
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//! } => {
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//! println!("The close button was pressed; stopping");
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//! *control_flow = ControlFlow::Exit
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//! },
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//! Event::MainEventsCleared => {
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//! // Application update code.
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//!
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//! // rendering in here allows the program to gracefully handle redraws requested
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//! // by the OS.
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//! },
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//! Event::WindowEvent {
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//! event: WindowEvent::CloseRequested,
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//! ..
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//! } => {
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//! println!("The close button was pressed; stopping");
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//! *control_flow = ControlFlow::Exit
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//! },
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//! // ControlFlow::Poll continuously runs the event loop, even if the OS hasn't
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//! // dispatched any events. This is ideal for games and similar applications.
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//! _ => *control_flow = ControlFlow::Poll,
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//! // ControlFlow::Wait pauses the event loop if no events are available to process.
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//! // This is ideal for non-game applications that only update in response to user
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//! // input, and uses significantly less power/CPU time than ControlFlow::Poll.
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//! // _ => *control_flow = ControlFlow::Wait,
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//! _ => ()
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//! }
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//! });
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//! ```
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//!
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//! If you use multiple [`Window`]s, [`Event`]`::`[`WindowEvent`] has a member named `window_id`. You can
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//! compare it with the value returned by the [`id()`][window_id_fn] method of [`Window`] in order to know which
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//! [`Window`] has received the event.
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//! [`Event`]`::`[`WindowEvent`] has a [`WindowId`] member. In multi-window environments, it should be
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//! compared to the value returned by [`Window::id()`][window_id_fn] to determine which [`Window`]
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//! dispatched the event.
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//!
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//! # Drawing on the window
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//!
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//! Winit doesn't provide any function that allows drawing on a [`Window`]. However it allows you to
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//! Winit doesn't directly provide any methods for drawing on a [`Window`]. However it allows you to
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//! retrieve the raw handle of the window (see the [`platform`] module), which in turn allows you
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//! to create an OpenGL/Vulkan/DirectX/Metal/etc. context that will draw on the [`Window`].
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//! to create an OpenGL/Vulkan/DirectX/Metal/etc. context that can be used to render graphics.
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//!
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//! [`EventLoop`]: event_loop::EventLoop
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//! [`EventLoopExtDesktop::run_return`]: ./platform/desktop/trait.EventLoopExtDesktop.html#tymethod.run_return
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//! [`EventLoop::new()`]: event_loop::EventLoop::new
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//! [event_loop_run]: event_loop::EventLoop::run
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//! [`ControlFlow`]: event_loop::ControlFlow
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//! [`Exit`]: event_loop::ControlFlow::Exit
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//! [`Window`]: window::Window
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//! [`WindowId`]: window::WindowId
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//! [`WindowBuilder`]: window::WindowBuilder
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//! [window_new]: window::Window::new
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//! [window_builder_new]: window::WindowBuilder::new
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