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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2 changed files with 123 additions and 57 deletions
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src/event.rs
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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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