Move Event::RedrawRequested to WindowEvent (#3049)
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46 changed files with 572 additions and 562 deletions
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@ -25,67 +25,64 @@ fn main() -> Result<(), impl std::error::Error> {
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event_loop.run(move |event, _, control_flow| {
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control_flow.set_wait();
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match event {
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Event::WindowEvent { event, .. } => {
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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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if let Event::WindowEvent { event, .. } = event {
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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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// 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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event:
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KeyEvent {
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logical_key: key,
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state: ElementState::Released,
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..
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},
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..
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} => {
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// WARNING: Consider using `key_without_modifers()` if available on your platform.
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// See the `key_binding` example
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match key.as_ref() {
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Key::Character("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.set_exit();
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}
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}
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Key::Character("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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// 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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event:
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KeyEvent {
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logical_key: key,
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state: ElementState::Released,
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..
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},
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..
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} => {
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// WARNING: Consider using `key_without_modifers()` if available on your platform.
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// See the `key_binding` example
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match key.as_ref() {
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Key::Character("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.set_exit();
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}
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}
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Key::Character("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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WindowEvent::RedrawRequested => {
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fill::fill_window(&window);
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}
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_ => (),
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}
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Event::RedrawRequested(_) => {
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fill::fill_window(&window);
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}
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_ => (),
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}
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})
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}
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