Event Loop 2.0 API and Windows implementation (#638)
* 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
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92 changed files with 3467 additions and 1260 deletions
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@ -1,33 +1,42 @@
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extern crate winit;
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use std::collections::HashMap;
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use winit::window::Window;
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use winit::event::{Event, WindowEvent, ElementState, KeyboardInput};
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use winit::event_loop::{EventLoop, ControlFlow};
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fn main() {
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let mut events_loop = winit::EventsLoop::new();
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let event_loop = EventLoop::new();
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let mut windows = HashMap::new();
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for _ in 0..3 {
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let window = winit::Window::new(&events_loop).unwrap();
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let window = Window::new(&event_loop).unwrap();
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windows.insert(window.id(), window);
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}
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events_loop.run_forever(|event| {
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event_loop.run(move |event, event_loop, control_flow| {
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*control_flow = ControlFlow::Wait;
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match event {
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winit::Event::WindowEvent {
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event: winit::WindowEvent::CloseRequested,
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window_id,
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} => {
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println!("Window {:?} has received the signal to close", window_id);
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Event::WindowEvent { event, window_id } => {
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match event {
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WindowEvent::CloseRequested => {
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println!("Window {:?} has received the signal to close", window_id);
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// This drops the window, causing it to close.
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windows.remove(&window_id);
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// This drops the window, causing it to close.
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windows.remove(&window_id);
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if windows.is_empty() {
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return winit::ControlFlow::Break;
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if windows.is_empty() {
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*control_flow = ControlFlow::Exit;
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}
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},
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WindowEvent::KeyboardInput { input: KeyboardInput { state: ElementState::Pressed, .. }, .. } => {
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let window = Window::new(&event_loop).unwrap();
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windows.insert(window.id(), 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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}
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winit::ControlFlow::Continue
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})
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}
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