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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//! windows. This event is sent any time the DPI factor changes, either because the window moved to another monitor,
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//! or because the user changed the configuration of their screen.
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//! - You can also retrieve the DPI factor of a monitor by calling
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//! [`MonitorId::get_hidpi_factor`](../struct.MonitorId.html#method.get_hidpi_factor), or the
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//! [`MonitorHandle::get_hidpi_factor`](../monitor/struct.MonitorHandle.html#method.get_hidpi_factor), or the
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//! current DPI factor applied to a window by calling
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//! [`Window::get_hidpi_factor`](../struct.Window.html#method.get_hidpi_factor), which is roughly equivalent
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//! [`Window::get_hidpi_factor`](../window/struct.Window.html#method.get_hidpi_factor), which is roughly equivalent
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//! to `window.get_current_monitor().get_hidpi_factor()`.
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//!
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//! Depending on the platform, the window's actual DPI factor may only be known after
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//!
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//! The window's logical size is conserved across DPI changes, resulting in the physical size changing instead. This
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//! may be surprising on X11, but is quite standard elsewhere. Physical size changes always produce a
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//! [`Resized`](../enum.WindowEvent.html#variant.Resized) event, even on platforms where no resize actually occurs,
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//! [`Resized`](../event/enum.WindowEvent.html#variant.Resized) event, even on platforms where no resize actually occurs,
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//! such as macOS and Wayland. As a result, it's not necessary to separately handle
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//! [`HiDpiFactorChanged`](../enum.WindowEvent.html#variant.HiDpiFactorChanged) if you're only listening for size.
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//! [`HiDpiFactorChanged`](../event/enum.WindowEvent.html#variant.HiDpiFactorChanged) if you're only listening for size.
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//!
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//! Your GPU has no awareness of the concept of logical pixels, and unless you like wasting pixel density, your
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//! framebuffer's size should be in physical pixels.
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