Drop application handler on run loop exit (#4149)
Calling the `Drop` impl of the user's `ApplicationHandler` is important on iOS and Web, since they don't return from `EventLoop::run_app`. And now that we reliably call `Drop`, the `ApplicationHandler::exited` event/callback is unnecessary; using `Drop` composes much better (open files etc. stored in the app state will be automatically flushed), and prevents weirdness like attempting to create a new window while exiting.
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19 changed files with 170 additions and 137 deletions
32
src/lib.rs
32
src/lib.rs
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@ -26,9 +26,8 @@
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//! Some user activity, like mouse movement, can generate both a [`WindowEvent`] *and* a
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//! [`DeviceEvent`].
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//!
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//! You can retrieve events by calling [`EventLoop::run_app()`]. 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 [`exit()`] is used, at which point [`exiting()`] is called.
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//! You can retrieve events by calling [`EventLoop::run_app()`]. This function will dispatch events
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//! for every [`Window`] that was created with that particular [`EventLoop`].
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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 some platforms (e.g Web, iOS) and works
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@ -58,10 +57,19 @@
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//!
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//! impl ApplicationHandler for App {
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//! fn can_create_surfaces(&mut self, event_loop: &dyn ActiveEventLoop) {
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//! // The event loop has launched, and we can initialize our UI state.
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//!
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//! // Create a simple window with default attributes.
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//! self.window = Some(event_loop.create_window(WindowAttributes::default()).unwrap());
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//! }
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//!
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//! fn window_event(&mut self, event_loop: &dyn ActiveEventLoop, id: WindowId, event: WindowEvent) {
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//! fn window_event(
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//! &mut self,
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//! event_loop: &dyn ActiveEventLoop,
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//! id: WindowId,
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//! event: WindowEvent,
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//! ) {
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//! // Called by `EventLoop::run_app` when a new event happens on the window.
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//! match event {
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//! WindowEvent::CloseRequested => {
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//! println!("The close button was pressed; stopping");
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@ -82,15 +90,18 @@
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//! // applications which do not always need to. Applications that redraw continuously
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//! // can render here instead.
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//! self.window.as_ref().unwrap().request_redraw();
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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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//!
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//! # // Intentionally use `fn main` for clarity
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//! fn main() {
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//! let event_loop = EventLoop::new().unwrap();
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//! fn main() -> Result<(), Box<dyn std::error::Error>> {
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//! // Create a new event loop.
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//! let event_loop = EventLoop::new()?;
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//!
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//! // Configure settings before launching.
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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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@ -101,8 +112,10 @@
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//! // input, and uses significantly less power/CPU time than ControlFlow::Poll.
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//! event_loop.set_control_flow(ControlFlow::Wait);
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//!
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//! let mut app = App::default();
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//! event_loop.run_app(&mut app);
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//! // Launch and begin running the event loop.
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//! event_loop.run_app(App::default())?;
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//!
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//! Ok(())
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//! }
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//! ```
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//!
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@ -261,7 +274,6 @@
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//! [`Window::id()`]: window::Window::id
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//! [`WindowEvent`]: event::WindowEvent
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//! [`DeviceEvent`]: event::DeviceEvent
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//! [`exiting()`]: crate::application::ApplicationHandler::exiting
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//! [`raw_window_handle`]: ./window/struct.Window.html#method.raw_window_handle
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//! [`raw_display_handle`]: ./window/struct.Window.html#method.raw_display_handle
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//! [^1]: `EventLoopExtPumpEvents::pump_app_events()` is only available on Windows, macOS, Android, X11 and Wayland.
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