198 lines
8 KiB
Rust
198 lines
8 KiB
Rust
//! Winit is a cross-platform window creation and event loop management library.
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//!
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//! # Building windows
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//!
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//! Before you can build a [`Window`], you first need to build an [`EventLoop`]. This is done with the
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//! [`EventLoop::new()`] function.
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//!
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//! ```no_run
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//! use winit::event_loop::EventLoop;
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//! let event_loop = EventLoop::new().unwrap();
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//! ```
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//!
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//! Once this is done there are two ways to create a [`Window`]:
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//!
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//! - Calling [`Window::new(&event_loop)`][window_new].
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//! - Calling [`let builder = WindowBuilder::new()`][window_builder_new] then [`builder.build(&event_loop)`][window_builder_build].
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//!
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//! The first method is the simplest, and will give you default values for everything. The second
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//! method allows you to customize the way your [`Window`] will look and behave by modifying the
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//! fields of the [`WindowBuilder`] object before you create the [`Window`].
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//!
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//! # Event handling
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//!
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//! Once a [`Window`] has been created, it will generate different *events*. A [`Window`] object can
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//! generate [`WindowEvent`]s when certain input events occur, such as a cursor moving over the
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//! window or a key getting pressed while the window is focused. Devices can generate
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//! [`DeviceEvent`]s, which contain unfiltered event data that isn't specific to a certain window.
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//! Some user activity, like mouse movement, can generate both a [`WindowEvent`] *and* a
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//! [`DeviceEvent`]. You can also create and handle your own custom [`Event::UserEvent`]s, if desired.
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//!
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//! You can retrieve events by calling [`EventLoop::run()`]. 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 [`Event::LoopExiting`].
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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 poorly on
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//! most other platforms. However, this model can be re-implemented to an extent with
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#![cfg_attr(
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any(
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windows_platform,
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macos_platform,
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android_platform,
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x11_platform,
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wayland_platform
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),
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doc = "[`EventLoopExtPumpEvents::pump_events()`][platform::pump_events::EventLoopExtPumpEvents::pump_events()]"
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)]
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#![cfg_attr(
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not(any(
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windows_platform,
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macos_platform,
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android_platform,
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x11_platform,
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wayland_platform
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)),
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doc = "`EventLoopExtPumpEvents::pump_events()`"
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)]
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//! [^1]. See that method's documentation for more reasons about why
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//! it's discouraged, beyond compatibility reasons.
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//!
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//!
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//! ```no_run
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//! use winit::{
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//! event::{Event, WindowEvent},
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//! event_loop::{ControlFlow, EventLoop},
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//! window::WindowBuilder,
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//! };
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//!
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//! let event_loop = EventLoop::new().unwrap();
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//! let window = WindowBuilder::new().build(&event_loop).unwrap();
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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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//! event_loop.set_control_flow(ControlFlow::Poll);
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//!
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//! // ControlFlow::Wait pauses the event loop if no events are available to process.
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//! // This is ideal for non-game applications that only update in response to user
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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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//! event_loop.run(move |event, elwt| {
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//! match event {
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//! Event::WindowEvent {
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//! event: WindowEvent::CloseRequested,
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//! ..
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//! } => {
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//! println!("The close button was pressed; stopping");
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//! elwt.exit();
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//! },
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//! Event::AboutToWait => {
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//! // Application update code.
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//!
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//! // Queue a RedrawRequested event.
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//! //
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//! // You only need to call this if you've determined that you need to redraw, in
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//! // applications which do not always need to. Applications that redraw continuously
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//! // can just render here instead.
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//! window.request_redraw();
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//! },
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//! Event::WindowEvent {
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//! event: WindowEvent::RedrawRequested,
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//! ..
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//! } => {
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//! // Redraw the application.
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//! //
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//! // It's preferable for applications that do not render continuously to render in
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//! // this event rather than in AboutToWait, since rendering in here allows
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//! // the program to gracefully handle redraws requested by the OS.
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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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//! [`WindowEvent`] has a [`WindowId`] member. In multi-window environments, it should be
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//! compared to the value returned by [`Window::id()`] to determine which [`Window`]
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//! dispatched the event.
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//!
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//! # Drawing on the window
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//!
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//! Winit doesn't directly provide any methods for drawing on a [`Window`]. However it allows you to
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//! retrieve the raw handle of the window and display (see the [`platform`] module and/or the
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//! [`raw_window_handle`] and [`raw_display_handle`] methods), which in turn allows
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//! you to create an OpenGL/Vulkan/DirectX/Metal/etc. context that can be used to render graphics.
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//!
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//! Note that many platforms will display garbage data in the window's client area if the
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//! application doesn't render anything to the window by the time the desktop compositor is ready to
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//! display the window to the user. If you notice this happening, you should create the window with
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//! [`visible` set to `false`](crate::window::WindowBuilder::with_visible) and explicitly make the
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//! window visible only once you're ready to render into it.
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//!
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//! [`EventLoop`]: event_loop::EventLoop
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//! [`EventLoop::new()`]: event_loop::EventLoop::new
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//! [`EventLoop::run()`]: event_loop::EventLoop::run
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//! [`exit()`]: event_loop::EventLoopWindowTarget::exit
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//! [`Window`]: window::Window
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//! [`WindowId`]: window::WindowId
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//! [`WindowBuilder`]: window::WindowBuilder
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//! [window_new]: window::Window::new
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//! [window_builder_new]: window::WindowBuilder::new
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//! [window_builder_build]: window::WindowBuilder::build
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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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//! [`Event::UserEvent`]: event::Event::UserEvent
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//! [`Event::LoopExiting`]: event::Event::LoopExiting
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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_events()` is only available on Windows, macOS, Android, X11 and Wayland.
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#![deny(rust_2018_idioms)]
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#![deny(rustdoc::broken_intra_doc_links)]
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#![deny(clippy::all)]
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#![deny(unsafe_op_in_unsafe_fn)]
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#![cfg_attr(feature = "cargo-clippy", deny(warnings))]
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// Doc feature labels can be tested locally by running RUSTDOCFLAGS="--cfg=docsrs" cargo +nightly doc
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#![cfg_attr(docsrs, feature(doc_auto_cfg))]
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#![allow(clippy::missing_safety_doc)]
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#[cfg(feature = "rwh_06")]
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pub use rwh_06 as raw_window_handle;
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#[allow(unused_imports)]
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#[macro_use]
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extern crate log;
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#[cfg(feature = "serde")]
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#[macro_use]
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extern crate serde;
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#[macro_use]
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extern crate bitflags;
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pub mod dpi;
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#[macro_use]
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pub mod error;
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pub mod event;
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pub mod event_loop;
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mod icon;
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pub mod keyboard;
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pub mod monitor;
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mod platform_impl;
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pub mod window;
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pub mod platform;
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/// Wrapper for objects which winit will access on the main thread so they are effectively `Send`
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/// and `Sync`, since they always excute on a single thread.
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///
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/// # Safety
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///
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/// Winit can run only one event loop at the time and the event loop itself is tied to some thread.
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/// The objects could be send across the threads, but once passed to winit, they execute on the
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/// mean thread if the platform demands it. Thus marking such objects as `Send + Sync` is safe.
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#[doc(hidden)]
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#[derive(Clone, Debug)]
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pub(crate) struct SendSyncWrapper<T>(pub(crate) T);
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unsafe impl<T> Send for SendSyncWrapper<T> {}
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unsafe impl<T> Sync for SendSyncWrapper<T> {}
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