[][src]Crate winit

Winit is a cross-platform window creation and event loop management library.

Building windows

Before you can build a Window, you first need to build an EventLoop. This is done with the EventLoop::new() function.

use winit::event_loop::EventLoop;
let event_loop = EventLoop::new();

Once this is done there are two ways to create a Window:

The first method is the simplest, and will give you default values for everything. The second method allows you to customize the way your Window will look and behave by modifying the fields of the WindowBuilder object before you create the Window.

Event handling

Once a Window has been created, it will generate different events. A Window object can generate WindowEvents when certain input events occur, such as a cursor moving over the window or a key getting pressed while the window is focused. Devices can generate DeviceEvents, which contain unfiltered event data that isn't specific to a certain window. Some user activity, like mouse movement, can generate both a WindowEvent and a DeviceEvent. You can also create and handle your own custom UserEvents, if desired.

You can retreive events by calling EventLoop::run. This function will dispatch events for every Window that was created with that particular EventLoop, and will run until the control_flow argument given to the closure is set to ControlFlow::Exit, at which point Event::LoopDestroyed is emitted and the entire program terminates.

Winit no longer uses a EventLoop::poll_events() -> impl Iterator<Event>-based event loop model, since that can't be implemented properly on web and mobile platforms and works poorly on most desktop platforms. However, this model can be re-implemented to an extent on desktops with EventLoopExtDesktop::run_return. See that method's documentation for more reasons about why it's discouraged, beyond mobile/web compatibility reasons.

use winit::{
    event::{Event, WindowEvent},
    event_loop::{ControlFlow, EventLoop},
    window::WindowBuilder,
};

let event_loop = EventLoop::new();
let window = WindowBuilder::new().build(&event_loop).unwrap();

event_loop.run(move |event, _, control_flow| {
    // ControlFlow::Poll continuously runs the event loop, even if the OS hasn't
    // dispatched any events. This is ideal for games and similar applications.
    *control_flow = ControlFlow::Poll;

    // ControlFlow::Wait pauses the event loop if no events are available to process.
    // This is ideal for non-game applications that only update in response to user
    // input, and uses significantly less power/CPU time than ControlFlow::Poll.
    *control_flow = ControlFlow::Wait;

    match event {
        Event::WindowEvent {
            event: WindowEvent::CloseRequested,
            ..
        } => {
            println!("The close button was pressed; stopping");
            *control_flow = ControlFlow::Exit
        },
        Event::MainEventsCleared => {
            // Application update code.

            // Queue a RedrawRequested event.
            window.request_redraw();
        },
        Event::RedrawRequested(_) => {
            // Redraw the application.
            //
            // It's preferrable to render in this event rather than in MainEventsCleared, since
            // rendering in here allows the program to gracefully handle redraws requested
            // by the OS.
        },
        _ => ()
    }
});

Event::WindowEvent has a WindowId member. In multi-window environments, it should be compared to the value returned by Window::id() to determine which Window dispatched the event.

Drawing on the window

Winit doesn't directly provide any methods for drawing on a Window. However it allows you to retrieve the raw handle of the window (see the platform module), which in turn allows you to create an OpenGL/Vulkan/DirectX/Metal/etc. context that can be used to render graphics.

Modules

dpi

UI scaling is important, so read the docs for this module if you don't want to be confused.

error
event

The Event enum and assorted supporting types.

event_loop

The EventLoop struct and assorted supporting types, including ControlFlow.

monitor

Types useful for interacting with a user's monitors.

platform

Contains traits with platform-specific methods in them.

window

The Window struct and associated types.