Crate calloop[][src]

Calloop, a Callback-based Event Loop

This crate provides an EventLoop type, which is a small abstraction over an mio-based event loop. The main difference between this crate and other traditional rust event loops is that it is based on callbacks: you can register several event sources, each being associated with a callback closure that will be invoked whenever the associated event source generates events.

This crate was initially an implementation detail of wayland-server, and has been split-off for reuse. I expect it to be more useful for GUI programs or graphical servers (like wayland-based apps) than performance critial networking code, which are more versed towards tokio and async-await.

How to use it

extern crate calloop;

use std::time::Duration;

fn main() {
    // Create the event loop
    let mut event_loop = calloop::EventLoop::new().expect("Failed to initialize the event loop!");
    // Retrieve an handle. It is used to insert new sources into the event loop
    // It can be cloned, allowing you to insert sources from within sources
    let handle = event_loop.handle();

    /*
     * Setup your program, inserting event sources in the loop
     */

    // Actual run of your loop
    loop {
        // Dispatch received events to their callbacks, waiting at most 20 ms for
        // new events
        event_loop.dispatch(Some(Duration::from_millis(20)));

        /*
         * Insert here the processing you need to do do between each event loop run
         * like your drawing logic if you're doing a GUI app for example.
         */
    }
}

Event source types

The event loop is backed by mio, as such anything implementing the mio::Evented trait can be used as an event source, with some adapter code (see the EventSource trait).

This crate also provide some adapters for common event sources:

  • COMING SOON

It is also possible to insert "idle" callbacks. These callbacks represent computations that need to be done at some point, but are not as urgent as processing the events. These callbacks are stored and then executed during EventLoop::dispatch(..), once all events from the sources have been processed.

Structs

EventLoop

An event loop

Idle

An idle callback that was inserted in this loop

LoopHandle

An handle to an event loop

Source

An event source that has been inserted into the event loop

Traits

EventDispatcher

An event dispatcher

EventSource

Trait representing a source that can be inserted into an EventLoop