Crate winit [] [src]

Winit allows you to build a window on as many platforms as possible.

Building a window

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

use winit::EventsLoop;
let events_loop = EventsLoop::new();

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

  • Calling Window::new(&events_loop).
  • Calling let builder = WindowBuilder::new() then builder.build(&events_loop).

The first way is the simpliest way and will give you default values for everything.

The second way 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.

Events handling

Once a window has been created, it will generate events. For example whenever the user moves the window, resizes the window, moves the mouse, etc. an event is generated.

The events generated by a window can be retreived from the EventsLoop the window was created with.

There are two ways to do so. The first is to call events_loop.poll_events(...), which will retreive all the events pending on the windows and immediately return after no new event is available. You usually want to use this method in application that render continuously on the screen, such as video games.

use winit::Event;
use winit::WindowEvent;

loop {
    events_loop.poll_events(|event| {
        match event {
            Event::WindowEvent { event: WindowEvent::Resized(w, h), .. } => {
                println!("The window was resized to {}x{}", w, h);
            },
            _ => ()
        }
    });
}

The second way is to call events_loop.run_forever(...). As its name tells, it will run forever unless it is stopped by calling events_loop.interrupt().

use winit::Event;
use winit::WindowEvent;

events_loop.run_forever(|event| {
    match event {
        Event::WindowEvent { event: WindowEvent::Closed, .. } => {
            println!("The window was closed ; stopping");
            events_loop.interrupt();
        },
        _ => ()
    }
});

If you use multiple windows, the WindowEvent event has a member named window_id. You can compare it with the value returned by the id() method of Window in order to know which window has received the event.

Drawing on the window

Winit doesn't provide any function that allows drawing on a window. However it allows you to retreive the raw handle of the window (see the os module for that), which in turn allows you to create an OpenGL/Vulkan/DirectX/Metal/etc. context that will draw on the window.

Modules

os

Contains traits with platform-specific methods in them.

Structs

AvailableMonitorsIter

An iterator for the list of available monitors.

EventsLoop

Provides a way to retreive events from the windows that were registered to it.

ModifiersState

Represents the current state of the keyboard modifiers

MonitorId

Identifier for a monitor.

Touch

Represents touch event

Window

Represents a window.

WindowAttributes

Attributes to use when creating a window.

WindowBuilder

Object that allows you to build windows.

WindowId

Identifier of a window. Unique for each window.

Enums

CreationError

Error that can happen while creating a window or a headless renderer.

CursorState

Describes how glutin handles the cursor.

ElementState
Event
MouseButton
MouseCursor
MouseScrollDelta
NativeMonitorId

Native platform identifier for a monitor. Different platforms use fundamentally different types to represent a monitor ID.

TouchPhase
VirtualKeyCode
WindowEvent

Functions

get_available_monitors

Returns the list of all available monitors.

get_primary_monitor

Returns the primary monitor of the system.

Type Definitions

ScanCode