Expand description
The purpose of this library is to provide an OpenGL context on as many platforms as possible.
Building a WindowedContext
A WindowedContext
is composed of a Window
and an OpenGL Context
.
Due to some operating-system-specific quirks, glutin prefers control over
the order of creation of the Context
and Window
. Here is an example of
building a WindowedContext the prefered way:
let el = glutin::EventsLoop::new();
let wb = glutin::WindowBuilder::new()
.with_title("Hello world!")
.with_dimensions(glutin::dpi::LogicalSize::new(1024.0, 768.0));
let windowed_context = glutin::ContextBuilder::new()
.build_windowed(wb, &el)
.unwrap();
You can, of course, create an OpenGL Context
separately from an existing
window, however that may result in an suboptimal configuration of the window
on some platforms. In that case use “SeparatedContext”.
Modules
- DPI is important, so read the docs for this module if you don’t want to be confused.
- Contains traits with platform-specific methods in them.
Structs
- An iterator for the list of available monitors.
- Represents an OpenGL context.
- Object that allows you to build
Context
s. - Identifier of an input device.
- Provides a way to retrieve events from the system and from the windows that were registered to the events loop.
- The error that is returned when an
EventsLoopProxy
attempts to wake up anEventsLoop
that no longer exists. - Used to wake up the
EventsLoop
from another thread. - Attributes to use when creating an OpenGL context.
- An icon used for the window titlebar, taskbar, etc.
- Describes a keyboard input event.
- Represents the current state of the keyboard modifiers
- Identifier for a monitor.
- Describes a possible format. Unused.
- Describes how the backend should choose a pixel format.
- Represents a raw OpenGL context.
- Represents touch event
- Represents a window.
- Attributes to use when creating a window.
- Object that allows you to build windows.
- Identifier of a window. Unique for each window.
- Represents an OpenGL context and the
Window
with which it is associated.
Enums
- All APIs related to OpenGL that you can possibly get while using glutin.
- Error that can happen when manipulating an OpenGL context.
- Returned by the user callback given to the
EventsLoop::run_forever
method. - Error that can happen while creating a window or a headless renderer.
- Represents raw hardware events that are not associated with any particular window.
- Describes the input state of a key.
- Describes a generic event.
- Describes the requested OpenGL context profiles.
- Describes the OpenGL API and version that are being requested when a context is created.
- Describes a button of a mouse controller.
- Describes the appearance of the mouse cursor.
- Describes a difference in the mouse scroll wheel state.
- The behavior of the driver when you change the current context.
- Specifies the tolerance of the OpenGL context to faults. If you accept raw OpenGL commands and/or raw shader code from an untrusted source, you should definitely care about this.
- Describes touch-screen input state.
- Symbolic name for a keyboard key.
- Error that can happen while creating a window or a headless renderer.
- Describes an event from a
Window
.
Statics
- The minimum core profile GL context. Useful for getting the minimum required GL version while still running on OSX, which often forbids the compatibility profile features.
Traits
- A trait for types associated with a GL context.
Type Definitions
- Identifier for a specific analog axis on some device.
- Identifier for a specific button on some device.
- Hardware-dependent keyboard scan code.