EventLoop

Struct EventLoop 

Source
pub struct EventLoop<T>
where T: 'static,
{ /* private fields */ }
Expand description

Provides a way to retrieve events from the system and from the windows that were registered to the events loop.

An EventLoop can be seen more or less as a “context”. Calling EventLoop::new initializes everything that will be required to create windows. For example on Linux creating an event loop opens a connection to the X or Wayland server.

To wake up an EventLoop from a another thread, see the EventLoopProxy docs.

Note that this cannot be shared across threads (due to platform-dependant logic forbidding it), as such it is neither Send nor Sync. If you need cross-thread access, the Window created from this can be sent to an other thread, and the EventLoopProxy allows you to wake up an EventLoop from another thread.

Implementations§

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impl EventLoop<()>

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pub fn new() -> Result<EventLoop<()>, EventLoopError>

Create the event loop.

This is an alias of EventLoop::builder().build().

Examples found in repository?
examples/minimum.rs (line 3)
2fn main() {
3    let event_loop = EventLoop::new().unwrap();
4    thin_engine::builder(input_map!()).with_update(|_, display, _, _, _| {
5        let mut frame = display.draw();
6        frame.clear_color(0.1, 0.7, 0.4, 1.0);
7        frame.finish().unwrap();
8    }).build(event_loop).unwrap();
9}
More examples
Hide additional examples
examples/simple-fxaa.rs (line 15)
13fn main() {
14    use Action::*;
15    let event_loop = EventLoop::new().unwrap();
16    event_loop.set_control_flow(ControlFlow::Poll);
17
18    let mut colour = ResizableTexture2d::default();
19    let mut depth = ResizableDepthTexture2d::default();
20
21    let input = { use base_input_codes::*; input_map!(
22        (Left,    ArrowLeft,  KeyA, LeftStickLeft ),
23        (Right,   ArrowRight, KeyD, LeftStickRight),
24        (Forward, ArrowUp,    KeyW, LeftStickUp   ),
25        (Back,    ArrowDown,  KeyS, LeftStickDown ),
26        (LookRight, MouseMoveRight, RightStickRight),
27        (LookLeft,  MouseMoveLeft,  RightStickLeft ),
28        (LookUp,    MouseMoveUp,    RightStickUp   ),
29        (LookDown,  MouseMoveDown,  RightStickDown ),
30        (FXAA,      KeyF,       GamepadInput::North)
31    ) };
32    struct Graphics {
33        screen_indices: IndexBuffer<u32>,
34        screen_vertices: VertexBuffer<Vertex>,
35        screen_uvs: VertexBuffer<TextureCoords>,
36
37        teapot_indices: IndexBuffer<u16>,
38        teapot_vertices: VertexBuffer<Vertex>,
39        teapot_uvs: VertexBuffer<TextureCoords>,
40        teapot_normals: VertexBuffer<Normal>,
41
42        fxaa: Program, normal: Program, program: Program
43    }
44    let graphics: Rc<RefCell<Option<Graphics>>> = Rc::default();
45    let graphics_setup = graphics.clone();
46
47    let draw_parameters = DrawParameters {
48        backface_culling: draw_parameters::BackfaceCullingMode::CullClockwise,
49        ..params::alias_3d()
50    };
51    let mut fxaa_on = true;
52    
53    let mut pos = vec3(0.0, 0.0, -30.0);
54    let mut rot = vec2(0.0, 0.0);
55    
56    let mut frame_start = Instant::now();
57
58    thin_engine::builder(input).with_setup(|display, window, _| {
59        window.set_title("FXAA Test");
60        let _ = window.set_cursor_grab(CursorGrabMode::Confined);
61        let _ = window.set_cursor_grab(CursorGrabMode::Locked);
62        window.set_cursor_visible(false);
63
64        let (screen_indices, screen_vertices, screen_uvs) = mesh!(
65            display, &screen::INDICES, &screen::VERTICES, &screen::UVS
66        ).unwrap();
67        let (teapot_indices, teapot_vertices, teapot_uvs, teapot_normals) = mesh!(
68            display, &teapot::INDICES, &teapot::VERTICES, &[] as &[TextureCoords; 0], &teapot::NORMALS
69        ).unwrap();
70
71        let program = Program::from_source(
72            display,
73            "#version 140
74            in vec3 position;
75            in vec3 normal;
76            
77            out vec3 v_normal;
78
79            uniform mat4 model;
80            uniform mat4 perspective;
81            uniform mat4 camera;
82
83            void main() {
84                mat3 norm_mat = transpose(inverse(mat3(camera * model)));
85                v_normal = normalize(norm_mat * normal);
86                gl_Position = perspective * camera * model * vec4(position, 1);
87            }",
88            "#version 140
89            out vec4 colour;
90            in vec3 v_normal;
91            uniform vec3 light;
92            uniform mat4 camera;
93            uniform vec3 ambient;
94            uniform vec3 albedo;
95            uniform float shine;
96            void main() {
97                vec3 camera_dir = inverse(mat3(camera)) * vec3(0, 0, -1);
98                vec3 half_dir = normalize(camera_dir + light);
99                float specular = pow(max(dot(half_dir, v_normal), 0.0), shine);
100                float light_level = max(dot(light, v_normal), 0.0);
101                colour = vec4(albedo * light_level + ambient + vec3(specular), 1.0);
102            }", None
103        ).unwrap();
104        let fxaa = shaders::fxaa_shader(display).unwrap();
105        let normal = Program::from_source(
106            display,
107            "#version 140
108            in vec2 texture_coords;
109            out vec2 uv;
110            in vec3 position;
111            void main() {
112                uv = texture_coords;
113                gl_Position = vec4(position, 1);
114            }", 
115            "#version 140
116            in vec2 uv;
117            uniform sampler2D tex;
118            out vec4 colour;
119            void main() {
120                colour = texture(tex, uv);
121            }", None
122        ).unwrap();
123        graphics_setup.replace(Some(Graphics {
124            screen_indices, screen_vertices, screen_uvs,
125            teapot_indices, teapot_vertices, teapot_uvs, teapot_normals,
126            program, normal, fxaa
127        }));
128    }).with_update(|input, display, _, _, _| {
129        let graphics = graphics.borrow();
130        let Graphics {
131            screen_indices, screen_vertices, screen_uvs,
132            teapot_indices, teapot_vertices, teapot_uvs, teapot_normals,
133            program, normal, fxaa
134        } = graphics.as_ref().unwrap();
135        let teapot_mesh = (teapot_vertices, teapot_normals, teapot_uvs);
136        let screen_mesh = (screen_vertices, screen_uvs);
137
138        let delta_time = frame_start.elapsed().as_secs_f32();
139        frame_start = Instant::now();
140
141        // using a small resolution to better show the effect of fxaa.
142        let size = (380, 216);
143        display.resize(size);
144        depth.resize_to_display(&display);
145        colour.resize_to_display(&display);
146
147        // press f or gamepad north to toggle FXAA
148        if input.pressed(FXAA) { fxaa_on = !fxaa_on }
149
150        let colour = colour.texture();
151        let depth = depth.texture();
152        let mut frame = SimpleFrameBuffer::with_depth_buffer(
153            display, colour, depth
154        ).unwrap();
155
156        let perspective = Mat4::perspective_3d(size, 1.0, 1024.0, 0.1);
157
158        // set camera rotation
159        let look_move = input.dir(LookRight, LookLeft, LookUp, LookDown);
160        rot += look_move.scale(delta_time * 15.0);
161        rot.y = rot.y.clamp(-PI / 2.0, PI / 2.0);
162        let rx = Quat::from_y_rot(rot.x);
163        let ry = Quat::from_x_rot(-rot.y);
164        let rot = rx * ry;
165
166        // move player based on camera
167        let dir = input.dir_max_len_1(Right, Left, Forward, Back);
168        let move_dir = vec3(dir.x, 0.0, dir.y).scale(5.0*delta_time);
169        pos += Mat3::from_rot(rx) * move_dir;
170
171        frame.clear_color_and_depth((0.0, 0.0, 0.0, 1.0), 1.0);
172        // draw teapot
173        frame.draw(
174            teapot_mesh, teapot_indices,
175            program, &uniform! {
176                perspective: perspective,
177                model: Mat4::from_scale(Vec3::splat(0.1)),
178                camera: Mat4::from_inverse_transform(pos, Vec3::ONE, rot),
179                light:   vec3(0.1, 0.25, -1.0).normalise(),
180                albedo:  vec3(0.5, 0.1,   0.4),
181                ambient: vec3(0.0, 0.05,  0.1),
182                shine: 50.0f32,
183            },
184            &draw_parameters,
185        ).unwrap();
186
187        let mut frame = display.draw();
188        frame.draw(
189            screen_mesh, screen_indices, if fxaa_on { fxaa } else { normal },
190            &shaders::fxaa_uniforms(colour), &DrawParameters::default()
191        ).unwrap();
192        frame.finish().unwrap();
193    }).build(event_loop).unwrap();
194}
Source

pub fn builder() -> EventLoopBuilder<()>

Start building a new event loop.

This returns an EventLoopBuilder, to allow configuring the event loop before creation.

To get the actual event loop, call build on that.

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impl<T> EventLoop<T>

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pub fn with_user_event() -> EventLoopBuilder<T>

Start building a new event loop, with the given type as the user event type.

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pub fn run<F>(self, event_handler: F) -> Result<(), EventLoopError>
where F: FnMut(Event<T>, &ActiveEventLoop),

👎Deprecated: use EventLoop::run_app instead

See run_app.

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pub fn run_app<A>(self, app: &mut A) -> Result<(), EventLoopError>
where A: ApplicationHandler<T>,

Run the application with the event loop on the calling thread.

See the set_control_flow() docs on how to change the event loop’s behavior.

§Platform-specific
  • iOS: Will never return to the caller and so values not passed to this function will not be dropped before the process exits.

  • Web: Will act as if it never returns to the caller by throwing a Javascript exception (that Rust doesn’t see) that will also mean that the rest of the function is never executed and any values not passed to this function will not be dropped.

    Web applications are recommended to use EventLoopExtWebSys::spawn() 1 instead of run_app() to avoid the need for the Javascript exception trick, and to make it clearer that the event loop runs asynchronously (via the browser’s own, internal, event loop) and doesn’t block the current thread of execution like it does on other platforms.

    This function won’t be available with target_feature = "exception-handling".


  1. EventLoopExtWebSys::spawn_app() is only available on Web. 

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pub fn create_proxy(&self) -> EventLoopProxy<T>

Creates an EventLoopProxy that can be used to dispatch user events to the main event loop, possibly from another thread.

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pub fn owned_display_handle(&self) -> OwnedDisplayHandle

Gets a persistent reference to the underlying platform display.

See the OwnedDisplayHandle type for more information.

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pub fn listen_device_events(&self, allowed: DeviceEvents)

Change if or when DeviceEvents are captured.

See ActiveEventLoop::listen_device_events for details.

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pub fn set_control_flow(&self, control_flow: ControlFlow)

Sets the ControlFlow.

Examples found in repository?
examples/simple-fxaa.rs (line 16)
13fn main() {
14    use Action::*;
15    let event_loop = EventLoop::new().unwrap();
16    event_loop.set_control_flow(ControlFlow::Poll);
17
18    let mut colour = ResizableTexture2d::default();
19    let mut depth = ResizableDepthTexture2d::default();
20
21    let input = { use base_input_codes::*; input_map!(
22        (Left,    ArrowLeft,  KeyA, LeftStickLeft ),
23        (Right,   ArrowRight, KeyD, LeftStickRight),
24        (Forward, ArrowUp,    KeyW, LeftStickUp   ),
25        (Back,    ArrowDown,  KeyS, LeftStickDown ),
26        (LookRight, MouseMoveRight, RightStickRight),
27        (LookLeft,  MouseMoveLeft,  RightStickLeft ),
28        (LookUp,    MouseMoveUp,    RightStickUp   ),
29        (LookDown,  MouseMoveDown,  RightStickDown ),
30        (FXAA,      KeyF,       GamepadInput::North)
31    ) };
32    struct Graphics {
33        screen_indices: IndexBuffer<u32>,
34        screen_vertices: VertexBuffer<Vertex>,
35        screen_uvs: VertexBuffer<TextureCoords>,
36
37        teapot_indices: IndexBuffer<u16>,
38        teapot_vertices: VertexBuffer<Vertex>,
39        teapot_uvs: VertexBuffer<TextureCoords>,
40        teapot_normals: VertexBuffer<Normal>,
41
42        fxaa: Program, normal: Program, program: Program
43    }
44    let graphics: Rc<RefCell<Option<Graphics>>> = Rc::default();
45    let graphics_setup = graphics.clone();
46
47    let draw_parameters = DrawParameters {
48        backface_culling: draw_parameters::BackfaceCullingMode::CullClockwise,
49        ..params::alias_3d()
50    };
51    let mut fxaa_on = true;
52    
53    let mut pos = vec3(0.0, 0.0, -30.0);
54    let mut rot = vec2(0.0, 0.0);
55    
56    let mut frame_start = Instant::now();
57
58    thin_engine::builder(input).with_setup(|display, window, _| {
59        window.set_title("FXAA Test");
60        let _ = window.set_cursor_grab(CursorGrabMode::Confined);
61        let _ = window.set_cursor_grab(CursorGrabMode::Locked);
62        window.set_cursor_visible(false);
63
64        let (screen_indices, screen_vertices, screen_uvs) = mesh!(
65            display, &screen::INDICES, &screen::VERTICES, &screen::UVS
66        ).unwrap();
67        let (teapot_indices, teapot_vertices, teapot_uvs, teapot_normals) = mesh!(
68            display, &teapot::INDICES, &teapot::VERTICES, &[] as &[TextureCoords; 0], &teapot::NORMALS
69        ).unwrap();
70
71        let program = Program::from_source(
72            display,
73            "#version 140
74            in vec3 position;
75            in vec3 normal;
76            
77            out vec3 v_normal;
78
79            uniform mat4 model;
80            uniform mat4 perspective;
81            uniform mat4 camera;
82
83            void main() {
84                mat3 norm_mat = transpose(inverse(mat3(camera * model)));
85                v_normal = normalize(norm_mat * normal);
86                gl_Position = perspective * camera * model * vec4(position, 1);
87            }",
88            "#version 140
89            out vec4 colour;
90            in vec3 v_normal;
91            uniform vec3 light;
92            uniform mat4 camera;
93            uniform vec3 ambient;
94            uniform vec3 albedo;
95            uniform float shine;
96            void main() {
97                vec3 camera_dir = inverse(mat3(camera)) * vec3(0, 0, -1);
98                vec3 half_dir = normalize(camera_dir + light);
99                float specular = pow(max(dot(half_dir, v_normal), 0.0), shine);
100                float light_level = max(dot(light, v_normal), 0.0);
101                colour = vec4(albedo * light_level + ambient + vec3(specular), 1.0);
102            }", None
103        ).unwrap();
104        let fxaa = shaders::fxaa_shader(display).unwrap();
105        let normal = Program::from_source(
106            display,
107            "#version 140
108            in vec2 texture_coords;
109            out vec2 uv;
110            in vec3 position;
111            void main() {
112                uv = texture_coords;
113                gl_Position = vec4(position, 1);
114            }", 
115            "#version 140
116            in vec2 uv;
117            uniform sampler2D tex;
118            out vec4 colour;
119            void main() {
120                colour = texture(tex, uv);
121            }", None
122        ).unwrap();
123        graphics_setup.replace(Some(Graphics {
124            screen_indices, screen_vertices, screen_uvs,
125            teapot_indices, teapot_vertices, teapot_uvs, teapot_normals,
126            program, normal, fxaa
127        }));
128    }).with_update(|input, display, _, _, _| {
129        let graphics = graphics.borrow();
130        let Graphics {
131            screen_indices, screen_vertices, screen_uvs,
132            teapot_indices, teapot_vertices, teapot_uvs, teapot_normals,
133            program, normal, fxaa
134        } = graphics.as_ref().unwrap();
135        let teapot_mesh = (teapot_vertices, teapot_normals, teapot_uvs);
136        let screen_mesh = (screen_vertices, screen_uvs);
137
138        let delta_time = frame_start.elapsed().as_secs_f32();
139        frame_start = Instant::now();
140
141        // using a small resolution to better show the effect of fxaa.
142        let size = (380, 216);
143        display.resize(size);
144        depth.resize_to_display(&display);
145        colour.resize_to_display(&display);
146
147        // press f or gamepad north to toggle FXAA
148        if input.pressed(FXAA) { fxaa_on = !fxaa_on }
149
150        let colour = colour.texture();
151        let depth = depth.texture();
152        let mut frame = SimpleFrameBuffer::with_depth_buffer(
153            display, colour, depth
154        ).unwrap();
155
156        let perspective = Mat4::perspective_3d(size, 1.0, 1024.0, 0.1);
157
158        // set camera rotation
159        let look_move = input.dir(LookRight, LookLeft, LookUp, LookDown);
160        rot += look_move.scale(delta_time * 15.0);
161        rot.y = rot.y.clamp(-PI / 2.0, PI / 2.0);
162        let rx = Quat::from_y_rot(rot.x);
163        let ry = Quat::from_x_rot(-rot.y);
164        let rot = rx * ry;
165
166        // move player based on camera
167        let dir = input.dir_max_len_1(Right, Left, Forward, Back);
168        let move_dir = vec3(dir.x, 0.0, dir.y).scale(5.0*delta_time);
169        pos += Mat3::from_rot(rx) * move_dir;
170
171        frame.clear_color_and_depth((0.0, 0.0, 0.0, 1.0), 1.0);
172        // draw teapot
173        frame.draw(
174            teapot_mesh, teapot_indices,
175            program, &uniform! {
176                perspective: perspective,
177                model: Mat4::from_scale(Vec3::splat(0.1)),
178                camera: Mat4::from_inverse_transform(pos, Vec3::ONE, rot),
179                light:   vec3(0.1, 0.25, -1.0).normalise(),
180                albedo:  vec3(0.5, 0.1,   0.4),
181                ambient: vec3(0.0, 0.05,  0.1),
182                shine: 50.0f32,
183            },
184            &draw_parameters,
185        ).unwrap();
186
187        let mut frame = display.draw();
188        frame.draw(
189            screen_mesh, screen_indices, if fxaa_on { fxaa } else { normal },
190            &shaders::fxaa_uniforms(colour), &DrawParameters::default()
191        ).unwrap();
192        frame.finish().unwrap();
193    }).build(event_loop).unwrap();
194}
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pub fn create_window( &self, window_attributes: WindowAttributes, ) -> Result<Window, OsError>

👎Deprecated: use ActiveEventLoop::create_window instead

Create a window.

Creating window without event loop running often leads to improper window creation; use ActiveEventLoop::create_window instead.

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pub fn create_custom_cursor( &self, custom_cursor: CustomCursorSource, ) -> CustomCursor

Create custom cursor.

Trait Implementations§

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impl<T> AsFd for EventLoop<T>

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fn as_fd(&self) -> BorrowedFd<'_>

Get the underlying EventLoop’s fd which you can register into other event loop, like calloop or mio. When doing so, the loop must be polled with the pump_app_events API.

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impl<T> AsRawFd for EventLoop<T>

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fn as_raw_fd(&self) -> i32

Get the underlying EventLoop’s raw fd which you can register into other event loop, like calloop or mio. When doing so, the loop must be polled with the pump_app_events API.

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impl<T> Debug for EventLoop<T>

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fn fmt(&self, f: &mut Formatter<'_>) -> Result<(), Error>

Formats the value using the given formatter. Read more
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impl<T> EventLoopExtPumpEvents for EventLoop<T>

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type UserEvent = T

A type provided by the user that can be passed through Event::UserEvent.
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fn pump_events<F>( &mut self, timeout: Option<Duration>, event_handler: F, ) -> PumpStatus

👎Deprecated: use EventLoopExtPumpEvents::pump_app_events
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fn pump_app_events<A>( &mut self, timeout: Option<Duration>, app: &mut A, ) -> PumpStatus
where A: ApplicationHandler<Self::UserEvent>,

Pump the EventLoop to check for and dispatch pending events. Read more
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impl<T> EventLoopExtRunOnDemand for EventLoop<T>

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type UserEvent = T

A type provided by the user that can be passed through Event::UserEvent.
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fn run_on_demand<F>(&mut self, event_handler: F) -> Result<(), EventLoopError>

👎Deprecated: use EventLoopExtRunOnDemand::run_app_on_demand
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fn run_app_on_demand<A>(&mut self, app: &mut A) -> Result<(), EventLoopError>
where A: ApplicationHandler<Self::UserEvent>,

Run the application with the event loop on the calling thread. Read more
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impl<T> EventLoopExtWayland for EventLoop<T>
where T: 'static,

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fn is_wayland(&self) -> bool

True if the EventLoop uses Wayland.
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impl<T> EventLoopExtX11 for EventLoop<T>
where T: 'static,

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fn is_x11(&self) -> bool

True if the EventLoop uses X11.
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impl<T> GliumEventLoop for EventLoop<T>

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fn build<Picker>( &self, display_builder: DisplayBuilder, template_builder: ConfigTemplateBuilder, config_picker: Picker, ) -> Result<(Option<Window>, Config), Box<dyn Error>>
where Picker: FnOnce(Box<dyn Iterator<Item = Config> + '_>) -> Config,

Calls display_builder.build(self, template_builder, config_picker).
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impl<T> HasDisplayHandle for EventLoop<T>

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fn display_handle(&self) -> Result<DisplayHandle<'_>, HandleError>

Get a handle to the display controller of the windowing system.

Auto Trait Implementations§

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impl<T> !Freeze for EventLoop<T>

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impl<T> !RefUnwindSafe for EventLoop<T>

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impl<T> !Send for EventLoop<T>

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impl<T> !Sync for EventLoop<T>

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impl<T> Unpin for EventLoop<T>
where T: Unpin,

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impl<T> !UnwindSafe for EventLoop<T>

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impl<T> Any for T
where T: 'static + ?Sized,

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T> AsSource for T
where T: AsFd,

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fn source(&self) -> BorrowedFd<'_>

Returns the borrowed file descriptor.
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impl<T> Borrow<T> for T
where T: ?Sized,

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fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
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impl<T> BorrowMut<T> for T
where T: ?Sized,

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fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
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impl<T> Downcast for T
where T: Any,

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fn into_any(self: Box<T>) -> Box<dyn Any>

Convert Box<dyn Trait> (where Trait: Downcast) to Box<dyn Any>. Box<dyn Any> can then be further downcast into Box<ConcreteType> where ConcreteType implements Trait.
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fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>

Convert Rc<Trait> (where Trait: Downcast) to Rc<Any>. Rc<Any> can then be further downcast into Rc<ConcreteType> where ConcreteType implements Trait.
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fn as_any(&self) -> &(dyn Any + 'static)

Convert &Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot generate &Any’s vtable from &Trait’s.
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fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)

Convert &mut Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot generate &mut Any’s vtable from &mut Trait’s.
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impl<T> From<T> for T

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fn from(t: T) -> T

Returns the argument unchanged.

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impl<T> HasRawDisplayHandle for T
where T: HasDisplayHandle + ?Sized,

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fn raw_display_handle(&self) -> Result<RawDisplayHandle, HandleError>

👎Deprecated: Use HasDisplayHandle instead
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impl<T> Instrument for T

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fn instrument(self, span: Span) -> Instrumented<Self>

Instruments this type with the provided Span, returning an Instrumented wrapper. Read more
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fn in_current_span(self) -> Instrumented<Self>

Instruments this type with the current Span, returning an Instrumented wrapper. Read more
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impl<T, U> Into<U> for T
where U: From<T>,

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fn into(self) -> U

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

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impl<T, U> TryFrom<U> for T
where U: Into<T>,

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type Error = Infallible

The type returned in the event of a conversion error.
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fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>

Performs the conversion.
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impl<T, U> TryInto<U> for T
where U: TryFrom<T>,

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type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.
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fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

Performs the conversion.
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impl<T> WithSubscriber for T

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fn with_subscriber<S>(self, subscriber: S) -> WithDispatch<Self>
where S: Into<Dispatch>,

Attaches the provided Subscriber to this type, returning a WithDispatch wrapper. Read more
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fn with_current_subscriber(self) -> WithDispatch<Self>

Attaches the current default Subscriber to this type, returning a WithDispatch wrapper. Read more