Describes a generic event.
See the module-level docs for more information on the event loop manages each event.
Emitted when new events arrive from the OS to be processed.
This event type is useful as a place to put code that should be done before you start
processing events, such as updating frame timing information for benchmarking or checking
StartCause to see if a timer set by
ControlFlow::WaitUntil has elapsed.
Emitted when the OS sends an event to a winit window.
Emitted when the OS sends an event to a device.
Emitted when an event is sent from
Emitted when the application has been suspended.
Emitted when the application has been resumed.
Emitted when all of the event loop's input events have been processed and redraw processing is about to begin.
This event is useful as a place to put your code that should be run after all
state-changing events have been handled and you want to do stuff (updating state, performing
calculations, etc) that happens as the "main body" of your event loop. If your program only draws
graphics when something changes, it's usually better to do it in response to
Event::RedrawRequested, which gets emitted
immediately after this event. Programs that draw graphics continuously, like most games,
can render here unconditionally for simplicity.
MainEventsCleared when a window should be redrawn.
This gets triggered in two scenarios:
- The OS has performed an operation that's invalidated the window's contents (such as resizing the window).
- The application has explicitly requested a redraw via
During each iteration of the event loop, Winit will aggregate duplicate redraw requests into a single event, to help avoid duplicating rendering work.
Mainly of interest to applications with mostly-static graphics that avoid redrawing unless something changes, like most non-game GUIs.
Emitted after all
RedrawRequested events have been processed and control flow is about to
be taken away from the program. If there are no
RedrawRequested events, it is emitted
This event is useful for doing any cleanup or bookkeeping work after all the rendering tasks have been completed.
Emitted when the event loop is being shut down.
This is irreversable - if this event is emitted, it is guaranteed to be the last event that gets emitted. You generally want to treat this as an "do on quit" event.
pub fn map_nonuser_event<U>(self) -> Result<Event<'a, U>, Event<'a, T>>[src]
If the event doesn't contain a reference, turn it into an event with a
impl<'a, T: 'static> StructuralPartialEq for Event<'a, T>[src]
impl<'a, T> RefUnwindSafe for Event<'a, T> where
impl<'a, T> !UnwindSafe for Event<'a, T>
type Owned = T
The resulting type after obtaining ownership.
fn clone_into(&self, target: &mut T)[src]
type Error = Infallible
The type returned in the event of a conversion error.