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https://github.com/rust-windowing/winit.git
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* Initial implementation * Corrected RAWINPUT buffer sizing * Mostly complete XInput implementation * XInput triggers * Add preliminary CHANGELOG entry. * match unix common API to evl 2.0 * wayland: eventloop2.0 * make EventLoopProxy require T: 'static * Revamp device event API, as well as several misc. fixes on Windows: * When you have multiple windows, you no longer receive duplicate device events * Mouse Device Events now send X-button input * Mouse Device Events now send horizontal scroll wheel input * Add MouseEvent documentation and Device ID debug passthrough * Improve type safety on get_raw_input_data * Remove button_id field from MouseEvent::Button in favor of utton * Remove regex dependency on Windows * Remove axis filtering in XInput * Make gamepads not use lazy_static * Publicly expose gamepad rumble * Unstack DeviceEvent and fix examples/tests * Add HANDLE retrieval method to DeviceExtWindows * Add distinction between non-joystick axes and joystick axes. This helps with properly calculating the deadzone for controller joysticks. One potential issue is that the `Stick` variant isn't used for *all* joysticks, which could be potentially confusing - for example, raw input joysticks will never use the `Stick` variant because we don't understand the semantic meaning of raw input joystick axes. * Add ability to get gamepad port * Fix xinput controller hot swapping * Add functions for enumerating attached devices * Clamp input to [0.0, 1.0] on gamepad rumble * Expose gamepad rumble errors * Add method to check if device is still connected * Add docs * Rename AxisHint and ButtonHint to GamepadAxis and GamepadButton * Add CHANGELOG entry * Update CHANGELOG.md * Add HidId and MovedAbsolute * Fix xinput deprecation warnings * Add ability to retrieve gamepad battery level * Fix weird imports in gamepad example * Update CHANGELOG.md * Resolve francesca64 comments
80 lines
2.0 KiB
Rust
80 lines
2.0 KiB
Rust
use winit::{
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event::{ElementState, Event, KeyboardInput, WindowEvent},
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event_loop::{ControlFlow, EventLoop},
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window::{CursorIcon, WindowBuilder},
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};
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fn main() {
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let event_loop = EventLoop::new();
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let window = WindowBuilder::new().build(&event_loop).unwrap();
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window.set_title("A fantastic window!");
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let mut cursor_idx = 0;
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event_loop.run(move |event, _, control_flow| match event {
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Event::WindowEvent {
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event:
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WindowEvent::KeyboardInput(KeyboardInput {
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state: ElementState::Pressed,
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..
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}),
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..
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} => {
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println!("Setting cursor to \"{:?}\"", CURSORS[cursor_idx]);
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window.set_cursor_icon(CURSORS[cursor_idx]);
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if cursor_idx < CURSORS.len() - 1 {
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cursor_idx += 1;
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} else {
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cursor_idx = 0;
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}
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}
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Event::WindowEvent {
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event: WindowEvent::CloseRequested,
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..
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} => {
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*control_flow = ControlFlow::Exit;
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return;
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}
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_ => (),
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});
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}
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const CURSORS: &[CursorIcon] = &[
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CursorIcon::Default,
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CursorIcon::Crosshair,
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CursorIcon::Hand,
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CursorIcon::Arrow,
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CursorIcon::Move,
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CursorIcon::Text,
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CursorIcon::Wait,
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CursorIcon::Help,
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CursorIcon::Progress,
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CursorIcon::NotAllowed,
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CursorIcon::ContextMenu,
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CursorIcon::Cell,
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CursorIcon::VerticalText,
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CursorIcon::Alias,
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CursorIcon::Copy,
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CursorIcon::NoDrop,
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CursorIcon::Grab,
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CursorIcon::Grabbing,
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CursorIcon::AllScroll,
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CursorIcon::ZoomIn,
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CursorIcon::ZoomOut,
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CursorIcon::EResize,
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CursorIcon::NResize,
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CursorIcon::NeResize,
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CursorIcon::NwResize,
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CursorIcon::SResize,
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CursorIcon::SeResize,
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CursorIcon::SwResize,
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CursorIcon::WResize,
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CursorIcon::EwResize,
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CursorIcon::NsResize,
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CursorIcon::NeswResize,
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CursorIcon::NwseResize,
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CursorIcon::ColResize,
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CursorIcon::RowResize,
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];
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