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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
39 lines
1.2 KiB
Rust
39 lines
1.2 KiB
Rust
use winit::{
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event::{ElementState, Event, KeyboardInput, VirtualKeyCode, WindowEvent},
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event_loop::{ControlFlow, EventLoop},
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window::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 mut resizable = false;
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let window = WindowBuilder::new()
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.with_title("Hit space to toggle resizability.")
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.with_inner_size((400, 200).into())
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.with_resizable(resizable)
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.build(&event_loop)
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.unwrap();
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event_loop.run(move |event, _, control_flow| {
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*control_flow = ControlFlow::Wait;
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match event {
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Event::WindowEvent { event, .. } => match event {
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WindowEvent::CloseRequested => *control_flow = ControlFlow::Exit,
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WindowEvent::KeyboardInput(KeyboardInput {
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virtual_keycode: Some(VirtualKeyCode::Space),
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state: ElementState::Released,
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..
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}) => {
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resizable = !resizable;
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println!("Resizable: {}", resizable);
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window.set_resizable(resizable);
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}
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_ => (),
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},
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_ => (),
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};
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});
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}
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