# winit - Cross-platform window creation and management in Rust [![Crates.io](https://img.shields.io/crates/v/winit.svg)](https://crates.io/crates/winit) [![Docs.rs](https://docs.rs/winit/badge.svg)](https://docs.rs/winit) [![CI Status](https://github.com/rust-windowing/winit/workflows/CI/badge.svg)](https://github.com/rust-windowing/winit/actions) ```toml [dependencies] winit = "0.27.5" ``` ## [Documentation](https://docs.rs/winit) For features _within_ the scope of winit, see [FEATURES.md](FEATURES.md). For features _outside_ the scope of winit, see [Missing features provided by other crates](https://github.com/rust-windowing/winit/wiki/Missing-features-provided-by-other-crates) in the wiki. ## Contact Us Join us in any of these: [![Matrix](https://img.shields.io/badge/Matrix-%23rust--windowing%3Amatrix.org-blueviolet.svg)](https://matrix.to/#/#rust-windowing:matrix.org) [![Libera.Chat](https://img.shields.io/badge/libera.chat-%23winit-red.svg)](https://web.libera.chat/#winit) ## Usage Winit is a window creation and management library. It can create windows and lets you handle events (for example: the window being resized, a key being pressed, a mouse movement, etc.) produced by window. Winit is designed to be a low-level brick in a hierarchy of libraries. Consequently, in order to show something on the window you need to use the platform-specific getters provided by winit, or another library. ```rust use winit::{ event::{Event, WindowEvent}, event_loop::{ControlFlow, EventLoop}, window::WindowBuilder, }; fn main() { let event_loop = EventLoop::new(); let window = WindowBuilder::new().build(&event_loop).unwrap(); event_loop.run(move |event, _, control_flow| { *control_flow = ControlFlow::Wait; match event { Event::WindowEvent { event: WindowEvent::CloseRequested, window_id, } if window_id == window.id() => *control_flow = ControlFlow::Exit, _ => (), } }); } ``` Winit is only officially supported on the latest stable version of the Rust compiler. ### Cargo Features Winit provides the following features, which can be enabled in your `Cargo.toml` file: * `serde`: Enables serialization/deserialization of certain types with [Serde](https://crates.io/crates/serde). * `x11` (enabled by default): On Unix platform, compiles with the X11 backend * `wayland` (enabled by default): On Unix platform, compiles with the Wayland backend * `mint`: Enables mint (math interoperability standard types) conversions. ### Platform-specific usage #### Wayland Note that windows don't appear on Wayland until you draw/present to them. `winit` doesn't do drawing, try the examples in [`glutin`] instead. [`glutin`]: https://github.com/rust-windowing/glutin #### WebAssembly To run the web example: `cargo run-wasm --example web` Winit supports compiling to the `wasm32-unknown-unknown` target with `web-sys`. On the web platform, a Winit window is backed by a `` element. You can either [provide Winit with a `` element][web with_canvas], or [let Winit create a `` element which you can then retrieve][web canvas getter] and insert it into the DOM yourself. For example code using Winit with WebAssembly, check out the [web example]. For information on using Rust on WebAssembly, check out the [Rust and WebAssembly book]. [web with_canvas]: https://docs.rs/winit/latest/wasm32-unknown-unknown/winit/platform/web/trait.WindowBuilderExtWebSys.html#tymethod.with_canvas [web canvas getter]: https://docs.rs/winit/latest/wasm32-unknown-unknown/winit/platform/web/trait.WindowExtWebSys.html#tymethod.canvas [web example]: ./examples/web.rs [Rust and WebAssembly book]: https://rustwasm.github.io/book/ #### Android The Android backend builds on (and exposes types from) the [`ndk`](https://docs.rs/ndk/0.7.0/ndk/) crate. Native Android applications need some form of "glue" crate that is responsible for defining the main entry point for your Rust application as well as tracking various life-cycle events and synchronizing with the main JVM thread. Winit uses the [android-activity](https://github.com/rib/android-activity) as a glue crate (prior to `0.28` it used [ndk-glue](https://github.com/rust-windowing/android-ndk-rs/tree/master/ndk-glue)). The version of the glue crate that your application depends on _must_ match the version that Winit depends on because the glue crate is responsible for your application's main entrypoint. If Cargo resolves multiple versions they will clash. `winit` glue compatibility table: | winit | ndk-glue | | :---: | :--------------------------: | | 0.28 | `android-activity = "0.4"` | | 0.27 | `ndk-glue = "0.7"` | | 0.26 | `ndk-glue = "0.5"` | | 0.25 | `ndk-glue = "0.3"` | | 0.24 | `ndk-glue = "0.2"` | The recommended way to avoid a conflict with the glue version is to avoid explicitly depending on the `android-activity` crate, and instead consume the API that is re-exported by Winit under `winit::platform::android::activity::*` Running on an Android device needs a dynamic system library, add this to Cargo.toml: ```toml [lib] name = "main" crate-type = ["cdylib"] ``` All Android applications are based on an `Activity` subclass and the `android-activity` crate is designed to support different choices for this base class. Your application _must_ specify the base class it needs via a feature flag: | Base Class | Feature Flag | Notes | | :--------------: | :---------------: | :-----: | | `NativeActivity` | `android-native-activity` | Built-in to Android - it is possible to use without compiling any Java or Kotlin code. Java or Kotlin code may be needed to subclass `NativeActivity` to access some platform features. It does not derive from the [`AndroidAppCompat`] base class.| | [`GameActivity`] | `android-game-activity` | Derives from [`AndroidAppCompat`] which is a defacto standard `Activity` base class that helps support a wider range of Android versions. Requires a build system that can compile Java or Kotlin and fetch Android dependencies from a [Maven repository][agdk_jetpack] (or link with an embedded [release][agdk_releases] of [`GameActivity`]) | [`GameActivity`]: https://developer.android.com/games/agdk/game-activity [`GameTextInput`]: https://developer.android.com/games/agdk/add-support-for-text-input [`AndroidAppCompat`]: https://developer.android.com/reference/androidx/appcompat/app/AppCompatActivity [agdk_jetpack]: https://developer.android.com/jetpack/androidx/releases/games [agdk_releases]: https://developer.android.com/games/agdk/download#agdk-libraries [Gradle]: https://developer.android.com/studio/build For example, add this to Cargo.toml: ```toml winit = { version = "0.28", features = [ "android-native-activity" ] } [target.'cfg(target_os = "android")'.dependencies] android_logger = "0.11.0" ``` And, for example, define an entry point for your library like this: ```rust #[cfg(target_os = "android")] use winit::platform::android::activity::AndroidApp; #[cfg(target_os = "android")] #[no_mangle] fn android_main(app: AndroidApp) { use winit::platform::android::EventLoopBuilderExtAndroid; android_logger::init_once(android_logger::Config::default().with_min_level(log::Level::Trace)); let event_loop = EventLoopBuilder::with_user_event() .with_android_app(app) .build(); _main(event_loop); } ``` For more details, refer to these `android-activity` [example applications](https://github.com/rib/android-activity/tree/main/examples). ##### Converting from `ndk-glue` to `android-activity` If your application is currently based on `NativeActivity` via the `ndk-glue` crate and building with `cargo apk` then the minimal changes would be: 1. Remove `ndk-glue` from your `Cargo.toml` 2. Enable the `"android-native-activity"` feature for Winit: `winit = { version = "0.28", features = [ "android-native-activity" ] }` 3. Add an `android_main` entrypoint (as above), instead of using the '`[ndk_glue::main]` proc macro from `ndk-macros` (optionally add a dependency on `android_logger` and initialize logging as above). 4. Pass a clone of the `AndroidApp` that your application receives to Winit when building your event loop (as shown above). #### MacOS A lot of functionality expects the application to be ready before you start doing anything; this includes creating windows, fetching monitors, drawing, and so on, see issues [#2238], [#2051] and [#2087]. If you encounter problems, you should try doing your initialization inside `Event::NewEvents(StartCause::Init)`. #### iOS Similar to macOS, iOS's main `UIApplicationMain` does some init work that's required by all UI related code, see issue [#1705]. You should consider creating your windows inside `Event::NewEvents(StartCause::Init)`. [#2238]: https://github.com/rust-windowing/winit/issues/2238 [#2051]: https://github.com/rust-windowing/winit/issues/2051 [#2087]: https://github.com/rust-windowing/winit/issues/2087 [#1705]: https://github.com/rust-windowing/winit/issues/1705