use std::num::NonZeroU32; use winit::{ event::{Event, KeyEvent, WindowEvent}, event_loop::{ControlFlow, EventLoop}, keyboard::{Key, NamedKey}, raw_window_handle::{HasDisplayHandle, HasWindowHandle}, window::WindowBuilder, }; fn main() { let event_loop = EventLoop::new().unwrap(); let window = WindowBuilder::new().build(&event_loop).unwrap(); // ControlFlow::Poll continuously runs the event loop, even if the OS hasn't // dispatched any events. This is ideal for games and similar applications. event_loop.set_control_flow(ControlFlow::Poll); // ControlFlow::Wait pauses the event loop if no events are available to process. // This is ideal for non-game applications that only update in response to user // input, and uses significantly less power/CPU time than ControlFlow::Poll. event_loop.set_control_flow(ControlFlow::Wait); let context = softbuffer::Context::new(window.display_handle().unwrap()).unwrap(); let mut surface = softbuffer::Surface::new(&context, window.window_handle().unwrap()).unwrap(); event_loop .run(|event, elwt| { elwt.set_control_flow(ControlFlow::Wait); match event { Event::WindowEvent { window_id, event: WindowEvent::RedrawRequested, } if window_id == window.id() => { if let (Some(width), Some(height)) = { let size = window.inner_size(); (NonZeroU32::new(size.width), NonZeroU32::new(size.height)) } { surface.resize(width, height).unwrap(); let mut buffer = surface.buffer_mut().unwrap(); // for y in 0..height.get() { // for x in 0..width.get() { // let red = x % 255; // let green = y % 255; // let blue = (x * y) % 255; // let index = y as usize * width.get() as usize + x as usize; // buffer[index] = blue | (green << 8) | (red << 16); // } // } buffer.fill(0); buffer.present().unwrap(); } } Event::WindowEvent { event: WindowEvent::CloseRequested | WindowEvent::KeyboardInput { event: KeyEvent { logical_key: Key::Named(NamedKey::Escape), .. }, .. }, window_id, } if window_id == window.id() => { elwt.exit(); } _ => {} } }) .unwrap(); }