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A multi-platform library for OpenGL, OpenGL ES, Vulkan, window and input
Quick Overview
Glutin is a low-level, cross-platform library for creating and managing windows, as well as handling input, in the Rust programming language. It is designed to be a platform-independent alternative to the native windowing APIs provided by operating systems, allowing developers to create applications that can run on multiple platforms without significant changes to the codebase.
Pros
- Cross-platform compatibility: Glutin supports Windows, macOS, and Linux, allowing developers to create applications that can run on a variety of platforms.
- Lightweight and efficient: Glutin is a lightweight library that focuses on providing a minimal set of features, making it efficient and suitable for use in performance-critical applications.
- Active development and community: The Glutin project is actively maintained and has a growing community of contributors, ensuring ongoing support and improvements.
- Integrates well with other Rust libraries: Glutin can be easily integrated with other popular Rust libraries, such as the Vulkan graphics API or the Winit window management library.
Cons
- Limited feature set: Glutin is designed to be a low-level library, which means it may not provide all the features and functionality that some developers might need for their applications.
- Steep learning curve: Glutin's low-level nature and lack of high-level abstractions can make it challenging for beginners to get started with the library.
- Dependency on external libraries: Glutin relies on several external libraries, such as the OpenGL or Vulkan graphics APIs, which can add complexity to the development process.
- Potential performance issues: While Glutin is generally efficient, the use of external libraries and the low-level nature of the library may introduce performance overhead in certain scenarios.
Code Examples
Here are a few examples of how to use Glutin in your Rust projects:
- Creating a window:
use glutin::event_loop::{ControlFlow, EventLoop};
use glutin::window::WindowBuilder;
use glutin::ContextBuilder;
fn main() {
let event_loop = EventLoop::new();
let window = WindowBuilder::new()
.with_title("Glutin Window")
.build(&event_loop)
.unwrap();
event_loop.run(move |event, _, control_flow| {
*control_flow = ControlFlow::Wait;
match event {
glutin::event::Event::WindowEvent { event, .. } => match event {
glutin::event::WindowEvent::CloseRequested => {
*control_flow = ControlFlow::Exit
}
_ => (),
},
glutin::event::Event::MainEventsCleared => {
window.request_redraw();
}
_ => (),
}
});
}
- Handling keyboard input:
use glutin::event::{Event, WindowEvent};
use glutin::event_loop::{ControlFlow, EventLoop};
use glutin::window::WindowBuilder;
fn main() {
let event_loop = EventLoop::new();
let window = WindowBuilder::new()
.with_title("Glutin Window")
.build(&event_loop)
.unwrap();
event_loop.run(move |event, _, control_flow| {
*control_flow = ControlFlow::Wait;
match event {
Event::WindowEvent { event, .. } => match event {
WindowEvent::CloseRequested => {
*control_flow = ControlFlow::Exit
}
WindowEvent::KeyboardInput { input, .. } => {
println!("Keyboard input: {:?}", input);
}
_ => (),
},
_ => (),
}
});
}
- Rendering with OpenGL:
use glutin::event::{Event, WindowEvent};
use glutin::event_loop::{ControlFlow, EventLoop};
use glutin::window::WindowBuilder;
use glutin::ContextBuilder;
use gl;
fn main() {
let event_loop = EventLoop::new();
let window = WindowBuilder::new()
.with_title("Glutin Window
Competitor Comparisons
A multi-platform library for OpenGL, OpenGL ES, Vulkan, window and input
Pros of GLFW
- GLFW is a widely-used and well-established library, with a large community and extensive documentation.
- GLFW provides a simple and straightforward API, making it easy to use for beginners.
- GLFW supports a wide range of platforms, including Windows, macOS, and Linux.
Cons of GLFW
- GLFW is a C library, which may not integrate as seamlessly with Rust as a native Rust library like Glutin.
- GLFW may have a steeper learning curve for developers who are more familiar with Rust-specific libraries and idioms.
Code Comparison
GLFW:
int main() {
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
GLFWwindow* window = glfwCreateWindow(800, 600, "GLFW Window", NULL, NULL);
// ...
}
Glutin:
fn main() {
let event_loop = EventLoop::new();
let window = WindowBuilder::new()
.with_title("Glutin Window")
.with_inner_size(LogicalSize::new(800.0, 600.0))
.build(&event_loop)
.unwrap();
// ...
}
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glutin - OpenGL, UTilities, and INput
A low-level library for OpenGL context creation.
Documentation
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Usage Examples
Warning: These are examples for master
. You can find examples for
the latest released version here.
The examples use gl_generator
to
generate OpenGL bindings.
Try it!
git clone https://github.com/rust-windowing/glutin
cd glutin
cargo run --example window
Usage
Glutin is an OpenGL context creation library, and doesn't directly provide OpenGL bindings for you.
For examples, please look here.
Note that glutin aims at being a low-level brick in your rendering infrastructure. You are encouraged to write another layer of abstraction between glutin and your application.
Glutin follows winit's MSRV policy.
Platform-specific notes
Android
Be sure to handle Android's lifecycle correctly when using a winit
window
by only creating a GL surface after winit
raises Event::Resumed
, and
destroy it again upon receiving Event::Suspended
. See this in action in the
android.rs
example.
To compile and run the Android example on your device,
install cargo-apk
and start the app using:
$ cargo apk r -p glutin_examples --example android
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A multi-platform library for OpenGL, OpenGL ES, Vulkan, window and input
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