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rust-windowing logoglutin

A low-level library for OpenGL context creation

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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:

  1. 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();
            }
            _ => (),
        }
    });
}
  1. 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);
                }
                _ => (),
            },
            _ => (),
        }
    });
}
  1. 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

12,839

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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README

glutin - OpenGL, UTilities, and INput

A low-level library for OpenGL context creation.

Docs.rs

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