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rust-windowing logowinit

Window handling library in pure Rust

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Quick Overview

Winit is a cross-platform window creation and management library written in Rust. It provides a simple and efficient way to create and manage windows across various operating systems, including Windows, macOS, and Linux.

Pros

  • Cross-platform Compatibility: Winit supports multiple platforms, allowing developers to create applications that can run on different operating systems without significant changes to the codebase.
  • Lightweight and Efficient: Winit is designed to be lightweight and efficient, making it suitable for a wide range of applications, from simple utilities to complex games and graphics-intensive programs.
  • Active Development and Community: Winit has an active development team and a growing community of contributors, ensuring regular updates, bug fixes, and feature enhancements.
  • Interoperability with Other Rust Libraries: Winit integrates well with other popular Rust libraries, such as the Vulkan and OpenGL graphics APIs, making it a versatile choice for building modern, high-performance applications.

Cons

  • Limited Functionality: While Winit provides a solid foundation for window creation and management, it may lack some advanced features or functionality that some developers might require, necessitating the use of additional libraries or custom implementations.
  • Steep Learning Curve: Winit, like many Rust libraries, can have a steeper learning curve for developers who are new to the Rust programming language, which may be a barrier for some.
  • Dependency on Rust: Winit is a Rust-specific library, which means that developers who are not familiar with Rust or do not want to use Rust in their projects may not be able to take advantage of its features.
  • Potential Performance Overhead: While Winit is designed to be efficient, there may be some performance overhead associated with its cross-platform nature, which could be a concern for highly performance-critical applications.

Code Examples

Here are a few code examples demonstrating how to use Winit:

  1. Creating a Window:
use winit::{
    event::{Event, WindowEvent},
    event_loop::{ControlFlow, EventLoop},
    window::WindowBuilder,
};

fn main() {
    let event_loop = EventLoop::new();
    let window = WindowBuilder::new()
        .with_title("My Winit Window")
        .build(&event_loop)
        .unwrap();

    event_loop.run(move |event, _, control_flow| {
        *control_flow = ControlFlow::Wait;

        match event {
            Event::WindowEvent {
                event: WindowEvent::CloseRequested,
                ..
            } => *control_flow = ControlFlow::Exit,
            _ => (),
        }
    });
}
  1. Handling Events:
use winit::{
    event::{Event, KeyboardInput, VirtualKeyCode, WindowEvent},
    event_loop::{ControlFlow, EventLoop},
    window::Window,
};

fn main() {
    let event_loop = EventLoop::new();
    let window = Window::new(&event_loop).unwrap();

    event_loop.run(move |event, _, control_flow| {
        *control_flow = ControlFlow::Wait;

        match event {
            Event::WindowEvent {
                event: WindowEvent::KeyboardInput {
                    input:
                        KeyboardInput {
                            virtual_keycode: Some(VirtualKeyCode::Escape),
                            ..
                        },
                    ..
                },
                ..
            } => *control_flow = ControlFlow::Exit,
            Event::RedrawRequested(_) => {
                // Render your application here
            }
            _ => (),
        }
    });
}
  1. Resizing the Window:
use winit::{
    dpi::PhysicalSize,
    event::{Event, WindowEvent},
    event_loop::{ControlFlow, EventLoop},
    window::Window,
};

fn main() {
    let event_loop = EventLoop::new();
    let window = Window::new(&event_loop).unwrap();

    event_loop.run(move |event, _, control_flow| {
        *control_flow = Control

Competitor Comparisons

1,246

DEPRECATED, use https://github.com/gtk-rs/gtk3-rs repository instead!

Pros of gtk-rs/gtk

  • Provides a comprehensive set of widgets and tools for building complex GUI applications.
  • Offers a mature and well-documented API with a large community and ecosystem.
  • Supports a wide range of platforms, including Linux, Windows, and macOS.

Cons of gtk-rs/gtk

  • Larger codebase and dependency footprint compared to Winit.
  • May have a steeper learning curve for developers unfamiliar with the GTK ecosystem.
  • Can be more challenging to integrate with other Rust libraries or frameworks.

Code Comparison

Winit (rust-windowing/winit):

let event_loop = EventLoop::new();
let window = WindowBuilder::new()
    .with_title("My 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,
            _ => (),
        },
        _ => (),
    }
});

gtk-rs/gtk:

let application = gtk::Application::new(Some("com.example.app"), gio::ApplicationFlags::FLAGS_NONE);
let window = gtk::ApplicationWindow::new(&application);
window.set_title("My Window");

application.connect_activate(|app| {
    let window = gtk::ApplicationWindow::new(app);
    window.set_title("My Window");
    window.show_all();
});

application.run(&[]);
1,981

A low-level library for OpenGL context creation

Pros of Glutin

  • Glutin provides a higher-level abstraction over the underlying windowing system, making it easier to write cross-platform code.
  • Glutin has a more extensive feature set, including support for OpenGL, Vulkan, and other graphics APIs.
  • Glutin has a more active development community and a larger ecosystem of related libraries and tools.

Cons of Glutin

  • Glutin has a larger codebase and may be more complex to understand and use for simple use cases.
  • Glutin may have a higher overhead and performance impact compared to Winit, especially for lightweight applications.
  • Glutin's dependency on external libraries and frameworks can make it more difficult to deploy and distribute.

Code Comparison

Winit:

let event_loop = EventLoop::new();
let window = WindowBuilder::new()
    .with_title("My 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,
            _ => (),
        },
        _ => (),
    }
});

Glutin:

let event_loop = EventLoop::new();
let window = WindowBuilder::new()
    .with_title("My 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,
            _ => (),
        },
        _ => (),
    }
});

As you can see, the code for creating a window and handling events is very similar between Winit and Glutin, as they share a common API. The main differences would be in the additional features and capabilities provided by Glutin, which are not shown in this simple example.

4,611

A modular game engine written in Rust

Pros of Piston

  • Piston provides a more comprehensive set of tools and libraries for game development, including a 2D rendering engine, input handling, and physics simulation.
  • Piston has a larger and more active community, with more contributors and a wider range of available plugins and extensions.
  • Piston's design is more modular, allowing developers to pick and choose the components they need for their project, rather than being tied to a single, monolithic library.

Cons of Piston

  • Piston has a steeper learning curve compared to Winit, as it requires understanding and integrating multiple different components.
  • Piston may be overkill for simple window management or rendering tasks, as it provides a lot of additional functionality that may not be needed.

Code Comparison

Winit (window creation):

use winit::event_loop::EventLoop;
use winit::window::WindowBuilder;

let event_loop = EventLoop::new();
let window = WindowBuilder::new()
    .with_title("My Window")
    .build(&event_loop)
    .unwrap();

Piston (window creation):

use piston::window::WindowSettings;

let window_settings = WindowSettings::new("My Window", [800, 600])
    .exit_on_esc(true)
    .build()
    .unwrap();

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README

winit - Cross-platform window creation and management in Rust

Crates.io Docs.rs Master Docs CI Status

[dependencies]
winit = "0.30.5"

Documentation

For features within the scope of winit, see FEATURES.md.

For features outside the scope of winit, see Are we GUI Yet? and Are we game yet?, depending on what kind of project you're looking to do.

Contact Us

Join us in our Matrix room.

The maintainers have a meeting every friday at UTC 15. The meeting notes can be found here.

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 the 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.

MSRV Policy

This crate's Minimum Supported Rust Version (MSRV) is 1.73. Changes to the MSRV will be accompanied by a minor version bump.

As a tentative policy, the upper bound of the MSRV is given by the following formula:

min(sid, stable - 3)

Where sid is the current version of rustc provided by Debian Sid, and stable is the latest stable version of Rust. This bound may be broken in case of a major ecosystem shift or a security vulnerability.

An exception is made for the Android platform, where a higher Rust version must be used for certain Android features. In this case, the MSRV will be capped at the latest stable version of Rust minus three. This inconsistency is not reflected in Cargo metadata, as it is not powerful enough to expose this restriction.

Redox OS is also not covered by this MSRV policy, as it requires a Rust nightly toolchain to compile.

All crates in the rust-windowing organizations have the same MSRV policy.

Platform-specific usage

Check out the winit::platform module for platform-specific usage.