pub fn next(&mut self, events_loop: &mut glium::glutin::EventsLoop) ->
                Vec<glium::glutin::Event> {

        // We don't want to loop any faster than 60 FPS, so wait until it has been at least 16ms
        // since the last yield.
        let last_update = self.last_update;
        let sixteen_ms = std::time::Duration::from_millis(16);
        let duration_since_last_update = std::time::Instant::now().duration_since(last_update);
        if duration_since_last_update < sixteen_ms {
            std::thread::sleep(sixteen_ms - duration_since_last_update);
        }

        // Collect all pending events.
        let mut events = Vec::new();
        events_loop.poll_events(|event| events.push(event));

        // If there are no events and the UI does not need updating, wait
        // for the next event.
        if events.is_empty() && !self.ui_needs_update {
            events_loop.run_forever(|event| { events.push(event);
                                    glium::glutin::ControlFlow::Break });
        }

        self.ui_needs_update = false;
        self.last_update = std::time::Instant::now();

        events
    }
/// Produce an iterator yielding all available events.
Produce an iterator yielding all available events.
Produce an iterator yielding all available events .
pub fn next(&mut self, events_loop: &mut glium::glutin::EventsLoop) ->
                Vec<glium::glutin::Event> {
        // We don't want to loop any faster than 60 FPS, so wait until it has been at least 16ms
        // since the last yield.
        let last_update = self.last_update;
        let sixteen_ms = std::time::Duration::from_millis(16);
        let duration_since_last_update = std::time::Instant::now().duration_since(last_update);
        if duration_since_last_update < sixteen_ms {
            std::thread::sleep(sixteen_ms - duration_since_last_update);
        }
        // Collect all pending events.
        let mut events = Vec::new();
        events_loop.poll_events(|event| events.push(event));
        // If there are no events and the UI does not need updating, wait
        // for the next event.
        if events.is_empty() && !self.ui_needs_update {
            events_loop.run_forever(|event| { events.push(event);
                                    glium::glutin::ControlFlow::Break });
        }
        self.ui_needs_update = false;
        self.last_update = std::time::Instant::now();
        events
    }
pub fn next ( & mut self , events_loop : & mut glium :: glutin :: EventsLoop ) -> Vec < glium :: glutin :: Event > { // We don't want to loop any faster than 60 FPS, so wait until it has been at least 16ms // since the last yield. let last_update = self . last_update ; let sixteen_ms = std :: time :: Duration :: from_millis ( 16 ) ; let duration_since_last_update = std :: time :: Instant :: now ( ) . duration_since ( last_update ) ; if duration_since_last_update < sixteen_ms { std :: thread :: sleep ( sixteen_ms - duration_since_last_update ) ; } // Collect all pending events. let mut events = Vec :: new ( ) ; events_loop . poll_events ( | event | events . push ( event ) ) ; // If there are no events and the UI does not need updating, wait // for the next event. if events . is_empty ( ) && ! self . ui_needs_update { events_loop . run_forever ( | event | { events . push ( event ) ; glium :: glutin :: ControlFlow :: Break } ) ; } self . ui_needs_update = false ; self . last_update = std :: time :: Instant :: now ( ) ; events }
Produce an iterator yielding all available events.
Produce an iterator yielding all available events .
&mut self
events_loop
&mut glium::glutin::EventsLoop
&mut self
events_loop
&mut glium::glutin::EventsLoop