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authorDavid Robillard <d@drobilla.net>2020-03-15 18:30:24 +0100
committerDavid Robillard <d@drobilla.net>2020-03-15 20:53:37 +0100
commitefc053fe5a38a4928fbfd3780f5665dd43bc7f95 (patch)
treec3e28366d5b57592e82c004ab59a3e364d4ef57f /examples/pugl_window_demo.c
parent3b9e8287fd4c1096a2d6244aa07bc28cacb4da8d (diff)
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Unify event loop functions as puglUpdate()
The previous separation between polling and dispatching was a lie, especially on MacOS where it is impossible to only poll for events without dispatching anything. Providing such an API is misleading, and problematic in various other ways. So, merge them into a single puglUpdate() function which can do the right thing on all platforms. This also adds the behaviour of actually processing all events in the given time interval, which is almost always what clients actually want to do when using a positive timeout (naively doing this before caused terrible input lag).
Diffstat (limited to 'examples/pugl_window_demo.c')
-rw-r--r--examples/pugl_window_demo.c13
1 files changed, 4 insertions, 9 deletions
diff --git a/examples/pugl_window_demo.c b/examples/pugl_window_demo.c
index 394b959..248d44e 100644
--- a/examples/pugl_window_demo.c
+++ b/examples/pugl_window_demo.c
@@ -128,6 +128,9 @@ onEvent(PuglView* view, const PuglEvent* event)
case PUGL_CONFIGURE:
reshapeCube((int)event->configure.width, (int)event->configure.height);
break;
+ case PUGL_UPDATE:
+ puglPostRedisplay(view);
+ break;
case PUGL_EXPOSE:
onDisplay(view);
break;
@@ -224,15 +227,7 @@ main(int argc, char** argv)
PuglFpsPrinter fpsPrinter = {puglGetTime(app.world)};
unsigned framesDrawn = 0;
while (!app.quit) {
- if (app.continuous) {
- for (size_t i = 0; i < 2; ++i) {
- puglPostRedisplay(app.cubes[i].view);
- }
- } else {
- puglPollEvents(app.world, -1);
- }
-
- puglDispatchEvents(app.world);
+ puglUpdate(app.world, app.continuous ? 0.0 : -1.0);
++framesDrawn;
if (app.continuous) {