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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).
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Unfortunately this is an API break, but there's no reasonable way to deprecate
the old function and this is required for things to work correctly. The type
will be used in following commits to tick the main loop and dispatch events
correctly for either case.
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This eliminates the use of puglEnterContext().
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Apparently glxext.h is always included in glx.h on modern systems.
The window demo does not actually use any GL functions directly since they are
all factored out.
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What we're really interested in here is how often the main loop iteration runs.
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These are not really tests, but examples or demos, which has caused some
confusion in the past. So, move them, and make room for actual tests.
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