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2020-05-16Add default and maximum sizeDavid Robillard1-0/+20
2020-05-16Use email address in copyright headersDavid Robillard1-1/+1
Not really sure why I used a web link here (maybe because it's more stable), but this is more conventional.
2020-05-16Fix file documentationDavid Robillard1-1/+2
2020-04-06Implement puglSetTransientFor() for Mac and WindowsDavid Robillard1-0/+3
2020-04-03Rewrite C++ bindingsDavid Robillard1-21/+31
2020-04-02Make puglGetVisible() take a const view argumentDavid Robillard1-1/+1
2020-04-01Add types and documentation for all event typesDavid Robillard1-6/+72
These are not necessary since they are just aliases for PuglEventAny, but provide a place to put the documentation, and can make code clearer where a specific event type is known.
2020-04-01Consistently use "view" terminology in APIDavid Robillard1-15/+26
The sloppy use of "window" caused quite a bit of confusion, since views only correspond to top-level windows in some cases, and on MacOS, a non-top-level view is not a "window" at all.
2020-04-01Add PUGL_BAD_PARAMETER statusDavid Robillard1-0/+1
2020-04-01Replace puglShowWindow() with puglRealize()David Robillard1-14/+36
2020-03-18Reorder event struct definitions to match PuglEventTypeDavid Robillard1-27/+27
2020-03-17Use a more logical order for PuglEventTypeDavid Robillard1-5/+5
2020-03-17Use clearer names for pointer eventsDavid Robillard1-16/+25
These old "notify" names are a smell from X11 which is a bit strange and inconsistent here, since nearly everything is a "notification" of sorts. I think the new names here are much more clear since they are consistent with the keyboard focus events.
2020-03-16Add timer eventsDavid Robillard1-2/+59
2020-03-15Cleanup: Fix documentation linksDavid Robillard1-2/+2
2020-03-15Unify event loop functions as puglUpdate()David Robillard1-17/+47
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).
2020-03-15Add type and flags to worldDavid Robillard1-2/+29
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.
2020-03-14Add logging APIDavid Robillard1-0/+38
2020-03-09Deprecate puglEnterContext() and puglLeaveContext()David Robillard1-29/+33
These are prone to abuse, and have caused confusion with people who try to use them like in other libraries that support explicit drawing in the main loop. The drawing parameter was also wrong, and these were already just compatibility veneers since the internal context API needs to be more expressive. So, now that PUGL_CREATE and PUGL_DESTROY exist, they can be deprecated to force clients to draw only at the correct time.
2020-03-09Add PuglEventClient and puglSendEvent()David Robillard1-1/+28
This event makes it possible to send an arbitrary event to a view, which is useful for many things. In particular, this method of communication with views will wake up the event loop, unlike hacks in applications that share data in some other way.
2020-03-09Add create, destroy, map, and unmap eventsDavid Robillard1-1/+9
These can be used to do things when a view is created or destroyed, in particular set up the GL context in a more controlled way. Map and unmap events are also added for when views are shown and hidden so application can react to this as well. Towards the deprecation of puglEnterContext() and puglLeaveContext(), which are prone to abuse. squash! Remove client event stuff
2020-03-08Add a user data handle to the worldDavid Robillard1-1/+23
2020-03-08Link event types to the corresponding structDavid Robillard1-14/+14
2020-03-08Remove redundant PuglEventCloseDavid Robillard1-12/+0
This is identical to PuglEventAny.
2020-03-07Fix overly long lineDavid Robillard1-2/+2
2020-03-07Organize documentation into groupsDavid Robillard1-9/+41
2020-03-07Improve documentationDavid Robillard1-82/+184
2020-03-06Use terse Doxygen ref syntaxDavid Robillard1-3/+3
2020-03-06Move puglSetBackend() to init groupDavid Robillard1-11/+11
2020-03-06Move puglSetEventFunc() to init groupDavid Robillard1-6/+6
2020-03-06Move puglPostRedisplay() and friend to graphics groupDavid Robillard1-12/+12
2020-03-06Move puglGetClipboard() after puglGetClipboard() for consistencyDavid Robillard1-11/+11
2020-03-06Move puglHasFocus() after puglGrabFocus() for consistencyDavid Robillard1-6/+6
2020-03-06Move puglGetVisible() to more sensible locationDavid Robillard1-6/+6
2020-03-06Move type definitions to the group they are relevant toDavid Robillard1-72/+72
2020-03-06Clean up event field documentationDavid Robillard1-53/+54
2020-03-02Strengthen ultra-strict warnings with clangDavid Robillard1-2/+2
2020-03-01Put PuglEventAny member of PuglEvent first for easy initializationDavid Robillard1-1/+1
2020-03-01Add PUGL_BEGIN_DECLS and PUGL_END_DECLS macrosDavid Robillard1-4/+8
Just to keep the C++ noise out of the headers.
2019-12-09Cleanup: Fix whitespaceDavid Robillard1-1/+1
2019-11-21Rename "backend" headersDavid Robillard1-2/+2
Working on Vulkan clarified what has always been slightly smelly about the design and organization here: not everything that is API specific is really in a "backend" (a PuglBackend). The concrete example is puglGetProcAddress(), which only makes sense for GL and is actually implemented in the "backend" files. Arguably puglGetContext() is also such a thing. So, rename the headers so they can be the place where API-specific things go in general, which happens to include a backend most of the time. The stub is a bit of an exception to this, but whatever. The includes look tidier this way. In place of the old headers are compatibility stubs that just emit a warning and include the new version, which will be maintained for a while.
2019-11-21Use consistent include guardsDavid Robillard1-3/+3
2019-11-18Move puglGetProcAddress to pugl_gl_backend.hDavid Robillard1-11/+0
This establishes a general pattern for backend-specific APIs, so that pugl.h doesn't become a mess. The name of these headers, and the definition of "backend", is a little fuzzy here, but it was before in reality anyway.
2019-11-17Use typedefs for flag typesDavid Robillard1-72/+82
This doesn't change anything about type-safety (C can't do that), but at least makes the intent of things clearer.
2019-11-17Cleanup: Use consistent formatting for field documentationDavid Robillard1-141/+141
2019-11-09Add puglStrerror() and improve test program error reportingDavid Robillard1-0/+7
2019-11-03Remove redisplay flag and add puglPostRedisplayRect()David Robillard1-1/+7
2019-11-03Add puglGetNativeWorld()David Robillard1-0/+10
2019-09-14Add support for using a debug OpenGL contextDavid Robillard1-0/+1
2019-09-14Wrap deprecated declarations in PUGL_DISABLE_DEPRECATEDDavid Robillard1-0/+4
This allows projects that use strict warning flags to suppress warning noise.