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2020-03-15Remove backend resize methodDavid Robillard1-9/+0
2020-03-07Organize documentation into groupsDavid Robillard1-1/+1
2020-03-01Add PUGL_BEGIN_DECLS and PUGL_END_DECLS macrosDavid Robillard1-6/+2
Just to keep the C++ noise out of the headers.
2020-03-01Fix documentation groupingDavid Robillard1-12/+15
2020-02-18Pass expose event to backend enter and leave functionsDavid Robillard1-4/+4
This is needed for clipping. Unfortunately, the puglEnterContext() and puglLeaveContext() API was not suitable for this, but this shouldn't matter in user code because it is only used for setup, and is slated for removal anyway. Instead, just call the backend functions directly in the implementation.
2019-11-21Rename "backend" headersDavid Robillard1-0/+113
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.