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author | David Robillard <d@drobilla.net> | 2021-05-25 12:07:17 -0400 |
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committer | David Robillard <d@drobilla.net> | 2021-05-25 12:12:59 -0400 |
commit | e6183b3dbe6b83d642cad1dfb296083ce8c53360 (patch) | |
tree | 60ec2f11586489bcd81364654d6964d399484596 /bindings | |
parent | 040e94b26395451b78f5cbe0b7f208afcf28af1b (diff) | |
download | pugl-e6183b3dbe6b83d642cad1dfb296083ce8c53360.tar.gz pugl-e6183b3dbe6b83d642cad1dfb296083ce8c53360.tar.bz2 pugl-e6183b3dbe6b83d642cad1dfb296083ce8c53360.zip |
Rename event structs in a more readable style
Aside from reading more naturally, this avoids clashes with types that are not
events, like PuglEventFlags. This is also more consistent with the C++
bindings, where "EventExpose" would be quite strange, for example.
Apologies for the noise. Aliases to the old names will be preserved in the
deprecated API like other things for a short while.
Diffstat (limited to 'bindings')
-rw-r--r-- | bindings/cpp/include/pugl/pugl.hpp | 92 |
1 files changed, 46 insertions, 46 deletions
diff --git a/bindings/cpp/include/pugl/pugl.hpp b/bindings/cpp/include/pugl/pugl.hpp index 4eebdac..69ea0eb 100644 --- a/bindings/cpp/include/pugl/pugl.hpp +++ b/bindings/cpp/include/pugl/pugl.hpp @@ -117,74 +117,74 @@ using EventFlag = PuglEventFlag; ///< @copydoc PuglEventFlag using EventFlags = PuglEventFlags; ///< @copydoc PuglEventFlags using CrossingMode = PuglCrossingMode; ///< @copydoc PuglCrossingMode -/// @copydoc PuglEventCreate -using CreateEvent = Event<PUGL_CREATE, PuglEventCreate>; +/// @copydoc PuglCreateEvent +using CreateEvent = Event<PUGL_CREATE, PuglCreateEvent>; -/// @copydoc PuglEventDestroy -using DestroyEvent = Event<PUGL_DESTROY, PuglEventDestroy>; +/// @copydoc PuglDestroyEvent +using DestroyEvent = Event<PUGL_DESTROY, PuglDestroyEvent>; -/// @copydoc PuglEventConfigure -using ConfigureEvent = Event<PUGL_CONFIGURE, PuglEventConfigure>; +/// @copydoc PuglConfigureEvent +using ConfigureEvent = Event<PUGL_CONFIGURE, PuglConfigureEvent>; -/// @copydoc PuglEventMap -using MapEvent = Event<PUGL_MAP, PuglEventMap>; +/// @copydoc PuglMapEvent +using MapEvent = Event<PUGL_MAP, PuglMapEvent>; -/// @copydoc PuglEventUnmap -using UnmapEvent = Event<PUGL_UNMAP, PuglEventUnmap>; +/// @copydoc PuglUnmapEvent +using UnmapEvent = Event<PUGL_UNMAP, PuglUnmapEvent>; -/// @copydoc PuglEventUpdate -using UpdateEvent = Event<PUGL_UPDATE, PuglEventUpdate>; +/// @copydoc PuglUpdateEvent +using UpdateEvent = Event<PUGL_UPDATE, PuglUpdateEvent>; -/// @copydoc PuglEventExpose -using ExposeEvent = Event<PUGL_EXPOSE, PuglEventExpose>; +/// @copydoc PuglExposeEvent +using ExposeEvent = Event<PUGL_EXPOSE, PuglExposeEvent>; -/// @copydoc PuglEventClose -using CloseEvent = Event<PUGL_CLOSE, PuglEventClose>; +/// @copydoc PuglCloseEvent +using CloseEvent = Event<PUGL_CLOSE, PuglCloseEvent>; -/// @copydoc PuglEventFocus -using FocusInEvent = Event<PUGL_FOCUS_IN, PuglEventFocus>; +/// @copydoc PuglFocusEvent +using FocusInEvent = Event<PUGL_FOCUS_IN, PuglFocusEvent>; -/// @copydoc PuglEventFocus -using FocusOutEvent = Event<PUGL_FOCUS_OUT, PuglEventFocus>; +/// @copydoc PuglFocusEvent +using FocusOutEvent = Event<PUGL_FOCUS_OUT, PuglFocusEvent>; -/// @copydoc PuglEventKey -using KeyPressEvent = Event<PUGL_KEY_PRESS, PuglEventKey>; +/// @copydoc PuglKeyEvent +using KeyPressEvent = Event<PUGL_KEY_PRESS, PuglKeyEvent>; -/// @copydoc PuglEventKey -using KeyReleaseEvent = Event<PUGL_KEY_RELEASE, PuglEventKey>; +/// @copydoc PuglKeyEvent +using KeyReleaseEvent = Event<PUGL_KEY_RELEASE, PuglKeyEvent>; -/// @copydoc PuglEventText -using TextEvent = Event<PUGL_TEXT, PuglEventText>; +/// @copydoc PuglTextEvent +using TextEvent = Event<PUGL_TEXT, PuglTextEvent>; -/// @copydoc PuglEventCrossing -using PointerInEvent = Event<PUGL_POINTER_IN, PuglEventCrossing>; +/// @copydoc PuglCrossingEvent +using PointerInEvent = Event<PUGL_POINTER_IN, PuglCrossingEvent>; -/// @copydoc PuglEventCrossing -using PointerOutEvent = Event<PUGL_POINTER_OUT, PuglEventCrossing>; +/// @copydoc PuglCrossingEvent +using PointerOutEvent = Event<PUGL_POINTER_OUT, PuglCrossingEvent>; -/// @copydoc PuglEventButton -using ButtonPressEvent = Event<PUGL_BUTTON_PRESS, PuglEventButton>; +/// @copydoc PuglButtonEvent +using ButtonPressEvent = Event<PUGL_BUTTON_PRESS, PuglButtonEvent>; -/// @copydoc PuglEventButton -using ButtonReleaseEvent = Event<PUGL_BUTTON_RELEASE, PuglEventButton>; +/// @copydoc PuglButtonEvent +using ButtonReleaseEvent = Event<PUGL_BUTTON_RELEASE, PuglButtonEvent>; -/// @copydoc PuglEventMotion -using MotionEvent = Event<PUGL_MOTION, PuglEventMotion>; +/// @copydoc PuglMotionEvent +using MotionEvent = Event<PUGL_MOTION, PuglMotionEvent>; -/// @copydoc PuglEventScroll -using ScrollEvent = Event<PUGL_SCROLL, PuglEventScroll>; +/// @copydoc PuglScrollEvent +using ScrollEvent = Event<PUGL_SCROLL, PuglScrollEvent>; -/// @copydoc PuglEventClient -using ClientEvent = Event<PUGL_CLIENT, PuglEventClient>; +/// @copydoc PuglClientEvent +using ClientEvent = Event<PUGL_CLIENT, PuglClientEvent>; -/// @copydoc PuglEventTimer -using TimerEvent = Event<PUGL_TIMER, PuglEventTimer>; +/// @copydoc PuglTimerEvent +using TimerEvent = Event<PUGL_TIMER, PuglTimerEvent>; -/// @copydoc PuglEventLoopEnter -using LoopEnterEvent = Event<PUGL_LOOP_ENTER, PuglEventLoopEnter>; +/// @copydoc PuglLoopEnterEvent +using LoopEnterEvent = Event<PUGL_LOOP_ENTER, PuglLoopEnterEvent>; -/// @copydoc PuglEventLoopLeave -using LoopLeaveEvent = Event<PUGL_LOOP_LEAVE, PuglEventLoopLeave>; +/// @copydoc PuglLoopLeaveEvent +using LoopLeaveEvent = Event<PUGL_LOOP_LEAVE, PuglLoopLeaveEvent>; /** @} |