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author | David Robillard <d@drobilla.net> | 2020-03-15 21:24:18 +0100 |
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committer | David Robillard <d@drobilla.net> | 2020-03-15 21:24:18 +0100 |
commit | 1463f6b44b19ef2778747c0d48f2b29daa00c67c (patch) | |
tree | b129483ecbb866ac4cc07b9f6a751d57baa46dc5 /doc | |
parent | efc053fe5a38a4928fbfd3780f5665dd43bc7f95 (diff) | |
download | pugl-1463f6b44b19ef2778747c0d48f2b29daa00c67c.tar.gz pugl-1463f6b44b19ef2778747c0d48f2b29daa00c67c.tar.bz2 pugl-1463f6b44b19ef2778747c0d48f2b29daa00c67c.zip |
Update event loop documentation
Diffstat (limited to 'doc')
-rw-r--r-- | doc/mainpage.md | 18 |
1 files changed, 14 insertions, 4 deletions
diff --git a/doc/mainpage.md b/doc/mainpage.md index 3c4bab6..d7a96fa 100644 --- a/doc/mainpage.md +++ b/doc/mainpage.md @@ -50,13 +50,23 @@ and system events like window resizing and exposure. ## Event Loop -Two functions are used to drive the event loop: +The event loop is driven by repeatedly calling #puglUpdate which processes events from the window system, +and dispatches them to views when necessary. - * #puglPollEvents waits for events to become available. - * #puglDispatchEvents processes all pending events. +Typically, a plugin calls #puglUpdate with timeout 0 in some callback driven by the host. +A program can use whatever timeout is appropriate: +event-driven applications may wait forever, +or for continuous animation, +use a timeout that is a significant fraction of the frame period +(with enough time left over to render). -Redrawing is accomplished by calling #puglPostRedisplay or #puglPostRedisplayRect, +Redrawing can be requested by calling #puglPostRedisplay or #puglPostRedisplayRect, which post expose events to the queue. +Note, however, that this will not wake up a blocked #puglUpdate call on MacOS +(which does not handle drawing via events). +For continuous redrawing, call #puglPostRedisplay when a #PUGL_UPDATE event is received. +This event is sent before views are redrawn, +so can be used as a hook to expand the update region right before the view is exposed. ## Error Handling |