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-rw-r--r--doc/c/events.rst8
-rw-r--r--doc/c/view.rst4
2 files changed, 6 insertions, 6 deletions
diff --git a/doc/c/events.rst b/doc/c/events.rst
index 86f7c63..804c724 100644
--- a/doc/c/events.rst
+++ b/doc/c/events.rst
@@ -24,9 +24,9 @@ For example, a basic event handler might look something like this:
MyApp* app = (MyApp*)puglGetHandle(view);
switch (event->type) {
- case PUGL_CREATE:
+ case PUGL_REALIZE:
return setupGraphics(app);
- case PUGL_DESTROY:
+ case PUGL_UNREALIZE:
return teardownGraphics(app);
case PUGL_CONFIGURE:
return resize(app, event->configure.width, event->configure.height);
@@ -69,8 +69,8 @@ OpenGL Context
The OpenGL context is only active during the handling of these events:
-- :struct:`PuglCreateEvent`
-- :struct:`PuglDestroyEvent`
+- :struct:`PuglRealizeEvent`
+- :struct:`PuglUnrealizeEvent`
- :struct:`PuglConfigureEvent`
- :struct:`PuglExposeEvent`
diff --git a/doc/c/view.rst b/doc/c/view.rst
index faf926f..ea261ff 100644
--- a/doc/c/view.rst
+++ b/doc/c/view.rst
@@ -167,8 +167,8 @@ If you need to perform some setup using the OpenGL API,
there are two ways to do so.
The OpenGL context is active when
-:enumerator:`PUGL_CREATE <PuglEventType.PUGL_CREATE>` and
-:enumerator:`PUGL_DESTROY <PuglEventType.PUGL_DESTROY>`
+:enumerator:`PUGL_REALIZE <PuglEventType.PUGL_REALIZE>` and
+:enumerator:`PUGL_UNREALIZE <PuglEventType.PUGL_UNREALIZE>`
events are dispatched,
so things like creating and destroying shaders and textures can be done then.