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2019-07-31X11: Support UTF8 in window titlesJP Cimalando3-1/+10
It's possible that this does bad things if a UTF8 string is used on a system that does not support it (because XStoreName is still called), but I have no idea how likely this scenario is. Leaving it this way because it means the ASCII case will still work everywhere, and it's easy enough to avoid if this is a problem.
2019-07-31Cleanup: Remove debug print that snuck in there somehowDavid Robillard1-1/+0
2019-07-30Fix incorrect commentssj711-1/+1
The comment was missed when merging the new text API from a branch based on the old integer milliseconds time.
2019-07-29Add stability and distribution information to READMEDavid Robillard1-0/+39
2019-07-29X11: Implement double buffering for CairoDavid Robillard1-31/+66
Also save and restore cairo context state around callbacks, so applications don't need to worry about smashing cairo state across exposures.
2019-07-29Add animation to Cairo test programDavid Robillard2-24/+62
Mainly to be able to test backends, this is still a silly program.
2019-07-29Build separate librariesDavid Robillard2-84/+150
This builds separate libraries for the core and backends, and installs different pkg-config files for different configurations.
2019-07-29Mac: Separate backends from platform implementationDavid Robillard5-391/+451
2019-07-29Mac: Add Cairo on Quartz supportDavid Robillard2-132/+113
This avoids the general hassles of OpenGL, which is deprecated on MacOS, and Cairo apps look much nicer and more integrated this way. As far as I can tell, Cairo actually works best here out of all the platforms, the Windows and X11 backends aren't quite as smooth.
2019-07-29Mac: Make drawView a generic NSViewDavid Robillard1-20/+46
2019-07-29Mac: Separate NSOpenGLView from input handling viewDavid Robillard1-113/+142
2019-07-29Mac: Use scrolling delta for scroll eventsDavid Robillard1-2/+2
I am not sure exactly what the difference is between these, but the documentation says to use these for scroll events. They do have different values for touchpads and the scrolling one feels a bit nicer.
2019-07-29Add option to install entire implementation as headersDavid Robillard1-6/+12
2019-07-29Set hidden visibility globallyDavid Robillard1-4/+7
2019-07-29Properly check for libmDavid Robillard1-6/+5
2019-07-29Build both static and shared library by defaultDavid Robillard1-2/+4
2019-07-29Windows: Enable shared library buildDavid Robillard1-1/+0
2019-07-29Cleanup: Use fancy syntax for waf environmentsDavid Robillard1-8/+8
2019-07-29Cleanup: Clean up includes and call IWYU in lint targetDavid Robillard9-4/+26
2019-07-29Cleanup: Fix Python whitespaceDavid Robillard1-2/+7
2019-07-29Fix various clang-tidy warningsDavid Robillard4-18/+26
2019-07-29Fix potential memory leak on errorDavid Robillard1-0/+1
2019-07-29Reorganize source to separate private implementation detailsDavid Robillard16-57/+98
Taking a page from C++ convention, where "detail" is for things that should not be included in user code.
2019-07-29Clean up file documentationDavid Robillard16-10/+34
2019-07-29Completely separate backends from platform implementationDavid Robillard12-76/+47
This removes PuglContextType and allows the user to pass a backend directly. Normally this would come from one of the two accessors declared in the headers, but it would be possible to add backends without changing any of the existing code at all. Unfortunately, it is not possible to preserve backwards compatibility and achieve the ultimate goal of linking only to the required dependencies, so puglInitContextType() has just been removed.
2019-07-29Expose PuglBackend typeDavid Robillard2-3/+5
2019-07-29Add deprecation macro and deprecate puglInitResizable()David Robillard4-4/+14
2019-07-29Move trivial backend dispatch functions to common codeDavid Robillard4-54/+18
2019-07-29Move backend to PuglViewDavid Robillard6-53/+53
2019-07-29Mac: Factor some functionality out into a backendDavid Robillard1-38/+151
Not quite as isolated as the other platforms at this point (Objective C makes this tricky), but a step towards that and being able to simplify things in the common code by assuming that all platforms have a backend.
2019-07-29Windows: Disable DPI scalingDavid Robillard1-0/+12
This is probably not ultimately the right thing, especially without a DPI/scaling access API, but it makes the horrible default fuzziness go away.
2019-07-29Windows: Add Cairo supportDavid Robillard3-2/+223
2019-07-28Windows: Factor out GL backendDavid Robillard5-271/+428
2019-07-28Make enterContext take a drawing parameter like leaveContextDavid Robillard9-42/+54
These need to be symmetric because sometimes different things need to happen in either situation when entering the context as well.
2019-07-28Give backends general namesDavid Robillard6-30/+52
Towards making them opaque and exposing them to the user to decouple the core library from backends. The general names mean that it won't be possible to build multiple backends for one platform into the same binary, but that seems reasonable for now, and it will make things simpler without needing to add a bunch of dispatch code. That will still be possible if it's ever needed, though.
2019-07-28Rename getHandle to getContext for consistent terminologyDavid Robillard4-6/+6
2019-07-28Rename PuglDrawContext to PuglBackendDavid Robillard7-29/+29
This name was pretty confusing since there is already the concept of a "context".
2019-07-28Cleanup: Remove redundant preprocessor checksDavid Robillard1-4/+0
2019-07-28Cleanup: Remove redundant context type checksDavid Robillard1-7/+3
2019-07-28Cleanup: Add some constnessDavid Robillard1-2/+2
2019-07-28Mac: Set test app bundles as high resolution capableDavid Robillard2-0/+26
This fixes the nasty title bar scaling.
2019-07-28Mac: Fix warningDavid Robillard1-1/+2
2019-07-28Fix unused parameter warnings and prevent rotDavid Robillard9-28/+58
2019-07-28Fix building pugl_cairo_test as C++David Robillard1-1/+1
2019-07-26Windows: Implement size constraintsDavid Robillard3-1/+50
There are two possible approaches to take here: try to expand dimensions that are not being explicitly resized (for example expand the bottom when dragging right), or just stop single-dimension resizes if they would go out of range. I chose the latter here for two reasons: it's hard to always do something smooth and unsurprising with the first approach (and it would require more code), and it can be nice from the user's perspective to easily be able to resize the window to exactly one of its aspect ratio limits. For example, it is very easy to drag pugl_test to 1:1 or 16:9. In other words, simplicity and user power wins.
2019-07-25Clear GL context in puglLeaveContext() on all platformsDavid Robillard2-0/+3
2019-07-25Improve packing of PuglViewImplDavid Robillard1-16/+13
2019-07-25X11: Fix unused parameter warningsDavid Robillard1-0/+4
2019-07-25X11: Close input context on destructionDavid Robillard1-0/+6
2019-07-25Add missing includeDavid Robillard1-0/+1