Age | Commit message (Collapse) | Author | Files | Lines |
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Eventually we'll need an actual smart flags type here, but for now there's only
one flag anyway, so simply define an overload that takes one.
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This was a bit weird since event dispatching can be handled by some other
object. Just remove them, and have clients use a catch-all template to handle
events that are not handled specially.
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The old version had some weird Inkscape stuff in it that couldn't be displayed
by Firefox, or presumably other generic renderers.
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These names were confusing because a view is not necessarily a window. Since
there's no room for ambiguity here, simply drop the superfluous word.
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These only do anything for OpenGL, and it seems unlikely that they will ever be
used for anything else. So, move them to the GL headers to remove clutter from
the core API, and ensure that they are only used in GL applications that
include the appropriate headers and link with a GL backend.
Also add missing C++ bindings.
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This allows puglCreateSurface() to be used with some other loader, or when
linking to Vulkan at compile time.
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These libc-specific warnings are a new level, even for LLVM. Using an opt-out
style for this is probably not going to last.
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This fixes an issue where the default frame position would be set based on the
screen size for child windows. This went unnoticed so far because most
plugins, like pugl_embed_demo, explicitly set the frame and so avoided this
code path.
Also generally tidy up puglRealize() along the way to make it a bit more
readable.
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Fun with union punning. The different sizes mean that stuff on the stack could
be copied to the destination event. I don't think this would cause a concrete
issue (the contents of the event past the expose are irrelevant) but asan quite
reasonably has a problem with it.
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It's a nightmare trying to get this thing to check everything.
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This removes virtual function overhead, and the weird situation of having to
include pugl.ipp once (or worse, for pugl to provide a binary C++ library).
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Losing assertions is unfortunate, but these slow down compile times, and in
this case the scope of error is small enough that the risk is minimal.
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This avoids an include of <exception>, which is slow, and is better practice
anyway.
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This is nice, but it bloats the header quite a bit for something that may not
be used and requires the C++ standard library.
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Although it's generally a good idea to use known-solid std classes, in this
case the wrapper is very simple so it's not worth including <memory>.
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This was missing from the C++ bindings and barely used anyway, so just remove
it for now in the interests of simplicity and finalizing a stable API.
The information previously logged in the X11 GL backend is now available
programatically, so applications can print the same information portably if
they like.
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Include them in pugl_gl.h instead, to simplify things and unclutter the include
directory.
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This seemed messy and potentially misleading for what is fundamentally a C++
library. It also makes it possible to set separate clang-tidy and clang-format
settings for each to avoid "tainting" the C settings, though currently the
headers use the same checks.
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I think this attempt to be optionally header-only was misguided, particularly
installing source code to the system include path. Typically anyone vendoring
code just includes the repository and builds from there anyway.
This commit moves all the implementation code to a typical src directory (Don't
Be Weird).
I still think there is some value in simple "inline" deployment, but that would
be better achieved another way, like producing a single-file amalgamation that
builds anywhere, ala sqlite.
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This allows the application to control how recursive loops are handled rather
than have Pugl impose behavior which can get in the way. For example, an
application may not want to continuously animate while being resized, or set up
its rendering differently in this situation. For example, with Vulkan, setting
up a different swapchain can be necessary for smooth performance while live
resizing on Windows, and Pugl has no ability to do this.
I think it was a mistake to add this timer to Pugl itself, because it was
always a bit of a leaky abstraction, and not very appropriate for a library
that is supposed to be a thin abstraction layer. Though it almost seemed like
things ran as usual while resizing on Windows and MacOS, the main event loop
being stalled can be confusing, and there was no way to detect this. This way,
applications must explicitly handle this situation and can implement the
behavior they want without Pugl getting in the way.
This also simplifies the Pugl implementation a bit, which is always nice.
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These are relatively new and cause warnings on older systems.
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Even though loading is now better handled with create events, there are still
situations with OpenGL where it's difficult to avoid explicitly entering and
leaving the context. So, resurrect these functions, but remove the drawing
parameter to make it clear that they must never be used for drawing.
This breaks the deprecated API since the drawing parameter would be
inappropriate for the stable API, and a decent alternative name isn't
available.
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