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2020-05-16Add default and maximum sizeDavid Robillard5-10/+8
2020-05-16Use line comments where appropriateDavid Robillard1-1/+1
2020-05-16Use email address in copyright headersDavid Robillard10-10/+10
Not really sure why I used a web link here (maybe because it's more stable), but this is more conventional.
2020-05-16Fix file documentationDavid Robillard7-7/+14
2020-04-22C++ Demo: Fix sync optionDavid Robillard1-1/+1
2020-04-22C++ Demo: Fix help optionDavid Robillard1-0/+4
2020-04-06Implement puglSetTransientFor() for Mac and WindowsDavid Robillard1-4/+9
2020-04-04Shader Demo: Support both GL 3 and 4David Robillard1-10/+33
2020-04-04Shader Demo: Use a UBODavid Robillard1-7/+16
2020-04-04Shader Demo: Factor out version-dependent GLSL headerDavid Robillard2-9/+16
2020-04-04Shader Demo: Factor out animated rectangle definitionsDavid Robillard2-44/+84
2020-04-04Shader Demo: Explicitly set up alpha blendingDavid Robillard1-1/+2
2020-04-03Rewrite C++ bindingsDavid Robillard1-0/+141
2020-04-02Strengthen warningsDavid Robillard4-22/+34
2020-04-01Cleanup: Fix mismatched file commentsDavid Robillard1-1/+1
2020-04-01Replace puglShowWindow() with puglRealize()David Robillard5-9/+15
2020-03-31GL3 Demo: Fix conversion warningsDavid Robillard1-5/+7
2020-03-17Use clearer names for pointer eventsDavid Robillard3-9/+9
These old "notify" names are a smell from X11 which is a bit strange and inconsistent here, since nearly everything is a "notification" of sorts. I think the new names here are much more clear since they are consistent with the keyboard focus events.
2020-03-16Embed Demo: Add timer to occasionally reverse spin directionDavid Robillard1-2/+10
2020-03-16Window Demo: Only redisplay on update when running continuouslyDavid Robillard1-1/+3
2020-03-15Unify event loop functions as puglUpdate()David Robillard5-31/+30
The previous separation between polling and dispatching was a lie, especially on MacOS where it is impossible to only poll for events without dispatching anything. Providing such an API is misleading, and problematic in various other ways. So, merge them into a single puglUpdate() function which can do the right thing on all platforms. This also adds the behaviour of actually processing all events in the given time interval, which is almost always what clients actually want to do when using a positive timeout (naively doing this before caused terrible input lag).
2020-03-15Add type and flags to worldDavid Robillard5-5/+5
Unfortunately this is an API break, but there's no reasonable way to deprecate the old function and this is required for things to work correctly. The type will be used in following commits to tick the main loop and dispatch events correctly for either case.
2020-03-15Print events in Cairo demoDavid Robillard1-0/+2
2020-03-15Remove static data from Cairo demoDavid Robillard1-44/+56
2020-03-13Strengthen warningsDavid Robillard3-6/+0
2020-03-09GL3 Demo: Set up and tear down GL on PUGL_CREATE and PUGL_DESTROYDavid Robillard1-19/+17
This eliminates the use of puglEnterContext().
2020-03-09GL3 Demo: Factor out GL setup and teardownDavid Robillard1-69/+102
2020-03-09Window Demo: Fix updating when not runnning continuouslyDavid Robillard2-7/+17
2020-03-09Cleanup: Remove unnecessary includesDavid Robillard1-1/+0
Apparently glxext.h is always included in glx.h on modern systems. The window demo does not actually use any GL functions directly since they are all factored out.
2020-03-08Add vsync command line options to demosDavid Robillard3-4/+4
2020-03-08Embed Demo: Simplify FPS counterDavid Robillard1-3/+3
What we're really interested in here is how often the main loop iteration runs.
2020-03-08Embed Demo: Only redisplay on input when not running continuouslyDavid Robillard1-5/+11
2020-03-08Add multiple window exampleDavid Robillard1-0/+243
2020-03-08Factor out cube drawingDavid Robillard3-59/+93
2020-03-08Move demo programs to examples directoryDavid Robillard9-0/+4950
These are not really tests, but examples or demos, which has caused some confusion in the past. So, move them, and make room for actual tests.