Age | Commit message (Collapse) | Author | Files | Lines |
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Adds a PuglClipboard enum, and uses it everywhere necessary to "structurally"
support multiple clipboards. Towards re-using this API to support DnD.
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The GLU library is often shipped in a separate package, so it's possible to
have a system with GL, but no GLU headers. Since use of GLU isn't
universal (none of the examples use it), its inclusion can break builds that
would otherwise work. So, move it to a separate wrapper header so this can be
avoided.
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I don't know if vendoring the Vulkan library is appropriate, but regardless,
this allows applications to set the name to whatever they want, or specify an
absolute path, just in case the standard value baked into Pugl isn't the right
one in some situation.
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This allows dark applications to visually integrate more nicely in Windows 10.
A little thing, but it really goes a long way to make programs not look out of
place and half-baked.
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This replaces the window title and class name APIs with a more general one that
can be easily extended to other things, like icon names, more detailed
application hints, and so on.
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Towards a more direct and explicit mapping to platform hints, and more
consistent behaviour across platforms. OpenGL applications are generally
expected to be explicit about hints like this.
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As evidence that this was confusing, the documentation for these was an
outright lie, and I've burned quite a bit of time in the past few days trying
to rework things based around that flawed understanding.
These names make it clear what these events actually are. If we need actual
create/destroy events with a broader scope, they'll have to be added, but I
suspect those aren't actually useful anyway.
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This becomes important when the documentation is included in larger projects.
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These inform the compiler that the returned value doesn't alias with anything.
Also somewhat handy as pseudo-documentation.
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On MacOS in particular, views and windows are entirely different concepts, so
confusing them... confuses things. This was the last holdover in the API that
used the old "native window".
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This implements a more powerful protocol for working with clipboards, which
supports datatype negotiation, and fixes various issues by mapping more
directly to how things work on X11.
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These are redundant with puglSetFrame in a sense, but allow setting the size of
a view without the position, or vice-versa. This API also maps more nicely to
Wayland, where applications can not position themselves (but can resize).
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Actual window sizes and positions fit easily in a 16-bit integer. So, we use
that in "representation contexts" like events. This makes structures smaller,
and allows the values to be converted to float, double, or integer without
casting (since any int16_t or uint16_t value can fit in them without loss).
Setter APIs use native integers for convenience, to avoid casting hassles when
doing arithmetic. Ranges are checked at runtime.
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This collapses many functions into one, which makes the API more easily
extensible and reduces code size.
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I suspect that using the same configuration across both C and C++ is starting
to wear a bit thin, but this will do for now.
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See https://reuse.software/ for details.
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There's no universal consensus on how buttons are numbered. Left, right,
middle as 0, 1, 2 seems to be the most common convention on modern vaguely
similar libraries, so I've gone with that.
The switch to zero-based indices will obviously break all current client code.
Particularly since now is the time to finish any breaking changes before a
stable release, I think that is better than only changing the middle and right
numbers, which would likely go unnoticed.
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