Age | Commit message (Collapse) | Author | Files | Lines |
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This allows waiting for events for any view in the world. It also improves on
puglWaitForEvent() by the addition of a time parameter that allows indefinite
blocking, non-blocking polling, and blocking polling with a timeout.
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The old API was broken for programs that manage multiple views, since it was
impossible to wait for events on any view. There are also several functions in
the API which are not actually associated with views at all, so those can now
be moved to the more appropriate PuglWorld to make this more clear.
The old puglInit() and puglDestroy() functions are preserved for compatibility,
but marked as deprecated.
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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.
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The comment was missed when merging the new text API from a branch based on the
old integer milliseconds time.
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Also save and restore cairo context state around callbacks, so applications
don't need to worry about smashing cairo state across exposures.
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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.
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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.
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Taking a page from C++ convention, where "detail" is for things that should not
be included in user code.
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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.
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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.
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This is probably not ultimately the right thing, especially without a
DPI/scaling access API, but it makes the horrible default fuzziness go away.
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These need to be symmetric because sometimes different things need to happen in
either situation when entering the context as well.
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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.
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This name was pretty confusing since there is already the concept of a
"context".
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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.
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