Age | Commit message (Collapse) | Author | Files | Lines |
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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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This fixes the build for older versions of MacOS, since clock_gettime() was
only added in 10.12.
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Weird convention, that.
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I have no idea why this affects anything, but it seems to fix this, this time,
again. One of these days I'll get it right.
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Only one field is necessary to store any kind of key, including special keys,
since PuglKey occupies a reserved Unicode region. This is generally much
simpler to deal with since there is only one value to dispatch on.
Text events are separated from key events (like Windows but unlike MacOS or
X11) because it is not possible to derive text events from key press events
when they occur on Windows. Since merging the two has been the source of some
confusion, this approach has some advantages anyway, even though it introduces
the need to handle another event type.
In the process, text input has been almost completely rewritten. I have tested
this with a compose key on X11 and dead keys on Windows and MacOS and
everything seems to work correctly, though there may (as always) still be
issues with more exotic input methods.
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This matches Gtk and is generally less annoying to work with.
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This makes events POD, which is generally nice. The view was originally added
to reflect the display and window references in XEvent, but doesn't seem very
useful in Pugl applications.
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This is a bit sloppy, but matches the typical behaviour on other platforms.
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Unlike on other platforms, PeekMessage can return messages for windows other
than the given parameter (namely children). Unfortunately it doesn't seem
possible to implement this function on Windows to work exactly like on the
other platforms, but using DispatchMessage will at least dispatch them
accordingly.
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