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Multi-window support in Sdl2Application and GlfwApplication #168
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Commits on Feb 5, 2024
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Platform: drop unneeded Windowless*Application constructor overloads.
The Configuration class is defined on the Windowless*Context already, which means it's available at the point where the constructor is defined and thus there's no need for such workarounds anymore.
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Platform: clean up windowed *Application constructor overloads as well.
This is just documentation-facing, instead of documenting an overload as having a default-constructed argument simply show just one constructor with a default value. Also simplify the wording. They either create an OpenGL context or not (or not implicitly).
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Platform: disallow WindowFlag::Contextless when creating a GL context.
Used to be silently ignored in some places, silently discarded in some other and probably causing an error elsewhere. Better be strict instead.
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Platform: nobody's ever going to use ~Configuration::WindowFlags{}.
So don't bother building the correct mask of it.
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[wip] Platform: create a Sdl2ApplicationWindow base class.
Mostly just code motion and related documentation updates because Doxygen is such a crap that it can link to functions defined in a base class but not types! FFS. No actual multi-window support yet, that'll be in the next commits to avoid this noise obscuring them. TODO: Sdl2Window instead? TODO: unsure about certain APIs, whether they should be per-window or not - contextless / gl / vulkan? - mouse warp? - ...?
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Platform: make GPU context options application-global.
Instead of per-window. It's just too complicated to allow some windows with GL context, some with Vulkan, some with neither and some with both. For now at least.
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TODO: some of this (the configuration DPI scaling/policy) should go to the previos commit i guess?
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