Without this it would fall back to physical DPI, i.e. taken from the
display dimensions. Which sometimes *is* correct, but often isn't what
the users want -- it's common to have a high DPI screen on a laptop
(such as a full HD on a 15.6") but still only use 100% scaling even
though it's a bit tiny. And often it's completely incorrect, depending
on how accidentally misconfigured the system is, and the users won't
even know because almost nothing uses the physical DPI value by default.
This I like, a notification sufficiently in advance, that a certain
version of an image is deprecated. Not the whole OS version altogether,
not the platform as a whole.
Like the Deg / Rad classes, these are for strongly-typed representation
of time. Because the current way, either with untyped and imprecise
Float, or the insanely-hard-to-use and bloated std::chrono::nanoseconds,
was just too crappy.
This is just the types alone, corresponding typedefs in the root
namespace, and conversion from std::chrono. Using these in the Animation
library, in Timeline, in DebugTools::FrameProfiler, GL::TimeQuery etc.,
will eventually and gradually follow.
Breaking change, but the new behavior makes a lot more sense. Hopefully
not that significant breakage -- I don't assume people regularly worked
with angles this way.
Basically what Vector has already, need this for integer representation
of time, i.e. that
1.0_sec*1.25
gives back 1.25_sec, where the internal representation is a 64-bit
nanosecond value.
Just in case the codegen was a bit different between the two. Also this
makes it more likely that the actually tested lines are shown in code
coverage.
To allow people to cherry-pick just a subset of them if other code
defines literals that may conflict. I first did that the same way as
STL (so both namespaces inline), only to subsequently discover the
horror that all literals are implicitly available in the enclosing
Math namespace, thus preventing no conflicts at all. So the Literals
namespace isn't getting inline, only the inner ones.
This is also in preparation for introduction of
Literals::ConstexprColorLiterals that would provide a constexpr variant
of the _srgbf literals at the expense of having a large LUT in a header
file.
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.
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?
- ...?
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).
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.
Whoops, this got silently omitted during the massive refactor in
f7a6d79aa0 (Nov 23). Buffers *do* get
destroyed, VAOs not. If you got sudden GPU memory usage issues after a
recent Magnum update, this was why.