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authorPietro Gagliardi <[email protected]>2014-03-29 19:02:09 -0400
committerPietro Gagliardi <[email protected]>2014-03-29 19:02:09 -0400
commitefdd60375ab3048919bde2d5f410b92626a6a712 (patch)
tree0ea30f1113217bcf6111dc0ce015f2d43388b86a /todo.md
parent652797bd3e3c374620f75aa2bea2ee3534396ab8 (diff)
Documented that the clip area in AreaHandler.Paint() more properly and indicate that it is cleared on each AreaHandler.Paint() call; (try to) implement that on Windows (GTK+ does it for us; noted that as well).
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@@ -86,6 +86,7 @@ super ultra important things:
- for our two custom window classes, we should allocate extra space in the window class's info structure and then use SetWindowLongPtrW() during WM_CREATE to store the sysData and not have to make a new window class each time; this might also fix the s != nil && s.hwnd != 0 special cases in the Area WndProc if done right
- references: https://github.com/glfw/glfw/blob/master/src/win32_window.c#L182, http://www.catch22.net/tuts/custom-controls
- Area redraw on Windows is still a bit flaky, especially after changing the Area size to something larger than the window size and then resizing the window(???)
+- despite us explicitly clearing the clip area on Windows, Area still doesn't seem to draw alpha bits correctly... it appears as if we are drawing over the existing image each time
important things:
- make specific wording in documentation consistent (make/create, etc.)