Pablo Martin wrote:
>
> Isn't iEventPlug required to send events into the event queue? It is
> required by the following function in iEventQueue:
>
> csPtr CreateEventOutlet (iEventPlug*)
>
> and i'm using it in several places (all framework integration which
> needs to translate/inject event
Marten Svanfeldt wrote:
> Hi all,
>
>
> iEventPlugInvestigate moreUsed in glcommon2d, joystick,
> win32 and OSX
> code.. But why?
>
Isn't iEventPlug required to send events into the event queue? It is
required by the following function in iEventQueue:
csPtr CreateEventO
Regarding iEventCord, a couple relevant threads:
http://thread.gmane.org/gmane.comp.graphics.crystalspace.devel/2067
http://thread.gmane.org/gmane.comp.graphics.crystalspace.general/8277
-- ES
Marten Svanfeldt wrote:
> Hi all,
>
> In an attempt to do some clean up I went and checked what
> int
CEL uses csEventTimer.
About the csfxscr.h stuff: I would only remove that if there is a good
alternative. Even if this alternative is only documentation. Too few
of the new render manager things are documented in 1.9 and having full
screen effects is useful.
Greetings,
> csProgressPulse
Hi all,
In an attempt to do some clean up I went and checked what
interfaces/classes exists (mainly in libcrystalspace) but isn't used
anywhere internally. The check isn't 100%, but at least a start.
The question now is, are people using this externally? If nobody does my
suggestion is that they