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-This is the documentation for Pugl, a minimal API for writing GUIs.
-## Reference
-Pugl is implemented in C, but also provides a header-only C++ API wrapper.
- * [C API reference](@ref pugl)
- * [C++ API reference](@ref puglxx)
-## Overview
-The Pugl API revolves around two main objects: the World and the View.
-An application creates a single world to manage top-level state,
-then creates one or more views to display.
-### World
-The [World](@ref PuglWorld) contains all top-level state,
-and manages views and the event loop.
-A world must be [created](@ref puglNewWorld) before any views,
-and it must outlive all views.
-### View
-A [View](@ref PuglView) is a drawable region that receives events.
-Creating a visible view is a multi-step process.
-When a new view is [created](@ref puglNewView),
-it does not yet represent a real system view or window.
-To display, it must first have a [backend](@ref puglSetBackend)
-and [event handler](@ref puglSetEventFunc) set,
-and be configured by [setting hints](@ref puglSetViewHint)
-and optionally [adjusting the frame](@ref frame).
-The [Backend](@ref PuglBackend) controls drawing for a view.
-Pugl includes [Cairo](@ref cairo), [OpenGL](@ref gl), and [Vulkan](@ref vulkan) backends,
-as well as a [stub](@ref stub) backend that creates a native window with no portable drawing context.
-Once the view is configured,
-it can be [realized](@ref puglRealize) and [shown](@ref puglShow).
-By default a view will correspond to a top-level system window.
-To create a view within another window,
-it must have a [parent window set](@ref puglSetParentWindow) before being created.
-### Events
-[Events](@ref PuglEvent) are sent to a view when it has received user input or must be drawn.
-Events are handled by the [event handler](@ref PuglEventFunc) set during initialisation.
-This function is called whenever something happens that the view must respond to.
-This includes user interaction like mouse and keyboard input,
-and system events like window resizing and exposure.
-### Event Loop
-The event loop is driven by repeatedly calling #puglUpdate which processes events from the window system,
-and dispatches them to views when necessary.
-Typically, a plugin calls #puglUpdate with timeout 0 in some callback driven by the host.
-A program can use whatever timeout is appropriate:
-event-driven applications may wait forever,
-or for continuous animation,
-use a timeout that is a significant fraction of the frame period
-(with enough time left over to render).
-Redrawing can be requested by calling #puglPostRedisplay or #puglPostRedisplayRect,
-which post expose events to the queue.
-Note, however, that this will not wake up a blocked #puglUpdate call on MacOS
-(which does not handle drawing via events).
-For continuous redrawing, call #puglPostRedisplay when a #PUGL_UPDATE event is received.
-This event is sent before views are redrawn,
-so can be used as a hook to expand the update region right before the view is exposed.
-### Error Handling
-Most functions return a [Status](@ref PuglStatus) which should be checked to detect failure.