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<title>phosphor/src, branch v1.0.0</title>
<subtitle>Rust library for creating graphical programs
</subtitle>
<id>https://code.benbridle.com/phosphor/atom?h=v1.0.0</id>
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<updated>2023-12-24T09:02:42Z</updated>
<entry>
<title>Use geometry types forwarded by buffer</title>
<updated>2023-12-24T09:02:42Z</updated>
<author>
<name>Ben Bridle</name>
<email>bridle.benjamin@gmail.com</email>
</author>
<published>2023-12-24T09:02:42Z</published>
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<id>urn:sha1:e2d9f83b27f894794fb4563e32a7bf8b21c15d07</id>
<content type='text'>
Previously, this crate was defining its own set of aliases for types
from the geometry crate, which were clashing with the aliases already
defined by the buffer crate. The buffer aliases are now used instead.
</content>
</entry>
<entry>
<title>Prevent crash when window dimension resizes to zero</title>
<updated>2023-12-19T08:17:35Z</updated>
<author>
<name>Ben Bridle</name>
<email>bridle.benjamin@gmail.com</email>
</author>
<published>2023-12-19T08:16:15Z</published>
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<id>urn:sha1:8ad5f17d122cdd9c7ba0bb23ae6035e73ecd01de</id>
<content type='text'>
If an application attempted to change either of the window dimensions to
zero, the surface would resize to the new dimensions and cause the window
definition in the display server to enter an invalid state, causing the
display server to crash the application.

This change ensures that the window dimensions are always greater than zero.
</content>
</entry>
<entry>
<title>Redraw the window when the logical dimensions change</title>
<updated>2023-12-19T08:17:35Z</updated>
<author>
<name>Ben Bridle</name>
<email>bridle.benjamin@gmail.com</email>
</author>
<published>2023-12-19T08:10:42Z</published>
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<id>urn:sha1:11c29a04f33c5611de6ec79c2e8452bece1bb952</id>
<content type='text'>
Previously the window would only be redrawn when the physical dimensions
changed, which meant that the effects of a pixel scale change would not
be visible until the application requested a re-render.
</content>
</entry>
<entry>
<title>Make window rendering code more efficient</title>
<updated>2023-12-19T08:17:35Z</updated>
<author>
<name>Ben Bridle</name>
<email>bridle.benjamin@gmail.com</email>
</author>
<published>2023-12-19T08:02:55Z</published>
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<id>urn:sha1:68017c61c1ec1d0657f2e22f0d4044a955b84ccc</id>
<content type='text'>
The code to scale the window buffer and draw it to the window surface
has been made more efficient through the use of slice::copy_from_within
and slice::fill, instead of what was slow pixel-by-pixel iteration over
long horizontal strips.
</content>
</entry>
<entry>
<title>Use logical position for cursor position</title>
<updated>2023-12-19T08:17:35Z</updated>
<author>
<name>Ben Bridle</name>
<email>bridle.benjamin@gmail.com</email>
</author>
<published>2023-12-19T07:59:23Z</published>
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<id>urn:sha1:1fb788cc09fa349957da501dd911435f1957c03a</id>
<content type='text'>
Previously the physical cursor position instead of the logical cursor
position was being passed to WindowController::on_cursor_move, which
meant that the cursor position that the application was receiving would
be incorrect when the window scale was greater than 1.
</content>
</entry>
<entry>
<title>Use pixel scale as window resize increment</title>
<updated>2023-12-19T08:17:35Z</updated>
<author>
<name>Ben Bridle</name>
<email>bridle.benjamin@gmail.com</email>
</author>
<published>2023-12-19T07:52:42Z</published>
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<id>urn:sha1:8e019fb17d49dd1d605e81a59a84febfd4fc41c8</id>
<content type='text'>
When resizing a window, the window width and height will be made to be a
multiple of the current pixel scale. This is to prevent thin black strips
from rendering along the bottom edge and the right edge of the window
when the dimensions of the window exceed the dimensions of the scaled
screen content.
</content>
</entry>
<entry>
<title>Specify frame limit as FPS instead of as frame time</title>
<updated>2023-12-19T08:17:35Z</updated>
<author>
<name>Ben Bridle</name>
<email>bridle.benjamin@gmail.com</email>
</author>
<published>2023-11-05T02:25:29Z</published>
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<id>urn:sha1:6b6bd38e84d1d14a526765bd23926024b2eda3c7</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Remove test program</title>
<updated>2023-11-05T01:19:29Z</updated>
<author>
<name>Ben Bridle</name>
<email>bridle.benjamin@gmail.com</email>
</author>
<published>2023-11-05T01:19:29Z</published>
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<id>urn:sha1:8274600c5fba9bb4331d281cd54aaaf676c69719</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Implement window scaling</title>
<updated>2023-11-05T01:17:49Z</updated>
<author>
<name>Ben Bridle</name>
<email>bridle.benjamin@gmail.com</email>
</author>
<published>2023-11-05T01:17:49Z</published>
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<id>urn:sha1:cd3769a48efcc3fdd2dc1304b1babfe6d26f788d</id>
<content type='text'>
A window now can declare a scale factor to be used when rendering logical
pixels to a physical window. Each logical pixel will be drawn as an NxN
block of physical pixels, where N is the scale factor.
</content>
</entry>
<entry>
<title>Rewrite phosphor</title>
<updated>2023-10-10T19:21:10Z</updated>
<author>
<name>Ben Bridle</name>
<email>bridle.benjamin@gmail.com</email>
</author>
<published>2023-10-10T19:21:10Z</published>
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<id>urn:sha1:8e08d723ff7a853f2b10dc0f1408911d5801cea8</id>
<content type='text'>
This has been a long-awaited task, the code has been accumulating small
changes for a while now. This commit consolidates all these changes in
order to make the code more readable and maintainable for the future.

Notable changes:
- Remove the concept of a ProgramController
- Remove all of the dead OpenGL stub code
- Update winit to version 28.1, from 27.4
- Use softbuffer for writing pixels to the native display server
</content>
</entry>
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