Bogue.MainSourceControl the workflow of the GUI mainloop
The board is the whole universe of your GUI. It contains everything.
Raising the Exit exception will tell the GUI loop to terminate.
val make :
?shortcuts:(int * int * (board -> unit)) list ->
Widget.connection list ->
Layout.t list ->
boardCreate a board from a list of layouts and connections. The list of connections can be empty, because connections can be added afterwards. Each Layout in the list will open as a new window. The optional argument shortcuts is a list of shortcut triples of the form keycode, keymod, action.
Launch the main loop.
See the embed example.
This is only useful if you have your own graphics loop, and do not use run. This function creates an SDL window for each top layout in the board. One can use predefined windows with the optional argument windows. They will be used by the layouts in the order they appear in the list. If there are fewer windows than layouts, new windows are created. If there are more, the excess is disregarded.
Ask the GUI to refresh (ie. repaint) the custom windows (those that were not created by Bogue itself).
val one_step :
?before_display:(unit -> unit) ->
bool ->
((unit -> unit) * (unit -> unit)) ->
?clear:bool ->
board ->
boolThis is only useful if you have your own graphics loop, and do not use run. Calling one_step ~before_display anim (start_fps, fps) ~clear board is what is executed at each step of the Bogue mainloop. If anim=true this step is non blocking; this is what you want if either Bogue or your loop has an animation running. If anim=false then the function will wait until an event is received.