Stefan Seefeld writes:

>  Ok, I admit that the overhead is not big. May be I'm not completely
>  understanding what a visual is / is supposed to be. As I said, output
>  and input are conceptually different. Input comes from one source, which
>  I can watch by means of ggiEventSelect; output goes to any number of
>  drawables I want to. So on this conceptual level I don't see why they
>  are combined into one entity.

That was a design decision for LibGGI, as it covers most programs,
which (a) want to draw stuff and (b) want to get input from the user.
Quite a valid design IMO, other graphic libraries I know of do the
same thing (e.g. SDL, Allegro, Glut).

>  I can, however, certainly live with an unused pointer in each 'drawable'
>  I allocate for offscreen drawings. It just doesn't feel right.
 
Personally, the idea of getting input "independently" of the output
doesn't feel right.  The traditional "window" is a good abstraction,
it is a place to draw stuff for the user, and a place to receive the
feedback from the user.  Think of each ggi_visual as a window if it
helps (under the X target, it actually _is_ a window).  Each "VT" on
the console is also like a window (but text mode).

Cheers,
__
\/   Andrew Apted  <[EMAIL PROTECTED]>
 

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