Because dig isn't ported to any other platform, most of this will have to be based on speculation, but here's what I have now.
At its most basic, it must render children in order of insertion. Children overlapping must be handled. Children that are out-of-range of their parent region must be clipped to them. Painting an overlapped child must not cause flickering. The exception is CanvasGL. Overlapping a CanvasGL control has an undefined effect.
Whether the result of a destination is native widgets or simulated doesn't matter to me. However, it's unlikely that a native widget will have all of the features needed.
Platform-specific symbols must be named with a "digPlatform" prefix.
Common symbols internal to dig must be named with a "digCommon" prefix. These should be used sparingly.
Classes can have no public fields. By public I mean those not marked with "digPlatform" or "digCommon"; they must not actually be hidden through "protected" or "private".
Structs can have no private fields.
American English must be used for symbol names and for documentation. I use Proper English normally; I'm biased against American English. Nevertheless, it's the language of too many D users to ignore it.
Generated on Thu Sep 4 13:12:54 2003 for dig by