This adds compile-time support for multiple platforms and runtime
detection of them. Window system related platform functions are now
called from shared code via the function pointer struct _GLFWplatform.
The timer, thread and module loading platform functions are still called
directly by name and the implementation chosen at link-time. These
functions are the same for any backend on a given OS, including the Null
backend.
The platforms are now enabled via CMake dependent options following the
GLFW_BUILD_<platform> pattern instead of a mix of automagic and ad-hoc
option names. There is no longer any option for the Null backend as it
is now always enabled.
Much of the struct stitching work in platform.h was based on an earlier
experimental branch for runtime platform selection by @ronchaine.
Every platform function related to windows, contexts, monitors, input,
event processing and Vulkan have been renamed so that multiple sets of
them can exist without colliding. Calls to these are now routed through
the _glfw.platform struct member. These changes makes up most of this
commit.
For Wayland and X11 the client library loading and display creation is
used to detect a running compositor/server. The XDG_SESSION_TYPE
environment variable is ignored for now, as X11 is still by far the more
complete implementation.
Closes#1655Closes#1958
These headers come from when GLFW only supported a single context
creation API at a time, chosen at compile-time.
Since EGL and OSMesa are now always enabled and the platform-specific
APIs are tied to their specific window system, there is no reason to
keep these declarations separate from the internal.h and *_platform.h
header files.
This avoids generating a macro redefinition warning when the
GL_SILENCE_DEPRECATION macro has been defined for the whole of a larger
project.
Closes#1840.
The only two EGL implementations on macOS are Swiftshader and ANGLE.
While Swiftshader supports both `NSView` and `CALayer` as
`EGLNativeWindowType`, ANGLE supports only `CALayer`. Furthermore
Swiftshader's OpenGL ES frontend is deprecated in favor of using ANGLE's
Vulkan backend on top of Swiftshader's Vulkan frontend.
This means that on macOS `EGLNativeWindowType` should be a `CALayer` for
compatibility with ANGLE.
Fixes#1169.
Closes#1680.
This moves the remaining bits of NSApplication initialization into
_glfwPlatformInit. As a side-effect of this, any command-line program
initializing GLFW will get a menu bar, which is not ideal.
If this has happened to you and a bisect led you here, please see the
GLFW_COCOA_MENUBAR init hint introduced in GLFW 3.3.
If this patch is a terrible idea, please get in touch in the 3.4 release
timeframe.
This is a replacement for 6e6805000a,
which attempts to preserve the existing menu bar creation behavior for
the 3.3-stable branch.
Fixes#1649.
If the application is not linked against the Vulkan loader and relies on
a third-party loader library or glfwGetInstanceProcAddress, then our
call to dlopen will fail without a custom dyld environment variable.
This adds a fallback of looking in the directory of the main executable,
which matches the bundle structure recommended by the Vulkan SDK, making
that finally work out of the box for fully dynamic loading.
This removes the final dependency on CoreVideo, using a display link to
get the refresh rate of monitors where Core Graphics report a refresh
rate of zero. Instead we now query the I/O registry directly, similarly
to what the display link does at creation.
Thanks to @OneSadCookie for pointers to this solution.
The display link query is not specific to any particular display mode
and so only needs to be done once.
The next step is to replace the display link altogether by querying
IOKit directly, which is what the display link does.
This solution of one display link per window is far from ideal but is
still better than no solution.
As a side-effect this fixes swap interval breaking being ignored for
occluded windows on earlier versions of macOS.
Fixes#680.
Fixes#1337.
Related to #1417.
Fixes#1435.
This is another small step towards having GLFW play nice with other
toolkits sharing the same process, including AppKit.
Any macOS platform function that touches Cocoa must now wrap itself in
an autoreleasepool block.
Since GLFW no longer provides an autoreleasepool outside of its
functions, THIS MAY BREAK EXISTING CODE MIXING GLFW AND COCOA. Sorry!
Please add your own autoreleasepool blocks as needed.
Fixes#1107.
Closes#1114.
The application delegate needs to be set at init to receive monitor
events before window creation. Menu creation is moved to
applicationWillFinishLaunching: to play nicer with other toolkits in the
same process.
Related to #1317.
This removes the GLFW NSApplication subclass as a step towards better
coexistence with other libraries that touch Cocoa.
This moves application object creation to platform init to allow event
processing before window creation.
Related to #1317.
Allow window creation despite video mode setting failure.
Video mode setting failure is ignored the rest of the time and the
desired video mode has never been a hard constraint anyway.
This adds glfwGetWindowContentScale and glfwGetMonitorContentScale for
querying the recommended drawing scale factor for DPI-aware rendering.
Parts of this patch are based on code by @ferreiradaselva.
Fixes#235.
Fixes#439.
Fixes#677.
Fixes#845.
Fixes#898.
When cursor isn't in normal mode and should be hidden, use [NSCursor hide]
method instead of setting it to blank image. This should prevent
situations when hidden cursor becomes visible after system notification
was shown.
Fixes#971.
Closes#1028.
Inclusion of internal headers is already both centralized and follows
strict rules. Inclusion guards are both an unneccessary maintenance
burden and may hide inclusion order bugs.
This adds basic support for MoltenVK, a Vulkan implementation on top of
Metal, on macOS 10.11 and later. It looks for MoltenVK in the process
via RTLD_DEFAULT symbol lookup if _GLFW_VULKAN_STATIC is disabled.
glfwCreateWindowSurface now creates and sets a CAMetalLayer for the
window content view, which is required for MoltenVK to function.
You must help CMake find MoltenVK for the Vulkan test to be built.
Fixes#870.