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191 changed files with 33534 additions and 89290 deletions

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@ -1,47 +0,0 @@
image:
- Visual Studio 2015
branches:
only:
- ci
- master
- latest
- 3.3-stable
skip_tags: true
environment:
matrix:
- GENERATOR: MinGW Makefiles
BUILD_SHARED_LIBS: ON
CFLAGS: -Werror
- GENERATOR: MinGW Makefiles
BUILD_SHARED_LIBS: OFF
CFLAGS: -Werror
- GENERATOR: Visual Studio 10 2010
BUILD_SHARED_LIBS: ON
CFLAGS: /WX
- GENERATOR: Visual Studio 10 2010
BUILD_SHARED_LIBS: OFF
CFLAGS: /WX
matrix:
fast_finish: true
for:
-
matrix:
only:
- GENERATOR: MinGW Makefiles
build_script:
- set PATH=%PATH:C:\Program Files\Git\usr\bin=C:\MinGW\bin%
- cmake -S . -B build -G "%GENERATOR%" -DBUILD_SHARED_LIBS=%BUILD_SHARED_LIBS%
- cmake --build build
-
matrix:
only:
- GENERATOR: Visual Studio 10 2010
build_script:
- cmake -S . -B build -G "%GENERATOR%" -DBUILD_SHARED_LIBS=%BUILD_SHARED_LIBS%
- cmake --build build --target glfw
notifications:
- provider: Email
to:
- ci@glfw.org
on_build_failure: true
on_build_success: false

5
.gitattributes vendored
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@ -1,5 +0,0 @@
*.m linguist-language=Objective-C
.gitignore export-ignore
.gitattributes export-ignore
.travis.yml export-ignore
.appveyor.yml export-ignore

10
.github/CODEOWNERS vendored
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@ -1,10 +0,0 @@
* @elmindreda
src/wl_* @linkmauve
docs/*.css @glfw/webdev
docs/*.scss @glfw/webdev
docs/*.html @glfw/webdev
docs/*.xml @glfw/webdev

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@ -1,94 +0,0 @@
name: Build
on:
pull_request:
push:
branches: [ ci, master, latest, 3.3-stable ]
workflow_dispatch:
permissions:
statuses: write
contents: read
jobs:
build-linux-x11-clang:
name: X11 (Linux, Clang)
runs-on: ubuntu-latest
env:
CC: clang
CFLAGS: -Werror
steps:
- uses: actions/checkout@v3
- name: Install dependencies
run: |
sudo apt update
sudo apt install libxrandr-dev libxinerama-dev libxcursor-dev libxi-dev libxext-dev
- name: Configure static library
run: cmake -S . -B build-static
- name: Build static library
run: cmake --build build-static --parallel
- name: Configure shared library
run: cmake -S . -B build-shared -D BUILD_SHARED_LIBS=ON
- name: Build shared library
run: cmake --build build-shared --parallel
build-linux-full-clang:
name: X11+Wayland (Linux, Clang)
runs-on: ubuntu-latest
env:
CC: clang
CFLAGS: -Werror
steps:
- uses: actions/checkout@v3
- name: Install dependencies
run: |
sudo apt update
sudo apt install libxrandr-dev libxinerama-dev libxcursor-dev libxi-dev libxext-dev wayland-protocols libwayland-dev libxkbcommon-dev
- name: Configure static library
run: cmake -S . -B build-static -D GLFW_BUILD_WAYLAND=ON
- name: Build static library
run: cmake --build build-static --parallel
- name: Configure shared library
run: cmake -S . -B build-shared -D GLFW_BUILD_WAYLAND=ON -D BUILD_SHARED_LIBS=ON
- name: Build shared library
run: cmake --build build-shared --parallel
build-macos-cocoa-clang:
name: Cocoa (macOS, Clang)
runs-on: macos-latest
env:
CFLAGS: -Werror
MACOSX_DEPLOYMENT_TARGET: 10.8
steps:
- uses: actions/checkout@v3
- name: Configure static library
run: cmake -S . -B build-static
- name: Build static library
run: cmake --build build-static --parallel
- name: Configure shared library
run: cmake -S . -B build-shared -D BUILD_SHARED_LIBS=ON
- name: Build shared library
run: cmake --build build-shared --parallel
build-windows-win32-vs2022:
name: Win32 (Windows, VS2022)
runs-on: windows-latest
env:
CFLAGS: /WX
steps:
- uses: actions/checkout@v3
- name: Configure static library
run: cmake -S . -B build-static -G "Visual Studio 17 2022"
- name: Build static library
run: cmake --build build-static --parallel
- name: Configure shared library
run: cmake -S . -B build-shared -G "Visual Studio 17 2022" -D BUILD_SHARED_LIBS=ON
- name: Build shared library
run: cmake --build build-shared --parallel

48
.gitignore vendored
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@ -1,45 +1,23 @@
# The canonical out-of-tree build subdirectory
build
# Visual Studio clutter
# External junk
.DS_Store
_ReSharper*
*.opensdf
*.sdf
*.suo
*.dir
*.vcxproj*
*.sln
.vs
CMakeSettings.json
Win32
x64
Debug
Release
MinSizeRel
RelWithDebInfo
*.opensdf
# Xcode clutter
GLFW.build
GLFW.xcodeproj
# macOS clutter
.DS_Store
# Makefile generator clutter
# CMake files
Makefile
# Ninja generator clutter
build.ninja
rules.ninja
.ninja_deps
.ninja_log
# CMake clutter
CMakeCache.txt
CMakeFiles
CMakeScripts
CMakeDoxyfile.in
CMakeDoxygenDefaults.cmake
cmake_install.cmake
cmake_uninstall.cmake
@ -56,28 +34,25 @@ src/glfw3ConfigVersion.cmake
# Compiled binaries
src/libglfw.so
src/libglfw.so.3
src/libglfw.so.3.4
src/libglfw.so.3.0
src/libglfw.dylib
src/libglfw.dylib
src/libglfw.3.dylib
src/libglfw.3.4.dylib
src/libglfw.3.0.dylib
src/libglfw3.a
src/glfw3.lib
src/glfw3.dll
src/glfw3dll.lib
src/libglfw3dll.a
src/glfw3dll.a
examples/*.app
examples/*.exe
examples/boing
examples/gears
examples/heightmap
examples/offscreen
examples/particles
examples/splitview
examples/sharing
examples/triangle-opengl
examples/simple
examples/wave
examples/windows
tests/*.app
tests/*.exe
tests/clipboard
@ -86,18 +61,15 @@ tests/empty
tests/events
tests/gamma
tests/glfwinfo
tests/icon
tests/iconify
tests/inputlag
tests/joysticks
tests/monitors
tests/msaa
tests/reopen
tests/sharing
tests/tearing
tests/threads
tests/timeout
tests/title
tests/triangle-vulkan
tests/window
tests/version
tests/windows

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@ -1,10 +0,0 @@
Camilla Löwy <elmindreda@glfw.org> <elmindreda@users.sourceforge.net>
Camilla Löwy <elmindreda@glfw.org> <elmindreda@elmindreda.org>
Camilla Löwy <elmindreda@glfw.org>
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
Marcus Geelnard <m@bitsnbites.eu> <marcus256@users.sourceforge.net>
Marcus Geelnard <m@bitsnbites.eu> <marcus@geelnards-pc.(none)>
Marcus Geelnard <m@bitsnbites.eu>

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@ -1,48 +0,0 @@
# Usage:
# cmake -P GenerateMappings.cmake <path/to/mappings.h.in> <path/to/mappings.h>
set(source_url "https://raw.githubusercontent.com/gabomdq/SDL_GameControllerDB/master/gamecontrollerdb.txt")
set(source_path "${CMAKE_CURRENT_BINARY_DIR}/gamecontrollerdb.txt")
set(template_path "${CMAKE_ARGV3}")
set(target_path "${CMAKE_ARGV4}")
if (NOT EXISTS "${template_path}")
message(FATAL_ERROR "Failed to find template file ${template_path}")
endif()
file(DOWNLOAD "${source_url}" "${source_path}"
STATUS download_status
TLS_VERIFY on)
list(GET download_status 0 status_code)
list(GET download_status 1 status_message)
if (status_code)
message(FATAL_ERROR "Failed to download ${source_url}: ${status_message}")
endif()
file(STRINGS "${source_path}" lines)
foreach(line ${lines})
if (line MATCHES "^[0-9a-fA-F]")
if (line MATCHES "platform:Windows")
if (GLFW_WIN32_MAPPINGS)
string(APPEND GLFW_WIN32_MAPPINGS "\n")
endif()
string(APPEND GLFW_WIN32_MAPPINGS "\"${line}\",")
elseif (line MATCHES "platform:Mac OS X")
if (GLFW_COCOA_MAPPINGS)
string(APPEND GLFW_COCOA_MAPPINGS "\n")
endif()
string(APPEND GLFW_COCOA_MAPPINGS "\"${line}\",")
elseif (line MATCHES "platform:Linux")
if (GLFW_LINUX_MAPPINGS)
string(APPEND GLFW_LINUX_MAPPINGS "\n")
endif()
string(APPEND GLFW_LINUX_MAPPINGS "\"${line}\",")
endif()
endif()
endforeach()
configure_file("${template_path}" "${target_path}" @ONLY NEWLINE_STYLE UNIX)
file(REMOVE "${source_path}")

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@ -0,0 +1,13 @@
# Define the environment for cross compiling from Linux to Win64
SET(CMAKE_SYSTEM_NAME Windows)
SET(CMAKE_SYSTEM_VERSION 1)
SET(CMAKE_C_COMPILER "amd64-mingw32msvc-gcc")
SET(CMAKE_CXX_COMPILER "amd64-mingw32msvc-g++")
SET(CMAKE_RC_COMPILER "amd64-mingw32msvc-windres")
SET(CMAKE_RANLIB "amd64-mingw32msvc-ranlib")
# Configure the behaviour of the find commands
SET(CMAKE_FIND_ROOT_PATH "/usr/amd64-mingw32msvc")
SET(CMAKE_FIND_ROOT_PATH_MODE_PROGRAM NEVER)
SET(CMAKE_FIND_ROOT_PATH_MODE_LIBRARY ONLY)
SET(CMAKE_FIND_ROOT_PATH_MODE_INCLUDE ONLY)

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@ -1,13 +0,0 @@
prefix=@CMAKE_INSTALL_PREFIX@
exec_prefix=${prefix}
includedir=@CMAKE_INSTALL_FULL_INCLUDEDIR@
libdir=@CMAKE_INSTALL_FULL_LIBDIR@
Name: GLFW
Description: A multi-platform library for OpenGL, window and input
Version: @GLFW_VERSION@
URL: https://www.glfw.org/
Requires.private: @GLFW_PKG_CONFIG_REQUIRES_PRIVATE@
Libs: -L${libdir} -l@GLFW_LIB_NAME@
Libs.private: @GLFW_PKG_CONFIG_LIBS_PRIVATE@
Cflags: -I${includedir}

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@ -1,3 +0,0 @@
include(CMakeFindDependencyMacro)
find_dependency(Threads)
include("${CMAKE_CURRENT_LIST_DIR}/glfw3Targets.cmake")

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@ -0,0 +1,13 @@
# Define the environment for cross compiling from Linux to Win32
SET(CMAKE_SYSTEM_NAME Windows)
SET(CMAKE_SYSTEM_VERSION 1)
SET(CMAKE_C_COMPILER "i586-mingw32msvc-gcc")
SET(CMAKE_CXX_COMPILER "i586-mingw32msvc-g++")
SET(CMAKE_RC_COMPILER "i586-mingw32msvc-windres")
SET(CMAKE_RANLIB "i586-mingw32msvc-ranlib")
# Configure the behaviour of the find commands
SET(CMAKE_FIND_ROOT_PATH "/usr/i586-mingw32msvc")
SET(CMAKE_FIND_ROOT_PATH_MODE_PROGRAM NEVER)
SET(CMAKE_FIND_ROOT_PATH_MODE_LIBRARY ONLY)
SET(CMAKE_FIND_ROOT_PATH_MODE_INCLUDE ONLY)

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@ -0,0 +1,13 @@
# Define the environment for cross compiling from Linux to Win32
SET(CMAKE_SYSTEM_NAME Windows) # Target system name
SET(CMAKE_SYSTEM_VERSION 1)
SET(CMAKE_C_COMPILER "i686-pc-mingw32-gcc")
SET(CMAKE_CXX_COMPILER "i686-pc-mingw32-g++")
SET(CMAKE_RC_COMPILER "i686-pc-mingw32-windres")
SET(CMAKE_RANLIB "i686-pc-mingw32-ranlib")
#Configure the behaviour of the find commands
SET(CMAKE_FIND_ROOT_PATH "/opt/mingw/usr/i686-pc-mingw32")
SET(CMAKE_FIND_ROOT_PATH_MODE_PROGRAM NEVER)
SET(CMAKE_FIND_ROOT_PATH_MODE_LIBRARY ONLY)
SET(CMAKE_FIND_ROOT_PATH_MODE_INCLUDE ONLY)

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@ -1,13 +0,0 @@
# Define the environment for cross-compiling with 32-bit MinGW-w64 Clang
SET(CMAKE_SYSTEM_NAME Windows) # Target system name
SET(CMAKE_SYSTEM_VERSION 1)
SET(CMAKE_C_COMPILER "i686-w64-mingw32-clang")
SET(CMAKE_CXX_COMPILER "i686-w64-mingw32-clang++")
SET(CMAKE_RC_COMPILER "i686-w64-mingw32-windres")
SET(CMAKE_RANLIB "i686-w64-mingw32-ranlib")
# Configure the behaviour of the find commands
SET(CMAKE_FIND_ROOT_PATH "/usr/i686-w64-mingw32")
SET(CMAKE_FIND_ROOT_PATH_MODE_PROGRAM NEVER)
SET(CMAKE_FIND_ROOT_PATH_MODE_LIBRARY ONLY)
SET(CMAKE_FIND_ROOT_PATH_MODE_INCLUDE ONLY)

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@ -1,4 +1,4 @@
# Define the environment for cross-compiling with 32-bit MinGW-w64 GCC
# Define the environment for cross compiling from Linux to Win32
SET(CMAKE_SYSTEM_NAME Windows) # Target system name
SET(CMAKE_SYSTEM_VERSION 1)
SET(CMAKE_C_COMPILER "i686-w64-mingw32-gcc")

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@ -0,0 +1,16 @@
# Find EGL
#
# EGL_INCLUDE_DIR
# EGL_LIBRARY
# EGL_FOUND
find_path(EGL_INCLUDE_DIR NAMES EGL/egl.h PATHS /opt/vc/include)
set(EGL_NAMES ${EGL_NAMES} egl EGL libEGL)
find_library(EGL_LIBRARY NAMES ${EGL_NAMES} PATHS /opt/vc/lib)
include(FindPackageHandleStandardArgs)
find_package_handle_standard_args(EGL DEFAULT_MSG EGL_LIBRARY EGL_INCLUDE_DIR)
mark_as_advanced(EGL_INCLUDE_DIR EGL_LIBRARY)

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@ -1,17 +0,0 @@
# Find EpollShim
# Once done, this will define
#
# EPOLLSHIM_FOUND - System has EpollShim
# EPOLLSHIM_INCLUDE_DIRS - The EpollShim include directories
# EPOLLSHIM_LIBRARIES - The libraries needed to use EpollShim
find_path(EPOLLSHIM_INCLUDE_DIRS NAMES sys/epoll.h sys/timerfd.h HINTS /usr/local/include/libepoll-shim)
find_library(EPOLLSHIM_LIBRARIES NAMES epoll-shim libepoll-shim HINTS /usr/local/lib)
if (EPOLLSHIM_INCLUDE_DIRS AND EPOLLSHIM_LIBRARIES)
set(EPOLLSHIM_FOUND TRUE)
endif (EPOLLSHIM_INCLUDE_DIRS AND EPOLLSHIM_LIBRARIES)
include(FindPackageHandleStandardArgs)
find_package_handle_standard_args(EpollShim DEFAULT_MSG EPOLLSHIM_LIBRARIES EPOLLSHIM_INCLUDE_DIRS)
mark_as_advanced(EPOLLSHIM_INCLUDE_DIRS EPOLLSHIM_LIBRARIES)

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@ -0,0 +1,16 @@
# Find GLESv1
#
# GLESv1_INCLUDE_DIR
# GLESv1_LIBRARY
# GLESv1_FOUND
find_path(GLESv1_INCLUDE_DIR NAMES GLES/gl.h PATHS /opt/vc/include)
set(GLESv1_NAMES ${GLESv1_NAMES} GLESv1_CM libGLES_CM)
find_library(GLESv1_LIBRARY NAMES ${GLESv1_NAMES} PATHS /opt/vc/lib)
include(FindPackageHandleStandardArgs)
find_package_handle_standard_args(GLESv1 DEFAULT_MSG GLESv1_LIBRARY GLESv1_INCLUDE_DIR)
mark_as_advanced(GLESv1_INCLUDE_DIR GLESv1_LIBRARY)

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@ -0,0 +1,16 @@
# Find GLESv2
#
# GLESv2_INCLUDE_DIR
# GLESv2_LIBRARY
# GLESv2_FOUND
find_path(GLESv2_INCLUDE_DIR NAMES GLES2/gl2.h PATHS /opt/vc/include)
set(GLESv2_NAMES ${GLESv2_NAMES} GLESv2 libGLESv2)
find_library(GLESv2_LIBRARY NAMES ${GLESv2_NAMES} PATHS /opt/vc/lib)
include(FindPackageHandleStandardArgs)
find_package_handle_standard_args(GLESv2 DEFAULT_MSG GLESv2_LIBRARY GLESv2_INCLUDE_DIR)
mark_as_advanced(GLESv2_INCLUDE_DIR GLESv2_LIBRARY)

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@ -0,0 +1,18 @@
# Try to find Mir on a Unix system
#
# This will define:
#
# MIR_LIBRARIES - Link these to use Wayland
# MIR_INCLUDE_DIR - Include directory for Wayland
#
# Copyright (c) 2014 Brandon Schaefer <brandon.schaefer@canonical.com>
if (NOT WIN32)
find_package (PkgConfig)
pkg_check_modules (PKG_MIR QUIET mirclient)
set (MIR_INCLUDE_DIR ${PKG_MIR_INCLUDE_DIRS})
set (MIR_LIBRARIES ${PKG_MIR_LIBRARIES})
endif ()

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@ -1,18 +0,0 @@
# Try to find OSMesa on a Unix system
#
# This will define:
#
# OSMESA_LIBRARIES - Link these to use OSMesa
# OSMESA_INCLUDE_DIR - Include directory for OSMesa
#
# Copyright (c) 2014 Brandon Schaefer <brandon.schaefer@canonical.com>
if (NOT WIN32)
find_package (PkgConfig)
pkg_check_modules (PKG_OSMESA QUIET osmesa)
set (OSMESA_INCLUDE_DIR ${PKG_OSMESA_INCLUDE_DIRS})
set (OSMESA_LIBRARIES ${PKG_OSMESA_LIBRARIES})
endif ()

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@ -0,0 +1,66 @@
# Try to find Wayland on a Unix system
#
# This will define:
#
# WAYLAND_FOUND - True if Wayland is found
# WAYLAND_LIBRARIES - Link these to use Wayland
# WAYLAND_INCLUDE_DIR - Include directory for Wayland
# WAYLAND_DEFINITIONS - Compiler flags for using Wayland
#
# In addition the following more fine grained variables will be defined:
#
# WAYLAND_CLIENT_FOUND WAYLAND_CLIENT_INCLUDE_DIR WAYLAND_CLIENT_LIBRARIES
# WAYLAND_SERVER_FOUND WAYLAND_SERVER_INCLUDE_DIR WAYLAND_SERVER_LIBRARIES
# WAYLAND_EGL_FOUND WAYLAND_EGL_INCLUDE_DIR WAYLAND_EGL_LIBRARIES
#
# Copyright (c) 2013 Martin Gräßlin <mgraesslin@kde.org>
#
# Redistribution and use is allowed according to the terms of the BSD license.
# For details see the accompanying COPYING-CMAKE-SCRIPTS file.
IF (NOT WIN32)
IF (WAYLAND_INCLUDE_DIR AND WAYLAND_LIBRARIES)
# In the cache already
SET(WAYLAND_FIND_QUIETLY TRUE)
ENDIF ()
# Use pkg-config to get the directories and then use these values
# in the FIND_PATH() and FIND_LIBRARY() calls
FIND_PACKAGE(PkgConfig)
PKG_CHECK_MODULES(PKG_WAYLAND QUIET wayland-client wayland-server wayland-egl wayland-cursor)
SET(WAYLAND_DEFINITIONS ${PKG_WAYLAND_CFLAGS})
FIND_PATH(WAYLAND_CLIENT_INCLUDE_DIR NAMES wayland-client.h HINTS ${PKG_WAYLAND_INCLUDE_DIRS})
FIND_PATH(WAYLAND_SERVER_INCLUDE_DIR NAMES wayland-server.h HINTS ${PKG_WAYLAND_INCLUDE_DIRS})
FIND_PATH(WAYLAND_EGL_INCLUDE_DIR NAMES wayland-egl.h HINTS ${PKG_WAYLAND_INCLUDE_DIRS})
FIND_PATH(WAYLAND_CURSOR_INCLUDE_DIR NAMES wayland-cursor.h HINTS ${PKG_WAYLAND_INCLUDE_DIRS})
FIND_LIBRARY(WAYLAND_CLIENT_LIBRARIES NAMES wayland-client HINTS ${PKG_WAYLAND_LIBRARY_DIRS})
FIND_LIBRARY(WAYLAND_SERVER_LIBRARIES NAMES wayland-server HINTS ${PKG_WAYLAND_LIBRARY_DIRS})
FIND_LIBRARY(WAYLAND_EGL_LIBRARIES NAMES wayland-egl HINTS ${PKG_WAYLAND_LIBRARY_DIRS})
FIND_LIBRARY(WAYLAND_CURSOR_LIBRARIES NAMES wayland-cursor HINTS ${PKG_WAYLAND_LIBRARY_DIRS})
set(WAYLAND_INCLUDE_DIR ${WAYLAND_CLIENT_INCLUDE_DIR} ${WAYLAND_SERVER_INCLUDE_DIR} ${WAYLAND_EGL_INCLUDE_DIR} ${WAYLAND_CURSOR_INCLUDE_DIR})
set(WAYLAND_LIBRARIES ${WAYLAND_CLIENT_LIBRARIES} ${WAYLAND_SERVER_LIBRARIES} ${WAYLAND_EGL_LIBRARIES} ${WAYLAND_CURSOR_LIBRARIES})
list(REMOVE_DUPLICATES WAYLAND_INCLUDE_DIR)
include(FindPackageHandleStandardArgs)
FIND_PACKAGE_HANDLE_STANDARD_ARGS(WAYLAND_CLIENT DEFAULT_MSG WAYLAND_CLIENT_LIBRARIES WAYLAND_CLIENT_INCLUDE_DIR)
FIND_PACKAGE_HANDLE_STANDARD_ARGS(WAYLAND_SERVER DEFAULT_MSG WAYLAND_SERVER_LIBRARIES WAYLAND_SERVER_INCLUDE_DIR)
FIND_PACKAGE_HANDLE_STANDARD_ARGS(WAYLAND_EGL DEFAULT_MSG WAYLAND_EGL_LIBRARIES WAYLAND_EGL_INCLUDE_DIR)
FIND_PACKAGE_HANDLE_STANDARD_ARGS(WAYLAND_CURSOR DEFAULT_MSG WAYLAND_CURSOR_LIBRARIES WAYLAND_CURSOR_INCLUDE_DIR)
FIND_PACKAGE_HANDLE_STANDARD_ARGS(WAYLAND DEFAULT_MSG WAYLAND_LIBRARIES WAYLAND_INCLUDE_DIR)
MARK_AS_ADVANCED(
WAYLAND_INCLUDE_DIR WAYLAND_LIBRARIES
WAYLAND_CLIENT_INCLUDE_DIR WAYLAND_CLIENT_LIBRARIES
WAYLAND_SERVER_INCLUDE_DIR WAYLAND_SERVER_LIBRARIES
WAYLAND_EGL_INCLUDE_DIR WAYLAND_EGL_LIBRARIES
WAYLAND_CURSOR_INCLUDE_DIR WAYLAND_CURSOR_LIBRARIES
)
ENDIF ()

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@ -0,0 +1,34 @@
# - Try to find XKBCommon
# Once done, this will define
#
# XKBCOMMON_FOUND - System has XKBCommon
# XKBCOMMON_INCLUDE_DIRS - The XKBCommon include directories
# XKBCOMMON_LIBRARIES - The libraries needed to use XKBCommon
# XKBCOMMON_DEFINITIONS - Compiler switches required for using XKBCommon
find_package(PkgConfig)
pkg_check_modules(PC_XKBCOMMON QUIET xkbcommon)
set(XKBCOMMON_DEFINITIONS ${PC_XKBCOMMON_CFLAGS_OTHER})
find_path(XKBCOMMON_INCLUDE_DIR
NAMES xkbcommon/xkbcommon.h
HINTS ${PC_XKBCOMMON_INCLUDE_DIR} ${PC_XKBCOMMON_INCLUDE_DIRS}
)
find_library(XKBCOMMON_LIBRARY
NAMES xkbcommon
HINTS ${PC_XKBCOMMON_LIBRARY} ${PC_XKBCOMMON_LIBRARY_DIRS}
)
set(XKBCOMMON_LIBRARIES ${XKBCOMMON_LIBRARY})
set(XKBCOMMON_LIBRARY_DIRS ${XKBCOMMON_LIBRARY_DIRS})
set(XKBCOMMON_INCLUDE_DIRS ${XKBCOMMON_INCLUDE_DIR})
include(FindPackageHandleStandardArgs)
find_package_handle_standard_args(XKBCommon DEFAULT_MSG
XKBCOMMON_LIBRARY
XKBCOMMON_INCLUDE_DIR
)
mark_as_advanced(XKBCOMMON_LIBRARY XKBCOMMON_INCLUDE_DIR)

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@ -1,13 +0,0 @@
# Define the environment for cross-compiling with 64-bit MinGW-w64 Clang
SET(CMAKE_SYSTEM_NAME Windows) # Target system name
SET(CMAKE_SYSTEM_VERSION 1)
SET(CMAKE_C_COMPILER "x86_64-w64-mingw32-clang")
SET(CMAKE_CXX_COMPILER "x86_64-w64-mingw32-clang++")
SET(CMAKE_RC_COMPILER "x86_64-w64-mingw32-windres")
SET(CMAKE_RANLIB "x86_64-w64-mingw32-ranlib")
# Configure the behaviour of the find commands
SET(CMAKE_FIND_ROOT_PATH "/usr/x86_64-w64-mingw32")
SET(CMAKE_FIND_ROOT_PATH_MODE_PROGRAM NEVER)
SET(CMAKE_FIND_ROOT_PATH_MODE_LIBRARY ONLY)
SET(CMAKE_FIND_ROOT_PATH_MODE_INCLUDE ONLY)

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@ -1,4 +1,4 @@
# Define the environment for cross-compiling with 64-bit MinGW-w64 GCC
# Define the environment for cross compiling from Linux to Win32
SET(CMAKE_SYSTEM_NAME Windows) # Target system name
SET(CMAKE_SYSTEM_VERSION 1)
SET(CMAKE_C_COMPILER "x86_64-w64-mingw32-gcc")

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@ -1,122 +1,510 @@
cmake_minimum_required(VERSION 3.4...3.20 FATAL_ERROR)
project(GLFW C)
project(GLFW VERSION 3.4.0 LANGUAGES C)
cmake_minimum_required(VERSION 2.8.12)
if (POLICY CMP0069)
cmake_policy(SET CMP0069 NEW)
if (NOT CMAKE_VERSION VERSION_LESS "3.0")
# Until all major package systems have moved to CMake 3,
# we stick with the older INSTALL_NAME_DIR mechanism
cmake_policy(SET CMP0042 OLD)
endif()
if (POLICY CMP0077)
cmake_policy(SET CMP0077 NEW)
endif()
set(GLFW_VERSION_MAJOR "3")
set(GLFW_VERSION_MINOR "1")
set(GLFW_VERSION_PATCH "2")
set(GLFW_VERSION_EXTRA "")
set(GLFW_VERSION "${GLFW_VERSION_MAJOR}.${GLFW_VERSION_MINOR}")
set(GLFW_VERSION_FULL "${GLFW_VERSION}.${GLFW_VERSION_PATCH}${GLFW_VERSION_EXTRA}")
set(LIB_SUFFIX "" CACHE STRING "Takes an empty string or 64. Directory where lib will be installed: lib or lib64")
set_property(GLOBAL PROPERTY USE_FOLDERS ON)
string(COMPARE EQUAL "${CMAKE_CURRENT_SOURCE_DIR}" "${CMAKE_SOURCE_DIR}" GLFW_STANDALONE)
option(BUILD_SHARED_LIBS "Build shared libraries" OFF)
option(GLFW_BUILD_EXAMPLES "Build the GLFW example programs" ${GLFW_STANDALONE})
option(GLFW_BUILD_TESTS "Build the GLFW test programs" ${GLFW_STANDALONE})
option(GLFW_BUILD_EXAMPLES "Build the GLFW example programs" ON)
option(GLFW_BUILD_TESTS "Build the GLFW test programs" ON)
option(GLFW_BUILD_DOCS "Build the GLFW documentation" ON)
option(GLFW_INSTALL "Generate installation target" ON)
option(GLFW_DOCUMENT_INTERNALS "Include internals in documentation" OFF)
include(GNUInstallDirs)
include(CMakeDependentOption)
if (GLFW_USE_OSMESA)
message(FATAL_ERROR "GLFW_USE_OSMESA has been removed; set the GLFW_PLATFORM init hint")
if (WIN32)
option(GLFW_USE_HYBRID_HPG "Force use of high-performance GPU on hybrid systems" OFF)
endif()
cmake_dependent_option(GLFW_BUILD_WIN32 "Build support for Win32" ON "WIN32" OFF)
cmake_dependent_option(GLFW_BUILD_COCOA "Build support for Cocoa" ON "APPLE" OFF)
cmake_dependent_option(GLFW_BUILD_X11 "Build support for X11" ON "UNIX;NOT APPLE" OFF)
cmake_dependent_option(GLFW_BUILD_WAYLAND "Build support for Wayland"
"${GLFW_USE_WAYLAND}" "UNIX;NOT APPLE" OFF)
cmake_dependent_option(GLFW_USE_HYBRID_HPG "Force use of high-performance GPU on hybrid systems" OFF
"WIN32" OFF)
cmake_dependent_option(USE_MSVC_RUNTIME_LIBRARY_DLL "Use MSVC runtime library DLL" ON
"MSVC" OFF)
set(GLFW_LIBRARY_TYPE "${GLFW_LIBRARY_TYPE}" CACHE STRING
"Library type override for GLFW (SHARED, STATIC, OBJECT, or empty to follow BUILD_SHARED_LIBS)")
if (GLFW_LIBRARY_TYPE)
if (GLFW_LIBRARY_TYPE STREQUAL "SHARED")
set(GLFW_BUILD_SHARED_LIBRARY TRUE)
if (APPLE)
option(GLFW_BUILD_UNIVERSAL "Build GLFW as a Universal Binary" OFF)
option(GLFW_USE_CHDIR "Make glfwInit chdir to Contents/Resources" ON)
option(GLFW_USE_MENUBAR "Populate the menu bar on first window creation" ON)
option(GLFW_USE_RETINA "Use the full resolution of Retina displays" ON)
else()
set(GLFW_BUILD_SHARED_LIBRARY FALSE)
option(GLFW_USE_EGL "Use EGL for context creation" OFF)
endif()
if (UNIX AND NOT APPLE)
option(GLFW_USE_WAYLAND "Use Wayland for context creation (implies EGL as well)" OFF)
option(GLFW_USE_MIR "Use Mir for context creation (implies EGL as well)" OFF)
endif()
if (MSVC)
option(USE_MSVC_RUNTIME_LIBRARY_DLL "Use MSVC runtime library DLL" ON)
endif()
if (BUILD_SHARED_LIBS)
set(_GLFW_BUILD_DLL 1)
endif()
if (GLFW_USE_WAYLAND)
set(GLFW_USE_EGL ON)
elseif (GLFW_USE_MIR)
set(GLFW_USE_EGL ON)
endif()
set(CMAKE_MODULE_PATH "${GLFW_SOURCE_DIR}/CMake/modules")
if (GLFW_USE_EGL)
set(GLFW_CLIENT_LIBRARY "opengl" CACHE STRING
"The client library to use; one of opengl, glesv1 or glesv2")
if (${GLFW_CLIENT_LIBRARY} STREQUAL "opengl")
set(_GLFW_USE_OPENGL 1)
elseif (${GLFW_CLIENT_LIBRARY} STREQUAL "glesv1")
set(_GLFW_USE_GLESV1 1)
elseif (${GLFW_CLIENT_LIBRARY} STREQUAL "glesv2")
set(_GLFW_USE_GLESV2 1)
else()
message(FATAL_ERROR "Unsupported client library")
endif()
find_package(EGL REQUIRED)
if (NOT _GLFW_USE_OPENGL)
set(GLFW_BUILD_EXAMPLES OFF)
set(GLFW_BUILD_TESTS OFF)
message(STATUS "NOTE: Examples and tests require OpenGL")
endif()
else()
set(GLFW_BUILD_SHARED_LIBRARY ${BUILD_SHARED_LIBS})
set(_GLFW_USE_OPENGL 1)
endif()
list(APPEND CMAKE_MODULE_PATH "${GLFW_SOURCE_DIR}/CMake/modules")
if (_GLFW_USE_OPENGL)
find_package(OpenGL REQUIRED)
elseif (_GLFW_USE_GLESV1)
find_package(GLESv1 REQUIRED)
elseif (_GLFW_USE_GLESV2)
find_package(GLESv2 REQUIRED)
endif()
find_package(Threads REQUIRED)
if (GLFW_BUILD_DOCS)
set(DOXYGEN_SKIP_DOT TRUE)
find_package(Doxygen)
if (GLFW_DOCUMENT_INTERNALS)
set(GLFW_INTERNAL_DOCS "${GLFW_SOURCE_DIR}/src/internal.h ${GLFW_SOURCE_DIR}/docs/internal.dox")
endif()
endif()
#--------------------------------------------------------------------
# Report backend selection
# Set compiler specific flags
#--------------------------------------------------------------------
if (GLFW_BUILD_WIN32)
message(STATUS "Including Win32 support")
if (UNIX)
add_definitions(-Wall)
if (BUILD_SHARED_LIBS)
add_definitions(-fvisibility=hidden)
endif()
if (GLFW_BUILD_COCOA)
message(STATUS "Including Cocoa support")
endif()
if (GLFW_BUILD_WAYLAND)
message(STATUS "Including Wayland support")
endif()
if (GLFW_BUILD_X11)
message(STATUS "Including X11 support")
endif()
#--------------------------------------------------------------------
# Apply Microsoft C runtime library option
# This is here because it also applies to tests and examples
#--------------------------------------------------------------------
if (MSVC AND NOT USE_MSVC_RUNTIME_LIBRARY_DLL)
if (CMAKE_VERSION VERSION_LESS 3.15)
if (MSVC)
add_definitions(-D_CRT_SECURE_NO_WARNINGS)
if (NOT USE_MSVC_RUNTIME_LIBRARY_DLL)
foreach (flag CMAKE_C_FLAGS
CMAKE_C_FLAGS_DEBUG
CMAKE_C_FLAGS_RELEASE
CMAKE_C_FLAGS_MINSIZEREL
CMAKE_C_FLAGS_RELWITHDEBINFO)
if (flag MATCHES "/MD")
if (${flag} MATCHES "/MD")
string(REGEX REPLACE "/MD" "/MT" ${flag} "${${flag}}")
endif()
if (flag MATCHES "/MDd")
if (${flag} MATCHES "/MDd")
string(REGEX REPLACE "/MDd" "/MTd" ${flag} "${${flag}}")
endif()
endforeach()
else()
set(CMAKE_MSVC_RUNTIME_LIBRARY "MultiThreaded$<$<CONFIG:Debug>:Debug>")
endif()
endif()
if (MINGW)
# Enable link-time exploit mitigation features enabled by default on MSVC
include(CheckCCompilerFlag)
# Compatibility with data execution prevention (DEP)
set(CMAKE_REQUIRED_FLAGS "-Wl,--nxcompat")
check_c_compiler_flag("" _GLFW_HAS_DEP)
if (_GLFW_HAS_DEP)
set(CMAKE_SHARED_LINKER_FLAGS "-Wl,--nxcompat ${CMAKE_SHARED_LINKER_FLAGS}")
endif()
# Compatibility with address space layout randomization (ASLR)
set(CMAKE_REQUIRED_FLAGS "-Wl,--dynamicbase")
check_c_compiler_flag("" _GLFW_HAS_ASLR)
if (_GLFW_HAS_ASLR)
set(CMAKE_SHARED_LINKER_FLAGS "-Wl,--dynamicbase ${CMAKE_SHARED_LINKER_FLAGS}")
endif()
# Compatibility with 64-bit address space layout randomization (ASLR)
set(CMAKE_REQUIRED_FLAGS "-Wl,--high-entropy-va")
check_c_compiler_flag("" _GLFW_HAS_64ASLR)
if (_GLFW_HAS_64ASLR)
set(CMAKE_SHARED_LINKER_FLAGS "-Wl,--high-entropy-va ${CMAKE_SHARED_LINKER_FLAGS}")
endif()
# HACK: When building on MinGW, WINVER and UNICODE need to be defined before
# the inclusion of stddef.h (by glfw3.h), which is itself included before
# win32_platform.h. We define them here until a saner solution can be found
# NOTE: MinGW-w64 and Visual C++ do /not/ need this hack.
add_definitions(-DUNICODE -DWINVER=0x0501)
endif()
#--------------------------------------------------------------------
# Detect and select backend APIs
#--------------------------------------------------------------------
if (WIN32)
set(_GLFW_WIN32 1)
message(STATUS "Using Win32 for window creation")
if (GLFW_USE_EGL)
set(_GLFW_EGL 1)
message(STATUS "Using EGL for context creation")
else()
set(_GLFW_WGL 1)
message(STATUS "Using WGL for context creation")
endif()
elseif (APPLE)
set(_GLFW_COCOA 1)
message(STATUS "Using Cocoa for window creation")
set(_GLFW_NSGL 1)
message(STATUS "Using NSGL for context creation")
elseif (UNIX)
if (GLFW_USE_WAYLAND)
set(_GLFW_WAYLAND 1)
message(STATUS "Using Wayland for window creation")
elseif (GLFW_USE_MIR)
set(_GLFW_MIR 1)
message(STATUS "Using Mir for window creation")
else()
set(_GLFW_X11 1)
message(STATUS "Using X11 for window creation")
endif()
if (GLFW_USE_EGL)
set(_GLFW_EGL 1)
message(STATUS "Using EGL for context creation")
else()
set(_GLFW_GLX 1)
message(STATUS "Using GLX for context creation")
endif()
else()
message(FATAL_ERROR "No supported platform was detected")
endif()
#--------------------------------------------------------------------
# Find and add Unix math and time libraries
#--------------------------------------------------------------------
if (UNIX AND NOT APPLE)
find_library(RT_LIBRARY rt)
mark_as_advanced(RT_LIBRARY)
if (RT_LIBRARY)
list(APPEND glfw_LIBRARIES "${RT_LIBRARY}")
list(APPEND glfw_PKG_LIBS "-lrt")
endif()
find_library(MATH_LIBRARY m)
mark_as_advanced(MATH_LIBRARY)
if (MATH_LIBRARY)
list(APPEND glfw_LIBRARIES "${MATH_LIBRARY}")
list(APPEND glfw_PKG_LIBS "-lm")
endif()
endif()
#--------------------------------------------------------------------
# Use Win32 for window creation
#--------------------------------------------------------------------
if (_GLFW_WIN32)
list(APPEND glfw_PKG_LIBS "-lgdi32")
if (GLFW_USE_HYBRID_HPG)
set(_GLFW_USE_HYBRID_HPG 1)
endif()
endif()
#--------------------------------------------------------------------
# Use WGL for context creation
#--------------------------------------------------------------------
if (_GLFW_WGL)
list(APPEND glfw_PKG_LIBS "-lopengl32")
list(APPEND glfw_INCLUDE_DIRS "${OPENGL_INCLUDE_DIR}")
list(APPEND glfw_LIBRARIES "${OPENGL_gl_LIBRARY}")
endif()
#--------------------------------------------------------------------
# Use X11 for window creation
#--------------------------------------------------------------------
if (_GLFW_X11)
find_package(X11 REQUIRED)
list(APPEND glfw_PKG_DEPS "x11")
# Set up library and include paths
list(APPEND glfw_INCLUDE_DIRS "${X11_X11_INCLUDE_PATH}")
list(APPEND glfw_LIBRARIES "${X11_X11_LIB}" "${CMAKE_THREAD_LIBS_INIT}")
# Check for XRandR (modern resolution switching and gamma control)
if (NOT X11_Xrandr_FOUND)
message(FATAL_ERROR "The RandR library and headers were not found")
endif()
list(APPEND glfw_INCLUDE_DIRS "${X11_Xrandr_INCLUDE_PATH}")
list(APPEND glfw_LIBRARIES "${X11_Xrandr_LIB}")
list(APPEND glfw_PKG_DEPS "xrandr")
# Check for Xinerama (legacy multi-monitor support)
if (NOT X11_Xinerama_FOUND)
message(FATAL_ERROR "The Xinerama library and headers were not found")
endif()
list(APPEND glfw_INCLUDE_DIRS "${X11_Xinerama_INCLUDE_PATH}")
list(APPEND glfw_LIBRARIES "${X11_Xinerama_LIB}")
list(APPEND glfw_PKG_DEPS "xinerama")
# Check for XInput (high-resolution cursor motion)
if (X11_Xinput_FOUND)
list(APPEND glfw_INCLUDE_DIRS "${X11_Xinput_INCLUDE_PATH}")
list(APPEND glfw_PKG_DEPS "xi")
if (X11_Xinput_LIB)
list(APPEND glfw_LIBRARIES "${X11_Xinput_LIB}")
else()
# Backwards compatibility (bug in CMake 2.8.7)
list(APPEND glfw_LIBRARIES Xi)
endif()
set(_GLFW_HAS_XINPUT TRUE)
endif()
# Check for Xf86VidMode (fallback gamma control)
if (X11_xf86vmode_FOUND)
list(APPEND glfw_INCLUDE_DIRS "${X11_xf86vmode_INCLUDE_PATH}")
list(APPEND glfw_PKG_DEPS "xxf86vm")
if (X11_Xxf86vm_LIB)
list(APPEND glfw_LIBRARIES "${X11_Xxf86vm_LIB}")
else()
# Backwards compatibility (see CMake bug 0006976)
list(APPEND glfw_LIBRARIES Xxf86vm)
endif()
set(_GLFW_HAS_XF86VM TRUE)
endif()
# Check for Xkb (X keyboard extension)
if (NOT X11_Xkb_FOUND)
message(FATAL_ERROR "The X keyboard extension headers were not found")
endif()
list(APPEND glfw_INCLUDE_DIR "${X11_Xkb_INCLUDE_PATH}")
# Check for Xcursor
if (NOT X11_Xcursor_FOUND)
message(FATAL_ERROR "The Xcursor libraries and headers were not found")
endif()
list(APPEND glfw_INCLUDE_DIR "${X11_Xcursor_INCLUDE_PATH}")
list(APPEND glfw_LIBRARIES "${X11_Xcursor_LIB}")
list(APPEND glfw_PKG_DEPS "xcursor")
endif()
#--------------------------------------------------------------------
# Use Wayland for window creation
#--------------------------------------------------------------------
if (_GLFW_WAYLAND)
find_package(Wayland REQUIRED)
list(APPEND glfw_PKG_DEPS "wayland-egl")
list(APPEND glfw_INCLUDE_DIRS "${WAYLAND_INCLUDE_DIR}")
list(APPEND glfw_LIBRARIES "${WAYLAND_LIBRARIES}" "${CMAKE_THREAD_LIBS_INIT}")
find_package(XKBCommon REQUIRED)
list(APPEND glfw_PKG_DEPS "xkbcommon")
list(APPEND glfw_INCLUDE_DIRS "${XKBCOMMON_INCLUDE_DIRS}")
list(APPEND glfw_LIBRARIES "${XKBCOMMON_LIBRARY}")
endif()
#--------------------------------------------------------------------
# Use Mir for window creation
#--------------------------------------------------------------------
if (_GLFW_MIR)
find_package(Mir REQUIRED)
list(APPEND glfw_PKG_DEPS "mirclient")
list(APPEND glfw_INCLUDE_DIRS "${MIR_INCLUDE_DIR}")
list(APPEND glfw_LIBRARIES "${MIR_LIBRARIES}" "${CMAKE_THREAD_LIBS_INIT}")
find_package(XKBCommon REQUIRED)
list(APPEND glfw_PKG_DEPS "xkbcommon")
list(APPEND glfw_INCLUDE_DIRS "${XKBCOMMON_INCLUDE_DIRS}")
list(APPEND glfw_LIBRARIES "${XKBCOMMON_LIBRARY}")
endif()
#--------------------------------------------------------------------
# Use GLX for context creation
#--------------------------------------------------------------------
if (_GLFW_GLX)
list(APPEND glfw_INCLUDE_DIRS "${OPENGL_INCLUDE_DIR}")
list(APPEND glfw_LIBRARIES "${OPENGL_gl_LIBRARY}")
list(APPEND glfw_PKG_DEPS "gl")
if (CMAKE_DL_LIBS)
list(APPEND glfw_LIBRARIES "${CMAKE_DL_LIBS}")
list(APPEND glfw_PKG_LIBS "-l${CMAKE_DL_LIBS}")
endif()
endif()
#--------------------------------------------------------------------
# Use EGL for context creation
#--------------------------------------------------------------------
if (_GLFW_EGL)
list(APPEND glfw_INCLUDE_DIRS "${EGL_INCLUDE_DIR}")
list(APPEND glfw_LIBRARIES "${EGL_LIBRARY}")
list(APPEND glfw_PKG_DEPS "egl")
if (_GLFW_USE_OPENGL)
list(APPEND glfw_LIBRARIES "${OPENGL_gl_LIBRARY}")
list(APPEND glfw_INCLUDE_DIRS "${OPENGL_INCLUDE_DIR}")
list(APPEND glfw_PKG_DEPS "gl")
elseif (_GLFW_USE_GLESV1)
list(APPEND glfw_LIBRARIES "${GLESv1_LIBRARY}")
list(APPEND glfw_INCLUDE_DIRS "${GLESv1_INCLUDE_DIR}")
list(APPEND glfw_PKG_DEPS "glesv1_cm")
elseif (_GLFW_USE_GLESV2)
list(APPEND glfw_LIBRARIES "${GLESv2_LIBRARY}")
list(APPEND glfw_INCLUDE_DIRS "${GLESv2_INCLUDE_DIR}")
list(APPEND glfw_PKG_DEPS "glesv2")
endif()
if (CMAKE_DL_LIBS)
list(APPEND glfw_LIBRARIES "${CMAKE_DL_LIBS}")
list(APPEND glfw_PKG_LIBS "-l${CMAKE_DL_LIBS}")
endif()
endif()
#--------------------------------------------------------------------
# Use Cocoa for window creation and NSOpenGL for context creation
#--------------------------------------------------------------------
if (_GLFW_COCOA AND _GLFW_NSGL)
if (GLFW_USE_MENUBAR)
set(_GLFW_USE_MENUBAR 1)
endif()
if (GLFW_USE_CHDIR)
set(_GLFW_USE_CHDIR 1)
endif()
if (GLFW_USE_RETINA)
set(_GLFW_USE_RETINA 1)
endif()
if (GLFW_BUILD_UNIVERSAL)
message(STATUS "Building GLFW as Universal Binaries")
set(CMAKE_OSX_ARCHITECTURES i386;x86_64)
else()
message(STATUS "Building GLFW only for the native architecture")
endif()
# Set up library and include paths
find_library(COCOA_FRAMEWORK Cocoa)
find_library(IOKIT_FRAMEWORK IOKit)
find_library(CORE_FOUNDATION_FRAMEWORK CoreFoundation)
find_library(CORE_VIDEO_FRAMEWORK CoreVideo)
mark_as_advanced(COCOA_FRAMEWORK
IOKIT_FRAMEWORK
CORE_FOUNDATION_FRAMEWORK
CORE_VIDEO_FRAMEWORK)
list(APPEND glfw_LIBRARIES "${COCOA_FRAMEWORK}"
"${OPENGL_gl_LIBRARY}"
"${IOKIT_FRAMEWORK}"
"${CORE_FOUNDATION_FRAMEWORK}"
"${CORE_VIDEO_FRAMEWORK}")
set(glfw_PKG_DEPS "")
set(glfw_PKG_LIBS "-framework Cocoa -framework OpenGL -framework IOKit -framework CoreFoundation -framework CoreVideo")
endif()
#--------------------------------------------------------------------
# Export GLFW library dependencies
#--------------------------------------------------------------------
set(GLFW_LIBRARIES ${glfw_LIBRARIES} CACHE STRING "Dependencies of GLFW")
foreach(arg ${glfw_PKG_DEPS})
set(GLFW_PKG_DEPS "${GLFW_PKG_DEPS} ${arg}")
endforeach()
foreach(arg ${glfw_PKG_LIBS})
set(GLFW_PKG_LIBS "${GLFW_PKG_LIBS} ${arg}")
endforeach()
#--------------------------------------------------------------------
# Choose library output name
#--------------------------------------------------------------------
if (BUILD_SHARED_LIBS AND UNIX)
# On Unix-like systems, shared libraries can use the soname system.
set(GLFW_LIB_NAME glfw)
else()
set(GLFW_LIB_NAME glfw3)
endif()
#--------------------------------------------------------------------
# Create generated files
#--------------------------------------------------------------------
include(CMakePackageConfigHelpers)
set(GLFW_CONFIG_PATH "${CMAKE_INSTALL_LIBDIR}/cmake/glfw3")
if (UNIX)
set(GLFW_CONFIG_PATH "${CMAKE_INSTALL_PREFIX}/lib/cmake/glfw3/")
else()
set(GLFW_CONFIG_PATH "${CMAKE_INSTALL_PREFIX}/")
endif()
configure_package_config_file(CMake/glfw3Config.cmake.in
src/glfw3Config.cmake
configure_package_config_file("${GLFW_SOURCE_DIR}/src/glfw3Config.cmake.in"
"${GLFW_BINARY_DIR}/src/glfw3Config.cmake"
INSTALL_DESTINATION "${GLFW_CONFIG_PATH}"
PATH_VARS CMAKE_INSTALL_PREFIX
NO_CHECK_REQUIRED_COMPONENTS_MACRO)
write_basic_package_version_file(src/glfw3ConfigVersion.cmake
VERSION ${GLFW_VERSION}
write_basic_package_version_file("${GLFW_BINARY_DIR}/src/glfw3ConfigVersion.cmake"
VERSION ${GLFW_VERSION_FULL}
COMPATIBILITY SameMajorVersion)
if (GLFW_BUILD_DOCS)
configure_file("${GLFW_SOURCE_DIR}/docs/Doxyfile.in"
"${GLFW_BINARY_DIR}/docs/Doxyfile" @ONLY)
endif()
configure_file("${GLFW_SOURCE_DIR}/src/glfw_config.h.in"
"${GLFW_BINARY_DIR}/src/glfw_config.h" @ONLY)
configure_file("${GLFW_SOURCE_DIR}/src/glfw3.pc.in"
"${GLFW_BINARY_DIR}/src/glfw3.pc" @ONLY)
#--------------------------------------------------------------------
# Add subdirectories
#--------------------------------------------------------------------
@ -139,33 +527,25 @@ endif()
# The library is installed by src/CMakeLists.txt
#--------------------------------------------------------------------
if (GLFW_INSTALL)
install(DIRECTORY include/GLFW DESTINATION ${CMAKE_INSTALL_INCLUDEDIR}
install(DIRECTORY include/GLFW DESTINATION include
FILES_MATCHING PATTERN glfw3.h PATTERN glfw3native.h)
install(FILES "${GLFW_BINARY_DIR}/src/glfw3Config.cmake"
"${GLFW_BINARY_DIR}/src/glfw3ConfigVersion.cmake"
DESTINATION "${GLFW_CONFIG_PATH}")
DESTINATION lib${LIB_SUFFIX}/cmake/glfw)
install(EXPORT glfwTargets FILE glfw3Targets.cmake
EXPORT_LINK_INTERFACE_LIBRARIES
DESTINATION "${GLFW_CONFIG_PATH}")
install(EXPORT glfwTargets DESTINATION lib${LIB_SUFFIX}/cmake/glfw)
install(FILES "${GLFW_BINARY_DIR}/src/glfw3.pc"
DESTINATION "${CMAKE_INSTALL_LIBDIR}/pkgconfig")
if (DOXYGEN_FOUND AND GLFW_BUILD_DOCS)
install(DIRECTORY "${GLFW_BINARY_DIR}/docs/html"
DESTINATION "${CMAKE_INSTALL_DOCDIR}")
endif()
DESTINATION lib${LIB_SUFFIX}/pkgconfig)
# Only generate this target if no higher-level project already has
if (NOT TARGET uninstall)
configure_file(CMake/cmake_uninstall.cmake.in
cmake_uninstall.cmake IMMEDIATE @ONLY)
configure_file("${GLFW_SOURCE_DIR}/cmake_uninstall.cmake.in"
"${GLFW_BINARY_DIR}/cmake_uninstall.cmake" IMMEDIATE @ONLY)
add_custom_target(uninstall
"${CMAKE_COMMAND}" -P
"${GLFW_BINARY_DIR}/cmake_uninstall.cmake")
set_target_properties(uninstall PROPERTIES FOLDER "GLFW3")
endif()
endif()

View File

@ -1,268 +0,0 @@
# Acknowledgements
GLFW exists because people around the world donated their time and lent their
skills. This list only includes contributions to the main repository and
excludes other invaluable contributions like language bindings and text and
video tutorials.
- Bobyshev Alexander
- Laurent Aphecetche
- Matt Arsenault
- Takuro Ashie
- ashishgamedev
- David Avedissian
- Luca Bacci
- Keith Bauer
- John Bartholomew
- Coşku Baş
- Niklas Behrens
- Andrew Belt
- Nevyn Bengtsson
- Niklas Bergström
- Denis Bernard
- BiBi
- Doug Binks
- blanco
- Waris Boonyasiriwat
- Kyle Brenneman
- Rok Breulj
- TheBrokenRail
- Kai Burjack
- Martin Capitanio
- Nicolas Caramelli
- David Carlier
- Arturo Castro
- Chi-kwan Chan
- TheChocolateOre
- Ali Chraghi
- Joseph Chua
- Ian Clarkson
- Michał Cichoń
- Lambert Clara
- Anna Clarke
- Josh Codd
- Yaron Cohen-Tal
- Omar Cornut
- Andrew Corrigan
- Bailey Cosier
- Noel Cower
- CuriouserThing
- Jason Daly
- danhambleton
- Jarrod Davis
- Olivier Delannoy
- Paul R. Deppe
- Michael Dickens
- Роман Донченко
- Mario Dorn
- Wolfgang Draxinger
- Jonathan Dummer
- Ralph Eastwood
- Fredrik Ehnbom
- Robin Eklind
- Jan Ekström
- Siavash Eliasi
- Ahmad Fatoum
- Nikita Fediuchin
- Felipe Ferreira
- Michael Fogleman
- Jason Francis
- Gerald Franz
- Mário Freitas
- GeO4d
- Marcus Geelnard
- ghuser404
- Charles Giessen
- Ryan C. Gordon
- Stephen Gowen
- Kovid Goyal
- Kevin Grandemange
- Eloi Marín Gratacós
- Stefan Gustavson
- Andrew Gutekanst
- Stephen Gutekanst
- Jonathan Hale
- hdf89shfdfs
- Sylvain Hellegouarch
- Björn Hempel
- Matthew Henry
- heromyth
- Lucas Hinderberger
- Paul Holden
- Hajime Hoshi
- Warren Hu
- Charles Huber
- Brent Huisman
- illustris
- InKryption
- IntellectualKitty
- Aaron Jacobs
- JannikGM
- Erik S. V. Jansson
- jjYBdx4IL
- Toni Jovanoski
- Arseny Kapoulkine
- Cem Karan
- Osman Keskin
- Koray Kilinc
- Josh Kilmer
- Byunghoon Kim
- Cameron King
- Peter Knut
- Christoph Kubisch
- Yuri Kunde Schlesner
- Rokas Kupstys
- Konstantin Käfer
- Eric Larson
- Francis Lecavalier
- Jong Won Lee
- Robin Leffmann
- Glenn Lewis
- Shane Liesegang
- Anders Lindqvist
- Leon Linhart
- Marco Lizza
- Eyal Lotem
- Aaron Loucks
- Luflosi
- lukect
- Tristam MacDonald
- Hans Mackowiak
- Ramiro Magno
- Дмитри Малышев
- Zbigniew Mandziejewicz
- Adam Marcus
- Célestin Marot
- Kyle McDonald
- David V. McKay
- David Medlock
- Bryce Mehring
- Jonathan Mercier
- Marcel Metz
- Liam Middlebrook
- Ave Milia
- Jonathan Miller
- Kenneth Miller
- Bruce Mitchener
- Jack Moffitt
- Ravi Mohan
- Jeff Molofee
- Alexander Monakov
- Pierre Morel
- Jon Morton
- Pierre Moulon
- Martins Mozeiko
- Pascal Muetschard
- James Murphy
- Julian Møller
- ndogxj
- F. Nedelec
- n3rdopolis
- Kristian Nielsen
- Joel Niemelä
- Kamil Nowakowski
- onox
- Denis Ovod
- Ozzy
- Andri Pálsson
- luz paz
- Peoro
- Braden Pellett
- Christopher Pelloux
- Michael Pennington
- Arturo J. Pérez
- Vladimir Perminov
- Olivier Perret
- Anthony Pesch
- Orson Peters
- Emmanuel Gil Peyrot
- Cyril Pichard
- Pilzschaf
- Keith Pitt
- Stanislav Podgorskiy
- Konstantin Podsvirov
- Nathan Poirier
- Alexandre Pretyman
- Pablo Prietz
- przemekmirek
- pthom
- Martin Pulec
- Guillaume Racicot
- Juan Ramos
- Christian Rauch
- Philip Rideout
- Eddie Ringle
- Max Risuhin
- Joe Roback
- Jorge Rodriguez
- Jari Ronkainen
- Luca Rood
- Ed Ropple
- Aleksey Rybalkin
- Mikko Rytkönen
- Riku Salminen
- Yoshinori Sano
- Brandon Schaefer
- Sebastian Schuberth
- Christian Sdunek
- Matt Sealey
- Steve Sexton
- Arkady Shapkin
- Ali Sherief
- Yoshiki Shibukawa
- Dmitri Shuralyov
- Joao da Silva
- Daniel Sieger
- Daniel Skorupski
- Slemmie
- Anthony Smith
- Bradley Smith
- Cliff Smolinsky
- Patrick Snape
- Erlend Sogge Heggen
- Olivier Sohn
- Julian Squires
- Johannes Stein
- Pontus Stenetorp
- Michael Stocker
- Justin Stoecker
- Elviss Strazdins
- Paul Sultana
- Nathan Sweet
- TTK-Bandit
- Jared Tiala
- Sergey Tikhomirov
- Arthur Tombs
- TronicLabs
- Ioannis Tsakpinis
- Samuli Tuomola
- Matthew Turner
- urraka
- Elias Vanderstuyft
- Stef Velzel
- Jari Vetoniemi
- Ricardo Vieira
- Nicholas Vitovitch
- Simon Voordouw
- Corentin Wallez
- Torsten Walluhn
- Patrick Walton
- Xo Wang
- Andre Weissflog
- Jay Weisskopf
- Frank Wille
- Andy Williams
- Joel Winarske
- Richard A. Wilkes
- Tatsuya Yatagawa
- Ryogo Yoshimura
- Lukas Zanner
- Andrey Zholos
- Aihui Zhu
- Santi Zupancic
- Jonas Ådahl
- Lasse Öörni
- Leonard König
- All the unmentioned and anonymous contributors in the GLFW community, for bug
reports, patches, feedback, testing and encouragement

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@ -1,6 +1,5 @@
Copyright (c) 2002-2006 Marcus Geelnard
Copyright (c) 2006-2019 Camilla Löwy
Copyright (c) 2006-2010 Camilla Berglund <elmindreda@elmindreda.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages

601
README.md
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@ -1,422 +1,257 @@
# GLFW
[![Build status](https://github.com/glfw/glfw/actions/workflows/build.yml/badge.svg)](https://github.com/glfw/glfw/actions)
[![Build status](https://ci.appveyor.com/api/projects/status/0kf0ct9831i5l6sp/branch/master?svg=true)](https://ci.appveyor.com/project/elmindreda/glfw)
[![Coverity Scan](https://scan.coverity.com/projects/4884/badge.svg)](https://scan.coverity.com/projects/glfw-glfw)
## Introduction
GLFW is an Open Source, multi-platform library for OpenGL, OpenGL ES and Vulkan
GLFW is a free, Open Source, multi-platform library for OpenGL and OpenGL ES
application development. It provides a simple, platform-independent API for
creating windows, contexts and surfaces, reading input, handling events, etc.
creating windows and contexts, reading input, handling events, etc.
GLFW natively supports Windows, macOS and Linux and other Unix-like systems. On
Linux both X11 and Wayland are supported.
GLFW is licensed under the [zlib/libpng
license](https://www.glfw.org/license.html).
You can [download](https://www.glfw.org/download.html) the latest stable release
as source or Windows binaries, or fetch the `latest` branch from GitHub. Each
release starting with 3.0 also has a corresponding [annotated
tag](https://github.com/glfw/glfw/releases) with source and binary archives.
The [documentation](https://www.glfw.org/docs/latest/) is available online and is
included in all source and binary archives. See the [release
notes](https://www.glfw.org/docs/latest/news.html) for new features, caveats and
deprecations in the latest release. For more details see the [version
history](https://www.glfw.org/changelog.html).
The `master` branch is the stable integration branch and _should_ always compile
and run on all supported platforms, although details of newly added features may
change until they have been included in a release. New features and many bug
fixes live in [other branches](https://github.com/glfw/glfw/branches/all) until
they are stable enough to merge.
Version 3.1.2 adds fixes for a large number of bugs that together affect all
supported platforms, as well as dynamic loading work that simplifies compilation
and linking.
If you are new to GLFW, you may find the
[tutorial](https://www.glfw.org/docs/latest/quick.html) for GLFW 3 useful. If
you have used GLFW 2 in the past, there is a [transition
guide](https://www.glfw.org/docs/latest/moving.html) for moving to the GLFW
3 API.
[introductory tutorial](http://www.glfw.org/docs/latest/quick.html) for GLFW
3 useful. If you have used GLFW 2 in the past, there is a
[transition guide](http://www.glfw.org/docs/latest/moving.html) for moving to
the GLFW 3 API.
GLFW exists because of the contributions of [many people](CONTRIBUTORS.md)
around the world, whether by reporting bugs, providing community support, adding
features, reviewing or testing code, debugging, proofreading docs, suggesting
features or fixing bugs.
Note that a number of source files have been added or renamed in 3.1, which may
require you to update any custom build files you have.
## Compiling GLFW
GLFW itself requires only the headers and libraries for your OS and window
system. It does not need the headers for any context creation API (WGL, GLX,
EGL, NSGL, OSMesa) or rendering API (OpenGL, OpenGL ES, Vulkan) to enable
support for them.
GLFW supports compilation on Windows with Visual C++ 2010 and later, MinGW and
MinGW-w64, on macOS with Clang and on Linux and other Unix-like systems with GCC
and Clang. It will likely compile in other environments as well, but this is
not regularly tested.
There are [pre-compiled Windows binaries](https://www.glfw.org/download.html)
available for all supported compilers.
See the [compilation guide](https://www.glfw.org/docs/latest/compile.html) for
more information about how to compile GLFW yourself.
See the [Compiling GLFW](http://www.glfw.org/docs/latest/compile.html) guide in
the GLFW documentation.
## Using GLFW
See the [documentation](https://www.glfw.org/docs/latest/) for tutorials, guides
and the API reference.
## Contributing to GLFW
See the [contribution
guide](https://github.com/glfw/glfw/blob/master/docs/CONTRIBUTING.md) for
more information.
## System requirements
GLFW supports Windows XP and later and macOS 10.8 and later. Linux and other
Unix-like systems running the X Window System are supported even without
a desktop environment or modern extensions, although some features require
a running window or clipboard manager. The OSMesa backend requires Mesa 6.3.
See the [compatibility guide](https://www.glfw.org/docs/latest/compat.html)
in the documentation for more information.
## Dependencies
GLFW itself needs only CMake 3.1 or later and the headers and libraries for your
OS and window system.
The examples and test programs depend on a number of tiny libraries. These are
located in the `deps/` directory.
- [getopt\_port](https://github.com/kimgr/getopt_port/) for examples
with command-line options
- [TinyCThread](https://github.com/tinycthread/tinycthread) for threaded
examples
- [glad2](https://github.com/Dav1dde/glad) for loading OpenGL and Vulkan
functions
- [linmath.h](https://github.com/datenwolf/linmath.h) for linear algebra in
examples
- [Nuklear](https://github.com/Immediate-Mode-UI/Nuklear) for test and example UI
- [stb\_image\_write](https://github.com/nothings/stb) for writing images to disk
The documentation is generated with [Doxygen](https://doxygen.org/) if CMake can
find that tool.
See the
[Building programs that use GLFW](http://www.glfw.org/docs/latest/build.html)
guide in the GLFW documentation.
## Reporting bugs
Bugs are reported to our [issue tracker](https://github.com/glfw/glfw/issues).
Please check the [contribution
guide](https://github.com/glfw/glfw/blob/master/docs/CONTRIBUTING.md) for
information on what to include when reporting a bug.
Please always include the name and version of the OS where the bug occurs and
the version of GLFW used. If you have cloned it, include the commit ID used.
If it's a build issue, please also include the build log and the name and
version of your development environment.
If it's a context creation issue, please also include the make and model of your
graphics card and the version of your driver.
This will help both us and other people experiencing the same bug.
## Dependencies
GLFW bundles a number of dependencies in the `deps/` directory.
- [Khronos extension headers](https://www.opengl.org/registry/) for API
extension symbols used by GLFW
- [getopt\_port](https://github.com/kimgr/getopt_port/) for examples
with command-line options
- [TinyCThread](https://github.com/tinycthread/tinycthread) for threaded
examples
- An OpenGL 3.2 core loader generated by
[glad](https://github.com/Dav1dde/glad) for examples using modern OpenGL
- [linmath.h](https://github.com/datenwolf/linmath.h) for linear algebra in
examples
## Changelog
- Added `GLFW_PLATFORM` init hint for runtime platform selection (#1958)
- Added `GLFW_ANY_PLATFORM`, `GLFW_PLATFORM_WIN32`, `GLFW_PLATFORM_COCOA`,
`GLFW_PLATFORM_WAYLAND`, `GLFW_PLATFORM_X11` and `GLFW_PLATFORM_NULL` symbols to
specify the desired platform (#1958)
- Added `glfwGetPlatform` function to query what platform was selected (#1655,#1958)
- Added `glfwPlatformSupported` function to query if a platform is supported
(#1655,#1958)
- Added `glfwInitAllocator` for setting a custom memory allocator (#544,#1628,#1947)
- Added `GLFWallocator` struct and `GLFWallocatefun`, `GLFWreallocatefun` and
`GLFWdeallocatefun` types (#544,#1628,#1947)
- Added `glfwInitVulkanLoader` for using a non-default Vulkan loader (#1374,#1890)
- Added `GLFW_RESIZE_NWSE_CURSOR`, `GLFW_RESIZE_NESW_CURSOR`,
`GLFW_RESIZE_ALL_CURSOR` and `GLFW_NOT_ALLOWED_CURSOR` cursor shapes (#427)
- Added `GLFW_RESIZE_EW_CURSOR` alias for `GLFW_HRESIZE_CURSOR` (#427)
- Added `GLFW_RESIZE_NS_CURSOR` alias for `GLFW_VRESIZE_CURSOR` (#427)
- Added `GLFW_POINTING_HAND_CURSOR` alias for `GLFW_HAND_CURSOR` (#427)
- Added `GLFW_MOUSE_PASSTHROUGH` window hint for letting mouse input pass
through the window (#1236,#1568)
- Added `GLFW_CURSOR_CAPTURED` cursor mode to confine the cursor to the window
content area (#58)
- Added `GLFW_POSITION_X` and `GLFW_POSITION_Y` window hints for initial position
(#1603,#1747)
- Added `GLFW_ANY_POSITION` hint value for letting the window manager choose (#1603,#1747)
- Added `GLFW_PLATFORM_UNAVAILABLE` error for platform detection failures (#1958)
- Added `GLFW_FEATURE_UNAVAILABLE` error for platform limitations (#1692)
- Added `GLFW_FEATURE_UNIMPLEMENTED` error for incomplete backends (#1692)
- Added `GLFW_WAYLAND_APP_ID` window hint string for Wayland app\_id selection
(#2121,#2122)
- Added `GLFW_ANGLE_PLATFORM_TYPE` init hint and `GLFW_ANGLE_PLATFORM_TYPE_*`
values to select ANGLE backend (#1380)
- Added `GLFW_X11_XCB_VULKAN_SURFACE` init hint for selecting X11 Vulkan
surface extension (#1793)
- Added `GLFW_NATIVE_INCLUDE_NONE` for disabling inclusion of native headers (#1348)
- Added `GLFW_BUILD_WIN32` CMake option for enabling Win32 support (#1958)
- Added `GLFW_BUILD_COCOA` CMake option for enabling Cocoa support (#1958)
- Added `GLFW_BUILD_X11` CMake option for enabling X11 support (#1958)
- Added `GLFW_LIBRARY_TYPE` CMake variable for overriding the library type
(#279,#1307,#1497,#1574,#1928)
- Added `GLFW_PKG_CONFIG_REQUIRES_PRIVATE` and `GLFW_PKG_CONFIG_LIBS_PRIVATE` CMake
variables exposing pkg-config dependencies (#1307)
- Made joystick subsystem initialize at first use (#1284,#1646)
- Made `GLFW_DOUBLEBUFFER` a read-only window attribute
- Updated the minimum required CMake version to 3.1
- Updated gamepad mappings from upstream
- Disabled tests and examples by default when built as a CMake subdirectory
- Renamed `GLFW_USE_WAYLAND` CMake option to `GLFW_BUILD_WAYLAND` (#1958)
- Removed `GLFW_USE_OSMESA` CMake option enabling the Null platform (#1958)
- Removed CMake generated configuration header
- Bugfix: The CMake config-file package used an absolute path and was not
relocatable (#1470)
- Bugfix: Video modes with a duplicate screen area were discarded (#1555,#1556)
- Bugfix: Compiling with -Wextra-semi caused warnings (#1440)
- Bugfix: Built-in mappings failed because some OEMs re-used VID/PID (#1583)
- Bugfix: Some extension loader headers did not prevent default OpenGL header
inclusion (#1695)
- Bugfix: Buffers were swapped at creation on single-buffered windows (#1873)
- Bugfix: Gamepad mapping updates could spam `GLFW_INVALID_VALUE` due to
incompatible controllers sharing hardware ID (#1763)
- Bugfix: Native access functions for context handles did not check that the API matched
- Bugfix: `glfwMakeContextCurrent` would access TLS slot before initialization
- Bugfix: `glfwSetGammaRamp` could emit `GLFW_INVALID_VALUE` before initialization
- Bugfix: `glfwGetJoystickUserPointer` returned `NULL` during disconnection (#2092)
- [Win32] Added the `GLFW_WIN32_KEYBOARD_MENU` window hint for enabling access
to the window menu
- [Win32] Added a version info resource to the GLFW DLL
- [Win32] Made hidden helper window use its own window class
- [Win32] Disabled framebuffer transparency on Windows 7 when DWM windows are
opaque (#1512)
- [Win32] Bugfix: `GLFW_INCLUDE_VULKAN` plus `VK_USE_PLATFORM_WIN32_KHR` caused
symbol redefinition (#1524)
- [Win32] Bugfix: The cursor position event was emitted before its cursor enter
event (#1490)
- [Win32] Bugfix: The window hint `GLFW_MAXIMIZED` did not move or resize the
window (#1499)
- [Win32] Bugfix: Disabled cursor mode interfered with some non-client actions
- [Win32] Bugfix: Super key was not released after Win+V hotkey (#1622)
- [Win32] Bugfix: `glfwGetKeyName` could access out of bounds and return an
invalid pointer
- [Win32] Bugfix: Some synthetic key events were reported as `GLFW_KEY_UNKNOWN`
(#1623)
- [Win32] Bugfix: Non-BMP Unicode codepoint input was reported as UTF-16
- [Win32] Bugfix: Monitor functions could return invalid values after
configuration change (#1761)
- [Win32] Bugfix: Initialization would segfault on Windows 8 (not 8.1) (#1775)
- [Win32] Bugfix: Duplicate size events were not filtered (#1610)
- [Win32] Bugfix: Full screen windows were incorrectly resized by DPI changes
(#1582)
- [Win32] Bugfix: `GLFW_SCALE_TO_MONITOR` had no effect on systems older than
Windows 10 version 1703 (#1511)
- [Win32] Bugfix: `USE_MSVC_RUNTIME_LIBRARY_DLL` had no effect on CMake 3.15 or
later (#1783,#1796)
- [Win32] Bugfix: Compilation with LLVM for Windows failed (#1807,#1824,#1874)
- [Win32] Bugfix: The foreground lock timeout was overridden, ignoring the user
- [Win32] Bugfix: Content scale queries could fail silently (#1615)
- [Win32] Bugfix: Content scales could have garbage values if monitor was recently
disconnected (#1615)
- [Win32] Bugfix: A window created maximized and undecorated would cover the whole
monitor (#1806)
- [Win32] Bugfix: The default restored window position was lost when creating a maximized
window
- [Win32] Bugfix: `glfwMaximizeWindow` would make a hidden window visible
- [Win32] Bugfix: `Alt+PrtSc` would emit `GLFW_KEY_UNKNOWN` and a different
scancode than `PrtSc` (#1993)
- [Win32] Bugfix: `GLFW_KEY_PAUSE` scancode from `glfwGetKeyScancode` did not
match event scancode (#1993)
- [Win32] Bugfix: Instance-local operations used executable instance (#469,#1296,#1395)
- [Win32] Bugfix: The OSMesa library was not unloaded on termination
- [Win32] Bugfix: Right shift emitted `GLFW_KEY_UNKNOWN` when using a CJK IME (#2050)
- [Cocoa] Added support for `VK_EXT_metal_surface` (#1619)
- [Cocoa] Added locating the Vulkan loader at runtime in an application bundle
- [Cocoa] Moved main menu creation to GLFW initialization time (#1649)
- [Cocoa] Changed `EGLNativeWindowType` from `NSView` to `CALayer` (#1169)
- [Cocoa] Changed F13 key to report Print Screen for cross-platform consistency
(#1786)
- [Cocoa] Disabled macOS fullscreen when `GLFW_RESIZABLE` is false
- [Cocoa] Removed dependency on the CoreVideo framework
- [Cocoa] Bugfix: `glfwSetWindowSize` used a bottom-left anchor point (#1553)
- [Cocoa] Bugfix: Window remained on screen after destruction until event poll
(#1412)
- [Cocoa] Bugfix: Event processing before window creation would assert (#1543)
- [Cocoa] Bugfix: Undecorated windows could not be iconified on recent macOS
- [Cocoa] Bugfix: Touching event queue from secondary thread before main thread
would abort (#1649)
- [Cocoa] Bugfix: Non-BMP Unicode codepoint input was reported as UTF-16
(#1635)
- [Cocoa] Bugfix: Failing to retrieve the refresh rate of built-in displays
could leak memory
- [Cocoa] Bugfix: Objective-C files were compiled as C with CMake 3.19 (#1787)
- [Cocoa] Bugfix: Duplicate video modes were not filtered out (#1830)
- [Cocoa] Bugfix: Menu bar was not clickable on macOS 10.15+ until it lost and
regained focus (#1648,#1802)
- [Cocoa] Bugfix: Monitor name query could segfault on macOS 11 (#1809,#1833)
- [Cocoa] Bugfix: The install name of the installed dylib was relative (#1504)
- [Cocoa] Bugfix: The MoltenVK layer contents scale was updated only after
related events were emitted
- [Cocoa] Bugfix: Moving the cursor programmatically would freeze it for
a fraction of a second (#1962)
- [Cocoa] Bugfix: `kIOMasterPortDefault` was deprecated in macOS 12.0 (#1980)
- [Cocoa] Bugfix: `kUTTypeURL` was deprecated in macOS 12.0 (#2003)
- [Cocoa] Bugfix: A connected Apple AirPlay would emit a useless error (#1791)
- [Cocoa] Bugfix: The EGL and OSMesa libraries were not unloaded on termination
- [Cocoa] Bugfix: `GLFW_MAXIMIZED` was always true when `GLFW_RESIZABLE` was false
- [Cocoa] Bugfix: Changing `GLFW_DECORATED` in macOS fullscreen would abort
application (#1886)
- [Cocoa] Bugfix: Setting a monitor from macOS fullscreen would abort
application (#2110)
- [Cocoa] Bugfix: The Vulkan loader was not loaded from the `Frameworks` bundle
subdirectory (#2113,#2120)
- [X11] Bugfix: The CMake files did not check for the XInput headers (#1480)
- [X11] Bugfix: Key names were not updated when the keyboard layout changed
(#1462,#1528)
- [X11] Bugfix: Decorations could not be enabled after window creation (#1566)
- [X11] Bugfix: Content scale fallback value could be inconsistent (#1578)
- [X11] Bugfix: `glfwMaximizeWindow` had no effect on hidden windows
- [X11] Bugfix: Clearing `GLFW_FLOATING` on a hidden window caused invalid read
- [X11] Bugfix: Changing `GLFW_FLOATING` on a hidden window could silently fail
- [X11] Bugfix: Disabled cursor mode was interrupted by indicator windows
- [X11] Bugfix: Monitor physical dimensions could be reported as zero mm
- [X11] Bugfix: Window position events were not emitted during resizing (#1613)
- [X11] Bugfix: `glfwFocusWindow` could terminate on older WMs or without a WM
- [X11] Bugfix: Querying a disconnected monitor could segfault (#1602)
- [X11] Bugfix: IME input of CJK was broken for "C" locale (#1587,#1636)
- [X11] Bugfix: Termination would segfault if the IM had been destroyed
- [X11] Bugfix: Any IM started after initialization would not be detected
- [X11] Bugfix: Xlib errors caused by other parts of the application could be
reported as GLFW errors
- [X11] Bugfix: A handle race condition could cause a `BadWindow` error (#1633)
- [X11] Bugfix: XKB path used keysyms instead of physical locations for
non-printable keys (#1598)
- [X11] Bugfix: Function keys were mapped to `GLFW_KEY_UNKNOWN` for some layout
combinations (#1598)
- [X11] Bugfix: Keys pressed simultaneously with others were not always
reported (#1112,#1415,#1472,#1616)
- [X11] Bugfix: Some window attributes were not applied on leaving fullscreen
(#1863)
- [X11] Bugfix: Changing `GLFW_FLOATING` could leak memory
- [X11] Bugfix: Icon pixel format conversion worked only by accident, relying on
undefined behavior (#1986)
- [X11] Bugfix: Dynamic loading on OpenBSD failed due to soname differences
- [X11] Bugfix: Waiting for events would fail if file descriptor was too large
(#2024)
- [X11] Bugfix: Joystick events could lead to busy-waiting (#1872)
- [X11] Bugfix: `glfwWaitEvents*` did not continue for joystick events
- [X11] Bugfix: `glfwPostEmptyEvent` could be ignored due to race condition
(#379,#1281,#1285,#2033)
- [X11] Bugfix: Dynamic loading on NetBSD failed due to soname differences
- [X11] Bugfix: Left shift of int constant relied on undefined behavior (#1951)
- [X11] Bugfix: The OSMesa libray was not unloaded on termination
- [X11] Bugfix: A malformed response during selection transfer could cause a segfault
- [X11] Bugfix: Some calls would reset Xlib to the default error handler (#2108)
- [Wayland] Added improved fallback window decorations via libdecor (#1639,#1693)
- [Wayland] Added dynamic loading of all Wayland libraries
- [Wayland] Added support for key names via xkbcommon
- [Wayland] Added support for file path drop events (#2040)
- [Wayland] Added support for more human-readable monitor names where available
- [Wayland] Disabled alpha channel for opaque windows on systems lacking
`EGL_EXT_present_opaque` (#1895)
- [Wayland] Removed support for `wl_shell` (#1443)
- [Wayland] Bugfix: The `GLFW_HAND_CURSOR` shape used the wrong image (#1432)
- [Wayland] Bugfix: `CLOCK_MONOTONIC` was not correctly enabled
- [Wayland] Bugfix: Repeated keys could be reported with `NULL` window (#1704)
- [Wayland] Bugfix: Retrieving partial framebuffer size would segfault
- [Wayland] Bugfix: Scrolling offsets were inverted compared to other platforms
(#1463)
- [Wayland] Bugfix: Client-Side Decorations were destroyed in the wrong order
(#1798)
- [Wayland] Bugfix: Monitors physical size could report zero (#1784,#1792)
- [Wayland] Bugfix: Some keys were not repeating in Wayland (#1908)
- [Wayland] Bugfix: Non-arrow cursors are offset from the hotspot (#1706,#1899)
- [Wayland] Bugfix: The `O_CLOEXEC` flag was not defined on FreeBSD
- [Wayland] Bugfix: Key repeat could lead to a race condition (#1710)
- [Wayland] Bugfix: Activating a window would emit two input focus events
- [Wayland] Bugfix: Disable key repeat mechanism when window loses input focus
- [Wayland] Bugfix: Window hiding and showing did not work (#1492,#1731)
- [Wayland] Bugfix: A key being repeated was not released when window lost focus
- [Wayland] Bugfix: Showing a hidden window did not emit a window refresh event
- [Wayland] Bugfix: Full screen window creation did not ignore `GLFW_VISIBLE`
- [Wayland] Bugfix: Some keys were reported as wrong key or `GLFW_KEY_UNKNOWN`
- [Wayland] Bugfix: Text input did not repeat along with key repeat
- [Wayland] Bugfix: `glfwPostEmptyEvent` sometimes had no effect (#1520,#1521)
- [Wayland] Bugfix: `glfwSetClipboardString` would fail if set to result of
`glfwGetClipboardString`
- [Wayland] Bugfix: Data source creation error would cause double free at termination
- [Wayland] Bugfix: Partial writes of clipboard string would cause beginning to repeat
- [Wayland] Bugfix: Some errors would cause clipboard string transfer to hang
- [Wayland] Bugfix: Drag and drop data was misinterpreted as clipboard string
- [Wayland] Bugfix: MIME type matching was not performed for clipboard string
- [Wayland] Bugfix: The OSMesa library was not unloaded on termination
- [Wayland] Bugfix: `glfwCreateWindow` could emit `GLFW_FEATURE_UNAVAILABLE`
- [Wayland] Bugfix: Lock key modifier bits were only set when lock keys were pressed
- [Wayland] Bugfix: A window leaving full screen mode would be iconified (#1995)
- [Wayland] Bugfix: A window leaving full screen mode ignored its desired size
- [Wayland] Bugfix: `glfwSetWindowMonitor` did not update windowed mode size
- [Wayland] Bugfix: `glfwRestoreWindow` would make a full screen window windowed
- [Wayland] Bugfix: A window maximized or restored by the user would enter an
inconsistent state
- [Wayland] Bugfix: Window maximization events were not emitted
- [Wayland] Bugfix: `glfwRestoreWindow` assumed it was always in windowed mode
- [Wayland] Bugfix: `glfwSetWindowSize` would resize a full screen window
- [Wayland] Bugfix: A window content scale event would be emitted every time
the window resized
- [Wayland] Bugfix: If `glfwInit` failed it would close stdin
- [Wayland] Bugfix: Manual resizing with fallback decorations behaved erratically
(#1991,#2115,#2127)
- [Wayland] Bugfix: Size limits included frame size for fallback decorations
- [Wayland] Bugfix: Updating `GLFW_DECORATED` had no effect on server-side
decorations
- [Wayland] Bugfix: A monitor would be reported as connected again if its scale
changed
- [Wayland] Bugfix: `glfwTerminate` would segfault if any monitor had changed
scale
- [Wayland] Bugfix: Window content scale events were not emitted when monitor
scale changed
- [Wayland] Bugfix: `glfwSetWindowAspectRatio` reported an error instead of
applying the specified ratio
- [Wayland] Bugfix: `GLFW_MAXIMIZED` window hint had no effect
- [Wayland] Bugfix: `glfwRestoreWindow` had no effect before first show
- [Wayland] Bugfix: Hiding and then showing a window caused program abort on
wlroots compositors (#1268)
- [Wayland] Bugfix: `GLFW_DECORATED` was ignored when showing a window with XDG
decorations
- [Wayland] Bugfix: Connecting a mouse after `glfwInit` would segfault (#1450)
- [Wayland] Bugfix: Joysticks connected after `glfwInit` were not detected (#2198)
- [POSIX] Removed use of deprecated function `gettimeofday`
- [POSIX] Bugfix: `CLOCK_MONOTONIC` was not correctly tested for or enabled
- [Linux] Bugfix: Joysticks without buttons were ignored (#2042,#2043)
- [WGL] Disabled the DWM swap interval hack for Windows 8 and later (#1072)
- [NSGL] Removed enforcement of forward-compatible flag for core contexts
- [NSGL] Bugfix: `GLFW_COCOA_RETINA_FRAMEBUFFER` had no effect on newer
macOS versions (#1442)
- [NSGL] Bugfix: Workaround for swap interval on 10.14 broke on 10.12 (#1483)
- [NSGL] Bugfix: Defining `GL_SILENCE_DEPRECATION` externally caused
a duplicate definition warning (#1840)
- [EGL] Added platform selection via the `EGL_EXT_platform_base` extension
(#442)
- [EGL] Added ANGLE backend selection via `EGL_ANGLE_platform_angle` extension
(#1380)
[EGL] Added loading of glvnd `libOpenGL.so.0` where available for OpenGL
- [EGL] Bugfix: The `GLFW_DOUBLEBUFFER` context attribute was ignored (#1843)
- [GLX] Added loading of glvnd `libGLX.so.0` where available
- [GLX] Bugfix: Context creation failed if GLX 1.4 was not exported by GLX library
- Made all client API functions dynamically loaded
- Changed minimum required CMake version to 2.8.12
- Replaced GLU with [linmath.h](https://github.com/datenwolf/linmath.h) in
example programs
- Merged all cursor test programs into the `cursor` program
- Removed all mention of GLU in examples, build files and package dependencies
- Bugfix: Initialization failed on headless systems
- Bugfix: The cached current context could get out of sync
- Bugfix: `glfwIconifyWindow` did not restore the original video mode for full
screen windows created with `GLFW_AUTO_ICONIFY`
- [Win32] Renamed hybrid GPU override compile-time option to
`_GLFW_USE_HYBRID_HPG` and added support for AMD PowerXpress systems
- [Win32] Bugfix: `glfwGetVideoModes` included unusable modes on some systems
- [Win32] Bugfix: `glfwWaitEvents` would return directly for focused windows in
disabled cursor mode
- [Cocoa] Bugfix: The cached `NSScreen` for a monitor could get out of sync
- [Cocoa] Bugfix: The `GLFW_AUTO_ICONIFY` window hint was ignored
- [Cocoa] Bugfix: Resizing a window to its minimum size would segfault
- [Cocoa] Bugfix: Creating or showing a window would make its context current
- [Cocoa] Bugfix: Joysticks connected after `glfwInit` were not detected
- [Cocoa] Bugfix: Cursor creation failed unless a window had been created.
- [Cocoa] Bugfix: Window refresh events were not generated by iconification or
restoration
- [Cocoa] Bugfix: The primary monitor would get reported as disconnected when
entering full screen on a dual-GPU machine with automatic
graphics switching
- [Cocoa] Bugfix: The original video modes were not restored when the
application was hidden
- [X11] Bugfix: `glfwInit` would segfault on systems without RandR
- [X11] Bugfix: The response to `_NET_WM_PING` was sent to the wrong window
- [X11] Bugfix: Character input via XIM did not work in many cases
- [X11] Bugfix: No fallback existed for missing `_NET_ACTIVE_WINDOW` support
- [X11] Bugfix: Some significant window focus events were ignored
- [X11] Bugfix: The `GLFW_AUTO_ICONIFY` window hint was ignored
- [X11] Bugfix: The original video mode was not restored on iconification of
full screen windows
- [X11] Bugfix: `GLFW_ARROW_CURSOR` selected the wrong cursor image
- [X11] Bugfix: The `GLFW_DECORATED` hint was not ignored for full screen
- [X11] Bugfix: `glfwWaitEvents` did not handle `EINTR` for `select`
- [X11] Bugfix: `glfwWaitEvents` could return when no events were available
- [X11] Bugfix: `XkbGetKeyboard` fails on XWayland
- [X11] Bugfix: Character input did not work correctly for non-UTF-8 locales
- [X11] Bugfix: Long input sequences generated by IMEs were discarded
- [WGL] Made all WGL functions dynamically loaded
- [WGL] Removed `GLFW_USE_DWM_SWAP_INTERVAL` compile-time option
- [WGL] Bugfix: Swap interval was ignored when DWM was enabled
- [WGL] Bugfix: Failure to find a pixel format was reported incorrectly
- [GLX] Added dependency on `libdl` on systems where it provides `dlopen`
- [GLX] Made all GLX functions dynamically loaded
- [GLX] Removed `_GLFW_HAS_GLXGETPROCADDRESS*` and `_GLFW_HAS_DLOPEN`
compile-time options
- [GLX] Bugfix: Failure to find a `GLXFBConfig` was reported incorrectly
- [EGL] Made all EGL functions dynamically loaded
- [EGL] Bugfix: `glfwGetProcAddress` did not return the addresses of core
functions
- [EGL] Bugfix: Failure to find an `EGLConfig` was reported incorrectly
- [NSGL] Bugfix: Failure to find a pixel format was reported incorrectly
## Contact
On [glfw.org](https://www.glfw.org/) you can find the latest version of GLFW, as
well as news, documentation and other information about the project.
The official website for GLFW is [glfw.org](http://www.glfw.org/). There you
can find the latest version of GLFW, as well as news, documentation and other
information about the project.
If you have questions related to the use of GLFW, we have a
[forum](https://discourse.glfw.org/), and the `#glfw` IRC channel on
[Libera.Chat](https://libera.chat/).
[support forum](https://sourceforge.net/p/glfw/discussion/247562/), and the IRC
channel `#glfw` on [Freenode](http://freenode.net/).
If you have a bug to report, a patch to submit or a feature you'd like to
request, please file it in the
[issue tracker](https://github.com/glfw/glfw/issues) on GitHub.
Finally, if you're interested in helping out with the development of GLFW or
porting it to your favorite platform, join us on the forum, GitHub or IRC.
porting it to your favorite platform, join us on GitHub or IRC.
## Acknowledgements
GLFW exists because people around the world donated their time and lent their
skills.
- Bobyshev Alexander
- artblanc
- arturo
- Matt Arsenault
- Keith Bauer
- John Bartholomew
- Niklas Behrens
- Niklas Bergström
- Doug Binks
- blanco
- Martin Capitanio
- Chi-kwan Chan
- Lambert Clara
- Andrew Corrigan
- Noel Cower
- Jarrod Davis
- Olivier Delannoy
- Paul R. Deppe
- Michael Dickens
- Jonathan Dummer
- Ralph Eastwood
- Siavash Eliasi
- Michael Fogleman
- Gerald Franz
- GeO4d
- Marcus Geelnard
- Eloi Marín Gratacós
- Stefan Gustavson
- Sylvain Hellegouarch
- Matthew Henry
- heromyth
- Lucas Hinderberger
- Paul Holden
- Aaron Jacobs
- Toni Jovanoski
- Arseny Kapoulkine
- Osman Keskin
- Cameron King
- Peter Knut
- Eric Larson
- Robin Leffmann
- Glenn Lewis
- Shane Liesegang
- Eyal Lotem
- Дмитри Малышев
- Martins Mozeiko
- Tristam MacDonald
- Hans Mackowiak
- Kyle McDonald
- David Medlock
- Bryce Mehring
- Jonathan Mercier
- Marcel Metz
- Jonathan Miller
- Kenneth Miller
- Bruce Mitchener
- Jack Moffitt
- Jeff Molofee
- Jon Morton
- Pierre Moulon
- Julian Møller
- Kamil Nowakowski
- Ozzy
- Andri Pálsson
- Peoro
- Braden Pellett
- Arturo J. Pérez
- Emmanuel Gil Peyrot
- Cyril Pichard
- Pieroman
- Jorge Rodriguez
- Ed Ropple
- Aleksey Rybalkin
- Riku Salminen
- Brandon Schaefer
- Sebastian Schuberth
- Matt Sealey
- SephiRok
- Steve Sexton
- Systemcluster
- Dmitri Shuralyov
- Daniel Skorupski
- Bradley Smith
- Julian Squires
- Johannes Stein
- Justin Stoecker
- Elviss Strazdins
- Nathan Sweet
- TTK-Bandit
- Sergey Tikhomirov
- A. Tombs
- Samuli Tuomola
- urraka
- Jari Vetoniemi
- Ricardo Vieira
- Simon Voordouw
- Torsten Walluhn
- Patrick Walton
- Jay Weisskopf
- Frank Wille
- yuriks
- Santi Zupancic
- Jonas Ådahl
- Lasse Öörni
- All the unmentioned and anonymous contributors in the GLFW community, for bug
reports, patches, feedback, testing and encouragement

View File

@ -1,9 +1,9 @@
if (NOT EXISTS "@GLFW_BINARY_DIR@/install_manifest.txt")
message(FATAL_ERROR "Cannot find install manifest: \"@GLFW_BINARY_DIR@/install_manifest.txt\"")
if (NOT EXISTS "@CMAKE_CURRENT_BINARY_DIR@/install_manifest.txt")
message(FATAL_ERROR "Cannot find install manifest: \"@CMAKE_CURRENT_BINARY_DIR@/install_manifest.txt\"")
endif()
file(READ "@GLFW_BINARY_DIR@/install_manifest.txt" files)
file(READ "@CMAKE_CURRENT_BINARY_DIR@/install_manifest.txt" files)
string(REGEX REPLACE "\n" ";" files "${files}")
foreach (file ${files})

565
deps/EGL/eglext.h vendored Normal file
View File

@ -0,0 +1,565 @@
#ifndef __eglext_h_
#define __eglext_h_
#ifdef __cplusplus
extern "C" {
#endif
/*
** Copyright (c) 2007-2013 The Khronos Group Inc.
**
** Permission is hereby granted, free of charge, to any person obtaining a
** copy of this software and/or associated documentation files (the
** "Materials"), to deal in the Materials without restriction, including
** without limitation the rights to use, copy, modify, merge, publish,
** distribute, sublicense, and/or sell copies of the Materials, and to
** permit persons to whom the Materials are furnished to do so, subject to
** the following conditions:
**
** The above copyright notice and this permission notice shall be included
** in all copies or substantial portions of the Materials.
**
** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.
*/
#include <EGL/eglplatform.h>
/*************************************************************/
/* Header file version number */
/* Current version at http://www.khronos.org/registry/egl/ */
/* $Revision: 20690 $ on $Date: 2013-02-22 17:15:05 -0800 (Fri, 22 Feb 2013) $ */
#define EGL_EGLEXT_VERSION 15
#ifndef EGL_KHR_config_attribs
#define EGL_KHR_config_attribs 1
#define EGL_CONFORMANT_KHR 0x3042 /* EGLConfig attribute */
#define EGL_VG_COLORSPACE_LINEAR_BIT_KHR 0x0020 /* EGL_SURFACE_TYPE bitfield */
#define EGL_VG_ALPHA_FORMAT_PRE_BIT_KHR 0x0040 /* EGL_SURFACE_TYPE bitfield */
#endif
#ifndef EGL_KHR_lock_surface
#define EGL_KHR_lock_surface 1
#define EGL_READ_SURFACE_BIT_KHR 0x0001 /* EGL_LOCK_USAGE_HINT_KHR bitfield */
#define EGL_WRITE_SURFACE_BIT_KHR 0x0002 /* EGL_LOCK_USAGE_HINT_KHR bitfield */
#define EGL_LOCK_SURFACE_BIT_KHR 0x0080 /* EGL_SURFACE_TYPE bitfield */
#define EGL_OPTIMAL_FORMAT_BIT_KHR 0x0100 /* EGL_SURFACE_TYPE bitfield */
#define EGL_MATCH_FORMAT_KHR 0x3043 /* EGLConfig attribute */
#define EGL_FORMAT_RGB_565_EXACT_KHR 0x30C0 /* EGL_MATCH_FORMAT_KHR value */
#define EGL_FORMAT_RGB_565_KHR 0x30C1 /* EGL_MATCH_FORMAT_KHR value */
#define EGL_FORMAT_RGBA_8888_EXACT_KHR 0x30C2 /* EGL_MATCH_FORMAT_KHR value */
#define EGL_FORMAT_RGBA_8888_KHR 0x30C3 /* EGL_MATCH_FORMAT_KHR value */
#define EGL_MAP_PRESERVE_PIXELS_KHR 0x30C4 /* eglLockSurfaceKHR attribute */
#define EGL_LOCK_USAGE_HINT_KHR 0x30C5 /* eglLockSurfaceKHR attribute */
#define EGL_BITMAP_POINTER_KHR 0x30C6 /* eglQuerySurface attribute */
#define EGL_BITMAP_PITCH_KHR 0x30C7 /* eglQuerySurface attribute */
#define EGL_BITMAP_ORIGIN_KHR 0x30C8 /* eglQuerySurface attribute */
#define EGL_BITMAP_PIXEL_RED_OFFSET_KHR 0x30C9 /* eglQuerySurface attribute */
#define EGL_BITMAP_PIXEL_GREEN_OFFSET_KHR 0x30CA /* eglQuerySurface attribute */
#define EGL_BITMAP_PIXEL_BLUE_OFFSET_KHR 0x30CB /* eglQuerySurface attribute */
#define EGL_BITMAP_PIXEL_ALPHA_OFFSET_KHR 0x30CC /* eglQuerySurface attribute */
#define EGL_BITMAP_PIXEL_LUMINANCE_OFFSET_KHR 0x30CD /* eglQuerySurface attribute */
#define EGL_LOWER_LEFT_KHR 0x30CE /* EGL_BITMAP_ORIGIN_KHR value */
#define EGL_UPPER_LEFT_KHR 0x30CF /* EGL_BITMAP_ORIGIN_KHR value */
#ifdef EGL_EGLEXT_PROTOTYPES
EGLAPI EGLBoolean EGLAPIENTRY eglLockSurfaceKHR (EGLDisplay display, EGLSurface surface, const EGLint *attrib_list);
EGLAPI EGLBoolean EGLAPIENTRY eglUnlockSurfaceKHR (EGLDisplay display, EGLSurface surface);
#endif /* EGL_EGLEXT_PROTOTYPES */
typedef EGLBoolean (EGLAPIENTRYP PFNEGLLOCKSURFACEKHRPROC) (EGLDisplay display, EGLSurface surface, const EGLint *attrib_list);
typedef EGLBoolean (EGLAPIENTRYP PFNEGLUNLOCKSURFACEKHRPROC) (EGLDisplay display, EGLSurface surface);
#endif
#ifndef EGL_KHR_image
#define EGL_KHR_image 1
#define EGL_NATIVE_PIXMAP_KHR 0x30B0 /* eglCreateImageKHR target */
typedef void *EGLImageKHR;
#define EGL_NO_IMAGE_KHR ((EGLImageKHR)0)
#ifdef EGL_EGLEXT_PROTOTYPES
EGLAPI EGLImageKHR EGLAPIENTRY eglCreateImageKHR (EGLDisplay dpy, EGLContext ctx, EGLenum target, EGLClientBuffer buffer, const EGLint *attrib_list);
EGLAPI EGLBoolean EGLAPIENTRY eglDestroyImageKHR (EGLDisplay dpy, EGLImageKHR image);
#endif /* EGL_EGLEXT_PROTOTYPES */
typedef EGLImageKHR (EGLAPIENTRYP PFNEGLCREATEIMAGEKHRPROC) (EGLDisplay dpy, EGLContext ctx, EGLenum target, EGLClientBuffer buffer, const EGLint *attrib_list);
typedef EGLBoolean (EGLAPIENTRYP PFNEGLDESTROYIMAGEKHRPROC) (EGLDisplay dpy, EGLImageKHR image);
#endif
#ifndef EGL_KHR_vg_parent_image
#define EGL_KHR_vg_parent_image 1
#define EGL_VG_PARENT_IMAGE_KHR 0x30BA /* eglCreateImageKHR target */
#endif
#ifndef EGL_KHR_gl_texture_2D_image
#define EGL_KHR_gl_texture_2D_image 1
#define EGL_GL_TEXTURE_2D_KHR 0x30B1 /* eglCreateImageKHR target */
#define EGL_GL_TEXTURE_LEVEL_KHR 0x30BC /* eglCreateImageKHR attribute */
#endif
#ifndef EGL_KHR_gl_texture_cubemap_image
#define EGL_KHR_gl_texture_cubemap_image 1
#define EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_X_KHR 0x30B3 /* eglCreateImageKHR target */
#define EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_X_KHR 0x30B4 /* eglCreateImageKHR target */
#define EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Y_KHR 0x30B5 /* eglCreateImageKHR target */
#define EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_KHR 0x30B6 /* eglCreateImageKHR target */
#define EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Z_KHR 0x30B7 /* eglCreateImageKHR target */
#define EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_KHR 0x30B8 /* eglCreateImageKHR target */
#endif
#ifndef EGL_KHR_gl_texture_3D_image
#define EGL_KHR_gl_texture_3D_image 1
#define EGL_GL_TEXTURE_3D_KHR 0x30B2 /* eglCreateImageKHR target */
#define EGL_GL_TEXTURE_ZOFFSET_KHR 0x30BD /* eglCreateImageKHR attribute */
#endif
#ifndef EGL_KHR_gl_renderbuffer_image
#define EGL_KHR_gl_renderbuffer_image 1
#define EGL_GL_RENDERBUFFER_KHR 0x30B9 /* eglCreateImageKHR target */
#endif
#if KHRONOS_SUPPORT_INT64 /* EGLTimeKHR requires 64-bit uint support */
#ifndef EGL_KHR_reusable_sync
#define EGL_KHR_reusable_sync 1
typedef void* EGLSyncKHR;
typedef khronos_utime_nanoseconds_t EGLTimeKHR;
#define EGL_SYNC_STATUS_KHR 0x30F1
#define EGL_SIGNALED_KHR 0x30F2
#define EGL_UNSIGNALED_KHR 0x30F3
#define EGL_TIMEOUT_EXPIRED_KHR 0x30F5
#define EGL_CONDITION_SATISFIED_KHR 0x30F6
#define EGL_SYNC_TYPE_KHR 0x30F7
#define EGL_SYNC_REUSABLE_KHR 0x30FA
#define EGL_SYNC_FLUSH_COMMANDS_BIT_KHR 0x0001 /* eglClientWaitSyncKHR <flags> bitfield */
#define EGL_FOREVER_KHR 0xFFFFFFFFFFFFFFFFull
#define EGL_NO_SYNC_KHR ((EGLSyncKHR)0)
#ifdef EGL_EGLEXT_PROTOTYPES
EGLAPI EGLSyncKHR EGLAPIENTRY eglCreateSyncKHR(EGLDisplay dpy, EGLenum type, const EGLint *attrib_list);
EGLAPI EGLBoolean EGLAPIENTRY eglDestroySyncKHR(EGLDisplay dpy, EGLSyncKHR sync);
EGLAPI EGLint EGLAPIENTRY eglClientWaitSyncKHR(EGLDisplay dpy, EGLSyncKHR sync, EGLint flags, EGLTimeKHR timeout);
EGLAPI EGLBoolean EGLAPIENTRY eglSignalSyncKHR(EGLDisplay dpy, EGLSyncKHR sync, EGLenum mode);
EGLAPI EGLBoolean EGLAPIENTRY eglGetSyncAttribKHR(EGLDisplay dpy, EGLSyncKHR sync, EGLint attribute, EGLint *value);
#endif /* EGL_EGLEXT_PROTOTYPES */
typedef EGLSyncKHR (EGLAPIENTRYP PFNEGLCREATESYNCKHRPROC) (EGLDisplay dpy, EGLenum type, const EGLint *attrib_list);
typedef EGLBoolean (EGLAPIENTRYP PFNEGLDESTROYSYNCKHRPROC) (EGLDisplay dpy, EGLSyncKHR sync);
typedef EGLint (EGLAPIENTRYP PFNEGLCLIENTWAITSYNCKHRPROC) (EGLDisplay dpy, EGLSyncKHR sync, EGLint flags, EGLTimeKHR timeout);
typedef EGLBoolean (EGLAPIENTRYP PFNEGLSIGNALSYNCKHRPROC) (EGLDisplay dpy, EGLSyncKHR sync, EGLenum mode);
typedef EGLBoolean (EGLAPIENTRYP PFNEGLGETSYNCATTRIBKHRPROC) (EGLDisplay dpy, EGLSyncKHR sync, EGLint attribute, EGLint *value);
#endif
#endif
#ifndef EGL_KHR_image_base
#define EGL_KHR_image_base 1
/* Most interfaces defined by EGL_KHR_image_pixmap above */
#define EGL_IMAGE_PRESERVED_KHR 0x30D2 /* eglCreateImageKHR attribute */
#endif
#ifndef EGL_KHR_image_pixmap
#define EGL_KHR_image_pixmap 1
/* Interfaces defined by EGL_KHR_image above */
#endif
#ifndef EGL_IMG_context_priority
#define EGL_IMG_context_priority 1
#define EGL_CONTEXT_PRIORITY_LEVEL_IMG 0x3100
#define EGL_CONTEXT_PRIORITY_HIGH_IMG 0x3101
#define EGL_CONTEXT_PRIORITY_MEDIUM_IMG 0x3102
#define EGL_CONTEXT_PRIORITY_LOW_IMG 0x3103
#endif
#ifndef EGL_KHR_lock_surface2
#define EGL_KHR_lock_surface2 1
#define EGL_BITMAP_PIXEL_SIZE_KHR 0x3110
#endif
#ifndef EGL_NV_coverage_sample
#define EGL_NV_coverage_sample 1
#define EGL_COVERAGE_BUFFERS_NV 0x30E0
#define EGL_COVERAGE_SAMPLES_NV 0x30E1
#endif
#ifndef EGL_NV_depth_nonlinear
#define EGL_NV_depth_nonlinear 1
#define EGL_DEPTH_ENCODING_NV 0x30E2
#define EGL_DEPTH_ENCODING_NONE_NV 0
#define EGL_DEPTH_ENCODING_NONLINEAR_NV 0x30E3
#endif
#if KHRONOS_SUPPORT_INT64 /* EGLTimeNV requires 64-bit uint support */
#ifndef EGL_NV_sync
#define EGL_NV_sync 1
#define EGL_SYNC_PRIOR_COMMANDS_COMPLETE_NV 0x30E6
#define EGL_SYNC_STATUS_NV 0x30E7
#define EGL_SIGNALED_NV 0x30E8
#define EGL_UNSIGNALED_NV 0x30E9
#define EGL_SYNC_FLUSH_COMMANDS_BIT_NV 0x0001
#define EGL_FOREVER_NV 0xFFFFFFFFFFFFFFFFull
#define EGL_ALREADY_SIGNALED_NV 0x30EA
#define EGL_TIMEOUT_EXPIRED_NV 0x30EB
#define EGL_CONDITION_SATISFIED_NV 0x30EC
#define EGL_SYNC_TYPE_NV 0x30ED
#define EGL_SYNC_CONDITION_NV 0x30EE
#define EGL_SYNC_FENCE_NV 0x30EF
#define EGL_NO_SYNC_NV ((EGLSyncNV)0)
typedef void* EGLSyncNV;
typedef khronos_utime_nanoseconds_t EGLTimeNV;
#ifdef EGL_EGLEXT_PROTOTYPES
EGLAPI EGLSyncNV EGLAPIENTRY eglCreateFenceSyncNV (EGLDisplay dpy, EGLenum condition, const EGLint *attrib_list);
EGLAPI EGLBoolean EGLAPIENTRY eglDestroySyncNV (EGLSyncNV sync);
EGLAPI EGLBoolean EGLAPIENTRY eglFenceNV (EGLSyncNV sync);
EGLAPI EGLint EGLAPIENTRY eglClientWaitSyncNV (EGLSyncNV sync, EGLint flags, EGLTimeNV timeout);
EGLAPI EGLBoolean EGLAPIENTRY eglSignalSyncNV (EGLSyncNV sync, EGLenum mode);
EGLAPI EGLBoolean EGLAPIENTRY eglGetSyncAttribNV (EGLSyncNV sync, EGLint attribute, EGLint *value);
#endif /* EGL_EGLEXT_PROTOTYPES */
typedef EGLSyncNV (EGLAPIENTRYP PFNEGLCREATEFENCESYNCNVPROC) (EGLDisplay dpy, EGLenum condition, const EGLint *attrib_list);
typedef EGLBoolean (EGLAPIENTRYP PFNEGLDESTROYSYNCNVPROC) (EGLSyncNV sync);
typedef EGLBoolean (EGLAPIENTRYP PFNEGLFENCENVPROC) (EGLSyncNV sync);
typedef EGLint (EGLAPIENTRYP PFNEGLCLIENTWAITSYNCNVPROC) (EGLSyncNV sync, EGLint flags, EGLTimeNV timeout);
typedef EGLBoolean (EGLAPIENTRYP PFNEGLSIGNALSYNCNVPROC) (EGLSyncNV sync, EGLenum mode);
typedef EGLBoolean (EGLAPIENTRYP PFNEGLGETSYNCATTRIBNVPROC) (EGLSyncNV sync, EGLint attribute, EGLint *value);
#endif
#endif
#if KHRONOS_SUPPORT_INT64 /* Dependent on EGL_KHR_reusable_sync which requires 64-bit uint support */
#ifndef EGL_KHR_fence_sync
#define EGL_KHR_fence_sync 1
/* Reuses most tokens and entry points from EGL_KHR_reusable_sync */
#define EGL_SYNC_PRIOR_COMMANDS_COMPLETE_KHR 0x30F0
#define EGL_SYNC_CONDITION_KHR 0x30F8
#define EGL_SYNC_FENCE_KHR 0x30F9
#endif
#endif
#ifndef EGL_HI_clientpixmap
#define EGL_HI_clientpixmap 1
/* Surface Attribute */
#define EGL_CLIENT_PIXMAP_POINTER_HI 0x8F74
/*
* Structure representing a client pixmap
* (pixmap's data is in client-space memory).
*/
struct EGLClientPixmapHI
{
void* pData;
EGLint iWidth;
EGLint iHeight;
EGLint iStride;
};
#ifdef EGL_EGLEXT_PROTOTYPES
EGLAPI EGLSurface EGLAPIENTRY eglCreatePixmapSurfaceHI(EGLDisplay dpy, EGLConfig config, struct EGLClientPixmapHI* pixmap);
#endif /* EGL_EGLEXT_PROTOTYPES */
typedef EGLSurface (EGLAPIENTRYP PFNEGLCREATEPIXMAPSURFACEHIPROC) (EGLDisplay dpy, EGLConfig config, struct EGLClientPixmapHI* pixmap);
#endif /* EGL_HI_clientpixmap */
#ifndef EGL_HI_colorformats
#define EGL_HI_colorformats 1
/* Config Attribute */
#define EGL_COLOR_FORMAT_HI 0x8F70
/* Color Formats */
#define EGL_COLOR_RGB_HI 0x8F71
#define EGL_COLOR_RGBA_HI 0x8F72
#define EGL_COLOR_ARGB_HI 0x8F73
#endif /* EGL_HI_colorformats */
#ifndef EGL_MESA_drm_image
#define EGL_MESA_drm_image 1
#define EGL_DRM_BUFFER_FORMAT_MESA 0x31D0 /* CreateDRMImageMESA attribute */
#define EGL_DRM_BUFFER_USE_MESA 0x31D1 /* CreateDRMImageMESA attribute */
#define EGL_DRM_BUFFER_FORMAT_ARGB32_MESA 0x31D2 /* EGL_IMAGE_FORMAT_MESA attribute value */
#define EGL_DRM_BUFFER_MESA 0x31D3 /* eglCreateImageKHR target */
#define EGL_DRM_BUFFER_STRIDE_MESA 0x31D4
#define EGL_DRM_BUFFER_USE_SCANOUT_MESA 0x00000001 /* EGL_DRM_BUFFER_USE_MESA bits */
#define EGL_DRM_BUFFER_USE_SHARE_MESA 0x00000002 /* EGL_DRM_BUFFER_USE_MESA bits */
#ifdef EGL_EGLEXT_PROTOTYPES
EGLAPI EGLImageKHR EGLAPIENTRY eglCreateDRMImageMESA (EGLDisplay dpy, const EGLint *attrib_list);
EGLAPI EGLBoolean EGLAPIENTRY eglExportDRMImageMESA (EGLDisplay dpy, EGLImageKHR image, EGLint *name, EGLint *handle, EGLint *stride);
#endif /* EGL_EGLEXT_PROTOTYPES */
typedef EGLImageKHR (EGLAPIENTRYP PFNEGLCREATEDRMIMAGEMESAPROC) (EGLDisplay dpy, const EGLint *attrib_list);
typedef EGLBoolean (EGLAPIENTRYP PFNEGLEXPORTDRMIMAGEMESAPROC) (EGLDisplay dpy, EGLImageKHR image, EGLint *name, EGLint *handle, EGLint *stride);
#endif
#ifndef EGL_NV_post_sub_buffer
#define EGL_NV_post_sub_buffer 1
#define EGL_POST_SUB_BUFFER_SUPPORTED_NV 0x30BE
#ifdef EGL_EGLEXT_PROTOTYPES
EGLAPI EGLBoolean EGLAPIENTRY eglPostSubBufferNV (EGLDisplay dpy, EGLSurface surface, EGLint x, EGLint y, EGLint width, EGLint height);
#endif /* EGL_EGLEXT_PROTOTYPES */
typedef EGLBoolean (EGLAPIENTRYP PFNEGLPOSTSUBBUFFERNVPROC) (EGLDisplay dpy, EGLSurface surface, EGLint x, EGLint y, EGLint width, EGLint height);
#endif
#ifndef EGL_ANGLE_query_surface_pointer
#define EGL_ANGLE_query_surface_pointer 1
#ifdef EGL_EGLEXT_PROTOTYPES
EGLAPI EGLBoolean eglQuerySurfacePointerANGLE(EGLDisplay dpy, EGLSurface surface, EGLint attribute, void **value);
#endif
typedef EGLBoolean (EGLAPIENTRYP PFNEGLQUERYSURFACEPOINTERANGLEPROC) (EGLDisplay dpy, EGLSurface surface, EGLint attribute, void **value);
#endif
#ifndef EGL_ANGLE_surface_d3d_texture_2d_share_handle
#define EGL_ANGLE_surface_d3d_texture_2d_share_handle 1
#define EGL_D3D_TEXTURE_2D_SHARE_HANDLE_ANGLE 0x3200
#endif
#ifndef EGL_NV_coverage_sample_resolve
#define EGL_NV_coverage_sample_resolve 1
#define EGL_COVERAGE_SAMPLE_RESOLVE_NV 0x3131
#define EGL_COVERAGE_SAMPLE_RESOLVE_DEFAULT_NV 0x3132
#define EGL_COVERAGE_SAMPLE_RESOLVE_NONE_NV 0x3133
#endif
#if KHRONOS_SUPPORT_INT64 /* EGLuint64NV requires 64-bit uint support */
#ifndef EGL_NV_system_time
#define EGL_NV_system_time 1
typedef khronos_utime_nanoseconds_t EGLuint64NV;
#ifdef EGL_EGLEXT_PROTOTYPES
EGLAPI EGLuint64NV EGLAPIENTRY eglGetSystemTimeFrequencyNV(void);
EGLAPI EGLuint64NV EGLAPIENTRY eglGetSystemTimeNV(void);
#endif /* EGL_EGLEXT_PROTOTYPES */
typedef EGLuint64NV (EGLAPIENTRYP PFNEGLGETSYSTEMTIMEFREQUENCYNVPROC) (void);
typedef EGLuint64NV (EGLAPIENTRYP PFNEGLGETSYSTEMTIMENVPROC) (void);
#endif
#endif
#if KHRONOS_SUPPORT_INT64 /* EGLuint64KHR requires 64-bit uint support */
#ifndef EGL_KHR_stream
#define EGL_KHR_stream 1
typedef void* EGLStreamKHR;
typedef khronos_uint64_t EGLuint64KHR;
#define EGL_NO_STREAM_KHR ((EGLStreamKHR)0)
#define EGL_CONSUMER_LATENCY_USEC_KHR 0x3210
#define EGL_PRODUCER_FRAME_KHR 0x3212
#define EGL_CONSUMER_FRAME_KHR 0x3213
#define EGL_STREAM_STATE_KHR 0x3214
#define EGL_STREAM_STATE_CREATED_KHR 0x3215
#define EGL_STREAM_STATE_CONNECTING_KHR 0x3216
#define EGL_STREAM_STATE_EMPTY_KHR 0x3217
#define EGL_STREAM_STATE_NEW_FRAME_AVAILABLE_KHR 0x3218
#define EGL_STREAM_STATE_OLD_FRAME_AVAILABLE_KHR 0x3219
#define EGL_STREAM_STATE_DISCONNECTED_KHR 0x321A
#define EGL_BAD_STREAM_KHR 0x321B
#define EGL_BAD_STATE_KHR 0x321C
#ifdef EGL_EGLEXT_PROTOTYPES
EGLAPI EGLStreamKHR EGLAPIENTRY eglCreateStreamKHR(EGLDisplay dpy, const EGLint *attrib_list);
EGLAPI EGLBoolean EGLAPIENTRY eglDestroyStreamKHR(EGLDisplay dpy, EGLStreamKHR stream);
EGLAPI EGLBoolean EGLAPIENTRY eglStreamAttribKHR(EGLDisplay dpy, EGLStreamKHR stream, EGLenum attribute, EGLint value);
EGLAPI EGLBoolean EGLAPIENTRY eglQueryStreamKHR(EGLDisplay dpy, EGLStreamKHR stream, EGLenum attribute, EGLint *value);
EGLAPI EGLBoolean EGLAPIENTRY eglQueryStreamu64KHR(EGLDisplay dpy, EGLStreamKHR stream, EGLenum attribute, EGLuint64KHR *value);
#endif /* EGL_EGLEXT_PROTOTYPES */
typedef EGLStreamKHR (EGLAPIENTRYP PFNEGLCREATESTREAMKHRPROC)(EGLDisplay dpy, const EGLint *attrib_list);
typedef EGLBoolean (EGLAPIENTRYP PFNEGLDESTROYSTREAMKHRPROC)(EGLDisplay dpy, EGLStreamKHR stream);
typedef EGLBoolean (EGLAPIENTRYP PFNEGLSTREAMATTRIBKHRPROC)(EGLDisplay dpy, EGLStreamKHR stream, EGLenum attribute, EGLint value);
typedef EGLBoolean (EGLAPIENTRYP PFNEGLQUERYSTREAMKHRPROC)(EGLDisplay dpy, EGLStreamKHR stream, EGLenum attribute, EGLint *value);
typedef EGLBoolean (EGLAPIENTRYP PFNEGLQUERYSTREAMU64KHRPROC)(EGLDisplay dpy, EGLStreamKHR stream, EGLenum attribute, EGLuint64KHR *value);
#endif
#endif
#ifdef EGL_KHR_stream /* Requires KHR_stream extension */
#ifndef EGL_KHR_stream_consumer_gltexture
#define EGL_KHR_stream_consumer_gltexture 1
#define EGL_CONSUMER_ACQUIRE_TIMEOUT_USEC_KHR 0x321E
#ifdef EGL_EGLEXT_PROTOTYPES
EGLAPI EGLBoolean EGLAPIENTRY eglStreamConsumerGLTextureExternalKHR(EGLDisplay dpy, EGLStreamKHR stream);
EGLAPI EGLBoolean EGLAPIENTRY eglStreamConsumerAcquireKHR(EGLDisplay dpy, EGLStreamKHR stream);
EGLAPI EGLBoolean EGLAPIENTRY eglStreamConsumerReleaseKHR(EGLDisplay dpy, EGLStreamKHR stream);
#endif /* EGL_EGLEXT_PROTOTYPES */
typedef EGLBoolean (EGLAPIENTRYP PFNEGLSTREAMCONSUMERGLTEXTUREEXTERNALKHRPROC)(EGLDisplay dpy, EGLStreamKHR stream);
typedef EGLBoolean (EGLAPIENTRYP PFNEGLSTREAMCONSUMERACQUIREKHRPROC)(EGLDisplay dpy, EGLStreamKHR stream);
typedef EGLBoolean (EGLAPIENTRYP PFNEGLSTREAMCONSUMERRELEASEKHRPROC)(EGLDisplay dpy, EGLStreamKHR stream);
#endif
#endif
#ifdef EGL_KHR_stream /* Requires KHR_stream extension */
#ifndef EGL_KHR_stream_producer_eglsurface
#define EGL_KHR_stream_producer_eglsurface 1
#define EGL_STREAM_BIT_KHR 0x0800
#ifdef EGL_EGLEXT_PROTOTYPES
EGLAPI EGLSurface EGLAPIENTRY eglCreateStreamProducerSurfaceKHR(EGLDisplay dpy, EGLConfig config, EGLStreamKHR stream, const EGLint *attrib_list);
#endif /* EGL_EGLEXT_PROTOTYPES */
typedef EGLSurface (EGLAPIENTRYP PFNEGLCREATESTREAMPRODUCERSURFACEKHRPROC)(EGLDisplay dpy, EGLConfig config, EGLStreamKHR stream, const EGLint *attrib_list);
#endif
#endif
#ifdef EGL_KHR_stream /* Requires KHR_stream extension */
#ifndef EGL_KHR_stream_producer_aldatalocator
#define EGL_KHR_stream_producer_aldatalocator 1
#endif
#endif
#ifdef EGL_KHR_stream /* Requires KHR_stream extension */
#ifndef EGL_KHR_stream_fifo
#define EGL_KHR_stream_fifo 1
/* reuse EGLTimeKHR */
#define EGL_STREAM_FIFO_LENGTH_KHR 0x31FC
#define EGL_STREAM_TIME_NOW_KHR 0x31FD
#define EGL_STREAM_TIME_CONSUMER_KHR 0x31FE
#define EGL_STREAM_TIME_PRODUCER_KHR 0x31FF
#ifdef EGL_EGLEXT_PROTOTYPES
EGLAPI EGLBoolean EGLAPIENTRY eglQueryStreamTimeKHR(EGLDisplay dpy, EGLStreamKHR stream, EGLenum attribute, EGLTimeKHR *value);
#endif /* EGL_EGLEXT_PROTOTYPES */
typedef EGLBoolean (EGLAPIENTRYP PFNEGLQUERYSTREAMTIMEKHRPROC)(EGLDisplay dpy, EGLStreamKHR stream, EGLenum attribute, EGLTimeKHR *value);
#endif
#endif
#ifndef EGL_EXT_create_context_robustness
#define EGL_EXT_create_context_robustness 1
#define EGL_CONTEXT_OPENGL_ROBUST_ACCESS_EXT 0x30BF
#define EGL_CONTEXT_OPENGL_RESET_NOTIFICATION_STRATEGY_EXT 0x3138
#define EGL_NO_RESET_NOTIFICATION_EXT 0x31BE
#define EGL_LOSE_CONTEXT_ON_RESET_EXT 0x31BF
#endif
#ifndef EGL_ANGLE_d3d_share_handle_client_buffer
#define EGL_ANGLE_d3d_share_handle_client_buffer 1
/* reuse EGL_D3D_TEXTURE_2D_SHARE_HANDLE_ANGLE */
#endif
#ifndef EGL_KHR_create_context
#define EGL_KHR_create_context 1
#define EGL_CONTEXT_MAJOR_VERSION_KHR EGL_CONTEXT_CLIENT_VERSION
#define EGL_CONTEXT_MINOR_VERSION_KHR 0x30FB
#define EGL_CONTEXT_FLAGS_KHR 0x30FC
#define EGL_CONTEXT_OPENGL_PROFILE_MASK_KHR 0x30FD
#define EGL_CONTEXT_OPENGL_RESET_NOTIFICATION_STRATEGY_KHR 0x31BD
#define EGL_NO_RESET_NOTIFICATION_KHR 0x31BE
#define EGL_LOSE_CONTEXT_ON_RESET_KHR 0x31BF
#define EGL_CONTEXT_OPENGL_DEBUG_BIT_KHR 0x00000001
#define EGL_CONTEXT_OPENGL_FORWARD_COMPATIBLE_BIT_KHR 0x00000002
#define EGL_CONTEXT_OPENGL_ROBUST_ACCESS_BIT_KHR 0x00000004
#define EGL_CONTEXT_OPENGL_CORE_PROFILE_BIT_KHR 0x00000001
#define EGL_CONTEXT_OPENGL_COMPATIBILITY_PROFILE_BIT_KHR 0x00000002
#define EGL_OPENGL_ES3_BIT_KHR 0x00000040
#endif
#ifndef EGL_KHR_surfaceless_context
#define EGL_KHR_surfaceless_context 1
/* No tokens/entry points, just relaxes an error condition */
#endif
#ifdef EGL_KHR_stream /* Requires KHR_stream extension */
#ifndef EGL_KHR_stream_cross_process_fd
#define EGL_KHR_stream_cross_process_fd 1
typedef int EGLNativeFileDescriptorKHR;
#define EGL_NO_FILE_DESCRIPTOR_KHR ((EGLNativeFileDescriptorKHR)(-1))
#ifdef EGL_EGLEXT_PROTOTYPES
EGLAPI EGLNativeFileDescriptorKHR EGLAPIENTRY eglGetStreamFileDescriptorKHR(EGLDisplay dpy, EGLStreamKHR stream);
EGLAPI EGLStreamKHR EGLAPIENTRY eglCreateStreamFromFileDescriptorKHR(EGLDisplay dpy, EGLNativeFileDescriptorKHR file_descriptor);
#endif /* EGL_EGLEXT_PROTOTYPES */
typedef EGLNativeFileDescriptorKHR (EGLAPIENTRYP PFNEGLGETSTREAMFILEDESCRIPTORKHRPROC)(EGLDisplay dpy, EGLStreamKHR stream);
typedef EGLStreamKHR (EGLAPIENTRYP PFNEGLCREATESTREAMFROMFILEDESCRIPTORKHRPROC)(EGLDisplay dpy, EGLNativeFileDescriptorKHR file_descriptor);
#endif
#endif
#ifndef EGL_EXT_multiview_window
#define EGL_EXT_multiview_window 1
#define EGL_MULTIVIEW_VIEW_COUNT_EXT 0x3134
#endif
#ifndef EGL_KHR_wait_sync
#define EGL_KHR_wait_sync 1
#ifdef EGL_EGLEXT_PROTOTYPES
EGLAPI EGLint EGLAPIENTRY eglWaitSyncKHR(EGLDisplay dpy, EGLSyncKHR sync, EGLint flags);
#endif /* EGL_EGLEXT_PROTOTYPES */
typedef EGLint (EGLAPIENTRYP PFNEGLWAITSYNCKHRPROC)(EGLDisplay dpy, EGLSyncKHR sync, EGLint flags);
#endif
#ifndef EGL_NV_post_convert_rounding
#define EGL_NV_post_convert_rounding 1
/* No tokens or entry points, just relaxes behavior of SwapBuffers */
#endif
#ifndef EGL_NV_native_query
#define EGL_NV_native_query 1
#ifdef EGL_EGLEXT_PROTOTYPES
EGLAPI EGLBoolean EGLAPIENTRY eglQueryNativeDisplayNV( EGLDisplay dpy, EGLNativeDisplayType* display_id);
EGLAPI EGLBoolean EGLAPIENTRY eglQueryNativeWindowNV( EGLDisplay dpy, EGLSurface surf, EGLNativeWindowType* window);
EGLAPI EGLBoolean EGLAPIENTRY eglQueryNativePixmapNV( EGLDisplay dpy, EGLSurface surf, EGLNativePixmapType* pixmap);
#endif /* EGL_EGLEXT_PROTOTYPES */
typedef EGLBoolean (EGLAPIENTRYP PFNEGLQUERYNATIVEDISPLAYNVPROC)(EGLDisplay dpy, EGLNativeDisplayType *display_id);
typedef EGLBoolean (EGLAPIENTRYP PFNEGLQUERYNATIVEWINDOWNVPROC)(EGLDisplay dpy, EGLSurface surf, EGLNativeWindowType *window);
typedef EGLBoolean (EGLAPIENTRYP PFNEGLQUERYNATIVEPIXMAPNVPROC)(EGLDisplay dpy, EGLSurface surf, EGLNativePixmapType *pixmap);
#endif
#ifndef EGL_NV_3dvision_surface
#define EGL_NV_3dvision_surface 1
#define EGL_AUTO_STEREO_NV 0x3136
#endif
#ifndef EGL_ANDROID_framebuffer_target
#define EGL_ANDROID_framebuffer_target 1
#define EGL_FRAMEBUFFER_TARGET_ANDROID 0x3147
#endif
#ifndef EGL_ANDROID_blob_cache
#define EGL_ANDROID_blob_cache 1
typedef khronos_ssize_t EGLsizeiANDROID;
typedef void (*EGLSetBlobFuncANDROID) (const void *key, EGLsizeiANDROID keySize, const void *value, EGLsizeiANDROID valueSize);
typedef EGLsizeiANDROID (*EGLGetBlobFuncANDROID) (const void *key, EGLsizeiANDROID keySize, void *value, EGLsizeiANDROID valueSize);
#ifdef EGL_EGLEXT_PROTOTYPES
EGLAPI void EGLAPIENTRY eglSetBlobCacheFuncsANDROID(EGLDisplay dpy, EGLSetBlobFuncANDROID set, EGLGetBlobFuncANDROID get);
#endif /* EGL_EGLEXT_PROTOTYPES */
typedef void (EGLAPIENTRYP PFNEGLSETBLOBCACHEFUNCSANDROIDPROC)(EGLDisplay dpy, EGLSetBlobFuncANDROID set, EGLGetBlobFuncANDROID get);
#endif
#ifndef EGL_ANDROID_image_native_buffer
#define EGL_ANDROID_image_native_buffer 1
#define EGL_NATIVE_BUFFER_ANDROID 0x3140
#endif
#ifndef EGL_ANDROID_native_fence_sync
#define EGL_ANDROID_native_fence_sync 1
#define EGL_SYNC_NATIVE_FENCE_ANDROID 0x3144
#define EGL_SYNC_NATIVE_FENCE_FD_ANDROID 0x3145
#define EGL_SYNC_NATIVE_FENCE_SIGNALED_ANDROID 0x3146
#define EGL_NO_NATIVE_FENCE_FD_ANDROID -1
#ifdef EGL_EGLEXT_PROTOTYPES
EGLAPI EGLint EGLAPIENTRY eglDupNativeFenceFDANDROID( EGLDisplay dpy, EGLSyncKHR);
#endif /* EGL_EGLEXT_PROTOTYPES */
typedef EGLint (EGLAPIENTRYP PFNEGLDUPNATIVEFENCEFDANDROIDPROC)(EGLDisplay dpy, EGLSyncKHR);
#endif
#ifndef EGL_ANDROID_recordable
#define EGL_ANDROID_recordable 1
#define EGL_RECORDABLE_ANDROID 0x3142
#endif
#ifndef EGL_EXT_buffer_age
#define EGL_EXT_buffer_age 1
#define EGL_BUFFER_AGE_EXT 0x313D
#endif
#ifndef EGL_EXT_image_dma_buf_import
#define EGL_EXT_image_dma_buf_import 1
#define EGL_LINUX_DMA_BUF_EXT 0x3270
#define EGL_LINUX_DRM_FOURCC_EXT 0x3271
#define EGL_DMA_BUF_PLANE0_FD_EXT 0x3272
#define EGL_DMA_BUF_PLANE0_OFFSET_EXT 0x3273
#define EGL_DMA_BUF_PLANE0_PITCH_EXT 0x3274
#define EGL_DMA_BUF_PLANE1_FD_EXT 0x3275
#define EGL_DMA_BUF_PLANE1_OFFSET_EXT 0x3276
#define EGL_DMA_BUF_PLANE1_PITCH_EXT 0x3277
#define EGL_DMA_BUF_PLANE2_FD_EXT 0x3278
#define EGL_DMA_BUF_PLANE2_OFFSET_EXT 0x3279
#define EGL_DMA_BUF_PLANE2_PITCH_EXT 0x327A
#define EGL_YUV_COLOR_SPACE_HINT_EXT 0x327B
#define EGL_SAMPLE_RANGE_HINT_EXT 0x327C
#define EGL_YUV_CHROMA_HORIZONTAL_SITING_HINT_EXT 0x327D
#define EGL_YUV_CHROMA_VERTICAL_SITING_HINT_EXT 0x327E
#define EGL_ITU_REC601_EXT 0x327F
#define EGL_ITU_REC709_EXT 0x3280
#define EGL_ITU_REC2020_EXT 0x3281
#define EGL_YUV_FULL_RANGE_EXT 0x3282
#define EGL_YUV_NARROW_RANGE_EXT 0x3283
#define EGL_YUV_CHROMA_SITING_0_EXT 0x3284
#define EGL_YUV_CHROMA_SITING_0_5_EXT 0x3285
#endif
#ifdef __cplusplus
}
#endif
#endif /* __eglext_h_ */

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#ifndef __glxext_h_
#define __glxext_h_ 1
#ifdef __cplusplus
extern "C" {
#endif
/*
** Copyright (c) 2013-2014 The Khronos Group Inc.
**
** Permission is hereby granted, free of charge, to any person obtaining a
** copy of this software and/or associated documentation files (the
** "Materials"), to deal in the Materials without restriction, including
** without limitation the rights to use, copy, modify, merge, publish,
** distribute, sublicense, and/or sell copies of the Materials, and to
** permit persons to whom the Materials are furnished to do so, subject to
** the following conditions:
**
** The above copyright notice and this permission notice shall be included
** in all copies or substantial portions of the Materials.
**
** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.
*/
/*
** This header is generated from the Khronos OpenGL / OpenGL ES XML
** API Registry. The current version of the Registry, generator scripts
** used to make the header, and the header can be found at
** http://www.opengl.org/registry/
**
** Khronos $Revision: 27684 $ on $Date: 2014-08-11 01:21:35 -0700 (Mon, 11 Aug 2014) $
*/
#define GLX_GLXEXT_VERSION 20140810
/* Generated C header for:
* API: glx
* Versions considered: .*
* Versions emitted: 1\.[3-9]
* Default extensions included: glx
* Additional extensions included: _nomatch_^
* Extensions removed: _nomatch_^
*/
#ifndef GLX_VERSION_1_3
#define GLX_VERSION_1_3 1
typedef XID GLXContextID;
typedef struct __GLXFBConfigRec *GLXFBConfig;
typedef XID GLXWindow;
typedef XID GLXPbuffer;
#define GLX_WINDOW_BIT 0x00000001
#define GLX_PIXMAP_BIT 0x00000002
#define GLX_PBUFFER_BIT 0x00000004
#define GLX_RGBA_BIT 0x00000001
#define GLX_COLOR_INDEX_BIT 0x00000002
#define GLX_PBUFFER_CLOBBER_MASK 0x08000000
#define GLX_FRONT_LEFT_BUFFER_BIT 0x00000001
#define GLX_FRONT_RIGHT_BUFFER_BIT 0x00000002
#define GLX_BACK_LEFT_BUFFER_BIT 0x00000004
#define GLX_BACK_RIGHT_BUFFER_BIT 0x00000008
#define GLX_AUX_BUFFERS_BIT 0x00000010
#define GLX_DEPTH_BUFFER_BIT 0x00000020
#define GLX_STENCIL_BUFFER_BIT 0x00000040
#define GLX_ACCUM_BUFFER_BIT 0x00000080
#define GLX_CONFIG_CAVEAT 0x20
#define GLX_X_VISUAL_TYPE 0x22
#define GLX_TRANSPARENT_TYPE 0x23
#define GLX_TRANSPARENT_INDEX_VALUE 0x24
#define GLX_TRANSPARENT_RED_VALUE 0x25
#define GLX_TRANSPARENT_GREEN_VALUE 0x26
#define GLX_TRANSPARENT_BLUE_VALUE 0x27
#define GLX_TRANSPARENT_ALPHA_VALUE 0x28
#define GLX_DONT_CARE 0xFFFFFFFF
#define GLX_NONE 0x8000
#define GLX_SLOW_CONFIG 0x8001
#define GLX_TRUE_COLOR 0x8002
#define GLX_DIRECT_COLOR 0x8003
#define GLX_PSEUDO_COLOR 0x8004
#define GLX_STATIC_COLOR 0x8005
#define GLX_GRAY_SCALE 0x8006
#define GLX_STATIC_GRAY 0x8007
#define GLX_TRANSPARENT_RGB 0x8008
#define GLX_TRANSPARENT_INDEX 0x8009
#define GLX_VISUAL_ID 0x800B
#define GLX_SCREEN 0x800C
#define GLX_NON_CONFORMANT_CONFIG 0x800D
#define GLX_DRAWABLE_TYPE 0x8010
#define GLX_RENDER_TYPE 0x8011
#define GLX_X_RENDERABLE 0x8012
#define GLX_FBCONFIG_ID 0x8013
#define GLX_RGBA_TYPE 0x8014
#define GLX_COLOR_INDEX_TYPE 0x8015
#define GLX_MAX_PBUFFER_WIDTH 0x8016
#define GLX_MAX_PBUFFER_HEIGHT 0x8017
#define GLX_MAX_PBUFFER_PIXELS 0x8018
#define GLX_PRESERVED_CONTENTS 0x801B
#define GLX_LARGEST_PBUFFER 0x801C
#define GLX_WIDTH 0x801D
#define GLX_HEIGHT 0x801E
#define GLX_EVENT_MASK 0x801F
#define GLX_DAMAGED 0x8020
#define GLX_SAVED 0x8021
#define GLX_WINDOW 0x8022
#define GLX_PBUFFER 0x8023
#define GLX_PBUFFER_HEIGHT 0x8040
#define GLX_PBUFFER_WIDTH 0x8041
typedef GLXFBConfig *( *PFNGLXGETFBCONFIGSPROC) (Display *dpy, int screen, int *nelements);
typedef GLXFBConfig *( *PFNGLXCHOOSEFBCONFIGPROC) (Display *dpy, int screen, const int *attrib_list, int *nelements);
typedef int ( *PFNGLXGETFBCONFIGATTRIBPROC) (Display *dpy, GLXFBConfig config, int attribute, int *value);
typedef XVisualInfo *( *PFNGLXGETVISUALFROMFBCONFIGPROC) (Display *dpy, GLXFBConfig config);
typedef GLXWindow ( *PFNGLXCREATEWINDOWPROC) (Display *dpy, GLXFBConfig config, Window win, const int *attrib_list);
typedef void ( *PFNGLXDESTROYWINDOWPROC) (Display *dpy, GLXWindow win);
typedef GLXPixmap ( *PFNGLXCREATEPIXMAPPROC) (Display *dpy, GLXFBConfig config, Pixmap pixmap, const int *attrib_list);
typedef void ( *PFNGLXDESTROYPIXMAPPROC) (Display *dpy, GLXPixmap pixmap);
typedef GLXPbuffer ( *PFNGLXCREATEPBUFFERPROC) (Display *dpy, GLXFBConfig config, const int *attrib_list);
typedef void ( *PFNGLXDESTROYPBUFFERPROC) (Display *dpy, GLXPbuffer pbuf);
typedef void ( *PFNGLXQUERYDRAWABLEPROC) (Display *dpy, GLXDrawable draw, int attribute, unsigned int *value);
typedef GLXContext ( *PFNGLXCREATENEWCONTEXTPROC) (Display *dpy, GLXFBConfig config, int render_type, GLXContext share_list, Bool direct);
typedef Bool ( *PFNGLXMAKECONTEXTCURRENTPROC) (Display *dpy, GLXDrawable draw, GLXDrawable read, GLXContext ctx);
typedef GLXDrawable ( *PFNGLXGETCURRENTREADDRAWABLEPROC) (void);
typedef int ( *PFNGLXQUERYCONTEXTPROC) (Display *dpy, GLXContext ctx, int attribute, int *value);
typedef void ( *PFNGLXSELECTEVENTPROC) (Display *dpy, GLXDrawable draw, unsigned long event_mask);
typedef void ( *PFNGLXGETSELECTEDEVENTPROC) (Display *dpy, GLXDrawable draw, unsigned long *event_mask);
#ifdef GLX_GLXEXT_PROTOTYPES
GLXFBConfig *glXGetFBConfigs (Display *dpy, int screen, int *nelements);
GLXFBConfig *glXChooseFBConfig (Display *dpy, int screen, const int *attrib_list, int *nelements);
int glXGetFBConfigAttrib (Display *dpy, GLXFBConfig config, int attribute, int *value);
XVisualInfo *glXGetVisualFromFBConfig (Display *dpy, GLXFBConfig config);
GLXWindow glXCreateWindow (Display *dpy, GLXFBConfig config, Window win, const int *attrib_list);
void glXDestroyWindow (Display *dpy, GLXWindow win);
GLXPixmap glXCreatePixmap (Display *dpy, GLXFBConfig config, Pixmap pixmap, const int *attrib_list);
void glXDestroyPixmap (Display *dpy, GLXPixmap pixmap);
GLXPbuffer glXCreatePbuffer (Display *dpy, GLXFBConfig config, const int *attrib_list);
void glXDestroyPbuffer (Display *dpy, GLXPbuffer pbuf);
void glXQueryDrawable (Display *dpy, GLXDrawable draw, int attribute, unsigned int *value);
GLXContext glXCreateNewContext (Display *dpy, GLXFBConfig config, int render_type, GLXContext share_list, Bool direct);
Bool glXMakeContextCurrent (Display *dpy, GLXDrawable draw, GLXDrawable read, GLXContext ctx);
GLXDrawable glXGetCurrentReadDrawable (void);
int glXQueryContext (Display *dpy, GLXContext ctx, int attribute, int *value);
void glXSelectEvent (Display *dpy, GLXDrawable draw, unsigned long event_mask);
void glXGetSelectedEvent (Display *dpy, GLXDrawable draw, unsigned long *event_mask);
#endif
#endif /* GLX_VERSION_1_3 */
#ifndef GLX_VERSION_1_4
#define GLX_VERSION_1_4 1
typedef void ( *__GLXextFuncPtr)(void);
#define GLX_SAMPLE_BUFFERS 100000
#define GLX_SAMPLES 100001
typedef __GLXextFuncPtr ( *PFNGLXGETPROCADDRESSPROC) (const GLubyte *procName);
#ifdef GLX_GLXEXT_PROTOTYPES
__GLXextFuncPtr glXGetProcAddress (const GLubyte *procName);
#endif
#endif /* GLX_VERSION_1_4 */
#ifndef GLX_ARB_context_flush_control
#define GLX_ARB_context_flush_control 1
#define GLX_CONTEXT_RELEASE_BEHAVIOR_ARB 0x2097
#define GLX_CONTEXT_RELEASE_BEHAVIOR_NONE_ARB 0
#define GLX_CONTEXT_RELEASE_BEHAVIOR_FLUSH_ARB 0x2098
#endif /* GLX_ARB_context_flush_control */
#ifndef GLX_ARB_create_context
#define GLX_ARB_create_context 1
#define GLX_CONTEXT_DEBUG_BIT_ARB 0x00000001
#define GLX_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB 0x00000002
#define GLX_CONTEXT_MAJOR_VERSION_ARB 0x2091
#define GLX_CONTEXT_MINOR_VERSION_ARB 0x2092
#define GLX_CONTEXT_FLAGS_ARB 0x2094
typedef GLXContext ( *PFNGLXCREATECONTEXTATTRIBSARBPROC) (Display *dpy, GLXFBConfig config, GLXContext share_context, Bool direct, const int *attrib_list);
#ifdef GLX_GLXEXT_PROTOTYPES
GLXContext glXCreateContextAttribsARB (Display *dpy, GLXFBConfig config, GLXContext share_context, Bool direct, const int *attrib_list);
#endif
#endif /* GLX_ARB_create_context */
#ifndef GLX_ARB_create_context_profile
#define GLX_ARB_create_context_profile 1
#define GLX_CONTEXT_CORE_PROFILE_BIT_ARB 0x00000001
#define GLX_CONTEXT_COMPATIBILITY_PROFILE_BIT_ARB 0x00000002
#define GLX_CONTEXT_PROFILE_MASK_ARB 0x9126
#endif /* GLX_ARB_create_context_profile */
#ifndef GLX_ARB_create_context_robustness
#define GLX_ARB_create_context_robustness 1
#define GLX_CONTEXT_ROBUST_ACCESS_BIT_ARB 0x00000004
#define GLX_LOSE_CONTEXT_ON_RESET_ARB 0x8252
#define GLX_CONTEXT_RESET_NOTIFICATION_STRATEGY_ARB 0x8256
#define GLX_NO_RESET_NOTIFICATION_ARB 0x8261
#endif /* GLX_ARB_create_context_robustness */
#ifndef GLX_ARB_fbconfig_float
#define GLX_ARB_fbconfig_float 1
#define GLX_RGBA_FLOAT_TYPE_ARB 0x20B9
#define GLX_RGBA_FLOAT_BIT_ARB 0x00000004
#endif /* GLX_ARB_fbconfig_float */
#ifndef GLX_ARB_framebuffer_sRGB
#define GLX_ARB_framebuffer_sRGB 1
#define GLX_FRAMEBUFFER_SRGB_CAPABLE_ARB 0x20B2
#endif /* GLX_ARB_framebuffer_sRGB */
#ifndef GLX_ARB_get_proc_address
#define GLX_ARB_get_proc_address 1
typedef __GLXextFuncPtr ( *PFNGLXGETPROCADDRESSARBPROC) (const GLubyte *procName);
#ifdef GLX_GLXEXT_PROTOTYPES
__GLXextFuncPtr glXGetProcAddressARB (const GLubyte *procName);
#endif
#endif /* GLX_ARB_get_proc_address */
#ifndef GLX_ARB_multisample
#define GLX_ARB_multisample 1
#define GLX_SAMPLE_BUFFERS_ARB 100000
#define GLX_SAMPLES_ARB 100001
#endif /* GLX_ARB_multisample */
#ifndef GLX_ARB_robustness_application_isolation
#define GLX_ARB_robustness_application_isolation 1
#define GLX_CONTEXT_RESET_ISOLATION_BIT_ARB 0x00000008
#endif /* GLX_ARB_robustness_application_isolation */
#ifndef GLX_ARB_robustness_share_group_isolation
#define GLX_ARB_robustness_share_group_isolation 1
#endif /* GLX_ARB_robustness_share_group_isolation */
#ifndef GLX_ARB_vertex_buffer_object
#define GLX_ARB_vertex_buffer_object 1
#define GLX_CONTEXT_ALLOW_BUFFER_BYTE_ORDER_MISMATCH_ARB 0x2095
#endif /* GLX_ARB_vertex_buffer_object */
#ifndef GLX_3DFX_multisample
#define GLX_3DFX_multisample 1
#define GLX_SAMPLE_BUFFERS_3DFX 0x8050
#define GLX_SAMPLES_3DFX 0x8051
#endif /* GLX_3DFX_multisample */
#ifndef GLX_AMD_gpu_association
#define GLX_AMD_gpu_association 1
#define GLX_GPU_VENDOR_AMD 0x1F00
#define GLX_GPU_RENDERER_STRING_AMD 0x1F01
#define GLX_GPU_OPENGL_VERSION_STRING_AMD 0x1F02
#define GLX_GPU_FASTEST_TARGET_GPUS_AMD 0x21A2
#define GLX_GPU_RAM_AMD 0x21A3
#define GLX_GPU_CLOCK_AMD 0x21A4
#define GLX_GPU_NUM_PIPES_AMD 0x21A5
#define GLX_GPU_NUM_SIMD_AMD 0x21A6
#define GLX_GPU_NUM_RB_AMD 0x21A7
#define GLX_GPU_NUM_SPI_AMD 0x21A8
#endif /* GLX_AMD_gpu_association */
#ifndef GLX_EXT_buffer_age
#define GLX_EXT_buffer_age 1
#define GLX_BACK_BUFFER_AGE_EXT 0x20F4
#endif /* GLX_EXT_buffer_age */
#ifndef GLX_EXT_create_context_es2_profile
#define GLX_EXT_create_context_es2_profile 1
#define GLX_CONTEXT_ES2_PROFILE_BIT_EXT 0x00000004
#endif /* GLX_EXT_create_context_es2_profile */
#ifndef GLX_EXT_create_context_es_profile
#define GLX_EXT_create_context_es_profile 1
#define GLX_CONTEXT_ES_PROFILE_BIT_EXT 0x00000004
#endif /* GLX_EXT_create_context_es_profile */
#ifndef GLX_EXT_fbconfig_packed_float
#define GLX_EXT_fbconfig_packed_float 1
#define GLX_RGBA_UNSIGNED_FLOAT_TYPE_EXT 0x20B1
#define GLX_RGBA_UNSIGNED_FLOAT_BIT_EXT 0x00000008
#endif /* GLX_EXT_fbconfig_packed_float */
#ifndef GLX_EXT_framebuffer_sRGB
#define GLX_EXT_framebuffer_sRGB 1
#define GLX_FRAMEBUFFER_SRGB_CAPABLE_EXT 0x20B2
#endif /* GLX_EXT_framebuffer_sRGB */
#ifndef GLX_EXT_import_context
#define GLX_EXT_import_context 1
#define GLX_SHARE_CONTEXT_EXT 0x800A
#define GLX_VISUAL_ID_EXT 0x800B
#define GLX_SCREEN_EXT 0x800C
typedef Display *( *PFNGLXGETCURRENTDISPLAYEXTPROC) (void);
typedef int ( *PFNGLXQUERYCONTEXTINFOEXTPROC) (Display *dpy, GLXContext context, int attribute, int *value);
typedef GLXContextID ( *PFNGLXGETCONTEXTIDEXTPROC) (const GLXContext context);
typedef GLXContext ( *PFNGLXIMPORTCONTEXTEXTPROC) (Display *dpy, GLXContextID contextID);
typedef void ( *PFNGLXFREECONTEXTEXTPROC) (Display *dpy, GLXContext context);
#ifdef GLX_GLXEXT_PROTOTYPES
Display *glXGetCurrentDisplayEXT (void);
int glXQueryContextInfoEXT (Display *dpy, GLXContext context, int attribute, int *value);
GLXContextID glXGetContextIDEXT (const GLXContext context);
GLXContext glXImportContextEXT (Display *dpy, GLXContextID contextID);
void glXFreeContextEXT (Display *dpy, GLXContext context);
#endif
#endif /* GLX_EXT_import_context */
#ifndef GLX_EXT_stereo_tree
#define GLX_EXT_stereo_tree 1
typedef struct {
int type;
unsigned long serial;
Bool send_event;
Display *display;
int extension;
int evtype;
GLXDrawable window;
Bool stereo_tree;
} GLXStereoNotifyEventEXT;
#define GLX_STEREO_TREE_EXT 0x20F5
#define GLX_STEREO_NOTIFY_MASK_EXT 0x00000001
#define GLX_STEREO_NOTIFY_EXT 0x00000000
#endif /* GLX_EXT_stereo_tree */
#ifndef GLX_EXT_swap_control
#define GLX_EXT_swap_control 1
#define GLX_SWAP_INTERVAL_EXT 0x20F1
#define GLX_MAX_SWAP_INTERVAL_EXT 0x20F2
typedef void ( *PFNGLXSWAPINTERVALEXTPROC) (Display *dpy, GLXDrawable drawable, int interval);
#ifdef GLX_GLXEXT_PROTOTYPES
void glXSwapIntervalEXT (Display *dpy, GLXDrawable drawable, int interval);
#endif
#endif /* GLX_EXT_swap_control */
#ifndef GLX_EXT_swap_control_tear
#define GLX_EXT_swap_control_tear 1
#define GLX_LATE_SWAPS_TEAR_EXT 0x20F3
#endif /* GLX_EXT_swap_control_tear */
#ifndef GLX_EXT_texture_from_pixmap
#define GLX_EXT_texture_from_pixmap 1
#define GLX_TEXTURE_1D_BIT_EXT 0x00000001
#define GLX_TEXTURE_2D_BIT_EXT 0x00000002
#define GLX_TEXTURE_RECTANGLE_BIT_EXT 0x00000004
#define GLX_BIND_TO_TEXTURE_RGB_EXT 0x20D0
#define GLX_BIND_TO_TEXTURE_RGBA_EXT 0x20D1
#define GLX_BIND_TO_MIPMAP_TEXTURE_EXT 0x20D2
#define GLX_BIND_TO_TEXTURE_TARGETS_EXT 0x20D3
#define GLX_Y_INVERTED_EXT 0x20D4
#define GLX_TEXTURE_FORMAT_EXT 0x20D5
#define GLX_TEXTURE_TARGET_EXT 0x20D6
#define GLX_MIPMAP_TEXTURE_EXT 0x20D7
#define GLX_TEXTURE_FORMAT_NONE_EXT 0x20D8
#define GLX_TEXTURE_FORMAT_RGB_EXT 0x20D9
#define GLX_TEXTURE_FORMAT_RGBA_EXT 0x20DA
#define GLX_TEXTURE_1D_EXT 0x20DB
#define GLX_TEXTURE_2D_EXT 0x20DC
#define GLX_TEXTURE_RECTANGLE_EXT 0x20DD
#define GLX_FRONT_LEFT_EXT 0x20DE
#define GLX_FRONT_RIGHT_EXT 0x20DF
#define GLX_BACK_LEFT_EXT 0x20E0
#define GLX_BACK_RIGHT_EXT 0x20E1
#define GLX_FRONT_EXT 0x20DE
#define GLX_BACK_EXT 0x20E0
#define GLX_AUX0_EXT 0x20E2
#define GLX_AUX1_EXT 0x20E3
#define GLX_AUX2_EXT 0x20E4
#define GLX_AUX3_EXT 0x20E5
#define GLX_AUX4_EXT 0x20E6
#define GLX_AUX5_EXT 0x20E7
#define GLX_AUX6_EXT 0x20E8
#define GLX_AUX7_EXT 0x20E9
#define GLX_AUX8_EXT 0x20EA
#define GLX_AUX9_EXT 0x20EB
typedef void ( *PFNGLXBINDTEXIMAGEEXTPROC) (Display *dpy, GLXDrawable drawable, int buffer, const int *attrib_list);
typedef void ( *PFNGLXRELEASETEXIMAGEEXTPROC) (Display *dpy, GLXDrawable drawable, int buffer);
#ifdef GLX_GLXEXT_PROTOTYPES
void glXBindTexImageEXT (Display *dpy, GLXDrawable drawable, int buffer, const int *attrib_list);
void glXReleaseTexImageEXT (Display *dpy, GLXDrawable drawable, int buffer);
#endif
#endif /* GLX_EXT_texture_from_pixmap */
#ifndef GLX_EXT_visual_info
#define GLX_EXT_visual_info 1
#define GLX_X_VISUAL_TYPE_EXT 0x22
#define GLX_TRANSPARENT_TYPE_EXT 0x23
#define GLX_TRANSPARENT_INDEX_VALUE_EXT 0x24
#define GLX_TRANSPARENT_RED_VALUE_EXT 0x25
#define GLX_TRANSPARENT_GREEN_VALUE_EXT 0x26
#define GLX_TRANSPARENT_BLUE_VALUE_EXT 0x27
#define GLX_TRANSPARENT_ALPHA_VALUE_EXT 0x28
#define GLX_NONE_EXT 0x8000
#define GLX_TRUE_COLOR_EXT 0x8002
#define GLX_DIRECT_COLOR_EXT 0x8003
#define GLX_PSEUDO_COLOR_EXT 0x8004
#define GLX_STATIC_COLOR_EXT 0x8005
#define GLX_GRAY_SCALE_EXT 0x8006
#define GLX_STATIC_GRAY_EXT 0x8007
#define GLX_TRANSPARENT_RGB_EXT 0x8008
#define GLX_TRANSPARENT_INDEX_EXT 0x8009
#endif /* GLX_EXT_visual_info */
#ifndef GLX_EXT_visual_rating
#define GLX_EXT_visual_rating 1
#define GLX_VISUAL_CAVEAT_EXT 0x20
#define GLX_SLOW_VISUAL_EXT 0x8001
#define GLX_NON_CONFORMANT_VISUAL_EXT 0x800D
#endif /* GLX_EXT_visual_rating */
#ifndef GLX_INTEL_swap_event
#define GLX_INTEL_swap_event 1
#define GLX_BUFFER_SWAP_COMPLETE_INTEL_MASK 0x04000000
#define GLX_EXCHANGE_COMPLETE_INTEL 0x8180
#define GLX_COPY_COMPLETE_INTEL 0x8181
#define GLX_FLIP_COMPLETE_INTEL 0x8182
#endif /* GLX_INTEL_swap_event */
#ifndef GLX_MESA_agp_offset
#define GLX_MESA_agp_offset 1
typedef unsigned int ( *PFNGLXGETAGPOFFSETMESAPROC) (const void *pointer);
#ifdef GLX_GLXEXT_PROTOTYPES
unsigned int glXGetAGPOffsetMESA (const void *pointer);
#endif
#endif /* GLX_MESA_agp_offset */
#ifndef GLX_MESA_copy_sub_buffer
#define GLX_MESA_copy_sub_buffer 1
typedef void ( *PFNGLXCOPYSUBBUFFERMESAPROC) (Display *dpy, GLXDrawable drawable, int x, int y, int width, int height);
#ifdef GLX_GLXEXT_PROTOTYPES
void glXCopySubBufferMESA (Display *dpy, GLXDrawable drawable, int x, int y, int width, int height);
#endif
#endif /* GLX_MESA_copy_sub_buffer */
#ifndef GLX_MESA_pixmap_colormap
#define GLX_MESA_pixmap_colormap 1
typedef GLXPixmap ( *PFNGLXCREATEGLXPIXMAPMESAPROC) (Display *dpy, XVisualInfo *visual, Pixmap pixmap, Colormap cmap);
#ifdef GLX_GLXEXT_PROTOTYPES
GLXPixmap glXCreateGLXPixmapMESA (Display *dpy, XVisualInfo *visual, Pixmap pixmap, Colormap cmap);
#endif
#endif /* GLX_MESA_pixmap_colormap */
#ifndef GLX_MESA_query_renderer
#define GLX_MESA_query_renderer 1
#define GLX_RENDERER_VENDOR_ID_MESA 0x8183
#define GLX_RENDERER_DEVICE_ID_MESA 0x8184
#define GLX_RENDERER_VERSION_MESA 0x8185
#define GLX_RENDERER_ACCELERATED_MESA 0x8186
#define GLX_RENDERER_VIDEO_MEMORY_MESA 0x8187
#define GLX_RENDERER_UNIFIED_MEMORY_ARCHITECTURE_MESA 0x8188
#define GLX_RENDERER_PREFERRED_PROFILE_MESA 0x8189
#define GLX_RENDERER_OPENGL_CORE_PROFILE_VERSION_MESA 0x818A
#define GLX_RENDERER_OPENGL_COMPATIBILITY_PROFILE_VERSION_MESA 0x818B
#define GLX_RENDERER_OPENGL_ES_PROFILE_VERSION_MESA 0x818C
#define GLX_RENDERER_OPENGL_ES2_PROFILE_VERSION_MESA 0x818D
#define GLX_RENDERER_ID_MESA 0x818E
typedef Bool ( *PFNGLXQUERYCURRENTRENDERERINTEGERMESAPROC) (int attribute, unsigned int *value);
typedef const char *( *PFNGLXQUERYCURRENTRENDERERSTRINGMESAPROC) (int attribute);
typedef Bool ( *PFNGLXQUERYRENDERERINTEGERMESAPROC) (Display *dpy, int screen, int renderer, int attribute, unsigned int *value);
typedef const char *( *PFNGLXQUERYRENDERERSTRINGMESAPROC) (Display *dpy, int screen, int renderer, int attribute);
#ifdef GLX_GLXEXT_PROTOTYPES
Bool glXQueryCurrentRendererIntegerMESA (int attribute, unsigned int *value);
const char *glXQueryCurrentRendererStringMESA (int attribute);
Bool glXQueryRendererIntegerMESA (Display *dpy, int screen, int renderer, int attribute, unsigned int *value);
const char *glXQueryRendererStringMESA (Display *dpy, int screen, int renderer, int attribute);
#endif
#endif /* GLX_MESA_query_renderer */
#ifndef GLX_MESA_release_buffers
#define GLX_MESA_release_buffers 1
typedef Bool ( *PFNGLXRELEASEBUFFERSMESAPROC) (Display *dpy, GLXDrawable drawable);
#ifdef GLX_GLXEXT_PROTOTYPES
Bool glXReleaseBuffersMESA (Display *dpy, GLXDrawable drawable);
#endif
#endif /* GLX_MESA_release_buffers */
#ifndef GLX_MESA_set_3dfx_mode
#define GLX_MESA_set_3dfx_mode 1
#define GLX_3DFX_WINDOW_MODE_MESA 0x1
#define GLX_3DFX_FULLSCREEN_MODE_MESA 0x2
typedef Bool ( *PFNGLXSET3DFXMODEMESAPROC) (int mode);
#ifdef GLX_GLXEXT_PROTOTYPES
Bool glXSet3DfxModeMESA (int mode);
#endif
#endif /* GLX_MESA_set_3dfx_mode */
#ifndef GLX_NV_copy_buffer
#define GLX_NV_copy_buffer 1
typedef void ( *PFNGLXCOPYBUFFERSUBDATANVPROC) (Display *dpy, GLXContext readCtx, GLXContext writeCtx, GLenum readTarget, GLenum writeTarget, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size);
typedef void ( *PFNGLXNAMEDCOPYBUFFERSUBDATANVPROC) (Display *dpy, GLXContext readCtx, GLXContext writeCtx, GLuint readBuffer, GLuint writeBuffer, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size);
#ifdef GLX_GLXEXT_PROTOTYPES
void glXCopyBufferSubDataNV (Display *dpy, GLXContext readCtx, GLXContext writeCtx, GLenum readTarget, GLenum writeTarget, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size);
void glXNamedCopyBufferSubDataNV (Display *dpy, GLXContext readCtx, GLXContext writeCtx, GLuint readBuffer, GLuint writeBuffer, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size);
#endif
#endif /* GLX_NV_copy_buffer */
#ifndef GLX_NV_copy_image
#define GLX_NV_copy_image 1
typedef void ( *PFNGLXCOPYIMAGESUBDATANVPROC) (Display *dpy, GLXContext srcCtx, GLuint srcName, GLenum srcTarget, GLint srcLevel, GLint srcX, GLint srcY, GLint srcZ, GLXContext dstCtx, GLuint dstName, GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ, GLsizei width, GLsizei height, GLsizei depth);
#ifdef GLX_GLXEXT_PROTOTYPES
void glXCopyImageSubDataNV (Display *dpy, GLXContext srcCtx, GLuint srcName, GLenum srcTarget, GLint srcLevel, GLint srcX, GLint srcY, GLint srcZ, GLXContext dstCtx, GLuint dstName, GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ, GLsizei width, GLsizei height, GLsizei depth);
#endif
#endif /* GLX_NV_copy_image */
#ifndef GLX_NV_delay_before_swap
#define GLX_NV_delay_before_swap 1
typedef Bool ( *PFNGLXDELAYBEFORESWAPNVPROC) (Display *dpy, GLXDrawable drawable, GLfloat seconds);
#ifdef GLX_GLXEXT_PROTOTYPES
Bool glXDelayBeforeSwapNV (Display *dpy, GLXDrawable drawable, GLfloat seconds);
#endif
#endif /* GLX_NV_delay_before_swap */
#ifndef GLX_NV_float_buffer
#define GLX_NV_float_buffer 1
#define GLX_FLOAT_COMPONENTS_NV 0x20B0
#endif /* GLX_NV_float_buffer */
#ifndef GLX_NV_multisample_coverage
#define GLX_NV_multisample_coverage 1
#define GLX_COVERAGE_SAMPLES_NV 100001
#define GLX_COLOR_SAMPLES_NV 0x20B3
#endif /* GLX_NV_multisample_coverage */
#ifndef GLX_NV_present_video
#define GLX_NV_present_video 1
#define GLX_NUM_VIDEO_SLOTS_NV 0x20F0
typedef unsigned int *( *PFNGLXENUMERATEVIDEODEVICESNVPROC) (Display *dpy, int screen, int *nelements);
typedef int ( *PFNGLXBINDVIDEODEVICENVPROC) (Display *dpy, unsigned int video_slot, unsigned int video_device, const int *attrib_list);
#ifdef GLX_GLXEXT_PROTOTYPES
unsigned int *glXEnumerateVideoDevicesNV (Display *dpy, int screen, int *nelements);
int glXBindVideoDeviceNV (Display *dpy, unsigned int video_slot, unsigned int video_device, const int *attrib_list);
#endif
#endif /* GLX_NV_present_video */
#ifndef GLX_NV_swap_group
#define GLX_NV_swap_group 1
typedef Bool ( *PFNGLXJOINSWAPGROUPNVPROC) (Display *dpy, GLXDrawable drawable, GLuint group);
typedef Bool ( *PFNGLXBINDSWAPBARRIERNVPROC) (Display *dpy, GLuint group, GLuint barrier);
typedef Bool ( *PFNGLXQUERYSWAPGROUPNVPROC) (Display *dpy, GLXDrawable drawable, GLuint *group, GLuint *barrier);
typedef Bool ( *PFNGLXQUERYMAXSWAPGROUPSNVPROC) (Display *dpy, int screen, GLuint *maxGroups, GLuint *maxBarriers);
typedef Bool ( *PFNGLXQUERYFRAMECOUNTNVPROC) (Display *dpy, int screen, GLuint *count);
typedef Bool ( *PFNGLXRESETFRAMECOUNTNVPROC) (Display *dpy, int screen);
#ifdef GLX_GLXEXT_PROTOTYPES
Bool glXJoinSwapGroupNV (Display *dpy, GLXDrawable drawable, GLuint group);
Bool glXBindSwapBarrierNV (Display *dpy, GLuint group, GLuint barrier);
Bool glXQuerySwapGroupNV (Display *dpy, GLXDrawable drawable, GLuint *group, GLuint *barrier);
Bool glXQueryMaxSwapGroupsNV (Display *dpy, int screen, GLuint *maxGroups, GLuint *maxBarriers);
Bool glXQueryFrameCountNV (Display *dpy, int screen, GLuint *count);
Bool glXResetFrameCountNV (Display *dpy, int screen);
#endif
#endif /* GLX_NV_swap_group */
#ifndef GLX_NV_video_capture
#define GLX_NV_video_capture 1
typedef XID GLXVideoCaptureDeviceNV;
#define GLX_DEVICE_ID_NV 0x20CD
#define GLX_UNIQUE_ID_NV 0x20CE
#define GLX_NUM_VIDEO_CAPTURE_SLOTS_NV 0x20CF
typedef int ( *PFNGLXBINDVIDEOCAPTUREDEVICENVPROC) (Display *dpy, unsigned int video_capture_slot, GLXVideoCaptureDeviceNV device);
typedef GLXVideoCaptureDeviceNV *( *PFNGLXENUMERATEVIDEOCAPTUREDEVICESNVPROC) (Display *dpy, int screen, int *nelements);
typedef void ( *PFNGLXLOCKVIDEOCAPTUREDEVICENVPROC) (Display *dpy, GLXVideoCaptureDeviceNV device);
typedef int ( *PFNGLXQUERYVIDEOCAPTUREDEVICENVPROC) (Display *dpy, GLXVideoCaptureDeviceNV device, int attribute, int *value);
typedef void ( *PFNGLXRELEASEVIDEOCAPTUREDEVICENVPROC) (Display *dpy, GLXVideoCaptureDeviceNV device);
#ifdef GLX_GLXEXT_PROTOTYPES
int glXBindVideoCaptureDeviceNV (Display *dpy, unsigned int video_capture_slot, GLXVideoCaptureDeviceNV device);
GLXVideoCaptureDeviceNV *glXEnumerateVideoCaptureDevicesNV (Display *dpy, int screen, int *nelements);
void glXLockVideoCaptureDeviceNV (Display *dpy, GLXVideoCaptureDeviceNV device);
int glXQueryVideoCaptureDeviceNV (Display *dpy, GLXVideoCaptureDeviceNV device, int attribute, int *value);
void glXReleaseVideoCaptureDeviceNV (Display *dpy, GLXVideoCaptureDeviceNV device);
#endif
#endif /* GLX_NV_video_capture */
#ifndef GLX_NV_video_out
#define GLX_NV_video_out 1
typedef unsigned int GLXVideoDeviceNV;
#define GLX_VIDEO_OUT_COLOR_NV 0x20C3
#define GLX_VIDEO_OUT_ALPHA_NV 0x20C4
#define GLX_VIDEO_OUT_DEPTH_NV 0x20C5
#define GLX_VIDEO_OUT_COLOR_AND_ALPHA_NV 0x20C6
#define GLX_VIDEO_OUT_COLOR_AND_DEPTH_NV 0x20C7
#define GLX_VIDEO_OUT_FRAME_NV 0x20C8
#define GLX_VIDEO_OUT_FIELD_1_NV 0x20C9
#define GLX_VIDEO_OUT_FIELD_2_NV 0x20CA
#define GLX_VIDEO_OUT_STACKED_FIELDS_1_2_NV 0x20CB
#define GLX_VIDEO_OUT_STACKED_FIELDS_2_1_NV 0x20CC
typedef int ( *PFNGLXGETVIDEODEVICENVPROC) (Display *dpy, int screen, int numVideoDevices, GLXVideoDeviceNV *pVideoDevice);
typedef int ( *PFNGLXRELEASEVIDEODEVICENVPROC) (Display *dpy, int screen, GLXVideoDeviceNV VideoDevice);
typedef int ( *PFNGLXBINDVIDEOIMAGENVPROC) (Display *dpy, GLXVideoDeviceNV VideoDevice, GLXPbuffer pbuf, int iVideoBuffer);
typedef int ( *PFNGLXRELEASEVIDEOIMAGENVPROC) (Display *dpy, GLXPbuffer pbuf);
typedef int ( *PFNGLXSENDPBUFFERTOVIDEONVPROC) (Display *dpy, GLXPbuffer pbuf, int iBufferType, unsigned long *pulCounterPbuffer, GLboolean bBlock);
typedef int ( *PFNGLXGETVIDEOINFONVPROC) (Display *dpy, int screen, GLXVideoDeviceNV VideoDevice, unsigned long *pulCounterOutputPbuffer, unsigned long *pulCounterOutputVideo);
#ifdef GLX_GLXEXT_PROTOTYPES
int glXGetVideoDeviceNV (Display *dpy, int screen, int numVideoDevices, GLXVideoDeviceNV *pVideoDevice);
int glXReleaseVideoDeviceNV (Display *dpy, int screen, GLXVideoDeviceNV VideoDevice);
int glXBindVideoImageNV (Display *dpy, GLXVideoDeviceNV VideoDevice, GLXPbuffer pbuf, int iVideoBuffer);
int glXReleaseVideoImageNV (Display *dpy, GLXPbuffer pbuf);
int glXSendPbufferToVideoNV (Display *dpy, GLXPbuffer pbuf, int iBufferType, unsigned long *pulCounterPbuffer, GLboolean bBlock);
int glXGetVideoInfoNV (Display *dpy, int screen, GLXVideoDeviceNV VideoDevice, unsigned long *pulCounterOutputPbuffer, unsigned long *pulCounterOutputVideo);
#endif
#endif /* GLX_NV_video_out */
#ifndef GLX_OML_swap_method
#define GLX_OML_swap_method 1
#define GLX_SWAP_METHOD_OML 0x8060
#define GLX_SWAP_EXCHANGE_OML 0x8061
#define GLX_SWAP_COPY_OML 0x8062
#define GLX_SWAP_UNDEFINED_OML 0x8063
#endif /* GLX_OML_swap_method */
#ifndef GLX_OML_sync_control
#define GLX_OML_sync_control 1
#ifndef GLEXT_64_TYPES_DEFINED
/* This code block is duplicated in glext.h, so must be protected */
#define GLEXT_64_TYPES_DEFINED
/* Define int32_t, int64_t, and uint64_t types for UST/MSC */
/* (as used in the GLX_OML_sync_control extension). */
#if defined(__STDC_VERSION__) && __STDC_VERSION__ >= 199901L
#include <inttypes.h>
#elif defined(__sun__) || defined(__digital__)
#include <inttypes.h>
#if defined(__STDC__)
#if defined(__arch64__) || defined(_LP64)
typedef long int int64_t;
typedef unsigned long int uint64_t;
#else
typedef long long int int64_t;
typedef unsigned long long int uint64_t;
#endif /* __arch64__ */
#endif /* __STDC__ */
#elif defined( __VMS ) || defined(__sgi)
#include <inttypes.h>
#elif defined(__SCO__) || defined(__USLC__)
#include <stdint.h>
#elif defined(__UNIXOS2__) || defined(__SOL64__)
typedef long int int32_t;
typedef long long int int64_t;
typedef unsigned long long int uint64_t;
#elif defined(_WIN32) && defined(__GNUC__)
#include <stdint.h>
#elif defined(_WIN32)
typedef __int32 int32_t;
typedef __int64 int64_t;
typedef unsigned __int64 uint64_t;
#else
/* Fallback if nothing above works */
#include <inttypes.h>
#endif
#endif
typedef Bool ( *PFNGLXGETSYNCVALUESOMLPROC) (Display *dpy, GLXDrawable drawable, int64_t *ust, int64_t *msc, int64_t *sbc);
typedef Bool ( *PFNGLXGETMSCRATEOMLPROC) (Display *dpy, GLXDrawable drawable, int32_t *numerator, int32_t *denominator);
typedef int64_t ( *PFNGLXSWAPBUFFERSMSCOMLPROC) (Display *dpy, GLXDrawable drawable, int64_t target_msc, int64_t divisor, int64_t remainder);
typedef Bool ( *PFNGLXWAITFORMSCOMLPROC) (Display *dpy, GLXDrawable drawable, int64_t target_msc, int64_t divisor, int64_t remainder, int64_t *ust, int64_t *msc, int64_t *sbc);
typedef Bool ( *PFNGLXWAITFORSBCOMLPROC) (Display *dpy, GLXDrawable drawable, int64_t target_sbc, int64_t *ust, int64_t *msc, int64_t *sbc);
#ifdef GLX_GLXEXT_PROTOTYPES
Bool glXGetSyncValuesOML (Display *dpy, GLXDrawable drawable, int64_t *ust, int64_t *msc, int64_t *sbc);
Bool glXGetMscRateOML (Display *dpy, GLXDrawable drawable, int32_t *numerator, int32_t *denominator);
int64_t glXSwapBuffersMscOML (Display *dpy, GLXDrawable drawable, int64_t target_msc, int64_t divisor, int64_t remainder);
Bool glXWaitForMscOML (Display *dpy, GLXDrawable drawable, int64_t target_msc, int64_t divisor, int64_t remainder, int64_t *ust, int64_t *msc, int64_t *sbc);
Bool glXWaitForSbcOML (Display *dpy, GLXDrawable drawable, int64_t target_sbc, int64_t *ust, int64_t *msc, int64_t *sbc);
#endif
#endif /* GLX_OML_sync_control */
#ifndef GLX_SGIS_blended_overlay
#define GLX_SGIS_blended_overlay 1
#define GLX_BLENDED_RGBA_SGIS 0x8025
#endif /* GLX_SGIS_blended_overlay */
#ifndef GLX_SGIS_multisample
#define GLX_SGIS_multisample 1
#define GLX_SAMPLE_BUFFERS_SGIS 100000
#define GLX_SAMPLES_SGIS 100001
#endif /* GLX_SGIS_multisample */
#ifndef GLX_SGIS_shared_multisample
#define GLX_SGIS_shared_multisample 1
#define GLX_MULTISAMPLE_SUB_RECT_WIDTH_SGIS 0x8026
#define GLX_MULTISAMPLE_SUB_RECT_HEIGHT_SGIS 0x8027
#endif /* GLX_SGIS_shared_multisample */
#ifndef GLX_SGIX_dmbuffer
#define GLX_SGIX_dmbuffer 1
typedef XID GLXPbufferSGIX;
#ifdef _DM_BUFFER_H_
#define GLX_DIGITAL_MEDIA_PBUFFER_SGIX 0x8024
typedef Bool ( *PFNGLXASSOCIATEDMPBUFFERSGIXPROC) (Display *dpy, GLXPbufferSGIX pbuffer, DMparams *params, DMbuffer dmbuffer);
#ifdef GLX_GLXEXT_PROTOTYPES
Bool glXAssociateDMPbufferSGIX (Display *dpy, GLXPbufferSGIX pbuffer, DMparams *params, DMbuffer dmbuffer);
#endif
#endif /* _DM_BUFFER_H_ */
#endif /* GLX_SGIX_dmbuffer */
#ifndef GLX_SGIX_fbconfig
#define GLX_SGIX_fbconfig 1
typedef struct __GLXFBConfigRec *GLXFBConfigSGIX;
#define GLX_WINDOW_BIT_SGIX 0x00000001
#define GLX_PIXMAP_BIT_SGIX 0x00000002
#define GLX_RGBA_BIT_SGIX 0x00000001
#define GLX_COLOR_INDEX_BIT_SGIX 0x00000002
#define GLX_DRAWABLE_TYPE_SGIX 0x8010
#define GLX_RENDER_TYPE_SGIX 0x8011
#define GLX_X_RENDERABLE_SGIX 0x8012
#define GLX_FBCONFIG_ID_SGIX 0x8013
#define GLX_RGBA_TYPE_SGIX 0x8014
#define GLX_COLOR_INDEX_TYPE_SGIX 0x8015
typedef int ( *PFNGLXGETFBCONFIGATTRIBSGIXPROC) (Display *dpy, GLXFBConfigSGIX config, int attribute, int *value);
typedef GLXFBConfigSGIX *( *PFNGLXCHOOSEFBCONFIGSGIXPROC) (Display *dpy, int screen, int *attrib_list, int *nelements);
typedef GLXPixmap ( *PFNGLXCREATEGLXPIXMAPWITHCONFIGSGIXPROC) (Display *dpy, GLXFBConfigSGIX config, Pixmap pixmap);
typedef GLXContext ( *PFNGLXCREATECONTEXTWITHCONFIGSGIXPROC) (Display *dpy, GLXFBConfigSGIX config, int render_type, GLXContext share_list, Bool direct);
typedef XVisualInfo *( *PFNGLXGETVISUALFROMFBCONFIGSGIXPROC) (Display *dpy, GLXFBConfigSGIX config);
typedef GLXFBConfigSGIX ( *PFNGLXGETFBCONFIGFROMVISUALSGIXPROC) (Display *dpy, XVisualInfo *vis);
#ifdef GLX_GLXEXT_PROTOTYPES
int glXGetFBConfigAttribSGIX (Display *dpy, GLXFBConfigSGIX config, int attribute, int *value);
GLXFBConfigSGIX *glXChooseFBConfigSGIX (Display *dpy, int screen, int *attrib_list, int *nelements);
GLXPixmap glXCreateGLXPixmapWithConfigSGIX (Display *dpy, GLXFBConfigSGIX config, Pixmap pixmap);
GLXContext glXCreateContextWithConfigSGIX (Display *dpy, GLXFBConfigSGIX config, int render_type, GLXContext share_list, Bool direct);
XVisualInfo *glXGetVisualFromFBConfigSGIX (Display *dpy, GLXFBConfigSGIX config);
GLXFBConfigSGIX glXGetFBConfigFromVisualSGIX (Display *dpy, XVisualInfo *vis);
#endif
#endif /* GLX_SGIX_fbconfig */
#ifndef GLX_SGIX_hyperpipe
#define GLX_SGIX_hyperpipe 1
typedef struct {
char pipeName[80]; /* Should be [GLX_HYPERPIPE_PIPE_NAME_LENGTH_SGIX] */
int networkId;
} GLXHyperpipeNetworkSGIX;
typedef struct {
char pipeName[80]; /* Should be [GLX_HYPERPIPE_PIPE_NAME_LENGTH_SGIX] */
int channel;
unsigned int participationType;
int timeSlice;
} GLXHyperpipeConfigSGIX;
typedef struct {
char pipeName[80]; /* Should be [GLX_HYPERPIPE_PIPE_NAME_LENGTH_SGIX] */
int srcXOrigin, srcYOrigin, srcWidth, srcHeight;
int destXOrigin, destYOrigin, destWidth, destHeight;
} GLXPipeRect;
typedef struct {
char pipeName[80]; /* Should be [GLX_HYPERPIPE_PIPE_NAME_LENGTH_SGIX] */
int XOrigin, YOrigin, maxHeight, maxWidth;
} GLXPipeRectLimits;
#define GLX_HYPERPIPE_PIPE_NAME_LENGTH_SGIX 80
#define GLX_BAD_HYPERPIPE_CONFIG_SGIX 91
#define GLX_BAD_HYPERPIPE_SGIX 92
#define GLX_HYPERPIPE_DISPLAY_PIPE_SGIX 0x00000001
#define GLX_HYPERPIPE_RENDER_PIPE_SGIX 0x00000002
#define GLX_PIPE_RECT_SGIX 0x00000001
#define GLX_PIPE_RECT_LIMITS_SGIX 0x00000002
#define GLX_HYPERPIPE_STEREO_SGIX 0x00000003
#define GLX_HYPERPIPE_PIXEL_AVERAGE_SGIX 0x00000004
#define GLX_HYPERPIPE_ID_SGIX 0x8030
typedef GLXHyperpipeNetworkSGIX *( *PFNGLXQUERYHYPERPIPENETWORKSGIXPROC) (Display *dpy, int *npipes);
typedef int ( *PFNGLXHYPERPIPECONFIGSGIXPROC) (Display *dpy, int networkId, int npipes, GLXHyperpipeConfigSGIX *cfg, int *hpId);
typedef GLXHyperpipeConfigSGIX *( *PFNGLXQUERYHYPERPIPECONFIGSGIXPROC) (Display *dpy, int hpId, int *npipes);
typedef int ( *PFNGLXDESTROYHYPERPIPECONFIGSGIXPROC) (Display *dpy, int hpId);
typedef int ( *PFNGLXBINDHYPERPIPESGIXPROC) (Display *dpy, int hpId);
typedef int ( *PFNGLXQUERYHYPERPIPEBESTATTRIBSGIXPROC) (Display *dpy, int timeSlice, int attrib, int size, void *attribList, void *returnAttribList);
typedef int ( *PFNGLXHYPERPIPEATTRIBSGIXPROC) (Display *dpy, int timeSlice, int attrib, int size, void *attribList);
typedef int ( *PFNGLXQUERYHYPERPIPEATTRIBSGIXPROC) (Display *dpy, int timeSlice, int attrib, int size, void *returnAttribList);
#ifdef GLX_GLXEXT_PROTOTYPES
GLXHyperpipeNetworkSGIX *glXQueryHyperpipeNetworkSGIX (Display *dpy, int *npipes);
int glXHyperpipeConfigSGIX (Display *dpy, int networkId, int npipes, GLXHyperpipeConfigSGIX *cfg, int *hpId);
GLXHyperpipeConfigSGIX *glXQueryHyperpipeConfigSGIX (Display *dpy, int hpId, int *npipes);
int glXDestroyHyperpipeConfigSGIX (Display *dpy, int hpId);
int glXBindHyperpipeSGIX (Display *dpy, int hpId);
int glXQueryHyperpipeBestAttribSGIX (Display *dpy, int timeSlice, int attrib, int size, void *attribList, void *returnAttribList);
int glXHyperpipeAttribSGIX (Display *dpy, int timeSlice, int attrib, int size, void *attribList);
int glXQueryHyperpipeAttribSGIX (Display *dpy, int timeSlice, int attrib, int size, void *returnAttribList);
#endif
#endif /* GLX_SGIX_hyperpipe */
#ifndef GLX_SGIX_pbuffer
#define GLX_SGIX_pbuffer 1
#define GLX_PBUFFER_BIT_SGIX 0x00000004
#define GLX_BUFFER_CLOBBER_MASK_SGIX 0x08000000
#define GLX_FRONT_LEFT_BUFFER_BIT_SGIX 0x00000001
#define GLX_FRONT_RIGHT_BUFFER_BIT_SGIX 0x00000002
#define GLX_BACK_LEFT_BUFFER_BIT_SGIX 0x00000004
#define GLX_BACK_RIGHT_BUFFER_BIT_SGIX 0x00000008
#define GLX_AUX_BUFFERS_BIT_SGIX 0x00000010
#define GLX_DEPTH_BUFFER_BIT_SGIX 0x00000020
#define GLX_STENCIL_BUFFER_BIT_SGIX 0x00000040
#define GLX_ACCUM_BUFFER_BIT_SGIX 0x00000080
#define GLX_SAMPLE_BUFFERS_BIT_SGIX 0x00000100
#define GLX_MAX_PBUFFER_WIDTH_SGIX 0x8016
#define GLX_MAX_PBUFFER_HEIGHT_SGIX 0x8017
#define GLX_MAX_PBUFFER_PIXELS_SGIX 0x8018
#define GLX_OPTIMAL_PBUFFER_WIDTH_SGIX 0x8019
#define GLX_OPTIMAL_PBUFFER_HEIGHT_SGIX 0x801A
#define GLX_PRESERVED_CONTENTS_SGIX 0x801B
#define GLX_LARGEST_PBUFFER_SGIX 0x801C
#define GLX_WIDTH_SGIX 0x801D
#define GLX_HEIGHT_SGIX 0x801E
#define GLX_EVENT_MASK_SGIX 0x801F
#define GLX_DAMAGED_SGIX 0x8020
#define GLX_SAVED_SGIX 0x8021
#define GLX_WINDOW_SGIX 0x8022
#define GLX_PBUFFER_SGIX 0x8023
typedef GLXPbufferSGIX ( *PFNGLXCREATEGLXPBUFFERSGIXPROC) (Display *dpy, GLXFBConfigSGIX config, unsigned int width, unsigned int height, int *attrib_list);
typedef void ( *PFNGLXDESTROYGLXPBUFFERSGIXPROC) (Display *dpy, GLXPbufferSGIX pbuf);
typedef int ( *PFNGLXQUERYGLXPBUFFERSGIXPROC) (Display *dpy, GLXPbufferSGIX pbuf, int attribute, unsigned int *value);
typedef void ( *PFNGLXSELECTEVENTSGIXPROC) (Display *dpy, GLXDrawable drawable, unsigned long mask);
typedef void ( *PFNGLXGETSELECTEDEVENTSGIXPROC) (Display *dpy, GLXDrawable drawable, unsigned long *mask);
#ifdef GLX_GLXEXT_PROTOTYPES
GLXPbufferSGIX glXCreateGLXPbufferSGIX (Display *dpy, GLXFBConfigSGIX config, unsigned int width, unsigned int height, int *attrib_list);
void glXDestroyGLXPbufferSGIX (Display *dpy, GLXPbufferSGIX pbuf);
int glXQueryGLXPbufferSGIX (Display *dpy, GLXPbufferSGIX pbuf, int attribute, unsigned int *value);
void glXSelectEventSGIX (Display *dpy, GLXDrawable drawable, unsigned long mask);
void glXGetSelectedEventSGIX (Display *dpy, GLXDrawable drawable, unsigned long *mask);
#endif
#endif /* GLX_SGIX_pbuffer */
#ifndef GLX_SGIX_swap_barrier
#define GLX_SGIX_swap_barrier 1
typedef void ( *PFNGLXBINDSWAPBARRIERSGIXPROC) (Display *dpy, GLXDrawable drawable, int barrier);
typedef Bool ( *PFNGLXQUERYMAXSWAPBARRIERSSGIXPROC) (Display *dpy, int screen, int *max);
#ifdef GLX_GLXEXT_PROTOTYPES
void glXBindSwapBarrierSGIX (Display *dpy, GLXDrawable drawable, int barrier);
Bool glXQueryMaxSwapBarriersSGIX (Display *dpy, int screen, int *max);
#endif
#endif /* GLX_SGIX_swap_barrier */
#ifndef GLX_SGIX_swap_group
#define GLX_SGIX_swap_group 1
typedef void ( *PFNGLXJOINSWAPGROUPSGIXPROC) (Display *dpy, GLXDrawable drawable, GLXDrawable member);
#ifdef GLX_GLXEXT_PROTOTYPES
void glXJoinSwapGroupSGIX (Display *dpy, GLXDrawable drawable, GLXDrawable member);
#endif
#endif /* GLX_SGIX_swap_group */
#ifndef GLX_SGIX_video_resize
#define GLX_SGIX_video_resize 1
#define GLX_SYNC_FRAME_SGIX 0x00000000
#define GLX_SYNC_SWAP_SGIX 0x00000001
typedef int ( *PFNGLXBINDCHANNELTOWINDOWSGIXPROC) (Display *display, int screen, int channel, Window window);
typedef int ( *PFNGLXCHANNELRECTSGIXPROC) (Display *display, int screen, int channel, int x, int y, int w, int h);
typedef int ( *PFNGLXQUERYCHANNELRECTSGIXPROC) (Display *display, int screen, int channel, int *dx, int *dy, int *dw, int *dh);
typedef int ( *PFNGLXQUERYCHANNELDELTASSGIXPROC) (Display *display, int screen, int channel, int *x, int *y, int *w, int *h);
typedef int ( *PFNGLXCHANNELRECTSYNCSGIXPROC) (Display *display, int screen, int channel, GLenum synctype);
#ifdef GLX_GLXEXT_PROTOTYPES
int glXBindChannelToWindowSGIX (Display *display, int screen, int channel, Window window);
int glXChannelRectSGIX (Display *display, int screen, int channel, int x, int y, int w, int h);
int glXQueryChannelRectSGIX (Display *display, int screen, int channel, int *dx, int *dy, int *dw, int *dh);
int glXQueryChannelDeltasSGIX (Display *display, int screen, int channel, int *x, int *y, int *w, int *h);
int glXChannelRectSyncSGIX (Display *display, int screen, int channel, GLenum synctype);
#endif
#endif /* GLX_SGIX_video_resize */
#ifndef GLX_SGIX_video_source
#define GLX_SGIX_video_source 1
typedef XID GLXVideoSourceSGIX;
#ifdef _VL_H
typedef GLXVideoSourceSGIX ( *PFNGLXCREATEGLXVIDEOSOURCESGIXPROC) (Display *display, int screen, VLServer server, VLPath path, int nodeClass, VLNode drainNode);
typedef void ( *PFNGLXDESTROYGLXVIDEOSOURCESGIXPROC) (Display *dpy, GLXVideoSourceSGIX glxvideosource);
#ifdef GLX_GLXEXT_PROTOTYPES
GLXVideoSourceSGIX glXCreateGLXVideoSourceSGIX (Display *display, int screen, VLServer server, VLPath path, int nodeClass, VLNode drainNode);
void glXDestroyGLXVideoSourceSGIX (Display *dpy, GLXVideoSourceSGIX glxvideosource);
#endif
#endif /* _VL_H */
#endif /* GLX_SGIX_video_source */
#ifndef GLX_SGIX_visual_select_group
#define GLX_SGIX_visual_select_group 1
#define GLX_VISUAL_SELECT_GROUP_SGIX 0x8028
#endif /* GLX_SGIX_visual_select_group */
#ifndef GLX_SGI_cushion
#define GLX_SGI_cushion 1
typedef void ( *PFNGLXCUSHIONSGIPROC) (Display *dpy, Window window, float cushion);
#ifdef GLX_GLXEXT_PROTOTYPES
void glXCushionSGI (Display *dpy, Window window, float cushion);
#endif
#endif /* GLX_SGI_cushion */
#ifndef GLX_SGI_make_current_read
#define GLX_SGI_make_current_read 1
typedef Bool ( *PFNGLXMAKECURRENTREADSGIPROC) (Display *dpy, GLXDrawable draw, GLXDrawable read, GLXContext ctx);
typedef GLXDrawable ( *PFNGLXGETCURRENTREADDRAWABLESGIPROC) (void);
#ifdef GLX_GLXEXT_PROTOTYPES
Bool glXMakeCurrentReadSGI (Display *dpy, GLXDrawable draw, GLXDrawable read, GLXContext ctx);
GLXDrawable glXGetCurrentReadDrawableSGI (void);
#endif
#endif /* GLX_SGI_make_current_read */
#ifndef GLX_SGI_swap_control
#define GLX_SGI_swap_control 1
typedef int ( *PFNGLXSWAPINTERVALSGIPROC) (int interval);
#ifdef GLX_GLXEXT_PROTOTYPES
int glXSwapIntervalSGI (int interval);
#endif
#endif /* GLX_SGI_swap_control */
#ifndef GLX_SGI_video_sync
#define GLX_SGI_video_sync 1
typedef int ( *PFNGLXGETVIDEOSYNCSGIPROC) (unsigned int *count);
typedef int ( *PFNGLXWAITVIDEOSYNCSGIPROC) (int divisor, int remainder, unsigned int *count);
#ifdef GLX_GLXEXT_PROTOTYPES
int glXGetVideoSyncSGI (unsigned int *count);
int glXWaitVideoSyncSGI (int divisor, int remainder, unsigned int *count);
#endif
#endif /* GLX_SGI_video_sync */
#ifndef GLX_SUN_get_transparent_index
#define GLX_SUN_get_transparent_index 1
typedef Status ( *PFNGLXGETTRANSPARENTINDEXSUNPROC) (Display *dpy, Window overlay, Window underlay, long *pTransparentIndex);
#ifdef GLX_GLXEXT_PROTOTYPES
Status glXGetTransparentIndexSUN (Display *dpy, Window overlay, Window underlay, long *pTransparentIndex);
#endif
#endif /* GLX_SUN_get_transparent_index */
#ifdef __cplusplus
}
#endif
#endif

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@ -0,0 +1,840 @@
#ifndef __wglext_h_
#define __wglext_h_ 1
#ifdef __cplusplus
extern "C" {
#endif
/*
** Copyright (c) 2013-2014 The Khronos Group Inc.
**
** Permission is hereby granted, free of charge, to any person obtaining a
** copy of this software and/or associated documentation files (the
** "Materials"), to deal in the Materials without restriction, including
** without limitation the rights to use, copy, modify, merge, publish,
** distribute, sublicense, and/or sell copies of the Materials, and to
** permit persons to whom the Materials are furnished to do so, subject to
** the following conditions:
**
** The above copyright notice and this permission notice shall be included
** in all copies or substantial portions of the Materials.
**
** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.
*/
/*
** This header is generated from the Khronos OpenGL / OpenGL ES XML
** API Registry. The current version of the Registry, generator scripts
** used to make the header, and the header can be found at
** http://www.opengl.org/registry/
**
** Khronos $Revision: 27684 $ on $Date: 2014-08-11 01:21:35 -0700 (Mon, 11 Aug 2014) $
*/
#if defined(_WIN32) && !defined(APIENTRY) && !defined(__CYGWIN__) && !defined(__SCITECH_SNAP__)
#define WIN32_LEAN_AND_MEAN 1
#include <windows.h>
#endif
#define WGL_WGLEXT_VERSION 20140810
/* Generated C header for:
* API: wgl
* Versions considered: .*
* Versions emitted: _nomatch_^
* Default extensions included: wgl
* Additional extensions included: _nomatch_^
* Extensions removed: _nomatch_^
*/
#ifndef WGL_ARB_buffer_region
#define WGL_ARB_buffer_region 1
#define WGL_FRONT_COLOR_BUFFER_BIT_ARB 0x00000001
#define WGL_BACK_COLOR_BUFFER_BIT_ARB 0x00000002
#define WGL_DEPTH_BUFFER_BIT_ARB 0x00000004
#define WGL_STENCIL_BUFFER_BIT_ARB 0x00000008
typedef HANDLE (WINAPI * PFNWGLCREATEBUFFERREGIONARBPROC) (HDC hDC, int iLayerPlane, UINT uType);
typedef VOID (WINAPI * PFNWGLDELETEBUFFERREGIONARBPROC) (HANDLE hRegion);
typedef BOOL (WINAPI * PFNWGLSAVEBUFFERREGIONARBPROC) (HANDLE hRegion, int x, int y, int width, int height);
typedef BOOL (WINAPI * PFNWGLRESTOREBUFFERREGIONARBPROC) (HANDLE hRegion, int x, int y, int width, int height, int xSrc, int ySrc);
#ifdef WGL_WGLEXT_PROTOTYPES
HANDLE WINAPI wglCreateBufferRegionARB (HDC hDC, int iLayerPlane, UINT uType);
VOID WINAPI wglDeleteBufferRegionARB (HANDLE hRegion);
BOOL WINAPI wglSaveBufferRegionARB (HANDLE hRegion, int x, int y, int width, int height);
BOOL WINAPI wglRestoreBufferRegionARB (HANDLE hRegion, int x, int y, int width, int height, int xSrc, int ySrc);
#endif
#endif /* WGL_ARB_buffer_region */
#ifndef WGL_ARB_context_flush_control
#define WGL_ARB_context_flush_control 1
#define WGL_CONTEXT_RELEASE_BEHAVIOR_ARB 0x2097
#define WGL_CONTEXT_RELEASE_BEHAVIOR_NONE_ARB 0
#define WGL_CONTEXT_RELEASE_BEHAVIOR_FLUSH_ARB 0x2098
#endif /* WGL_ARB_context_flush_control */
#ifndef WGL_ARB_create_context
#define WGL_ARB_create_context 1
#define WGL_CONTEXT_DEBUG_BIT_ARB 0x00000001
#define WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB 0x00000002
#define WGL_CONTEXT_MAJOR_VERSION_ARB 0x2091
#define WGL_CONTEXT_MINOR_VERSION_ARB 0x2092
#define WGL_CONTEXT_LAYER_PLANE_ARB 0x2093
#define WGL_CONTEXT_FLAGS_ARB 0x2094
#define ERROR_INVALID_VERSION_ARB 0x2095
typedef HGLRC (WINAPI * PFNWGLCREATECONTEXTATTRIBSARBPROC) (HDC hDC, HGLRC hShareContext, const int *attribList);
#ifdef WGL_WGLEXT_PROTOTYPES
HGLRC WINAPI wglCreateContextAttribsARB (HDC hDC, HGLRC hShareContext, const int *attribList);
#endif
#endif /* WGL_ARB_create_context */
#ifndef WGL_ARB_create_context_profile
#define WGL_ARB_create_context_profile 1
#define WGL_CONTEXT_PROFILE_MASK_ARB 0x9126
#define WGL_CONTEXT_CORE_PROFILE_BIT_ARB 0x00000001
#define WGL_CONTEXT_COMPATIBILITY_PROFILE_BIT_ARB 0x00000002
#define ERROR_INVALID_PROFILE_ARB 0x2096
#endif /* WGL_ARB_create_context_profile */
#ifndef WGL_ARB_create_context_robustness
#define WGL_ARB_create_context_robustness 1
#define WGL_CONTEXT_ROBUST_ACCESS_BIT_ARB 0x00000004
#define WGL_LOSE_CONTEXT_ON_RESET_ARB 0x8252
#define WGL_CONTEXT_RESET_NOTIFICATION_STRATEGY_ARB 0x8256
#define WGL_NO_RESET_NOTIFICATION_ARB 0x8261
#endif /* WGL_ARB_create_context_robustness */
#ifndef WGL_ARB_extensions_string
#define WGL_ARB_extensions_string 1
typedef const char *(WINAPI * PFNWGLGETEXTENSIONSSTRINGARBPROC) (HDC hdc);
#ifdef WGL_WGLEXT_PROTOTYPES
const char *WINAPI wglGetExtensionsStringARB (HDC hdc);
#endif
#endif /* WGL_ARB_extensions_string */
#ifndef WGL_ARB_framebuffer_sRGB
#define WGL_ARB_framebuffer_sRGB 1
#define WGL_FRAMEBUFFER_SRGB_CAPABLE_ARB 0x20A9
#endif /* WGL_ARB_framebuffer_sRGB */
#ifndef WGL_ARB_make_current_read
#define WGL_ARB_make_current_read 1
#define ERROR_INVALID_PIXEL_TYPE_ARB 0x2043
#define ERROR_INCOMPATIBLE_DEVICE_CONTEXTS_ARB 0x2054
typedef BOOL (WINAPI * PFNWGLMAKECONTEXTCURRENTARBPROC) (HDC hDrawDC, HDC hReadDC, HGLRC hglrc);
typedef HDC (WINAPI * PFNWGLGETCURRENTREADDCARBPROC) (void);
#ifdef WGL_WGLEXT_PROTOTYPES
BOOL WINAPI wglMakeContextCurrentARB (HDC hDrawDC, HDC hReadDC, HGLRC hglrc);
HDC WINAPI wglGetCurrentReadDCARB (void);
#endif
#endif /* WGL_ARB_make_current_read */
#ifndef WGL_ARB_multisample
#define WGL_ARB_multisample 1
#define WGL_SAMPLE_BUFFERS_ARB 0x2041
#define WGL_SAMPLES_ARB 0x2042
#endif /* WGL_ARB_multisample */
#ifndef WGL_ARB_pbuffer
#define WGL_ARB_pbuffer 1
DECLARE_HANDLE(HPBUFFERARB);
#define WGL_DRAW_TO_PBUFFER_ARB 0x202D
#define WGL_MAX_PBUFFER_PIXELS_ARB 0x202E
#define WGL_MAX_PBUFFER_WIDTH_ARB 0x202F
#define WGL_MAX_PBUFFER_HEIGHT_ARB 0x2030
#define WGL_PBUFFER_LARGEST_ARB 0x2033
#define WGL_PBUFFER_WIDTH_ARB 0x2034
#define WGL_PBUFFER_HEIGHT_ARB 0x2035
#define WGL_PBUFFER_LOST_ARB 0x2036
typedef HPBUFFERARB (WINAPI * PFNWGLCREATEPBUFFERARBPROC) (HDC hDC, int iPixelFormat, int iWidth, int iHeight, const int *piAttribList);
typedef HDC (WINAPI * PFNWGLGETPBUFFERDCARBPROC) (HPBUFFERARB hPbuffer);
typedef int (WINAPI * PFNWGLRELEASEPBUFFERDCARBPROC) (HPBUFFERARB hPbuffer, HDC hDC);
typedef BOOL (WINAPI * PFNWGLDESTROYPBUFFERARBPROC) (HPBUFFERARB hPbuffer);
typedef BOOL (WINAPI * PFNWGLQUERYPBUFFERARBPROC) (HPBUFFERARB hPbuffer, int iAttribute, int *piValue);
#ifdef WGL_WGLEXT_PROTOTYPES
HPBUFFERARB WINAPI wglCreatePbufferARB (HDC hDC, int iPixelFormat, int iWidth, int iHeight, const int *piAttribList);
HDC WINAPI wglGetPbufferDCARB (HPBUFFERARB hPbuffer);
int WINAPI wglReleasePbufferDCARB (HPBUFFERARB hPbuffer, HDC hDC);
BOOL WINAPI wglDestroyPbufferARB (HPBUFFERARB hPbuffer);
BOOL WINAPI wglQueryPbufferARB (HPBUFFERARB hPbuffer, int iAttribute, int *piValue);
#endif
#endif /* WGL_ARB_pbuffer */
#ifndef WGL_ARB_pixel_format
#define WGL_ARB_pixel_format 1
#define WGL_NUMBER_PIXEL_FORMATS_ARB 0x2000
#define WGL_DRAW_TO_WINDOW_ARB 0x2001
#define WGL_DRAW_TO_BITMAP_ARB 0x2002
#define WGL_ACCELERATION_ARB 0x2003
#define WGL_NEED_PALETTE_ARB 0x2004
#define WGL_NEED_SYSTEM_PALETTE_ARB 0x2005
#define WGL_SWAP_LAYER_BUFFERS_ARB 0x2006
#define WGL_SWAP_METHOD_ARB 0x2007
#define WGL_NUMBER_OVERLAYS_ARB 0x2008
#define WGL_NUMBER_UNDERLAYS_ARB 0x2009
#define WGL_TRANSPARENT_ARB 0x200A
#define WGL_TRANSPARENT_RED_VALUE_ARB 0x2037
#define WGL_TRANSPARENT_GREEN_VALUE_ARB 0x2038
#define WGL_TRANSPARENT_BLUE_VALUE_ARB 0x2039
#define WGL_TRANSPARENT_ALPHA_VALUE_ARB 0x203A
#define WGL_TRANSPARENT_INDEX_VALUE_ARB 0x203B
#define WGL_SHARE_DEPTH_ARB 0x200C
#define WGL_SHARE_STENCIL_ARB 0x200D
#define WGL_SHARE_ACCUM_ARB 0x200E
#define WGL_SUPPORT_GDI_ARB 0x200F
#define WGL_SUPPORT_OPENGL_ARB 0x2010
#define WGL_DOUBLE_BUFFER_ARB 0x2011
#define WGL_STEREO_ARB 0x2012
#define WGL_PIXEL_TYPE_ARB 0x2013
#define WGL_COLOR_BITS_ARB 0x2014
#define WGL_RED_BITS_ARB 0x2015
#define WGL_RED_SHIFT_ARB 0x2016
#define WGL_GREEN_BITS_ARB 0x2017
#define WGL_GREEN_SHIFT_ARB 0x2018
#define WGL_BLUE_BITS_ARB 0x2019
#define WGL_BLUE_SHIFT_ARB 0x201A
#define WGL_ALPHA_BITS_ARB 0x201B
#define WGL_ALPHA_SHIFT_ARB 0x201C
#define WGL_ACCUM_BITS_ARB 0x201D
#define WGL_ACCUM_RED_BITS_ARB 0x201E
#define WGL_ACCUM_GREEN_BITS_ARB 0x201F
#define WGL_ACCUM_BLUE_BITS_ARB 0x2020
#define WGL_ACCUM_ALPHA_BITS_ARB 0x2021
#define WGL_DEPTH_BITS_ARB 0x2022
#define WGL_STENCIL_BITS_ARB 0x2023
#define WGL_AUX_BUFFERS_ARB 0x2024
#define WGL_NO_ACCELERATION_ARB 0x2025
#define WGL_GENERIC_ACCELERATION_ARB 0x2026
#define WGL_FULL_ACCELERATION_ARB 0x2027
#define WGL_SWAP_EXCHANGE_ARB 0x2028
#define WGL_SWAP_COPY_ARB 0x2029
#define WGL_SWAP_UNDEFINED_ARB 0x202A
#define WGL_TYPE_RGBA_ARB 0x202B
#define WGL_TYPE_COLORINDEX_ARB 0x202C
typedef BOOL (WINAPI * PFNWGLGETPIXELFORMATATTRIBIVARBPROC) (HDC hdc, int iPixelFormat, int iLayerPlane, UINT nAttributes, const int *piAttributes, int *piValues);
typedef BOOL (WINAPI * PFNWGLGETPIXELFORMATATTRIBFVARBPROC) (HDC hdc, int iPixelFormat, int iLayerPlane, UINT nAttributes, const int *piAttributes, FLOAT *pfValues);
typedef BOOL (WINAPI * PFNWGLCHOOSEPIXELFORMATARBPROC) (HDC hdc, const int *piAttribIList, const FLOAT *pfAttribFList, UINT nMaxFormats, int *piFormats, UINT *nNumFormats);
#ifdef WGL_WGLEXT_PROTOTYPES
BOOL WINAPI wglGetPixelFormatAttribivARB (HDC hdc, int iPixelFormat, int iLayerPlane, UINT nAttributes, const int *piAttributes, int *piValues);
BOOL WINAPI wglGetPixelFormatAttribfvARB (HDC hdc, int iPixelFormat, int iLayerPlane, UINT nAttributes, const int *piAttributes, FLOAT *pfValues);
BOOL WINAPI wglChoosePixelFormatARB (HDC hdc, const int *piAttribIList, const FLOAT *pfAttribFList, UINT nMaxFormats, int *piFormats, UINT *nNumFormats);
#endif
#endif /* WGL_ARB_pixel_format */
#ifndef WGL_ARB_pixel_format_float
#define WGL_ARB_pixel_format_float 1
#define WGL_TYPE_RGBA_FLOAT_ARB 0x21A0
#endif /* WGL_ARB_pixel_format_float */
#ifndef WGL_ARB_render_texture
#define WGL_ARB_render_texture 1
#define WGL_BIND_TO_TEXTURE_RGB_ARB 0x2070
#define WGL_BIND_TO_TEXTURE_RGBA_ARB 0x2071
#define WGL_TEXTURE_FORMAT_ARB 0x2072
#define WGL_TEXTURE_TARGET_ARB 0x2073
#define WGL_MIPMAP_TEXTURE_ARB 0x2074
#define WGL_TEXTURE_RGB_ARB 0x2075
#define WGL_TEXTURE_RGBA_ARB 0x2076
#define WGL_NO_TEXTURE_ARB 0x2077
#define WGL_TEXTURE_CUBE_MAP_ARB 0x2078
#define WGL_TEXTURE_1D_ARB 0x2079
#define WGL_TEXTURE_2D_ARB 0x207A
#define WGL_MIPMAP_LEVEL_ARB 0x207B
#define WGL_CUBE_MAP_FACE_ARB 0x207C
#define WGL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB 0x207D
#define WGL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB 0x207E
#define WGL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB 0x207F
#define WGL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB 0x2080
#define WGL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB 0x2081
#define WGL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB 0x2082
#define WGL_FRONT_LEFT_ARB 0x2083
#define WGL_FRONT_RIGHT_ARB 0x2084
#define WGL_BACK_LEFT_ARB 0x2085
#define WGL_BACK_RIGHT_ARB 0x2086
#define WGL_AUX0_ARB 0x2087
#define WGL_AUX1_ARB 0x2088
#define WGL_AUX2_ARB 0x2089
#define WGL_AUX3_ARB 0x208A
#define WGL_AUX4_ARB 0x208B
#define WGL_AUX5_ARB 0x208C
#define WGL_AUX6_ARB 0x208D
#define WGL_AUX7_ARB 0x208E
#define WGL_AUX8_ARB 0x208F
#define WGL_AUX9_ARB 0x2090
typedef BOOL (WINAPI * PFNWGLBINDTEXIMAGEARBPROC) (HPBUFFERARB hPbuffer, int iBuffer);
typedef BOOL (WINAPI * PFNWGLRELEASETEXIMAGEARBPROC) (HPBUFFERARB hPbuffer, int iBuffer);
typedef BOOL (WINAPI * PFNWGLSETPBUFFERATTRIBARBPROC) (HPBUFFERARB hPbuffer, const int *piAttribList);
#ifdef WGL_WGLEXT_PROTOTYPES
BOOL WINAPI wglBindTexImageARB (HPBUFFERARB hPbuffer, int iBuffer);
BOOL WINAPI wglReleaseTexImageARB (HPBUFFERARB hPbuffer, int iBuffer);
BOOL WINAPI wglSetPbufferAttribARB (HPBUFFERARB hPbuffer, const int *piAttribList);
#endif
#endif /* WGL_ARB_render_texture */
#ifndef WGL_ARB_robustness_application_isolation
#define WGL_ARB_robustness_application_isolation 1
#define WGL_CONTEXT_RESET_ISOLATION_BIT_ARB 0x00000008
#endif /* WGL_ARB_robustness_application_isolation */
#ifndef WGL_ARB_robustness_share_group_isolation
#define WGL_ARB_robustness_share_group_isolation 1
#endif /* WGL_ARB_robustness_share_group_isolation */
#ifndef WGL_3DFX_multisample
#define WGL_3DFX_multisample 1
#define WGL_SAMPLE_BUFFERS_3DFX 0x2060
#define WGL_SAMPLES_3DFX 0x2061
#endif /* WGL_3DFX_multisample */
#ifndef WGL_3DL_stereo_control
#define WGL_3DL_stereo_control 1
#define WGL_STEREO_EMITTER_ENABLE_3DL 0x2055
#define WGL_STEREO_EMITTER_DISABLE_3DL 0x2056
#define WGL_STEREO_POLARITY_NORMAL_3DL 0x2057
#define WGL_STEREO_POLARITY_INVERT_3DL 0x2058
typedef BOOL (WINAPI * PFNWGLSETSTEREOEMITTERSTATE3DLPROC) (HDC hDC, UINT uState);
#ifdef WGL_WGLEXT_PROTOTYPES
BOOL WINAPI wglSetStereoEmitterState3DL (HDC hDC, UINT uState);
#endif
#endif /* WGL_3DL_stereo_control */
#ifndef WGL_AMD_gpu_association
#define WGL_AMD_gpu_association 1
#define WGL_GPU_VENDOR_AMD 0x1F00
#define WGL_GPU_RENDERER_STRING_AMD 0x1F01
#define WGL_GPU_OPENGL_VERSION_STRING_AMD 0x1F02
#define WGL_GPU_FASTEST_TARGET_GPUS_AMD 0x21A2
#define WGL_GPU_RAM_AMD 0x21A3
#define WGL_GPU_CLOCK_AMD 0x21A4
#define WGL_GPU_NUM_PIPES_AMD 0x21A5
#define WGL_GPU_NUM_SIMD_AMD 0x21A6
#define WGL_GPU_NUM_RB_AMD 0x21A7
#define WGL_GPU_NUM_SPI_AMD 0x21A8
typedef UINT (WINAPI * PFNWGLGETGPUIDSAMDPROC) (UINT maxCount, UINT *ids);
typedef INT (WINAPI * PFNWGLGETGPUINFOAMDPROC) (UINT id, int property, GLenum dataType, UINT size, void *data);
typedef UINT (WINAPI * PFNWGLGETCONTEXTGPUIDAMDPROC) (HGLRC hglrc);
typedef HGLRC (WINAPI * PFNWGLCREATEASSOCIATEDCONTEXTAMDPROC) (UINT id);
typedef HGLRC (WINAPI * PFNWGLCREATEASSOCIATEDCONTEXTATTRIBSAMDPROC) (UINT id, HGLRC hShareContext, const int *attribList);
typedef BOOL (WINAPI * PFNWGLDELETEASSOCIATEDCONTEXTAMDPROC) (HGLRC hglrc);
typedef BOOL (WINAPI * PFNWGLMAKEASSOCIATEDCONTEXTCURRENTAMDPROC) (HGLRC hglrc);
typedef HGLRC (WINAPI * PFNWGLGETCURRENTASSOCIATEDCONTEXTAMDPROC) (void);
typedef VOID (WINAPI * PFNWGLBLITCONTEXTFRAMEBUFFERAMDPROC) (HGLRC dstCtx, GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter);
#ifdef WGL_WGLEXT_PROTOTYPES
UINT WINAPI wglGetGPUIDsAMD (UINT maxCount, UINT *ids);
INT WINAPI wglGetGPUInfoAMD (UINT id, int property, GLenum dataType, UINT size, void *data);
UINT WINAPI wglGetContextGPUIDAMD (HGLRC hglrc);
HGLRC WINAPI wglCreateAssociatedContextAMD (UINT id);
HGLRC WINAPI wglCreateAssociatedContextAttribsAMD (UINT id, HGLRC hShareContext, const int *attribList);
BOOL WINAPI wglDeleteAssociatedContextAMD (HGLRC hglrc);
BOOL WINAPI wglMakeAssociatedContextCurrentAMD (HGLRC hglrc);
HGLRC WINAPI wglGetCurrentAssociatedContextAMD (void);
VOID WINAPI wglBlitContextFramebufferAMD (HGLRC dstCtx, GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter);
#endif
#endif /* WGL_AMD_gpu_association */
#ifndef WGL_ATI_pixel_format_float
#define WGL_ATI_pixel_format_float 1
#define WGL_TYPE_RGBA_FLOAT_ATI 0x21A0
#endif /* WGL_ATI_pixel_format_float */
#ifndef WGL_EXT_create_context_es2_profile
#define WGL_EXT_create_context_es2_profile 1
#define WGL_CONTEXT_ES2_PROFILE_BIT_EXT 0x00000004
#endif /* WGL_EXT_create_context_es2_profile */
#ifndef WGL_EXT_create_context_es_profile
#define WGL_EXT_create_context_es_profile 1
#define WGL_CONTEXT_ES_PROFILE_BIT_EXT 0x00000004
#endif /* WGL_EXT_create_context_es_profile */
#ifndef WGL_EXT_depth_float
#define WGL_EXT_depth_float 1
#define WGL_DEPTH_FLOAT_EXT 0x2040
#endif /* WGL_EXT_depth_float */
#ifndef WGL_EXT_display_color_table
#define WGL_EXT_display_color_table 1
typedef GLboolean (WINAPI * PFNWGLCREATEDISPLAYCOLORTABLEEXTPROC) (GLushort id);
typedef GLboolean (WINAPI * PFNWGLLOADDISPLAYCOLORTABLEEXTPROC) (const GLushort *table, GLuint length);
typedef GLboolean (WINAPI * PFNWGLBINDDISPLAYCOLORTABLEEXTPROC) (GLushort id);
typedef VOID (WINAPI * PFNWGLDESTROYDISPLAYCOLORTABLEEXTPROC) (GLushort id);
#ifdef WGL_WGLEXT_PROTOTYPES
GLboolean WINAPI wglCreateDisplayColorTableEXT (GLushort id);
GLboolean WINAPI wglLoadDisplayColorTableEXT (const GLushort *table, GLuint length);
GLboolean WINAPI wglBindDisplayColorTableEXT (GLushort id);
VOID WINAPI wglDestroyDisplayColorTableEXT (GLushort id);
#endif
#endif /* WGL_EXT_display_color_table */
#ifndef WGL_EXT_extensions_string
#define WGL_EXT_extensions_string 1
typedef const char *(WINAPI * PFNWGLGETEXTENSIONSSTRINGEXTPROC) (void);
#ifdef WGL_WGLEXT_PROTOTYPES
const char *WINAPI wglGetExtensionsStringEXT (void);
#endif
#endif /* WGL_EXT_extensions_string */
#ifndef WGL_EXT_framebuffer_sRGB
#define WGL_EXT_framebuffer_sRGB 1
#define WGL_FRAMEBUFFER_SRGB_CAPABLE_EXT 0x20A9
#endif /* WGL_EXT_framebuffer_sRGB */
#ifndef WGL_EXT_make_current_read
#define WGL_EXT_make_current_read 1
#define ERROR_INVALID_PIXEL_TYPE_EXT 0x2043
typedef BOOL (WINAPI * PFNWGLMAKECONTEXTCURRENTEXTPROC) (HDC hDrawDC, HDC hReadDC, HGLRC hglrc);
typedef HDC (WINAPI * PFNWGLGETCURRENTREADDCEXTPROC) (void);
#ifdef WGL_WGLEXT_PROTOTYPES
BOOL WINAPI wglMakeContextCurrentEXT (HDC hDrawDC, HDC hReadDC, HGLRC hglrc);
HDC WINAPI wglGetCurrentReadDCEXT (void);
#endif
#endif /* WGL_EXT_make_current_read */
#ifndef WGL_EXT_multisample
#define WGL_EXT_multisample 1
#define WGL_SAMPLE_BUFFERS_EXT 0x2041
#define WGL_SAMPLES_EXT 0x2042
#endif /* WGL_EXT_multisample */
#ifndef WGL_EXT_pbuffer
#define WGL_EXT_pbuffer 1
DECLARE_HANDLE(HPBUFFEREXT);
#define WGL_DRAW_TO_PBUFFER_EXT 0x202D
#define WGL_MAX_PBUFFER_PIXELS_EXT 0x202E
#define WGL_MAX_PBUFFER_WIDTH_EXT 0x202F
#define WGL_MAX_PBUFFER_HEIGHT_EXT 0x2030
#define WGL_OPTIMAL_PBUFFER_WIDTH_EXT 0x2031
#define WGL_OPTIMAL_PBUFFER_HEIGHT_EXT 0x2032
#define WGL_PBUFFER_LARGEST_EXT 0x2033
#define WGL_PBUFFER_WIDTH_EXT 0x2034
#define WGL_PBUFFER_HEIGHT_EXT 0x2035
typedef HPBUFFEREXT (WINAPI * PFNWGLCREATEPBUFFEREXTPROC) (HDC hDC, int iPixelFormat, int iWidth, int iHeight, const int *piAttribList);
typedef HDC (WINAPI * PFNWGLGETPBUFFERDCEXTPROC) (HPBUFFEREXT hPbuffer);
typedef int (WINAPI * PFNWGLRELEASEPBUFFERDCEXTPROC) (HPBUFFEREXT hPbuffer, HDC hDC);
typedef BOOL (WINAPI * PFNWGLDESTROYPBUFFEREXTPROC) (HPBUFFEREXT hPbuffer);
typedef BOOL (WINAPI * PFNWGLQUERYPBUFFEREXTPROC) (HPBUFFEREXT hPbuffer, int iAttribute, int *piValue);
#ifdef WGL_WGLEXT_PROTOTYPES
HPBUFFEREXT WINAPI wglCreatePbufferEXT (HDC hDC, int iPixelFormat, int iWidth, int iHeight, const int *piAttribList);
HDC WINAPI wglGetPbufferDCEXT (HPBUFFEREXT hPbuffer);
int WINAPI wglReleasePbufferDCEXT (HPBUFFEREXT hPbuffer, HDC hDC);
BOOL WINAPI wglDestroyPbufferEXT (HPBUFFEREXT hPbuffer);
BOOL WINAPI wglQueryPbufferEXT (HPBUFFEREXT hPbuffer, int iAttribute, int *piValue);
#endif
#endif /* WGL_EXT_pbuffer */
#ifndef WGL_EXT_pixel_format
#define WGL_EXT_pixel_format 1
#define WGL_NUMBER_PIXEL_FORMATS_EXT 0x2000
#define WGL_DRAW_TO_WINDOW_EXT 0x2001
#define WGL_DRAW_TO_BITMAP_EXT 0x2002
#define WGL_ACCELERATION_EXT 0x2003
#define WGL_NEED_PALETTE_EXT 0x2004
#define WGL_NEED_SYSTEM_PALETTE_EXT 0x2005
#define WGL_SWAP_LAYER_BUFFERS_EXT 0x2006
#define WGL_SWAP_METHOD_EXT 0x2007
#define WGL_NUMBER_OVERLAYS_EXT 0x2008
#define WGL_NUMBER_UNDERLAYS_EXT 0x2009
#define WGL_TRANSPARENT_EXT 0x200A
#define WGL_TRANSPARENT_VALUE_EXT 0x200B
#define WGL_SHARE_DEPTH_EXT 0x200C
#define WGL_SHARE_STENCIL_EXT 0x200D
#define WGL_SHARE_ACCUM_EXT 0x200E
#define WGL_SUPPORT_GDI_EXT 0x200F
#define WGL_SUPPORT_OPENGL_EXT 0x2010
#define WGL_DOUBLE_BUFFER_EXT 0x2011
#define WGL_STEREO_EXT 0x2012
#define WGL_PIXEL_TYPE_EXT 0x2013
#define WGL_COLOR_BITS_EXT 0x2014
#define WGL_RED_BITS_EXT 0x2015
#define WGL_RED_SHIFT_EXT 0x2016
#define WGL_GREEN_BITS_EXT 0x2017
#define WGL_GREEN_SHIFT_EXT 0x2018
#define WGL_BLUE_BITS_EXT 0x2019
#define WGL_BLUE_SHIFT_EXT 0x201A
#define WGL_ALPHA_BITS_EXT 0x201B
#define WGL_ALPHA_SHIFT_EXT 0x201C
#define WGL_ACCUM_BITS_EXT 0x201D
#define WGL_ACCUM_RED_BITS_EXT 0x201E
#define WGL_ACCUM_GREEN_BITS_EXT 0x201F
#define WGL_ACCUM_BLUE_BITS_EXT 0x2020
#define WGL_ACCUM_ALPHA_BITS_EXT 0x2021
#define WGL_DEPTH_BITS_EXT 0x2022
#define WGL_STENCIL_BITS_EXT 0x2023
#define WGL_AUX_BUFFERS_EXT 0x2024
#define WGL_NO_ACCELERATION_EXT 0x2025
#define WGL_GENERIC_ACCELERATION_EXT 0x2026
#define WGL_FULL_ACCELERATION_EXT 0x2027
#define WGL_SWAP_EXCHANGE_EXT 0x2028
#define WGL_SWAP_COPY_EXT 0x2029
#define WGL_SWAP_UNDEFINED_EXT 0x202A
#define WGL_TYPE_RGBA_EXT 0x202B
#define WGL_TYPE_COLORINDEX_EXT 0x202C
typedef BOOL (WINAPI * PFNWGLGETPIXELFORMATATTRIBIVEXTPROC) (HDC hdc, int iPixelFormat, int iLayerPlane, UINT nAttributes, int *piAttributes, int *piValues);
typedef BOOL (WINAPI * PFNWGLGETPIXELFORMATATTRIBFVEXTPROC) (HDC hdc, int iPixelFormat, int iLayerPlane, UINT nAttributes, int *piAttributes, FLOAT *pfValues);
typedef BOOL (WINAPI * PFNWGLCHOOSEPIXELFORMATEXTPROC) (HDC hdc, const int *piAttribIList, const FLOAT *pfAttribFList, UINT nMaxFormats, int *piFormats, UINT *nNumFormats);
#ifdef WGL_WGLEXT_PROTOTYPES
BOOL WINAPI wglGetPixelFormatAttribivEXT (HDC hdc, int iPixelFormat, int iLayerPlane, UINT nAttributes, int *piAttributes, int *piValues);
BOOL WINAPI wglGetPixelFormatAttribfvEXT (HDC hdc, int iPixelFormat, int iLayerPlane, UINT nAttributes, int *piAttributes, FLOAT *pfValues);
BOOL WINAPI wglChoosePixelFormatEXT (HDC hdc, const int *piAttribIList, const FLOAT *pfAttribFList, UINT nMaxFormats, int *piFormats, UINT *nNumFormats);
#endif
#endif /* WGL_EXT_pixel_format */
#ifndef WGL_EXT_pixel_format_packed_float
#define WGL_EXT_pixel_format_packed_float 1
#define WGL_TYPE_RGBA_UNSIGNED_FLOAT_EXT 0x20A8
#endif /* WGL_EXT_pixel_format_packed_float */
#ifndef WGL_EXT_swap_control
#define WGL_EXT_swap_control 1
typedef BOOL (WINAPI * PFNWGLSWAPINTERVALEXTPROC) (int interval);
typedef int (WINAPI * PFNWGLGETSWAPINTERVALEXTPROC) (void);
#ifdef WGL_WGLEXT_PROTOTYPES
BOOL WINAPI wglSwapIntervalEXT (int interval);
int WINAPI wglGetSwapIntervalEXT (void);
#endif
#endif /* WGL_EXT_swap_control */
#ifndef WGL_EXT_swap_control_tear
#define WGL_EXT_swap_control_tear 1
#endif /* WGL_EXT_swap_control_tear */
#ifndef WGL_I3D_digital_video_control
#define WGL_I3D_digital_video_control 1
#define WGL_DIGITAL_VIDEO_CURSOR_ALPHA_FRAMEBUFFER_I3D 0x2050
#define WGL_DIGITAL_VIDEO_CURSOR_ALPHA_VALUE_I3D 0x2051
#define WGL_DIGITAL_VIDEO_CURSOR_INCLUDED_I3D 0x2052
#define WGL_DIGITAL_VIDEO_GAMMA_CORRECTED_I3D 0x2053
typedef BOOL (WINAPI * PFNWGLGETDIGITALVIDEOPARAMETERSI3DPROC) (HDC hDC, int iAttribute, int *piValue);
typedef BOOL (WINAPI * PFNWGLSETDIGITALVIDEOPARAMETERSI3DPROC) (HDC hDC, int iAttribute, const int *piValue);
#ifdef WGL_WGLEXT_PROTOTYPES
BOOL WINAPI wglGetDigitalVideoParametersI3D (HDC hDC, int iAttribute, int *piValue);
BOOL WINAPI wglSetDigitalVideoParametersI3D (HDC hDC, int iAttribute, const int *piValue);
#endif
#endif /* WGL_I3D_digital_video_control */
#ifndef WGL_I3D_gamma
#define WGL_I3D_gamma 1
#define WGL_GAMMA_TABLE_SIZE_I3D 0x204E
#define WGL_GAMMA_EXCLUDE_DESKTOP_I3D 0x204F
typedef BOOL (WINAPI * PFNWGLGETGAMMATABLEPARAMETERSI3DPROC) (HDC hDC, int iAttribute, int *piValue);
typedef BOOL (WINAPI * PFNWGLSETGAMMATABLEPARAMETERSI3DPROC) (HDC hDC, int iAttribute, const int *piValue);
typedef BOOL (WINAPI * PFNWGLGETGAMMATABLEI3DPROC) (HDC hDC, int iEntries, USHORT *puRed, USHORT *puGreen, USHORT *puBlue);
typedef BOOL (WINAPI * PFNWGLSETGAMMATABLEI3DPROC) (HDC hDC, int iEntries, const USHORT *puRed, const USHORT *puGreen, const USHORT *puBlue);
#ifdef WGL_WGLEXT_PROTOTYPES
BOOL WINAPI wglGetGammaTableParametersI3D (HDC hDC, int iAttribute, int *piValue);
BOOL WINAPI wglSetGammaTableParametersI3D (HDC hDC, int iAttribute, const int *piValue);
BOOL WINAPI wglGetGammaTableI3D (HDC hDC, int iEntries, USHORT *puRed, USHORT *puGreen, USHORT *puBlue);
BOOL WINAPI wglSetGammaTableI3D (HDC hDC, int iEntries, const USHORT *puRed, const USHORT *puGreen, const USHORT *puBlue);
#endif
#endif /* WGL_I3D_gamma */
#ifndef WGL_I3D_genlock
#define WGL_I3D_genlock 1
#define WGL_GENLOCK_SOURCE_MULTIVIEW_I3D 0x2044
#define WGL_GENLOCK_SOURCE_EXTERNAL_SYNC_I3D 0x2045
#define WGL_GENLOCK_SOURCE_EXTERNAL_FIELD_I3D 0x2046
#define WGL_GENLOCK_SOURCE_EXTERNAL_TTL_I3D 0x2047
#define WGL_GENLOCK_SOURCE_DIGITAL_SYNC_I3D 0x2048
#define WGL_GENLOCK_SOURCE_DIGITAL_FIELD_I3D 0x2049
#define WGL_GENLOCK_SOURCE_EDGE_FALLING_I3D 0x204A
#define WGL_GENLOCK_SOURCE_EDGE_RISING_I3D 0x204B
#define WGL_GENLOCK_SOURCE_EDGE_BOTH_I3D 0x204C
typedef BOOL (WINAPI * PFNWGLENABLEGENLOCKI3DPROC) (HDC hDC);
typedef BOOL (WINAPI * PFNWGLDISABLEGENLOCKI3DPROC) (HDC hDC);
typedef BOOL (WINAPI * PFNWGLISENABLEDGENLOCKI3DPROC) (HDC hDC, BOOL *pFlag);
typedef BOOL (WINAPI * PFNWGLGENLOCKSOURCEI3DPROC) (HDC hDC, UINT uSource);
typedef BOOL (WINAPI * PFNWGLGETGENLOCKSOURCEI3DPROC) (HDC hDC, UINT *uSource);
typedef BOOL (WINAPI * PFNWGLGENLOCKSOURCEEDGEI3DPROC) (HDC hDC, UINT uEdge);
typedef BOOL (WINAPI * PFNWGLGETGENLOCKSOURCEEDGEI3DPROC) (HDC hDC, UINT *uEdge);
typedef BOOL (WINAPI * PFNWGLGENLOCKSAMPLERATEI3DPROC) (HDC hDC, UINT uRate);
typedef BOOL (WINAPI * PFNWGLGETGENLOCKSAMPLERATEI3DPROC) (HDC hDC, UINT *uRate);
typedef BOOL (WINAPI * PFNWGLGENLOCKSOURCEDELAYI3DPROC) (HDC hDC, UINT uDelay);
typedef BOOL (WINAPI * PFNWGLGETGENLOCKSOURCEDELAYI3DPROC) (HDC hDC, UINT *uDelay);
typedef BOOL (WINAPI * PFNWGLQUERYGENLOCKMAXSOURCEDELAYI3DPROC) (HDC hDC, UINT *uMaxLineDelay, UINT *uMaxPixelDelay);
#ifdef WGL_WGLEXT_PROTOTYPES
BOOL WINAPI wglEnableGenlockI3D (HDC hDC);
BOOL WINAPI wglDisableGenlockI3D (HDC hDC);
BOOL WINAPI wglIsEnabledGenlockI3D (HDC hDC, BOOL *pFlag);
BOOL WINAPI wglGenlockSourceI3D (HDC hDC, UINT uSource);
BOOL WINAPI wglGetGenlockSourceI3D (HDC hDC, UINT *uSource);
BOOL WINAPI wglGenlockSourceEdgeI3D (HDC hDC, UINT uEdge);
BOOL WINAPI wglGetGenlockSourceEdgeI3D (HDC hDC, UINT *uEdge);
BOOL WINAPI wglGenlockSampleRateI3D (HDC hDC, UINT uRate);
BOOL WINAPI wglGetGenlockSampleRateI3D (HDC hDC, UINT *uRate);
BOOL WINAPI wglGenlockSourceDelayI3D (HDC hDC, UINT uDelay);
BOOL WINAPI wglGetGenlockSourceDelayI3D (HDC hDC, UINT *uDelay);
BOOL WINAPI wglQueryGenlockMaxSourceDelayI3D (HDC hDC, UINT *uMaxLineDelay, UINT *uMaxPixelDelay);
#endif
#endif /* WGL_I3D_genlock */
#ifndef WGL_I3D_image_buffer
#define WGL_I3D_image_buffer 1
#define WGL_IMAGE_BUFFER_MIN_ACCESS_I3D 0x00000001
#define WGL_IMAGE_BUFFER_LOCK_I3D 0x00000002
typedef LPVOID (WINAPI * PFNWGLCREATEIMAGEBUFFERI3DPROC) (HDC hDC, DWORD dwSize, UINT uFlags);
typedef BOOL (WINAPI * PFNWGLDESTROYIMAGEBUFFERI3DPROC) (HDC hDC, LPVOID pAddress);
typedef BOOL (WINAPI * PFNWGLASSOCIATEIMAGEBUFFEREVENTSI3DPROC) (HDC hDC, const HANDLE *pEvent, const LPVOID *pAddress, const DWORD *pSize, UINT count);
typedef BOOL (WINAPI * PFNWGLRELEASEIMAGEBUFFEREVENTSI3DPROC) (HDC hDC, const LPVOID *pAddress, UINT count);
#ifdef WGL_WGLEXT_PROTOTYPES
LPVOID WINAPI wglCreateImageBufferI3D (HDC hDC, DWORD dwSize, UINT uFlags);
BOOL WINAPI wglDestroyImageBufferI3D (HDC hDC, LPVOID pAddress);
BOOL WINAPI wglAssociateImageBufferEventsI3D (HDC hDC, const HANDLE *pEvent, const LPVOID *pAddress, const DWORD *pSize, UINT count);
BOOL WINAPI wglReleaseImageBufferEventsI3D (HDC hDC, const LPVOID *pAddress, UINT count);
#endif
#endif /* WGL_I3D_image_buffer */
#ifndef WGL_I3D_swap_frame_lock
#define WGL_I3D_swap_frame_lock 1
typedef BOOL (WINAPI * PFNWGLENABLEFRAMELOCKI3DPROC) (void);
typedef BOOL (WINAPI * PFNWGLDISABLEFRAMELOCKI3DPROC) (void);
typedef BOOL (WINAPI * PFNWGLISENABLEDFRAMELOCKI3DPROC) (BOOL *pFlag);
typedef BOOL (WINAPI * PFNWGLQUERYFRAMELOCKMASTERI3DPROC) (BOOL *pFlag);
#ifdef WGL_WGLEXT_PROTOTYPES
BOOL WINAPI wglEnableFrameLockI3D (void);
BOOL WINAPI wglDisableFrameLockI3D (void);
BOOL WINAPI wglIsEnabledFrameLockI3D (BOOL *pFlag);
BOOL WINAPI wglQueryFrameLockMasterI3D (BOOL *pFlag);
#endif
#endif /* WGL_I3D_swap_frame_lock */
#ifndef WGL_I3D_swap_frame_usage
#define WGL_I3D_swap_frame_usage 1
typedef BOOL (WINAPI * PFNWGLGETFRAMEUSAGEI3DPROC) (float *pUsage);
typedef BOOL (WINAPI * PFNWGLBEGINFRAMETRACKINGI3DPROC) (void);
typedef BOOL (WINAPI * PFNWGLENDFRAMETRACKINGI3DPROC) (void);
typedef BOOL (WINAPI * PFNWGLQUERYFRAMETRACKINGI3DPROC) (DWORD *pFrameCount, DWORD *pMissedFrames, float *pLastMissedUsage);
#ifdef WGL_WGLEXT_PROTOTYPES
BOOL WINAPI wglGetFrameUsageI3D (float *pUsage);
BOOL WINAPI wglBeginFrameTrackingI3D (void);
BOOL WINAPI wglEndFrameTrackingI3D (void);
BOOL WINAPI wglQueryFrameTrackingI3D (DWORD *pFrameCount, DWORD *pMissedFrames, float *pLastMissedUsage);
#endif
#endif /* WGL_I3D_swap_frame_usage */
#ifndef WGL_NV_DX_interop
#define WGL_NV_DX_interop 1
#define WGL_ACCESS_READ_ONLY_NV 0x00000000
#define WGL_ACCESS_READ_WRITE_NV 0x00000001
#define WGL_ACCESS_WRITE_DISCARD_NV 0x00000002
typedef BOOL (WINAPI * PFNWGLDXSETRESOURCESHAREHANDLENVPROC) (void *dxObject, HANDLE shareHandle);
typedef HANDLE (WINAPI * PFNWGLDXOPENDEVICENVPROC) (void *dxDevice);
typedef BOOL (WINAPI * PFNWGLDXCLOSEDEVICENVPROC) (HANDLE hDevice);
typedef HANDLE (WINAPI * PFNWGLDXREGISTEROBJECTNVPROC) (HANDLE hDevice, void *dxObject, GLuint name, GLenum type, GLenum access);
typedef BOOL (WINAPI * PFNWGLDXUNREGISTEROBJECTNVPROC) (HANDLE hDevice, HANDLE hObject);
typedef BOOL (WINAPI * PFNWGLDXOBJECTACCESSNVPROC) (HANDLE hObject, GLenum access);
typedef BOOL (WINAPI * PFNWGLDXLOCKOBJECTSNVPROC) (HANDLE hDevice, GLint count, HANDLE *hObjects);
typedef BOOL (WINAPI * PFNWGLDXUNLOCKOBJECTSNVPROC) (HANDLE hDevice, GLint count, HANDLE *hObjects);
#ifdef WGL_WGLEXT_PROTOTYPES
BOOL WINAPI wglDXSetResourceShareHandleNV (void *dxObject, HANDLE shareHandle);
HANDLE WINAPI wglDXOpenDeviceNV (void *dxDevice);
BOOL WINAPI wglDXCloseDeviceNV (HANDLE hDevice);
HANDLE WINAPI wglDXRegisterObjectNV (HANDLE hDevice, void *dxObject, GLuint name, GLenum type, GLenum access);
BOOL WINAPI wglDXUnregisterObjectNV (HANDLE hDevice, HANDLE hObject);
BOOL WINAPI wglDXObjectAccessNV (HANDLE hObject, GLenum access);
BOOL WINAPI wglDXLockObjectsNV (HANDLE hDevice, GLint count, HANDLE *hObjects);
BOOL WINAPI wglDXUnlockObjectsNV (HANDLE hDevice, GLint count, HANDLE *hObjects);
#endif
#endif /* WGL_NV_DX_interop */
#ifndef WGL_NV_DX_interop2
#define WGL_NV_DX_interop2 1
#endif /* WGL_NV_DX_interop2 */
#ifndef WGL_NV_copy_image
#define WGL_NV_copy_image 1
typedef BOOL (WINAPI * PFNWGLCOPYIMAGESUBDATANVPROC) (HGLRC hSrcRC, GLuint srcName, GLenum srcTarget, GLint srcLevel, GLint srcX, GLint srcY, GLint srcZ, HGLRC hDstRC, GLuint dstName, GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ, GLsizei width, GLsizei height, GLsizei depth);
#ifdef WGL_WGLEXT_PROTOTYPES
BOOL WINAPI wglCopyImageSubDataNV (HGLRC hSrcRC, GLuint srcName, GLenum srcTarget, GLint srcLevel, GLint srcX, GLint srcY, GLint srcZ, HGLRC hDstRC, GLuint dstName, GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ, GLsizei width, GLsizei height, GLsizei depth);
#endif
#endif /* WGL_NV_copy_image */
#ifndef WGL_NV_delay_before_swap
#define WGL_NV_delay_before_swap 1
typedef BOOL (WINAPI * PFNWGLDELAYBEFORESWAPNVPROC) (HDC hDC, GLfloat seconds);
#ifdef WGL_WGLEXT_PROTOTYPES
BOOL WINAPI wglDelayBeforeSwapNV (HDC hDC, GLfloat seconds);
#endif
#endif /* WGL_NV_delay_before_swap */
#ifndef WGL_NV_float_buffer
#define WGL_NV_float_buffer 1
#define WGL_FLOAT_COMPONENTS_NV 0x20B0
#define WGL_BIND_TO_TEXTURE_RECTANGLE_FLOAT_R_NV 0x20B1
#define WGL_BIND_TO_TEXTURE_RECTANGLE_FLOAT_RG_NV 0x20B2
#define WGL_BIND_TO_TEXTURE_RECTANGLE_FLOAT_RGB_NV 0x20B3
#define WGL_BIND_TO_TEXTURE_RECTANGLE_FLOAT_RGBA_NV 0x20B4
#define WGL_TEXTURE_FLOAT_R_NV 0x20B5
#define WGL_TEXTURE_FLOAT_RG_NV 0x20B6
#define WGL_TEXTURE_FLOAT_RGB_NV 0x20B7
#define WGL_TEXTURE_FLOAT_RGBA_NV 0x20B8
#endif /* WGL_NV_float_buffer */
#ifndef WGL_NV_gpu_affinity
#define WGL_NV_gpu_affinity 1
DECLARE_HANDLE(HGPUNV);
struct _GPU_DEVICE {
DWORD cb;
CHAR DeviceName[32];
CHAR DeviceString[128];
DWORD Flags;
RECT rcVirtualScreen;
};
typedef struct _GPU_DEVICE *PGPU_DEVICE;
#define ERROR_INCOMPATIBLE_AFFINITY_MASKS_NV 0x20D0
#define ERROR_MISSING_AFFINITY_MASK_NV 0x20D1
typedef BOOL (WINAPI * PFNWGLENUMGPUSNVPROC) (UINT iGpuIndex, HGPUNV *phGpu);
typedef BOOL (WINAPI * PFNWGLENUMGPUDEVICESNVPROC) (HGPUNV hGpu, UINT iDeviceIndex, PGPU_DEVICE lpGpuDevice);
typedef HDC (WINAPI * PFNWGLCREATEAFFINITYDCNVPROC) (const HGPUNV *phGpuList);
typedef BOOL (WINAPI * PFNWGLENUMGPUSFROMAFFINITYDCNVPROC) (HDC hAffinityDC, UINT iGpuIndex, HGPUNV *hGpu);
typedef BOOL (WINAPI * PFNWGLDELETEDCNVPROC) (HDC hdc);
#ifdef WGL_WGLEXT_PROTOTYPES
BOOL WINAPI wglEnumGpusNV (UINT iGpuIndex, HGPUNV *phGpu);
BOOL WINAPI wglEnumGpuDevicesNV (HGPUNV hGpu, UINT iDeviceIndex, PGPU_DEVICE lpGpuDevice);
HDC WINAPI wglCreateAffinityDCNV (const HGPUNV *phGpuList);
BOOL WINAPI wglEnumGpusFromAffinityDCNV (HDC hAffinityDC, UINT iGpuIndex, HGPUNV *hGpu);
BOOL WINAPI wglDeleteDCNV (HDC hdc);
#endif
#endif /* WGL_NV_gpu_affinity */
#ifndef WGL_NV_multisample_coverage
#define WGL_NV_multisample_coverage 1
#define WGL_COVERAGE_SAMPLES_NV 0x2042
#define WGL_COLOR_SAMPLES_NV 0x20B9
#endif /* WGL_NV_multisample_coverage */
#ifndef WGL_NV_present_video
#define WGL_NV_present_video 1
DECLARE_HANDLE(HVIDEOOUTPUTDEVICENV);
#define WGL_NUM_VIDEO_SLOTS_NV 0x20F0
typedef int (WINAPI * PFNWGLENUMERATEVIDEODEVICESNVPROC) (HDC hDC, HVIDEOOUTPUTDEVICENV *phDeviceList);
typedef BOOL (WINAPI * PFNWGLBINDVIDEODEVICENVPROC) (HDC hDC, unsigned int uVideoSlot, HVIDEOOUTPUTDEVICENV hVideoDevice, const int *piAttribList);
typedef BOOL (WINAPI * PFNWGLQUERYCURRENTCONTEXTNVPROC) (int iAttribute, int *piValue);
#ifdef WGL_WGLEXT_PROTOTYPES
int WINAPI wglEnumerateVideoDevicesNV (HDC hDC, HVIDEOOUTPUTDEVICENV *phDeviceList);
BOOL WINAPI wglBindVideoDeviceNV (HDC hDC, unsigned int uVideoSlot, HVIDEOOUTPUTDEVICENV hVideoDevice, const int *piAttribList);
BOOL WINAPI wglQueryCurrentContextNV (int iAttribute, int *piValue);
#endif
#endif /* WGL_NV_present_video */
#ifndef WGL_NV_render_depth_texture
#define WGL_NV_render_depth_texture 1
#define WGL_BIND_TO_TEXTURE_DEPTH_NV 0x20A3
#define WGL_BIND_TO_TEXTURE_RECTANGLE_DEPTH_NV 0x20A4
#define WGL_DEPTH_TEXTURE_FORMAT_NV 0x20A5
#define WGL_TEXTURE_DEPTH_COMPONENT_NV 0x20A6
#define WGL_DEPTH_COMPONENT_NV 0x20A7
#endif /* WGL_NV_render_depth_texture */
#ifndef WGL_NV_render_texture_rectangle
#define WGL_NV_render_texture_rectangle 1
#define WGL_BIND_TO_TEXTURE_RECTANGLE_RGB_NV 0x20A0
#define WGL_BIND_TO_TEXTURE_RECTANGLE_RGBA_NV 0x20A1
#define WGL_TEXTURE_RECTANGLE_NV 0x20A2
#endif /* WGL_NV_render_texture_rectangle */
#ifndef WGL_NV_swap_group
#define WGL_NV_swap_group 1
typedef BOOL (WINAPI * PFNWGLJOINSWAPGROUPNVPROC) (HDC hDC, GLuint group);
typedef BOOL (WINAPI * PFNWGLBINDSWAPBARRIERNVPROC) (GLuint group, GLuint barrier);
typedef BOOL (WINAPI * PFNWGLQUERYSWAPGROUPNVPROC) (HDC hDC, GLuint *group, GLuint *barrier);
typedef BOOL (WINAPI * PFNWGLQUERYMAXSWAPGROUPSNVPROC) (HDC hDC, GLuint *maxGroups, GLuint *maxBarriers);
typedef BOOL (WINAPI * PFNWGLQUERYFRAMECOUNTNVPROC) (HDC hDC, GLuint *count);
typedef BOOL (WINAPI * PFNWGLRESETFRAMECOUNTNVPROC) (HDC hDC);
#ifdef WGL_WGLEXT_PROTOTYPES
BOOL WINAPI wglJoinSwapGroupNV (HDC hDC, GLuint group);
BOOL WINAPI wglBindSwapBarrierNV (GLuint group, GLuint barrier);
BOOL WINAPI wglQuerySwapGroupNV (HDC hDC, GLuint *group, GLuint *barrier);
BOOL WINAPI wglQueryMaxSwapGroupsNV (HDC hDC, GLuint *maxGroups, GLuint *maxBarriers);
BOOL WINAPI wglQueryFrameCountNV (HDC hDC, GLuint *count);
BOOL WINAPI wglResetFrameCountNV (HDC hDC);
#endif
#endif /* WGL_NV_swap_group */
#ifndef WGL_NV_vertex_array_range
#define WGL_NV_vertex_array_range 1
typedef void *(WINAPI * PFNWGLALLOCATEMEMORYNVPROC) (GLsizei size, GLfloat readfreq, GLfloat writefreq, GLfloat priority);
typedef void (WINAPI * PFNWGLFREEMEMORYNVPROC) (void *pointer);
#ifdef WGL_WGLEXT_PROTOTYPES
void *WINAPI wglAllocateMemoryNV (GLsizei size, GLfloat readfreq, GLfloat writefreq, GLfloat priority);
void WINAPI wglFreeMemoryNV (void *pointer);
#endif
#endif /* WGL_NV_vertex_array_range */
#ifndef WGL_NV_video_capture
#define WGL_NV_video_capture 1
DECLARE_HANDLE(HVIDEOINPUTDEVICENV);
#define WGL_UNIQUE_ID_NV 0x20CE
#define WGL_NUM_VIDEO_CAPTURE_SLOTS_NV 0x20CF
typedef BOOL (WINAPI * PFNWGLBINDVIDEOCAPTUREDEVICENVPROC) (UINT uVideoSlot, HVIDEOINPUTDEVICENV hDevice);
typedef UINT (WINAPI * PFNWGLENUMERATEVIDEOCAPTUREDEVICESNVPROC) (HDC hDc, HVIDEOINPUTDEVICENV *phDeviceList);
typedef BOOL (WINAPI * PFNWGLLOCKVIDEOCAPTUREDEVICENVPROC) (HDC hDc, HVIDEOINPUTDEVICENV hDevice);
typedef BOOL (WINAPI * PFNWGLQUERYVIDEOCAPTUREDEVICENVPROC) (HDC hDc, HVIDEOINPUTDEVICENV hDevice, int iAttribute, int *piValue);
typedef BOOL (WINAPI * PFNWGLRELEASEVIDEOCAPTUREDEVICENVPROC) (HDC hDc, HVIDEOINPUTDEVICENV hDevice);
#ifdef WGL_WGLEXT_PROTOTYPES
BOOL WINAPI wglBindVideoCaptureDeviceNV (UINT uVideoSlot, HVIDEOINPUTDEVICENV hDevice);
UINT WINAPI wglEnumerateVideoCaptureDevicesNV (HDC hDc, HVIDEOINPUTDEVICENV *phDeviceList);
BOOL WINAPI wglLockVideoCaptureDeviceNV (HDC hDc, HVIDEOINPUTDEVICENV hDevice);
BOOL WINAPI wglQueryVideoCaptureDeviceNV (HDC hDc, HVIDEOINPUTDEVICENV hDevice, int iAttribute, int *piValue);
BOOL WINAPI wglReleaseVideoCaptureDeviceNV (HDC hDc, HVIDEOINPUTDEVICENV hDevice);
#endif
#endif /* WGL_NV_video_capture */
#ifndef WGL_NV_video_output
#define WGL_NV_video_output 1
DECLARE_HANDLE(HPVIDEODEV);
#define WGL_BIND_TO_VIDEO_RGB_NV 0x20C0
#define WGL_BIND_TO_VIDEO_RGBA_NV 0x20C1
#define WGL_BIND_TO_VIDEO_RGB_AND_DEPTH_NV 0x20C2
#define WGL_VIDEO_OUT_COLOR_NV 0x20C3
#define WGL_VIDEO_OUT_ALPHA_NV 0x20C4
#define WGL_VIDEO_OUT_DEPTH_NV 0x20C5
#define WGL_VIDEO_OUT_COLOR_AND_ALPHA_NV 0x20C6
#define WGL_VIDEO_OUT_COLOR_AND_DEPTH_NV 0x20C7
#define WGL_VIDEO_OUT_FRAME 0x20C8
#define WGL_VIDEO_OUT_FIELD_1 0x20C9
#define WGL_VIDEO_OUT_FIELD_2 0x20CA
#define WGL_VIDEO_OUT_STACKED_FIELDS_1_2 0x20CB
#define WGL_VIDEO_OUT_STACKED_FIELDS_2_1 0x20CC
typedef BOOL (WINAPI * PFNWGLGETVIDEODEVICENVPROC) (HDC hDC, int numDevices, HPVIDEODEV *hVideoDevice);
typedef BOOL (WINAPI * PFNWGLRELEASEVIDEODEVICENVPROC) (HPVIDEODEV hVideoDevice);
typedef BOOL (WINAPI * PFNWGLBINDVIDEOIMAGENVPROC) (HPVIDEODEV hVideoDevice, HPBUFFERARB hPbuffer, int iVideoBuffer);
typedef BOOL (WINAPI * PFNWGLRELEASEVIDEOIMAGENVPROC) (HPBUFFERARB hPbuffer, int iVideoBuffer);
typedef BOOL (WINAPI * PFNWGLSENDPBUFFERTOVIDEONVPROC) (HPBUFFERARB hPbuffer, int iBufferType, unsigned long *pulCounterPbuffer, BOOL bBlock);
typedef BOOL (WINAPI * PFNWGLGETVIDEOINFONVPROC) (HPVIDEODEV hpVideoDevice, unsigned long *pulCounterOutputPbuffer, unsigned long *pulCounterOutputVideo);
#ifdef WGL_WGLEXT_PROTOTYPES
BOOL WINAPI wglGetVideoDeviceNV (HDC hDC, int numDevices, HPVIDEODEV *hVideoDevice);
BOOL WINAPI wglReleaseVideoDeviceNV (HPVIDEODEV hVideoDevice);
BOOL WINAPI wglBindVideoImageNV (HPVIDEODEV hVideoDevice, HPBUFFERARB hPbuffer, int iVideoBuffer);
BOOL WINAPI wglReleaseVideoImageNV (HPBUFFERARB hPbuffer, int iVideoBuffer);
BOOL WINAPI wglSendPbufferToVideoNV (HPBUFFERARB hPbuffer, int iBufferType, unsigned long *pulCounterPbuffer, BOOL bBlock);
BOOL WINAPI wglGetVideoInfoNV (HPVIDEODEV hpVideoDevice, unsigned long *pulCounterOutputPbuffer, unsigned long *pulCounterOutputVideo);
#endif
#endif /* WGL_NV_video_output */
#ifndef WGL_OML_sync_control
#define WGL_OML_sync_control 1
typedef BOOL (WINAPI * PFNWGLGETSYNCVALUESOMLPROC) (HDC hdc, INT64 *ust, INT64 *msc, INT64 *sbc);
typedef BOOL (WINAPI * PFNWGLGETMSCRATEOMLPROC) (HDC hdc, INT32 *numerator, INT32 *denominator);
typedef INT64 (WINAPI * PFNWGLSWAPBUFFERSMSCOMLPROC) (HDC hdc, INT64 target_msc, INT64 divisor, INT64 remainder);
typedef INT64 (WINAPI * PFNWGLSWAPLAYERBUFFERSMSCOMLPROC) (HDC hdc, int fuPlanes, INT64 target_msc, INT64 divisor, INT64 remainder);
typedef BOOL (WINAPI * PFNWGLWAITFORMSCOMLPROC) (HDC hdc, INT64 target_msc, INT64 divisor, INT64 remainder, INT64 *ust, INT64 *msc, INT64 *sbc);
typedef BOOL (WINAPI * PFNWGLWAITFORSBCOMLPROC) (HDC hdc, INT64 target_sbc, INT64 *ust, INT64 *msc, INT64 *sbc);
#ifdef WGL_WGLEXT_PROTOTYPES
BOOL WINAPI wglGetSyncValuesOML (HDC hdc, INT64 *ust, INT64 *msc, INT64 *sbc);
BOOL WINAPI wglGetMscRateOML (HDC hdc, INT32 *numerator, INT32 *denominator);
INT64 WINAPI wglSwapBuffersMscOML (HDC hdc, INT64 target_msc, INT64 divisor, INT64 remainder);
INT64 WINAPI wglSwapLayerBuffersMscOML (HDC hdc, int fuPlanes, INT64 target_msc, INT64 divisor, INT64 remainder);
BOOL WINAPI wglWaitForMscOML (HDC hdc, INT64 target_msc, INT64 divisor, INT64 remainder, INT64 *ust, INT64 *msc, INT64 *sbc);
BOOL WINAPI wglWaitForSbcOML (HDC hdc, INT64 target_sbc, INT64 *ust, INT64 *msc, INT64 *sbc);
#endif
#endif /* WGL_OML_sync_control */
#ifdef __cplusplus
}
#endif
#endif

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#ifndef __khrplatform_h_
#define __khrplatform_h_
/*
** Copyright (c) 2008-2009 The Khronos Group Inc.
**
** Permission is hereby granted, free of charge, to any person obtaining a
** copy of this software and/or associated documentation files (the
** "Materials"), to deal in the Materials without restriction, including
** without limitation the rights to use, copy, modify, merge, publish,
** distribute, sublicense, and/or sell copies of the Materials, and to
** permit persons to whom the Materials are furnished to do so, subject to
** the following conditions:
**
** The above copyright notice and this permission notice shall be included
** in all copies or substantial portions of the Materials.
**
** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.
*/
/* Khronos platform-specific types and definitions.
*
* $Revision: 23298 $ on $Date: 2013-09-30 17:07:13 -0700 (Mon, 30 Sep 2013) $
*
* Adopters may modify this file to suit their platform. Adopters are
* encouraged to submit platform specific modifications to the Khronos
* group so that they can be included in future versions of this file.
* Please submit changes by sending them to the public Khronos Bugzilla
* (http://khronos.org/bugzilla) by filing a bug against product
* "Khronos (general)" component "Registry".
*
* A predefined template which fills in some of the bug fields can be
* reached using http://tinyurl.com/khrplatform-h-bugreport, but you
* must create a Bugzilla login first.
*
*
* See the Implementer's Guidelines for information about where this file
* should be located on your system and for more details of its use:
* http://www.khronos.org/registry/implementers_guide.pdf
*
* This file should be included as
* #include <KHR/khrplatform.h>
* by Khronos client API header files that use its types and defines.
*
* The types in khrplatform.h should only be used to define API-specific types.
*
* Types defined in khrplatform.h:
* khronos_int8_t signed 8 bit
* khronos_uint8_t unsigned 8 bit
* khronos_int16_t signed 16 bit
* khronos_uint16_t unsigned 16 bit
* khronos_int32_t signed 32 bit
* khronos_uint32_t unsigned 32 bit
* khronos_int64_t signed 64 bit
* khronos_uint64_t unsigned 64 bit
* khronos_intptr_t signed same number of bits as a pointer
* khronos_uintptr_t unsigned same number of bits as a pointer
* khronos_ssize_t signed size
* khronos_usize_t unsigned size
* khronos_float_t signed 32 bit floating point
* khronos_time_ns_t unsigned 64 bit time in nanoseconds
* khronos_utime_nanoseconds_t unsigned time interval or absolute time in
* nanoseconds
* khronos_stime_nanoseconds_t signed time interval in nanoseconds
* khronos_boolean_enum_t enumerated boolean type. This should
* only be used as a base type when a client API's boolean type is
* an enum. Client APIs which use an integer or other type for
* booleans cannot use this as the base type for their boolean.
*
* Tokens defined in khrplatform.h:
*
* KHRONOS_FALSE, KHRONOS_TRUE Enumerated boolean false/true values.
*
* KHRONOS_SUPPORT_INT64 is 1 if 64 bit integers are supported; otherwise 0.
* KHRONOS_SUPPORT_FLOAT is 1 if floats are supported; otherwise 0.
*
* Calling convention macros defined in this file:
* KHRONOS_APICALL
* KHRONOS_APIENTRY
* KHRONOS_APIATTRIBUTES
*
* These may be used in function prototypes as:
*
* KHRONOS_APICALL void KHRONOS_APIENTRY funcname(
* int arg1,
* int arg2) KHRONOS_APIATTRIBUTES;
*/
/*-------------------------------------------------------------------------
* Definition of KHRONOS_APICALL
*-------------------------------------------------------------------------
* This precedes the return type of the function in the function prototype.
*/
#if defined(_WIN32) && !defined(__SCITECH_SNAP__)
# define KHRONOS_APICALL __declspec(dllimport)
#elif defined (__SYMBIAN32__)
# define KHRONOS_APICALL IMPORT_C
#else
# define KHRONOS_APICALL
#endif
/*-------------------------------------------------------------------------
* Definition of KHRONOS_APIENTRY
*-------------------------------------------------------------------------
* This follows the return type of the function and precedes the function
* name in the function prototype.
*/
#if defined(_WIN32) && !defined(_WIN32_WCE) && !defined(__SCITECH_SNAP__)
/* Win32 but not WinCE */
# define KHRONOS_APIENTRY __stdcall
#else
# define KHRONOS_APIENTRY
#endif
/*-------------------------------------------------------------------------
* Definition of KHRONOS_APIATTRIBUTES
*-------------------------------------------------------------------------
* This follows the closing parenthesis of the function prototype arguments.
*/
#if defined (__ARMCC_2__)
#define KHRONOS_APIATTRIBUTES __softfp
#else
#define KHRONOS_APIATTRIBUTES
#endif
/*-------------------------------------------------------------------------
* basic type definitions
*-----------------------------------------------------------------------*/
#if (defined(__STDC_VERSION__) && __STDC_VERSION__ >= 199901L) || defined(__GNUC__) || defined(__SCO__) || defined(__USLC__)
/*
* Using <stdint.h>
*/
#include <stdint.h>
typedef int32_t khronos_int32_t;
typedef uint32_t khronos_uint32_t;
typedef int64_t khronos_int64_t;
typedef uint64_t khronos_uint64_t;
#define KHRONOS_SUPPORT_INT64 1
#define KHRONOS_SUPPORT_FLOAT 1
#elif defined(__VMS ) || defined(__sgi)
/*
* Using <inttypes.h>
*/
#include <inttypes.h>
typedef int32_t khronos_int32_t;
typedef uint32_t khronos_uint32_t;
typedef int64_t khronos_int64_t;
typedef uint64_t khronos_uint64_t;
#define KHRONOS_SUPPORT_INT64 1
#define KHRONOS_SUPPORT_FLOAT 1
#elif defined(_WIN32) && !defined(__SCITECH_SNAP__)
/*
* Win32
*/
typedef __int32 khronos_int32_t;
typedef unsigned __int32 khronos_uint32_t;
typedef __int64 khronos_int64_t;
typedef unsigned __int64 khronos_uint64_t;
#define KHRONOS_SUPPORT_INT64 1
#define KHRONOS_SUPPORT_FLOAT 1
#elif defined(__sun__) || defined(__digital__)
/*
* Sun or Digital
*/
typedef int khronos_int32_t;
typedef unsigned int khronos_uint32_t;
#if defined(__arch64__) || defined(_LP64)
typedef long int khronos_int64_t;
typedef unsigned long int khronos_uint64_t;
#else
typedef long long int khronos_int64_t;
typedef unsigned long long int khronos_uint64_t;
#endif /* __arch64__ */
#define KHRONOS_SUPPORT_INT64 1
#define KHRONOS_SUPPORT_FLOAT 1
#elif 0
/*
* Hypothetical platform with no float or int64 support
*/
typedef int khronos_int32_t;
typedef unsigned int khronos_uint32_t;
#define KHRONOS_SUPPORT_INT64 0
#define KHRONOS_SUPPORT_FLOAT 0
#else
/*
* Generic fallback
*/
#include <stdint.h>
typedef int32_t khronos_int32_t;
typedef uint32_t khronos_uint32_t;
typedef int64_t khronos_int64_t;
typedef uint64_t khronos_uint64_t;
#define KHRONOS_SUPPORT_INT64 1
#define KHRONOS_SUPPORT_FLOAT 1
#endif
/*
* Types that are (so far) the same on all platforms
*/
typedef signed char khronos_int8_t;
typedef unsigned char khronos_uint8_t;
typedef signed short int khronos_int16_t;
typedef unsigned short int khronos_uint16_t;
/*
* Types that differ between LLP64 and LP64 architectures - in LLP64,
* pointers are 64 bits, but 'long' is still 32 bits. Win64 appears
* to be the only LLP64 architecture in current use.
*/
#ifdef _WIN64
typedef signed long long int khronos_intptr_t;
typedef unsigned long long int khronos_uintptr_t;
typedef signed long long int khronos_ssize_t;
typedef unsigned long long int khronos_usize_t;
#else
typedef signed long int khronos_intptr_t;
typedef unsigned long int khronos_uintptr_t;
typedef signed long int khronos_ssize_t;
typedef unsigned long int khronos_usize_t;
#endif
#if KHRONOS_SUPPORT_FLOAT
/*
* Float type
*/
typedef float khronos_float_t;
#endif
#if KHRONOS_SUPPORT_INT64
/* Time types
*
* These types can be used to represent a time interval in nanoseconds or
* an absolute Unadjusted System Time. Unadjusted System Time is the number
* of nanoseconds since some arbitrary system event (e.g. since the last
* time the system booted). The Unadjusted System Time is an unsigned
* 64 bit value that wraps back to 0 every 584 years. Time intervals
* may be either signed or unsigned.
*/
typedef khronos_uint64_t khronos_utime_nanoseconds_t;
typedef khronos_int64_t khronos_stime_nanoseconds_t;
#endif
/*
* Dummy value used to pad enum types to 32 bits.
*/
#ifndef KHRONOS_MAX_ENUM
#define KHRONOS_MAX_ENUM 0x7FFFFFFF
#endif
/*
* Enumerated boolean type
*
* Values other than zero should be considered to be true. Therefore
* comparisons should not be made against KHRONOS_TRUE.
*/
typedef enum {
KHRONOS_FALSE = 0,
KHRONOS_TRUE = 1,
KHRONOS_BOOLEAN_ENUM_FORCE_SIZE = KHRONOS_MAX_ENUM
} khronos_boolean_enum_t;
#endif /* __khrplatform_h_ */

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@ -0,0 +1,753 @@
#include <stdio.h>
#include <string.h>
#include <glad/glad.h>
struct gladGLversionStruct GLVersion;
#if defined(GL_ES_VERSION_3_0) || defined(GL_VERSION_3_0)
#define _GLAD_IS_SOME_NEW_VERSION 1
#endif
int GLAD_GL_VERSION_1_0;
int GLAD_GL_VERSION_1_1;
int GLAD_GL_VERSION_1_2;
int GLAD_GL_VERSION_1_3;
int GLAD_GL_VERSION_1_4;
int GLAD_GL_VERSION_1_5;
int GLAD_GL_VERSION_2_0;
int GLAD_GL_VERSION_2_1;
int GLAD_GL_VERSION_3_0;
int GLAD_GL_VERSION_3_1;
int GLAD_GL_VERSION_3_2;
PFNGLDELETEVERTEXARRAYSPROC glad_glDeleteVertexArrays;
PFNGLBEGINTRANSFORMFEEDBACKPROC glad_glBeginTransformFeedback;
PFNGLFLUSHPROC glad_glFlush;
PFNGLCOPYTEXIMAGE1DPROC glad_glCopyTexImage1D;
PFNGLCLEARCOLORPROC glad_glClearColor;
PFNGLVERTEXATTRIBI3UIPROC glad_glVertexAttribI3ui;
PFNGLGETUNIFORMBLOCKINDEXPROC glad_glGetUniformBlockIndex;
PFNGLVERTEXATTRIB4NIVPROC glad_glVertexAttrib4Niv;
PFNGLCLEARBUFFERIVPROC glad_glClearBufferiv;
PFNGLSTENCILMASKSEPARATEPROC glad_glStencilMaskSeparate;
PFNGLGETVERTEXATTRIBPOINTERVPROC glad_glGetVertexAttribPointerv;
PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC glad_glGetFramebufferAttachmentParameteriv;
PFNGLBINDFRAGDATALOCATIONPROC glad_glBindFragDataLocation;
PFNGLLINKPROGRAMPROC glad_glLinkProgram;
PFNGLBINDTEXTUREPROC glad_glBindTexture;
PFNGLGETACTIVEUNIFORMBLOCKNAMEPROC glad_glGetActiveUniformBlockName;
PFNGLVERTEXATTRIBI2UIVPROC glad_glVertexAttribI2uiv;
PFNGLFENCESYNCPROC glad_glFenceSync;
PFNGLUNIFORM3UIPROC glad_glUniform3ui;
PFNGLUNIFORM2UIVPROC glad_glUniform2uiv;
PFNGLGETSTRINGPROC glad_glGetString;
PFNGLCOMPRESSEDTEXSUBIMAGE3DPROC glad_glCompressedTexSubImage3D;
PFNGLDETACHSHADERPROC glad_glDetachShader;
PFNGLVERTEXATTRIBI4UIVPROC glad_glVertexAttribI4uiv;
PFNGLGENBUFFERSPROC glad_glGenBuffers;
PFNGLENDQUERYPROC glad_glEndQuery;
PFNGLPOINTPARAMETERFVPROC glad_glPointParameterfv;
PFNGLLINEWIDTHPROC glad_glLineWidth;
PFNGLUNIFORM2FVPROC glad_glUniform2fv;
PFNGLDRAWELEMENTSINSTANCEDPROC glad_glDrawElementsInstanced;
PFNGLGETINTEGERI_VPROC glad_glGetIntegeri_v;
PFNGLBINDATTRIBLOCATIONPROC glad_glBindAttribLocation;
PFNGLCOMPILESHADERPROC glad_glCompileShader;
PFNGLGETTRANSFORMFEEDBACKVARYINGPROC glad_glGetTransformFeedbackVarying;
PFNGLDELETETEXTURESPROC glad_glDeleteTextures;
PFNGLSTENCILOPSEPARATEPROC glad_glStencilOpSeparate;
PFNGLUNIFORMMATRIX3FVPROC glad_glUniformMatrix3fv;
PFNGLPOLYGONMODEPROC glad_glPolygonMode;
PFNGLBINDBUFFERRANGEPROC glad_glBindBufferRange;
PFNGLVERTEXATTRIB4FPROC glad_glVertexAttrib4f;
PFNGLGENRENDERBUFFERSPROC glad_glGenRenderbuffers;
PFNGLVERTEXATTRIB4DPROC glad_glVertexAttrib4d;
PFNGLVERTEXATTRIB1FPROC glad_glVertexAttrib1f;
PFNGLGETBUFFERPARAMETERI64VPROC glad_glGetBufferParameteri64v;
PFNGLISSYNCPROC glad_glIsSync;
PFNGLCLAMPCOLORPROC glad_glClampColor;
PFNGLUNIFORM4IVPROC glad_glUniform4iv;
PFNGLGETTEXPARAMETERIVPROC glad_glGetTexParameteriv;
PFNGLCLEARSTENCILPROC glad_glClearStencil;
PFNGLFRAMEBUFFERTEXTUREPROC glad_glFramebufferTexture;
PFNGLUNIFORMMATRIX2X3FVPROC glad_glUniformMatrix2x3fv;
PFNGLVERTEXATTRIB4SPROC glad_glVertexAttrib4s;
PFNGLDRAWELEMENTSBASEVERTEXPROC glad_glDrawElementsBaseVertex;
PFNGLGETVERTEXATTRIBIUIVPROC glad_glGetVertexAttribIuiv;
PFNGLENABLEIPROC glad_glEnablei;
PFNGLSAMPLECOVERAGEPROC glad_glSampleCoverage;
PFNGLVERTEXATTRIB4NUSVPROC glad_glVertexAttrib4Nusv;
PFNGLGENTEXTURESPROC glad_glGenTextures;
PFNGLDEPTHFUNCPROC glad_glDepthFunc;
PFNGLCOMPRESSEDTEXSUBIMAGE2DPROC glad_glCompressedTexSubImage2D;
PFNGLGETRENDERBUFFERPARAMETERIVPROC glad_glGetRenderbufferParameteriv;
PFNGLUNIFORM1FPROC glad_glUniform1f;
PFNGLGETVERTEXATTRIBFVPROC glad_glGetVertexAttribfv;
PFNGLVERTEXATTRIBI4BVPROC glad_glVertexAttribI4bv;
PFNGLVERTEXATTRIB4NBVPROC glad_glVertexAttrib4Nbv;
PFNGLGETTEXPARAMETERFVPROC glad_glGetTexParameterfv;
PFNGLGETCOMPRESSEDTEXIMAGEPROC glad_glGetCompressedTexImage;
PFNGLISVERTEXARRAYPROC glad_glIsVertexArray;
PFNGLCREATESHADERPROC glad_glCreateShader;
PFNGLISBUFFERPROC glad_glIsBuffer;
PFNGLUNIFORM1IPROC glad_glUniform1i;
PFNGLVERTEXATTRIB3SPROC glad_glVertexAttrib3s;
PFNGLGETACTIVEATTRIBPROC glad_glGetActiveAttrib;
PFNGLCOPYTEXSUBIMAGE2DPROC glad_glCopyTexSubImage2D;
PFNGLVERTEXATTRIB3DVPROC glad_glVertexAttrib3dv;
PFNGLTEXSUBIMAGE2DPROC glad_glTexSubImage2D;
PFNGLDISABLEPROC glad_glDisable;
PFNGLUNIFORM2IPROC glad_glUniform2i;
PFNGLBLENDFUNCSEPARATEPROC glad_glBlendFuncSeparate;
PFNGLLOGICOPPROC glad_glLogicOp;
PFNGLVERTEXATTRIBI4SVPROC glad_glVertexAttribI4sv;
PFNGLGETPROGRAMIVPROC glad_glGetProgramiv;
PFNGLCOLORMASKPROC glad_glColorMask;
PFNGLHINTPROC glad_glHint;
PFNGLVERTEXATTRIB1SPROC glad_glVertexAttrib1s;
PFNGLFRAMEBUFFERTEXTURELAYERPROC glad_glFramebufferTextureLayer;
PFNGLTEXPARAMETERIIVPROC glad_glTexParameterIiv;
PFNGLBLENDEQUATIONPROC glad_glBlendEquation;
PFNGLGETUNIFORMLOCATIONPROC glad_glGetUniformLocation;
PFNGLSAMPLEMASKIPROC glad_glSampleMaski;
PFNGLBINDFRAMEBUFFERPROC glad_glBindFramebuffer;
PFNGLENDTRANSFORMFEEDBACKPROC glad_glEndTransformFeedback;
PFNGLCULLFACEPROC glad_glCullFace;
PFNGLUNIFORMMATRIX3X2FVPROC glad_glUniformMatrix3x2fv;
PFNGLVERTEXATTRIB4USVPROC glad_glVertexAttrib4usv;
PFNGLUNIFORM4FVPROC glad_glUniform4fv;
PFNGLGETTEXPARAMETERIUIVPROC glad_glGetTexParameterIuiv;
PFNGLDELETEFRAMEBUFFERSPROC glad_glDeleteFramebuffers;
PFNGLUNIFORM1UIVPROC glad_glUniform1uiv;
PFNGLPOINTSIZEPROC glad_glPointSize;
PFNGLGETSTRINGIPROC glad_glGetStringi;
PFNGLVERTEXATTRIB2DVPROC glad_glVertexAttrib2dv;
PFNGLVERTEXATTRIBI1IVPROC glad_glVertexAttribI1iv;
PFNGLDELETEPROGRAMPROC glad_glDeleteProgram;
PFNGLVERTEXATTRIB4NUIVPROC glad_glVertexAttrib4Nuiv;
PFNGLGENQUERIESPROC glad_glGenQueries;
PFNGLWAITSYNCPROC glad_glWaitSync;
PFNGLATTACHSHADERPROC glad_glAttachShader;
PFNGLBLITFRAMEBUFFERPROC glad_glBlitFramebuffer;
PFNGLRENDERBUFFERSTORAGEPROC glad_glRenderbufferStorage;
PFNGLUNIFORMMATRIX4X3FVPROC glad_glUniformMatrix4x3fv;
PFNGLUNIFORM3IPROC glad_glUniform3i;
PFNGLCOMPRESSEDTEXIMAGE1DPROC glad_glCompressedTexImage1D;
PFNGLCOPYTEXSUBIMAGE1DPROC glad_glCopyTexSubImage1D;
PFNGLDRAWRANGEELEMENTSBASEVERTEXPROC glad_glDrawRangeElementsBaseVertex;
PFNGLCHECKFRAMEBUFFERSTATUSPROC glad_glCheckFramebufferStatus;
PFNGLTEXSUBIMAGE3DPROC glad_glTexSubImage3D;
PFNGLGETINTEGER64I_VPROC glad_glGetInteger64i_v;
PFNGLPROVOKINGVERTEXPROC glad_glProvokingVertex;
PFNGLGETMULTISAMPLEFVPROC glad_glGetMultisamplefv;
PFNGLCOPYTEXIMAGE2DPROC glad_glCopyTexImage2D;
PFNGLUNIFORM3FPROC glad_glUniform3f;
PFNGLVERTEXATTRIB4UBVPROC glad_glVertexAttrib4ubv;
PFNGLGETBUFFERPARAMETERIVPROC glad_glGetBufferParameteriv;
PFNGLUNIFORMMATRIX4X2FVPROC glad_glUniformMatrix4x2fv;
PFNGLENDCONDITIONALRENDERPROC glad_glEndConditionalRender;
PFNGLDRAWELEMENTSPROC glad_glDrawElements;
PFNGLCOLORMASKIPROC glad_glColorMaski;
PFNGLISENABLEDIPROC glad_glIsEnabledi;
PFNGLVERTEXATTRIB1DVPROC glad_glVertexAttrib1dv;
PFNGLDRAWRANGEELEMENTSPROC glad_glDrawRangeElements;
PFNGLGETQUERYOBJECTUIVPROC glad_glGetQueryObjectuiv;
PFNGLGENVERTEXARRAYSPROC glad_glGenVertexArrays;
PFNGLBINDBUFFERBASEPROC glad_glBindBufferBase;
PFNGLBUFFERSUBDATAPROC glad_glBufferSubData;
PFNGLUNIFORM1IVPROC glad_glUniform1iv;
PFNGLGETQUERYOBJECTIVPROC glad_glGetQueryObjectiv;
PFNGLUNIFORM4UIVPROC glad_glUniform4uiv;
PFNGLREADBUFFERPROC glad_glReadBuffer;
PFNGLCOPYBUFFERSUBDATAPROC glad_glCopyBufferSubData;
PFNGLBINDVERTEXARRAYPROC glad_glBindVertexArray;
PFNGLCLIENTWAITSYNCPROC glad_glClientWaitSync;
PFNGLBEGINCONDITIONALRENDERPROC glad_glBeginConditionalRender;
PFNGLVERTEXATTRIB3SVPROC glad_glVertexAttrib3sv;
PFNGLVERTEXATTRIBI2UIPROC glad_glVertexAttribI2ui;
PFNGLGENERATEMIPMAPPROC glad_glGenerateMipmap;
PFNGLMULTIDRAWARRAYSPROC glad_glMultiDrawArrays;
PFNGLFRAMEBUFFERTEXTURE1DPROC glad_glFramebufferTexture1D;
PFNGLGETSHADERIVPROC glad_glGetShaderiv;
PFNGLGETACTIVEUNIFORMBLOCKIVPROC glad_glGetActiveUniformBlockiv;
PFNGLUNIFORMMATRIX3X4FVPROC glad_glUniformMatrix3x4fv;
PFNGLVERTEXATTRIB3FPROC glad_glVertexAttrib3f;
PFNGLVERTEXATTRIB4UIVPROC glad_glVertexAttrib4uiv;
PFNGLPOINTPARAMETERIPROC glad_glPointParameteri;
PFNGLBLENDCOLORPROC glad_glBlendColor;
PFNGLENABLEVERTEXATTRIBARRAYPROC glad_glEnableVertexAttribArray;
PFNGLUNMAPBUFFERPROC glad_glUnmapBuffer;
PFNGLDEPTHMASKPROC glad_glDepthMask;
PFNGLPOINTPARAMETERFPROC glad_glPointParameterf;
PFNGLDISABLEIPROC glad_glDisablei;
PFNGLGETDOUBLEVPROC glad_glGetDoublev;
PFNGLVERTEXATTRIBI4IVPROC glad_glVertexAttribI4iv;
PFNGLVERTEXATTRIB1SVPROC glad_glVertexAttrib1sv;
PFNGLSHADERSOURCEPROC glad_glShaderSource;
PFNGLBINDRENDERBUFFERPROC glad_glBindRenderbuffer;
PFNGLCOMPRESSEDTEXIMAGE2DPROC glad_glCompressedTexImage2D;
PFNGLVERTEXATTRIBI3UIVPROC glad_glVertexAttribI3uiv;
PFNGLVERTEXATTRIBI2IVPROC glad_glVertexAttribI2iv;
PFNGLDRAWARRAYSPROC glad_glDrawArrays;
PFNGLUNIFORM1UIPROC glad_glUniform1ui;
PFNGLISPROGRAMPROC glad_glIsProgram;
PFNGLGETTEXLEVELPARAMETERIVPROC glad_glGetTexLevelParameteriv;
PFNGLGETFRAGDATALOCATIONPROC glad_glGetFragDataLocation;
PFNGLGETSYNCIVPROC glad_glGetSynciv;
PFNGLGETUNIFORMIVPROC glad_glGetUniformiv;
PFNGLVERTEXATTRIBI2IPROC glad_glVertexAttribI2i;
PFNGLUNIFORM4IPROC glad_glUniform4i;
PFNGLVERTEXATTRIB3DPROC glad_glVertexAttrib3d;
PFNGLCLEARPROC glad_glClear;
PFNGLVERTEXATTRIB4FVPROC glad_glVertexAttrib4fv;
PFNGLGETACTIVEUNIFORMNAMEPROC glad_glGetActiveUniformName;
PFNGLUNIFORM2FPROC glad_glUniform2f;
PFNGLTEXIMAGE2DMULTISAMPLEPROC glad_glTexImage2DMultisample;
PFNGLACTIVETEXTUREPROC glad_glActiveTexture;
PFNGLBEGINQUERYPROC glad_glBeginQuery;
PFNGLUNIFORM2IVPROC glad_glUniform2iv;
PFNGLBINDBUFFERPROC glad_glBindBuffer;
PFNGLISENABLEDPROC glad_glIsEnabled;
PFNGLSTENCILOPPROC glad_glStencilOp;
PFNGLREADPIXELSPROC glad_glReadPixels;
PFNGLCLEARDEPTHPROC glad_glClearDepth;
PFNGLVERTEXATTRIBI3IVPROC glad_glVertexAttribI3iv;
PFNGLUNIFORM4FPROC glad_glUniform4f;
PFNGLFRAMEBUFFERTEXTURE2DPROC glad_glFramebufferTexture2D;
PFNGLMAPBUFFERPROC glad_glMapBuffer;
PFNGLVERTEXATTRIB1DPROC glad_glVertexAttrib1d;
PFNGLVERTEXATTRIB4NUBPROC glad_glVertexAttrib4Nub;
PFNGLUNIFORM3FVPROC glad_glUniform3fv;
PFNGLGETUNIFORMFVPROC glad_glGetUniformfv;
PFNGLBUFFERDATAPROC glad_glBufferData;
PFNGLGETTEXPARAMETERIIVPROC glad_glGetTexParameterIiv;
PFNGLCOMPRESSEDTEXIMAGE3DPROC glad_glCompressedTexImage3D;
PFNGLTEXIMAGE1DPROC glad_glTexImage1D;
PFNGLDELETESYNCPROC glad_glDeleteSync;
PFNGLCOPYTEXSUBIMAGE3DPROC glad_glCopyTexSubImage3D;
PFNGLGETERRORPROC glad_glGetError;
PFNGLDELETERENDERBUFFERSPROC glad_glDeleteRenderbuffers;
PFNGLGETVERTEXATTRIBIVPROC glad_glGetVertexAttribiv;
PFNGLTEXPARAMETERIVPROC glad_glTexParameteriv;
PFNGLMULTIDRAWELEMENTSPROC glad_glMultiDrawElements;
PFNGLVERTEXATTRIB3FVPROC glad_glVertexAttrib3fv;
PFNGLGETFLOATVPROC glad_glGetFloatv;
PFNGLTEXSUBIMAGE1DPROC glad_glTexSubImage1D;
PFNGLUNIFORM3IVPROC glad_glUniform3iv;
PFNGLGETTEXIMAGEPROC glad_glGetTexImage;
PFNGLVERTEXATTRIB2FVPROC glad_glVertexAttrib2fv;
PFNGLUSEPROGRAMPROC glad_glUseProgram;
PFNGLVERTEXATTRIB4IVPROC glad_glVertexAttrib4iv;
PFNGLGETTEXLEVELPARAMETERFVPROC glad_glGetTexLevelParameterfv;
PFNGLVERTEXATTRIBI1IPROC glad_glVertexAttribI1i;
PFNGLGENFRAMEBUFFERSPROC glad_glGenFramebuffers;
PFNGLFRAMEBUFFERRENDERBUFFERPROC glad_glFramebufferRenderbuffer;
PFNGLDRAWBUFFERSPROC glad_glDrawBuffers;
PFNGLCLEARBUFFERFVPROC glad_glClearBufferfv;
PFNGLSTENCILFUNCPROC glad_glStencilFunc;
PFNGLGETINTEGERVPROC glad_glGetIntegerv;
PFNGLGETATTACHEDSHADERSPROC glad_glGetAttachedShaders;
PFNGLUNIFORMBLOCKBINDINGPROC glad_glUniformBlockBinding;
PFNGLISRENDERBUFFERPROC glad_glIsRenderbuffer;
PFNGLGETBUFFERPOINTERVPROC glad_glGetBufferPointerv;
PFNGLGETVERTEXATTRIBIIVPROC glad_glGetVertexAttribIiv;
PFNGLDRAWBUFFERPROC glad_glDrawBuffer;
PFNGLFRAMEBUFFERTEXTURE3DPROC glad_glFramebufferTexture3D;
PFNGLUNIFORM1FVPROC glad_glUniform1fv;
PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC glad_glRenderbufferStorageMultisample;
PFNGLMAPBUFFERRANGEPROC glad_glMapBufferRange;
PFNGLISQUERYPROC glad_glIsQuery;
PFNGLVERTEXATTRIB4NUBVPROC glad_glVertexAttrib4Nubv;
PFNGLUNIFORMMATRIX2FVPROC glad_glUniformMatrix2fv;
PFNGLDISABLEVERTEXATTRIBARRAYPROC glad_glDisableVertexAttribArray;
PFNGLVERTEXATTRIB4SVPROC glad_glVertexAttrib4sv;
PFNGLGETQUERYIVPROC glad_glGetQueryiv;
PFNGLTEXIMAGE2DPROC glad_glTexImage2D;
PFNGLGETPROGRAMINFOLOGPROC glad_glGetProgramInfoLog;
PFNGLSTENCILMASKPROC glad_glStencilMask;
PFNGLUNIFORM4UIPROC glad_glUniform4ui;
PFNGLUNIFORMMATRIX2X4FVPROC glad_glUniformMatrix2x4fv;
PFNGLGETSHADERINFOLOGPROC glad_glGetShaderInfoLog;
PFNGLISTEXTUREPROC glad_glIsTexture;
PFNGLGETUNIFORMINDICESPROC glad_glGetUniformIndices;
PFNGLISSHADERPROC glad_glIsShader;
PFNGLGETSHADERSOURCEPROC glad_glGetShaderSource;
PFNGLVERTEXATTRIBI4UBVPROC glad_glVertexAttribI4ubv;
PFNGLVERTEXATTRIB4BVPROC glad_glVertexAttrib4bv;
PFNGLGETINTEGER64VPROC glad_glGetInteger64v;
PFNGLVERTEXATTRIBPOINTERPROC glad_glVertexAttribPointer;
PFNGLTEXPARAMETERFVPROC glad_glTexParameterfv;
PFNGLGETBUFFERSUBDATAPROC glad_glGetBufferSubData;
PFNGLVERTEXATTRIB1FVPROC glad_glVertexAttrib1fv;
PFNGLTEXPARAMETERIUIVPROC glad_glTexParameterIuiv;
PFNGLENABLEPROC glad_glEnable;
PFNGLGETACTIVEUNIFORMSIVPROC glad_glGetActiveUniformsiv;
PFNGLDRAWARRAYSINSTANCEDPROC glad_glDrawArraysInstanced;
PFNGLVERTEXATTRIBI4IPROC glad_glVertexAttribI4i;
PFNGLSTENCILFUNCSEPARATEPROC glad_glStencilFuncSeparate;
PFNGLDELETEQUERIESPROC glad_glDeleteQueries;
PFNGLPOINTPARAMETERIVPROC glad_glPointParameteriv;
PFNGLBLENDEQUATIONSEPARATEPROC glad_glBlendEquationSeparate;
PFNGLVERTEXATTRIBI1UIPROC glad_glVertexAttribI1ui;
PFNGLCOMPRESSEDTEXSUBIMAGE1DPROC glad_glCompressedTexSubImage1D;
PFNGLFINISHPROC glad_glFinish;
PFNGLGETATTRIBLOCATIONPROC glad_glGetAttribLocation;
PFNGLVERTEXATTRIB4DVPROC glad_glVertexAttrib4dv;
PFNGLVERTEXATTRIB2SVPROC glad_glVertexAttrib2sv;
PFNGLDELETESHADERPROC glad_glDeleteShader;
PFNGLBLENDFUNCPROC glad_glBlendFunc;
PFNGLCREATEPROGRAMPROC glad_glCreateProgram;
PFNGLTEXIMAGE3DPROC glad_glTexImage3D;
PFNGLVERTEXATTRIB4NSVPROC glad_glVertexAttrib4Nsv;
PFNGLISFRAMEBUFFERPROC glad_glIsFramebuffer;
PFNGLVERTEXATTRIBI4UIPROC glad_glVertexAttribI4ui;
PFNGLFLUSHMAPPEDBUFFERRANGEPROC glad_glFlushMappedBufferRange;
PFNGLVIEWPORTPROC glad_glViewport;
PFNGLVERTEXATTRIBI1UIVPROC glad_glVertexAttribI1uiv;
PFNGLVERTEXATTRIB2DPROC glad_glVertexAttrib2d;
PFNGLTRANSFORMFEEDBACKVARYINGSPROC glad_glTransformFeedbackVaryings;
PFNGLVERTEXATTRIB2FPROC glad_glVertexAttrib2f;
PFNGLGETVERTEXATTRIBDVPROC glad_glGetVertexAttribdv;
PFNGLMULTIDRAWELEMENTSBASEVERTEXPROC glad_glMultiDrawElementsBaseVertex;
PFNGLPRIMITIVERESTARTINDEXPROC glad_glPrimitiveRestartIndex;
PFNGLUNIFORM2UIPROC glad_glUniform2ui;
PFNGLPOLYGONOFFSETPROC glad_glPolygonOffset;
PFNGLGETUNIFORMUIVPROC glad_glGetUniformuiv;
PFNGLVERTEXATTRIBI3IPROC glad_glVertexAttribI3i;
PFNGLVERTEXATTRIB2SPROC glad_glVertexAttrib2s;
PFNGLTEXIMAGE3DMULTISAMPLEPROC glad_glTexImage3DMultisample;
PFNGLUNIFORMMATRIX4FVPROC glad_glUniformMatrix4fv;
PFNGLDEPTHRANGEPROC glad_glDepthRange;
PFNGLGETACTIVEUNIFORMPROC glad_glGetActiveUniform;
PFNGLVERTEXATTRIBI4USVPROC glad_glVertexAttribI4usv;
PFNGLTEXPARAMETERFPROC glad_glTexParameterf;
PFNGLCLEARBUFFERFIPROC glad_glClearBufferfi;
PFNGLTEXPARAMETERIPROC glad_glTexParameteri;
PFNGLFRONTFACEPROC glad_glFrontFace;
PFNGLDELETEBUFFERSPROC glad_glDeleteBuffers;
PFNGLSCISSORPROC glad_glScissor;
PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXPROC glad_glDrawElementsInstancedBaseVertex;
PFNGLGETBOOLEANVPROC glad_glGetBooleanv;
PFNGLTEXBUFFERPROC glad_glTexBuffer;
PFNGLPIXELSTOREIPROC glad_glPixelStorei;
PFNGLVALIDATEPROGRAMPROC glad_glValidateProgram;
PFNGLPIXELSTOREFPROC glad_glPixelStoref;
PFNGLCLEARBUFFERUIVPROC glad_glClearBufferuiv;
PFNGLUNIFORM3UIVPROC glad_glUniform3uiv;
PFNGLGETBOOLEANI_VPROC glad_glGetBooleani_v;
PFNGLVERTEXATTRIBIPOINTERPROC glad_glVertexAttribIPointer;
static void load_GL_VERSION_1_0(GLADloadproc load) {
if(!GLAD_GL_VERSION_1_0) return;
glad_glCullFace = (PFNGLCULLFACEPROC)load("glCullFace");
glad_glFrontFace = (PFNGLFRONTFACEPROC)load("glFrontFace");
glad_glHint = (PFNGLHINTPROC)load("glHint");
glad_glLineWidth = (PFNGLLINEWIDTHPROC)load("glLineWidth");
glad_glPointSize = (PFNGLPOINTSIZEPROC)load("glPointSize");
glad_glPolygonMode = (PFNGLPOLYGONMODEPROC)load("glPolygonMode");
glad_glScissor = (PFNGLSCISSORPROC)load("glScissor");
glad_glTexParameterf = (PFNGLTEXPARAMETERFPROC)load("glTexParameterf");
glad_glTexParameterfv = (PFNGLTEXPARAMETERFVPROC)load("glTexParameterfv");
glad_glTexParameteri = (PFNGLTEXPARAMETERIPROC)load("glTexParameteri");
glad_glTexParameteriv = (PFNGLTEXPARAMETERIVPROC)load("glTexParameteriv");
glad_glTexImage1D = (PFNGLTEXIMAGE1DPROC)load("glTexImage1D");
glad_glTexImage2D = (PFNGLTEXIMAGE2DPROC)load("glTexImage2D");
glad_glDrawBuffer = (PFNGLDRAWBUFFERPROC)load("glDrawBuffer");
glad_glClear = (PFNGLCLEARPROC)load("glClear");
glad_glClearColor = (PFNGLCLEARCOLORPROC)load("glClearColor");
glad_glClearStencil = (PFNGLCLEARSTENCILPROC)load("glClearStencil");
glad_glClearDepth = (PFNGLCLEARDEPTHPROC)load("glClearDepth");
glad_glStencilMask = (PFNGLSTENCILMASKPROC)load("glStencilMask");
glad_glColorMask = (PFNGLCOLORMASKPROC)load("glColorMask");
glad_glDepthMask = (PFNGLDEPTHMASKPROC)load("glDepthMask");
glad_glDisable = (PFNGLDISABLEPROC)load("glDisable");
glad_glEnable = (PFNGLENABLEPROC)load("glEnable");
glad_glFinish = (PFNGLFINISHPROC)load("glFinish");
glad_glFlush = (PFNGLFLUSHPROC)load("glFlush");
glad_glBlendFunc = (PFNGLBLENDFUNCPROC)load("glBlendFunc");
glad_glLogicOp = (PFNGLLOGICOPPROC)load("glLogicOp");
glad_glStencilFunc = (PFNGLSTENCILFUNCPROC)load("glStencilFunc");
glad_glStencilOp = (PFNGLSTENCILOPPROC)load("glStencilOp");
glad_glDepthFunc = (PFNGLDEPTHFUNCPROC)load("glDepthFunc");
glad_glPixelStoref = (PFNGLPIXELSTOREFPROC)load("glPixelStoref");
glad_glPixelStorei = (PFNGLPIXELSTOREIPROC)load("glPixelStorei");
glad_glReadBuffer = (PFNGLREADBUFFERPROC)load("glReadBuffer");
glad_glReadPixels = (PFNGLREADPIXELSPROC)load("glReadPixels");
glad_glGetBooleanv = (PFNGLGETBOOLEANVPROC)load("glGetBooleanv");
glad_glGetDoublev = (PFNGLGETDOUBLEVPROC)load("glGetDoublev");
glad_glGetError = (PFNGLGETERRORPROC)load("glGetError");
glad_glGetFloatv = (PFNGLGETFLOATVPROC)load("glGetFloatv");
glad_glGetIntegerv = (PFNGLGETINTEGERVPROC)load("glGetIntegerv");
glad_glGetString = (PFNGLGETSTRINGPROC)load("glGetString");
glad_glGetTexImage = (PFNGLGETTEXIMAGEPROC)load("glGetTexImage");
glad_glGetTexParameterfv = (PFNGLGETTEXPARAMETERFVPROC)load("glGetTexParameterfv");
glad_glGetTexParameteriv = (PFNGLGETTEXPARAMETERIVPROC)load("glGetTexParameteriv");
glad_glGetTexLevelParameterfv = (PFNGLGETTEXLEVELPARAMETERFVPROC)load("glGetTexLevelParameterfv");
glad_glGetTexLevelParameteriv = (PFNGLGETTEXLEVELPARAMETERIVPROC)load("glGetTexLevelParameteriv");
glad_glIsEnabled = (PFNGLISENABLEDPROC)load("glIsEnabled");
glad_glDepthRange = (PFNGLDEPTHRANGEPROC)load("glDepthRange");
glad_glViewport = (PFNGLVIEWPORTPROC)load("glViewport");
}
static void load_GL_VERSION_1_1(GLADloadproc load) {
if(!GLAD_GL_VERSION_1_1) return;
glad_glDrawArrays = (PFNGLDRAWARRAYSPROC)load("glDrawArrays");
glad_glDrawElements = (PFNGLDRAWELEMENTSPROC)load("glDrawElements");
glad_glPolygonOffset = (PFNGLPOLYGONOFFSETPROC)load("glPolygonOffset");
glad_glCopyTexImage1D = (PFNGLCOPYTEXIMAGE1DPROC)load("glCopyTexImage1D");
glad_glCopyTexImage2D = (PFNGLCOPYTEXIMAGE2DPROC)load("glCopyTexImage2D");
glad_glCopyTexSubImage1D = (PFNGLCOPYTEXSUBIMAGE1DPROC)load("glCopyTexSubImage1D");
glad_glCopyTexSubImage2D = (PFNGLCOPYTEXSUBIMAGE2DPROC)load("glCopyTexSubImage2D");
glad_glTexSubImage1D = (PFNGLTEXSUBIMAGE1DPROC)load("glTexSubImage1D");
glad_glTexSubImage2D = (PFNGLTEXSUBIMAGE2DPROC)load("glTexSubImage2D");
glad_glBindTexture = (PFNGLBINDTEXTUREPROC)load("glBindTexture");
glad_glDeleteTextures = (PFNGLDELETETEXTURESPROC)load("glDeleteTextures");
glad_glGenTextures = (PFNGLGENTEXTURESPROC)load("glGenTextures");
glad_glIsTexture = (PFNGLISTEXTUREPROC)load("glIsTexture");
}
static void load_GL_VERSION_1_2(GLADloadproc load) {
if(!GLAD_GL_VERSION_1_2) return;
glad_glDrawRangeElements = (PFNGLDRAWRANGEELEMENTSPROC)load("glDrawRangeElements");
glad_glTexImage3D = (PFNGLTEXIMAGE3DPROC)load("glTexImage3D");
glad_glTexSubImage3D = (PFNGLTEXSUBIMAGE3DPROC)load("glTexSubImage3D");
glad_glCopyTexSubImage3D = (PFNGLCOPYTEXSUBIMAGE3DPROC)load("glCopyTexSubImage3D");
}
static void load_GL_VERSION_1_3(GLADloadproc load) {
if(!GLAD_GL_VERSION_1_3) return;
glad_glActiveTexture = (PFNGLACTIVETEXTUREPROC)load("glActiveTexture");
glad_glSampleCoverage = (PFNGLSAMPLECOVERAGEPROC)load("glSampleCoverage");
glad_glCompressedTexImage3D = (PFNGLCOMPRESSEDTEXIMAGE3DPROC)load("glCompressedTexImage3D");
glad_glCompressedTexImage2D = (PFNGLCOMPRESSEDTEXIMAGE2DPROC)load("glCompressedTexImage2D");
glad_glCompressedTexImage1D = (PFNGLCOMPRESSEDTEXIMAGE1DPROC)load("glCompressedTexImage1D");
glad_glCompressedTexSubImage3D = (PFNGLCOMPRESSEDTEXSUBIMAGE3DPROC)load("glCompressedTexSubImage3D");
glad_glCompressedTexSubImage2D = (PFNGLCOMPRESSEDTEXSUBIMAGE2DPROC)load("glCompressedTexSubImage2D");
glad_glCompressedTexSubImage1D = (PFNGLCOMPRESSEDTEXSUBIMAGE1DPROC)load("glCompressedTexSubImage1D");
glad_glGetCompressedTexImage = (PFNGLGETCOMPRESSEDTEXIMAGEPROC)load("glGetCompressedTexImage");
}
static void load_GL_VERSION_1_4(GLADloadproc load) {
if(!GLAD_GL_VERSION_1_4) return;
glad_glBlendFuncSeparate = (PFNGLBLENDFUNCSEPARATEPROC)load("glBlendFuncSeparate");
glad_glMultiDrawArrays = (PFNGLMULTIDRAWARRAYSPROC)load("glMultiDrawArrays");
glad_glMultiDrawElements = (PFNGLMULTIDRAWELEMENTSPROC)load("glMultiDrawElements");
glad_glPointParameterf = (PFNGLPOINTPARAMETERFPROC)load("glPointParameterf");
glad_glPointParameterfv = (PFNGLPOINTPARAMETERFVPROC)load("glPointParameterfv");
glad_glPointParameteri = (PFNGLPOINTPARAMETERIPROC)load("glPointParameteri");
glad_glPointParameteriv = (PFNGLPOINTPARAMETERIVPROC)load("glPointParameteriv");
glad_glBlendColor = (PFNGLBLENDCOLORPROC)load("glBlendColor");
glad_glBlendEquation = (PFNGLBLENDEQUATIONPROC)load("glBlendEquation");
}
static void load_GL_VERSION_1_5(GLADloadproc load) {
if(!GLAD_GL_VERSION_1_5) return;
glad_glGenQueries = (PFNGLGENQUERIESPROC)load("glGenQueries");
glad_glDeleteQueries = (PFNGLDELETEQUERIESPROC)load("glDeleteQueries");
glad_glIsQuery = (PFNGLISQUERYPROC)load("glIsQuery");
glad_glBeginQuery = (PFNGLBEGINQUERYPROC)load("glBeginQuery");
glad_glEndQuery = (PFNGLENDQUERYPROC)load("glEndQuery");
glad_glGetQueryiv = (PFNGLGETQUERYIVPROC)load("glGetQueryiv");
glad_glGetQueryObjectiv = (PFNGLGETQUERYOBJECTIVPROC)load("glGetQueryObjectiv");
glad_glGetQueryObjectuiv = (PFNGLGETQUERYOBJECTUIVPROC)load("glGetQueryObjectuiv");
glad_glBindBuffer = (PFNGLBINDBUFFERPROC)load("glBindBuffer");
glad_glDeleteBuffers = (PFNGLDELETEBUFFERSPROC)load("glDeleteBuffers");
glad_glGenBuffers = (PFNGLGENBUFFERSPROC)load("glGenBuffers");
glad_glIsBuffer = (PFNGLISBUFFERPROC)load("glIsBuffer");
glad_glBufferData = (PFNGLBUFFERDATAPROC)load("glBufferData");
glad_glBufferSubData = (PFNGLBUFFERSUBDATAPROC)load("glBufferSubData");
glad_glGetBufferSubData = (PFNGLGETBUFFERSUBDATAPROC)load("glGetBufferSubData");
glad_glMapBuffer = (PFNGLMAPBUFFERPROC)load("glMapBuffer");
glad_glUnmapBuffer = (PFNGLUNMAPBUFFERPROC)load("glUnmapBuffer");
glad_glGetBufferParameteriv = (PFNGLGETBUFFERPARAMETERIVPROC)load("glGetBufferParameteriv");
glad_glGetBufferPointerv = (PFNGLGETBUFFERPOINTERVPROC)load("glGetBufferPointerv");
}
static void load_GL_VERSION_2_0(GLADloadproc load) {
if(!GLAD_GL_VERSION_2_0) return;
glad_glBlendEquationSeparate = (PFNGLBLENDEQUATIONSEPARATEPROC)load("glBlendEquationSeparate");
glad_glDrawBuffers = (PFNGLDRAWBUFFERSPROC)load("glDrawBuffers");
glad_glStencilOpSeparate = (PFNGLSTENCILOPSEPARATEPROC)load("glStencilOpSeparate");
glad_glStencilFuncSeparate = (PFNGLSTENCILFUNCSEPARATEPROC)load("glStencilFuncSeparate");
glad_glStencilMaskSeparate = (PFNGLSTENCILMASKSEPARATEPROC)load("glStencilMaskSeparate");
glad_glAttachShader = (PFNGLATTACHSHADERPROC)load("glAttachShader");
glad_glBindAttribLocation = (PFNGLBINDATTRIBLOCATIONPROC)load("glBindAttribLocation");
glad_glCompileShader = (PFNGLCOMPILESHADERPROC)load("glCompileShader");
glad_glCreateProgram = (PFNGLCREATEPROGRAMPROC)load("glCreateProgram");
glad_glCreateShader = (PFNGLCREATESHADERPROC)load("glCreateShader");
glad_glDeleteProgram = (PFNGLDELETEPROGRAMPROC)load("glDeleteProgram");
glad_glDeleteShader = (PFNGLDELETESHADERPROC)load("glDeleteShader");
glad_glDetachShader = (PFNGLDETACHSHADERPROC)load("glDetachShader");
glad_glDisableVertexAttribArray = (PFNGLDISABLEVERTEXATTRIBARRAYPROC)load("glDisableVertexAttribArray");
glad_glEnableVertexAttribArray = (PFNGLENABLEVERTEXATTRIBARRAYPROC)load("glEnableVertexAttribArray");
glad_glGetActiveAttrib = (PFNGLGETACTIVEATTRIBPROC)load("glGetActiveAttrib");
glad_glGetActiveUniform = (PFNGLGETACTIVEUNIFORMPROC)load("glGetActiveUniform");
glad_glGetAttachedShaders = (PFNGLGETATTACHEDSHADERSPROC)load("glGetAttachedShaders");
glad_glGetAttribLocation = (PFNGLGETATTRIBLOCATIONPROC)load("glGetAttribLocation");
glad_glGetProgramiv = (PFNGLGETPROGRAMIVPROC)load("glGetProgramiv");
glad_glGetProgramInfoLog = (PFNGLGETPROGRAMINFOLOGPROC)load("glGetProgramInfoLog");
glad_glGetShaderiv = (PFNGLGETSHADERIVPROC)load("glGetShaderiv");
glad_glGetShaderInfoLog = (PFNGLGETSHADERINFOLOGPROC)load("glGetShaderInfoLog");
glad_glGetShaderSource = (PFNGLGETSHADERSOURCEPROC)load("glGetShaderSource");
glad_glGetUniformLocation = (PFNGLGETUNIFORMLOCATIONPROC)load("glGetUniformLocation");
glad_glGetUniformfv = (PFNGLGETUNIFORMFVPROC)load("glGetUniformfv");
glad_glGetUniformiv = (PFNGLGETUNIFORMIVPROC)load("glGetUniformiv");
glad_glGetVertexAttribdv = (PFNGLGETVERTEXATTRIBDVPROC)load("glGetVertexAttribdv");
glad_glGetVertexAttribfv = (PFNGLGETVERTEXATTRIBFVPROC)load("glGetVertexAttribfv");
glad_glGetVertexAttribiv = (PFNGLGETVERTEXATTRIBIVPROC)load("glGetVertexAttribiv");
glad_glGetVertexAttribPointerv = (PFNGLGETVERTEXATTRIBPOINTERVPROC)load("glGetVertexAttribPointerv");
glad_glIsProgram = (PFNGLISPROGRAMPROC)load("glIsProgram");
glad_glIsShader = (PFNGLISSHADERPROC)load("glIsShader");
glad_glLinkProgram = (PFNGLLINKPROGRAMPROC)load("glLinkProgram");
glad_glShaderSource = (PFNGLSHADERSOURCEPROC)load("glShaderSource");
glad_glUseProgram = (PFNGLUSEPROGRAMPROC)load("glUseProgram");
glad_glUniform1f = (PFNGLUNIFORM1FPROC)load("glUniform1f");
glad_glUniform2f = (PFNGLUNIFORM2FPROC)load("glUniform2f");
glad_glUniform3f = (PFNGLUNIFORM3FPROC)load("glUniform3f");
glad_glUniform4f = (PFNGLUNIFORM4FPROC)load("glUniform4f");
glad_glUniform1i = (PFNGLUNIFORM1IPROC)load("glUniform1i");
glad_glUniform2i = (PFNGLUNIFORM2IPROC)load("glUniform2i");
glad_glUniform3i = (PFNGLUNIFORM3IPROC)load("glUniform3i");
glad_glUniform4i = (PFNGLUNIFORM4IPROC)load("glUniform4i");
glad_glUniform1fv = (PFNGLUNIFORM1FVPROC)load("glUniform1fv");
glad_glUniform2fv = (PFNGLUNIFORM2FVPROC)load("glUniform2fv");
glad_glUniform3fv = (PFNGLUNIFORM3FVPROC)load("glUniform3fv");
glad_glUniform4fv = (PFNGLUNIFORM4FVPROC)load("glUniform4fv");
glad_glUniform1iv = (PFNGLUNIFORM1IVPROC)load("glUniform1iv");
glad_glUniform2iv = (PFNGLUNIFORM2IVPROC)load("glUniform2iv");
glad_glUniform3iv = (PFNGLUNIFORM3IVPROC)load("glUniform3iv");
glad_glUniform4iv = (PFNGLUNIFORM4IVPROC)load("glUniform4iv");
glad_glUniformMatrix2fv = (PFNGLUNIFORMMATRIX2FVPROC)load("glUniformMatrix2fv");
glad_glUniformMatrix3fv = (PFNGLUNIFORMMATRIX3FVPROC)load("glUniformMatrix3fv");
glad_glUniformMatrix4fv = (PFNGLUNIFORMMATRIX4FVPROC)load("glUniformMatrix4fv");
glad_glValidateProgram = (PFNGLVALIDATEPROGRAMPROC)load("glValidateProgram");
glad_glVertexAttrib1d = (PFNGLVERTEXATTRIB1DPROC)load("glVertexAttrib1d");
glad_glVertexAttrib1dv = (PFNGLVERTEXATTRIB1DVPROC)load("glVertexAttrib1dv");
glad_glVertexAttrib1f = (PFNGLVERTEXATTRIB1FPROC)load("glVertexAttrib1f");
glad_glVertexAttrib1fv = (PFNGLVERTEXATTRIB1FVPROC)load("glVertexAttrib1fv");
glad_glVertexAttrib1s = (PFNGLVERTEXATTRIB1SPROC)load("glVertexAttrib1s");
glad_glVertexAttrib1sv = (PFNGLVERTEXATTRIB1SVPROC)load("glVertexAttrib1sv");
glad_glVertexAttrib2d = (PFNGLVERTEXATTRIB2DPROC)load("glVertexAttrib2d");
glad_glVertexAttrib2dv = (PFNGLVERTEXATTRIB2DVPROC)load("glVertexAttrib2dv");
glad_glVertexAttrib2f = (PFNGLVERTEXATTRIB2FPROC)load("glVertexAttrib2f");
glad_glVertexAttrib2fv = (PFNGLVERTEXATTRIB2FVPROC)load("glVertexAttrib2fv");
glad_glVertexAttrib2s = (PFNGLVERTEXATTRIB2SPROC)load("glVertexAttrib2s");
glad_glVertexAttrib2sv = (PFNGLVERTEXATTRIB2SVPROC)load("glVertexAttrib2sv");
glad_glVertexAttrib3d = (PFNGLVERTEXATTRIB3DPROC)load("glVertexAttrib3d");
glad_glVertexAttrib3dv = (PFNGLVERTEXATTRIB3DVPROC)load("glVertexAttrib3dv");
glad_glVertexAttrib3f = (PFNGLVERTEXATTRIB3FPROC)load("glVertexAttrib3f");
glad_glVertexAttrib3fv = (PFNGLVERTEXATTRIB3FVPROC)load("glVertexAttrib3fv");
glad_glVertexAttrib3s = (PFNGLVERTEXATTRIB3SPROC)load("glVertexAttrib3s");
glad_glVertexAttrib3sv = (PFNGLVERTEXATTRIB3SVPROC)load("glVertexAttrib3sv");
glad_glVertexAttrib4Nbv = (PFNGLVERTEXATTRIB4NBVPROC)load("glVertexAttrib4Nbv");
glad_glVertexAttrib4Niv = (PFNGLVERTEXATTRIB4NIVPROC)load("glVertexAttrib4Niv");
glad_glVertexAttrib4Nsv = (PFNGLVERTEXATTRIB4NSVPROC)load("glVertexAttrib4Nsv");
glad_glVertexAttrib4Nub = (PFNGLVERTEXATTRIB4NUBPROC)load("glVertexAttrib4Nub");
glad_glVertexAttrib4Nubv = (PFNGLVERTEXATTRIB4NUBVPROC)load("glVertexAttrib4Nubv");
glad_glVertexAttrib4Nuiv = (PFNGLVERTEXATTRIB4NUIVPROC)load("glVertexAttrib4Nuiv");
glad_glVertexAttrib4Nusv = (PFNGLVERTEXATTRIB4NUSVPROC)load("glVertexAttrib4Nusv");
glad_glVertexAttrib4bv = (PFNGLVERTEXATTRIB4BVPROC)load("glVertexAttrib4bv");
glad_glVertexAttrib4d = (PFNGLVERTEXATTRIB4DPROC)load("glVertexAttrib4d");
glad_glVertexAttrib4dv = (PFNGLVERTEXATTRIB4DVPROC)load("glVertexAttrib4dv");
glad_glVertexAttrib4f = (PFNGLVERTEXATTRIB4FPROC)load("glVertexAttrib4f");
glad_glVertexAttrib4fv = (PFNGLVERTEXATTRIB4FVPROC)load("glVertexAttrib4fv");
glad_glVertexAttrib4iv = (PFNGLVERTEXATTRIB4IVPROC)load("glVertexAttrib4iv");
glad_glVertexAttrib4s = (PFNGLVERTEXATTRIB4SPROC)load("glVertexAttrib4s");
glad_glVertexAttrib4sv = (PFNGLVERTEXATTRIB4SVPROC)load("glVertexAttrib4sv");
glad_glVertexAttrib4ubv = (PFNGLVERTEXATTRIB4UBVPROC)load("glVertexAttrib4ubv");
glad_glVertexAttrib4uiv = (PFNGLVERTEXATTRIB4UIVPROC)load("glVertexAttrib4uiv");
glad_glVertexAttrib4usv = (PFNGLVERTEXATTRIB4USVPROC)load("glVertexAttrib4usv");
glad_glVertexAttribPointer = (PFNGLVERTEXATTRIBPOINTERPROC)load("glVertexAttribPointer");
}
static void load_GL_VERSION_2_1(GLADloadproc load) {
if(!GLAD_GL_VERSION_2_1) return;
glad_glUniformMatrix2x3fv = (PFNGLUNIFORMMATRIX2X3FVPROC)load("glUniformMatrix2x3fv");
glad_glUniformMatrix3x2fv = (PFNGLUNIFORMMATRIX3X2FVPROC)load("glUniformMatrix3x2fv");
glad_glUniformMatrix2x4fv = (PFNGLUNIFORMMATRIX2X4FVPROC)load("glUniformMatrix2x4fv");
glad_glUniformMatrix4x2fv = (PFNGLUNIFORMMATRIX4X2FVPROC)load("glUniformMatrix4x2fv");
glad_glUniformMatrix3x4fv = (PFNGLUNIFORMMATRIX3X4FVPROC)load("glUniformMatrix3x4fv");
glad_glUniformMatrix4x3fv = (PFNGLUNIFORMMATRIX4X3FVPROC)load("glUniformMatrix4x3fv");
}
static void load_GL_VERSION_3_0(GLADloadproc load) {
if(!GLAD_GL_VERSION_3_0) return;
glad_glColorMaski = (PFNGLCOLORMASKIPROC)load("glColorMaski");
glad_glGetBooleani_v = (PFNGLGETBOOLEANI_VPROC)load("glGetBooleani_v");
glad_glGetIntegeri_v = (PFNGLGETINTEGERI_VPROC)load("glGetIntegeri_v");
glad_glEnablei = (PFNGLENABLEIPROC)load("glEnablei");
glad_glDisablei = (PFNGLDISABLEIPROC)load("glDisablei");
glad_glIsEnabledi = (PFNGLISENABLEDIPROC)load("glIsEnabledi");
glad_glBeginTransformFeedback = (PFNGLBEGINTRANSFORMFEEDBACKPROC)load("glBeginTransformFeedback");
glad_glEndTransformFeedback = (PFNGLENDTRANSFORMFEEDBACKPROC)load("glEndTransformFeedback");
glad_glBindBufferRange = (PFNGLBINDBUFFERRANGEPROC)load("glBindBufferRange");
glad_glBindBufferBase = (PFNGLBINDBUFFERBASEPROC)load("glBindBufferBase");
glad_glTransformFeedbackVaryings = (PFNGLTRANSFORMFEEDBACKVARYINGSPROC)load("glTransformFeedbackVaryings");
glad_glGetTransformFeedbackVarying = (PFNGLGETTRANSFORMFEEDBACKVARYINGPROC)load("glGetTransformFeedbackVarying");
glad_glClampColor = (PFNGLCLAMPCOLORPROC)load("glClampColor");
glad_glBeginConditionalRender = (PFNGLBEGINCONDITIONALRENDERPROC)load("glBeginConditionalRender");
glad_glEndConditionalRender = (PFNGLENDCONDITIONALRENDERPROC)load("glEndConditionalRender");
glad_glVertexAttribIPointer = (PFNGLVERTEXATTRIBIPOINTERPROC)load("glVertexAttribIPointer");
glad_glGetVertexAttribIiv = (PFNGLGETVERTEXATTRIBIIVPROC)load("glGetVertexAttribIiv");
glad_glGetVertexAttribIuiv = (PFNGLGETVERTEXATTRIBIUIVPROC)load("glGetVertexAttribIuiv");
glad_glVertexAttribI1i = (PFNGLVERTEXATTRIBI1IPROC)load("glVertexAttribI1i");
glad_glVertexAttribI2i = (PFNGLVERTEXATTRIBI2IPROC)load("glVertexAttribI2i");
glad_glVertexAttribI3i = (PFNGLVERTEXATTRIBI3IPROC)load("glVertexAttribI3i");
glad_glVertexAttribI4i = (PFNGLVERTEXATTRIBI4IPROC)load("glVertexAttribI4i");
glad_glVertexAttribI1ui = (PFNGLVERTEXATTRIBI1UIPROC)load("glVertexAttribI1ui");
glad_glVertexAttribI2ui = (PFNGLVERTEXATTRIBI2UIPROC)load("glVertexAttribI2ui");
glad_glVertexAttribI3ui = (PFNGLVERTEXATTRIBI3UIPROC)load("glVertexAttribI3ui");
glad_glVertexAttribI4ui = (PFNGLVERTEXATTRIBI4UIPROC)load("glVertexAttribI4ui");
glad_glVertexAttribI1iv = (PFNGLVERTEXATTRIBI1IVPROC)load("glVertexAttribI1iv");
glad_glVertexAttribI2iv = (PFNGLVERTEXATTRIBI2IVPROC)load("glVertexAttribI2iv");
glad_glVertexAttribI3iv = (PFNGLVERTEXATTRIBI3IVPROC)load("glVertexAttribI3iv");
glad_glVertexAttribI4iv = (PFNGLVERTEXATTRIBI4IVPROC)load("glVertexAttribI4iv");
glad_glVertexAttribI1uiv = (PFNGLVERTEXATTRIBI1UIVPROC)load("glVertexAttribI1uiv");
glad_glVertexAttribI2uiv = (PFNGLVERTEXATTRIBI2UIVPROC)load("glVertexAttribI2uiv");
glad_glVertexAttribI3uiv = (PFNGLVERTEXATTRIBI3UIVPROC)load("glVertexAttribI3uiv");
glad_glVertexAttribI4uiv = (PFNGLVERTEXATTRIBI4UIVPROC)load("glVertexAttribI4uiv");
glad_glVertexAttribI4bv = (PFNGLVERTEXATTRIBI4BVPROC)load("glVertexAttribI4bv");
glad_glVertexAttribI4sv = (PFNGLVERTEXATTRIBI4SVPROC)load("glVertexAttribI4sv");
glad_glVertexAttribI4ubv = (PFNGLVERTEXATTRIBI4UBVPROC)load("glVertexAttribI4ubv");
glad_glVertexAttribI4usv = (PFNGLVERTEXATTRIBI4USVPROC)load("glVertexAttribI4usv");
glad_glGetUniformuiv = (PFNGLGETUNIFORMUIVPROC)load("glGetUniformuiv");
glad_glBindFragDataLocation = (PFNGLBINDFRAGDATALOCATIONPROC)load("glBindFragDataLocation");
glad_glGetFragDataLocation = (PFNGLGETFRAGDATALOCATIONPROC)load("glGetFragDataLocation");
glad_glUniform1ui = (PFNGLUNIFORM1UIPROC)load("glUniform1ui");
glad_glUniform2ui = (PFNGLUNIFORM2UIPROC)load("glUniform2ui");
glad_glUniform3ui = (PFNGLUNIFORM3UIPROC)load("glUniform3ui");
glad_glUniform4ui = (PFNGLUNIFORM4UIPROC)load("glUniform4ui");
glad_glUniform1uiv = (PFNGLUNIFORM1UIVPROC)load("glUniform1uiv");
glad_glUniform2uiv = (PFNGLUNIFORM2UIVPROC)load("glUniform2uiv");
glad_glUniform3uiv = (PFNGLUNIFORM3UIVPROC)load("glUniform3uiv");
glad_glUniform4uiv = (PFNGLUNIFORM4UIVPROC)load("glUniform4uiv");
glad_glTexParameterIiv = (PFNGLTEXPARAMETERIIVPROC)load("glTexParameterIiv");
glad_glTexParameterIuiv = (PFNGLTEXPARAMETERIUIVPROC)load("glTexParameterIuiv");
glad_glGetTexParameterIiv = (PFNGLGETTEXPARAMETERIIVPROC)load("glGetTexParameterIiv");
glad_glGetTexParameterIuiv = (PFNGLGETTEXPARAMETERIUIVPROC)load("glGetTexParameterIuiv");
glad_glClearBufferiv = (PFNGLCLEARBUFFERIVPROC)load("glClearBufferiv");
glad_glClearBufferuiv = (PFNGLCLEARBUFFERUIVPROC)load("glClearBufferuiv");
glad_glClearBufferfv = (PFNGLCLEARBUFFERFVPROC)load("glClearBufferfv");
glad_glClearBufferfi = (PFNGLCLEARBUFFERFIPROC)load("glClearBufferfi");
glad_glGetStringi = (PFNGLGETSTRINGIPROC)load("glGetStringi");
glad_glIsRenderbuffer = (PFNGLISRENDERBUFFERPROC)load("glIsRenderbuffer");
glad_glBindRenderbuffer = (PFNGLBINDRENDERBUFFERPROC)load("glBindRenderbuffer");
glad_glDeleteRenderbuffers = (PFNGLDELETERENDERBUFFERSPROC)load("glDeleteRenderbuffers");
glad_glGenRenderbuffers = (PFNGLGENRENDERBUFFERSPROC)load("glGenRenderbuffers");
glad_glRenderbufferStorage = (PFNGLRENDERBUFFERSTORAGEPROC)load("glRenderbufferStorage");
glad_glGetRenderbufferParameteriv = (PFNGLGETRENDERBUFFERPARAMETERIVPROC)load("glGetRenderbufferParameteriv");
glad_glIsFramebuffer = (PFNGLISFRAMEBUFFERPROC)load("glIsFramebuffer");
glad_glBindFramebuffer = (PFNGLBINDFRAMEBUFFERPROC)load("glBindFramebuffer");
glad_glDeleteFramebuffers = (PFNGLDELETEFRAMEBUFFERSPROC)load("glDeleteFramebuffers");
glad_glGenFramebuffers = (PFNGLGENFRAMEBUFFERSPROC)load("glGenFramebuffers");
glad_glCheckFramebufferStatus = (PFNGLCHECKFRAMEBUFFERSTATUSPROC)load("glCheckFramebufferStatus");
glad_glFramebufferTexture1D = (PFNGLFRAMEBUFFERTEXTURE1DPROC)load("glFramebufferTexture1D");
glad_glFramebufferTexture2D = (PFNGLFRAMEBUFFERTEXTURE2DPROC)load("glFramebufferTexture2D");
glad_glFramebufferTexture3D = (PFNGLFRAMEBUFFERTEXTURE3DPROC)load("glFramebufferTexture3D");
glad_glFramebufferRenderbuffer = (PFNGLFRAMEBUFFERRENDERBUFFERPROC)load("glFramebufferRenderbuffer");
glad_glGetFramebufferAttachmentParameteriv = (PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC)load("glGetFramebufferAttachmentParameteriv");
glad_glGenerateMipmap = (PFNGLGENERATEMIPMAPPROC)load("glGenerateMipmap");
glad_glBlitFramebuffer = (PFNGLBLITFRAMEBUFFERPROC)load("glBlitFramebuffer");
glad_glRenderbufferStorageMultisample = (PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC)load("glRenderbufferStorageMultisample");
glad_glFramebufferTextureLayer = (PFNGLFRAMEBUFFERTEXTURELAYERPROC)load("glFramebufferTextureLayer");
glad_glMapBufferRange = (PFNGLMAPBUFFERRANGEPROC)load("glMapBufferRange");
glad_glFlushMappedBufferRange = (PFNGLFLUSHMAPPEDBUFFERRANGEPROC)load("glFlushMappedBufferRange");
glad_glBindVertexArray = (PFNGLBINDVERTEXARRAYPROC)load("glBindVertexArray");
glad_glDeleteVertexArrays = (PFNGLDELETEVERTEXARRAYSPROC)load("glDeleteVertexArrays");
glad_glGenVertexArrays = (PFNGLGENVERTEXARRAYSPROC)load("glGenVertexArrays");
glad_glIsVertexArray = (PFNGLISVERTEXARRAYPROC)load("glIsVertexArray");
}
static void load_GL_VERSION_3_1(GLADloadproc load) {
if(!GLAD_GL_VERSION_3_1) return;
glad_glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDPROC)load("glDrawArraysInstanced");
glad_glDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDPROC)load("glDrawElementsInstanced");
glad_glTexBuffer = (PFNGLTEXBUFFERPROC)load("glTexBuffer");
glad_glPrimitiveRestartIndex = (PFNGLPRIMITIVERESTARTINDEXPROC)load("glPrimitiveRestartIndex");
glad_glCopyBufferSubData = (PFNGLCOPYBUFFERSUBDATAPROC)load("glCopyBufferSubData");
glad_glGetUniformIndices = (PFNGLGETUNIFORMINDICESPROC)load("glGetUniformIndices");
glad_glGetActiveUniformsiv = (PFNGLGETACTIVEUNIFORMSIVPROC)load("glGetActiveUniformsiv");
glad_glGetActiveUniformName = (PFNGLGETACTIVEUNIFORMNAMEPROC)load("glGetActiveUniformName");
glad_glGetUniformBlockIndex = (PFNGLGETUNIFORMBLOCKINDEXPROC)load("glGetUniformBlockIndex");
glad_glGetActiveUniformBlockiv = (PFNGLGETACTIVEUNIFORMBLOCKIVPROC)load("glGetActiveUniformBlockiv");
glad_glGetActiveUniformBlockName = (PFNGLGETACTIVEUNIFORMBLOCKNAMEPROC)load("glGetActiveUniformBlockName");
glad_glUniformBlockBinding = (PFNGLUNIFORMBLOCKBINDINGPROC)load("glUniformBlockBinding");
}
static void load_GL_VERSION_3_2(GLADloadproc load) {
if(!GLAD_GL_VERSION_3_2) return;
glad_glDrawElementsBaseVertex = (PFNGLDRAWELEMENTSBASEVERTEXPROC)load("glDrawElementsBaseVertex");
glad_glDrawRangeElementsBaseVertex = (PFNGLDRAWRANGEELEMENTSBASEVERTEXPROC)load("glDrawRangeElementsBaseVertex");
glad_glDrawElementsInstancedBaseVertex = (PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXPROC)load("glDrawElementsInstancedBaseVertex");
glad_glMultiDrawElementsBaseVertex = (PFNGLMULTIDRAWELEMENTSBASEVERTEXPROC)load("glMultiDrawElementsBaseVertex");
glad_glProvokingVertex = (PFNGLPROVOKINGVERTEXPROC)load("glProvokingVertex");
glad_glFenceSync = (PFNGLFENCESYNCPROC)load("glFenceSync");
glad_glIsSync = (PFNGLISSYNCPROC)load("glIsSync");
glad_glDeleteSync = (PFNGLDELETESYNCPROC)load("glDeleteSync");
glad_glClientWaitSync = (PFNGLCLIENTWAITSYNCPROC)load("glClientWaitSync");
glad_glWaitSync = (PFNGLWAITSYNCPROC)load("glWaitSync");
glad_glGetInteger64v = (PFNGLGETINTEGER64VPROC)load("glGetInteger64v");
glad_glGetSynciv = (PFNGLGETSYNCIVPROC)load("glGetSynciv");
glad_glGetInteger64i_v = (PFNGLGETINTEGER64I_VPROC)load("glGetInteger64i_v");
glad_glGetBufferParameteri64v = (PFNGLGETBUFFERPARAMETERI64VPROC)load("glGetBufferParameteri64v");
glad_glFramebufferTexture = (PFNGLFRAMEBUFFERTEXTUREPROC)load("glFramebufferTexture");
glad_glTexImage2DMultisample = (PFNGLTEXIMAGE2DMULTISAMPLEPROC)load("glTexImage2DMultisample");
glad_glTexImage3DMultisample = (PFNGLTEXIMAGE3DMULTISAMPLEPROC)load("glTexImage3DMultisample");
glad_glGetMultisamplefv = (PFNGLGETMULTISAMPLEFVPROC)load("glGetMultisamplefv");
glad_glSampleMaski = (PFNGLSAMPLEMASKIPROC)load("glSampleMaski");
}
static void find_extensionsGL(void) {
}
static void find_coreGL(void) {
/* Thank you @elmindreda
* https://github.com/elmindreda/greg/blob/master/templates/greg.c.in#L176
* https://github.com/glfw/glfw/blob/master/src/context.c#L36
*/
int i, major, minor;
const char* version;
const char* prefixes[] = {
"OpenGL ES-CM ",
"OpenGL ES-CL ",
"OpenGL ES ",
NULL
};
version = (const char*) glGetString(GL_VERSION);
if (!version) return;
for (i = 0; prefixes[i]; i++) {
const size_t length = strlen(prefixes[i]);
if (strncmp(version, prefixes[i], length) == 0) {
version += length;
break;
}
}
sscanf(version, "%d.%d", &major, &minor);
GLVersion.major = major; GLVersion.minor = minor;
GLAD_GL_VERSION_1_0 = (major == 1 && minor >= 0) || major > 1;
GLAD_GL_VERSION_1_1 = (major == 1 && minor >= 1) || major > 1;
GLAD_GL_VERSION_1_2 = (major == 1 && minor >= 2) || major > 1;
GLAD_GL_VERSION_1_3 = (major == 1 && minor >= 3) || major > 1;
GLAD_GL_VERSION_1_4 = (major == 1 && minor >= 4) || major > 1;
GLAD_GL_VERSION_1_5 = (major == 1 && minor >= 5) || major > 1;
GLAD_GL_VERSION_2_0 = (major == 2 && minor >= 0) || major > 2;
GLAD_GL_VERSION_2_1 = (major == 2 && minor >= 1) || major > 2;
GLAD_GL_VERSION_3_0 = (major == 3 && minor >= 0) || major > 3;
GLAD_GL_VERSION_3_1 = (major == 3 && minor >= 1) || major > 3;
GLAD_GL_VERSION_3_2 = (major == 3 && minor >= 2) || major > 3;
}
int gladLoadGLLoader(GLADloadproc load) {
GLVersion.major = 0; GLVersion.minor = 0;
glGetString = (PFNGLGETSTRINGPROC)load("glGetString");
if(glGetString == NULL) return 0;
if(glGetString(GL_VERSION) == NULL) return 0;
find_coreGL();
load_GL_VERSION_1_0(load);
load_GL_VERSION_1_1(load);
load_GL_VERSION_1_2(load);
load_GL_VERSION_1_3(load);
load_GL_VERSION_1_4(load);
load_GL_VERSION_1_5(load);
load_GL_VERSION_2_0(load);
load_GL_VERSION_2_1(load);
load_GL_VERSION_3_0(load);
load_GL_VERSION_3_1(load);
load_GL_VERSION_3_2(load);
find_extensionsGL();
return GLVersion.major != 0 || GLVersion.minor != 0;
}

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deps/glad/gl.h vendored

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1930
deps/glad/glad.h vendored Normal file

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1805
deps/glad/gles2.h vendored

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6330
deps/glad/vulkan.h vendored

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233
deps/linmath.h vendored
View File

@ -1,88 +1,62 @@
#ifndef LINMATH_H
#define LINMATH_H
#include <string.h>
#include <math.h>
#include <string.h>
/* 2021-03-21 Camilla Löwy <elmindreda@elmindreda.org>
* - Replaced double constants with float equivalents
*/
#ifdef LINMATH_NO_INLINE
#define LINMATH_H_FUNC static
#else
#define LINMATH_H_FUNC static inline
#ifdef _MSC_VER
#define inline __inline
#endif
#define LINMATH_H_DEFINE_VEC(n) \
typedef float vec##n[n]; \
LINMATH_H_FUNC void vec##n##_add(vec##n r, vec##n const a, vec##n const b) \
static inline void vec##n##_add(vec##n r, vec##n const a, vec##n const b) \
{ \
int i; \
for(i=0; i<n; ++i) \
r[i] = a[i] + b[i]; \
} \
LINMATH_H_FUNC void vec##n##_sub(vec##n r, vec##n const a, vec##n const b) \
static inline void vec##n##_sub(vec##n r, vec##n const a, vec##n const b) \
{ \
int i; \
for(i=0; i<n; ++i) \
r[i] = a[i] - b[i]; \
} \
LINMATH_H_FUNC void vec##n##_scale(vec##n r, vec##n const v, float const s) \
static inline void vec##n##_scale(vec##n r, vec##n const v, float const s) \
{ \
int i; \
for(i=0; i<n; ++i) \
r[i] = v[i] * s; \
} \
LINMATH_H_FUNC float vec##n##_mul_inner(vec##n const a, vec##n const b) \
static inline float vec##n##_mul_inner(vec##n const a, vec##n const b) \
{ \
float p = 0.f; \
float p = 0.; \
int i; \
for(i=0; i<n; ++i) \
p += b[i]*a[i]; \
return p; \
} \
LINMATH_H_FUNC float vec##n##_len(vec##n const v) \
static inline float vec##n##_len(vec##n const v) \
{ \
return sqrtf(vec##n##_mul_inner(v,v)); \
} \
LINMATH_H_FUNC void vec##n##_norm(vec##n r, vec##n const v) \
static inline void vec##n##_norm(vec##n r, vec##n const v) \
{ \
float k = 1.f / vec##n##_len(v); \
vec##n##_scale(r, v, k); \
} \
LINMATH_H_FUNC void vec##n##_min(vec##n r, vec##n const a, vec##n const b) \
{ \
int i; \
for(i=0; i<n; ++i) \
r[i] = a[i]<b[i] ? a[i] : b[i]; \
} \
LINMATH_H_FUNC void vec##n##_max(vec##n r, vec##n const a, vec##n const b) \
{ \
int i; \
for(i=0; i<n; ++i) \
r[i] = a[i]>b[i] ? a[i] : b[i]; \
} \
LINMATH_H_FUNC void vec##n##_dup(vec##n r, vec##n const src) \
{ \
int i; \
for(i=0; i<n; ++i) \
r[i] = src[i]; \
}
LINMATH_H_DEFINE_VEC(2)
LINMATH_H_DEFINE_VEC(3)
LINMATH_H_DEFINE_VEC(4)
LINMATH_H_FUNC void vec3_mul_cross(vec3 r, vec3 const a, vec3 const b)
static inline void vec3_mul_cross(vec3 r, vec3 const a, vec3 const b)
{
r[0] = a[1]*b[2] - a[2]*b[1];
r[1] = a[2]*b[0] - a[0]*b[2];
r[2] = a[0]*b[1] - a[1]*b[0];
}
LINMATH_H_FUNC void vec3_reflect(vec3 r, vec3 const v, vec3 const n)
static inline void vec3_reflect(vec3 r, vec3 const v, vec3 const n)
{
float p = 2.f*vec3_mul_inner(v, n);
int i;
@ -90,7 +64,7 @@ LINMATH_H_FUNC void vec3_reflect(vec3 r, vec3 const v, vec3 const n)
r[i] = v[i] - p*n[i];
}
LINMATH_H_FUNC void vec4_mul_cross(vec4 r, vec4 const a, vec4 const b)
static inline void vec4_mul_cross(vec4 r, vec4 a, vec4 b)
{
r[0] = a[1]*b[2] - a[2]*b[1];
r[1] = a[2]*b[0] - a[0]*b[2];
@ -98,7 +72,7 @@ LINMATH_H_FUNC void vec4_mul_cross(vec4 r, vec4 const a, vec4 const b)
r[3] = 1.f;
}
LINMATH_H_FUNC void vec4_reflect(vec4 r, vec4 const v, vec4 const n)
static inline void vec4_reflect(vec4 r, vec4 v, vec4 n)
{
float p = 2.f*vec4_mul_inner(v, n);
int i;
@ -107,66 +81,68 @@ LINMATH_H_FUNC void vec4_reflect(vec4 r, vec4 const v, vec4 const n)
}
typedef vec4 mat4x4[4];
LINMATH_H_FUNC void mat4x4_identity(mat4x4 M)
static inline void mat4x4_identity(mat4x4 M)
{
int i, j;
for(i=0; i<4; ++i)
for(j=0; j<4; ++j)
M[i][j] = i==j ? 1.f : 0.f;
}
LINMATH_H_FUNC void mat4x4_dup(mat4x4 M, mat4x4 const N)
static inline void mat4x4_dup(mat4x4 M, mat4x4 N)
{
int i;
int i, j;
for(i=0; i<4; ++i)
vec4_dup(M[i], N[i]);
for(j=0; j<4; ++j)
M[i][j] = N[i][j];
}
LINMATH_H_FUNC void mat4x4_row(vec4 r, mat4x4 const M, int i)
static inline void mat4x4_row(vec4 r, mat4x4 M, int i)
{
int k;
for(k=0; k<4; ++k)
r[k] = M[k][i];
}
LINMATH_H_FUNC void mat4x4_col(vec4 r, mat4x4 const M, int i)
static inline void mat4x4_col(vec4 r, mat4x4 M, int i)
{
int k;
for(k=0; k<4; ++k)
r[k] = M[i][k];
}
LINMATH_H_FUNC void mat4x4_transpose(mat4x4 M, mat4x4 const N)
static inline void mat4x4_transpose(mat4x4 M, mat4x4 N)
{
// Note: if M and N are the same, the user has to
// explicitly make a copy of M and set it to N.
int i, j;
for(j=0; j<4; ++j)
for(i=0; i<4; ++i)
M[i][j] = N[j][i];
}
LINMATH_H_FUNC void mat4x4_add(mat4x4 M, mat4x4 const a, mat4x4 const b)
static inline void mat4x4_add(mat4x4 M, mat4x4 a, mat4x4 b)
{
int i;
for(i=0; i<4; ++i)
vec4_add(M[i], a[i], b[i]);
}
LINMATH_H_FUNC void mat4x4_sub(mat4x4 M, mat4x4 const a, mat4x4 const b)
static inline void mat4x4_sub(mat4x4 M, mat4x4 a, mat4x4 b)
{
int i;
for(i=0; i<4; ++i)
vec4_sub(M[i], a[i], b[i]);
}
LINMATH_H_FUNC void mat4x4_scale(mat4x4 M, mat4x4 const a, float k)
static inline void mat4x4_scale(mat4x4 M, mat4x4 a, float k)
{
int i;
for(i=0; i<4; ++i)
vec4_scale(M[i], a[i], k);
}
LINMATH_H_FUNC void mat4x4_scale_aniso(mat4x4 M, mat4x4 const a, float x, float y, float z)
static inline void mat4x4_scale_aniso(mat4x4 M, mat4x4 a, float x, float y, float z)
{
int i;
vec4_scale(M[0], a[0], x);
vec4_scale(M[1], a[1], y);
vec4_scale(M[2], a[2], z);
vec4_dup(M[3], a[3]);
for(i = 0; i < 4; ++i) {
M[3][i] = a[3][i];
}
LINMATH_H_FUNC void mat4x4_mul(mat4x4 M, mat4x4 const a, mat4x4 const b)
}
static inline void mat4x4_mul(mat4x4 M, mat4x4 a, mat4x4 b)
{
mat4x4 temp;
int k, r, c;
@ -177,7 +153,7 @@ LINMATH_H_FUNC void mat4x4_mul(mat4x4 M, mat4x4 const a, mat4x4 const b)
}
mat4x4_dup(M, temp);
}
LINMATH_H_FUNC void mat4x4_mul_vec4(vec4 r, mat4x4 const M, vec4 const v)
static inline void mat4x4_mul_vec4(vec4 r, mat4x4 M, vec4 v)
{
int i, j;
for(j=0; j<4; ++j) {
@ -186,14 +162,14 @@ LINMATH_H_FUNC void mat4x4_mul_vec4(vec4 r, mat4x4 const M, vec4 const v)
r[j] += M[i][j] * v[i];
}
}
LINMATH_H_FUNC void mat4x4_translate(mat4x4 T, float x, float y, float z)
static inline void mat4x4_translate(mat4x4 T, float x, float y, float z)
{
mat4x4_identity(T);
T[3][0] = x;
T[3][1] = y;
T[3][2] = z;
}
LINMATH_H_FUNC void mat4x4_translate_in_place(mat4x4 M, float x, float y, float z)
static inline void mat4x4_translate_in_place(mat4x4 M, float x, float y, float z)
{
vec4 t = {x, y, z, 0};
vec4 r;
@ -203,13 +179,13 @@ LINMATH_H_FUNC void mat4x4_translate_in_place(mat4x4 M, float x, float y, float
M[3][i] += vec4_mul_inner(r, t);
}
}
LINMATH_H_FUNC void mat4x4_from_vec3_mul_outer(mat4x4 M, vec3 const a, vec3 const b)
static inline void mat4x4_from_vec3_mul_outer(mat4x4 M, vec3 a, vec3 b)
{
int i, j;
for(i=0; i<4; ++i) for(j=0; j<4; ++j)
M[i][j] = i<3 && j<3 ? a[i] * b[j] : 0.f;
}
LINMATH_H_FUNC void mat4x4_rotate(mat4x4 R, mat4x4 const M, float x, float y, float z, float angle)
static inline void mat4x4_rotate(mat4x4 R, mat4x4 M, float x, float y, float z, float angle)
{
float s = sinf(angle);
float c = cosf(angle);
@ -237,13 +213,13 @@ LINMATH_H_FUNC void mat4x4_rotate(mat4x4 R, mat4x4 const M, float x, float y, fl
mat4x4_add(T, T, C);
mat4x4_add(T, T, S);
T[3][3] = 1.f;
T[3][3] = 1.;
mat4x4_mul(R, M, T);
} else {
mat4x4_dup(R, M);
}
}
LINMATH_H_FUNC void mat4x4_rotate_X(mat4x4 Q, mat4x4 const M, float angle)
static inline void mat4x4_rotate_X(mat4x4 Q, mat4x4 M, float angle)
{
float s = sinf(angle);
float c = cosf(angle);
@ -255,19 +231,19 @@ LINMATH_H_FUNC void mat4x4_rotate_X(mat4x4 Q, mat4x4 const M, float angle)
};
mat4x4_mul(Q, M, R);
}
LINMATH_H_FUNC void mat4x4_rotate_Y(mat4x4 Q, mat4x4 const M, float angle)
static inline void mat4x4_rotate_Y(mat4x4 Q, mat4x4 M, float angle)
{
float s = sinf(angle);
float c = cosf(angle);
mat4x4 R = {
{ c, 0.f, -s, 0.f},
{ c, 0.f, s, 0.f},
{ 0.f, 1.f, 0.f, 0.f},
{ s, 0.f, c, 0.f},
{ -s, 0.f, c, 0.f},
{ 0.f, 0.f, 0.f, 1.f}
};
mat4x4_mul(Q, M, R);
}
LINMATH_H_FUNC void mat4x4_rotate_Z(mat4x4 Q, mat4x4 const M, float angle)
static inline void mat4x4_rotate_Z(mat4x4 Q, mat4x4 M, float angle)
{
float s = sinf(angle);
float c = cosf(angle);
@ -279,7 +255,7 @@ LINMATH_H_FUNC void mat4x4_rotate_Z(mat4x4 Q, mat4x4 const M, float angle)
};
mat4x4_mul(Q, M, R);
}
LINMATH_H_FUNC void mat4x4_invert(mat4x4 T, mat4x4 const M)
static inline void mat4x4_invert(mat4x4 T, mat4x4 M)
{
float s[6];
float c[6];
@ -320,10 +296,10 @@ LINMATH_H_FUNC void mat4x4_invert(mat4x4 T, mat4x4 const M)
T[3][2] = (-M[3][0] * s[3] + M[3][1] * s[1] - M[3][2] * s[0]) * idet;
T[3][3] = ( M[2][0] * s[3] - M[2][1] * s[1] + M[2][2] * s[0]) * idet;
}
LINMATH_H_FUNC void mat4x4_orthonormalize(mat4x4 R, mat4x4 const M)
static inline void mat4x4_orthonormalize(mat4x4 R, mat4x4 M)
{
mat4x4_dup(R, M);
float s = 1.f;
float s = 1.;
vec3 h;
vec3_norm(R[2], R[2]);
@ -331,11 +307,12 @@ LINMATH_H_FUNC void mat4x4_orthonormalize(mat4x4 R, mat4x4 const M)
s = vec3_mul_inner(R[1], R[2]);
vec3_scale(h, R[2], s);
vec3_sub(R[1], R[1], h);
vec3_norm(R[1], R[1]);
vec3_norm(R[2], R[2]);
s = vec3_mul_inner(R[0], R[2]);
s = vec3_mul_inner(R[1], R[2]);
vec3_scale(h, R[2], s);
vec3_sub(R[0], R[0], h);
vec3_sub(R[1], R[1], h);
vec3_norm(R[1], R[1]);
s = vec3_mul_inner(R[0], R[1]);
vec3_scale(h, R[1], s);
@ -343,7 +320,7 @@ LINMATH_H_FUNC void mat4x4_orthonormalize(mat4x4 R, mat4x4 const M)
vec3_norm(R[0], R[0]);
}
LINMATH_H_FUNC void mat4x4_frustum(mat4x4 M, float l, float r, float b, float t, float n, float f)
static inline void mat4x4_frustum(mat4x4 M, float l, float r, float b, float t, float n, float f)
{
M[0][0] = 2.f*n/(r-l);
M[0][1] = M[0][2] = M[0][3] = 0.f;
@ -359,7 +336,7 @@ LINMATH_H_FUNC void mat4x4_frustum(mat4x4 M, float l, float r, float b, float t,
M[3][2] = -2.f*(f*n)/(f-n);
M[3][0] = M[3][1] = M[3][3] = 0.f;
}
LINMATH_H_FUNC void mat4x4_ortho(mat4x4 M, float l, float r, float b, float t, float n, float f)
static inline void mat4x4_ortho(mat4x4 M, float l, float r, float b, float t, float n, float f)
{
M[0][0] = 2.f/(r-l);
M[0][1] = M[0][2] = M[0][3] = 0.f;
@ -375,11 +352,11 @@ LINMATH_H_FUNC void mat4x4_ortho(mat4x4 M, float l, float r, float b, float t, f
M[3][2] = -(f+n)/(f-n);
M[3][3] = 1.f;
}
LINMATH_H_FUNC void mat4x4_perspective(mat4x4 m, float y_fov, float aspect, float n, float f)
static inline void mat4x4_perspective(mat4x4 m, float y_fov, float aspect, float n, float f)
{
/* NOTE: Degrees are an unhandy unit to work with.
* linmath.h uses radians for everything! */
float const a = 1.f / tanf(y_fov / 2.f);
float const a = 1.f / (float) tan(y_fov / 2.f);
m[0][0] = a / aspect;
m[0][1] = 0.f;
@ -401,7 +378,7 @@ LINMATH_H_FUNC void mat4x4_perspective(mat4x4 m, float y_fov, float aspect, floa
m[3][2] = -((2.f * f * n) / (f - n));
m[3][3] = 0.f;
}
LINMATH_H_FUNC void mat4x4_look_at(mat4x4 m, vec3 const eye, vec3 const center, vec3 const up)
static inline void mat4x4_look_at(mat4x4 m, vec3 eye, vec3 center, vec3 up)
{
/* Adapted from Android's OpenGL Matrix.java. */
/* See the OpenGL GLUT documentation for gluLookAt for a description */
@ -444,18 +421,24 @@ LINMATH_H_FUNC void mat4x4_look_at(mat4x4 m, vec3 const eye, vec3 const center,
}
typedef float quat[4];
#define quat_add vec4_add
#define quat_sub vec4_sub
#define quat_norm vec4_norm
#define quat_scale vec4_scale
#define quat_mul_inner vec4_mul_inner
LINMATH_H_FUNC void quat_identity(quat q)
static inline void quat_identity(quat q)
{
q[0] = q[1] = q[2] = 0.f;
q[3] = 1.f;
}
LINMATH_H_FUNC void quat_mul(quat r, quat const p, quat const q)
static inline void quat_add(quat r, quat a, quat b)
{
int i;
for(i=0; i<4; ++i)
r[i] = a[i] + b[i];
}
static inline void quat_sub(quat r, quat a, quat b)
{
int i;
for(i=0; i<4; ++i)
r[i] = a[i] - b[i];
}
static inline void quat_mul(quat r, quat p, quat q)
{
vec3 w;
vec3_mul_cross(r, p, q);
@ -465,42 +448,56 @@ LINMATH_H_FUNC void quat_mul(quat r, quat const p, quat const q)
vec3_add(r, r, w);
r[3] = p[3]*q[3] - vec3_mul_inner(p, q);
}
LINMATH_H_FUNC void quat_conj(quat r, quat const q)
static inline void quat_scale(quat r, quat v, float s)
{
int i;
for(i=0; i<4; ++i)
r[i] = v[i] * s;
}
static inline float quat_inner_product(quat a, quat b)
{
float p = 0.f;
int i;
for(i=0; i<4; ++i)
p += b[i]*a[i];
return p;
}
static inline void quat_conj(quat r, quat q)
{
int i;
for(i=0; i<3; ++i)
r[i] = -q[i];
r[3] = q[3];
}
LINMATH_H_FUNC void quat_rotate(quat r, float angle, vec3 const axis) {
vec3 axis_norm;
vec3_norm(axis_norm, axis);
float s = sinf(angle / 2);
float c = cosf(angle / 2);
vec3_scale(r, axis_norm, s);
r[3] = c;
static inline void quat_rotate(quat r, float angle, vec3 axis) {
vec3 v;
vec3_scale(v, axis, sinf(angle / 2));
int i;
for(i=0; i<3; ++i)
r[i] = v[i];
r[3] = cosf(angle / 2);
}
LINMATH_H_FUNC void quat_mul_vec3(vec3 r, quat const q, vec3 const v)
#define quat_norm vec4_norm
static inline void quat_mul_vec3(vec3 r, quat q, vec3 v)
{
/*
* Method by Fabian 'ryg' Giessen (of Farbrausch)
t = 2 * cross(q.xyz, v)
v' = v + q.w * t + cross(q.xyz, t)
*/
vec3 t;
vec3 q_xyz = {q[0], q[1], q[2]};
vec3 t = {q[0], q[1], q[2]};
vec3 u = {q[0], q[1], q[2]};
vec3_mul_cross(t, q_xyz, v);
vec3_mul_cross(t, t, v);
vec3_scale(t, t, 2);
vec3_mul_cross(u, q_xyz, t);
vec3_mul_cross(u, u, t);
vec3_scale(t, t, q[3]);
vec3_add(r, v, t);
vec3_add(r, r, u);
}
LINMATH_H_FUNC void mat4x4_from_quat(mat4x4 M, quat const q)
static inline void mat4x4_from_quat(mat4x4 M, quat q)
{
float a = q[3];
float b = q[0];
@ -530,21 +527,18 @@ LINMATH_H_FUNC void mat4x4_from_quat(mat4x4 M, quat const q)
M[3][3] = 1.f;
}
LINMATH_H_FUNC void mat4x4o_mul_quat(mat4x4 R, mat4x4 const M, quat const q)
static inline void mat4x4o_mul_quat(mat4x4 R, mat4x4 M, quat q)
{
/* XXX: The way this is written only works for orthogonal matrices. */
/* XXX: The way this is written only works for othogonal matrices. */
/* TODO: Take care of non-orthogonal case. */
quat_mul_vec3(R[0], q, M[0]);
quat_mul_vec3(R[1], q, M[1]);
quat_mul_vec3(R[2], q, M[2]);
R[3][0] = R[3][1] = R[3][2] = 0.f;
R[0][3] = M[0][3];
R[1][3] = M[1][3];
R[2][3] = M[2][3];
R[3][3] = M[3][3]; // typically 1.0, but here we make it general
R[3][3] = 1.f;
}
LINMATH_H_FUNC void quat_from_mat4x4(quat q, mat4x4 const M)
static inline void quat_from_mat4x4(quat q, mat4x4 M)
{
float r=0.f;
int i;
@ -574,33 +568,4 @@ LINMATH_H_FUNC void quat_from_mat4x4(quat q, mat4x4 const M)
q[3] = (M[p[2]][p[1]] - M[p[1]][p[2]])/(2.f*r);
}
LINMATH_H_FUNC void mat4x4_arcball(mat4x4 R, mat4x4 const M, vec2 const _a, vec2 const _b, float s)
{
vec2 a; memcpy(a, _a, sizeof(a));
vec2 b; memcpy(b, _b, sizeof(b));
float z_a = 0.f;
float z_b = 0.f;
if(vec2_len(a) < 1.f) {
z_a = sqrtf(1.f - vec2_mul_inner(a, a));
} else {
vec2_norm(a, a);
}
if(vec2_len(b) < 1.f) {
z_b = sqrtf(1.f - vec2_mul_inner(b, b));
} else {
vec2_norm(b, b);
}
vec3 a_ = {a[0], a[1], z_a};
vec3 b_ = {b[0], b[1], z_b};
vec3 c_;
vec3_mul_cross(c_, a_, b_);
float const angle = acos(vec3_mul_inner(a_, b_)) * s;
mat4x4_rotate(R, M, c_[0], c_[1], c_[2], angle);
}
#endif

View File

@ -1,117 +0,0 @@
/**
* This file has no copyright assigned and is placed in the Public Domain.
* This file is part of the mingw-w64 runtime package.
* No warranty is given; refer to the file DISCLAIMER within this package.
*/
#if defined(_MSC_VER) && !defined(_MSC_EXTENSIONS)
#define NONAMELESSUNION 1
#endif
#if defined(NONAMELESSSTRUCT) && \
!defined(NONAMELESSUNION)
#define NONAMELESSUNION 1
#endif
#if defined(NONAMELESSUNION) && \
!defined(NONAMELESSSTRUCT)
#define NONAMELESSSTRUCT 1
#endif
#if !defined(__GNU_EXTENSION)
#if defined(__GNUC__) || defined(__GNUG__)
#define __GNU_EXTENSION __extension__
#else
#define __GNU_EXTENSION
#endif
#endif /* __extension__ */
#ifndef __ANONYMOUS_DEFINED
#define __ANONYMOUS_DEFINED
#if defined(__GNUC__) || defined(__GNUG__)
#define _ANONYMOUS_UNION __extension__
#define _ANONYMOUS_STRUCT __extension__
#else
#define _ANONYMOUS_UNION
#define _ANONYMOUS_STRUCT
#endif
#ifndef NONAMELESSUNION
#define _UNION_NAME(x)
#define _STRUCT_NAME(x)
#else /* NONAMELESSUNION */
#define _UNION_NAME(x) x
#define _STRUCT_NAME(x) x
#endif
#endif /* __ANONYMOUS_DEFINED */
#ifndef DUMMYUNIONNAME
# ifdef NONAMELESSUNION
# define DUMMYUNIONNAME u
# define DUMMYUNIONNAME1 u1 /* Wine uses this variant */
# define DUMMYUNIONNAME2 u2
# define DUMMYUNIONNAME3 u3
# define DUMMYUNIONNAME4 u4
# define DUMMYUNIONNAME5 u5
# define DUMMYUNIONNAME6 u6
# define DUMMYUNIONNAME7 u7
# define DUMMYUNIONNAME8 u8
# define DUMMYUNIONNAME9 u9
# else /* NONAMELESSUNION */
# define DUMMYUNIONNAME
# define DUMMYUNIONNAME1 /* Wine uses this variant */
# define DUMMYUNIONNAME2
# define DUMMYUNIONNAME3
# define DUMMYUNIONNAME4
# define DUMMYUNIONNAME5
# define DUMMYUNIONNAME6
# define DUMMYUNIONNAME7
# define DUMMYUNIONNAME8
# define DUMMYUNIONNAME9
# endif
#endif /* DUMMYUNIONNAME */
#if !defined(DUMMYUNIONNAME1) /* MinGW does not define this one */
# ifdef NONAMELESSUNION
# define DUMMYUNIONNAME1 u1 /* Wine uses this variant */
# else
# define DUMMYUNIONNAME1 /* Wine uses this variant */
# endif
#endif /* DUMMYUNIONNAME1 */
#ifndef DUMMYSTRUCTNAME
# ifdef NONAMELESSUNION
# define DUMMYSTRUCTNAME s
# define DUMMYSTRUCTNAME1 s1 /* Wine uses this variant */
# define DUMMYSTRUCTNAME2 s2
# define DUMMYSTRUCTNAME3 s3
# define DUMMYSTRUCTNAME4 s4
# define DUMMYSTRUCTNAME5 s5
# else
# define DUMMYSTRUCTNAME
# define DUMMYSTRUCTNAME1 /* Wine uses this variant */
# define DUMMYSTRUCTNAME2
# define DUMMYSTRUCTNAME3
# define DUMMYSTRUCTNAME4
# define DUMMYSTRUCTNAME5
# endif
#endif /* DUMMYSTRUCTNAME */
/* These are for compatibility with the Wine source tree */
#ifndef WINELIB_NAME_AW
# ifdef __MINGW_NAME_AW
# define WINELIB_NAME_AW __MINGW_NAME_AW
# else
# ifdef UNICODE
# define WINELIB_NAME_AW(func) func##W
# else
# define WINELIB_NAME_AW(func) func##A
# endif
# endif
#endif /* WINELIB_NAME_AW */
#ifndef DECL_WINELIB_TYPE_AW
# ifdef __MINGW_TYPEDEF_AW
# define DECL_WINELIB_TYPE_AW __MINGW_TYPEDEF_AW
# else
# define DECL_WINELIB_TYPE_AW(type) typedef WINELIB_NAME_AW(type) type;
# endif
#endif /* DECL_WINELIB_TYPE_AW */

2467
deps/mingw/dinput.h vendored

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239
deps/mingw/xinput.h vendored
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@ -1,239 +0,0 @@
/*
* The Wine project - Xinput Joystick Library
* Copyright 2008 Andrew Fenn
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
*/
#ifndef __WINE_XINPUT_H
#define __WINE_XINPUT_H
#include <windef.h>
/*
* Bitmasks for the joysticks buttons, determines what has
* been pressed on the joystick, these need to be mapped
* to whatever device you're using instead of an xbox 360
* joystick
*/
#define XINPUT_GAMEPAD_DPAD_UP 0x0001
#define XINPUT_GAMEPAD_DPAD_DOWN 0x0002
#define XINPUT_GAMEPAD_DPAD_LEFT 0x0004
#define XINPUT_GAMEPAD_DPAD_RIGHT 0x0008
#define XINPUT_GAMEPAD_START 0x0010
#define XINPUT_GAMEPAD_BACK 0x0020
#define XINPUT_GAMEPAD_LEFT_THUMB 0x0040
#define XINPUT_GAMEPAD_RIGHT_THUMB 0x0080
#define XINPUT_GAMEPAD_LEFT_SHOULDER 0x0100
#define XINPUT_GAMEPAD_RIGHT_SHOULDER 0x0200
#define XINPUT_GAMEPAD_A 0x1000
#define XINPUT_GAMEPAD_B 0x2000
#define XINPUT_GAMEPAD_X 0x4000
#define XINPUT_GAMEPAD_Y 0x8000
/*
* Defines the flags used to determine if the user is pushing
* down on a button, not holding a button, etc
*/
#define XINPUT_KEYSTROKE_KEYDOWN 0x0001
#define XINPUT_KEYSTROKE_KEYUP 0x0002
#define XINPUT_KEYSTROKE_REPEAT 0x0004
/*
* Defines the codes which are returned by XInputGetKeystroke
*/
#define VK_PAD_A 0x5800
#define VK_PAD_B 0x5801
#define VK_PAD_X 0x5802
#define VK_PAD_Y 0x5803
#define VK_PAD_RSHOULDER 0x5804
#define VK_PAD_LSHOULDER 0x5805
#define VK_PAD_LTRIGGER 0x5806
#define VK_PAD_RTRIGGER 0x5807
#define VK_PAD_DPAD_UP 0x5810
#define VK_PAD_DPAD_DOWN 0x5811
#define VK_PAD_DPAD_LEFT 0x5812
#define VK_PAD_DPAD_RIGHT 0x5813
#define VK_PAD_START 0x5814
#define VK_PAD_BACK 0x5815
#define VK_PAD_LTHUMB_PRESS 0x5816
#define VK_PAD_RTHUMB_PRESS 0x5817
#define VK_PAD_LTHUMB_UP 0x5820
#define VK_PAD_LTHUMB_DOWN 0x5821
#define VK_PAD_LTHUMB_RIGHT 0x5822
#define VK_PAD_LTHUMB_LEFT 0x5823
#define VK_PAD_LTHUMB_UPLEFT 0x5824
#define VK_PAD_LTHUMB_UPRIGHT 0x5825
#define VK_PAD_LTHUMB_DOWNRIGHT 0x5826
#define VK_PAD_LTHUMB_DOWNLEFT 0x5827
#define VK_PAD_RTHUMB_UP 0x5830
#define VK_PAD_RTHUMB_DOWN 0x5831
#define VK_PAD_RTHUMB_RIGHT 0x5832
#define VK_PAD_RTHUMB_LEFT 0x5833
#define VK_PAD_RTHUMB_UPLEFT 0x5834
#define VK_PAD_RTHUMB_UPRIGHT 0x5835
#define VK_PAD_RTHUMB_DOWNRIGHT 0x5836
#define VK_PAD_RTHUMB_DOWNLEFT 0x5837
/*
* Deadzones are for analogue joystick controls on the joypad
* which determine when input should be assumed to be in the
* middle of the pad. This is a threshold to stop a joypad
* controlling the game when the player isn't touching the
* controls.
*/
#define XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE 7849
#define XINPUT_GAMEPAD_RIGHT_THUMB_DEADZONE 8689
#define XINPUT_GAMEPAD_TRIGGER_THRESHOLD 30
/*
* Defines what type of abilities the type of joystick has
* DEVTYPE_GAMEPAD is available for all joysticks, however
* there may be more specific identifiers for other joysticks
* which are being used.
*/
#define XINPUT_DEVTYPE_GAMEPAD 0x01
#define XINPUT_DEVSUBTYPE_GAMEPAD 0x01
#define XINPUT_DEVSUBTYPE_WHEEL 0x02
#define XINPUT_DEVSUBTYPE_ARCADE_STICK 0x03
#define XINPUT_DEVSUBTYPE_FLIGHT_SICK 0x04
#define XINPUT_DEVSUBTYPE_DANCE_PAD 0x05
#define XINPUT_DEVSUBTYPE_GUITAR 0x06
#define XINPUT_DEVSUBTYPE_DRUM_KIT 0x08
/*
* These are used with the XInputGetCapabilities function to
* determine the abilities to the joystick which has been
* plugged in.
*/
#define XINPUT_CAPS_VOICE_SUPPORTED 0x0004
#define XINPUT_FLAG_GAMEPAD 0x00000001
/*
* Defines the status of the battery if one is used in the
* attached joystick. The first two define if the joystick
* supports a battery. Disconnected means that the joystick
* isn't connected. Wired shows that the joystick is a wired
* joystick.
*/
#define BATTERY_DEVTYPE_GAMEPAD 0x00
#define BATTERY_DEVTYPE_HEADSET 0x01
#define BATTERY_TYPE_DISCONNECTED 0x00
#define BATTERY_TYPE_WIRED 0x01
#define BATTERY_TYPE_ALKALINE 0x02
#define BATTERY_TYPE_NIMH 0x03
#define BATTERY_TYPE_UNKNOWN 0xFF
#define BATTERY_LEVEL_EMPTY 0x00
#define BATTERY_LEVEL_LOW 0x01
#define BATTERY_LEVEL_MEDIUM 0x02
#define BATTERY_LEVEL_FULL 0x03
/*
* How many joysticks can be used with this library. Games that
* use the xinput library will not go over this number.
*/
#define XUSER_MAX_COUNT 4
#define XUSER_INDEX_ANY 0x000000FF
/*
* Defines the structure of an xbox 360 joystick.
*/
typedef struct _XINPUT_GAMEPAD {
WORD wButtons;
BYTE bLeftTrigger;
BYTE bRightTrigger;
SHORT sThumbLX;
SHORT sThumbLY;
SHORT sThumbRX;
SHORT sThumbRY;
} XINPUT_GAMEPAD, *PXINPUT_GAMEPAD;
typedef struct _XINPUT_STATE {
DWORD dwPacketNumber;
XINPUT_GAMEPAD Gamepad;
} XINPUT_STATE, *PXINPUT_STATE;
/*
* Defines the structure of how much vibration is set on both the
* right and left motors in a joystick. If you're not using a 360
* joystick you will have to map these to your device.
*/
typedef struct _XINPUT_VIBRATION {
WORD wLeftMotorSpeed;
WORD wRightMotorSpeed;
} XINPUT_VIBRATION, *PXINPUT_VIBRATION;
/*
* Defines the structure for what kind of abilities the joystick has
* such abilities are things such as if the joystick has the ability
* to send and receive audio, if the joystick is in fact a driving
* wheel or perhaps if the joystick is some kind of dance pad or
* guitar.
*/
typedef struct _XINPUT_CAPABILITIES {
BYTE Type;
BYTE SubType;
WORD Flags;
XINPUT_GAMEPAD Gamepad;
XINPUT_VIBRATION Vibration;
} XINPUT_CAPABILITIES, *PXINPUT_CAPABILITIES;
/*
* Defines the structure for a joystick input event which is
* retrieved using the function XInputGetKeystroke
*/
typedef struct _XINPUT_KEYSTROKE {
WORD VirtualKey;
WCHAR Unicode;
WORD Flags;
BYTE UserIndex;
BYTE HidCode;
} XINPUT_KEYSTROKE, *PXINPUT_KEYSTROKE;
typedef struct _XINPUT_BATTERY_INFORMATION
{
BYTE BatteryType;
BYTE BatteryLevel;
} XINPUT_BATTERY_INFORMATION, *PXINPUT_BATTERY_INFORMATION;
#ifdef __cplusplus
extern "C" {
#endif
void WINAPI XInputEnable(WINBOOL);
DWORD WINAPI XInputSetState(DWORD, XINPUT_VIBRATION*);
DWORD WINAPI XInputGetState(DWORD, XINPUT_STATE*);
DWORD WINAPI XInputGetKeystroke(DWORD, DWORD, PXINPUT_KEYSTROKE);
DWORD WINAPI XInputGetCapabilities(DWORD, DWORD, XINPUT_CAPABILITIES*);
DWORD WINAPI XInputGetDSoundAudioDeviceGuids(DWORD, GUID*, GUID*);
DWORD WINAPI XInputGetBatteryInformation(DWORD, BYTE, XINPUT_BATTERY_INFORMATION*);
#ifdef __cplusplus
}
#endif
#endif /* __WINE_XINPUT_H */

25778
deps/nuklear.h vendored

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@ -1,381 +0,0 @@
/*
* Nuklear - v1.32.0 - public domain
* no warrenty implied; use at your own risk.
* authored from 2015-2017 by Micha Mettke
*/
/*
* ==============================================================
*
* API
*
* ===============================================================
*/
#ifndef NK_GLFW_GL2_H_
#define NK_GLFW_GL2_H_
#include <GLFW/glfw3.h>
enum nk_glfw_init_state{
NK_GLFW3_DEFAULT = 0,
NK_GLFW3_INSTALL_CALLBACKS
};
NK_API struct nk_context* nk_glfw3_init(GLFWwindow *win, enum nk_glfw_init_state);
NK_API void nk_glfw3_font_stash_begin(struct nk_font_atlas **atlas);
NK_API void nk_glfw3_font_stash_end(void);
NK_API void nk_glfw3_new_frame(void);
NK_API void nk_glfw3_render(enum nk_anti_aliasing);
NK_API void nk_glfw3_shutdown(void);
NK_API void nk_glfw3_char_callback(GLFWwindow *win, unsigned int codepoint);
NK_API void nk_gflw3_scroll_callback(GLFWwindow *win, double xoff, double yoff);
#endif
/*
* ==============================================================
*
* IMPLEMENTATION
*
* ===============================================================
*/
#ifdef NK_GLFW_GL2_IMPLEMENTATION
#ifndef NK_GLFW_TEXT_MAX
#define NK_GLFW_TEXT_MAX 256
#endif
#ifndef NK_GLFW_DOUBLE_CLICK_LO
#define NK_GLFW_DOUBLE_CLICK_LO 0.02
#endif
#ifndef NK_GLFW_DOUBLE_CLICK_HI
#define NK_GLFW_DOUBLE_CLICK_HI 0.2
#endif
struct nk_glfw_device {
struct nk_buffer cmds;
struct nk_draw_null_texture null;
GLuint font_tex;
};
struct nk_glfw_vertex {
float position[2];
float uv[2];
nk_byte col[4];
};
static struct nk_glfw {
GLFWwindow *win;
int width, height;
int display_width, display_height;
struct nk_glfw_device ogl;
struct nk_context ctx;
struct nk_font_atlas atlas;
struct nk_vec2 fb_scale;
unsigned int text[NK_GLFW_TEXT_MAX];
int text_len;
struct nk_vec2 scroll;
double last_button_click;
int is_double_click_down;
struct nk_vec2 double_click_pos;
} glfw;
NK_INTERN void
nk_glfw3_device_upload_atlas(const void *image, int width, int height)
{
struct nk_glfw_device *dev = &glfw.ogl;
glGenTextures(1, &dev->font_tex);
glBindTexture(GL_TEXTURE_2D, dev->font_tex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, (GLsizei)width, (GLsizei)height, 0,
GL_RGBA, GL_UNSIGNED_BYTE, image);
}
NK_API void
nk_glfw3_render(enum nk_anti_aliasing AA)
{
/* setup global state */
struct nk_glfw_device *dev = &glfw.ogl;
glPushAttrib(GL_ENABLE_BIT|GL_COLOR_BUFFER_BIT|GL_TRANSFORM_BIT);
glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
glEnable(GL_SCISSOR_TEST);
glEnable(GL_BLEND);
glEnable(GL_TEXTURE_2D);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
/* setup viewport/project */
glViewport(0,0,(GLsizei)glfw.display_width,(GLsizei)glfw.display_height);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(0.0f, glfw.width, glfw.height, 0.0f, -1.0f, 1.0f);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
{
GLsizei vs = sizeof(struct nk_glfw_vertex);
size_t vp = offsetof(struct nk_glfw_vertex, position);
size_t vt = offsetof(struct nk_glfw_vertex, uv);
size_t vc = offsetof(struct nk_glfw_vertex, col);
/* convert from command queue into draw list and draw to screen */
const struct nk_draw_command *cmd;
const nk_draw_index *offset = NULL;
struct nk_buffer vbuf, ebuf;
/* fill convert configuration */
struct nk_convert_config config;
static const struct nk_draw_vertex_layout_element vertex_layout[] = {
{NK_VERTEX_POSITION, NK_FORMAT_FLOAT, NK_OFFSETOF(struct nk_glfw_vertex, position)},
{NK_VERTEX_TEXCOORD, NK_FORMAT_FLOAT, NK_OFFSETOF(struct nk_glfw_vertex, uv)},
{NK_VERTEX_COLOR, NK_FORMAT_R8G8B8A8, NK_OFFSETOF(struct nk_glfw_vertex, col)},
{NK_VERTEX_LAYOUT_END}
};
NK_MEMSET(&config, 0, sizeof(config));
config.vertex_layout = vertex_layout;
config.vertex_size = sizeof(struct nk_glfw_vertex);
config.vertex_alignment = NK_ALIGNOF(struct nk_glfw_vertex);
config.null = dev->null;
config.circle_segment_count = 22;
config.curve_segment_count = 22;
config.arc_segment_count = 22;
config.global_alpha = 1.0f;
config.shape_AA = AA;
config.line_AA = AA;
/* convert shapes into vertexes */
nk_buffer_init_default(&vbuf);
nk_buffer_init_default(&ebuf);
nk_convert(&glfw.ctx, &dev->cmds, &vbuf, &ebuf, &config);
/* setup vertex buffer pointer */
{const void *vertices = nk_buffer_memory_const(&vbuf);
glVertexPointer(2, GL_FLOAT, vs, (const void*)((const nk_byte*)vertices + vp));
glTexCoordPointer(2, GL_FLOAT, vs, (const void*)((const nk_byte*)vertices + vt));
glColorPointer(4, GL_UNSIGNED_BYTE, vs, (const void*)((const nk_byte*)vertices + vc));}
/* iterate over and execute each draw command */
offset = (const nk_draw_index*)nk_buffer_memory_const(&ebuf);
nk_draw_foreach(cmd, &glfw.ctx, &dev->cmds)
{
if (!cmd->elem_count) continue;
glBindTexture(GL_TEXTURE_2D, (GLuint)cmd->texture.id);
glScissor(
(GLint)(cmd->clip_rect.x * glfw.fb_scale.x),
(GLint)((glfw.height - (GLint)(cmd->clip_rect.y + cmd->clip_rect.h)) * glfw.fb_scale.y),
(GLint)(cmd->clip_rect.w * glfw.fb_scale.x),
(GLint)(cmd->clip_rect.h * glfw.fb_scale.y));
glDrawElements(GL_TRIANGLES, (GLsizei)cmd->elem_count, GL_UNSIGNED_SHORT, offset);
offset += cmd->elem_count;
}
nk_clear(&glfw.ctx);
nk_buffer_free(&vbuf);
nk_buffer_free(&ebuf);
}
/* default OpenGL state */
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
glDisable(GL_SCISSOR_TEST);
glDisable(GL_BLEND);
glDisable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, 0);
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glPopAttrib();
}
NK_API void
nk_glfw3_char_callback(GLFWwindow *win, unsigned int codepoint)
{
(void)win;
if (glfw.text_len < NK_GLFW_TEXT_MAX)
glfw.text[glfw.text_len++] = codepoint;
}
NK_API void
nk_gflw3_scroll_callback(GLFWwindow *win, double xoff, double yoff)
{
(void)win; (void)xoff;
glfw.scroll.x += (float)xoff;
glfw.scroll.y += (float)yoff;
}
NK_API void
nk_glfw3_mouse_button_callback(GLFWwindow* window, int button, int action, int mods)
{
double x, y;
if (button != GLFW_MOUSE_BUTTON_LEFT) return;
glfwGetCursorPos(window, &x, &y);
if (action == GLFW_PRESS) {
double dt = glfwGetTime() - glfw.last_button_click;
if (dt > NK_GLFW_DOUBLE_CLICK_LO && dt < NK_GLFW_DOUBLE_CLICK_HI) {
glfw.is_double_click_down = nk_true;
glfw.double_click_pos = nk_vec2((float)x, (float)y);
}
glfw.last_button_click = glfwGetTime();
} else glfw.is_double_click_down = nk_false;
}
NK_INTERN void
nk_glfw3_clipboard_paste(nk_handle usr, struct nk_text_edit *edit)
{
const char *text = glfwGetClipboardString(glfw.win);
if (text) nk_textedit_paste(edit, text, nk_strlen(text));
(void)usr;
}
NK_INTERN void
nk_glfw3_clipboard_copy(nk_handle usr, const char *text, int len)
{
char *str = 0;
(void)usr;
if (!len) return;
str = (char*)malloc((size_t)len+1);
if (!str) return;
NK_MEMCPY(str, text, (size_t)len);
str[len] = '\0';
glfwSetClipboardString(glfw.win, str);
free(str);
}
NK_API struct nk_context*
nk_glfw3_init(GLFWwindow *win, enum nk_glfw_init_state init_state)
{
glfw.win = win;
if (init_state == NK_GLFW3_INSTALL_CALLBACKS) {
glfwSetScrollCallback(win, nk_gflw3_scroll_callback);
glfwSetCharCallback(win, nk_glfw3_char_callback);
glfwSetMouseButtonCallback(win, nk_glfw3_mouse_button_callback);
}
nk_init_default(&glfw.ctx, 0);
glfw.ctx.clip.copy = nk_glfw3_clipboard_copy;
glfw.ctx.clip.paste = nk_glfw3_clipboard_paste;
glfw.ctx.clip.userdata = nk_handle_ptr(0);
nk_buffer_init_default(&glfw.ogl.cmds);
glfw.is_double_click_down = nk_false;
glfw.double_click_pos = nk_vec2(0, 0);
return &glfw.ctx;
}
NK_API void
nk_glfw3_font_stash_begin(struct nk_font_atlas **atlas)
{
nk_font_atlas_init_default(&glfw.atlas);
nk_font_atlas_begin(&glfw.atlas);
*atlas = &glfw.atlas;
}
NK_API void
nk_glfw3_font_stash_end(void)
{
const void *image; int w, h;
image = nk_font_atlas_bake(&glfw.atlas, &w, &h, NK_FONT_ATLAS_RGBA32);
nk_glfw3_device_upload_atlas(image, w, h);
nk_font_atlas_end(&glfw.atlas, nk_handle_id((int)glfw.ogl.font_tex), &glfw.ogl.null);
if (glfw.atlas.default_font)
nk_style_set_font(&glfw.ctx, &glfw.atlas.default_font->handle);
}
NK_API void
nk_glfw3_new_frame(void)
{
int i;
double x, y;
struct nk_context *ctx = &glfw.ctx;
struct GLFWwindow *win = glfw.win;
glfwGetWindowSize(win, &glfw.width, &glfw.height);
glfwGetFramebufferSize(win, &glfw.display_width, &glfw.display_height);
glfw.fb_scale.x = (float)glfw.display_width/(float)glfw.width;
glfw.fb_scale.y = (float)glfw.display_height/(float)glfw.height;
nk_input_begin(ctx);
for (i = 0; i < glfw.text_len; ++i)
nk_input_unicode(ctx, glfw.text[i]);
/* optional grabbing behavior */
if (ctx->input.mouse.grab)
glfwSetInputMode(glfw.win, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
else if (ctx->input.mouse.ungrab)
glfwSetInputMode(glfw.win, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
nk_input_key(ctx, NK_KEY_DEL, glfwGetKey(win, GLFW_KEY_DELETE) == GLFW_PRESS);
nk_input_key(ctx, NK_KEY_ENTER, glfwGetKey(win, GLFW_KEY_ENTER) == GLFW_PRESS);
nk_input_key(ctx, NK_KEY_TAB, glfwGetKey(win, GLFW_KEY_TAB) == GLFW_PRESS);
nk_input_key(ctx, NK_KEY_BACKSPACE, glfwGetKey(win, GLFW_KEY_BACKSPACE) == GLFW_PRESS);
nk_input_key(ctx, NK_KEY_UP, glfwGetKey(win, GLFW_KEY_UP) == GLFW_PRESS);
nk_input_key(ctx, NK_KEY_DOWN, glfwGetKey(win, GLFW_KEY_DOWN) == GLFW_PRESS);
nk_input_key(ctx, NK_KEY_TEXT_START, glfwGetKey(win, GLFW_KEY_HOME) == GLFW_PRESS);
nk_input_key(ctx, NK_KEY_TEXT_END, glfwGetKey(win, GLFW_KEY_END) == GLFW_PRESS);
nk_input_key(ctx, NK_KEY_SCROLL_START, glfwGetKey(win, GLFW_KEY_HOME) == GLFW_PRESS);
nk_input_key(ctx, NK_KEY_SCROLL_END, glfwGetKey(win, GLFW_KEY_END) == GLFW_PRESS);
nk_input_key(ctx, NK_KEY_SCROLL_DOWN, glfwGetKey(win, GLFW_KEY_PAGE_DOWN) == GLFW_PRESS);
nk_input_key(ctx, NK_KEY_SCROLL_UP, glfwGetKey(win, GLFW_KEY_PAGE_UP) == GLFW_PRESS);
nk_input_key(ctx, NK_KEY_SHIFT, glfwGetKey(win, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS||
glfwGetKey(win, GLFW_KEY_RIGHT_SHIFT) == GLFW_PRESS);
if (glfwGetKey(win, GLFW_KEY_LEFT_CONTROL) == GLFW_PRESS ||
glfwGetKey(win, GLFW_KEY_RIGHT_CONTROL) == GLFW_PRESS) {
nk_input_key(ctx, NK_KEY_COPY, glfwGetKey(win, GLFW_KEY_C) == GLFW_PRESS);
nk_input_key(ctx, NK_KEY_PASTE, glfwGetKey(win, GLFW_KEY_V) == GLFW_PRESS);
nk_input_key(ctx, NK_KEY_CUT, glfwGetKey(win, GLFW_KEY_X) == GLFW_PRESS);
nk_input_key(ctx, NK_KEY_TEXT_UNDO, glfwGetKey(win, GLFW_KEY_Z) == GLFW_PRESS);
nk_input_key(ctx, NK_KEY_TEXT_REDO, glfwGetKey(win, GLFW_KEY_R) == GLFW_PRESS);
nk_input_key(ctx, NK_KEY_TEXT_WORD_LEFT, glfwGetKey(win, GLFW_KEY_LEFT) == GLFW_PRESS);
nk_input_key(ctx, NK_KEY_TEXT_WORD_RIGHT, glfwGetKey(win, GLFW_KEY_RIGHT) == GLFW_PRESS);
nk_input_key(ctx, NK_KEY_TEXT_LINE_START, glfwGetKey(win, GLFW_KEY_B) == GLFW_PRESS);
nk_input_key(ctx, NK_KEY_TEXT_LINE_END, glfwGetKey(win, GLFW_KEY_E) == GLFW_PRESS);
} else {
nk_input_key(ctx, NK_KEY_LEFT, glfwGetKey(win, GLFW_KEY_LEFT) == GLFW_PRESS);
nk_input_key(ctx, NK_KEY_RIGHT, glfwGetKey(win, GLFW_KEY_RIGHT) == GLFW_PRESS);
nk_input_key(ctx, NK_KEY_COPY, 0);
nk_input_key(ctx, NK_KEY_PASTE, 0);
nk_input_key(ctx, NK_KEY_CUT, 0);
nk_input_key(ctx, NK_KEY_SHIFT, 0);
}
glfwGetCursorPos(win, &x, &y);
nk_input_motion(ctx, (int)x, (int)y);
if (ctx->input.mouse.grabbed) {
glfwSetCursorPos(glfw.win, (double)ctx->input.mouse.prev.x, (double)ctx->input.mouse.prev.y);
ctx->input.mouse.pos.x = ctx->input.mouse.prev.x;
ctx->input.mouse.pos.y = ctx->input.mouse.prev.y;
}
nk_input_button(ctx, NK_BUTTON_LEFT, (int)x, (int)y, glfwGetMouseButton(win, GLFW_MOUSE_BUTTON_LEFT) == GLFW_PRESS);
nk_input_button(ctx, NK_BUTTON_MIDDLE, (int)x, (int)y, glfwGetMouseButton(win, GLFW_MOUSE_BUTTON_MIDDLE) == GLFW_PRESS);
nk_input_button(ctx, NK_BUTTON_RIGHT, (int)x, (int)y, glfwGetMouseButton(win, GLFW_MOUSE_BUTTON_RIGHT) == GLFW_PRESS);
nk_input_button(ctx, NK_BUTTON_DOUBLE, (int)glfw.double_click_pos.x, (int)glfw.double_click_pos.y, glfw.is_double_click_down);
nk_input_scroll(ctx, glfw.scroll);
nk_input_end(&glfw.ctx);
glfw.text_len = 0;
glfw.scroll = nk_vec2(0,0);
}
NK_API
void nk_glfw3_shutdown(void)
{
struct nk_glfw_device *dev = &glfw.ogl;
nk_font_atlas_clear(&glfw.atlas);
nk_free(&glfw.ctx);
glDeleteTextures(1, &dev->font_tex);
nk_buffer_free(&dev->cmds);
NK_MEMSET(&glfw, 0, sizeof(glfw));
}
#endif

1724
deps/stb_image_write.h vendored

File diff suppressed because it is too large Load Diff

2
deps/tinycthread.c vendored
View File

@ -21,7 +21,7 @@ freely, subject to the following restrictions:
distribution.
*/
/* 2013-01-06 Camilla Löwy <elmindreda@glfw.org>
/* 2013-01-06 Camilla Berglund <elmindreda@elmindreda.org>
*
* Added casts from time_t to DWORD to avoid warnings on VC++.
* Fixed time retrieval on POSIX systems.

3
deps/tinycthread.h vendored
View File

@ -78,7 +78,6 @@ freely, subject to the following restrictions:
/* Platform specific includes */
#if defined(_TTHREAD_POSIX_)
#include <sys/time.h>
#include <pthread.h>
#elif defined(_TTHREAD_WIN32_)
#ifndef WIN32_LEAN_AND_MEAN
@ -123,10 +122,8 @@ typedef int _tthread_clockid_t;
/* Emulate clock_gettime */
int _tthread_clock_gettime(clockid_t clk_id, struct timespec *ts);
#define clock_gettime _tthread_clock_gettime
#ifndef CLOCK_REALTIME
#define CLOCK_REALTIME 0
#endif
#endif
/** TinyCThread version (major number). */

247
deps/vs2008/stdint.h vendored
View File

@ -1,247 +0,0 @@
// ISO C9x compliant stdint.h for Microsoft Visual Studio
// Based on ISO/IEC 9899:TC2 Committee draft (May 6, 2005) WG14/N1124
//
// Copyright (c) 2006-2008 Alexander Chemeris
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions are met:
//
// 1. Redistributions of source code must retain the above copyright notice,
// this list of conditions and the following disclaimer.
//
// 2. Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
//
// 3. The name of the author may be used to endorse or promote products
// derived from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR IMPLIED
// WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
// MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
// EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
// SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
// OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
// WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
// OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
// ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
///////////////////////////////////////////////////////////////////////////////
#ifndef _MSC_VER // [
#error "Use this header only with Microsoft Visual C++ compilers!"
#endif // _MSC_VER ]
#ifndef _MSC_STDINT_H_ // [
#define _MSC_STDINT_H_
#if _MSC_VER > 1000
#pragma once
#endif
#include <limits.h>
// For Visual Studio 6 in C++ mode and for many Visual Studio versions when
// compiling for ARM we should wrap <wchar.h> include with 'extern "C++" {}'
// or compiler give many errors like this:
// error C2733: second C linkage of overloaded function 'wmemchr' not allowed
#ifdef __cplusplus
extern "C" {
#endif
# include <wchar.h>
#ifdef __cplusplus
}
#endif
// Define _W64 macros to mark types changing their size, like intptr_t.
#ifndef _W64
# if !defined(__midl) && (defined(_X86_) || defined(_M_IX86)) && _MSC_VER >= 1300
# define _W64 __w64
# else
# define _W64
# endif
#endif
// 7.18.1 Integer types
// 7.18.1.1 Exact-width integer types
// Visual Studio 6 and Embedded Visual C++ 4 doesn't
// realize that, e.g. char has the same size as __int8
// so we give up on __intX for them.
#if (_MSC_VER < 1300)
typedef signed char int8_t;
typedef signed short int16_t;
typedef signed int int32_t;
typedef unsigned char uint8_t;
typedef unsigned short uint16_t;
typedef unsigned int uint32_t;
#else
typedef signed __int8 int8_t;
typedef signed __int16 int16_t;
typedef signed __int32 int32_t;
typedef unsigned __int8 uint8_t;
typedef unsigned __int16 uint16_t;
typedef unsigned __int32 uint32_t;
#endif
typedef signed __int64 int64_t;
typedef unsigned __int64 uint64_t;
// 7.18.1.2 Minimum-width integer types
typedef int8_t int_least8_t;
typedef int16_t int_least16_t;
typedef int32_t int_least32_t;
typedef int64_t int_least64_t;
typedef uint8_t uint_least8_t;
typedef uint16_t uint_least16_t;
typedef uint32_t uint_least32_t;
typedef uint64_t uint_least64_t;
// 7.18.1.3 Fastest minimum-width integer types
typedef int8_t int_fast8_t;
typedef int16_t int_fast16_t;
typedef int32_t int_fast32_t;
typedef int64_t int_fast64_t;
typedef uint8_t uint_fast8_t;
typedef uint16_t uint_fast16_t;
typedef uint32_t uint_fast32_t;
typedef uint64_t uint_fast64_t;
// 7.18.1.4 Integer types capable of holding object pointers
#ifdef _WIN64 // [
typedef signed __int64 intptr_t;
typedef unsigned __int64 uintptr_t;
#else // _WIN64 ][
typedef _W64 signed int intptr_t;
typedef _W64 unsigned int uintptr_t;
#endif // _WIN64 ]
// 7.18.1.5 Greatest-width integer types
typedef int64_t intmax_t;
typedef uint64_t uintmax_t;
// 7.18.2 Limits of specified-width integer types
#if !defined(__cplusplus) || defined(__STDC_LIMIT_MACROS) // [ See footnote 220 at page 257 and footnote 221 at page 259
// 7.18.2.1 Limits of exact-width integer types
#define INT8_MIN ((int8_t)_I8_MIN)
#define INT8_MAX _I8_MAX
#define INT16_MIN ((int16_t)_I16_MIN)
#define INT16_MAX _I16_MAX
#define INT32_MIN ((int32_t)_I32_MIN)
#define INT32_MAX _I32_MAX
#define INT64_MIN ((int64_t)_I64_MIN)
#define INT64_MAX _I64_MAX
#define UINT8_MAX _UI8_MAX
#define UINT16_MAX _UI16_MAX
#define UINT32_MAX _UI32_MAX
#define UINT64_MAX _UI64_MAX
// 7.18.2.2 Limits of minimum-width integer types
#define INT_LEAST8_MIN INT8_MIN
#define INT_LEAST8_MAX INT8_MAX
#define INT_LEAST16_MIN INT16_MIN
#define INT_LEAST16_MAX INT16_MAX
#define INT_LEAST32_MIN INT32_MIN
#define INT_LEAST32_MAX INT32_MAX
#define INT_LEAST64_MIN INT64_MIN
#define INT_LEAST64_MAX INT64_MAX
#define UINT_LEAST8_MAX UINT8_MAX
#define UINT_LEAST16_MAX UINT16_MAX
#define UINT_LEAST32_MAX UINT32_MAX
#define UINT_LEAST64_MAX UINT64_MAX
// 7.18.2.3 Limits of fastest minimum-width integer types
#define INT_FAST8_MIN INT8_MIN
#define INT_FAST8_MAX INT8_MAX
#define INT_FAST16_MIN INT16_MIN
#define INT_FAST16_MAX INT16_MAX
#define INT_FAST32_MIN INT32_MIN
#define INT_FAST32_MAX INT32_MAX
#define INT_FAST64_MIN INT64_MIN
#define INT_FAST64_MAX INT64_MAX
#define UINT_FAST8_MAX UINT8_MAX
#define UINT_FAST16_MAX UINT16_MAX
#define UINT_FAST32_MAX UINT32_MAX
#define UINT_FAST64_MAX UINT64_MAX
// 7.18.2.4 Limits of integer types capable of holding object pointers
#ifdef _WIN64 // [
# define INTPTR_MIN INT64_MIN
# define INTPTR_MAX INT64_MAX
# define UINTPTR_MAX UINT64_MAX
#else // _WIN64 ][
# define INTPTR_MIN INT32_MIN
# define INTPTR_MAX INT32_MAX
# define UINTPTR_MAX UINT32_MAX
#endif // _WIN64 ]
// 7.18.2.5 Limits of greatest-width integer types
#define INTMAX_MIN INT64_MIN
#define INTMAX_MAX INT64_MAX
#define UINTMAX_MAX UINT64_MAX
// 7.18.3 Limits of other integer types
#ifdef _WIN64 // [
# define PTRDIFF_MIN _I64_MIN
# define PTRDIFF_MAX _I64_MAX
#else // _WIN64 ][
# define PTRDIFF_MIN _I32_MIN
# define PTRDIFF_MAX _I32_MAX
#endif // _WIN64 ]
#define SIG_ATOMIC_MIN INT_MIN
#define SIG_ATOMIC_MAX INT_MAX
#ifndef SIZE_MAX // [
# ifdef _WIN64 // [
# define SIZE_MAX _UI64_MAX
# else // _WIN64 ][
# define SIZE_MAX _UI32_MAX
# endif // _WIN64 ]
#endif // SIZE_MAX ]
// WCHAR_MIN and WCHAR_MAX are also defined in <wchar.h>
#ifndef WCHAR_MIN // [
# define WCHAR_MIN 0
#endif // WCHAR_MIN ]
#ifndef WCHAR_MAX // [
# define WCHAR_MAX _UI16_MAX
#endif // WCHAR_MAX ]
#define WINT_MIN 0
#define WINT_MAX _UI16_MAX
#endif // __STDC_LIMIT_MACROS ]
// 7.18.4 Limits of other integer types
#if !defined(__cplusplus) || defined(__STDC_CONSTANT_MACROS) // [ See footnote 224 at page 260
// 7.18.4.1 Macros for minimum-width integer constants
#define INT8_C(val) val##i8
#define INT16_C(val) val##i16
#define INT32_C(val) val##i32
#define INT64_C(val) val##i64
#define UINT8_C(val) val##ui8
#define UINT16_C(val) val##ui16
#define UINT32_C(val) val##ui32
#define UINT64_C(val) val##ui64
// 7.18.4.2 Macros for greatest-width integer constants
#define INTMAX_C INT64_C
#define UINTMAX_C UINT64_C
#endif // __STDC_CONSTANT_MACROS ]
#endif // _MSC_STDINT_H_ ]

View File

@ -1,46 +1,5 @@
# NOTE: The order of this list determines the order of items in the Guides
# (i.e. Pages) list in the generated documentation
set(source_files
main.dox
news.dox
quick.dox
moving.dox
compile.dox
build.dox
intro.dox
context.dox
monitor.dox
window.dox
input.dox
vulkan.dox
compat.dox
internal.dox)
set(extra_files DoxygenLayout.xml header.html footer.html extra.css spaces.svg)
set(header_paths
"${GLFW_SOURCE_DIR}/include/GLFW/glfw3.h"
"${GLFW_SOURCE_DIR}/include/GLFW/glfw3native.h")
# Format the source list into a Doxyfile INPUT value that Doxygen can parse
foreach(path IN LISTS header_paths)
string(APPEND GLFW_DOXYGEN_INPUT " \\\n\"${path}\"")
endforeach()
foreach(file IN LISTS source_files)
string(APPEND GLFW_DOXYGEN_INPUT " \\\n\"${CMAKE_CURRENT_SOURCE_DIR}/${file}\"")
endforeach()
configure_file(Doxyfile.in Doxyfile @ONLY)
add_custom_command(OUTPUT "html/index.html"
COMMAND "${DOXYGEN_EXECUTABLE}"
WORKING_DIRECTORY "${CMAKE_CURRENT_BINARY_DIR}"
MAIN_DEPENDENCY Doxyfile
DEPENDS ${header_paths} ${source_files} ${extra_files}
COMMENT "Generating HTML documentation"
VERBATIM)
add_custom_target(docs ALL SOURCES "html/index.html")
set_target_properties(docs PROPERTIES FOLDER "GLFW3")
add_custom_target(docs ALL ${DOXYGEN_EXECUTABLE}
WORKING_DIRECTORY ${GLFW_BINARY_DIR}/docs
COMMENT "Generating HTML documentation" VERBATIM)

View File

@ -1,391 +0,0 @@
# Contribution Guide
## Contents
- [Asking a question](#asking-a-question)
- [Reporting a bug](#reporting-a-bug)
- [Reporting a compile or link bug](#reporting-a-compile-or-link-bug)
- [Reporting a segfault or other crash bug](#reporting-a-segfault-or-other-crash-bug)
- [Reporting a context creation bug](#reporting-a-context-creation-bug)
- [Reporting a monitor or video mode bug](#reporting-a-monitor-or-video-mode-bug)
- [Reporting a window, input or event bug](#reporting-a-window-input-or-event-bug)
- [Reporting some other library bug](#reporting-some-other-library-bug)
- [Reporting a documentation bug](#reporting-a-documentation-bug)
- [Reporting a website bug](#reporting-a-website-bug)
- [Requesting a feature](#requesting-a-feature)
- [Contributing a bug fix](#contributing-a-bug-fix)
- [Contributing a feature](#contributing-a-feature)
## Asking a question
Questions about how to use GLFW should be asked either in the [support
section](https://discourse.glfw.org/c/support) of the forum, under the [Stack
Overflow tag](https://stackoverflow.com/questions/tagged/glfw) or [Game
Development tag](https://gamedev.stackexchange.com/questions/tagged/glfw) on
Stack Exchange or in the IRC channel `#glfw` on
[Libera.Chat](https://libera.chat/).
Questions about the design or implementation of GLFW or about future plans
should be asked in the [dev section](https://discourse.glfw.org/c/dev) of the
forum or in the IRC channel. Please don't open a GitHub issue to discuss design
questions without first checking with a maintainer.
## Reporting a bug
If GLFW is behaving unexpectedly at run-time, start by setting an [error
callback](https://www.glfw.org/docs/latest/intro_guide.html#error_handling).
GLFW will often tell you the cause of an error via this callback. If it
doesn't, that might be a separate bug.
If GLFW is crashing or triggering asserts, make sure that all your object
handles and other pointers are valid.
For bugs where it makes sense, a short, self contained example is absolutely
invaluable. Just put it inline in the body text. Note that if the bug is
reproducible with one of the test programs that come with GLFW, just mention
that instead.
__Don't worry about adding too much information__. Unimportant information can
be abbreviated or removed later, but missing information can stall bug fixing,
especially when your schedule doesn't align with that of the maintainer.
__Please provide text as text, not as images__. This includes code, error
messages and any other text. Text in images cannot be found by other users
searching for the same problem and may have to be re-typed by maintainers when
debugging.
You don't need to manually indent your code or other text to quote it with
GitHub Markdown; just surround it with triple backticks:
```
Some quoted text.
```
You can also add syntax highlighting by appending the common file extension:
```c
int five(void)
{
return 5;
}
```
There are issue labels for both platforms and GPU manufacturers, so there is no
need to mention these in the subject line. If you do, it will be removed when
the issue is labeled.
If your bug is already reported, please add any new information you have, or if
it already has everything, give it a :+1:.
### Reporting a compile or link bug
__Note:__ GLFW needs many system APIs to do its job, which on some platforms
means linking to many system libraries. If you are using GLFW as a static
library, that means your application needs to link to these in addition to GLFW.
__Note:__ Check the [Compiling
GLFW](https://www.glfw.org/docs/latest/compile.html) guide and or [Building
applications](https://www.glfw.org/docs/latest/build.html) guide for before
opening an issue of this kind. Most issues are caused by a missing package or
linker flag.
Always include the __operating system name and version__ (e.g. `Windows
7 64-bit` or `Ubuntu 15.10`) and the __compiler name and version__ (e.g. `Visual
C++ 2015 Update 2`). If you are using an official release of GLFW,
include the __GLFW release version__ (e.g. `3.1.2`), otherwise include the
__GLFW commit ID__ (e.g. `3795d78b14ef06008889cc422a1fb8d642597751`) from Git.
Please also include the __complete build log__ from your compiler and linker,
even if it's long. It can always be shortened later, if necessary.
#### Quick template
```
OS and version:
Compiler version:
Release or commit:
Build log:
```
### Reporting a segfault or other crash bug
Always include the __operating system name and version__ (e.g. `Windows
7 64-bit` or `Ubuntu 15.10`). If you are using an official release of GLFW,
include the __GLFW release version__ (e.g. `3.1.2`), otherwise include the
__GLFW commit ID__ (e.g. `3795d78b14ef06008889cc422a1fb8d642597751`) from Git.
Please also include any __error messages__ provided to your application via the
[error
callback](https://www.glfw.org/docs/latest/intro_guide.html#error_handling) and
the __full call stack__ of the crash, or if the crash does not occur in debug
mode, mention that instead.
#### Quick template
```
OS and version:
Release or commit:
Error messages:
Call stack:
```
### Reporting a context creation bug
__Note:__ Windows ships with graphics drivers that do not support OpenGL. If
GLFW says that your machine lacks support for OpenGL, it very likely does.
Install drivers from the computer manufacturer or graphics card manufacturer
([Nvidia](https://www.geforce.com/drivers),
[AMD](https://www.amd.com/en/support),
[Intel](https://www-ssl.intel.com/content/www/us/en/support/detect.html)) to
fix this.
__Note:__ AMD only supports OpenGL ES on Windows via EGL. See the
[GLFW\_CONTEXT\_CREATION\_API](https://www.glfw.org/docs/latest/window_guide.html#window_hints_ctx)
hint for how to select EGL.
Please verify that context creation also fails with the `glfwinfo` tool before
reporting it as a bug. This tool is included in the GLFW source tree as
`tests/glfwinfo.c` and is built along with the library. It has switches for all
GLFW context and framebuffer hints. Run `glfwinfo -h` for a complete list.
Always include the __operating system name and version__ (e.g. `Windows
7 64-bit` or `Ubuntu 15.10`). If you are using an official release of GLFW,
include the __GLFW release version__ (e.g. `3.1.2`), otherwise include the
__GLFW commit ID__ (e.g. `3795d78b14ef06008889cc422a1fb8d642597751`) from Git.
If you are running your program in a virtual machine, please mention this and
include the __VM name and version__ (e.g. `VirtualBox 5.1`).
Please also include the __GLFW version string__ (`3.2.0 X11 EGL clock_gettime
/dev/js`), as described
[here](https://www.glfw.org/docs/latest/intro.html#intro_version_string), the
__GPU model and driver version__ (e.g. `GeForce GTX660 with 352.79`), and the
__output of `glfwinfo`__ (with switches matching any hints you set in your
code) when reporting this kind of bug. If this tool doesn't run on the machine,
mention that instead.
#### Quick template
```
OS and version:
GPU and driver:
Release or commit:
Version string:
glfwinfo output:
```
### Reporting a monitor or video mode bug
__Note:__ On headless systems on some platforms, no monitors are reported. This
causes glfwGetPrimaryMonitor to return `NULL`, which not all applications are
prepared for.
__Note:__ Some third-party tools report more video modes than are approved of
by the OS. For safety and compatibility, GLFW only reports video modes the OS
wants programs to use. This is not a bug.
The `monitors` tool is included in the GLFW source tree as `tests/monitors.c`
and is built along with the library. It lists all information GLFW provides
about monitors it detects.
Always include the __operating system name and version__ (e.g. `Windows
7 64-bit` or `Ubuntu 15.10`). If you are using an official release of GLFW,
include the __GLFW release version__ (e.g. `3.1.2`), otherwise include the
__GLFW commit ID__ (e.g. `3795d78b14ef06008889cc422a1fb8d642597751`) from Git.
If you are running your program in a virtual machine, please mention this and
include the __VM name and version__ (e.g. `VirtualBox 5.1`).
Please also include any __error messages__ provided to your application via the
[error
callback](https://www.glfw.org/docs/latest/intro_guide.html#error_handling) and
the __output of `monitors`__ when reporting this kind of bug. If this tool
doesn't run on the machine, mention this instead.
#### Quick template
```
OS and version:
Release or commit:
Error messages:
monitors output:
```
### Reporting a window, input or event bug
__Note:__ The exact ordering of related window events will sometimes differ.
__Note:__ Window moving and resizing (by the user) will block the main thread on
some platforms. This is not a bug. Set a [refresh
callback](https://www.glfw.org/docs/latest/window.html#window_refresh) if you
want to keep the window contents updated during a move or size operation.
The `events` tool is included in the GLFW source tree as `tests/events.c` and is
built along with the library. It prints all information provided to every
callback supported by GLFW as events occur. Each event is listed with the time
and a unique number to make discussions about event logs easier. The tool has
command-line options for creating multiple windows and full screen windows.
Always include the __operating system name and version__ (e.g. `Windows
7 64-bit` or `Ubuntu 15.10`). If you are using an official release of GLFW,
include the __GLFW release version__ (e.g. `3.1.2`), otherwise include the
__GLFW commit ID__ (e.g. `3795d78b14ef06008889cc422a1fb8d642597751`) from Git.
If you are running your program in a virtual machine, please mention this and
include the __VM name and version__ (e.g. `VirtualBox 5.1`).
Please also include any __error messages__ provided to your application via the
[error
callback](https://www.glfw.org/docs/latest/intro_guide.html#error_handling) and
if relevant, the __output of `events`__ when reporting this kind of bug. If
this tool doesn't run on the machine, mention this instead.
__X11:__ If possible, please include what desktop environment (e.g. GNOME,
Unity, KDE) and/or window manager (e.g. Openbox, dwm, Window Maker) you are
running. If the bug is related to keyboard input, please include any input
method (e.g. ibus, SCIM) you are using.
#### Quick template
```
OS and version:
Release or commit:
Error messages:
events output:
```
### Reporting some other library bug
Always include the __operating system name and version__ (e.g. `Windows
7 64-bit` or `Ubuntu 15.10`). If you are using an official release of GLFW,
include the __GLFW release version__ (e.g. `3.1.2`), otherwise include the
__GLFW commit ID__ (e.g. `3795d78b14ef06008889cc422a1fb8d642597751`) from Git.
Please also include any __error messages__ provided to your application via the
[error
callback](https://www.glfw.org/docs/latest/intro_guide.html#error_handling), if
relevant.
#### Quick template
```
OS and version:
Release or commit:
Error messages:
```
### Reporting a documentation bug
If you found a bug in the documentation, including this file, then it's fine to
just link to that web page or mention that source file. You don't need to match
the source to the output or vice versa.
### Reporting a website bug
If the bug is in the documentation (anything under `/docs/`) then please see the
section above. Bugs in the rest of the site are reported to the [website
source repository](https://github.com/glfw/website/issues).
## Requesting a feature
Please explain why you need the feature and how you intend to use it. If you
have a specific API design in mind, please add that as well. If you have or are
planning to write code for the feature, see the section below.
If there already is a request for the feature you need, add your specific use
case unless it is already mentioned. If it is, give it a :+1:.
## Contributing a bug fix
__Note:__ You must have all necessary [intellectual
property rights](https://en.wikipedia.org/wiki/Intellectual_property) to any
code you contribute. If you did not write the code yourself, you must explain
where it came from and under what license you received it. Even code using the
same license as GLFW may not be copied without attribution.
__There is no preferred patch size__. A one character fix is just as welcome as
a thousand line one, if that is the appropriate size for the fix.
In addition to the code, a complete bug fix includes:
- Change log entry in `README.md`, describing the incorrect behavior
- Credits entries for all authors of the bug fix
Bug fixes will not be rejected because they don't include all the above parts,
but please keep in mind that maintainer time is finite and that there are many
other bugs and features to work on.
If the patch fixes a bug introduced after the last release, it should not get
a change log entry.
If you haven't already, read the excellent article [How to Write a Git Commit
Message](https://chris.beams.io/posts/git-commit/).
## Contributing a feature
__Note:__ You must have all necessary rights to any code you contribute. If you
did not write the code yourself, you must explain where it came from and under
what license. Even code using the same license as GLFW may not be copied
without attribution.
__Note:__ If you haven't already implemented the feature, check first if there
already is an open issue for it and if it's already being developed in an
[experimental branch](https://github.com/glfw/glfw/branches/all).
__There is no preferred patch size__. A one-character change is just as welcome
as one adding a thousand lines, if that is the appropriate size for the
feature.
In addition to the code, a complete feature includes:
- Change log entry in `README.md`, listing all new symbols
- News page entry, briefly describing the feature
- Guide documentation, with minimal examples, in the relevant guide
- Reference documentation, with all applicable tags
- Cross-references and mentions in appropriate places
- Credits entries for all authors of the feature
If the feature requires platform-specific code, at minimum stubs must be added
for the new platform function to all supported and experimental platforms.
If it adds a new callback, support for it must be added to `tests/event.c`.
If it adds a new monitor property, support for it must be added to
`tests/monitor.c`.
If it adds a new OpenGL, OpenGL ES or Vulkan option or extension, support
for it must be added to `tests/glfwinfo.c` and the behavior of the library when
the extension is missing documented in `docs/compat.dox`.
If you haven't already, read the excellent article [How to Write a Git Commit
Message](https://chris.beams.io/posts/git-commit/).
Features will not be rejected because they don't include all the above parts,
but please keep in mind that maintainer time is finite and that there are many
other features and bugs to work on.
Please also keep in mind that any part of the public API that has been included
in a release cannot be changed until the next _major_ version. Features can be
added and existing parts can sometimes be overloaded (in the general sense of
doing more things, not in the C++ sense), but code written to the API of one
minor release should both compile and run on subsequent minor releases.

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@ -1,21 +1,115 @@
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@ -23,7 +117,9 @@
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@ -35,26 +131,46 @@
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<properties title=""/>
<friends title=""/>
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@ -62,6 +178,7 @@
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@ -1,14 +0,0 @@
# Support resources
See the [latest documentation](https://www.glfw.org/docs/latest/) for tutorials,
guides and the API reference.
If you have questions about using GLFW, we have a
[forum](https://discourse.glfw.org/), and the `#glfw` IRC channel on
[Libera.Chat](https://libera.chat/).
Bugs are reported to our [issue tracker](https://github.com/glfw/glfw/issues).
Please check the [contribution
guide](https://github.com/glfw/glfw/blob/master/docs/CONTRIBUTING.md) for
information on what to include when reporting a bug.

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@ -1,13 +1,13 @@
/*!
@page build_guide Building applications
@page build Building applications
@tableofcontents
This is about compiling and linking applications that use GLFW. For information on
how to write such applications, start with the
[introductory tutorial](@ref quick_guide). For information on how to compile
the GLFW library itself, see @ref compile_guide.
how to write such applications, start with the [introductory tutorial](@ref quick).
For information on how to compile the GLFW library itself, see the @ref compile
guide.
This is not a tutorial on compilation or linking. It assumes basic
understanding of how to compile and link a C program as well as how to use the
@ -15,57 +15,42 @@ specific compiler of your chosen development environment. The compilation
and linking process should be explained in your C programming material and in
the documentation for your development environment.
@section build_include Including the GLFW header file
You should include the GLFW header in the source files where you use OpenGL or
GLFW.
In the source files of your application where you use OpenGL or GLFW, you should
include the GLFW header file, i.e.:
@code
#include <GLFW/glfw3.h>
@endcode
This header defines all the constants and declares all the types and function
prototypes of the GLFW API. By default, it also includes the OpenGL header from
your development environment. See [option macros](@ref build_macros) below for
how to select OpenGL ES headers and more.
The GLFW header declares the GLFW API and by default also includes the OpenGL
header of your development environment, which in turn defines all the constants,
types and function prototypes of the OpenGL API.
The GLFW header also defines any platform-specific macros needed by your OpenGL
header, so that it can be included without needing any window system headers.
The GLFW header also defines everything necessary for your OpenGL header to
function. For example, under Windows you are normally required to include
`windows.h` before the OpenGL header, which would pollute your code namespace
with the entire Win32 API.
It does this only when needed, so if window system headers are included, the
GLFW header does not try to redefine those symbols. The reverse is not true,
i.e. `windows.h` cannot cope if any Win32 symbols have already been defined.
Instead, the GLFW header takes care of this for you, not by including
`windows.h`, but by duplicating only the very few necessary parts of it. It
does this only when needed, so if `windows.h` _is_ included, the GLFW header
does not try to redefine those symbols. The reverse is not true, i.e.
`windows.h` cannot cope if any of its symbols have already been defined.
In other words:
- Use the GLFW header to include OpenGL or OpenGL ES headers portably
- Do not include window system headers unless you will use those APIs directly
- If you do need such headers, include them before the GLFW header
- Do _not_ include the OpenGL headers yourself, as GLFW does this for you
- Do _not_ include `windows.h` or other platform-specific headers unless you
plan on using those APIs directly
- If you _do_ need to include such headers, do it _before_ including
the GLFW header and it will handle this
If you are using an OpenGL extension loading library such as
[glad](https://github.com/Dav1dde/glad), the extension loader header should
be included before the GLFW one. GLFW attempts to detect any OpenGL or OpenGL
ES header or extension loader header included before it and will then disable
the inclusion of the default OpenGL header. Most extension loaders also define
macros that disable similar headers below it.
@code
#include <glad/gl.h>
#include <GLFW/glfw3.h>
@endcode
Both of these mechanisms depend on the extension loader header defining a known
macro. If yours doesn't or you don't know which one your users will pick, the
@ref GLFW_INCLUDE_NONE macro will explicitly prevent the GLFW header from
including the OpenGL header. This will also allow you to include the two
headers in any order.
@code
#define GLFW_INCLUDE_NONE
#include <GLFW/glfw3.h>
#include <glad/gl.h>
@endcode
either be included _before_ the GLFW one, or the `GLFW_INCLUDE_NONE` macro
(described below) should be defined.
@subsection build_macros GLFW header option macros
@ -73,70 +58,50 @@ headers in any order.
These macros may be defined before the inclusion of the GLFW header and affect
its behavior.
@anchor GLFW_DLL
__GLFW_DLL__ is required on Windows when using the GLFW DLL, to tell the
compiler that the GLFW functions are defined in a DLL.
`GLFW_DLL` is required on Windows when using the GLFW DLL, to tell the compiler
that the GLFW functions are defined in a DLL.
The following macros control which OpenGL or OpenGL ES API header is included.
Only one of these may be defined at a time.
@note GLFW does not provide any of the API headers mentioned below. They are
provided by your development environment or your OpenGL, OpenGL ES or Vulkan
SDK, and most of them can be downloaded from the
[Khronos Registry](https://www.khronos.org/registry/).
@anchor GLFW_INCLUDE_GLCOREARB
__GLFW_INCLUDE_GLCOREARB__ makes the GLFW header include the modern
`GL/glcorearb.h` header (`OpenGL/gl3.h` on macOS) instead of the regular OpenGL
`GLFW_INCLUDE_GLCOREARB` makes the GLFW header include the modern
`GL/glcorearb.h` header (`OpenGL/gl3.h` on OS X) instead of the regular OpenGL
header.
@anchor GLFW_INCLUDE_ES1
__GLFW_INCLUDE_ES1__ makes the GLFW header include the OpenGL ES 1.x `GLES/gl.h`
`GLFW_INCLUDE_ES1` makes the GLFW header include the OpenGL ES 1.x `GLES/gl.h`
header instead of the regular OpenGL header.
@anchor GLFW_INCLUDE_ES2
__GLFW_INCLUDE_ES2__ makes the GLFW header include the OpenGL ES 2.0
`GLES2/gl2.h` header instead of the regular OpenGL header.
`GLFW_INCLUDE_ES2` makes the GLFW header include the OpenGL ES 2.0 `GLES2/gl2.h`
header instead of the regular OpenGL header.
@anchor GLFW_INCLUDE_ES3
__GLFW_INCLUDE_ES3__ makes the GLFW header include the OpenGL ES 3.0
`GLES3/gl3.h` header instead of the regular OpenGL header.
`GLFW_INCLUDE_ES3` makes the GLFW header include the OpenGL ES 3.0 `GLES3/gl3.h`
header instead of the regular OpenGL header.
@anchor GLFW_INCLUDE_ES31
__GLFW_INCLUDE_ES31__ makes the GLFW header include the OpenGL ES 3.1
`GLES3/gl31.h` header instead of the regular OpenGL header.
`GLFW_INCLUDE_ES31` makes the GLFW header include the OpenGL ES 3.1 `GLES3/gl31.h`
header instead of the regular OpenGL header.
@anchor GLFW_INCLUDE_ES32
__GLFW_INCLUDE_ES32__ makes the GLFW header include the OpenGL ES 3.2
`GLES3/gl32.h` header instead of the regular OpenGL header.
@anchor GLFW_INCLUDE_NONE
__GLFW_INCLUDE_NONE__ makes the GLFW header not include any OpenGL or OpenGL ES
API header. This is useful in combination with an extension loading library.
`GLFW_INCLUDE_NONE` makes the GLFW header not include any OpenGL or OpenGL ES API
header. This is useful in combination with an extension loading library.
If none of the above inclusion macros are defined, the standard OpenGL `GL/gl.h`
header (`OpenGL/gl.h` on macOS) is included, unless GLFW detects the inclusion
guards of any OpenGL, OpenGL ES or extension loader header it knows about.
header (`OpenGL/gl.h` on OS X) is included.
The following macros control the inclusion of additional API headers. Any
number of these may be defined simultaneously, and/or together with one of the
above macros.
@anchor GLFW_INCLUDE_VULKAN
__GLFW_INCLUDE_VULKAN__ makes the GLFW header include the Vulkan
`vulkan/vulkan.h` header in addition to any selected OpenGL or OpenGL ES header.
@anchor GLFW_INCLUDE_GLEXT
__GLFW_INCLUDE_GLEXT__ makes the GLFW header include the appropriate extension
`GLFW_INCLUDE_GLEXT` makes the GLFW header include the appropriate extension
header for the OpenGL or OpenGL ES header selected above after and in addition
to that header.
@anchor GLFW_INCLUDE_GLU
__GLFW_INCLUDE_GLU__ makes the header include the GLU header in addition to the
`GLFW_INCLUDE_GLU` makes the header include the GLU header in addition to the
header selected above. This should only be used with the standard OpenGL header
and only for compatibility with legacy code. GLU has been deprecated and should
not be used in new code.
@note GLFW does not provide any of the API headers mentioned above. They must
be provided by your development environment or your OpenGL or OpenGL ES SDK.
@note None of these macros may be defined during the compilation of GLFW itself.
If your build includes GLFW and you define any these in your build files, make
sure they are not applied to the GLFW sources.
@ -150,13 +115,13 @@ a shared library / dynamic library / DLL then it takes care of these links.
However, if you are using GLFW as a static library then your executable will
need to link against these libraries.
On Windows and macOS, the list of system libraries is static and can be
On Windows and OS X, the list of system libraries is static and can be
hard-coded into your build environment. See the section for your development
environment below. On Linux and other Unix-like operating systems, the list
varies but can be retrieved in various ways as described below.
A good general introduction to linking is
[Beginner's Guide to Linkers](https://www.lurklurk.org/linkers/linkers.html) by
[Beginner's Guide to Linkers](http://www.lurklurk.org/linkers/linkers.html) by
David Drysdale.
@ -165,106 +130,104 @@ David Drysdale.
The static version of the GLFW library is named `glfw3`. When using this
version, it is also necessary to link with some libraries that GLFW uses.
When using MinGW to link an application with the static version of GLFW, you
must also explicitly link with `gdi32`. Other toolchains including MinGW-w64
include it in the set of default libraries along with other dependencies like
`user32` and `kernel32`.
When linking an application under Windows that uses the static version of GLFW,
you must link with `opengl32`. On some versions of MinGW, you must also
explicitly link with `gdi32`, while other versions of MinGW include it in the
set of default libraries along with other dependencies like `user32` and
`kernel32`. If you are using GLU, you must also link with `glu32`.
The link library for the GLFW DLL is named `glfw3dll`. When compiling an
application that uses the DLL version of GLFW, you need to define the @ref
GLFW_DLL macro _before_ any inclusion of the GLFW header. This can be done
either with a compiler switch or by defining it in your source code.
application that uses the DLL version of GLFW, you need to define the `GLFW_DLL`
macro _before_ any inclusion of the GLFW header. This can be done either with
a compiler switch or by defining it in your source code.
An application using the GLFW DLL does not need to link against any of its
dependencies, but you still have to link against `opengl32` if your application
uses OpenGL and `glu32` if it uses GLU.
@subsection build_link_cmake_source With CMake and GLFW source
This section is about using CMake to compile and link GLFW along with your
application. If you want to use an installed binary instead, see @ref
build_link_cmake_package.
With just a few changes to your `CMakeLists.txt` you can have the GLFW source
tree built along with your application.
With a few changes to your `CMakeLists.txt` you can have the GLFW source tree
built along with your application.
Add the root directory of the GLFW source tree to your project. This will add
the `glfw` target to your project.
Firstly, add the root directory of the GLFW source tree to your project. This
will add the `glfw` target and the necessary cache variables to your project.
@code{.cmake}
add_subdirectory(path/to/glfw)
@endcode
Once GLFW has been added, link your application against the `glfw` target.
This adds the GLFW library and its link-time dependencies as it is currently
configured, the include directory for the GLFW header and, when applicable, the
@ref GLFW_DLL macro.
To be able to include the GLFW header from your code, you need to tell the
compiler where to find it.
@code{.cmake}
target_link_libraries(myapp glfw)
include_directories(path/to/glfw/include)
@endcode
Note that the `glfw` target does not depend on OpenGL, as GLFW loads any OpenGL,
OpenGL ES or Vulkan libraries it needs at runtime. If your application calls
OpenGL directly, instead of using a modern
[extension loader library](@ref context_glext_auto), use the OpenGL CMake
package.
Once GLFW has been added to the project, the `GLFW_LIBRARIES` cache variable
contains all link-time dependencies of GLFW as it is currently configured. To
link against GLFW, link against them and the `glfw` target.
@code{.cmake}
find_package(OpenGL REQUIRED)
target_link_libraries(myapp glfw ${GLFW_LIBRARIES})
@endcode
If OpenGL is found, the `OpenGL::GL` target is added to your project, containing
library and include directory paths. Link against this like any other library.
Note that `GLFW_LIBRARIES` does not include GLU, as GLFW does not use it. If
your application needs GLU, you can add it to the list of dependencies with the
`OPENGL_glu_LIBRARY` cache variable, which is implicitly created when the GLFW
CMake files look for OpenGL.
@code{.cmake}
target_link_libraries(myapp OpenGL::GL)
@endcode
For a minimal example of a program and GLFW sources built with CMake, see the
[GLFW CMake Starter](https://github.com/juliettef/GLFW-CMake-starter) on GitHub.
@subsection build_link_cmake_package With CMake and installed GLFW binaries
This section is about using CMake to link GLFW after it has been built and
installed. If you want to build it along with your application instead, see
@ref build_link_cmake_source.
With a few changes to your `CMakeLists.txt` you can locate the package and
target files generated when GLFW is installed.
@code{.cmake}
find_package(glfw3 3.4 REQUIRED)
@endcode
Once GLFW has been added to the project, link against it with the `glfw` target.
This adds the GLFW library and its link-time dependencies, the include directory
for the GLFW header and, when applicable, the @ref GLFW_DLL macro.
@code{.cmake}
target_link_libraries(myapp glfw)
@endcode
Note that the `glfw` target does not depend on OpenGL, as GLFW loads any OpenGL,
OpenGL ES or Vulkan libraries it needs at runtime. If your application calls
OpenGL directly, instead of using a modern
[extension loader library](@ref context_glext_auto), use the OpenGL CMake
package.
@code{.cmake}
find_package(OpenGL REQUIRED)
@endcode
If OpenGL is found, the `OpenGL::GL` target is added to your project, containing
library and include directory paths. Link against this like any other library.
@code{.cmake}
target_link_libraries(myapp OpenGL::GL)
target_link_libraries(myapp glfw ${OPENGL_glu_LIBRARY} ${GLFW_LIBRARIES})
@endcode
@subsection build_link_pkgconfig With makefiles and pkg-config on Unix
@subsection build_link_cmake_pkgconfig With CMake on Unix and installed GLFW binaries
GLFW supports [pkg-config](https://www.freedesktop.org/wiki/Software/pkg-config/),
and the `glfw3.pc` pkg-config file is generated when the GLFW library is built
CMake can import settings from pkg-config, which GLFW supports. When you
installed GLFW, the pkg-config file `glfw3.pc` was installed along with it.
First you need to find the PkgConfig package. If this fails, you may need to
install the pkg-config package for your distribution.
@code{.cmake}
find_package(PkgConfig REQUIRED)
@endcode
This creates the CMake commands to find pkg-config packages. Then you need to
find the GLFW package.
@code{.cmake}
pkg_search_module(GLFW REQUIRED glfw3)
@endcode
This creates the CMake variables you need to use GLFW. To be able to include
the GLFW header, you need to tell your compiler where it is.
@code{.cmake}
include_directories(${GLFW_INCLUDE_DIRS})
@endcode
You also need to link against the correct libraries. If you are using the
shared library version of GLFW, use the `GLFW_LIBRARIES` variable.
@code{.cmake}
target_link_libraries(simple ${GLFW_LIBRARIES})
@endcode
If you are using the static library version of GLFW, use the
`GLFW_STATIC_LIBRARIES` variable instead.
@code{.cmake}
target_link_libraries(simple ${GLFW_STATIC_LIBRARIES})
@endcode
@subsection build_link_pkgconfig With pkg-config on OS X or other Unix
GLFW supports [pkg-config](http://www.freedesktop.org/wiki/Software/pkg-config/),
and the `glfw3.pc` pkf-config file is generated when the GLFW library is built
and is installed along with it. A pkg-config file describes all necessary
compile-time and link-time flags and dependencies needed to use a library. When
they are updated or if they differ between systems, you will get the correct
@ -274,48 +237,54 @@ A typical compile and link command-line when using the static version of the
GLFW library may look like this:
@code{.sh}
cc $(pkg-config --cflags glfw3) -o myprog myprog.c $(pkg-config --static --libs glfw3)
cc `pkg-config --cflags glfw3` -o myprog myprog.c `pkg-config --static --libs glfw3`
@endcode
If you are using the shared version of the GLFW library, omit the `--static`
flag.
If you are using the shared version of the GLFW library, simply omit the
`--static` flag.
@code{.sh}
cc $(pkg-config --cflags glfw3) -o myprog myprog.c $(pkg-config --libs glfw3)
cc `pkg-config --cflags glfw3` -o myprog myprog.c `pkg-config --libs glfw3`
@endcode
You can also use the `glfw3.pc` file without installing it first, by using the
`PKG_CONFIG_PATH` environment variable.
@code{.sh}
env PKG_CONFIG_PATH=path/to/glfw/src cc $(pkg-config --cflags glfw3) -o myprog myprog.c $(pkg-config --libs glfw3)
env PKG_CONFIG_PATH=path/to/glfw/src cc `pkg-config --cflags glfw3` -o myprog myprog.c `pkg-config --libs glfw3`
@endcode
The dependencies do not include OpenGL, as GLFW loads any OpenGL, OpenGL ES or
Vulkan libraries it needs at runtime. If your application calls OpenGL
directly, instead of using a modern
[extension loader library](@ref context_glext_auto), you should add the `gl`
pkg-config package.
The dependencies do not include GLU, as GLFW does not use it. On OS X, GLU is
built into the OpenGL framework, so if you need GLU you don't need to do
anything extra. If you need GLU and are using Linux or BSD, you should add the
`glu` pkg-config module.
@code{.sh}
cc $(pkg-config --cflags glfw3 gl) -o myprog myprog.c $(pkg-config --libs glfw3 gl)
cc `pkg-config --cflags glfw3 glu` -o myprog myprog.c `pkg-config --libs glfw3 glu`
@endcode
If you are using the static version of the GLFW library, make sure you don't
link statically against GLU.
@code{.sh}
cc `pkg-config --cflags glfw3 glu` -o myprog myprog.c `pkg-config --static --libs glfw3` `pkg-config --libs glu`
@endcode
@subsection build_link_xcode With Xcode on macOS
@subsection build_link_xcode With Xcode on OS X
If you are using the dynamic library version of GLFW, add it to the project
dependencies.
If you are using the dynamic library version of GLFW, simply add it to the
project dependencies.
If you are using the static library version of GLFW, add it and the Cocoa,
OpenGL and IOKit frameworks to the project as dependencies. They can all be
found in `/System/Library/Frameworks`.
OpenGL, IOKit and CoreVideo frameworks to the project as dependencies. They can
all be found in `/System/Library/Frameworks`.
@subsection build_link_osx With command-line on macOS
@subsection build_link_osx With command-line on OS X
It is recommended that you use [pkg-config](@ref build_link_pkgconfig) when
building from the command line on macOS. That way you will get any new
building from the command line on OS X. That way you will get any new
dependencies added automatically. If you still wish to build manually, you need
to add the required frameworks and libraries to your command-line yourself using
the `-l` and `-framework` switches.
@ -323,7 +292,7 @@ the `-l` and `-framework` switches.
If you are using the dynamic GLFW library, which is named `libglfw.3.dylib`, do:
@code{.sh}
cc -o myprog myprog.c -lglfw -framework Cocoa -framework OpenGL -framework IOKit
cc -o myprog myprog.c -lglfw -framework Cocoa -framework OpenGL -framework IOKit -framework CoreVideo
@endcode
If you are using the static library, named `libglfw3.a`, substitute `-lglfw3`
@ -332,7 +301,9 @@ for `-lglfw`.
Note that you do not add the `.framework` extension to a framework when linking
against it from the command-line.
@note Your machine may have `libGL.*.dylib` style OpenGL library, but that is
for the X Window System and will not work with the macOS native version of GLFW.
The OpenGL framework contains both the OpenGL and GLU APIs, so there is nothing
special to do when using GLU. Also note that even though your machine may have
`libGL`-style OpenGL libraries, they are for use with the X Window System and
will _not_ work with the OS X native version of GLFW.
*/

View File

@ -1,6 +1,6 @@
/*!
@page compat_guide Standards conformance
@page compat Standards conformance
@tableofcontents
@ -23,9 +23,9 @@ varied window managers in use on Unix-like systems. In order for applications
and window managers to work well together, a number of standards and
conventions have been developed that regulate behavior outside the scope of the
X11 API; most importantly the
[Inter-Client Communication Conventions Manual](https://www.tronche.com/gui/x/icccm/)
[Inter-Client Communication Conventions Manual](http://www.tronche.com/gui/x/icccm/)
(ICCCM) and
[Extended Window Manager Hints](https://standards.freedesktop.org/wm-spec/wm-spec-latest.html)
[Extended Window Manager Hints](http://standards.freedesktop.org/wm-spec/wm-spec-latest.html)
(EWMH) standards.
GLFW uses the `_MOTIF_WM_HINTS` window property to support borderless windows.
@ -53,16 +53,20 @@ running window manager uses compositing but does not support this property then
additional copying may be performed for each buffer swap of full screen windows.
GLFW uses the
[clipboard manager protocol](https://www.freedesktop.org/wiki/ClipboardManager/)
[clipboard manager protocol](http://www.freedesktop.org/wiki/ClipboardManager/)
to push a clipboard string (i.e. selection) owned by a GLFW window about to be
destroyed to the clipboard manager. If there is no running clipboard manager,
the clipboard string will be unavailable once the window has been destroyed.
GLFW uses the
[X drag-and-drop protocol](https://www.freedesktop.org/wiki/Specifications/XDND/)
[X drag-and-drop protocol](http://www.freedesktop.org/wiki/Specifications/XDND/)
to provide file drop events. If the application originating the drag does not
support this protocol, drag and drop will not work.
GLFW uses the XInput 2 extension to provide sub-pixel cursor motion events. If
the running X server does not support this version of this extension, cursor
motion will be snapped to the pixel grid.
GLFW uses the XRandR 1.3 extension to provide multi-monitor support. If the
running X server does not support this version of this extension, multi-monitor
support will not function and only a single, desktop-spanning monitor will be
@ -76,79 +80,6 @@ GLFW uses the Xkb extension and detectable auto-repeat to provide keyboard
input. If the running X server does not support this extension, a non-Xkb
fallback path is used.
GLFW uses the XInput2 extension to provide raw, non-accelerated mouse motion
when the cursor is disabled. If the running X server does not support this
extension, regular accelerated mouse motion will be used.
GLFW uses both the XRender extension and the compositing manager to support
transparent window framebuffers. If the running X server does not support this
extension or there is no running compositing manager, the
`GLFW_TRANSPARENT_FRAMEBUFFER` framebuffer hint will have no effect.
GLFW uses both the Xcursor extension and the freedesktop cursor conventions to
provide an expanded set of standard cursor shapes. If the running X server does
not support this extension or the current cursor theme does not support the
conventions, the `GLFW_RESIZE_NWSE_CURSOR`, `GLFW_RESIZE_NESW_CURSOR` and
`GLFW_NOT_ALLOWED_CURSOR` shapes will not be available and other shapes may use
legacy images.
@section compat_wayland Wayland protocols and IPC standards
As GLFW uses libwayland directly, without any intervening toolkit library, it
has sole responsibility for interacting well with every compositor in use on
Unix-like systems. Most of the features are provided by the core protocol,
while cursor support is provided by the libwayland-cursor helper library, EGL
integration by libwayland-egl, and keyboard handling by
[libxkbcommon](https://xkbcommon.org/). In addition, GLFW uses some protocols
from wayland-protocols to provide additional features if the compositor
supports them.
GLFW uses xkbcommon 0.5.0 to provide key and text input support. Earlier
versions are not supported.
GLFW uses the [xdg-shell
protocol](https://cgit.freedesktop.org/wayland/wayland-protocols/tree/stable/xdg-shell/xdg-shell.xml)
to provide better window management. This protocol is part of
wayland-protocols 1.12, and is mandatory for GLFW to display a window.
GLFW uses the [relative pointer
protocol](https://cgit.freedesktop.org/wayland/wayland-protocols/tree/unstable/relative-pointer/relative-pointer-unstable-v1.xml)
alongside the [pointer constraints
protocol](https://cgit.freedesktop.org/wayland/wayland-protocols/tree/unstable/pointer-constraints/pointer-constraints-unstable-v1.xml)
to implement disabled cursor. These two protocols are part of
wayland-protocols 1.1, and mandatory at build time. If the running compositor
does not support both of these protocols, disabling the cursor will have no
effect.
GLFW uses the [idle inhibit
protocol](https://cgit.freedesktop.org/wayland/wayland-protocols/tree/unstable/idle-inhibit/idle-inhibit-unstable-v1.xml)
to prohibit the screensaver from starting. This protocol is part of
wayland-protocols 1.6, and mandatory at build time. If the running compositor
does not support this protocol, the screensaver may start even for full screen
windows.
GLFW uses the [libdecor library](https://gitlab.freedesktop.org/libdecor/libdecor)
for window decorations, where available. This in turn provides good quality
client-side decorations (drawn by the application) on desktop systems that do
not support server-side decorations (drawn by the window manager). On systems
that do not provide either libdecor or xdg-decoration, very basic window
decorations are provided. These do not include the window title or any caption
buttons.
GLFW uses the [xdg-decoration
protocol](https://cgit.freedesktop.org/wayland/wayland-protocols/tree/unstable/xdg-decoration/xdg-decoration-unstable-v1.xml)
to request decorations to be drawn around its windows. This protocol is part
of wayland-protocols 1.15, and mandatory at build time. If the running
compositor does not support this protocol, a very simple frame will be drawn by
GLFW itself, using the [viewporter
protocol](https://cgit.freedesktop.org/wayland/wayland-protocols/tree/stable/viewporter/viewporter.xml)
alongside
[subsurfaces](https://cgit.freedesktop.org/wayland/wayland/tree/protocol/wayland.xml#n2598).
This protocol is part of wayland-protocols 1.4, and mandatory at build time.
If the running compositor does not support this protocol either, no decorations
will be drawn around windows.
@section compat_glx GLX extensions
@ -160,7 +91,7 @@ formats. If GLX 1.3 is not supported, @ref glfwInit will fail.
GLFW uses the `GLX_MESA_swap_control,` `GLX_EXT_swap_control` and
`GLX_SGI_swap_control` extensions to provide vertical retrace synchronization
(or _vsync_), in that order of preference. When none of these extensions are
(or _vsync_), in that order of preference. Where none of these extension are
available, calling @ref glfwSwapInterval will have no effect.
GLFW uses the `GLX_ARB_multisample` extension to create contexts with
@ -170,15 +101,16 @@ multisampling anti-aliasing. Where this extension is unavailable, the
GLFW uses the `GLX_ARB_create_context` extension when available, even when
creating OpenGL contexts of version 2.1 and below. Where this extension is
unavailable, the `GLFW_CONTEXT_VERSION_MAJOR` and `GLFW_CONTEXT_VERSION_MINOR`
hints will only be partially supported, the `GLFW_CONTEXT_DEBUG` hint will have
no effect, and setting the `GLFW_OPENGL_PROFILE` or `GLFW_OPENGL_FORWARD_COMPAT`
hints to `GLFW_TRUE` will cause @ref glfwCreateWindow to fail.
hints will only be partially supported, the `GLFW_OPENGL_DEBUG_CONTEXT` hint
will have no effect, and setting the `GLFW_OPENGL_PROFILE` or
`GLFW_OPENGL_FORWARD_COMPAT` hints to `GL_TRUE` will cause @ref
glfwCreateWindow to fail.
GLFW uses the `GLX_ARB_create_context_profile` extension to provide support for
context profiles. Where this extension is unavailable, setting the
`GLFW_OPENGL_PROFILE` hint to anything but `GLFW_OPENGL_ANY_PROFILE`, or setting
`GLFW_CLIENT_API` to anything but `GLFW_OPENGL_API` or `GLFW_NO_API` will cause
@ref glfwCreateWindow to fail.
`GLFW_CLIENT_API` to anything but `GLFW_OPENGL_API` will cause @ref
glfwCreateWindow to fail.
GLFW uses the `GLX_ARB_context_flush_control` extension to provide control over
whether a context is flushed when it is released (made non-current). Where this
@ -212,9 +144,10 @@ unavailable, the `GLFW_SAMPLES` hint will have no effect.
GLFW uses the `WGL_ARB_create_context` extension when available, even when
creating OpenGL contexts of version 2.1 and below. Where this extension is
unavailable, the `GLFW_CONTEXT_VERSION_MAJOR` and `GLFW_CONTEXT_VERSION_MINOR`
hints will only be partially supported, the `GLFW_CONTEXT_DEBUG` hint will have
no effect, and setting the `GLFW_OPENGL_PROFILE` or `GLFW_OPENGL_FORWARD_COMPAT`
hints to `GLFW_TRUE` will cause @ref glfwCreateWindow to fail.
hints will only be partially supported, the `GLFW_OPENGL_DEBUG_CONTEXT` hint
will have no effect, and setting the `GLFW_OPENGL_PROFILE` or
`GLFW_OPENGL_FORWARD_COMPAT` hints to `GL_TRUE` will cause @ref
glfwCreateWindow to fail.
GLFW uses the `WGL_ARB_create_context_profile` extension to provide support for
context profiles. Where this extension is unavailable, setting the
@ -227,66 +160,30 @@ extension is unavailable, the `GLFW_CONTEXT_RELEASE_BEHAVIOR` hint will have no
effect and the context will always be flushed when released.
GLFW uses the `WGL_ARB_framebuffer_sRGB` and `WGL_EXT_framebuffer_sRGB`
extensions to provide support for sRGB framebuffers. When both of these
extensions are unavailable, the `GLFW_SRGB_CAPABLE` hint will have no effect.
extensions to provide support for sRGB framebuffers. Where both of these
extension are unavailable, the `GLFW_SRGB_CAPABLE` hint will have no effect.
@section compat_osx OpenGL on macOS
@section compat_osx OpenGL 3.2 and later on OS X
Support for OpenGL 3.2 and above was introduced with OS X 10.7 and even then
only forward-compatible, core profile contexts are supported. Support for
OpenGL 4.1 was introduced with OS X 10.9, also limited to forward-compatible,
core profile contexts. There is also still no mechanism for requesting debug
contexts or no-error contexts. Versions of Mac OS X earlier than 10.7 support
at most OpenGL version 2.1.
contexts. Versions of Mac OS X earlier than 10.7 support at most OpenGL
version 2.1.
Because of this, on OS X 10.7 and later, the `GLFW_CONTEXT_VERSION_MAJOR` and
`GLFW_CONTEXT_VERSION_MINOR` hints will cause @ref glfwCreateWindow to fail if
given version 3.0 or 3.1. The `GLFW_OPENGL_PROFILE` hint must be set to
`GLFW_OPENGL_CORE_PROFILE` when creating OpenGL 3.2 and later contexts. The
`GLFW_CONTEXT_DEBUG` and `GLFW_CONTEXT_NO_ERROR` hints are ignored.
given version 3.0 or 3.1, the `GLFW_OPENGL_FORWARD_COMPAT` hint must be set to
`GL_TRUE` and the `GLFW_OPENGL_PROFILE` hint must be set to
`GLFW_OPENGL_CORE_PROFILE` when creating OpenGL 3.2 and later contexts and the
`GLFW_OPENGL_DEBUG_CONTEXT` hint is ignored.
Also, on Mac OS X 10.6 and below, the `GLFW_CONTEXT_VERSION_MAJOR` and
`GLFW_CONTEXT_VERSION_MINOR` hints will fail if given a version above 2.1,
setting the `GLFW_OPENGL_PROFILE` or `GLFW_OPENGL_FORWARD_COMPAT` hints to
a non-default value will cause @ref glfwCreateWindow to fail and the
`GLFW_CONTEXT_DEBUG` hint is ignored.
@section compat_vulkan Vulkan loader and API
By default, GLFW uses the standard system-wide Vulkan loader to access the
Vulkan API on all platforms except macOS. This is installed by both graphics
drivers and Vulkan SDKs. If either the loader or at least one minimally
functional ICD is missing, @ref glfwVulkanSupported will return `GLFW_FALSE` and
all other Vulkan-related functions will fail with an @ref GLFW_API_UNAVAILABLE
error.
@section compat_wsi Vulkan WSI extensions
The Vulkan WSI extensions are used to create Vulkan surfaces for GLFW windows on
all supported platforms.
GLFW uses the `VK_KHR_surface` and `VK_KHR_win32_surface` extensions to create
surfaces on Microsoft Windows. If any of these extensions are not available,
@ref glfwGetRequiredInstanceExtensions will return an empty list and window
surface creation will fail.
GLFW uses the `VK_KHR_surface` and either the `VK_MVK_macos_surface` or
`VK_EXT_metal_surface` extensions to create surfaces on macOS. If any of these
extensions are not available, @ref glfwGetRequiredInstanceExtensions will
return an empty list and window surface creation will fail.
GLFW uses the `VK_KHR_surface` and either the `VK_KHR_xlib_surface` or
`VK_KHR_xcb_surface` extensions to create surfaces on X11. If `VK_KHR_surface`
or both `VK_KHR_xlib_surface` and `VK_KHR_xcb_surface` are not available, @ref
glfwGetRequiredInstanceExtensions will return an empty list and window surface
creation will fail.
GLFW uses the `VK_KHR_surface` and `VK_KHR_wayland_surface` extensions to create
surfaces on Wayland. If any of these extensions are not available, @ref
glfwGetRequiredInstanceExtensions will return an empty list and window surface
creation will fail.
`GLFW_OPENGL_DEBUG_CONTEXT` hint is ignored.
*/

View File

@ -1,188 +1,152 @@
/*!
@page compile_guide Compiling GLFW
@page compile Compiling GLFW
@tableofcontents
This is about compiling the GLFW library itself. For information on how to
build applications that use GLFW, see @ref build_guide.
build applications that use GLFW, see the @ref build guide.
@section compile_cmake Using CMake
GLFW behaves like most other libraries that use CMake so this guide mostly
describes the standard configure, generate and compile sequence. If you are already
familiar with this from other projects, you may want to focus on the @ref
compile_deps and @ref compile_options sections for GLFW-specific information.
GLFW uses [CMake](http://www.cmake.org/) to generate project files or makefiles
for a particular development environment. If you are on a Unix-like system such
as Linux or FreeBSD or have a package system like Fink, MacPorts, Cygwin or
Homebrew, you can simply install its CMake package. If not, you can download
installers for Windows and OS X from the [CMake website](http://www.cmake.org/).
GLFW uses [CMake](https://cmake.org/) to generate project files or makefiles
for your chosen development environment. To compile GLFW, first generate these
files with CMake and then use them to compile the GLFW library.
If you are on Windows and macOS you can
[download CMake](https://cmake.org/download/) from their site.
If you are on a Unix-like system such as Linux, FreeBSD or Cygwin or have
a package system like Fink, MacPorts or Homebrew, you can install its CMake
package.
CMake is a complex tool and this guide will only show a few of the possible ways
to set up and compile GLFW. The CMake project has their own much more detailed
[CMake user guide](https://cmake.org/cmake/help/latest/guide/user-interaction/)
that includes everything in this guide not specific to GLFW. It may be a useful
companion to this one.
@note CMake only generates project files or makefiles. It does not compile the
actual GLFW library. To compile GLFW, first generate these files for your
chosen development environment and then use them to compile the actual GLFW
library.
@subsection compile_deps Installing dependencies
@subsection compile_deps Dependencies
The C/C++ development environments in Visual Studio, Xcode and MinGW come with
all necessary dependencies for compiling GLFW, but on Unix-like systems like
Linux and FreeBSD you will need a few extra packages.
Once you have installed CMake, make sure that all other dependencies are
available. On some platforms, GLFW needs a few additional packages to be
installed. See the section for your chosen platform and development environment
below.
@subsubsection compile_deps_x11 Dependencies for X11
@subsubsection compile_deps_msvc Dependencies for Visual C++ on Windows
To compile GLFW for X11, you need to have the X11 development packages
installed. They are not needed to build or run programs that use GLFW.
The Microsoft Platform SDK that is installed along with Visual C++ already
contains all the necessary headers, link libraries and tools except for CMake.
Move on to @ref compile_generate.
On Debian and derivatives like Ubuntu and Linux Mint the `xorg-dev` meta-package
pulls in the development packages for all of X11.
@subsubsection compile_deps_mingw Dependencies for MinGW or MinGW-w64 on Windows
Both the MinGW and the MinGW-w64 packages already contain all the necessary
headers, link libraries and tools except for CMake. Move on to @ref
compile_generate.
@subsubsection compile_deps_mingw_cross Dependencies for MinGW or MinGW-w64 cross-compilation
Both Cygwin and many Linux distributions have MinGW or MinGW-w64 packages. For
example, Cygwin has the `mingw64-i686-gcc` and `mingw64-x86_64-gcc` packages
for 32- and 64-bit version of MinGW-w64, while Debian GNU/Linux and derivatives
like Ubuntu have the `mingw-w64` package for both.
GLFW has CMake toolchain files in the `CMake/` directory that allow for easy
cross-compilation of Windows binaries. To use these files you need to add a
special parameter when generating the project files or makefiles:
@code{.sh}
sudo apt install xorg-dev
cmake -DCMAKE_TOOLCHAIN_FILE=<toolchain-file> .
@endcode
On Fedora and derivatives like Red Hat the X11 extension packages
`libXcursor-devel`, `libXi-devel`, `libXinerama-devel` and `libXrandr-devel`
required by GLFW pull in all its other dependencies.
The exact toolchain file to use depends on the prefix used by the MinGW or
MinGW-w64 binaries on your system. You can usually see this in the /usr
directory. For example, both the Debian/Ubuntu and Cygwin MinGW-w64 packages
have `/usr/x86_64-w64-mingw32` for the 64-bit compilers, so the correct
invocation would be:
@code{.sh}
sudo dnf install libXcursor-devel libXi-devel libXinerama-devel libXrandr-devel
cmake -DCMAKE_TOOLCHAIN_FILE=CMake/x86_64-w64-mingw32.cmake .
@endcode
On FreeBSD the X11 headers are installed along the end-user X11 packages, so if
you have an X server running you should have the headers as well. If not,
install the `xorgproto` package.
For more details see the article
[CMake Cross Compiling](http://www.paraview.org/Wiki/CMake_Cross_Compiling) on
the CMake wiki.
@code{.sh}
pkg install xorgproto
@endcode
On Cygwin the `libXcursor-devel`, `libXi-devel`, `libXinerama-devel`,
`libXrandr-devel` and `libXrender-devel` packages in the Libs section of the GUI
installer will install all the headers and other development related files GLFW
requires for X11.
Once you have the required dependencies, move on to @ref compile_generate.
Once you have this set up, move on to @ref compile_generate.
@subsubsection compile_deps_wayland Dependencies for Wayland and X11
@subsubsection compile_deps_xcode Dependencies for Xcode on OS X
To compile GLFW for both Wayland and X11, you need to have the X11, Wayland and xkbcommon
development packages installed. They are not needed to build or run programs that use
GLFW. You will also need to set the @ref GLFW_BUILD_WAYLAND CMake option in the next
step when generating build files.
Xcode comes with all necessary tools except for CMake. The required headers
and libraries are included in the core OS X frameworks. Xcode can be downloaded
from the Mac App Store or from the ADC Member Center.
On Debian and derivatives like Ubuntu and Linux Mint you will need the `libwayland-dev`,
`libxkbcommon-dev` and `wayland-protocols` packages and the `xorg-dev` meta-package.
These will pull in all other dependencies.
Once you have Xcode installed, move on to @ref compile_generate.
@code{.sh}
sudo apt install libwayland-dev libxkbcommon-dev wayland-protocols xorg-dev
@endcode
On Fedora and derivatives like Red Hat you will need the `wayland-devel`,
`libxkbcommon-devel`, `wayland-protocols-devel`, `libXcursor-devel`, `libXi-devel`,
`libXinerama-devel` and `libXrandr-devel` packages. These will pull in all other
dependencies.
@subsubsection compile_deps_x11 Dependencies for Linux and X11
@code{.sh}
sudo dnf install wayland-devel libxkbcommon-devel wayland-protocols-devel libXcursor-devel libXi-devel libXinerama-devel libXrandr-devel
@endcode
To compile GLFW for X11, you need to have the X11 and OpenGL header packages
installed, as well as the basic development tools like GCC and make. For
example, on Ubuntu and other distributions based on Debian GNU/Linux, you need
to install the `xorg-dev` and `libgl1-mesa-dev` packages. The former pulls in
all X.org header packages and the latter pulls in the Mesa OpenGL development
packages. Note that using header files and libraries from Mesa during
compilation _will not_ tie your binaries to the Mesa implementation of OpenGL.
On FreeBSD you will need the `wayland`, `libxkbcommon` and `wayland-protocols` packages.
The X11 headers are installed along the end-user X11 packages, so if you have an X server
running you should have the headers as well. If not, install the `xorgproto` package.
@code{.sh}
pkg install wayland libxkbcommon wayland-protocols xorgproto
@endcode
Once you have the required dependencies, move on to @ref compile_generate.
Once you have installed the necessary packages, move on to @ref
compile_generate.
@subsection compile_generate Generating build files with CMake
Once you have all necessary dependencies it is time to generate the project
files or makefiles for your development environment. CMake needs two paths for
this:
files or makefiles for your development environment. CMake needs to know two
paths for this: the path to the _root_ directory of the GLFW source tree (i.e.
_not_ the `src` subdirectory) and the target path for the generated files and
compiled binaries. If these are the same, it is called an in-tree build,
otherwise it is called an out-of-tree build.
- the path to the root directory of the GLFW source tree (not its `src`
subdirectory)
- the path to the directory where the generated build files and compiled
binaries will be placed
One of several advantages of out-of-tree builds is that you can generate files
and compile for different development environments using a single source tree.
If these are the same, it is called an in-tree build, otherwise it is called an
out-of-tree build.
Out-of-tree builds are recommended as they avoid cluttering up the source tree.
They also allow you to have several build directories for different
configurations all using the same source tree.
A common pattern when building a single configuration is to have a build
directory named `build` in the root of the source tree.
@note This section is about generating the project files or makefiles necessary
to compile the GLFW library, not about compiling the actual library.
@subsubsection compile_generate_gui Generating with the CMake GUI
@subsubsection compile_generate_cli Generating files with the CMake command-line tool
Start the CMake GUI and set the paths to the source and build directories
described above. Then press _Configure_ and _Generate_.
To make an in-tree build, enter the _root_ directory of the GLFW source tree
(i.e. _not_ the `src` subdirectory) and run CMake. The current directory is
used as target path, while the path provided as an argument is used to find the
source tree.
If you wish change any CMake variables in the list, press _Configure_ and then
_Generate_ to have the new values take effect. The variable list will be
populated after the first configure step.
@code{.sh}
cd <glfw-root-dir>
cmake .
@endcode
By default, GLFW will use X11 on Linux and other Unix-like systems other than macOS. To
include support for Wayland as well, set the @ref GLFW_BUILD_WAYLAND option in the GLFW
section of the variable list, then apply the new value as described above.
To make an out-of-tree build, make a directory outside of the source tree, enter
it and run CMake with the (relative or absolute) path to the root of the source
tree as an argument.
@code{.sh}
mkdir glfw-build
cd glfw-build
cmake <glfw-root-dir>
@endcode
Once you have generated the project files or makefiles for your chosen
development environment, move on to @ref compile_compile.
@subsubsection compile_generate_cli Generating with command-line CMake
@subsubsection compile_generate_gui Generating files with the CMake GUI
To make a build directory, pass the source and build directories to the `cmake`
command. These can be relative or absolute paths. The build directory is
created if it doesn't already exist.
@code{.sh}
cmake -S path/to/glfw -B path/to/build
@endcode
It is common to name the build directory `build` and place it in the root of the
source tree when only planning to build a single configuration.
@code{.sh}
cd path/to/glfw
cmake -S . -B build
@endcode
Without other flags these will generate Visual Studio project files on Windows
and makefiles on other platforms. You can choose other targets using the `-G`
flag.
@code{.sh}
cmake -S path/to/glfw -B path/to/build -G Xcode
@endcode
By default, GLFW will use X11 on Linux and other Unix-like systems other
than macOS. To also include support for Wayland, set the @ref GLFW_BUILD_WAYLAND CMake
option.
@code{.sh}
cmake -S path/to/glfw -B path/to/build -D GLFW_BUILD_WAYLAND=1
@endcode
If you are using the GUI version, choose the root of the GLFW source tree as
source location and the same directory or another, empty directory as the
destination for binaries. Choose _Configure_, change any options you wish to,
_Configure_ again to let the changes take effect and then _Generate_.
Once you have generated the project files or makefiles for your chosen
development environment, move on to @ref compile_compile.
@ -192,200 +156,155 @@ development environment, move on to @ref compile_compile.
You should now have all required dependencies and the project files or makefiles
necessary to compile GLFW. Go ahead and compile the actual GLFW library with
these files as you would with any other project.
these files, as you would with any other project.
With Visual Studio open `GLFW.sln` and use the Build menu. With Xcode open
`GLFW.xcodeproj` and use the Project menu.
With Linux, macOS and other forms of Unix, run `make`.
@code{.sh}
cd path/to/build
make
@endcode
With MinGW, it is `mingw32-make`.
@code{.sh}
cd path/to/build
mingw32-make
@endcode
Any CMake build directory can also be built with the `cmake` command and the
`--build` flag.
@code{.sh}
cmake --build path/to/build
@endcode
This will run the platform specific build tool the directory was generated for.
Once the GLFW library is compiled you are ready to build your application,
linking it to the GLFW library. See @ref build_guide for more information.
Once the GLFW library is compiled, you are ready to build your applications,
linking it to the GLFW library. See the @ref build guide for more information.
@section compile_options CMake options
@subsection compile_options CMake options
The CMake files for GLFW provide a number of options, although not all are
available on all supported platforms. Some of these are de facto standards
among projects using CMake and so have no `GLFW_` prefix.
If you are using the GUI version of CMake, these are listed and can be changed
from there. If you are using the command-line version of CMake you can use the
`ccmake` ncurses GUI to set options. Some package systems like Ubuntu and other
distributions based on Debian GNU/Linux have this tool in a separate
`cmake-curses-gui` package.
Finally, if you don't want to use any GUI, you can set options from the `cmake`
command-line with the `-D` flag.
@code{.sh}
cmake -S path/to/glfw -B path/to/build -D BUILD_SHARED_LIBS=ON
@endcode
from there. If you are using the command-line version, use the `ccmake` tool.
Some package systems like Ubuntu and other distributions based on Debian
GNU/Linux have this tool in a separate `cmake-curses-gui` package.
@subsection compile_options_shared Shared CMake options
@subsubsection compile_options_shared Shared CMake options
@anchor BUILD_SHARED_LIBS
__BUILD_SHARED_LIBS__ determines whether GLFW is built as a static library or as
a DLL / shared library / dynamic library. This is disabled by default,
producing a static GLFW library. This variable has no `GLFW_` prefix because it
is defined by CMake. If you want to change the library only for GLFW when it is
part of a larger project, see @ref GLFW_LIBRARY_TYPE.
`BUILD_SHARED_LIBS` determines whether GLFW is built as a static
library or as a DLL / shared library / dynamic library.
@anchor GLFW_LIBRARY_TYPE
__GLFW_LIBRARY_TYPE__ allows you to override @ref BUILD_SHARED_LIBS only for
GLFW, without affecting other libraries in a larger project. When set, the
value of this option must be a valid CMake library type. Set it to `STATIC` to
build GLFW as a static library, `SHARED` to build it as a shared library
/ dynamic library / DLL, or `OBJECT` to make GLFW a CMake object library.
`LIB_SUFFIX` affects where the GLFW shared /dynamic library is installed. If it
is empty, it is installed to `${CMAKE_INSTALL_PREFIX}/lib`. If it is set to
`64`, it is installed to `${CMAKE_INSTALL_PREFIX}/lib64`.
@anchor GLFW_BUILD_EXAMPLES
__GLFW_BUILD_EXAMPLES__ determines whether the GLFW examples are built
along with the library. This is enabled by default unless GLFW is being built
as a subproject of a larger CMake project.
`GLFW_CLIENT_LIBRARY` determines which client API library to use. If set to
`opengl` the OpenGL library is used, if set to `glesv1` for the OpenGL ES 1.x
library is used, or if set to `glesv2` the OpenGL ES 2.0 library is used. The
selected library and its header files must be present on the system for this to
work.
@anchor GLFW_BUILD_TESTS
__GLFW_BUILD_TESTS__ determines whether the GLFW test programs are
built along with the library. This is enabled by default unless GLFW is being
built as a subproject of a larger CMake project.
`GLFW_BUILD_EXAMPLES` determines whether the GLFW examples are built
along with the library.
@anchor GLFW_BUILD_DOCS
__GLFW_BUILD_DOCS__ determines whether the GLFW documentation is built along
with the library. This is enabled by default if
[Doxygen](https://www.doxygen.nl/) is found by CMake during configuration.
`GLFW_BUILD_TESTS` determines whether the GLFW test programs are
built along with the library.
`GLFW_BUILD_DOCS` determines whether the GLFW documentation is built along with
the library.
@subsection compile_options_win32 Win32 specific CMake options
@subsubsection compile_options_osx OS X specific CMake options
@anchor GLFW_BUILD_WIN32
__GLFW_BUILD_WIN32__ determines whether to include support for Win32 when compiling the
library. This option is only available when compiling for Windows. This is enabled by
default.
`GLFW_USE_CHDIR` determines whether `glfwInit` changes the current
directory of bundled applications to the `Contents/Resources` directory.
@anchor USE_MSVC_RUNTIME_LIBRARY_DLL
__USE_MSVC_RUNTIME_LIBRARY_DLL__ determines whether to use the DLL version or the
static library version of the Visual C++ runtime library. When enabled, the
DLL version of the Visual C++ library is used. This is enabled by default.
`GLFW_USE_MENUBAR` determines whether the first call to
`glfwCreateWindow` sets up a minimal menu bar.
On CMake 3.15 and later you can set the standard CMake
[CMAKE_MSVC_RUNTIME_LIBRARY](https://cmake.org/cmake/help/latest/variable/CMAKE_MSVC_RUNTIME_LIBRARY.html)
variable instead of this GLFW-specific option.
`GLFW_USE_RETINA` determines whether windows will use the full resolution of
Retina displays.
@anchor GLFW_USE_HYBRID_HPG
__GLFW_USE_HYBRID_HPG__ determines whether to export the `NvOptimusEnablement` and
`GLFW_BUILD_UNIVERSAL` determines whether to build Universal Binaries.
@subsubsection compile_options_win32 Windows specific CMake options
`USE_MSVC_RUNTIME_LIBRARY_DLL` determines whether to use the DLL version or the
static library version of the Visual C++ runtime library. If set to `ON`, the
DLL version of the Visual C++ library is used. It is recommended to set this to
`ON`, as this keeps the executable smaller and benefits from security and bug
fix updates of the Visual C++ runtime.
`GLFW_USE_HYBRID_HPG` determines whether to export the `NvOptimusEnablement` and
`AmdPowerXpressRequestHighPerformance` symbols, which force the use of the
high-performance GPU on Nvidia Optimus and AMD PowerXpress systems. These symbols
need to be exported by the EXE to be detected by the driver, so the override
will not work if GLFW is built as a DLL. This is disabled by default, letting
the operating system and driver decide.
will not work if GLFW is built as a DLL.
@subsection compile_options_macos macOS specific CMake options
@subsubsection compile_options_egl EGL specific CMake options
@anchor GLFW_BUILD_COCOA
__GLFW_BUILD_COCOA__ determines whether to include support for Cocoa when compiling the
library. This option is only available when compiling for macOS. This is enabled by
default.
@subsection compile_options_unix Unix-like system specific CMake options
@anchor GLFW_BUILD_WAYLAND
__GLFW_BUILD_WAYLAND__ determines whether to include support for Wayland when compiling
the library. This option is only available when compiling for Linux and other Unix-like
systems other than macOS. This is disabled by default.
@anchor GLFW_BUILD_X11
__GLFW_BUILD_X11__ determines whether to include support for X11 when compiling the
library. This option is only available when compiling for Linux and other Unix-like
systems other than macOS. This is enabled by default.
@section compile_mingw_cross Cross-compilation with CMake and MinGW
Both Cygwin and many Linux distributions have MinGW or MinGW-w64 packages. For
example, Cygwin has the `mingw64-i686-gcc` and `mingw64-x86_64-gcc` packages
for 32- and 64-bit version of MinGW-w64, while Debian GNU/Linux and derivatives
like Ubuntu have the `mingw-w64` package for both.
GLFW has CMake toolchain files in the `CMake` subdirectory that set up
cross-compilation of Windows binaries. To use these files you set the
`CMAKE_TOOLCHAIN_FILE` CMake variable with the `-D` flag add an option when
configuring and generating the build files.
@code{.sh}
cmake -S path/to/glfw -B path/to/build -D CMAKE_TOOLCHAIN_FILE=path/to/file
@endcode
The exact toolchain file to use depends on the prefix used by the MinGW or
MinGW-w64 binaries on your system. You can usually see this in the /usr
directory. For example, both the Ubuntu and Cygwin MinGW-w64 packages have
`/usr/x86_64-w64-mingw32` for the 64-bit compilers, so the correct invocation
would be:
@code{.sh}
cmake -S path/to/glfw -B path/to/build -D CMAKE_TOOLCHAIN_FILE=CMake/x86_64-w64-mingw32.cmake
@endcode
The path to the toolchain file is relative to the path to the GLFW source tree
passed to the `-S` flag, not to the current directory.
For more details see the
[CMake toolchain guide](https://cmake.org/cmake/help/latest/manual/cmake-toolchains.7.html).
`GLFW_USE_EGL` determines whether to use EGL instead of the platform-specific
context creation API. Note that EGL is not yet provided on all supported
platforms.
@section compile_manual Compiling GLFW manually
If you wish to compile GLFW without its CMake build environment then you will have to do
at least some platform-detection yourself. There are preprocessor macros for
enabling support for the platforms (window systems) available. There are also optional,
platform-specific macros for various features.
If you wish to compile GLFW without its CMake build environment then you will
have to do at least some of the platform detection yourself. GLFW needs
a number of configuration macros to be defined in order to know what it's being
compiled for and has many optional, platform-specific ones for various features.
When building, GLFW will expect the necessary configuration macros to be defined
on the command-line. The GLFW CMake files set these as private compile
definitions on the GLFW target but if you compile the GLFW sources manually you
will need to define them yourself.
When building with CMake, the `glfw_config.h` configuration header is generated
based on the current platform and CMake options. The GLFW CMake environment
defines `_GLFW_USE_CONFIG_H`, which causes this header to be included by
`internal.h`. Without this macro, GLFW will expect the necessary configuration
macros to be defined on the command-line.
The window system is used to create windows, handle input, monitors, gamma ramps and
clipboard. The options are:
Three macros _must_ be defined when compiling GLFW: one selecting the window
creation API, one selecting the context creation API and one client library.
Exactly one of each kind must be defined for GLFW to compile and link.
- @b _GLFW_COCOA to use the Cocoa frameworks
- @b _GLFW_WIN32 to use the Win32 API
- @b _GLFW_X11 to use the X Window System
- @b _GLFW_WAYLAND to use the Wayland API (incomplete)
The window creation API is used to create windows, handle input, monitors, gamma
ramps and clipboard. The options are:
The @b _GLFW_WAYLAND and @b _GLFW_X11 macros may be combined and produces a library that
attempts to detect the appropriate platform at initialization.
- `_GLFW_COCOA` to use the Cocoa frameworks
- `_GLFW_WIN32` to use the Win32 API
- `_GLFW_X11` to use the X Window System
- `_GLFW_WAYLAND` to use the Wayland API (experimental and incomplete)
- `_GLFW_MIR` to use the Mir API (experimental and incomplete)
The context creation API is used to enumerate pixel formats / framebuffer
configurations and to create contexts. The options are:
- `_GLFW_NSGL` to use the Cocoa OpenGL framework
- `_GLFW_WGL` to use the Win32 WGL API
- `_GLFW_GLX` to use the X11 GLX API
- `_GLFW_EGL` to use the EGL API
Wayland and Mir both require the EGL backend.
The client library is the one providing the OpenGL or OpenGL ES API, which is
used by GLFW to probe the created context. This is not the same thing as the
client API, as many desktop OpenGL client libraries now expose the OpenGL ES API
through extensions. The options are:
- `_GLFW_USE_OPENGL` for the desktop OpenGL (opengl32.dll, libGL.so or
OpenGL.framework)
- `_GLFW_USE_GLESV1` for OpenGL ES 1.x (experimental)
- `_GLFW_USE_GLESV2` for OpenGL ES 2.x (experimental)
Note that `_GLFW_USE_GLESV1` and `_GLFW_USE_GLESV2` may only be used with EGL,
as the other context creation APIs do not interface with OpenGL ES client
libraries.
If you are building GLFW as a shared library / dynamic library / DLL then you
must also define @b _GLFW_BUILD_DLL. Otherwise, you must not define it.
must also define `_GLFW_BUILD_DLL`. Otherwise, you may not define it.
If you are using a custom name for the Vulkan, EGL, GLX, OSMesa, OpenGL, GLESv1
or GLESv2 library, you can override the default names by defining those you need
of @b _GLFW_VULKAN_LIBRARY, @b _GLFW_EGL_LIBRARY, @b _GLFW_GLX_LIBRARY, @b
_GLFW_OSMESA_LIBRARY, @b _GLFW_OPENGL_LIBRARY, @b _GLFW_GLESV1_LIBRARY and @b
_GLFW_GLESV2_LIBRARY. Otherwise, GLFW will use the built-in default names.
If you are using the X11 window creation API, support for the following X11
extensions can be enabled:
- `_GLFW_HAS_XINPUT` to use XInput2 for high-resolution cursor motion
(recommended)
- `_GLFW_HAS_XF86VM` to use Xxf86vm as a fallback when RandR gamma is broken
(recommended)
If you are using the Cocoa window creation API, the following options are
available:
- `_GLFW_USE_CHDIR` to `chdir` to the `Resources` subdirectory of the
application bundle during @ref glfwInit (recommended)
- `_GLFW_USE_MENUBAR` to create and populate the menu bar when the first window
is created (recommended)
- `_GLFW_USE_RETINA` to have windows use the full resolution of Retina displays
(recommended)
@note None of the @ref build_macros may be defined during the compilation of
GLFW. If you define any of these in your build files, make sure they are not

View File

@ -1,18 +1,16 @@
/*!
@page context_guide Context guide
@page context Context guide
@tableofcontents
This guide introduces the OpenGL and OpenGL ES context related functions of
GLFW. For details on a specific function in this category, see the @ref
context. There are also guides for the other areas of the GLFW API.
GLFW. There are also guides for the other areas of the GLFW API.
- @ref intro_guide
- @ref window_guide
- @ref vulkan_guide
- @ref monitor_guide
- @ref input_guide
- @ref intro
- @ref window
- @ref monitor
- @ref input
@section context_object Context objects
@ -28,11 +26,6 @@ as the context handle.
To test the creation of various kinds of contexts and see their properties, run
the `glfwinfo` test program.
@note Vulkan does not have a context and the Vulkan instance is created via the
Vulkan API itself. If you will be using Vulkan to render to a window, disable
context creation by setting the [GLFW_CLIENT_API](@ref GLFW_CLIENT_API_hint)
hint to `GLFW_NO_API`. For more information, see the @ref vulkan_guide.
@subsection context_hints Context creation hints
@ -56,22 +49,22 @@ platforms where it is possible to choose which types of objects are shared, GLFW
requests that all types are shared.
See the relevant chapter of the [OpenGL](https://www.opengl.org/registry/) or
[OpenGL ES](https://www.khronos.org/opengles/) reference documents for more
[OpenGL ES](http://www.khronos.org/opengles/) reference documents for more
information. The name and number of this chapter unfortunately varies between
versions and APIs, but has at times been named _Shared Objects and Multiple
Contexts_.
GLFW comes with a bare-bones object sharing example program called `sharing`.
GLFW comes with a simple object sharing test program called `sharing`.
@subsection context_offscreen Offscreen contexts
GLFW doesn't support creating contexts without an associated window. However,
contexts with hidden windows can be created with the
[GLFW_VISIBLE](@ref GLFW_VISIBLE_hint) window hint.
[GLFW_VISIBLE](@ref window_hints_wnd) window hint.
@code
glfwWindowHint(GLFW_VISIBLE, GLFW_FALSE);
glfwWindowHint(GLFW_VISIBLE, GL_FALSE);
GLFWwindow* offscreen_context = glfwCreateWindow(640, 480, "", NULL, NULL);
@endcode
@ -81,16 +74,10 @@ offscreen context. Depending on the window manager, the size of a hidden
window's framebuffer may not be usable or modifiable, so framebuffer
objects are recommended for rendering with such contexts.
You should still [process events](@ref events) as long as you have at least one
window, even if none of them are visible.
@subsection context_less Windows without contexts
You can disable context creation by setting the
[GLFW_CLIENT_API](@ref GLFW_CLIENT_API_hint) hint to `GLFW_NO_API`. Windows
without contexts must not be passed to @ref glfwMakeContextCurrent or @ref
glfwSwapBuffers.
__OS X:__ The first time a window is created the menu bar is populated with
common commands like Hide, Quit and About. This is not desirable for example
when writing a command-line only application. The menu bar setup can be
disabled with a [compile-time option](@ref compile_options_osx).
@section context_current Current context
@ -99,9 +86,6 @@ Before you can make OpenGL or OpenGL ES calls, you need to have a current
context of the correct type. A context can only be current for a single thread
at a time, and a thread can only have a single context current at a time.
When moving a context between threads, you must make it non-current on the old
thread before making it current on the new one.
The context of a window is made current with @ref glfwMakeContextCurrent.
@code
@ -125,12 +109,13 @@ error.
@section context_swap Buffer swapping
See @ref buffer_swap in the window guide.
Buffer swapping is part of the window and framebuffer, not the context. See
@ref buffer_swap.
@section context_glext OpenGL and OpenGL ES extensions
One of the benefits of OpenGL and OpenGL ES is their extensibility.
One of the benefits of OpenGL and OpenGL ES are their extensibility.
Hardware vendors may include extensions in their implementations that extend the
API before that functionality is included in a new version of the OpenGL or
OpenGL ES specification, and some extensions are never included and remain
@ -138,16 +123,16 @@ as extensions until they become obsolete.
An extension is defined by:
- An extension name (e.g. `GL_ARB_gl_spirv`)
- New OpenGL tokens (e.g. `GL_SPIR_V_BINARY_ARB`)
- New OpenGL functions (e.g. `glSpecializeShaderARB`)
- An extension name (e.g. `GL_ARB_debug_output`)
- New OpenGL tokens (e.g. `GL_DEBUG_SEVERITY_HIGH_ARB`)
- New OpenGL functions (e.g. `glGetDebugMessageLogARB`)
Note the `ARB` affix, which stands for Architecture Review Board and is used
for official extensions. The extension above was created by the ARB, but there
are many different affixes, like `NV` for Nvidia and `AMD` for, well, AMD. Any
group may also use the generic `EXT` affix. Lists of extensions, together with
their specifications, can be found at the
[OpenGL Registry](https://www.opengl.org/registry/) and
[OpenGL Registry](http://www.opengl.org/registry/) and
[OpenGL ES Registry](https://www.khronos.org/registry/gles/).
@ -173,10 +158,9 @@ python main.py --generator c --no-loader --out-path output
@endcode
The `--no-loader` option is added because GLFW already provides a function for
loading OpenGL and OpenGL ES function pointers, one that automatically uses the
selected context creation API, and glad can call this instead of having to
implement its own. There are several other command-line options as well. See
the glad documentation for details.
loading OpenGL and OpenGL ES function pointers and glad can call this instead of
having to implement its own. There are several other command-line options as
well. See the glad documentation for details.
Add the generated `output/src/glad.c`, `output/include/glad/glad.h` and
`output/include/KHR/khrplatform.h` files to your build. Then you need to
@ -189,7 +173,7 @@ it suppresses the development environment's OpenGL or OpenGL ES header.
#include <GLFW/glfw3.h>
@endcode
Finally, you need to initialize glad once you have a suitable current context.
Finally you need to initialize glad once you have a suitable current context.
@code
window = glfwCreateWindow(640, 480, "My Window", NULL, NULL);
@ -205,7 +189,7 @@ gladLoadGLLoader((GLADloadproc) glfwGetProcAddress);
Once glad has been loaded, you have access to all OpenGL core and extension
functions supported by both the context you created and the glad loader you
generated. After that, you are ready to start rendering.
generated and you are ready to start rendering.
You can specify a minimum required OpenGL or OpenGL ES version with
[context hints](@ref window_hints_ctx). If your needs are more complex, you can
@ -225,9 +209,9 @@ To check whether a specific extension is supported, use the `GLAD_GL_xxx`
booleans.
@code
if (GLAD_GL_ARB_gl_spirv)
if (GLAD_GL_ARB_debug_output)
{
// Use GL_ARB_gl_spirv
// Use GL_ARB_debug_output
}
@endcode
@ -251,7 +235,7 @@ of OpenGL ES extensions is identical except for the name of the extension header
The `glext.h` extension header is a continually updated file that defines the
interfaces for all OpenGL extensions. The latest version of this can always be
found at the [OpenGL Registry](https://www.opengl.org/registry/). There are also
found at the [OpenGL Registry](http://www.opengl.org/registry/). There are also
extension headers for the various versions of OpenGL ES at the
[OpenGL ES Registry](https://www.khronos.org/registry/gles/). It it strongly
recommended that you use your own copy of the extension header, as the one
@ -259,12 +243,12 @@ included in your development environment may be several years out of date and
may not include the extensions you wish to use.
The header defines function pointer types for all functions of all extensions it
supports. These have names like `PFNGLSPECIALIZESHADERARBPROC` (for
`glSpecializeShaderARB`), i.e. the name is made uppercase and `PFN` (pointer
supports. These have names like `PFNGLGETDEBUGMESSAGELOGARBPROC` (for
`glGetDebugMessageLogARB`), i.e. the name is made uppercase and `PFN` (pointer
to function) and `PROC` (procedure) are added to the ends.
To include the extension header, define @ref GLFW_INCLUDE_GLEXT before including
the GLFW header.
To include the extension header, define [GLFW_INCLUDE_GLEXT](@ref build_macros)
before including the GLFW header.
@code
#define GLFW_INCLUDE_GLEXT
@ -280,15 +264,15 @@ is necessary to check at run-time whether the context supports the extension.
This is done with @ref glfwExtensionSupported.
@code
if (glfwExtensionSupported("GL_ARB_gl_spirv"))
if (glfwExtensionSupported("GL_ARB_debug_output"))
{
// The extension is supported by the current context
}
@endcode
The argument is a null terminated ASCII string with the extension name. If the
extension is supported, @ref glfwExtensionSupported returns `GLFW_TRUE`,
otherwise it returns `GLFW_FALSE`.
extension is supported, @ref glfwExtensionSupported returns `GL_TRUE`, otherwise
it returns `GL_FALSE`.
@subsubsection context_glext_proc Fetching function pointers
@ -299,7 +283,7 @@ your operating system, making it necessary to fetch them at run time. You can
retrieve pointers to these functions with @ref glfwGetProcAddress.
@code
PFNGLSPECIALIZESHADERARBPROC pfnSpecializeShaderARB = glfwGetProcAddress("glSpecializeShaderARB");
PFNGLGETDEBUGMESSAGELOGARBPROC pfnGetDebugMessageLog = glfwGetProcAddress("glGetDebugMessageLogARB");
@endcode
In general, you should avoid giving the function pointer variables the (exact)
@ -313,28 +297,28 @@ when used together.
#define GLFW_INCLUDE_GLEXT
#include <GLFW/glfw3.h>
#define glSpecializeShaderARB pfnSpecializeShaderARB
PFNGLSPECIALIZESHADERARBPROC pfnSpecializeShaderARB;
#define glGetDebugMessageLogARB pfnGetDebugMessageLog
PFNGLGETDEBUGMESSAGELOGARBPROC pfnGetDebugMessageLog;
// Flag indicating whether the extension is supported
int has_ARB_gl_spirv = 0;
int has_ARB_debug_output = 0;
void load_extensions(void)
{
if (glfwExtensionSupported("GL_ARB_gl_spirv"))
if (glfwExtensionSupported("GL_ARB_debug_output"))
{
pfnSpecializeShaderARB = (PFNGLSPECIALIZESHADERARBPROC)
glfwGetProcAddress("glSpecializeShaderARB");
has_ARB_gl_spirv = 1;
pfnGetDebugMessageLog = (PFNGLGETDEBUGMESSAGELOGARBPROC)
glfwGetProcAddress("glGetDebugMessageLogARB");
has_ARB_debug_output = 1;
}
}
void some_function(void)
{
if (has_ARB_gl_spirv)
if (has_ARB_debug_output)
{
// Now the extension function can be called as usual
glSpecializeShaderARB(...);
glGetDebugMessageLogARB(...);
}
}
@endcode

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View File

@ -1,8 +1,7 @@
<!DOCTYPE html>
<html lang="en">
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
<html xmlns="http://www.w3.org/1999/xhtml">
<head>
<meta http-equiv="Content-Type" content="text/xhtml;charset=UTF-8"/>
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<meta http-equiv="X-UA-Compatible" content="IE=9"/>
<meta name="generator" content="Doxygen $doxygenversion"/>
<!--BEGIN PROJECT_NAME--><title>$projectname: $title</title><!--END PROJECT_NAME-->
@ -22,11 +21,12 @@ $extrastylesheet
<!--BEGIN TITLEAREA-->
<div id="titlearea">
<div class="glfwheader">
<a href="https://www.glfw.org/" id="glfwhome">GLFW</a>
<a href="http://www.glfw.org/" id="glfwhome">GLFW</a>
<ul class="glfwnavbar">
<li><a href="https://www.glfw.org/documentation.html">Documentation</a></li>
<li><a href="https://www.glfw.org/download.html">Download</a></li>
<li><a href="https://www.glfw.org/community.html">Community</a></li>
<li><a href="http://www.glfw.org/documentation.html">Documentation</a></li>
<li><a href="http://www.glfw.org/download.html">Download</a></li>
<li><a href="http://www.glfw.org/media.html">Media</a></li>
<li><a href="http://www.glfw.org/community.html">Community</a></li>
</ul>
</div>
</div>

View File

@ -1,44 +1,41 @@
/*!
@page input_guide Input guide
@page input Input guide
@tableofcontents
This guide introduces the input related functions of GLFW. For details on
a specific function in this category, see the @ref input. There are also guides
for the other areas of GLFW.
This guide introduces the input related functions of GLFW. There are also
guides for the other areas of GLFW.
- @ref intro_guide
- @ref window_guide
- @ref context_guide
- @ref vulkan_guide
- @ref monitor_guide
- @ref intro
- @ref window
- @ref context
- @ref monitor
GLFW provides many kinds of input. While some can only be polled, like time, or
only received via callbacks, like scrolling, many provide both callbacks and
polling. Callbacks are more work to use than polling but is less CPU intensive
and guarantees that you do not miss state changes.
only received via callbacks, like scrolling, there are those that provide both
callbacks and polling. Where a callback is provided, that is the recommended
way to receive that kind of input. The more you can use callbacks the less time
your users' machines will need to spend polling.
All input callbacks receive a window handle. By using the
[window user pointer](@ref window_userptr), you can access non-global structures
or objects from your callbacks.
To get a better feel for how the various events callbacks behave, run the
`events` test program. It registers every callback supported by GLFW and prints
`events` test program. It register every callback supported by GLFW and prints
out all arguments provided for every event, along with time and sequence
information.
@section events Event processing
GLFW needs to poll the window system for events both to provide input to the
application and to prove to the window system that the application hasn't locked
up. Event processing is normally done each frame after
[buffer swapping](@ref buffer_swap). Even when you have no windows, event
polling needs to be done in order to receive monitor and joystick connection
events.
GLFW needs to communicate regularly with the window system both in order to
receive events and to show that the application hasn't locked up. Event
processing must be done regularly while you have visible windows and is normally
done each frame after [buffer swapping](@ref buffer_swap).
There are three functions for processing pending events. @ref glfwPollEvents,
There are two functions for processing pending events. @ref glfwPollEvents,
processes only those events that have already been received and then returns
immediately.
@ -46,7 +43,7 @@ immediately.
glfwPollEvents();
@endcode
This is the best choice when rendering continuously, like most games do.
This is the best choice when rendering continually, like most games do.
If you only need to update the contents of the window when you receive new
input, @ref glfwWaitEvents is a better choice.
@ -57,18 +54,8 @@ glfwWaitEvents();
It puts the thread to sleep until at least one event has been received and then
processes all received events. This saves a great deal of CPU cycles and is
useful for, for example, editing tools.
If you want to wait for events but have UI elements or other tasks that need
periodic updates, @ref glfwWaitEventsTimeout lets you specify a timeout.
@code
glfwWaitEventsTimeout(0.7);
@endcode
It puts the thread to sleep until at least one event has been received, or until
the specified number of seconds have elapsed. It then processes any received
events.
useful for, for example, editing tools. There must be at least one GLFW window
for this function to sleep.
If the main thread is sleeping in @ref glfwWaitEvents, you can wake it from
another thread by posting an empty event to the event queue with @ref
@ -78,17 +65,10 @@ glfwPostEmptyEvent.
glfwPostEmptyEvent();
@endcode
Do not assume that callbacks will _only_ be called in response to the above
functions. While it is necessary to process events in one or more of the ways
above, window systems that require GLFW to register callbacks of its own can
pass events to GLFW in response to many window system function calls. GLFW will
pass those events on to the application callbacks before returning.
For example, on Windows the system function that @ref glfwSetWindowSize is
implemented with will send window size events directly to the event callback
that every window has and that GLFW implements for its windows. If you have set
a [window size callback](@ref window_size) GLFW will call it in turn with the
new size before everything returns back out of the @ref glfwSetWindowSize call.
Do not assume that callbacks will _only_ be called through either of the above
functions. While it is necessary to process events in the event queue, some
window systems will send some events directly to the application, which in turn
causes callbacks to be called outside of regular event processing.
@section input_keyboard Keyboard input
@ -123,57 +103,35 @@ void key_callback(GLFWwindow* window, int key, int scancode, int action, int mod
}
@endcode
The action is one of `GLFW_PRESS`, `GLFW_REPEAT` or `GLFW_RELEASE`. Events with
`GLFW_PRESS` and `GLFW_RELEASE` actions are emitted for every key press. Most
keys will also emit events with `GLFW_REPEAT` actions while a key is held down.
Key events with `GLFW_REPEAT` actions are intended for text input. They are
emitted at the rate set in the user's keyboard settings. At most one key is
repeated even if several keys are held down. `GLFW_REPEAT` actions should not
be relied on to know which keys are being held down or to drive animation.
Instead you should either save the state of relevant keys based on `GLFW_PRESS`
and `GLFW_RELEASE` actions, or call @ref glfwGetKey, which provides basic cached
key state.
The key will be one of the existing [key tokens](@ref keys), or
`GLFW_KEY_UNKNOWN` if GLFW lacks a token for it, for example _E-mail_ and _Play_
keys.
The action is one of `GLFW_PRESS`, `GLFW_REPEAT` or `GLFW_RELEASE`. The key
will be `GLFW_KEY_UNKNOWN` if GLFW lacks a key token for it, for example
_E-mail_ and _Play_ keys.
The scancode is unique for every key, regardless of whether it has a key token.
Scancodes are platform-specific but consistent over time, so keys will have
different scancodes depending on the platform but they are safe to save to disk.
You can query the scancode for any [named key](@ref keys) on the current
platform with @ref glfwGetKeyScancode.
@code
const int scancode = glfwGetKeyScancode(GLFW_KEY_X);
set_key_mapping(scancode, swap_weapons);
@endcode
The last reported state for every [named key](@ref keys) is also saved in
per-window state arrays that can be polled with @ref glfwGetKey.
Key states for [named keys](@ref keys) are also saved in per-window state arrays
that can be polled with @ref glfwGetKey.
@code
int state = glfwGetKey(window, GLFW_KEY_E);
if (state == GLFW_PRESS)
{
activate_airship();
}
@endcode
The returned state is one of `GLFW_PRESS` or `GLFW_RELEASE`.
This function only returns cached key event state. It does not poll the
system for the current physical state of the key.
system for the current state of the key.
@anchor GLFW_STICKY_KEYS
Whenever you poll state, you risk missing the state change you are looking for.
If a pressed key is released again before you poll its state, you will have
missed the key press. The recommended solution for this is to use a
key callback, but there is also the `GLFW_STICKY_KEYS` input mode.
@code
glfwSetInputMode(window, GLFW_STICKY_KEYS, GLFW_TRUE);
glfwSetInputMode(window, GLFW_STICKY_KEYS, 1);
@endcode
When sticky keys mode is enabled, the pollable state of a key will remain
@ -181,19 +139,6 @@ When sticky keys mode is enabled, the pollable state of a key will remain
it has been polled, if a key release event had been processed in the meantime,
the state will reset to `GLFW_RELEASE`, otherwise it will remain `GLFW_PRESS`.
@anchor GLFW_LOCK_KEY_MODS
If you wish to know what the state of the Caps Lock and Num Lock keys was when
input events were generated, set the `GLFW_LOCK_KEY_MODS` input mode.
@code
glfwSetInputMode(window, GLFW_LOCK_KEY_MODS, GLFW_TRUE);
@endcode
When this input mode is enabled, any callback that receives
[modifier bits](@ref mods) will have the @ref GLFW_MOD_CAPS_LOCK bit set if Caps
Lock was on when the event occurred and the @ref GLFW_MOD_NUM_LOCK bit set if
Num Lock was on.
The `GLFW_KEY_LAST` constant holds the highest value of any
[named key](@ref keys).
@ -205,12 +150,15 @@ GLFW supports text input in the form of a stream of
operating system text input system. Unlike key input, text input obeys keyboard
layouts and modifier keys and supports composing characters using
[dead keys](https://en.wikipedia.org/wiki/Dead_key). Once received, you can
encode the code points into UTF-8 or any other encoding you prefer.
encode the code points into
[UTF-8](https://en.wikipedia.org/wiki/UTF-8) or any other encoding you prefer.
Because an `unsigned int` is 32 bits long on all platforms supported by GLFW,
you can treat the code point argument as native endian UTF-32.
you can treat the code point argument as native endian
[UTF-32](https://en.wikipedia.org/wiki/UTF-32).
If you wish to offer regular text input, set a character callback.
There are two callbacks for receiving Unicode code points. If you wish to
offer regular text input, set a character callback.
@code
glfwSetCharCallback(window, character_callback);
@ -226,26 +174,27 @@ void character_callback(GLFWwindow* window, unsigned int codepoint)
}
@endcode
@subsection input_key_name Key names
If you wish to refer to keys by name, you can query the keyboard layout
dependent name of printable keys with @ref glfwGetKeyName.
If you wish to receive even those Unicode code points generated with modifier
key combinations that a plain text field would ignore, or just want to know
exactly what modifier keys were used, set a character with modifiers callback.
@code
const char* key_name = glfwGetKeyName(GLFW_KEY_W, 0);
show_tutorial_hint("Press %s to move forward", key_name);
glfwSetCharModsCallback(window, charmods_callback);
@endcode
This function can handle both [keys and scancodes](@ref input_key). If the
specified key is `GLFW_KEY_UNKNOWN` then the scancode is used, otherwise it is
ignored. This matches the behavior of the key callback, meaning the callback
arguments can always be passed unmodified to this function.
The callback function receives Unicode code points and
[modifier bits](@ref mods).
@code
void charmods_callback(GLFWwindow* window, unsigned int codepoint, int mods)
{
}
@endcode
@section input_mouse Mouse input
Mouse input comes in many forms, including mouse motion, button presses and
Mouse input comes in many forms, including cursor motion, button presses and
scrolling offsets. The cursor appearance can also be changed, either to
a custom image or a standard cursor shape from the system theme.
@ -256,12 +205,11 @@ If you wish to be notified when the cursor moves over the window, set a cursor
position callback.
@code
glfwSetCursorPosCallback(window, cursor_position_callback);
glfwSetCursorPosCallback(window, cursor_pos_callback);
@endcode
The callback functions receives the cursor position, measured in screen
coordinates but relative to the top-left corner of the window content area. On
platforms that provide it, the full sub-pixel cursor position is passed on.
The callback functions receives the cursor position. On platforms that provide
it, the full sub-pixel cursor position is passed on.
@code
static void cursor_position_callback(GLFWwindow* window, double xpos, double ypos)
@ -278,9 +226,8 @@ glfwGetCursorPos(window, &xpos, &ypos);
@endcode
@subsection cursor_mode Cursor mode
@subsection cursor_mode Cursor modes
@anchor GLFW_CURSOR
The `GLFW_CURSOR` input mode provides several cursor modes for special forms of
mouse motion input. By default, the cursor mode is `GLFW_CURSOR_NORMAL`,
meaning the regular arrow cursor (or another cursor set with @ref glfwSetCursor)
@ -303,8 +250,8 @@ is provided normally via both the cursor position callback and through polling.
other features of GLFW. It is not supported and will not work as robustly as
`GLFW_CURSOR_DISABLED`.
If you only wish the cursor to become hidden when it is over a window but still
want it to behave normally, set the cursor mode to `GLFW_CURSOR_HIDDEN`.
If you just wish the cursor to become hidden when it is over a window, set
the cursor mode to `GLFW_CURSOR_HIDDEN`.
@code
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
@ -312,16 +259,6 @@ glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
This mode puts no limit on the motion of the cursor.
If you wish the cursor to be visible but confined to the content area of the
window, set the cursor mode to `GLFW_CURSOR_CAPTURED`.
@code
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_CAPTURED);
@endcode
The cursor will behave normally inside the content area but will not be able to
leave unless the window loses focus.
To exit out of either of these special modes, restore the `GLFW_CURSOR_NORMAL`
cursor mode.
@ -329,33 +266,6 @@ cursor mode.
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
@endcode
If the cursor was disabled, this will move it back to its last visible position.
@anchor GLFW_RAW_MOUSE_MOTION
@subsection raw_mouse_motion Raw mouse motion
When the cursor is disabled, raw (unscaled and unaccelerated) mouse motion can
be enabled if available.
Raw mouse motion is closer to the actual motion of the mouse across a surface.
It is not affected by the scaling and acceleration applied to the motion of the
desktop cursor. That processing is suitable for a cursor while raw motion is
better for controlling for example a 3D camera. Because of this, raw mouse
motion is only provided when the cursor is disabled.
Call @ref glfwRawMouseMotionSupported to check if the current machine provides
raw motion and set the `GLFW_RAW_MOUSE_MOTION` input mode to enable it. It is
disabled by default.
@code
if (glfwRawMouseMotionSupported())
glfwSetInputMode(window, GLFW_RAW_MOUSE_MOTION, GLFW_TRUE);
@endcode
If supported, raw mouse motion can be enabled or disabled per-window and at any
time but it will only be provided when the cursor is disabled.
@subsection cursor_object Cursor objects
@ -387,25 +297,22 @@ If cursor creation fails, `NULL` will be returned, so it is necessary to check
the return value.
The image data is 32-bit, little-endian, non-premultiplied RGBA, i.e. eight bits
per channel with the red channel first. The pixels are arranged canonically as
sequential rows, starting from the top-left corner.
per channel. The pixels are arranged canonically as sequential rows, starting
from the top-left corner.
@subsubsection cursor_standard Standard cursor creation
A cursor with a [standard shape](@ref shapes) from the current system cursor
theme can be created with @ref glfwCreateStandardCursor.
theme can be can be created with @ref glfwCreateStandardCursor.
@code
GLFWcursor* url_cursor = glfwCreateStandardCursor(GLFW_POINTING_HAND_CURSOR);
GLFWcursor* cursor = glfwCreateStandardCursor(GLFW_HRESIZE_CURSOR);
@endcode
These cursor objects behave in the exact same way as those created with @ref
glfwCreateCursor except that the system cursor theme provides the actual image.
A few of these shapes are not available everywhere. If a shape is unavailable,
`NULL` is returned. See @ref glfwCreateStandardCursor for details.
@subsubsection cursor_destruction Cursor destruction
@ -415,9 +322,8 @@ When a cursor is no longer needed, destroy it with @ref glfwDestroyCursor.
glfwDestroyCursor(cursor);
@endcode
Cursor destruction always succeeds. If the cursor is current for any window,
that window will revert to the default cursor. This does not affect the cursor
mode. All remaining cursors are destroyed when @ref glfwTerminate is called.
Cursor destruction always succeeds. All cursors remaining when @ref
glfwTerminate is called are destroyed as well.
@subsubsection cursor_set Cursor setting
@ -429,24 +335,24 @@ glfwSetCursor(window, cursor);
@endcode
Once set, the cursor image will be used as long as the system cursor is over the
content area of the window and the [cursor mode](@ref cursor_mode) is set
client area of the window and the [cursor mode](@ref cursor_mode) is set
to `GLFW_CURSOR_NORMAL`.
A single cursor may be set for any number of windows.
To revert to the default cursor, set the cursor of that window to `NULL`.
To remove a cursor from a window, set the cursor of that window to `NULL`.
@code
glfwSetCursor(window, NULL);
@endcode
When a cursor is destroyed, any window that has it set will revert to the
default cursor. This does not affect the cursor mode.
When a cursor is destroyed, it is removed from any window where it is set. This
does not affect the cursor modes of those windows.
@subsection cursor_enter Cursor enter/leave events
If you wish to be notified when the cursor enters or leaves the content area of
If you wish to be notified when the cursor enters or leaves the client area of
a window, set a cursor enter/leave callback.
@code
@ -460,25 +366,15 @@ void cursor_enter_callback(GLFWwindow* window, int entered)
{
if (entered)
{
// The cursor entered the content area of the window
// The cursor entered the client area of the window
}
else
{
// The cursor left the content area of the window
// The cursor left the client area of the window
}
}
@endcode
You can query whether the cursor is currently inside the content area of the
window with the [GLFW_HOVERED](@ref GLFW_HOVERED_attrib) window attribute.
@code
if (glfwGetWindowAttrib(window, GLFW_HOVERED))
{
highlight_interface();
}
@endcode
@subsection input_mouse_button Mouse button input
@ -508,9 +404,7 @@ per-window state arrays that can be polled with @ref glfwGetMouseButton.
@code
int state = glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_LEFT);
if (state == GLFW_PRESS)
{
upgrade_cow();
}
@endcode
The returned state is one of `GLFW_PRESS` or `GLFW_RELEASE`.
@ -518,7 +412,6 @@ The returned state is one of `GLFW_PRESS` or `GLFW_RELEASE`.
This function only returns cached mouse button event state. It does not poll
the system for the current state of the mouse button.
@anchor GLFW_STICKY_MOUSE_BUTTONS
Whenever you poll state, you risk missing the state change you are looking for.
If a pressed mouse button is released again before you poll its state, you will have
missed the button press. The recommended solution for this is to use a
@ -526,7 +419,7 @@ mouse button callback, but there is also the `GLFW_STICKY_MOUSE_BUTTONS`
input mode.
@code
glfwSetInputMode(window, GLFW_STICKY_MOUSE_BUTTONS, GLFW_TRUE);
glfwSetInputMode(window, GLFW_STICKY_MOUSE_BUTTONS, 1);
@endcode
When sticky mouse buttons mode is enabled, the pollable state of a mouse button
@ -556,37 +449,28 @@ void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
}
@endcode
A normal mouse wheel, being vertical, provides offsets along the Y-axis.
A simple mouse wheel, being vertical, provides offsets along the Y-axis.
@section joystick Joystick input
The joystick functions expose connected joysticks and controllers, with both
referred to as joysticks. It supports up to sixteen joysticks, ranging from
`GLFW_JOYSTICK_1`, `GLFW_JOYSTICK_2` up to and including `GLFW_JOYSTICK_16` or
`GLFW_JOYSTICK_LAST`. You can test whether a [joystick](@ref joysticks) is
present with @ref glfwJoystickPresent.
`GLFW_JOYSTICK_1`, `GLFW_JOYSTICK_2` up to `GLFW_JOYSTICK_LAST`. You can test
whether a [joystick](@ref joysticks) is present with @ref glfwJoystickPresent.
@code
int present = glfwJoystickPresent(GLFW_JOYSTICK_1);
@endcode
Each joystick has zero or more axes, zero or more buttons, zero or more hats,
a human-readable name, a user pointer and an SDL compatible GUID.
When GLFW is initialized, detected joysticks are added to to the beginning of
the array, starting with `GLFW_JOYSTICK_1`. Once a joystick is detected, it
keeps its assigned index until it is disconnected, so as joysticks are connected
and disconnected, they will become spread out.
Detected joysticks are added to the beginning of the array. Once a joystick is
detected, it keeps its assigned ID until it is disconnected or the library is
terminated, so as joysticks are connected and disconnected, there may appear
gaps in the IDs.
Joystick axis, button and hat state is updated when polled and does not require
a window to be created or events to be processed. However, if you want joystick
connection and disconnection events reliably delivered to the
[joystick callback](@ref joystick_event) then you must
[process events](@ref events).
To see all the properties of all connected joysticks in real-time, run the
`joysticks` test program.
Joystick state is updated as needed when a joystick function is called and does
not require a window to be created or @ref glfwPollEvents or @ref glfwWaitEvents
to be called.
@subsection joystick_axis Joystick axis states
@ -597,7 +481,7 @@ returned array.
@code
int count;
const float* axes = glfwGetJoystickAxes(GLFW_JOYSTICK_5, &count);
const float* axes = glfwGetJoystickAxes(GLFW_JOYSTICK_1, &count);
@endcode
Each element in the returned array is a value between -1.0 and 1.0.
@ -611,55 +495,11 @@ returned array.
@code
int count;
const unsigned char* buttons = glfwGetJoystickButtons(GLFW_JOYSTICK_3, &count);
const unsigned char* axes = glfwGetJoystickButtons(GLFW_JOYSTICK_1, &count);
@endcode
Each element in the returned array is either `GLFW_PRESS` or `GLFW_RELEASE`.
For backward compatibility with earlier versions that did not have @ref
glfwGetJoystickHats, the button array by default also includes all hats. See
the reference documentation for @ref glfwGetJoystickButtons for details.
@subsection joystick_hat Joystick hat states
The states of all hats are returned by @ref glfwGetJoystickHats. See the
reference documentation for the lifetime of the returned array.
@code
int count;
const unsigned char* hats = glfwGetJoystickHats(GLFW_JOYSTICK_7, &count);
@endcode
Each element in the returned array is one of the following:
Name | Value
---- | -----
`GLFW_HAT_CENTERED` | 0
`GLFW_HAT_UP` | 1
`GLFW_HAT_RIGHT` | 2
`GLFW_HAT_DOWN` | 4
`GLFW_HAT_LEFT` | 8
`GLFW_HAT_RIGHT_UP` | `GLFW_HAT_RIGHT` \| `GLFW_HAT_UP`
`GLFW_HAT_RIGHT_DOWN` | `GLFW_HAT_RIGHT` \| `GLFW_HAT_DOWN`
`GLFW_HAT_LEFT_UP` | `GLFW_HAT_LEFT` \| `GLFW_HAT_UP`
`GLFW_HAT_LEFT_DOWN` | `GLFW_HAT_LEFT` \| `GLFW_HAT_DOWN`
The diagonal directions are bitwise combinations of the primary (up, right, down
and left) directions and you can test for these individually by ANDing it with
the corresponding direction.
@code
if (hats[2] & GLFW_HAT_RIGHT)
{
// State of hat 2 could be right-up, right or right-down
}
@endcode
For backward compatibility with earlier versions that did not have @ref
glfwGetJoystickHats, all hats are by default also included in the button array.
See the reference documentation for @ref glfwGetJoystickButtons for details.
@subsection joystick_name Joystick name
@ -668,226 +508,14 @@ glfwGetJoystickName. See the reference documentation for the lifetime of the
returned string.
@code
const char* name = glfwGetJoystickName(GLFW_JOYSTICK_4);
const char* name = glfwGetJoystickName(GLFW_JOYSTICK_1);
@endcode
Joystick names are not guaranteed to be unique. Two joysticks of the same model
and make may have the same name. Only the [joystick ID](@ref joysticks) is
and make may have the same name. Only the [joystick token](@ref joysticks) is
guaranteed to be unique, and only until that joystick is disconnected.
@subsection joystick_userptr Joystick user pointer
Each joystick has a user pointer that can be set with @ref
glfwSetJoystickUserPointer and queried with @ref glfwGetJoystickUserPointer.
This can be used for any purpose you need and will not be modified by GLFW. The
value will be kept until the joystick is disconnected or until the library is
terminated.
The initial value of the pointer is `NULL`.
@subsection joystick_event Joystick configuration changes
If you wish to be notified when a joystick is connected or disconnected, set
a joystick callback.
@code
glfwSetJoystickCallback(joystick_callback);
@endcode
The callback function receives the ID of the joystick that has been connected
and disconnected and the event that occurred.
@code
void joystick_callback(int jid, int event)
{
if (event == GLFW_CONNECTED)
{
// The joystick was connected
}
else if (event == GLFW_DISCONNECTED)
{
// The joystick was disconnected
}
}
@endcode
For joystick connection and disconnection events to be delivered on all
platforms, you need to call one of the [event processing](@ref events)
functions. Joystick disconnection may also be detected and the callback
called by joystick functions. The function will then return whatever it
returns for a disconnected joystick.
Only @ref glfwGetJoystickName and @ref glfwGetJoystickUserPointer will return
useful values for a disconnected joystick and only before the monitor callback
returns.
@subsection gamepad Gamepad input
The joystick functions provide unlabeled axes, buttons and hats, with no
indication of where they are located on the device. Their order may also vary
between platforms even with the same device.
To solve this problem the SDL community crowdsourced the
[SDL_GameControllerDB](https://github.com/gabomdq/SDL_GameControllerDB) project,
a database of mappings from many different devices to an Xbox-like gamepad.
GLFW supports this mapping format and contains a copy of the mappings
available at the time of release. See @ref gamepad_mapping for how to update
this at runtime. Mappings will be assigned to joysticks automatically any time
a joystick is connected or the mappings are updated.
You can check whether a joystick is both present and has a gamepad mapping with
@ref glfwJoystickIsGamepad.
@code
if (glfwJoystickIsGamepad(GLFW_JOYSTICK_2))
{
// Use as gamepad
}
@endcode
If you are only interested in gamepad input you can use this function instead of
@ref glfwJoystickPresent.
You can query the human-readable name provided by the gamepad mapping with @ref
glfwGetGamepadName. This may or may not be the same as the
[joystick name](@ref joystick_name).
@code
const char* name = glfwGetGamepadName(GLFW_JOYSTICK_7);
@endcode
To retrieve the gamepad state of a joystick, call @ref glfwGetGamepadState.
@code
GLFWgamepadstate state;
if (glfwGetGamepadState(GLFW_JOYSTICK_3, &state))
{
if (state.buttons[GLFW_GAMEPAD_BUTTON_A])
{
input_jump();
}
input_speed(state.axes[GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER]);
}
@endcode
The @ref GLFWgamepadstate struct has two arrays; one for button states and one
for axis states. The values for each button and axis are the same as for the
@ref glfwGetJoystickButtons and @ref glfwGetJoystickAxes functions, i.e.
`GLFW_PRESS` or `GLFW_RELEASE` for buttons and -1.0 to 1.0 inclusive for axes.
The sizes of the arrays and the positions within each array are fixed.
The [button indices](@ref gamepad_buttons) are `GLFW_GAMEPAD_BUTTON_A`,
`GLFW_GAMEPAD_BUTTON_B`, `GLFW_GAMEPAD_BUTTON_X`, `GLFW_GAMEPAD_BUTTON_Y`,
`GLFW_GAMEPAD_BUTTON_LEFT_BUMPER`, `GLFW_GAMEPAD_BUTTON_RIGHT_BUMPER`,
`GLFW_GAMEPAD_BUTTON_BACK`, `GLFW_GAMEPAD_BUTTON_START`,
`GLFW_GAMEPAD_BUTTON_GUIDE`, `GLFW_GAMEPAD_BUTTON_LEFT_THUMB`,
`GLFW_GAMEPAD_BUTTON_RIGHT_THUMB`, `GLFW_GAMEPAD_BUTTON_DPAD_UP`,
`GLFW_GAMEPAD_BUTTON_DPAD_RIGHT`, `GLFW_GAMEPAD_BUTTON_DPAD_DOWN` and
`GLFW_GAMEPAD_BUTTON_DPAD_LEFT`.
For those who prefer, there are also the `GLFW_GAMEPAD_BUTTON_CROSS`,
`GLFW_GAMEPAD_BUTTON_CIRCLE`, `GLFW_GAMEPAD_BUTTON_SQUARE` and
`GLFW_GAMEPAD_BUTTON_TRIANGLE` aliases for the A, B, X and Y button indices.
The [axis indices](@ref gamepad_axes) are `GLFW_GAMEPAD_AXIS_LEFT_X`,
`GLFW_GAMEPAD_AXIS_LEFT_Y`, `GLFW_GAMEPAD_AXIS_RIGHT_X`,
`GLFW_GAMEPAD_AXIS_RIGHT_Y`, `GLFW_GAMEPAD_AXIS_LEFT_TRIGGER` and
`GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER`.
The `GLFW_GAMEPAD_BUTTON_LAST` and `GLFW_GAMEPAD_AXIS_LAST` constants equal
the largest available index for each array.
@subsection gamepad_mapping Gamepad mappings
GLFW contains a copy of the mappings available in
[SDL_GameControllerDB](https://github.com/gabomdq/SDL_GameControllerDB) at the
time of release. Newer ones can be added at runtime with @ref
glfwUpdateGamepadMappings.
@code
const char* mappings = load_file_contents("game/data/gamecontrollerdb.txt");
glfwUpdateGamepadMappings(mappings);
@endcode
This function supports everything from single lines up to and including the
unmodified contents of the whole `gamecontrollerdb.txt` file.
If you are compiling GLFW from source with CMake you can update the built-in mappings by
building the _update_mappings_ target. This runs the `GenerateMappings.cmake` CMake
script, which downloads `gamecontrollerdb.txt` and regenerates the `mappings.h` header
file.
Below is a description of the mapping format. Please keep in mind that __this
description is not authoritative__. The format is defined by the SDL and
SDL_GameControllerDB projects and their documentation and code takes precedence.
Each mapping is a single line of comma-separated values describing the GUID,
name and layout of the gamepad. Lines that do not begin with a hexadecimal
digit are ignored.
The first value is always the gamepad GUID, a 32 character long hexadecimal
string that typically identifies its make, model, revision and the type of
connection to the computer. When this information is not available, the GUID is
generated using the gamepad name. GLFW uses the SDL 2.0.5+ GUID format but can
convert from the older formats.
The second value is always the human-readable name of the gamepad.
All subsequent values are in the form `<field>:<value>` and describe the layout
of the mapping. These fields may not all be present and may occur in any order.
The button fields are `a`, `b`, `x`, `y`, `back`, `start`, `guide`, `dpup`,
`dpright`, `dpdown`, `dpleft`, `leftshoulder`, `rightshoulder`, `leftstick` and
`rightstick`.
The axis fields are `leftx`, `lefty`, `rightx`, `righty`, `lefttrigger` and
`righttrigger`.
The value of an axis or button field can be a joystick button, a joystick axis,
a hat bitmask or empty. Joystick buttons are specified as `bN`, for example
`b2` for the third button. Joystick axes are specified as `aN`, for example
`a7` for the eighth button. Joystick hat bit masks are specified as `hN.N`, for
example `h0.8` for left on the first hat. More than one bit may be set in the
mask.
Before an axis there may be a `+` or `-` range modifier, for example `+a3` for
the positive half of the fourth axis. This restricts input to only the positive
or negative halves of the joystick axis. After an axis or half-axis there may
be the `~` inversion modifier, for example `a2~` or `-a7~`. This negates the
values of the gamepad axis.
The hat bit mask match the [hat states](@ref hat_state) in the joystick
functions.
There is also the special `platform` field that specifies which platform the
mapping is valid for. Possible values are `Windows`, `Mac OS X` and `Linux`.
Below is an example of what a gamepad mapping might look like. It is the
one built into GLFW for Xbox controllers accessed via the XInput API on Windows.
This example has been broken into several lines to fit on the page, but real
gamepad mappings must be a single line.
@code{.unparsed}
78696e70757401000000000000000000,XInput Gamepad (GLFW),platform:Windows,a:b0,
b:b1,x:b2,y:b3,leftshoulder:b4,rightshoulder:b5,back:b6,start:b7,leftstick:b8,
rightstick:b9,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:a4,
righttrigger:a5,dpup:h0.1,dpright:h0.2,dpdown:h0.4,dpleft:h0.8,
@endcode
@note GLFW does not yet support the output range and modifiers `+` and `-` that
were recently added to SDL. The input modifiers `+`, `-` and `~` are supported
and described above.
@section time Time input
GLFW provides high-resolution time input, in seconds, with @ref glfwGetTime.
@ -896,33 +524,17 @@ GLFW provides high-resolution time input, in seconds, with @ref glfwGetTime.
double seconds = glfwGetTime();
@endcode
It returns the number of seconds since the library was initialized with @ref
glfwInit. The platform-specific time sources used typically have micro- or
nanosecond resolution.
It returns the number of seconds since the timer was started when the library
was initialized with @ref glfwInit. The platform-specific time sources used
usually have micro- or nanosecond resolution.
You can modify the base time with @ref glfwSetTime.
You can modify the reference time with @ref glfwSetTime.
@code
glfwSetTime(4.0);
@endcode
This sets the time to the specified time, in seconds, and it continues to count
from there.
You can also access the raw timer used to implement the functions above,
with @ref glfwGetTimerValue.
@code
uint64_t value = glfwGetTimerValue();
@endcode
This value is in 1&nbsp;/&nbsp;frequency seconds. The frequency of the raw
timer varies depending on the operating system and hardware. You can query the
frequency, in Hz, with @ref glfwGetTimerFrequency.
@code
uint64_t frequency = glfwGetTimerFrequency();
@endcode
This sets the timer to the specified time, in seconds.
@section clipboard Clipboard input and output
@ -932,11 +544,9 @@ converted to one, you can retrieve it with @ref glfwGetClipboardString. See the
reference documentation for the lifetime of the returned string.
@code
const char* text = glfwGetClipboardString(NULL);
const char* text = glfwGetClipboardString(window);
if (text)
{
insert_text(text);
}
@endcode
If the clipboard is empty or if its contents could not be converted, `NULL` is
@ -946,9 +556,13 @@ The contents of the system clipboard can be set to a UTF-8 encoded string with
@ref glfwSetClipboardString.
@code
glfwSetClipboardString(NULL, "A string with words in it");
glfwSetClipboardString(window, "A string with words in it");
@endcode
The clipboard functions take a window handle argument because some window
systems require a window to communicate with the system clipboard. Any valid
window may be used.
@section path_drop Path drop input

View File

@ -1,6 +1,6 @@
/*!
@page internals_guide Internal structure
@page internals Internal structure
@tableofcontents
@ -19,7 +19,8 @@ The public interface uses the OpenGL naming conventions except with GLFW and
glfw instead of GL and gl. For struct members, where OpenGL sets no precedent,
it use headless camel case.
Examples: `glfwCreateWindow`, `GLFWwindow`, `GLFW_RED_BITS`
Examples: @ref glfwCreateWindow, @ref GLFWwindow, @ref GLFWvidmode.redBits,
`GLFW_RED_BITS`
@section internals_native Native interface
@ -33,7 +34,7 @@ The function names of the native interface are similar to those of the public
interface, but embeds the name of the interface that the returned handle is
from.
Examples: `glfwGetX11Window`, `glfwGetWGLContext`
Examples: @ref glfwGetX11Window, @ref glfwGetWGLContext
@section internals_internal Internal interface
@ -49,7 +50,7 @@ a `_GLFWlibrary` struct named `_glfw`.
The internal interface uses the same style as the public interface, except all
global names have a leading underscore.
Examples: `_glfwIsValidContextConfig`, `_GLFWwindow`, `_glfw.monitorCount`
Examples: @ref _glfwIsValidContextConfig, @ref _GLFWwindow, `_glfw.currentRamp`
@section internals_platform Platform interface
@ -61,21 +62,12 @@ application-provided callbacks. It is also prohibited from modifying the
platform-independent part of the internal structs. Instead, it calls the event
interface when events interesting to GLFW are received.
The platform interface mostly mirrors those parts of the public interface that needs to
perform platform-specific operations on some or all platforms.
The platform interface mirrors those parts of the public interface that needs to
perform platform-specific operations on some or all platforms. The are also
named the same except that the glfw function prefix is replaced by
_glfwPlatform.
The window system bits of the platform API is called through the `_GLFWplatform` struct of
function pointers, to allow runtime selection of platform. This includes the window and
context creation, input and event processing, monitor and Vulkan surface creation parts of
GLFW. This is located in the global `_glfw` struct.
Examples: `_glfw.platform.createWindow`
The timer, threading and module loading bits of the platform API are plain functions with
a `_glfwPlatform` prefix, as these things are independent of what window system is being
used.
Examples: `_glfwPlatformGetTimerValue`
Examples: @ref _glfwPlatformCreateWindow
The platform interface also defines structs that contain platform-specific
global and per-object state. Their names mirror those of the internal
@ -87,7 +79,7 @@ These structs are incorporated as members into the internal interface structs
using special macros that name them after the specific interface used. This
prevents shared code from accidentally using these members.
Examples: `window->win32.handle`, `_glfw.x11.display`
Examples: `window.win32.handle`, `_glfw.x11.display`
@section internals_event Event interface
@ -99,7 +91,7 @@ application, either via callbacks, via window state changes or both.
The function names of the event interface use a `_glfwInput` prefix and the
ObjectEvent pattern.
Examples: `_glfwInputWindowFocus`, `_glfwInputCursorPos`
Examples: @ref _glfwInputWindowFocus, @ref _glfwInputCursorMotion
@section internals_static Static functions
@ -107,17 +99,18 @@ Examples: `_glfwInputWindowFocus`, `_glfwInputCursorPos`
Static functions may be used by any interface and have no prefixes or suffixes.
These use headless camel case.
Examples: `isValidElementForJoystick`
Examples: `clearScrollOffsets`
@section internals_config Configuration macros
GLFW uses a number of configuration macros to select at compile time which
interfaces and code paths to use. They are defined in the GLFW CMake target.
interfaces and code paths to use. They are defined in the glfw_config.h header file,
which is generated from the `glfw_config.h.in` file by CMake.
Configuration macros the same style as tokens in the public interface, except
with a leading underscore.
Examples: `_GLFW_WIN32`, `_GLFW_BUILD_DLL`
Examples: `_GLFW_HAS_GLXGETPROCADDRESS`
*/

View File

@ -1,51 +1,43 @@
/*!
@page intro_guide Introduction to the API
@page intro Introduction to the API
@tableofcontents
This guide introduces the basic concepts of GLFW and describes initialization,
error handling and API guarantees and limitations. For a broad but shallow
tutorial, see @ref quick_guide instead. For details on a specific function in
this category, see the @ref init.
tutorial, see @ref quick instead. There are also guides for the other areas of
GLFW.
There are also guides for the other areas of GLFW.
- @ref window_guide
- @ref context_guide
- @ref vulkan_guide
- @ref monitor_guide
- @ref input_guide
- @ref window
- @ref context
- @ref monitor
- @ref input
@section intro_init Initialization and termination
Before most GLFW functions may be called, the library must be initialized.
This initialization checks what features are available on the machine,
enumerates monitors, initializes the timer and performs any required
platform-specific initialization.
enumerates monitors and joysticks, initializes the timer and performs any
required platform-specific initialization.
Only the following functions may be called before the library has been
successfully initialized, and only from the main thread.
- @ref glfwGetVersion
- @ref glfwGetVersionString
- @ref glfwPlatformSupported
- @ref glfwGetError
- @ref glfwSetErrorCallback
- @ref glfwInitHint
- @ref glfwInitAllocator
- @ref glfwInitVulkanLoader
- @ref glfwInit
- @ref glfwTerminate
Calling any other function before successful initialization will cause a @ref
Calling any other function before that time will cause a @ref
GLFW_NOT_INITIALIZED error.
@subsection intro_init_init Initializing GLFW
The library is initialized with @ref glfwInit, which returns `GLFW_FALSE` if an
The library is initialized with @ref glfwInit, which returns `GL_FALSE` if an
error occurred.
@code
@ -55,215 +47,13 @@ if (!glfwInit())
}
@endcode
If any part of initialization fails, any parts that succeeded are terminated as
if @ref glfwTerminate had been called. The library only needs to be initialized
once and additional calls to an already initialized library will return
`GLFW_TRUE` immediately.
If any part of initialization fails, all remaining bits are terminated as if
@ref glfwTerminate was called. The library only needs to be initialized once
and additional calls to an already initialized library will simply return
`GL_TRUE` immediately.
Once the library has been successfully initialized, it should be terminated
before the application exits. Modern systems are very good at freeing resources
allocated by programs that exit, but GLFW sometimes has to change global system
settings and these might not be restored without termination.
@macos When the library is initialized the main menu and dock icon are created.
These are not desirable for a command-line only program. The creation of the
main menu and dock icon can be disabled with the @ref GLFW_COCOA_MENUBAR init
hint.
@subsection init_hints Initialization hints
Initialization hints are set before @ref glfwInit and affect how the library
behaves until termination. Hints are set with @ref glfwInitHint.
@code
glfwInitHint(GLFW_JOYSTICK_HAT_BUTTONS, GLFW_FALSE);
@endcode
The values you set hints to are never reset by GLFW, but they only take effect
during initialization. Once GLFW has been initialized, any values you set will
be ignored until the library is terminated and initialized again.
Some hints are platform specific. These may be set on any platform but they
will only affect their specific platform. Other platforms will ignore them.
Setting these hints requires no platform specific headers or functions.
@subsubsection init_hints_shared Shared init hints
@anchor GLFW_PLATFORM
__GLFW_PLATFORM__ specifies the platform to use for windowing and input.
Possible values are `GLFW_ANY_PLATFORM`, `GLFW_PLATFORM_WIN32`,
`GLFW_PLATFORM_COCOA`, `GLFW_PLATFORM_X11`, `GLFW_PLATFORM_WAYLAND` and
`GLFW_PLATFORM_NULL`. The default value is `GLFW_ANY_PLATFORM`, which will
choose any platform the library includes support for except for the Null
backend.
@anchor GLFW_JOYSTICK_HAT_BUTTONS
__GLFW_JOYSTICK_HAT_BUTTONS__ specifies whether to also expose joystick hats as
buttons, for compatibility with earlier versions of GLFW that did not have @ref
glfwGetJoystickHats. Possible values are `GLFW_TRUE` and `GLFW_FALSE`.
@anchor GLFW_ANGLE_PLATFORM_TYPE_hint
__GLFW_ANGLE_PLATFORM_TYPE__ specifies the platform type (rendering backend) to
request when using OpenGL ES and EGL via
[ANGLE](https://chromium.googlesource.com/angle/angle/). If the requested
platform type is unavailable, ANGLE will use its default. Possible values are
one of `GLFW_ANGLE_PLATFORM_TYPE_NONE`, `GLFW_ANGLE_PLATFORM_TYPE_OPENGL`,
`GLFW_ANGLE_PLATFORM_TYPE_OPENGLES`, `GLFW_ANGLE_PLATFORM_TYPE_D3D9`,
`GLFW_ANGLE_PLATFORM_TYPE_D3D11`, `GLFW_ANGLE_PLATFORM_TYPE_VULKAN` and
`GLFW_ANGLE_PLATFORM_TYPE_METAL`.
The ANGLE platform type is specified via the `EGL_ANGLE_platform_angle`
extension. This extension is not used if this hint is
`GLFW_ANGLE_PLATFORM_TYPE_NONE`, which is the default value.
@subsubsection init_hints_osx macOS specific init hints
@anchor GLFW_COCOA_CHDIR_RESOURCES_hint
__GLFW_COCOA_CHDIR_RESOURCES__ specifies whether to set the current directory to
the application to the `Contents/Resources` subdirectory of the application's
bundle, if present. Possible values are `GLFW_TRUE` and `GLFW_FALSE`. This is
ignored on other platforms.
@anchor GLFW_COCOA_MENUBAR_hint
__GLFW_COCOA_MENUBAR__ specifies whether to create the menu bar and dock icon
when GLFW is initialized. This applies whether the menu bar is created from
a nib or manually by GLFW. Possible values are `GLFW_TRUE` and `GLFW_FALSE`.
This is ignored on other platforms.
@subsubsection init_hints_x11 X11 specific init hints
@anchor GLFW_X11_XCB_VULKAN_SURFACE_hint
__GLFW_X11_XCB_VULKAN_SURFACE__ specifies whether to prefer the
`VK_KHR_xcb_surface` extension for creating Vulkan surfaces, or whether to use
the `VK_KHR_xlib_surface` extension. Possible values are `GLFW_TRUE` and
`GLFW_FALSE`. This is ignored on other platforms.
@subsubsection init_hints_wayland Wayland specific init hints
@anchor GLFW_WAYLAND_LIBDECOR_hint
__GLFW_WAYLAND_LIBDECOR__ specifies whether to use
[libdecor](https://gitlab.freedesktop.org/libdecor/libdecor) for window
decorations where available. Possible values are `GLFW_WAYLAND_PREFER_LIBDECOR`
and `GLFW_WAYLAND_DISABLE_LIBDECOR`. This is ignored on other platforms.
@subsubsection init_hints_values Supported and default values
Initialization hint | Default value | Supported values
-------------------------------- | ------------------------------- | ----------------
@ref GLFW_PLATFORM | `GLFW_ANY_PLATFORM` | `GLFW_ANY_PLATFORM`, `GLFW_PLATFORM_WIN32`, `GLFW_PLATFORM_COCOA`, `GLFW_PLATFORM_X11`, `GLFW_PLATFORM_WAYLAND` or `GLFW_PLATFORM_NULL`
@ref GLFW_JOYSTICK_HAT_BUTTONS | `GLFW_TRUE` | `GLFW_TRUE` or `GLFW_FALSE`
@ref GLFW_ANGLE_PLATFORM_TYPE | `GLFW_ANGLE_PLATFORM_TYPE_NONE` | `GLFW_ANGLE_PLATFORM_TYPE_NONE`, `GLFW_ANGLE_PLATFORM_TYPE_OPENGL`, `GLFW_ANGLE_PLATFORM_TYPE_OPENGLES`, `GLFW_ANGLE_PLATFORM_TYPE_D3D9`, `GLFW_ANGLE_PLATFORM_TYPE_D3D11`, `GLFW_ANGLE_PLATFORM_TYPE_VULKAN` or `GLFW_ANGLE_PLATFORM_TYPE_METAL`
@ref GLFW_COCOA_CHDIR_RESOURCES | `GLFW_TRUE` | `GLFW_TRUE` or `GLFW_FALSE`
@ref GLFW_COCOA_MENUBAR | `GLFW_TRUE` | `GLFW_TRUE` or `GLFW_FALSE`
@ref GLFW_X11_XCB_VULKAN_SURFACE | `GLFW_TRUE` | `GLFW_TRUE` or `GLFW_FALSE`
@ref GLFW_WAYLAND_LIBDECOR | `GLFW_WAYLAND_PREFER_LIBDECOR` | `GLFW_WAYLAND_PREFER_LIBDECOR` or `GLFW_WAYLAND_DISABLE_LIBDECOR`
@subsection platform Runtime platform selection
GLFW can be compiled for more than one platform (window system) at once. This lets
a single library binary support both X11 and Wayland on Linux and other Unix-like systems.
You can control platform selection via the @ref GLFW_PLATFORM initialization hint. By
default, this is set to @ref GLFW_ANY_PLATFORM, which will look for supported window
systems in order of priority and select the first one it finds. It can also be set to any
specific platform to have GLFW only look for that one.
@code
glfwInitHint(GLFW_PLATFORM, GLFW_PLATFORM_X11);
@endcode
This mechanism also provides the Null platform, which is always supported but needs to be
explicitly requested. This platform is effectively a stub, emulating a window system on
a single 1080p monitor, but will not interact with any actual window system.
@code
glfwInitHint(GLFW_PLATFORM, GLFW_PLATFORM_NULL);
@endcode
You can test whether a library binary was compiled with support for a specific platform
with @ref glfwPlatformSupported.
@code
if (glfwPlatformSupported(GLFW_PLATFORM_WAYLAND))
glfwInitHint(GLFW_PLATFORM, GLFW_PLATFORM_WAYLAND);
@endcode
Once GLFW has been initialized, you can query which platform was selected with @ref
glfwGetPlatform.
@code
int platform = glfwGetPlatform();
@endcode
If you are using any [native access functions](@ref native), especially on Linux and other
Unix-like systems, then you may need to check that you are calling the ones matching the
selected platform.
@subsection init_allocator Custom heap memory allocator
The heap memory allocator can be customized before initialization with @ref
glfwInitAllocator.
@code
GLFWallocator allocator;
allocator.allocate = my_malloc;
allocator.reallocate = my_realloc;
allocator.deallocate = my_free;
allocator.user = NULL;
glfwInitAllocator(&allocator);
@endcode
The allocator will be picked up at the beginning of initialization and will be
used until GLFW has been fully terminated. Any allocator set after
initialization will be picked up only at the next initialization.
The allocator will only be used for allocations that would have been made with
the C standard library. Memory allocations that must be made with platform
specific APIs will still use those.
The allocation function must have a signature matching @ref GLFWallocatefun. It receives
the desired size, in bytes, and the user pointer passed to @ref glfwInitAllocator and
returns the address to the allocated memory block.
@code
void* my_malloc(size_t size, void* user)
{
...
}
@endcode
The reallocation function must have a function signature matching @ref GLFWreallocatefun.
It receives the memory block to be reallocated, the new desired size, in bytes, and the user
pointer passed to @ref glfwInitAllocator and returns the address to the resized memory
block.
@code
void* my_realloc(void* block, size_t size, void* user)
{
...
}
@endcode
The deallocation function must have a function signature matching @ref GLFWdeallocatefun.
It receives the memory block to be deallocated and the user pointer passed to @ref
glfwInitAllocator.
@code
void my_free(void* block, void* user)
{
...
}
@endcode
before the application exits.
@subsection intro_init_terminate Terminating GLFW
@ -277,110 +67,75 @@ glfwTerminate();
This will destroy any remaining window, monitor and cursor objects, restore any
modified gamma ramps, re-enable the screensaver if it had been disabled and free
any other resources allocated by GLFW.
any resources allocated by GLFW.
Once the library is terminated, it is as if it had never been initialized, therefore
Once the library is terminated, it is as if it had never been initialized and
you will need to initialize it again before being able to use GLFW. If the
library was not initialized or had already been terminated, it returns
library was not initialized or had already been terminated, it return
immediately.
@section error_handling Error handling
Some GLFW functions have return values that indicate an error, but this is often
not very helpful when trying to figure out what happened or why it occurred.
Other functions have no return value reserved for errors, so error notification
needs a separate channel. Finally, far from all GLFW functions have return
values.
not very helpful when trying to figure out _why_ the error occurred. Some
functions also return otherwise valid values on error. Finally, far from all
GLFW functions have return values.
The last [error code](@ref errors) for the calling thread can be queried at any
time with @ref glfwGetError.
@code
int code = glfwGetError(NULL);
if (code != GLFW_NO_ERROR)
handle_error(code);
@endcode
If no error has occurred since the last call, @ref GLFW_NO_ERROR (zero) is
returned. The error is cleared before the function returns.
The error code indicates the general category of the error. Some error codes,
such as @ref GLFW_NOT_INITIALIZED has only a single meaning, whereas others like
@ref GLFW_PLATFORM_ERROR are used for many different errors.
GLFW often has more information about an error than its general category. You
can retrieve a UTF-8 encoded human-readable description along with the error
code. If no error has occurred since the last call, the description is set to
`NULL`.
@code
const char* description;
int code = glfwGetError(&description);
if (description)
display_error_message(code, description);
@endcode
The retrieved description string is only valid until the next error occurs.
This means you must make a copy of it if you want to keep it.
You can also set an error callback, which will be called each time an error
occurs. It is set with @ref glfwSetErrorCallback.
This is where the error callback comes in. This callback is called whenever an
error occurs. It is set with @ref glfwSetErrorCallback, a function that may be
called regardless of whether GLFW is initialized.
@code
glfwSetErrorCallback(error_callback);
@endcode
The error callback receives the same error code and human-readable description
returned by @ref glfwGetError.
The error callback receives a human-readable description of the error and (when
possible) its cause. The description encoded as UTF-8. The callback is also
provided with an [error code](@ref errors).
@code
void error_callback(int code, const char* description)
void error_callback(int error, const char* description)
{
display_error_message(code, description);
puts(description);
}
@endcode
The error callback is called after the error is stored, so calling @ref
glfwGetError from within the error callback returns the same values as the
callback argument.
The error code indicates the general category of the error. Some error codes,
such as @ref GLFW_NOT_INITIALIZED has only a single meaning, whereas others like
@ref GLFW_PLATFORM_ERROR are used for many different errors.
The description string passed to the callback is only valid until the error
callback returns. This means you must make a copy of it if you want to keep it.
The description string is only valid until the error callback returns, as it may
have been generated specifically for that error. This lets GLFW provide much
more specific error descriptions but means you must make a copy if you want to
keep the description string.
__Reported errors are never fatal.__ As long as GLFW was successfully
initialized, it will remain initialized and in a safe state until terminated
regardless of how many errors occur. If an error occurs during initialization
that causes @ref glfwInit to fail, any part of the library that was initialized
will be safely terminated.
Do not rely on a currently invalid call to generate a specific error, as in the
future that same call may generate a different error or become valid.
@note Relying on erroneous behavior is not forward compatible. In other words,
do not rely on a currently invalid call to generate a specific error, as that
same call may in future versions generate a different error or become valid.
@section coordinate_systems Coordinate systems
GLFW has two primary coordinate systems: the _virtual screen_ and the window
_content area_ or _content area_. Both use the same unit: _virtual screen
_client area_ or _content area_. Both use the same unit: _virtual screen
coordinates_, or just _screen coordinates_, which don't necessarily correspond
to pixels.
<img src="spaces.svg" width="90%" />
Both the virtual screen and the content area coordinate systems have the X-axis
Both the virtual screen and the client area coordinate systems have the X-axis
pointing to the right and the Y-axis pointing down.
Window and monitor positions are specified as the position of the upper-left
corners of their content areas relative to the virtual screen, while cursor
positions are specified relative to a window's content area.
positions are specified relative to a window's client area.
Because the origin of the window's content area coordinate system is also the
point from which the window position is specified, you can translate content
area coordinates to the virtual screen by adding the window position. The
window frame, when present, extends out from the content area but does not
affect the window position.
Because the origin of the window's client area coordinate system is also the
point from which the window position is specified, you can translate client area
coordinates to the virtual screen by adding the window position. The window
frame, when present, extends out from the client area but does not affect the
window position.
Almost all positions and sizes in GLFW are measured in screen coordinates
relative to one of the two origins above. This includes cursor positions,
@ -401,14 +156,14 @@ which monitor the window is currently considered to be on.
This section describes the conditions under which GLFW can be expected to
function, barring bugs in the operating system or drivers. Use of GLFW outside
these limits may work on some platforms, or on some machines, or some of the
of these limits may work on some platforms, or on some machines, or some of the
time, or on some versions of GLFW, but it may break at any time and this will
not be considered a bug.
@subsection lifetime Pointer lifetimes
GLFW will never free any pointer you provide to it, and you must never free any
GLFW will never free any pointer you provide to it and you must never free any
pointer it provides to you.
Many GLFW functions return pointers to dynamically allocated structures, strings
@ -428,14 +183,17 @@ releases.
@subsection reentrancy Reentrancy
GLFW event processing and object destruction are not reentrant. This means that
the following functions must not be called from any callback function:
GLFW event processing and object creation and destruction are not reentrant.
This means that the following functions may not be called from any callback
function:
- @ref glfwCreateWindow
- @ref glfwDestroyWindow
- @ref glfwCreateCursor
- @ref glfwCreateStandardCursor
- @ref glfwDestroyCursor
- @ref glfwPollEvents
- @ref glfwWaitEvents
- @ref glfwWaitEventsTimeout
- @ref glfwTerminate
These functions may be made reentrant in future minor or patch releases, but
@ -444,39 +202,35 @@ functions not on this list will not be made non-reentrant.
@subsection thread_safety Thread safety
Most GLFW functions must only be called from the main thread (the thread that
calls main), but some may be called from any thread once the library has been
initialized. Before initialization the whole library is thread-unsafe.
Most GLFW functions may only be called from the main thread, but some may be
called from any thread. However, no GLFW function may be called from any other
thread until GLFW has been successfully initialized on the main thread,
including functions that may called before initialization.
The reference documentation for every GLFW function states whether it is limited
to the main thread.
Initialization, termination, event processing and the creation and
destruction of windows, cursors and OpenGL and OpenGL ES contexts are all
restricted to the main thread due to limitations of one or several platforms.
Initialization and termination, event processing and the creation and
destruction of windows, contexts and cursors are all limited to the main thread
due to limitations of one or several platforms.
Because event processing must be performed on the main thread, all callbacks
except for the error callback will only be called on that thread. The error
callback may be called on any thread, as any GLFW function may generate errors.
The error code and description may be queried from any thread.
- @ref glfwGetError
Empty events may be posted from any thread.
The posting of empty events may be done from any thread. The window user
pointer and close flag may also be accessed and modified from any thread, but
this is not synchronized by GLFW. The following window related functions may
be called from any thread:
- @ref glfwPostEmptyEvent
The window user pointer and close flag may be read and written from any thread,
but this is not synchronized by GLFW.
- @ref glfwGetWindowUserPointer
- @ref glfwSetWindowUserPointer
- @ref glfwWindowShouldClose
- @ref glfwSetWindowShouldClose
These functions for working with OpenGL and OpenGL ES contexts may be called
from any thread, but the window object is not synchronized by GLFW.
Rendering may be done on any thread. The following context related functions
may be called from any thread:
- @ref glfwMakeContextCurrent
- @ref glfwGetCurrentContext
@ -485,50 +239,31 @@ from any thread, but the window object is not synchronized by GLFW.
- @ref glfwExtensionSupported
- @ref glfwGetProcAddress
The raw timer functions may be called from any thread.
- @ref glfwGetTimerFrequency
- @ref glfwGetTimerValue
The regular timer may be used from any thread, but reading and writing the timer
offset is not synchronized by GLFW.
The timer may be accessed from any thread, but this is not synchronized by GLFW.
The following timer related functions may be called from any thread:
- @ref glfwGetTime
- @ref glfwSetTime
Library version information may be queried from any thread.
Library version information may be queried from any thread. The following
version related functions may be called from any thread:
- @ref glfwGetVersion
- @ref glfwGetVersionString
Platform information may be queried from any thread.
- @ref glfwPlatformSupported
- @ref glfwGetPlatform
All Vulkan related functions may be called from any thread.
- @ref glfwVulkanSupported
- @ref glfwGetRequiredInstanceExtensions
- @ref glfwGetInstanceProcAddress
- @ref glfwGetPhysicalDevicePresentationSupport
- @ref glfwCreateWindowSurface
GLFW uses synchronization objects internally only to manage the per-thread
context and error states. Additional synchronization is left to the
application.
GLFW uses no synchronization objects internally except for thread-local storage
to keep track of the current context for each thread. Synchronization is left
to the application.
Functions that may currently be called from any thread will always remain so,
but functions that are currently limited to the main thread may be updated to
allow calls from any thread in future releases.
but functions that are currently limited to the main may be updated to allow
calls from any thread in future releases.
@subsection compatibility Version compatibility
GLFW uses [Semantic Versioning](https://semver.org/). This guarantees source
and binary backward compatibility with earlier minor versions of the API. This
means that you can drop in a newer version of the library and existing programs
will continue to compile and existing binaries will continue to run.
GLFW guarantees binary backward compatibility with earlier minor versions of the
API. This means that you can drop in a newer version of the GLFW DLL / shared
library / dynamic library and existing applications will continue to run.
Once a function or constant has been added, the signature of that function or
value of that constant will remain unchanged until the next major version of
@ -538,9 +273,8 @@ Undocumented behavior, i.e. behavior that is not described in the documentation,
may change at any time until it is documented.
If the reference documentation and the implementation differ, the reference
documentation will almost always take precedence and the implementation will be
fixed in the next release. The reference documentation will also take
precedence over anything stated in a guide.
documentation is correct and the implementation will be fixed in the next
release.
@subsection event_order Event order
@ -598,32 +332,17 @@ __Do not use the version string__ to parse the GLFW library version. The @ref
glfwGetVersion function already provides the version of the running library
binary.
__Do not use the version string__ to parse what platforms are supported. The @ref
glfwPlatformSupported function lets you query platform support.
__GLFW 3.4:__ The format of this string was changed to support the addition of
[runtime platform selection](@ref platform).
The format of the string is as follows:
- The version of GLFW
- For each supported platform:
- The name of the window system API
- The name of the window system specific context creation API, if applicable
- The names of the always supported context creation APIs EGL and OSMesa
- Any additional compile-time options, APIs and (on Windows) what compiler was used
- The name of the context creation API
- Any additional options or APIs
For example, compiling GLFW 3.4 with MinGW as a DLL for Windows, may result in a version string
like this:
For example, when compiling GLFW 3.0 with MinGW using the Win32 and WGL
back ends, the version string may look something like this:
@code
3.4.0 Win32 WGL Null EGL OSMesa MinGW DLL
@endcode
Compiling GLFW as a static library for Linux, with both Wayland and X11 enabled, may
result in a version string like this:
@code
3.4.0 Wayland X11 GLX Null EGL OSMesa monotonic
3.0.0 Win32 WGL MinGW
@endcode
*/

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@ -4,43 +4,44 @@
@section main_intro Introduction
GLFW is a free, Open Source, multi-platform library for OpenGL, OpenGL ES and
Vulkan application development. It provides a simple, platform-independent API
for creating windows, contexts and surfaces, reading input, handling events, etc.
__GLFW__ is a free, Open Source, multi-platform library for creating windows
with OpenGL or OpenGL ES contexts and receiving many kinds of input. It is easy
to integrate into existing applications and does not lay claim to the main loop.
@ref news_34 list new features, caveats and deprecations.
See @ref news_31 for release highlights or the
[version history](http://www.glfw.org/changelog.html) for details.
@ref quick_guide is a guide for users new to GLFW. It takes you through how to
write a small but complete program.
@ref quick is a guide for those new to GLFW. It takes you through how to write
a small but complete program. For people coming from GLFW 2, the @ref moving
guide explains what has changed and how to update existing code to use the new
API.
There are guides for each section of the API:
There are guides for each of the various areas of the API.
- @ref intro_guide initialization, error handling and high-level design
- @ref window_guide creating and working with windows and framebuffers
- @ref context_guide working with OpenGL and OpenGL ES contexts
- @ref vulkan_guide - working with Vulkan objects and extensions
- @ref monitor_guide enumerating and working with monitors and video modes
- @ref input_guide receiving events, polling and processing input
- @ref intro initialization, error handling and high-level design
- @ref window creating and working with windows and framebuffers
- @ref context working with OpenGL and OpenGL ES contexts
- @ref monitor enumerating and working with monitors and video modes
- @ref input receiving events, polling and processing input
Once you have written a program, see @ref compile_guide and @ref build_guide.
Once you have written a program, see the @ref compile and @ref build guides.
The [reference documentation](modules.html) provides more detailed information
about specific functions.
@ref moving_guide explains what has changed and how to update existing code to
use the new API.
There is a section on @ref guarantees_limitations for pointer lifetimes,
reentrancy, thread safety, event order and backward and forward compatibility.
The [FAQ](https://www.glfw.org/faq.html) answers many common questions about the
The @ref rift fills in the gaps for how to use LibOVR with GLFW.
The [FAQ](http://www.glfw.org/faq.html) answers many common questions about the
design, implementation and use of GLFW.
Finally, @ref compat_guide explains what APIs, standards and protocols GLFW uses
and what happens when they are not present on a given machine.
Finally, the @ref compat guide explains what APIs, standards and protocols GLFW
uses and what happens when they are not present on a given machine.
This documentation was generated with Doxygen. The sources for it are available
in both the [source distribution](https://www.glfw.org/download.html) and
in both the [source distribution](http://www.glfw.org/download.html) and
[GitHub repository](https://github.com/glfw/glfw).
*/

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@ -1,18 +1,16 @@
/*!
@page monitor_guide Monitor guide
@page monitor Monitor guide
@tableofcontents
This guide introduces the monitor related functions of GLFW. For details on
a specific function in this category, see the @ref monitor. There are also
This guide introduces the monitor related functions of GLFW. There are also
guides for the other areas of GLFW.
- @ref intro_guide
- @ref window_guide
- @ref context_guide
- @ref vulkan_guide
- @ref input_guide
- @ref intro
- @ref window
- @ref context
- @ref input
@section monitor_object Monitor objects
@ -69,41 +67,29 @@ glfwSetMonitorCallback(monitor_callback);
@endcode
The callback function receives the handle for the monitor that has been
connected or disconnected and the event that occurred.
connected or disconnected and a monitor action.
@code
void monitor_callback(GLFWmonitor* monitor, int event)
{
if (event == GLFW_CONNECTED)
{
// The monitor was connected
}
else if (event == GLFW_DISCONNECTED)
{
// The monitor was disconnected
}
}
@endcode
If a monitor is disconnected, all windows that are full screen on it will be
switched to windowed mode before the callback is called. Only @ref
glfwGetMonitorName and @ref glfwGetMonitorUserPointer will return useful values
for a disconnected monitor and only before the monitor callback returns.
The action is one of `GLFW_CONNECTED` or `GLFW_DISCONNECTED`.
@section monitor_properties Monitor properties
Each monitor has a current video mode, a list of supported video modes,
a virtual position, a content scale, a human-readable name, a user pointer, an
estimated physical size and a gamma ramp.
a virtual position, a human-readable name, an estimated physical size and
a gamma ramp.
@subsection monitor_modes Video modes
GLFW generally does a good job selecting a suitable video mode when you create
a full screen window, change its video mode or make a windowed one full
screen, but it is sometimes useful to know exactly which video modes are
supported.
a full screen window, but it is sometimes useful to know exactly which video
modes are supported.
Video modes are represented as @ref GLFWvidmode structures. You can get an
array of the video modes supported by a monitor with @ref glfwGetVideoModes.
@ -133,36 +119,17 @@ current _resolution_, i.e. the width and height of its current
[video mode](@ref monitor_modes).
@code
int width_mm, height_mm;
glfwGetMonitorPhysicalSize(monitor, &width_mm, &height_mm);
int widthMM, heightMM;
glfwGetMonitorPhysicalSize(monitor, &widthMM, &heightMM);
@endcode
While this can be used to calculate the raw DPI of a monitor, this is often not
useful. Instead, use the [monitor content scale](@ref monitor_scale) and
[window content scale](@ref window_scale) to scale your content.
@subsection monitor_scale Content scale
The content scale for a monitor can be retrieved with @ref
glfwGetMonitorContentScale.
This can, for example, be used together with the current video mode to calculate
the DPI of a monitor.
@code
float xscale, yscale;
glfwGetMonitorContentScale(monitor, &xscale, &yscale);
const double dpi = mode->width / (widthMM / 25.4);
@endcode
The content scale is the ratio between the current DPI and the platform's
default DPI. This is especially important for text and any UI elements. If the
pixel dimensions of your UI scaled by this look appropriate on your machine then
it should appear at a reasonable size on other machines regardless of their DPI
and scaling settings. This relies on the system DPI and scaling settings being
somewhat correct.
The content scale may depend on both the monitor resolution and pixel density
and on user settings. It may be very different from the raw DPI calculated from
the physical size and current resolution.
@subsection monitor_pos Virtual position
@ -176,18 +143,6 @@ glfwGetMonitorPos(monitor, &xpos, &ypos);
@endcode
@subsection monitor_workarea Work area
The area of a monitor not occupied by global task bars or menu bars is the work
area. This is specified in [screen coordinates](@ref coordinate_systems) and
can be retrieved with @ref glfwGetMonitorWorkarea.
@code
int xpos, ypos, width, height;
glfwGetMonitorWorkarea(monitor, &xpos, &ypos, &width, &height);
@endcode
@subsection monitor_name Human-readable name
The human-readable, UTF-8 encoded name of a monitor is returned by @ref
@ -203,17 +158,6 @@ and make may have the same name. Only the monitor handle is guaranteed to be
unique, and only until that monitor is disconnected.
@subsection monitor_userptr User pointer
Each monitor has a user pointer that can be set with @ref
glfwSetMonitorUserPointer and queried with @ref glfwGetMonitorUserPointer. This
can be used for any purpose you need and will not be modified by GLFW. The
value will be kept until the monitor is disconnected or until the library is
terminated.
The initial value of the pointer is `NULL`.
@subsection monitor_gamma Gamma ramp
The gamma ramp of a monitor can be set with @ref glfwSetGammaRamp, which accepts
@ -239,8 +183,8 @@ glfwSetGammaRamp(monitor, &ramp);
The gamma ramp data is copied before the function returns, so there is no need
to keep it around once the ramp has been set.
It is recommended that your gamma ramp have the same size as the current gamma
ramp for that monitor.
@note It is recommended to use gamma ramps of size 256, as that is the size
supported by all graphics cards on all platforms.
The current gamma ramp for a monitor is returned by @ref glfwGetGammaRamp. See
the reference documentation for the lifetime of the returned structure.
@ -257,12 +201,4 @@ glfwSetGammaRamp with the resulting ramp.
glfwSetGamma(monitor, 1.0);
@endcode
To experiment with gamma correction via the @ref glfwSetGamma function, run the
`gamma` test program.
@note The software controlled gamma ramp is applied _in addition_ to the
hardware gamma correction, which today is typically an approximation of sRGB
gamma. This means that setting a perfectly linear ramp, or gamma 1.0, will
produce the default (usually sRGB-like) behavior.
*/

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@ -1,6 +1,6 @@
/*!
@page moving_guide Moving from GLFW 2 to 3
@page moving Moving from GLFW 2 to 3
@tableofcontents
@ -38,8 +38,8 @@ The threading functions have been removed, including the per-thread sleep
function. They were fairly primitive, under-used, poorly integrated and took
time away from the focus of GLFW (i.e. context, input and window). There are
better threading libraries available and native threading support is available
in both [C++11](https://en.cppreference.com/w/cpp/thread) and
[C11](https://en.cppreference.com/w/c/thread), both of which are gaining
in both [C++11](http://en.cppreference.com/w/cpp/thread) and
[C11](http://en.cppreference.com/w/c/thread), both of which are gaining
traction.
If you wish to use the C++11 or C11 facilities but your compiler doesn't yet
@ -53,7 +53,7 @@ TinyCThread.
However, GLFW 3 has better support for _use from multiple threads_ than GLFW
2 had. Contexts can be made current on any thread, although only a single
thread at a time, and the documentation explicitly states which functions may be
used from any thread and which must only be used from the main thread.
used from any thread and which may only be used from the main thread.
@par Removed functions
`glfwSleep`, `glfwCreateThread`, `glfwDestroyThread`, `glfwWaitThread`,
@ -61,9 +61,6 @@ used from any thread and which must only be used from the main thread.
`glfwUnlockMutex`, `glfwCreateCond`, `glfwDestroyCond`, `glfwWaitCond`,
`glfwSignalCond`, `glfwBroadcastCond` and `glfwGetNumberOfProcessors`.
@par Removed types
`GLFWthreadfun`
@subsection moving_image Removal of image and texture loading
@ -87,7 +84,7 @@ platform-independent, as both OpenGL and stdio are available wherever GLFW is.
@subsection moving_stdcall Removal of GLFWCALL macro
The `GLFWCALL` macro, which made callback functions use
[__stdcall](https://msdn.microsoft.com/en-us/library/zxk0tw93.aspx) on Windows,
[__stdcall](http://msdn.microsoft.com/en-us/library/zxk0tw93.aspx) on Windows,
has been removed. GLFW is written in C, not Pascal. Removing this macro means
there's one less thing for application programmers to remember, i.e. the
requirement to mark all callback functions with `GLFWCALL`. It also simplifies
@ -130,7 +127,7 @@ GLFW 3 provides support for multiple monitors. To request a full screen mode wi
instead of passing `GLFW_FULLSCREEN` you specify which monitor you wish the
window to use. The @ref glfwGetPrimaryMonitor function returns the monitor that
GLFW 2 would have selected, but there are many other
[monitor functions](@ref monitor_guide). Monitor handles are pointers to the
[monitor functions](@ref monitor). Monitor handles are pointers to the
[opaque](https://en.wikipedia.org/wiki/Opaque_data_type) type @ref GLFWmonitor.
@par Old basic full screen
@ -219,9 +216,9 @@ glfwTerminate, the window is "open".
A user attempting to close a window is now just an event like any other. Unlike
GLFW 2, windows and contexts created with GLFW 3 will never be destroyed unless
you choose them to be. Each window now has a close flag that is set to
`GLFW_TRUE` when the user attempts to close that window. By default, nothing else
`GL_TRUE` when the user attempts to close that window. By default, nothing else
happens and the window stays visible. It is then up to you to either destroy
the window, take some other action or ignore the request.
the window, take some other action or simply ignore the request.
You can query the close flag at any time with @ref glfwWindowShouldClose and set
it at any time with @ref glfwSetWindowShouldClose.
@ -243,7 +240,7 @@ while (!glfwWindowShouldClose(window))
@endcode
The close callback no longer returns a value. Instead, it is called after the
close flag has been set, so it can optionally override its value, before
close flag has been set so it can override its value, if it chooses to, before
event processing completes. You may however not call @ref glfwDestroyWindow
from the close callback (or any other window related callback).
@ -257,7 +254,7 @@ int GLFWCALL window_close_callback(void);
void window_close_callback(GLFWwindow* window);
@endcode
@note GLFW never clears the close flag to `GLFW_FALSE`, meaning you can use it
@note GLFW never clears the close flag to `GL_FALSE`, meaning you can use it
for other reasons to close the window as well, for example the user choosing
Quit from an in-game menu.
@ -350,11 +347,11 @@ from a repeat. Note that @ref glfwGetKey still returns only `GLFW_PRESS` or
GLFW 3 key tokens map to physical keys, unlike in GLFW 2 where they mapped to
the values generated by the current keyboard layout. The tokens are named
according to the values they would have in the standard US layout, but this
according to the values they would have using the standard US layout, but this
is only a convenience, as most programmers are assumed to know that layout.
This means that (for example) `GLFW_KEY_LEFT_BRACKET` is always a single key and
is the same key in the same place regardless of what keyboard layouts the users
of your program have.
of your program has.
The key input facility was never meant for text input, although using it that
way worked slightly better in GLFW 2. If you were using it to input text, you
@ -362,8 +359,8 @@ should be using the character callback instead, on both GLFW 2 and 3. This will
give you the characters being input, as opposed to the keys being pressed.
GLFW 3 has key tokens for all keys on a standard 105 key keyboard, so instead of
having to remember whether to check for `a` or `A`, you now check for
@ref GLFW_KEY_A.
having to remember whether to check for `'a'` or `'A'`, you now check for
`GLFW_KEY_A`.
@subsection moving_joystick Joystick function changes
@ -379,7 +376,7 @@ glfwGetJoystickAxes and @ref glfwGetJoystickButtons functions.
@subsection moving_mbcs Win32 MBCS support
The Win32 port of GLFW 3 will not compile in
[MBCS mode](https://msdn.microsoft.com/en-us/library/5z097dxa.aspx).
[MBCS mode](http://msdn.microsoft.com/en-us/library/5z097dxa.aspx).
However, because the use of the Unicode version of the Win32 API doesn't affect
the process as a whole, but only those windows created using it, it's perfectly
possible to call MBCS functions from other parts of the same application.
@ -419,7 +416,7 @@ these hotkeys to function even when running in full screen mode.
GLFW 3 does not register @ref glfwTerminate with `atexit` at initialization,
because `exit` calls registered functions from the calling thread and while it
is permitted to call `exit` from any thread, @ref glfwTerminate must only be
is permitted to call `exit` from any thread, @ref glfwTerminate may only be
called from the main thread.
To release all resources allocated by GLFW, you should call @ref glfwTerminate
@ -434,7 +431,7 @@ GLFW 3 does not by default include the GLU header and GLU itself has been
deprecated by [Khronos](https://en.wikipedia.org/wiki/Khronos_Group). __New
projects should not use GLU__, but if you need it for legacy code that
has been moved to GLFW 3, you can request that the GLFW header includes it by
defining @ref GLFW_INCLUDE_GLU before the inclusion of the GLFW header.
defining `GLFW_INCLUDE_GLU` before the inclusion of the GLFW header.
@par Old syntax
@code
@ -447,13 +444,6 @@ defining @ref GLFW_INCLUDE_GLU before the inclusion of the GLFW header.
#include <GLFW/glfw3.h>
@endcode
There are many libraries that offer replacements for the functionality offered
by GLU. For the matrix helper functions, see math libraries like
[GLM](https://github.com/g-truc/glm) (for C++),
[linmath.h](https://github.com/datenwolf/linmath.h) (for C) and others. For the
tessellation functions, see for example
[libtess2](https://github.com/memononen/libtess2).
@section moving_tables Name change tables
@ -477,15 +467,6 @@ tessellation functions, see for example
| `glfwGetDesktopMode` | @ref glfwGetVideoMode | Returns the current mode of a monitor |
| `glfwGetJoystickParam` | @ref glfwJoystickPresent | The axis and button counts are provided by @ref glfwGetJoystickAxes and @ref glfwGetJoystickButtons |
@subsection moving_renamed_types Renamed types
| GLFW 2 | GLFW 3 | Notes |
| ------------------- | --------------------- | |
| `GLFWmousewheelfun` | @ref GLFWscrollfun | |
| `GLFWmouseposfun` | @ref GLFWcursorposfun | |
@subsection moving_renamed_tokens Renamed tokens
| GLFW 2 | GLFW 3 | Notes |

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@ -1,292 +1,292 @@
/*!
@page news Release notes
@page news New features
@tableofcontents
@section news_31 New features in 3.1
These are the release highlights. For a full list of changes see the
[version history](http://www.glfw.org/changelog.html).
@section news_34 Release notes for version 3.4
@subsection features_34 New features in version 3.4
@subsection news_31_cursor Custom mouse cursor images
@subsubsection runtime_platform_34 Runtime platform selection
GLFW now supports creating and setting both custom cursor images and standard
cursor shapes. They are created with @ref glfwCreateCursor or @ref
glfwCreateStandardCursor, set with @ref glfwSetCursor and destroyed with @ref
glfwDestroyCursor.
GLFW now supports being compiled for multiple backends and selecting between
them at runtime with the @ref GLFW_PLATFORM init hint. After initialization the
selected platform can be queried with @ref glfwGetPlatform. You can check if
support for a given platform is compiled in with @ref glfwPlatformSupported.
@see @ref cursor_object
@subsubsection standard_cursors_34 More standard cursors
@subsection news_31_drop Path drop event
GLFW now provides the standard cursor shapes @ref GLFW_RESIZE_NWSE_CURSOR and
@ref GLFW_RESIZE_NESW_CURSOR for diagonal resizing, @ref GLFW_RESIZE_ALL_CURSOR
for omnidirectional resizing and @ref GLFW_NOT_ALLOWED_CURSOR for showing an
action is not allowed.
GLFW now provides a callback for receiving the paths of files and directories
dropped onto GLFW windows. The callback is set with @ref glfwSetDropCallback.
Unlike the original set, these shapes may not be available everywhere and
creation will then fail with the new @ref GLFW_CURSOR_UNAVAILABLE error.
@see @ref path_drop
The cursors for horizontal and vertical resizing are now referred to as @ref
GLFW_RESIZE_EW_CURSOR and @ref GLFW_RESIZE_NS_CURSOR, and the pointing hand
cursor is now referred to as @ref GLFW_POINTING_HAND_CURSOR. The older names
are still available.
For more information see @ref cursor_standard.
@subsection news_31_emptyevent Main thread wake-up
GLFW now provides the @ref glfwPostEmptyEvent function for posting an empty
event from another thread to the main thread event queue, causing @ref
glfwWaitEvents to return.
@subsubsection mouse_passthrough_34 Mouse event passthrough
@see @ref events
GLFW now provides the [GLFW_MOUSE_PASSTHROUGH](@ref GLFW_MOUSE_PASSTHROUGH_hint)
window hint for making a window transparent to mouse input, lettings events pass
to whatever window is behind it. This can also be changed after window
creation with the matching [window attribute](@ref GLFW_MOUSE_PASSTHROUGH_attrib).
@subsection news_31_framesize Window frame size query
@subsubsection wayland_libdecor_34 Wayland libdecor decorations
GLFW now supports querying the size, on each side, of the frame around the
client area of a window, with @ref glfwGetWindowFrameSize.
GLFW now supports improved fallback window decorations via
[libdecor](https://gitlab.freedesktop.org/libdecor/libdecor).
@see [Window size](@ref window_size)
Support for libdecor can be toggled before GLFW is initialized with the
[GLFW_WAYLAND_LIBDECOR](@ref GLFW_WAYLAND_LIBDECOR_hint) init hint. It is
enabled by default.
@subsection news_31_autoiconify Simultaneous multi-monitor rendering
@subsubsection wayland_app_id_34 Wayland app_id specification
GLFW now supports disabling auto-iconification of full screen windows with
the [GLFW_AUTO_ICONIFY](@ref window_hints_wnd) window hint. This is intended
for people building multi-monitor installations, where you need windows to stay
in full screen despite losing input focus.
GLFW now supports specifying the app_id for a Wayland window using the
[GLFW_WAYLAND_APP_ID](@ref GLFW_WAYLAND_APP_ID_hint) window hint string.
@subsection news_31_floating Floating windows
@subsubsection features_34_angle_backend Support for ANGLE rendering backend selection
GLFW now supports floating windows, also called topmost or always on top, for
easier debugging with the [GLFW_FLOATING](@ref window_hints_wnd) window hint.
GLFW now provides the
[GLFW_ANGLE_PLATFORM_TYPE](@ref GLFW_ANGLE_PLATFORM_TYPE_hint) init hint for
requesting a specific rendering backend when using
[ANGLE](https://chromium.googlesource.com/angle/angle/) to create OpenGL ES
contexts.
@subsection news_31_focused Initially unfocused windows
@subsubsection captured_cursor_34 Captured cursor mode
GLFW now supports preventing a windowed mode window from gaining input focus on
creation, with the [GLFW_FOCUSED](@ref window_hints_wnd) window hint.
GLFW now supports confining the cursor to the window content area with the @ref
GLFW_CURSOR_CAPTURED cursor mode.
For more information see @ref cursor_mode.
@subsection news_31_direct Direct access for window attributes and cursor position
GLFW now queries the window input focus, visibility and iconification attributes
and the cursor position directly instead of returning cached data.
@subsubsection features_34_init_allocator Support for custom memory allocator
GLFW now supports plugging a custom memory allocator at initialization with @ref
glfwInitAllocator. The allocator is a struct of type @ref GLFWallocator with
function pointers corresponding to the standard library functions `malloc`,
`realloc` and `free`.
@subsection news_31_libovr Better interoperability with Oculus Rift
For more information see @ref init_allocator.
GLFW now provides native access functions for the OS level handles corresponding
to monitor objects, as well as a [brief guide](@ref rift). It is also regularly
tested for compatibility with the latest version of LibOVR (0.4.4 on release).
@subsubsection features_34_position_hint Window hints for initial position
@subsection news_31_charmods Character with modifiers callback
GLFW now provides the @ref GLFW_POSITION_X and @ref GLFW_POSITION_Y window hints for
specifying the initial position of the window. This removes the need to create a hidden
window, move it and then show it. The default value of these hints is
`GLFW_ANY_POSITION`, which selects the previous behavior.
GLFW now provides a callback for character events with modifier key bits. The
callback is set with @ref glfwSetCharModsCallback. Unlike the regular character
callback, this will report character events that will not result in a character
being input, for example if the Control key is held down.
@see @ref input_char
@subsubsection features_34_win32_keymenu Support for keyboard access to Windows window menu
GLFW now provides the
[GLFW_WIN32_KEYBOARD_MENU](@ref GLFW_WIN32_KEYBOARD_MENU_hint) window hint for
enabling keyboard access to the window menu via the Alt+Space and
Alt-and-then-Space shortcuts. This may be useful for more GUI-oriented
applications.
@subsection news_31_single Single buffered framebuffers
GLFW now supports the creation of single buffered windows, with the
[GLFW_DOUBLEBUFFER](@ref window_hints_fb) window hint.
@subsection caveats Caveats for version 3.4
@subsubsection native_34 Multiple sets of native access functions
@subsection news_31_glext Macro for including extension header
Because GLFW now supports runtime selection of platform (window system), a library binary
may export native access functions for multiple platforms. Starting with version 3.4 you
must not assume that GLFW is running on a platform just because it exports native access
functions for it. After initialization, you can query the selected platform with @ref
glfwGetPlatform.
GLFW now includes the extension header appropriate for the chosen OpenGL or
OpenGL ES header when [GLFW_INCLUDE_GLEXT](@ref build_macros) is defined. GLFW
does not provide these headers. They must be provided by your development
environment or your OpenGL or OpenGL ES SDK.
@subsubsection version_string_34 Version string format has been changed
@subsection news_31_release Context release behaviors
Because GLFW now supports runtime selection of platform (window system), the version
string returned by @ref glfwGetVersionString has been expanded. It now contains the names
of all APIs for all the platforms that the library binary supports.
GLFW now supports controlling whether the pipeline is flushed when a context is
made non-current, with the
[GLFW_CONTEXT_RELEASE_BEHAVIOR](@ref window_hints_ctx) window hint, provided the
machine supports the `GL_KHR_context_flush_control` extension.
@subsubsection joysticks_34 Joystick support is initialized on demand
@subsection news_31_wayland (Experimental) Wayland support
The joystick part of GLFW is now initialized when first used, primarily to work
around faulty Windows drivers that cause DirectInput to take up to several
seconds to enumerate devices.
GLFW now has an _experimental_ Wayland display protocol backend that can be
selected on Linux with a CMake option.
This change will usually not be observable. However, if your application waits
for events without having first called any joystick function or created any
visible windows, the wait may never unblock as GLFW may not yet have subscribed
to joystick related OS events.
To work around this, call any joystick function before waiting for events, for
example by setting a [joystick callback](@ref joystick_event).
@subsection news_31_mir (Experimental) Mir support
GLFW now has an _experimental_ Mir display server backend that can be selected
on Linux with a CMake option.
@subsubsection wayland_alpha_34 Frambuffer may lack alpha channel on older Wayland systems
On Wayland, when creating an EGL context on a machine lacking the new
`EGL_EXT_present_opaque` extension, the @ref GLFW_ALPHA_BITS window hint will be
ignored and the framebuffer will have no alpha channel. This is because some
Wayland compositors treat any buffer with an alpha channel as per-pixel
transparent.
@section news_30 New features in 3.0
If you want a per-pixel transparent window, see the
[GLFW_TRANSPARENT_FRAMEBUFFER](@ref GLFW_TRANSPARENT_FRAMEBUFFER_hint) window
hint.
These are the release highlights. For a full list of changes see the
[version history](http://www.glfw.org/changelog.html).
@subsubsection standalone_34 Tests and examples are disabled when built as a subproject
@subsection news_30_cmake CMake build system
GLFW now does not build the tests and examples when it is added as
a subdirectory of another CMake project. To enable these, set the @ref
GLFW_BUILD_TESTS and @ref GLFW_BUILD_EXAMPLES cache variables before adding the
GLFW subdirectory.
GLFW now uses the CMake build system instead of the various makefiles and
project files used by earlier versions. CMake is available for all platforms
supported by GLFW, is present in most package systems and can generate
makefiles and/or project files for most popular development environments.
@code{.cmake}
set(GLFW_BUILD_EXAMPLES ON CACHE BOOL "" FORCE)
set(GLFW_BUILD_TESTS ON CACHE BOOL "" FORCE)
add_subdirectory(path/to/glfw)
@endcode
For more information on how to use CMake, see the
[CMake manual](http://cmake.org/cmake/help/documentation.html).
@subsubsection initmenu_34 macOS main menu now created at initialization
@subsection news_30_multiwnd Multi-window support
GLFW now creates the main menu and completes the initialization of NSApplication
during initialization. Programs that do not want a main menu can disable it
with the [GLFW_COCOA_MENUBAR](@ref GLFW_COCOA_MENUBAR_hint) init hint.
GLFW now supports the creation of multiple windows, each with their own OpenGL
or OpenGL ES context, and all window functions now take a window handle. Event
callbacks are now per-window and are provided with the handle of the window that
received the event. The @ref glfwMakeContextCurrent function has been added to
select which context is current on a given thread.
@subsubsection corevideo_34 CoreVideo dependency has been removed
@subsection news_30_multimon Multi-monitor support
GLFW no longer depends on the CoreVideo framework on macOS and it no longer
needs to be specified during compilation or linking.
GLFW now explicitly supports multiple monitors. They can be enumerated with
@ref glfwGetMonitors, queried with @ref glfwGetVideoModes, @ref
glfwGetMonitorPos, @ref glfwGetMonitorName and @ref glfwGetMonitorPhysicalSize,
and specified at window creation to make the newly created window full screen on
that specific monitor.
@subsubsection caveat_fbtransparency_34 Framebuffer transparency requires DWM transparency
@subsection news_30_unicode Unicode support
GLFW no longer supports framebuffer transparency enabled via @ref
GLFW_TRANSPARENT_FRAMEBUFFER on Windows 7 if DWM transparency is off
(the Transparency setting under Personalization > Window Color).
All string arguments to GLFW functions and all strings returned by GLFW now use
the UTF-8 encoding. This includes the window title, error string, clipboard
text, monitor and joystick names as well as the extension function arguments (as
ASCII is a subset of UTF-8).
@subsubsection emptyevents_34 Empty events on X11 no longer round-trip to server
@subsection news_30_clipboard Clipboard text I/O
Events posted with @ref glfwPostEmptyEvent now use a separate unnamed pipe
instead of sending an X11 client event to the helper window.
GLFW now supports reading and writing plain text to and from the system
clipboard, with the @ref glfwGetClipboardString and @ref glfwSetClipboardString
functions.
@subsection deprecations_34 Deprecations in version 3.4
@subsection news_30_gamma Gamma ramp support
@subsection removals_34 Removals in 3.4
GLFW now supports setting and reading back the gamma ramp of monitors, with the
@ref glfwGetGammaRamp and @ref glfwSetGammaRamp functions. There is also @ref
glfwSetGamma, which generates a ramp from a gamma value and then sets it.
@subsubsection vulkan_static_34 GLFW_VULKAN_STATIC CMake option has been removed
This option was used to compile GLFW directly linked with the Vulkan loader, instead of
using dynamic loading to get hold of `vkGetInstanceProcAddr` at initialization. This is
now done by calling the @ref glfwInitVulkanLoader function before initialization.
@subsection news_30_gles OpenGL ES support
If you need backward compatibility, this macro can still be defined for GLFW 3.4 and will
have no effect. The call to @ref glfwInitVulkanLoader can be conditionally enabled in
your code by checking the @ref GLFW_VERSION_MAJOR and @ref GLFW_VERSION_MINOR macros.
GLFW now supports the creation of OpenGL ES contexts, by setting the
`GLFW_CLIENT_API` window hint to `GLFW_OPENGL_ES_API`, where creation of such
contexts are supported. Note that GLFW _does not implement_ OpenGL ES, so your
driver must provide support in a way usable by GLFW. Modern Nvidia and Intel
drivers support creation of OpenGL ES context using the GLX and WGL APIs, while
AMD provides an EGL implementation instead.
@subsubsection osmesa_option_34 GLFW_USE_OSMESA CMake option has been removed
@subsection news_30_egl (Experimental) EGL support
This option was used to compile GLFW for the Null platform. The Null platform is now
always supported. To produce a library binary that only supports this platform, the way
this CMake option used to do, you will instead need to disable the default platform for
the target OS. This means setting the @ref GLFW_BUILD_WIN32, @ref GLFW_BUILD_COCOA or
@ref GLFW_BUILD_X11 CMake option to false.
GLFW now has an experimental EGL context creation back end that can be selected
through CMake options.
You can set all of them to false and the ones that don't apply for the target OS will be
ignored.
@subsection news_30_hidpi High-DPI support
@subsubsection wl_shell_34 Support for the wl_shell protocol has been removed
GLFW now supports high-DPI monitors on both Windows and OS X, giving windows full
resolution framebuffers where other UI elements are scaled up. To achieve this,
@ref glfwGetFramebufferSize and @ref glfwSetFramebufferSizeCallback have been
added. These work with pixels, while the rest of the GLFW API works with screen
coordinates. This is important as OpenGL uses pixels, not screen coordinates.
Support for the wl_shell protocol has been removed and GLFW now only supports
the XDG-Shell protocol. If your Wayland compositor does not support XDG-Shell
then GLFW will fail to initialize.
@subsection news_30_error Error callback
@subsection symbols_34 New symbols in version 3.4
GLFW now has an error callback, which can provide your application with much
more detailed diagnostics than was previously possible. The callback is passed
an error code and a description string.
@subsubsection functions_34 New functions in version 3.4
- @ref glfwInitAllocator
- @ref glfwGetPlatform
- @ref glfwPlatformSupported
- @ref glfwInitVulkanLoader
@subsection news_30_wndptr Per-window user pointer
Each window now has a user-defined pointer, retrieved with @ref
glfwGetWindowUserPointer and set with @ref glfwSetWindowUserPointer, to make it
easier to integrate GLFW into C++ code.
@subsubsection types_34 New types in version 3.4
- @ref GLFWallocator
- @ref GLFWallocatefun
- @ref GLFWreallocatefun
- @ref GLFWdeallocatefun
@subsection news_30_iconifyfun Window iconification callback
Each window now has a callback for iconification and restoration events,
which is set with @ref glfwSetWindowIconifyCallback.
@subsubsection constants_34 New constants in version 3.4
- @ref GLFW_PLATFORM
- @ref GLFW_ANY_PLATFORM
- @ref GLFW_PLATFORM_WIN32
- @ref GLFW_PLATFORM_COCOA
- @ref GLFW_PLATFORM_WAYLAND
- @ref GLFW_PLATFORM_X11
- @ref GLFW_PLATFORM_NULL
- @ref GLFW_PLATFORM_UNAVAILABLE
- @ref GLFW_POINTING_HAND_CURSOR
- @ref GLFW_RESIZE_EW_CURSOR
- @ref GLFW_RESIZE_NS_CURSOR
- @ref GLFW_RESIZE_NWSE_CURSOR
- @ref GLFW_RESIZE_NESW_CURSOR
- @ref GLFW_RESIZE_ALL_CURSOR
- @ref GLFW_MOUSE_PASSTHROUGH
- @ref GLFW_NOT_ALLOWED_CURSOR
- @ref GLFW_CURSOR_UNAVAILABLE
- @ref GLFW_WIN32_KEYBOARD_MENU
- @ref GLFW_CONTEXT_DEBUG
- @ref GLFW_FEATURE_UNAVAILABLE
- @ref GLFW_FEATURE_UNIMPLEMENTED
- @ref GLFW_ANGLE_PLATFORM_TYPE
- @ref GLFW_ANGLE_PLATFORM_TYPE_NONE
- @ref GLFW_ANGLE_PLATFORM_TYPE_OPENGL
- @ref GLFW_ANGLE_PLATFORM_TYPE_OPENGLES
- @ref GLFW_ANGLE_PLATFORM_TYPE_D3D9
- @ref GLFW_ANGLE_PLATFORM_TYPE_D3D11
- @ref GLFW_ANGLE_PLATFORM_TYPE_VULKAN
- @ref GLFW_ANGLE_PLATFORM_TYPE_METAL
- @ref GLFW_X11_XCB_VULKAN_SURFACE
- @ref GLFW_CURSOR_CAPTURED
- @ref GLFW_POSITION_X
- @ref GLFW_POSITION_Y
- @ref GLFW_ANY_POSITION
- @ref GLFW_WAYLAND_LIBDECOR
- @ref GLFW_WAYLAND_PREFER_LIBDECOR
- @ref GLFW_WAYLAND_DISABLE_LIBDECOR
@subsection news_30_wndposfun Window position callback
Each window now has a callback for position events, which is set with @ref
glfwSetWindowPosCallback.
@section news_archive Release notes for earlier versions
- [Release notes for 3.3](https://www.glfw.org/docs/3.3/news.html)
- [Release notes for 3.2](https://www.glfw.org/docs/3.2/news.html)
- [Release notes for 3.1](https://www.glfw.org/docs/3.1/news.html)
- [Release notes for 3.0](https://www.glfw.org/docs/3.0/news.html)
@subsection news_30_wndpos Window position query
The position of a window can now be retrieved using @ref glfwGetWindowPos.
@subsection news_30_focusfun Window focus callback
Each windows now has a callback for focus events, which is set with @ref
glfwSetWindowFocusCallback.
@subsection news_30_enterleave Cursor enter/leave callback
Each window now has a callback for when the mouse cursor enters or leaves its
client area, which is set with @ref glfwSetCursorEnterCallback.
@subsection news_30_wndtitle Initial window title
The title of a window is now specified at creation time, as one of the arguments
to @ref glfwCreateWindow.
@subsection news_30_hidden Hidden windows
Windows can now be hidden with @ref glfwHideWindow, shown using @ref
glfwShowWindow and created initially hidden with the `GLFW_VISIBLE` window hint.
This allows for off-screen rendering in a way compatible with most drivers, as
well as moving a window to a specific position before showing it.
@subsection news_30_undecorated Undecorated windows
Windowed mode windows can now be created without decorations, i.e. things like
a frame, a title bar, with the `GLFW_DECORATED` window hint. This allows for
the creation of things like splash screens.
@subsection news_30_keymods Modifier key bit masks
[Modifier key bit mask](@ref mods) parameters have been added to the
[mouse button](@ref GLFWmousebuttonfun) and [key](@ref GLFWkeyfun) callbacks.
@subsection news_30_scancode Platform-specific scancodes
A scancode parameter has been added to the [key callback](@ref GLFWkeyfun). Keys
that don't have a [key token](@ref keys) still get passed on with the key
parameter set to `GLFW_KEY_UNKNOWN`. These scancodes will vary between machines
and are intended to be used for key bindings.
@subsection news_30_jsname Joystick names
The name of a joystick can now be retrieved using @ref glfwGetJoystickName.
@subsection news_30_doxygen Doxygen documentation
You are reading it.
*/

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@ -1,16 +1,16 @@
/*!
@page quick_guide Getting started
@page quick Getting started
@tableofcontents
This guide takes you through writing a small application using GLFW 3. The
This guide takes you through writing a simple application using GLFW 3. The
application will create a window and OpenGL context, render a rotating triangle
and exit when the user closes the window or presses _Escape_. This guide will
and exit when the user closes the window or presses Escape. This guide will
introduce a few of the most commonly used functions, but there are many more.
This guide assumes no experience with earlier versions of GLFW. If you
have used GLFW 2 in the past, read @ref moving_guide, as some functions
have used GLFW 2 in the past, read the @ref moving guide, as some functions
behave differently in GLFW 3.
@ -18,58 +18,56 @@ behave differently in GLFW 3.
@subsection quick_include Including the GLFW header
In the source files of your application where you use GLFW, you need to include
its header file.
In the source files of your application where you use OpenGL or GLFW, you need
to include the GLFW 3 header file.
@code
#include <GLFW/glfw3.h>
@endcode
This header provides all the constants, types and function prototypes of the
GLFW API.
This defines all the constants, types and function prototypes of the GLFW API.
It also includes the OpenGL header, and defines all the constants and types
necessary for it to work on your platform.
By default it also includes the OpenGL header from your development environment.
On some platforms this header only supports older versions of OpenGL. The most
extreme case is Windows, where it typically only supports OpenGL 1.2.
For example, under Windows you are normally required to include `windows.h`
before including `GL/gl.h`. This would make your source file tied to Windows
and pollute your code's namespace with the whole Win32 API.
Most programs will instead use an
[extension loader library](@ref context_glext_auto) and include its header.
This example uses files generated by [glad](https://gen.glad.sh/). The GLFW
header can detect most such headers if they are included first and will then not
include the one from your development environment.
Instead, the GLFW header takes care of this for you, not by including
`windows.h`, but rather by itself duplicating only the necessary parts of it.
It does this only where needed, so if `windows.h` _is_ included, the GLFW header
does not try to redefine those symbols.
In other words:
- Do _not_ include the OpenGL headers yourself, as GLFW does this for you
- Do _not_ include `windows.h` or other platform-specific headers unless
you plan on using those APIs directly
- If you _do_ need to include such headers, do it _before_ including the
GLFW one and it will detect this
Starting with version 3.0, the GLU header `glu.h` is no longer included by
default. GLU is deprecated and should not be used in new code. If you need to
include it for legacy code, define `GLFW_INCLUDE_GLU` before the inclusion of
the GLFW header.
@code
#include <glad/gl.h>
#define GLFW_INCLUDE_GLU
#include <GLFW/glfw3.h>
@endcode
To make sure there will be no header conflicts, you can define @ref
GLFW_INCLUDE_NONE before the GLFW header to explicitly disable inclusion of the
development environment header. This also allows the two headers to be included
in any order.
@code
#define GLFW_INCLUDE_NONE
#include <GLFW/glfw3.h>
#include <glad/gl.h>
@endcode
@subsection quick_init_term Initializing and terminating GLFW
Before you can use most GLFW functions, the library must be initialized. On
successful initialization, `GLFW_TRUE` is returned. If an error occurred,
`GLFW_FALSE` is returned.
successful initialization, `GL_TRUE` is returned. If an error occurred,
`GL_FALSE` is returned.
@code
if (!glfwInit())
{
// Initialization failed
}
exit(EXIT_FAILURE);
@endcode
Note that `GLFW_TRUE` and `GLFW_FALSE` are and will always be one and zero.
When you are done using GLFW, typically just before the application exits, you
need to terminate GLFW.
@ -85,17 +83,19 @@ functions that require it.
@subsection quick_capture_error Setting an error callback
Most events are reported through callbacks, whether it's a key being pressed,
a GLFW window being moved, or an error occurring. Callbacks are C functions (or
C++ static methods) that are called by GLFW with arguments describing the event.
a GLFW window being moved, or an error occurring. Callbacks are simply
C functions (or C++ static methods) that are called by GLFW with arguments
describing the event.
In case a GLFW function fails, an error is reported to the GLFW error callback.
You can receive these reports with an error callback. This function must have
the signature below but may do anything permitted in other callbacks.
the signature below. This simple error callback just prints the error
description to `stderr`.
@code
void error_callback(int error, const char* description)
{
fprintf(stderr, "Error: %s\n", description);
fputs(description, stderr);
}
@endcode
@ -111,45 +111,30 @@ glfwSetErrorCallback(error_callback);
@subsection quick_create_window Creating a window and context
The window and its OpenGL context are created with a single call to @ref
glfwCreateWindow, which returns a handle to the created combined window and
context object
The window and its OpenGL context are created with a single call, which returns
a handle to the created combined window and context object. For example, this
creates a 640 by 480 windowed mode window with an OpenGL context:
@code
GLFWwindow* window = glfwCreateWindow(640, 480, "My Title", NULL, NULL);
if (!window)
{
// Window or OpenGL context creation failed
}
@endcode
This creates a 640 by 480 windowed mode window with an OpenGL context. If
window or OpenGL context creation fails, `NULL` will be returned. You should
always check the return value. While window creation rarely fails, context
creation depends on properly installed drivers and may fail even on machines
with the necessary hardware.
By default, the OpenGL context GLFW creates may have any version. You can
require a minimum OpenGL version by setting the `GLFW_CONTEXT_VERSION_MAJOR` and
`GLFW_CONTEXT_VERSION_MINOR` hints _before_ creation. If the required minimum
version is not supported on the machine, context (and window) creation fails.
You can select the OpenGL profile by setting the `GLFW_OPENGL_PROFILE` hint.
This program uses the core profile as that is the only profile macOS supports
for OpenGL 3.x and 4.x.
If window or context creation fails, `NULL` will be returned, so it is necessary
to check the return value.
@code
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
GLFWwindow* window = glfwCreateWindow(640, 480, "My Title", NULL, NULL);
if (!window)
{
// Window or context creation failed
glfwTerminate();
exit(EXIT_FAILURE);
}
@endcode
When a window and context is no longer needed, destroy it.
The window handle is passed to all window related functions and is provided to
along to all window related callbacks, so they can tell which window received
the event.
When a window is no longer needed, destroy it.
@code
glfwDestroyWindow(window);
@ -170,16 +155,6 @@ glfwMakeContextCurrent(window);
The context will remain current until you make another context current or until
the window owning the current context is destroyed.
If you are using an [extension loader library](@ref context_glext_auto) to
access modern OpenGL then this is when to initialize it, as the loader needs
a current context to load from. This example uses
[glad](https://github.com/Dav1dde/glad), but the same rule applies to all such
libraries.
@code
gladLoadGL(glfwGetProcAddress);
@endcode
@subsection quick_window_close Checking the window close flag
@ -204,7 +179,7 @@ called immediately after the close flag has been set.
You can also set it yourself with @ref glfwSetWindowShouldClose. This can be
useful if you want to interpret other kinds of input as closing the window, like
for example pressing the _Escape_ key.
for example pressing the escape key.
@subsection quick_key_input Receiving input events
@ -217,7 +192,7 @@ callback function.
static void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
{
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
glfwSetWindowShouldClose(window, GLFW_TRUE);
glfwSetWindowShouldClose(window, GL_TRUE);
}
@endcode
@ -234,7 +209,7 @@ events as described below.
@subsection quick_render Rendering with OpenGL
Once you have a current OpenGL context, you can use OpenGL normally. In this
tutorial, a multicolored rotating triangle will be rendered. The framebuffer
tutorial, a multi-colored rotating triangle will be rendered. The framebuffer
size needs to be retrieved for `glViewport`.
@code
@ -244,18 +219,7 @@ glViewport(0, 0, width, height);
@endcode
You can also set a framebuffer size callback using @ref
glfwSetFramebufferSizeCallback and be notified when the size changes.
The details of how to render with OpenGL is outside the scope of this tutorial,
but there are many excellent resources for learning modern OpenGL. Here are
a few of them:
- [Anton's OpenGL 4 Tutorials](https://antongerdelan.net/opengl/)
- [Learn OpenGL](https://learnopengl.com/)
- [Open.GL](https://open.gl/)
These all happen to use GLFW, but OpenGL itself works the same whatever API you
use to create the window and context.
glfwSetFramebufferSizeCallback and call `glViewport` from there.
@subsection quick_timer Reading the timer
@ -330,38 +294,36 @@ for example, many kinds of editing tools.
@section quick_example Putting it together
Now that you know how to initialize GLFW, create a window and poll for
keyboard input, it's possible to create a small program.
keyboard input, it's possible to create a simple program.
@snippet simple.c code
This program creates a 640 by 480 windowed mode window and starts a loop that
clears the screen, renders a triangle and processes events until the user either
presses _Escape_ or closes the window.
presses Escape or closes the window.
@snippet triangle-opengl.c code
The program above can be found in the
[source package](https://www.glfw.org/download.html) as
`examples/triangle-opengl.c` and is compiled along with all other examples when
you build GLFW. If you built GLFW from the source package then you already have
this as `triangle-opengl.exe` on Windows, `triangle-opengl` on Linux or
`triangle-opengl.app` on macOS.
This tutorial used only a few of the many functions GLFW provides. There are
This program uses only a few of the many functions GLFW provides. There are
guides for each of the areas covered by GLFW. Each guide will introduce all the
functions for that category.
- @ref intro_guide
- @ref window_guide
- @ref context_guide
- @ref monitor_guide
- @ref input_guide
- @ref intro
- @ref window
- @ref context
- @ref monitor
- @ref input
You can access reference documentation for any GLFW function by clicking it and
the reference for each function links to related functions and guide sections.
The tutorial ends here. Once you have written a program that uses GLFW, you
@section quick_build Compiling and linking the program
The complete program above can be found in the source distribution as
`examples/simple.c` and is compiled along with all other examples when you
build GLFW. That is, if you have compiled GLFW then you have already built this
as `simple.exe` on Windows, `simple` on Linux or `simple.app` on OS X.
This tutorial ends here. Once you have written a program that uses GLFW, you
will need to compile and link it. How to do that depends on the development
environment you are using and is best explained by the documentation for that
environment. To learn about the details that are specific to GLFW, see
@ref build_guide.
@ref build.
*/

199
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@ -0,0 +1,199 @@
/*!
@page rift Oculus Rift guide
@tableofcontents
This guide is intended to fill in the gaps between the
[Oculus PC SDK documentation](https://developer.oculus.com/documentation/) and
the rest of the GLFW documentation and is not a replacement for either. It
requires you to use [native access](@ref native) and assumes a certain level of
proficiency with LibOVR, platform specific APIs and your chosen development
environment.
While GLFW has no explicit support for LibOVR, it is tested with and tries to
interoperate well with it.
@note Because of the speed of development of the Oculus SDK, this guide may
become outdated before the next release. If this is a local copy of the
documentation, you may want to check the GLFW website for updates. This
revision of the guide is written against version 0.4.4 of the SDK.
@section rift_include Including the LibOVR and GLFW header files
Both the OpenGL LibOVR header and the GLFW native header need macros telling
them what OS you are building for. Because LibOVR only supports three major
desktop platforms, this can be solved with canonical predefined macros.
@code
#if defined(_WIN32)
#define GLFW_EXPOSE_NATIVE_WIN32
#define GLFW_EXPOSE_NATIVE_WGL
#define OVR_OS_WIN32
#elif defined(__APPLE__)
#define GLFW_EXPOSE_NATIVE_COCOA
#define GLFW_EXPOSE_NATIVE_NSGL
#define OVR_OS_MAC
#elif defined(__linux__)
#define GLFW_EXPOSE_NATIVE_X11
#define GLFW_EXPOSE_NATIVE_GLX
#define OVR_OS_LINUX
#endif
#include <GLFW/glfw3.h>
#include <GLFW/glfw3native.h>
#include <OVR_CAPI_GL.h>
@endcode
Both the GLFW and LibOVR headers by default attempt to include the standard
OpenGL `GL/gl.h` header (`OpenGL/gl.h` on OS X). If you wish to use a different
standard header or an [extension loading library](@ref context_glext_auto),
include that header before these.
@section rift_init Initializing LibOVR and GLFW
LibOVR needs to be initialized before GLFW. This means calling at least
`ovr_Initialize`, `ovrHmd_Create` and `ovrHmd_ConfigureTracking` before @ref
glfwInit. Similarly, LibOVR must be shut down after GLFW. This means calling
`ovrHmd_Destroy` and `ovr_Shutdown` after @ref glfwTerminate.
@section rift_direct Direct HMD mode
Direct HMD mode is the recommended display mode for new applications, but the
Oculus Rift runtime currently (January 2015) only supports this mode on Windows.
In direct mode the HMD is not detectable as a GLFW monitor.
@subsection rift_direct_create Creating a window and context
If the HMD is in direct mode you can use either a full screen or a windowed mode
window, but full screen is only recommended if there is a monitor that supports
the resolution of the HMD. Due to limitations in LibOVR, the size of the client
area of the window must equal the resolution of the HMD.
If the resolution of the HMD is much larger than the regular monitor, the window
may be resized by the window manager on creation. One way to avoid this is to
make it undecorated with the [GLFW_DECORATED](@ref window_hints_wnd) window
hint.
@subsection rift_direct_attach Attaching the window to the HMD
Once you have created the window and context, you need to attach the native
handle of the GLFW window to the HMD.
@code
ovrHmd_AttachToWindow(hmd, glfwGetWin32Window(window), NULL, NULL);
@endcode
@section rift_extend Extend Desktop mode
Extend desktop mode is a legacy display mode, but is still (January 2015) the
only available mode on OS X and Linux, as well as on Windows machines that for
technical reasons do not yet support direct HMD mode.
@subsection rift_extend_detect Detecting a HMD with GLFW
If the HMD is in extend desktop mode you can deduce which GLFW monitor it
corresponds to and create a full screen window on that monitor.
On Windows, the native display device name of a GLFW monitor corresponds to the
display device name of the detected HMD as stored, in the `DisplayDeviceName`
member of `ovrHmdDesc`.
On OS X, the native display ID of a GLFW monitor corresponds to the display ID
of the detected HMD, as stored in the `DisplayId` member of `ovrHmdDesc`.
At the time of writing (January 2015), the Oculus SDK does not support detecting
which monitor corresponds to the HMD in any sane fashion, but as long as the HMD
is set up and rotated properly it can be found via the screen position and
resolution provided by LibOVR. This method may instead find another monitor
that is mirroring the HMD, but this only matters if you intend to change its
video mode.
@code
int i, count;
GLFWmonitor** monitors = glfwGetMonitors(&count);
for (i = 0; i < count; i++)
{
#if defined(_WIN32)
if (strcmp(glfwGetWin32Monitor(monitors[i]), hmd->DisplayDeviceName) == 0)
return monitors[i];
#elif defined(__APPLE__)
if (glfwGetCocoaMonitor(monitors[i]) == hmd->DisplayId)
return monitors[i];
#elif defined(__linux__)
int xpos, ypos;
const GLFWvidmode* mode = glfwGetVideoMode(monitors[i]);
glfwGetMonitorPos(monitors[i], &xpos, &ypos);
if (hmd->WindowsPos.x == xpos &&
hmd->WindowsPos.y == ypos &&
hmd->Resolution.w == mode->width &&
hmd->Resolution.h == mode->height)
{
return monitors[i];
}
#endif
}
@endcode
@subsection rift_extend_create Creating a window and context
The window is created as a regular full screen window on the found monitor. It
is usually a good idea to create a
[windowed full screen](@ref window_windowed_full_screen) window, as the HMD will
very likely already be set to the correct video mode. However, in extend
desktop mode it behaves like a regular monitor and any supported video mode can
be requested.
If other monitors are mirroring the HMD and you request a different video mode,
all monitors in the mirroring set will get the new video mode.
@section rift_render Rendering to the HMD
@subsection rift_render_sdk SDK distortion rendering
If you wish to use SDK distortion rendering you will need some information from
GLFW to configure the renderer. Below are the parts of the `ovrGLConfig` union
that need to be filled with from GLFW. Note that there are other fields that
also need to be filled for `ovrHmd_ConfigureRendering` to succeed.
Before configuring SDK distortion rendering you should make your context
current.
@code
int width, height;
union ovrGLConfig config;
glfwGetFramebufferSize(window, &width, &height);
config.OGL.Header.BackBufferSize.w = width;
config.OGL.Header.BackBufferSize.h = height;
#if defined(_WIN32)
config.OGL.Window = glfwGetWin32Window(window);
#elif defined(__APPLE__)
#elif defined(__linux__)
config.OGL.Disp = glfwGetX11Display();
#endif
@endcode
When using SDK distortion rendering you should not swap the buffers yourself, as
the HMD is updated by `ovrHmd_EndFrame`.
@subsection rift_render_custom Client distortion rendering
With client distortion rendering you are in full control of the contents of the
HMD and should render and swap the buffers normally.
*/

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@ -1,253 +0,0 @@
/*!
@page vulkan_guide Vulkan guide
@tableofcontents
This guide is intended to fill the gaps between the official [Vulkan
resources](https://www.khronos.org/vulkan/) and the rest of the GLFW
documentation and is not a replacement for either. It assumes some familiarity
with Vulkan concepts like loaders, devices, queues and surfaces and leaves it to
the Vulkan documentation to explain the details of Vulkan functions.
To develop for Vulkan you should download the [LunarG Vulkan
SDK](https://vulkan.lunarg.com/) for your platform. Apart from headers and link
libraries, they also provide the validation layers necessary for development.
The [Vulkan Tutorial](https://vulkan-tutorial.com/) has more information on how
to use GLFW and Vulkan. The [Khronos Vulkan
Samples](https://github.com/KhronosGroup/Vulkan-Samples) also use GLFW, although
with a small framework in between.
For details on a specific Vulkan support function, see the @ref vulkan. There
are also guides for the other areas of the GLFW API.
- @ref intro_guide
- @ref window_guide
- @ref context_guide
- @ref monitor_guide
- @ref input_guide
@section vulkan_loader Finding the Vulkan loader
GLFW itself does not ever need to be linked against the Vulkan loader.
By default, GLFW will load the Vulkan loader dynamically at runtime via its standard name:
`vulkan-1.dll` on Windows, `libvulkan.so.1` on Linux and other Unix-like systems and
`libvulkan.1.dylib` on macOS.
@macos GLFW will also look up and search the `Frameworks` subdirectory of your
application bundle.
If your code is using a Vulkan loader with a different name or in a non-standard location
you will need to direct GLFW to it. Pass your version of `vkGetInstanceProcAddr` to @ref
glfwInitVulkanLoader before initializing GLFW and it will use that function for all Vulkan
entry point retrieval. This prevents GLFW from dynamically loading the Vulkan loader.
@code
glfwInitVulkanLoader(vkGetInstanceProcAddr);
@endcode
@macos To make your application be redistributable you will need to set up the application
bundle according to the LunarG SDK documentation. This is explained in more detail in the
[SDK documentation for macOS](https://vulkan.lunarg.com/doc/sdk/latest/mac/getting_started.html).
@section vulkan_include Including the Vulkan header file
To have GLFW include the Vulkan header, define @ref GLFW_INCLUDE_VULKAN before including
the GLFW header.
@code
#define GLFW_INCLUDE_VULKAN
#include <GLFW/glfw3.h>
@endcode
If you instead want to include the Vulkan header from a custom location or use
your own custom Vulkan header then do this before the GLFW header.
@code
#include <path/to/vulkan.h>
#include <GLFW/glfw3.h>
@endcode
Unless a Vulkan header is included, either by the GLFW header or above it, the following
GLFW functions will not be declared, as depend on Vulkan types.
- @ref glfwInitVulkanLoader
- @ref glfwGetInstanceProcAddress
- @ref glfwGetPhysicalDevicePresentationSupport
- @ref glfwCreateWindowSurface
The `VK_USE_PLATFORM_*_KHR` macros do not need to be defined for the Vulkan part
of GLFW to work. Define them only if you are using these extensions directly.
@section vulkan_support Querying for Vulkan support
If you are linking directly against the Vulkan loader then you can skip this
section. The canonical desktop loader library exports all Vulkan core and
Khronos extension functions, allowing them to be called directly.
If you are loading the Vulkan loader dynamically instead of linking directly
against it, you can check for the availability of a loader and ICD with @ref
glfwVulkanSupported.
@code
if (glfwVulkanSupported())
{
// Vulkan is available, at least for compute
}
@endcode
This function returns `GLFW_TRUE` if the Vulkan loader and any minimally
functional ICD was found.
If one or both were not found, calling any other Vulkan related GLFW function
will generate a @ref GLFW_API_UNAVAILABLE error.
@subsection vulkan_proc Querying Vulkan function pointers
To load any Vulkan core or extension function from the found loader, call @ref
glfwGetInstanceProcAddress. To load functions needed for instance creation,
pass `NULL` as the instance.
@code
PFN_vkCreateInstance pfnCreateInstance = (PFN_vkCreateInstance)
glfwGetInstanceProcAddress(NULL, "vkCreateInstance");
@endcode
Once you have created an instance, you can load from it all other Vulkan core
functions and functions from any instance extensions you enabled.
@code
PFN_vkCreateDevice pfnCreateDevice = (PFN_vkCreateDevice)
glfwGetInstanceProcAddress(instance, "vkCreateDevice");
@endcode
This function in turn calls `vkGetInstanceProcAddr`. If that fails, the
function falls back to a platform-specific query of the Vulkan loader (i.e.
`dlsym` or `GetProcAddress`). If that also fails, the function returns `NULL`.
For more information about `vkGetInstanceProcAddr`, see the Vulkan
documentation.
Vulkan also provides `vkGetDeviceProcAddr` for loading device-specific versions
of Vulkan function. This function can be retrieved from an instance with @ref
glfwGetInstanceProcAddress.
@code
PFN_vkGetDeviceProcAddr pfnGetDeviceProcAddr = (PFN_vkGetDeviceProcAddr)
glfwGetInstanceProcAddress(instance, "vkGetDeviceProcAddr");
@endcode
Device-specific functions may execute a little faster, due to not having to
dispatch internally based on the device passed to them. For more information
about `vkGetDeviceProcAddr`, see the Vulkan documentation.
@section vulkan_ext Querying required Vulkan extensions
To do anything useful with Vulkan you need to create an instance. If you want
to use Vulkan to render to a window, you must enable the instance extensions
GLFW requires to create Vulkan surfaces.
To query the instance extensions required, call @ref
glfwGetRequiredInstanceExtensions.
@code
uint32_t count;
const char** extensions = glfwGetRequiredInstanceExtensions(&count);
@endcode
These extensions must all be enabled when creating instances that are going to
be passed to @ref glfwGetPhysicalDevicePresentationSupport and @ref
glfwCreateWindowSurface. The set of extensions will vary depending on platform
and may also vary depending on graphics drivers and other factors.
If it fails it will return `NULL` and GLFW will not be able to create Vulkan
window surfaces. You can still use Vulkan for off-screen rendering and compute
work.
If successful the returned array will always include `VK_KHR_surface`, so if
you don't require any additional extensions you can pass this list directly to
the `VkInstanceCreateInfo` struct.
@code
VkInstanceCreateInfo ici;
memset(&ici, 0, sizeof(ici));
ici.enabledExtensionCount = count;
ici.ppEnabledExtensionNames = extensions;
...
@endcode
Additional extensions may be required by future versions of GLFW. You should
check whether any extensions you wish to enable are already in the returned
array, as it is an error to specify an extension more than once in the
`VkInstanceCreateInfo` struct.
@macos MoltenVK is (as of July 2022) not yet a fully conformant implementation
of Vulkan. As of Vulkan SDK 1.3.216.0, this means you must also enable the
`VK_KHR_portability_enumeration` instance extension and set the
`VK_INSTANCE_CREATE_ENUMERATE_PORTABILITY_BIT_KHR` bit in the instance creation
info flags for MoltenVK to show up in the list of physical devices. For more
information, see the Vulkan and MoltenVK documentation.
@section vulkan_present Querying for Vulkan presentation support
Not every queue family of every Vulkan device can present images to surfaces.
To check whether a specific queue family of a physical device supports image
presentation without first having to create a window and surface, call @ref
glfwGetPhysicalDevicePresentationSupport.
@code
if (glfwGetPhysicalDevicePresentationSupport(instance, physical_device, queue_family_index))
{
// Queue family supports image presentation
}
@endcode
The `VK_KHR_surface` extension additionally provides the
`vkGetPhysicalDeviceSurfaceSupportKHR` function, which performs the same test on
an existing Vulkan surface.
@section vulkan_window Creating the window
Unless you will be using OpenGL or OpenGL ES with the same window as Vulkan,
there is no need to create a context. You can disable context creation with the
[GLFW_CLIENT_API](@ref GLFW_CLIENT_API_hint) hint.
@code
glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API);
GLFWwindow* window = glfwCreateWindow(640, 480, "Window Title", NULL, NULL);
@endcode
See @ref context_less for more information.
@section vulkan_surface Creating a Vulkan window surface
You can create a Vulkan surface (as defined by the `VK_KHR_surface` extension)
for a GLFW window with @ref glfwCreateWindowSurface.
@code
VkSurfaceKHR surface;
VkResult err = glfwCreateWindowSurface(instance, window, NULL, &surface);
if (err)
{
// Window surface creation failed
}
@endcode
If an OpenGL or OpenGL ES context was created on the window, the context has
ownership of the presentation on the window and a Vulkan surface cannot be
created.
It is your responsibility to destroy the surface. GLFW does not destroy it for
you. Call `vkDestroySurfaceKHR` function from the same extension to destroy it.
*/

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link_libraries(glfw)
include_directories("${GLFW_SOURCE_DIR}/deps")
if (MATH_LIBRARY)
link_libraries("${MATH_LIBRARY}")
if (BUILD_SHARED_LIBS)
add_definitions(-DGLFW_DLL)
link_libraries("${OPENGL_gl_LIBRARY}" "${MATH_LIBRARY}")
else()
link_libraries(${glfw_LIBRARIES})
endif()
# Workaround for the MS CRT deprecating parts of the standard library
if (MSVC OR CMAKE_C_SIMULATE_ID STREQUAL "MSVC")
add_definitions(-D_CRT_SECURE_NO_WARNINGS)
include_directories("${GLFW_SOURCE_DIR}/include"
"${GLFW_SOURCE_DIR}/deps")
if ("${OPENGL_INCLUDE_DIR}")
include_directories("${OPENGL_INCLUDE_DIR}")
endif()
if (WIN32)
set(ICON glfw.rc)
elseif (APPLE)
set(ICON glfw.icns)
endif()
set(GLAD_GL "${GLFW_SOURCE_DIR}/deps/glad/gl.h")
set(GLAD_GLES2 "${GLFW_SOURCE_DIR}/deps/glad/gles2.h")
set(GLAD "${GLFW_SOURCE_DIR}/deps/glad/glad.h"
"${GLFW_SOURCE_DIR}/deps/glad.c")
set(GETOPT "${GLFW_SOURCE_DIR}/deps/getopt.h"
"${GLFW_SOURCE_DIR}/deps/getopt.c")
set(TINYCTHREAD "${GLFW_SOURCE_DIR}/deps/tinycthread.h"
"${GLFW_SOURCE_DIR}/deps/tinycthread.c")
add_executable(boing WIN32 MACOSX_BUNDLE boing.c ${ICON} ${GLAD_GL})
add_executable(gears WIN32 MACOSX_BUNDLE gears.c ${ICON} ${GLAD_GL})
add_executable(heightmap WIN32 MACOSX_BUNDLE heightmap.c ${ICON} ${GLAD_GL})
add_executable(offscreen offscreen.c ${ICON} ${GLAD_GL})
add_executable(particles WIN32 MACOSX_BUNDLE particles.c ${ICON} ${TINYCTHREAD} ${GETOPT} ${GLAD_GL})
add_executable(sharing WIN32 MACOSX_BUNDLE sharing.c ${ICON} ${GLAD_GL})
add_executable(splitview WIN32 MACOSX_BUNDLE splitview.c ${ICON} ${GLAD_GL})
add_executable(triangle-opengl WIN32 MACOSX_BUNDLE triangle-opengl.c ${ICON} ${GLAD_GL})
add_executable(triangle-opengles WIN32 MACOSX_BUNDLE triangle-opengles.c ${ICON} ${GLAD_GLES2})
add_executable(wave WIN32 MACOSX_BUNDLE wave.c ${ICON} ${GLAD_GL})
add_executable(windows WIN32 MACOSX_BUNDLE windows.c ${ICON} ${GLAD_GL})
add_executable(boing WIN32 MACOSX_BUNDLE boing.c)
add_executable(gears WIN32 MACOSX_BUNDLE gears.c)
add_executable(heightmap WIN32 MACOSX_BUNDLE heightmap.c ${GLAD})
add_executable(particles WIN32 MACOSX_BUNDLE particles.c ${TINYCTHREAD} ${GETOPT})
add_executable(simple WIN32 MACOSX_BUNDLE simple.c)
add_executable(splitview WIN32 MACOSX_BUNDLE splitview.c)
add_executable(wave WIN32 MACOSX_BUNDLE wave.c)
target_link_libraries(particles Threads::Threads)
if (RT_LIBRARY)
target_link_libraries(particles "${RT_LIBRARY}")
endif()
target_link_libraries(particles "${CMAKE_THREAD_LIBS_INIT}" "${RT_LIBRARY}")
set(GUI_ONLY_BINARIES boing gears heightmap particles sharing splitview
triangle-opengl triangle-opengles wave windows)
set(CONSOLE_BINARIES offscreen)
set(WINDOWS_BINARIES boing gears heightmap particles simple splitview wave)
set_target_properties(${GUI_ONLY_BINARIES} ${CONSOLE_BINARIES} PROPERTIES
C_STANDARD 99
FOLDER "GLFW3/Examples")
set_target_properties(${WINDOWS_BINARIES} PROPERTIES FOLDER "GLFW3/Examples")
if (MSVC)
# Tell MSVC to use main instead of WinMain
set_target_properties(${GUI_ONLY_BINARIES} PROPERTIES
# Tell MSVC to use main instead of WinMain for Windows subsystem executables
set_target_properties(${WINDOWS_BINARIES} PROPERTIES
LINK_FLAGS "/ENTRY:mainCRTStartup")
elseif (CMAKE_C_SIMULATE_ID STREQUAL "MSVC")
# Tell Clang using MS CRT to use main instead of WinMain
set_target_properties(${GUI_ONLY_BINARIES} PROPERTIES
LINK_FLAGS "-Wl,/entry:mainCRTStartup")
endif()
if (APPLE)
@ -65,19 +47,13 @@ if (APPLE)
set_target_properties(gears PROPERTIES MACOSX_BUNDLE_BUNDLE_NAME "Gears")
set_target_properties(heightmap PROPERTIES MACOSX_BUNDLE_BUNDLE_NAME "Heightmap")
set_target_properties(particles PROPERTIES MACOSX_BUNDLE_BUNDLE_NAME "Particles")
set_target_properties(sharing PROPERTIES MACOSX_BUNDLE_BUNDLE_NAME "Sharing")
set_target_properties(triangle-opengl PROPERTIES MACOSX_BUNDLE_BUNDLE_NAME "OpenGL Triangle")
set_target_properties(triangle-opengles PROPERTIES MACOSX_BUNDLE_BUNDLE_NAME "OpenGL ES Triangle")
set_target_properties(simple PROPERTIES MACOSX_BUNDLE_BUNDLE_NAME "Simple")
set_target_properties(splitview PROPERTIES MACOSX_BUNDLE_BUNDLE_NAME "Split View")
set_target_properties(wave PROPERTIES MACOSX_BUNDLE_BUNDLE_NAME "Wave")
set_target_properties(windows PROPERTIES MACOSX_BUNDLE_BUNDLE_NAME "Windows")
set_source_files_properties(glfw.icns PROPERTIES
MACOSX_PACKAGE_LOCATION "Resources")
set_target_properties(${GUI_ONLY_BINARIES} PROPERTIES
set_target_properties(${WINDOWS_BINARIES} PROPERTIES
MACOSX_BUNDLE_SHORT_VERSION_STRING ${GLFW_VERSION}
MACOSX_BUNDLE_LONG_VERSION_STRING ${GLFW_VERSION}
MACOSX_BUNDLE_ICON_FILE glfw.icns
MACOSX_BUNDLE_INFO_PLIST "${GLFW_SOURCE_DIR}/CMake/Info.plist.in")
MACOSX_BUNDLE_LONG_VERSION_STRING ${GLFW_VERSION_FULL}
MACOSX_BUNDLE_INFO_PLIST "${GLFW_SOURCE_DIR}/CMake/MacOSXBundleInfo.plist.in")
endif()

View File

@ -36,9 +36,6 @@
#include <stdlib.h>
#include <math.h>
#define GLAD_GL_IMPLEMENTATION
#include <glad/gl.h>
#define GLFW_INCLUDE_NONE
#include <GLFW/glfw3.h>
#include <linmath.h>
@ -91,11 +88,10 @@ typedef enum { DRAW_BALL, DRAW_BALL_SHADOW } DRAW_BALL_ENUM;
typedef struct {float x; float y; float z;} vertex_t;
/* Global vars */
int windowed_xpos, windowed_ypos, windowed_width, windowed_height;
int width, height;
GLfloat deg_rot_y = 0.f;
GLfloat deg_rot_y_inc = 2.f;
int override_pos = GLFW_FALSE;
GLboolean override_pos = GL_FALSE;
GLfloat cursor_x = 0.f;
GLfloat cursor_y = 0.f;
GLfloat ball_x = -RADIUS;
@ -167,7 +163,7 @@ void CrossProduct( vertex_t a, vertex_t b, vertex_t c, vertex_t *n )
v2 = c.y - a.y;
v3 = c.z - a.z;
n->x = u2 * v3 - v2 * u3;
n->x = u2 * v3 - v2 * v3;
n->y = u3 * v1 - v3 * u1;
n->z = u1 * v2 - v1 * u2;
}
@ -239,32 +235,8 @@ void reshape( GLFWwindow* window, int w, int h )
void key_callback( GLFWwindow* window, int key, int scancode, int action, int mods )
{
if (action != GLFW_PRESS)
return;
if (key == GLFW_KEY_ESCAPE && mods == 0)
glfwSetWindowShouldClose(window, GLFW_TRUE);
if ((key == GLFW_KEY_ENTER && mods == GLFW_MOD_ALT) ||
(key == GLFW_KEY_F11 && mods == GLFW_MOD_ALT))
{
if (glfwGetWindowMonitor(window))
{
glfwSetWindowMonitor(window, NULL,
windowed_xpos, windowed_ypos,
windowed_width, windowed_height, 0);
}
else
{
GLFWmonitor* monitor = glfwGetPrimaryMonitor();
if (monitor)
{
const GLFWvidmode* mode = glfwGetVideoMode(monitor);
glfwGetWindowPos(window, &windowed_xpos, &windowed_ypos);
glfwGetWindowSize(window, &windowed_width, &windowed_height);
glfwSetWindowMonitor(window, monitor, 0, 0, mode->width, mode->height, mode->refreshRate);
}
}
}
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
glfwSetWindowShouldClose(window, GL_TRUE);
}
static void set_ball_pos ( GLfloat x, GLfloat y )
@ -280,12 +252,12 @@ void mouse_button_callback( GLFWwindow* window, int button, int action, int mods
if (action == GLFW_PRESS)
{
override_pos = GLFW_TRUE;
override_pos = GL_TRUE;
set_ball_pos(cursor_x, cursor_y);
}
else
{
override_pos = GLFW_FALSE;
override_pos = GL_FALSE;
}
}
@ -304,7 +276,7 @@ void cursor_position_callback( GLFWwindow* window, double x, double y )
* The Boing ball is sphere in which each facet is a rectangle.
* Facet colors alternate between red and white.
* The ball is built by stacking latitudinal circles. Each circle is composed
* of a widely-separated set of points, so that each facet is noticeably large.
* of a widely-separated set of points, so that each facet is noticably large.
*****************************************************************************/
void DrawBoingBall( void )
{
@ -448,7 +420,7 @@ void DrawBoingBallBand( GLfloat long_lo,
static int colorToggle = 0;
/*
* Iterate through the points of a latitude circle.
* Iterate thru the points of a latitude circle.
* A latitude circle is a 2D set of X,Z points.
*/
for ( lat_deg = 0;
@ -629,6 +601,8 @@ int main( void )
if( !glfwInit() )
exit( EXIT_FAILURE );
glfwWindowHint(GLFW_DEPTH_BITS, 16);
window = glfwCreateWindow( 400, 400, "Boing (classic Amiga demo)", NULL, NULL );
if (!window)
{
@ -636,15 +610,12 @@ int main( void )
exit( EXIT_FAILURE );
}
glfwSetWindowAspectRatio(window, 1, 1);
glfwSetFramebufferSizeCallback(window, reshape);
glfwSetKeyCallback(window, key_callback);
glfwSetMouseButtonCallback(window, mouse_button_callback);
glfwSetCursorPosCallback(window, cursor_position_callback);
glfwMakeContextCurrent(window);
gladLoadGL(glfwGetProcAddress);
glfwSwapInterval( 1 );
glfwGetFramebufferSize(window, &width, &height);

View File

@ -15,7 +15,7 @@
* - Slightly modified camera that should work better for stereo viewing
*
*
* Camilla Löwy:
* Camilla Berglund:
* - Removed FPS counter (this is not a benchmark)
* - Added a few comments
* - Enabled vsync
@ -30,10 +30,6 @@
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
#define GLAD_GL_IMPLEMENTATION
#include <glad/gl.h>
#define GLFW_INCLUDE_NONE
#include <GLFW/glfw3.h>
/**
@ -174,7 +170,6 @@ static GLfloat angle = 0.f;
/* OpenGL draw function & timing */
static void draw(void)
{
glClearColor(0.0, 0.0, 0.0, 0.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
@ -224,7 +219,7 @@ void key( GLFWwindow* window, int k, int s, int action, int mods )
view_rotz += 5.0;
break;
case GLFW_KEY_ESCAPE:
glfwSetWindowShouldClose(window, GLFW_TRUE);
glfwSetWindowShouldClose(window, GL_TRUE);
break;
case GLFW_KEY_UP:
view_rotx += 5.0;
@ -314,7 +309,6 @@ int main(int argc, char *argv[])
}
glfwWindowHint(GLFW_DEPTH_BITS, 16);
glfwWindowHint(GLFW_TRANSPARENT_FRAMEBUFFER, GLFW_TRUE);
window = glfwCreateWindow( 300, 300, "Gears", NULL, NULL );
if (!window)
@ -329,7 +323,6 @@ int main(int argc, char *argv[])
glfwSetKeyCallback(window, key);
glfwMakeContextCurrent(window);
gladLoadGL(glfwGetProcAddress);
glfwSwapInterval( 1 );
glfwGetFramebufferSize(window, &width, &height);

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@ -1,3 +0,0 @@
GLFW_ICON ICON "glfw.ico"

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@ -29,9 +29,7 @@
#include <assert.h>
#include <stddef.h>
#define GLAD_GL_IMPLEMENTATION
#include <glad/gl.h>
#define GLFW_INCLUDE_NONE
#include <glad/glad.h>
#include <GLFW/glfw3.h>
/* Map height updates */
@ -293,12 +291,12 @@ static void generate_heightmap__circle(float* center_x, float* center_y,
{
float sign;
/* random value for element in between [0-1.0] */
*center_x = (MAP_SIZE * rand()) / (float) RAND_MAX;
*center_y = (MAP_SIZE * rand()) / (float) RAND_MAX;
*size = (MAX_CIRCLE_SIZE * rand()) / (float) RAND_MAX;
sign = (1.0f * rand()) / (float) RAND_MAX;
*center_x = (MAP_SIZE * rand()) / (1.0f * RAND_MAX);
*center_y = (MAP_SIZE * rand()) / (1.0f * RAND_MAX);
*size = (MAX_CIRCLE_SIZE * rand()) / (1.0f * RAND_MAX);
sign = (1.0f * rand()) / (1.0f * RAND_MAX);
sign = (sign < DISPLACEMENT_SIGN_LIMIT) ? -1.0f : 1.0f;
*displacement = (sign * (MAX_DISPLACEMENT * rand())) / (float) RAND_MAX;
*displacement = (sign * (MAX_DISPLACEMENT * rand())) / (1.0f * RAND_MAX);
}
/* Run the specified number of iterations of the generation process for the
@ -321,7 +319,7 @@ static void update_map(int num_iter)
{
GLfloat dx = center_x - map_vertices[0][ii];
GLfloat dz = center_z - map_vertices[2][ii];
GLfloat pd = (2.0f * (float) sqrt((dx * dx) + (dz * dz))) / circle_size;
GLfloat pd = (2.0f * sqrtf((dx * dx) + (dz * dz))) / circle_size;
if (fabs(pd) <= 1.0f)
{
/* tx,tz is within the circle */
@ -388,7 +386,7 @@ static void key_callback(GLFWwindow* window, int key, int scancode, int action,
{
case GLFW_KEY_ESCAPE:
/* Exit program on Escape */
glfwSetWindowShouldClose(window, GLFW_TRUE);
glfwSetWindowShouldClose(window, GL_TRUE);
break;
}
}
@ -408,7 +406,6 @@ int main(int argc, char** argv)
float f;
GLint uloc_modelview;
GLint uloc_project;
int width, height;
GLuint shader_program;
@ -417,11 +414,11 @@ int main(int argc, char** argv)
if (!glfwInit())
exit(EXIT_FAILURE);
glfwWindowHint(GLFW_RESIZABLE, GLFW_FALSE);
glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GLFW_TRUE);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
window = glfwCreateWindow(800, 600, "GLFW OpenGL3 Heightmap demo", NULL, NULL);
if (! window )
@ -434,7 +431,7 @@ int main(int argc, char** argv)
glfwSetKeyCallback(window, key_callback);
glfwMakeContextCurrent(window);
gladLoadGL(glfwGetProcAddress);
gladLoadGLLoader((GLADloadproc) glfwGetProcAddress);
/* Prepare opengl resources for rendering */
shader_program = make_shader_program(vertex_shader_text, fragment_shader_text);
@ -472,8 +469,7 @@ int main(int argc, char** argv)
/* Create the vbo to store all the information for the grid and the height */
/* setup the scene ready for rendering */
glfwGetFramebufferSize(window, &width, &height);
glViewport(0, 0, width, height);
glViewport(0, 0, 800, 600);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
/* main loop */

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@ -1,165 +0,0 @@
//========================================================================
// Offscreen rendering example
// Copyright (c) Camilla Löwy <elmindreda@glfw.org>
//
// This software is provided 'as-is', without any express or implied
// warranty. In no event will the authors be held liable for any damages
// arising from the use of this software.
//
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it
// freely, subject to the following restrictions:
//
// 1. The origin of this software must not be misrepresented; you must not
// claim that you wrote the original software. If you use this software
// in a product, an acknowledgment in the product documentation would
// be appreciated but is not required.
//
// 2. Altered source versions must be plainly marked as such, and must not
// be misrepresented as being the original software.
//
// 3. This notice may not be removed or altered from any source
// distribution.
//
//========================================================================
#define GLAD_GL_IMPLEMENTATION
#include <glad/gl.h>
#define GLFW_INCLUDE_NONE
#include <GLFW/glfw3.h>
#include "linmath.h"
#include <stdlib.h>
#include <stdio.h>
#define STB_IMAGE_WRITE_IMPLEMENTATION
#include <stb_image_write.h>
static const struct
{
float x, y;
float r, g, b;
} vertices[3] =
{
{ -0.6f, -0.4f, 1.f, 0.f, 0.f },
{ 0.6f, -0.4f, 0.f, 1.f, 0.f },
{ 0.f, 0.6f, 0.f, 0.f, 1.f }
};
static const char* vertex_shader_text =
"#version 110\n"
"uniform mat4 MVP;\n"
"attribute vec3 vCol;\n"
"attribute vec2 vPos;\n"
"varying vec3 color;\n"
"void main()\n"
"{\n"
" gl_Position = MVP * vec4(vPos, 0.0, 1.0);\n"
" color = vCol;\n"
"}\n";
static const char* fragment_shader_text =
"#version 110\n"
"varying vec3 color;\n"
"void main()\n"
"{\n"
" gl_FragColor = vec4(color, 1.0);\n"
"}\n";
static void error_callback(int error, const char* description)
{
fprintf(stderr, "Error: %s\n", description);
}
int main(void)
{
GLFWwindow* window;
GLuint vertex_buffer, vertex_shader, fragment_shader, program;
GLint mvp_location, vpos_location, vcol_location;
float ratio;
int width, height;
mat4x4 mvp;
char* buffer;
glfwSetErrorCallback(error_callback);
glfwInitHint(GLFW_COCOA_MENUBAR, GLFW_FALSE);
if (!glfwInit())
exit(EXIT_FAILURE);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
glfwWindowHint(GLFW_VISIBLE, GLFW_FALSE);
window = glfwCreateWindow(640, 480, "Simple example", NULL, NULL);
if (!window)
{
glfwTerminate();
exit(EXIT_FAILURE);
}
glfwMakeContextCurrent(window);
gladLoadGL(glfwGetProcAddress);
// NOTE: OpenGL error checks have been omitted for brevity
glGenBuffers(1, &vertex_buffer);
glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
vertex_shader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertex_shader, 1, &vertex_shader_text, NULL);
glCompileShader(vertex_shader);
fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragment_shader, 1, &fragment_shader_text, NULL);
glCompileShader(fragment_shader);
program = glCreateProgram();
glAttachShader(program, vertex_shader);
glAttachShader(program, fragment_shader);
glLinkProgram(program);
mvp_location = glGetUniformLocation(program, "MVP");
vpos_location = glGetAttribLocation(program, "vPos");
vcol_location = glGetAttribLocation(program, "vCol");
glEnableVertexAttribArray(vpos_location);
glVertexAttribPointer(vpos_location, 2, GL_FLOAT, GL_FALSE,
sizeof(vertices[0]), (void*) 0);
glEnableVertexAttribArray(vcol_location);
glVertexAttribPointer(vcol_location, 3, GL_FLOAT, GL_FALSE,
sizeof(vertices[0]), (void*) (sizeof(float) * 2));
glfwGetFramebufferSize(window, &width, &height);
ratio = width / (float) height;
glViewport(0, 0, width, height);
glClear(GL_COLOR_BUFFER_BIT);
mat4x4_ortho(mvp, -ratio, ratio, -1.f, 1.f, 1.f, -1.f);
glUseProgram(program);
glUniformMatrix4fv(mvp_location, 1, GL_FALSE, (const GLfloat*) mvp);
glDrawArrays(GL_TRIANGLES, 0, 3);
glFinish();
buffer = calloc(4, width * height);
glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
// Write image Y-flipped because OpenGL
stbi_write_png("offscreen.png",
width, height, 4,
buffer + (width * 4 * (height - 1)),
-width * 4);
free(buffer);
glfwDestroyWindow(window);
glfwTerminate();
exit(EXIT_SUCCESS);
}

View File

@ -1,7 +1,7 @@
//========================================================================
// A simple particle engine with threaded physics
// Copyright (c) Marcus Geelnard
// Copyright (c) Camilla Löwy <elmindreda@glfw.org>
// Copyright (c) Camilla Berglund <elmindreda@elmindreda.org>
//
// This software is provided 'as-is', without any express or implied
// warranty. In no event will the authors be held liable for any damages
@ -39,9 +39,6 @@
#include <getopt.h>
#include <linmath.h>
#define GLAD_GL_IMPLEMENTATION
#include <glad/gl.h>
#define GLFW_INCLUDE_NONE
#include <GLFW/glfw3.h>
// Define tokens for GL_EXT_separate_specular_color if not already defined
@ -445,7 +442,7 @@ static void draw_particles(GLFWwindow* window, double t, float dt)
}
// Set up vertex arrays. We use interleaved arrays, which is easier to
// handle (in most situations) and it gives a linear memory access
// handle (in most situations) and it gives a linear memeory access
// access pattern (which may give better performance in some
// situations). GL_T2F_C4UB_V3F means: 2 floats for texture coords,
// 4 ubytes for color and 3 floats for vertex coord (in that order).
@ -459,9 +456,7 @@ static void draw_particles(GLFWwindow* window, double t, float dt)
{
struct timespec ts;
clock_gettime(CLOCK_REALTIME, &ts);
ts.tv_nsec += 100 * 1000 * 1000;
ts.tv_sec += ts.tv_nsec / (1000 * 1000 * 1000);
ts.tv_nsec %= 1000 * 1000 * 1000;
ts.tv_nsec += 100000000;
cnd_timedwait(&thread_sync.p_done, &thread_sync.particles_lock, &ts);
}
@ -655,7 +650,7 @@ static void draw_fountain(void)
//========================================================================
// Recursive function for building variable tessellated floor
// Recursive function for building variable tesselated floor
//========================================================================
static void tessellate_floor(float x1, float y1, float x2, float y2, int depth)
@ -722,7 +717,7 @@ static void draw_floor(void)
glMaterialfv(GL_FRONT, GL_SPECULAR, floor_specular);
glMaterialf(GL_FRONT, GL_SHININESS, floor_shininess);
// Draw floor as a bunch of triangle strips (high tessellation
// Draw floor as a bunch of triangle strips (high tesselation
// improves lighting)
glNormal3f(0.f, 0.f, 1.f);
glBegin(GL_QUADS);
@ -880,7 +875,7 @@ static void key_callback(GLFWwindow* window, int key, int scancode, int action,
switch (key)
{
case GLFW_KEY_ESCAPE:
glfwSetWindowShouldClose(window, GLFW_TRUE);
glfwSetWindowShouldClose(window, GL_TRUE);
break;
case GLFW_KEY_W:
wireframe = !wireframe;
@ -912,9 +907,7 @@ static int physics_thread_main(void* arg)
{
struct timespec ts;
clock_gettime(CLOCK_REALTIME, &ts);
ts.tv_nsec += 100 * 1000 * 1000;
ts.tv_sec += ts.tv_nsec / (1000 * 1000 * 1000);
ts.tv_nsec %= 1000 * 1000 * 1000;
ts.tv_nsec += 100000000;
cnd_timedwait(&thread_sync.d_done, &thread_sync.particles_lock, &ts);
}
@ -996,7 +989,6 @@ int main(int argc, char** argv)
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
glfwMakeContextCurrent(window);
gladLoadGL(glfwGetProcAddress);
glfwSwapInterval(1);
glfwSetFramebufferSizeCallback(window, resize_callback);

View File

@ -1,235 +0,0 @@
//========================================================================
// Context sharing example
// Copyright (c) Camilla Löwy <elmindreda@glfw.org>
//
// This software is provided 'as-is', without any express or implied
// warranty. In no event will the authors be held liable for any damages
// arising from the use of this software.
//
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it
// freely, subject to the following restrictions:
//
// 1. The origin of this software must not be misrepresented; you must not
// claim that you wrote the original software. If you use this software
// in a product, an acknowledgment in the product documentation would
// be appreciated but is not required.
//
// 2. Altered source versions must be plainly marked as such, and must not
// be misrepresented as being the original software.
//
// 3. This notice may not be removed or altered from any source
// distribution.
//
//========================================================================
#define GLAD_GL_IMPLEMENTATION
#include <glad/gl.h>
#define GLFW_INCLUDE_NONE
#include <GLFW/glfw3.h>
#include <stdio.h>
#include <stdlib.h>
#include "getopt.h"
#include "linmath.h"
static const char* vertex_shader_text =
"#version 110\n"
"uniform mat4 MVP;\n"
"attribute vec2 vPos;\n"
"varying vec2 texcoord;\n"
"void main()\n"
"{\n"
" gl_Position = MVP * vec4(vPos, 0.0, 1.0);\n"
" texcoord = vPos;\n"
"}\n";
static const char* fragment_shader_text =
"#version 110\n"
"uniform sampler2D texture;\n"
"uniform vec3 color;\n"
"varying vec2 texcoord;\n"
"void main()\n"
"{\n"
" gl_FragColor = vec4(color * texture2D(texture, texcoord).rgb, 1.0);\n"
"}\n";
static const vec2 vertices[4] =
{
{ 0.f, 0.f },
{ 1.f, 0.f },
{ 1.f, 1.f },
{ 0.f, 1.f }
};
static void error_callback(int error, const char* description)
{
fprintf(stderr, "Error: %s\n", description);
}
static void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
{
if (action == GLFW_PRESS && key == GLFW_KEY_ESCAPE)
glfwSetWindowShouldClose(window, GLFW_TRUE);
}
int main(int argc, char** argv)
{
GLFWwindow* windows[2];
GLuint texture, program, vertex_buffer;
GLint mvp_location, vpos_location, color_location, texture_location;
glfwSetErrorCallback(error_callback);
if (!glfwInit())
exit(EXIT_FAILURE);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
windows[0] = glfwCreateWindow(400, 400, "First", NULL, NULL);
if (!windows[0])
{
glfwTerminate();
exit(EXIT_FAILURE);
}
glfwSetKeyCallback(windows[0], key_callback);
glfwMakeContextCurrent(windows[0]);
// Only enable vsync for the first of the windows to be swapped to
// avoid waiting out the interval for each window
glfwSwapInterval(1);
// The contexts are created with the same APIs so the function
// pointers should be re-usable between them
gladLoadGL(glfwGetProcAddress);
// Create the OpenGL objects inside the first context, created above
// All objects will be shared with the second context, created below
{
int x, y;
char pixels[16 * 16];
GLuint vertex_shader, fragment_shader;
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
srand((unsigned int) glfwGetTimerValue());
for (y = 0; y < 16; y++)
{
for (x = 0; x < 16; x++)
pixels[y * 16 + x] = rand() % 256;
}
glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, 16, 16, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, pixels);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
vertex_shader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertex_shader, 1, &vertex_shader_text, NULL);
glCompileShader(vertex_shader);
fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragment_shader, 1, &fragment_shader_text, NULL);
glCompileShader(fragment_shader);
program = glCreateProgram();
glAttachShader(program, vertex_shader);
glAttachShader(program, fragment_shader);
glLinkProgram(program);
mvp_location = glGetUniformLocation(program, "MVP");
color_location = glGetUniformLocation(program, "color");
texture_location = glGetUniformLocation(program, "texture");
vpos_location = glGetAttribLocation(program, "vPos");
glGenBuffers(1, &vertex_buffer);
glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
}
glUseProgram(program);
glUniform1i(texture_location, 0);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, texture);
glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer);
glEnableVertexAttribArray(vpos_location);
glVertexAttribPointer(vpos_location, 2, GL_FLOAT, GL_FALSE,
sizeof(vertices[0]), (void*) 0);
windows[1] = glfwCreateWindow(400, 400, "Second", NULL, windows[0]);
if (!windows[1])
{
glfwTerminate();
exit(EXIT_FAILURE);
}
// Place the second window to the right of the first
{
int xpos, ypos, left, right, width;
glfwGetWindowSize(windows[0], &width, NULL);
glfwGetWindowFrameSize(windows[0], &left, NULL, &right, NULL);
glfwGetWindowPos(windows[0], &xpos, &ypos);
glfwSetWindowPos(windows[1], xpos + width + left + right, ypos);
}
glfwSetKeyCallback(windows[1], key_callback);
glfwMakeContextCurrent(windows[1]);
// While objects are shared, the global context state is not and will
// need to be set up for each context
glUseProgram(program);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, texture);
glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer);
glEnableVertexAttribArray(vpos_location);
glVertexAttribPointer(vpos_location, 2, GL_FLOAT, GL_FALSE,
sizeof(vertices[0]), (void*) 0);
while (!glfwWindowShouldClose(windows[0]) &&
!glfwWindowShouldClose(windows[1]))
{
int i;
const vec3 colors[2] =
{
{ 0.8f, 0.4f, 1.f },
{ 0.3f, 0.4f, 1.f }
};
for (i = 0; i < 2; i++)
{
int width, height;
mat4x4 mvp;
glfwGetFramebufferSize(windows[i], &width, &height);
glfwMakeContextCurrent(windows[i]);
glViewport(0, 0, width, height);
mat4x4_ortho(mvp, 0.f, 1.f, 0.f, 1.f, 0.f, 1.f);
glUniformMatrix4fv(mvp_location, 1, GL_FALSE, (const GLfloat*) mvp);
glUniform3fv(color_location, 1, colors[i]);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
glfwSwapBuffers(windows[i]);
}
glfwWaitEvents();
}
glfwTerminate();
exit(EXIT_SUCCESS);
}

View File

@ -1,6 +1,6 @@
//========================================================================
// Event wait timeout test
// Copyright (c) Camilla Löwy <elmindreda@glfw.org>
// Simple GLFW example
// Copyright (c) Camilla Berglund <elmindreda@elmindreda.org>
//
// This software is provided 'as-is', without any express or implied
// warranty. In no event will the authors be held liable for any damages
@ -22,49 +22,34 @@
// distribution.
//
//========================================================================
//
// This test is intended to verify that waiting for events with timeout works
//
//========================================================================
//! [code]
#define GLAD_GL_IMPLEMENTATION
#include <glad/gl.h>
#define GLFW_INCLUDE_NONE
#include <GLFW/glfw3.h>
#include <time.h>
#include <math.h>
#include <stdio.h>
#include <stdlib.h>
#include <stdio.h>
static void error_callback(int error, const char* description)
{
fprintf(stderr, "Error: %s\n", description);
fputs(description, stderr);
}
static void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
{
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
glfwSetWindowShouldClose(window, GLFW_TRUE);
}
static float nrand(void)
{
return (float) rand() / (float) RAND_MAX;
glfwSetWindowShouldClose(window, GL_TRUE);
}
int main(void)
{
GLFWwindow* window;
srand((unsigned int) time(NULL));
glfwSetErrorCallback(error_callback);
if (!glfwInit())
exit(EXIT_FAILURE);
window = glfwCreateWindow(640, 480, "Event Wait Timeout Test", NULL, NULL);
window = glfwCreateWindow(640, 480, "Simple example", NULL, NULL);
if (!window)
{
glfwTerminate();
@ -72,23 +57,40 @@ int main(void)
}
glfwMakeContextCurrent(window);
gladLoadGL(glfwGetProcAddress);
glfwSwapInterval(1);
glfwSetKeyCallback(window, key_callback);
while (!glfwWindowShouldClose(window))
{
float ratio;
int width, height;
float r = nrand(), g = nrand(), b = nrand();
float l = (float) sqrt(r * r + g * g + b * b);
glfwGetFramebufferSize(window, &width, &height);
ratio = width / (float) height;
glViewport(0, 0, width, height);
glClearColor(r / l, g / l, b / l, 1.f);
glClear(GL_COLOR_BUFFER_BIT);
glfwSwapBuffers(window);
glfwWaitEventsTimeout(1.0);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(-ratio, ratio, -1.f, 1.f, 1.f, -1.f);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glRotatef((float) glfwGetTime() * 50.f, 0.f, 0.f, 1.f);
glBegin(GL_TRIANGLES);
glColor3f(1.f, 0.f, 0.f);
glVertex3f(-0.6f, -0.4f, 0.f);
glColor3f(0.f, 1.f, 0.f);
glVertex3f(0.6f, -0.4f, 0.f);
glColor3f(0.f, 0.f, 1.f);
glVertex3f(0.f, 0.6f, 0.f);
glEnd();
glfwSwapBuffers(window);
glfwPollEvents();
}
glfwDestroyWindow(window);
@ -97,3 +99,4 @@ int main(void)
exit(EXIT_SUCCESS);
}
//! [code]

View File

@ -2,17 +2,15 @@
// This is an example program for the GLFW library
//
// The program uses a "split window" view, rendering four views of the
// same scene in one window (e.g. useful for 3D modelling software). This
// demo uses scissors to separate the four different rendering areas from
// same scene in one window (e.g. uesful for 3D modelling software). This
// demo uses scissors to separete the four different rendering areas from
// each other.
//
// (If the code seems a little bit strange here and there, it may be
// because I am not a friend of orthogonal projections)
//========================================================================
#define GLAD_GL_IMPLEMENTATION
#include <glad/gl.h>
#define GLFW_INCLUDE_NONE
#define GLFW_INCLUDE_GLEXT
#include <GLFW/glfw3.h>
#if defined(_MSC_VER)
@ -475,7 +473,7 @@ static void mouseButtonFun(GLFWwindow* window, int button, int action, int mods)
static void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
{
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
glfwSetWindowShouldClose(window, GLFW_TRUE);
glfwSetWindowShouldClose(window, GL_TRUE);
}
@ -515,11 +513,14 @@ int main(void)
// Enable vsync
glfwMakeContextCurrent(window);
gladLoadGL(glfwGetProcAddress);
glfwSwapInterval(1);
if (GLAD_GL_ARB_multisample || GLAD_GL_VERSION_1_3)
if (glfwExtensionSupported("GL_ARB_multisample") ||
glfwGetWindowAttrib(window, GLFW_CONTEXT_VERSION_MAJOR) >= 2 ||
glfwGetWindowAttrib(window, GLFW_CONTEXT_VERSION_MINOR) >= 3)
{
glEnable(GL_MULTISAMPLE_ARB);
}
glfwGetFramebufferSize(window, &width, &height);
framebufferSizeFun(window, width, height);

View File

@ -1,171 +0,0 @@
//========================================================================
// OpenGL triangle example
// Copyright (c) Camilla Löwy <elmindreda@glfw.org>
//
// This software is provided 'as-is', without any express or implied
// warranty. In no event will the authors be held liable for any damages
// arising from the use of this software.
//
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it
// freely, subject to the following restrictions:
//
// 1. The origin of this software must not be misrepresented; you must not
// claim that you wrote the original software. If you use this software
// in a product, an acknowledgment in the product documentation would
// be appreciated but is not required.
//
// 2. Altered source versions must be plainly marked as such, and must not
// be misrepresented as being the original software.
//
// 3. This notice may not be removed or altered from any source
// distribution.
//
//========================================================================
//! [code]
#define GLAD_GL_IMPLEMENTATION
#include <glad/gl.h>
#define GLFW_INCLUDE_NONE
#include <GLFW/glfw3.h>
#include "linmath.h"
#include <stdlib.h>
#include <stddef.h>
#include <stdio.h>
typedef struct Vertex
{
vec2 pos;
vec3 col;
} Vertex;
static const Vertex vertices[3] =
{
{ { -0.6f, -0.4f }, { 1.f, 0.f, 0.f } },
{ { 0.6f, -0.4f }, { 0.f, 1.f, 0.f } },
{ { 0.f, 0.6f }, { 0.f, 0.f, 1.f } }
};
static const char* vertex_shader_text =
"#version 330\n"
"uniform mat4 MVP;\n"
"in vec3 vCol;\n"
"in vec2 vPos;\n"
"out vec3 color;\n"
"void main()\n"
"{\n"
" gl_Position = MVP * vec4(vPos, 0.0, 1.0);\n"
" color = vCol;\n"
"}\n";
static const char* fragment_shader_text =
"#version 330\n"
"in vec3 color;\n"
"out vec4 fragment;\n"
"void main()\n"
"{\n"
" fragment = vec4(color, 1.0);\n"
"}\n";
static void error_callback(int error, const char* description)
{
fprintf(stderr, "Error: %s\n", description);
}
static void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
{
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
glfwSetWindowShouldClose(window, GLFW_TRUE);
}
int main(void)
{
glfwSetErrorCallback(error_callback);
if (!glfwInit())
exit(EXIT_FAILURE);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
GLFWwindow* window = glfwCreateWindow(640, 480, "OpenGL Triangle", NULL, NULL);
if (!window)
{
glfwTerminate();
exit(EXIT_FAILURE);
}
glfwSetKeyCallback(window, key_callback);
glfwMakeContextCurrent(window);
gladLoadGL(glfwGetProcAddress);
glfwSwapInterval(1);
// NOTE: OpenGL error checks have been omitted for brevity
GLuint vertex_buffer;
glGenBuffers(1, &vertex_buffer);
glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
const GLuint vertex_shader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertex_shader, 1, &vertex_shader_text, NULL);
glCompileShader(vertex_shader);
const GLuint fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragment_shader, 1, &fragment_shader_text, NULL);
glCompileShader(fragment_shader);
const GLuint program = glCreateProgram();
glAttachShader(program, vertex_shader);
glAttachShader(program, fragment_shader);
glLinkProgram(program);
const GLint mvp_location = glGetUniformLocation(program, "MVP");
const GLint vpos_location = glGetAttribLocation(program, "vPos");
const GLint vcol_location = glGetAttribLocation(program, "vCol");
GLuint vertex_array;
glGenVertexArrays(1, &vertex_array);
glBindVertexArray(vertex_array);
glEnableVertexAttribArray(vpos_location);
glVertexAttribPointer(vpos_location, 2, GL_FLOAT, GL_FALSE,
sizeof(Vertex), (void*) offsetof(Vertex, pos));
glEnableVertexAttribArray(vcol_location);
glVertexAttribPointer(vcol_location, 3, GL_FLOAT, GL_FALSE,
sizeof(Vertex), (void*) offsetof(Vertex, col));
while (!glfwWindowShouldClose(window))
{
int width, height;
glfwGetFramebufferSize(window, &width, &height);
const float ratio = width / (float) height;
glViewport(0, 0, width, height);
glClear(GL_COLOR_BUFFER_BIT);
mat4x4 m, p, mvp;
mat4x4_identity(m);
mat4x4_rotate_Z(m, m, (float) glfwGetTime());
mat4x4_ortho(p, -ratio, ratio, -1.f, 1.f, 1.f, -1.f);
mat4x4_mul(mvp, p, m);
glUseProgram(program);
glUniformMatrix4fv(mvp_location, 1, GL_FALSE, (const GLfloat*) &mvp);
glBindVertexArray(vertex_array);
glDrawArrays(GL_TRIANGLES, 0, 3);
glfwSwapBuffers(window);
glfwPollEvents();
}
glfwDestroyWindow(window);
glfwTerminate();
exit(EXIT_SUCCESS);
}
//! [code]

View File

@ -1,170 +0,0 @@
//========================================================================
// OpenGL ES 2.0 triangle example
// Copyright (c) Camilla Löwy <elmindreda@glfw.org>
//
// This software is provided 'as-is', without any express or implied
// warranty. In no event will the authors be held liable for any damages
// arising from the use of this software.
//
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it
// freely, subject to the following restrictions:
//
// 1. The origin of this software must not be misrepresented; you must not
// claim that you wrote the original software. If you use this software
// in a product, an acknowledgment in the product documentation would
// be appreciated but is not required.
//
// 2. Altered source versions must be plainly marked as such, and must not
// be misrepresented as being the original software.
//
// 3. This notice may not be removed or altered from any source
// distribution.
//
//========================================================================
#define GLAD_GLES2_IMPLEMENTATION
#include <glad/gles2.h>
#define GLFW_INCLUDE_NONE
#include <GLFW/glfw3.h>
#include "linmath.h"
#include <stdlib.h>
#include <stddef.h>
#include <stdio.h>
typedef struct Vertex
{
vec2 pos;
vec3 col;
} Vertex;
static const Vertex vertices[3] =
{
{ { -0.6f, -0.4f }, { 1.f, 0.f, 0.f } },
{ { 0.6f, -0.4f }, { 0.f, 1.f, 0.f } },
{ { 0.f, 0.6f }, { 0.f, 0.f, 1.f } }
};
static const char* vertex_shader_text =
"#version 100\n"
"precision mediump float;\n"
"uniform mat4 MVP;\n"
"attribute vec3 vCol;\n"
"attribute vec2 vPos;\n"
"varying vec3 color;\n"
"void main()\n"
"{\n"
" gl_Position = MVP * vec4(vPos, 0.0, 1.0);\n"
" color = vCol;\n"
"}\n";
static const char* fragment_shader_text =
"#version 100\n"
"precision mediump float;\n"
"varying vec3 color;\n"
"void main()\n"
"{\n"
" gl_FragColor = vec4(color, 1.0);\n"
"}\n";
static void error_callback(int error, const char* description)
{
fprintf(stderr, "GLFW Error: %s\n", description);
}
static void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
{
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
glfwSetWindowShouldClose(window, GLFW_TRUE);
}
int main(void)
{
glfwSetErrorCallback(error_callback);
if (!glfwInit())
exit(EXIT_FAILURE);
glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
glfwWindowHint(GLFW_CONTEXT_CREATION_API, GLFW_EGL_CONTEXT_API);
GLFWwindow* window = glfwCreateWindow(640, 480, "OpenGL ES 2.0 Triangle (EGL)", NULL, NULL);
if (!window)
{
glfwWindowHint(GLFW_CONTEXT_CREATION_API, GLFW_NATIVE_CONTEXT_API);
window = glfwCreateWindow(640, 480, "OpenGL ES 2.0 Triangle", NULL, NULL);
if (!window)
{
glfwTerminate();
exit(EXIT_FAILURE);
}
}
glfwSetKeyCallback(window, key_callback);
glfwMakeContextCurrent(window);
gladLoadGLES2(glfwGetProcAddress);
glfwSwapInterval(1);
GLuint vertex_buffer;
glGenBuffers(1, &vertex_buffer);
glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
const GLuint vertex_shader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertex_shader, 1, &vertex_shader_text, NULL);
glCompileShader(vertex_shader);
const GLuint fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragment_shader, 1, &fragment_shader_text, NULL);
glCompileShader(fragment_shader);
const GLuint program = glCreateProgram();
glAttachShader(program, vertex_shader);
glAttachShader(program, fragment_shader);
glLinkProgram(program);
const GLint mvp_location = glGetUniformLocation(program, "MVP");
const GLint vpos_location = glGetAttribLocation(program, "vPos");
const GLint vcol_location = glGetAttribLocation(program, "vCol");
glEnableVertexAttribArray(vpos_location);
glEnableVertexAttribArray(vcol_location);
glVertexAttribPointer(vpos_location, 2, GL_FLOAT, GL_FALSE,
sizeof(Vertex), (void*) offsetof(Vertex, pos));
glVertexAttribPointer(vcol_location, 3, GL_FLOAT, GL_FALSE,
sizeof(Vertex), (void*) offsetof(Vertex, col));
while (!glfwWindowShouldClose(window))
{
int width, height;
glfwGetFramebufferSize(window, &width, &height);
const float ratio = width / (float) height;
glViewport(0, 0, width, height);
glClear(GL_COLOR_BUFFER_BIT);
mat4x4 m, p, mvp;
mat4x4_identity(m);
mat4x4_rotate_Z(m, m, (float) glfwGetTime());
mat4x4_ortho(p, -ratio, ratio, -1.f, 1.f, 1.f, -1.f);
mat4x4_mul(mvp, p, m);
glUseProgram(program);
glUniformMatrix4fv(mvp_location, 1, GL_FALSE, (const GLfloat*) &mvp);
glDrawArrays(GL_TRIANGLES, 0, 3);
glfwSwapBuffers(window);
glfwPollEvents();
}
glfwDestroyWindow(window);
glfwTerminate();
exit(EXIT_SUCCESS);
}

View File

@ -5,7 +5,7 @@
* Modified for GLFW by Sylvain Hellegouarch - sh@programmationworld.com
* Modified for variable frame rate by Marcus Geelnard
* 2003-Jan-31: Minor cleanups and speedups / MG
* 2010-10-24: Formatting and cleanup - Camilla Löwy
* 2010-10-24: Formatting and cleanup - Camilla Berglund
*****************************************************************************/
#if defined(_MSC_VER)
@ -17,9 +17,6 @@
#include <stdlib.h>
#include <math.h>
#define GLAD_GL_IMPLEMENTATION
#include <glad/gl.h>
#define GLFW_INCLUDE_NONE
#include <GLFW/glfw3.h>
#include <linmath.h>
@ -281,7 +278,7 @@ void key_callback(GLFWwindow* window, int key, int scancode, int action, int mod
switch (key)
{
case GLFW_KEY_ESCAPE:
glfwSetWindowShouldClose(window, GLFW_TRUE);
glfwSetWindowShouldClose(window, GL_TRUE);
break;
case GLFW_KEY_SPACE:
init_grid();
@ -414,7 +411,6 @@ int main(int argc, char* argv[])
glfwSetScrollCallback(window, scroll_callback);
glfwMakeContextCurrent(window);
gladLoadGL(glfwGetProcAddress);
glfwSwapInterval(1);
glfwGetFramebufferSize(window, &width, &height);
@ -457,7 +453,6 @@ int main(int argc, char* argv[])
glfwPollEvents();
}
glfwTerminate();
exit(EXIT_SUCCESS);
}

View File

@ -1,106 +0,0 @@
//========================================================================
// Simple multi-window example
// Copyright (c) Camilla Löwy <elmindreda@glfw.org>
//
// This software is provided 'as-is', without any express or implied
// warranty. In no event will the authors be held liable for any damages
// arising from the use of this software.
//
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it
// freely, subject to the following restrictions:
//
// 1. The origin of this software must not be misrepresented; you must not
// claim that you wrote the original software. If you use this software
// in a product, an acknowledgment in the product documentation would
// be appreciated but is not required.
//
// 2. Altered source versions must be plainly marked as such, and must not
// be misrepresented as being the original software.
//
// 3. This notice may not be removed or altered from any source
// distribution.
//
//========================================================================
#define GLAD_GL_IMPLEMENTATION
#include <glad/gl.h>
#define GLFW_INCLUDE_NONE
#include <GLFW/glfw3.h>
#include <stdio.h>
#include <stdlib.h>
int main(int argc, char** argv)
{
int xpos, ypos, height;
const char* description;
GLFWwindow* windows[4];
if (!glfwInit())
{
glfwGetError(&description);
printf("Error: %s\n", description);
exit(EXIT_FAILURE);
}
glfwWindowHint(GLFW_DECORATED, GLFW_FALSE);
glfwGetMonitorWorkarea(glfwGetPrimaryMonitor(), &xpos, &ypos, NULL, &height);
for (int i = 0; i < 4; i++)
{
const int size = height / 5;
const struct
{
float r, g, b;
} colors[] =
{
{ 0.95f, 0.32f, 0.11f },
{ 0.50f, 0.80f, 0.16f },
{ 0.f, 0.68f, 0.94f },
{ 0.98f, 0.74f, 0.04f }
};
if (i > 0)
glfwWindowHint(GLFW_FOCUS_ON_SHOW, GLFW_FALSE);
glfwWindowHint(GLFW_POSITION_X, xpos + size * (1 + (i & 1)));
glfwWindowHint(GLFW_POSITION_Y, ypos + size * (1 + (i >> 1)));
windows[i] = glfwCreateWindow(size, size, "Multi-Window Example", NULL, NULL);
if (!windows[i])
{
glfwGetError(&description);
printf("Error: %s\n", description);
glfwTerminate();
exit(EXIT_FAILURE);
}
glfwSetInputMode(windows[i], GLFW_STICKY_KEYS, GLFW_TRUE);
glfwMakeContextCurrent(windows[i]);
gladLoadGL(glfwGetProcAddress);
glClearColor(colors[i].r, colors[i].g, colors[i].b, 1.f);
}
for (;;)
{
for (int i = 0; i < 4; i++)
{
glfwMakeContextCurrent(windows[i]);
glClear(GL_COLOR_BUFFER_BIT);
glfwSwapBuffers(windows[i]);
if (glfwWindowShouldClose(windows[i]) ||
glfwGetKey(windows[i], GLFW_KEY_ESCAPE))
{
glfwTerminate();
exit(EXIT_SUCCESS);
}
}
glfwWaitEvents();
}
}

File diff suppressed because it is too large Load Diff

View File

@ -1,9 +1,9 @@
/*************************************************************************
* GLFW 3.4 - www.glfw.org
* GLFW 3.1 - www.glfw.org
* A library for OpenGL, window and input
*------------------------------------------------------------------------
* Copyright (c) 2002-2006 Marcus Geelnard
* Copyright (c) 2006-2018 Camilla Löwy <elmindreda@glfw.org>
* Copyright (c) 2006-2010 Camilla Berglund <elmindreda@elmindreda.org>
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
@ -38,52 +38,31 @@ extern "C" {
* Doxygen documentation
*************************************************************************/
/*! @file glfw3native.h
* @brief The header of the native access functions.
*
* This is the header file of the native access functions. See @ref native for
* more information.
*/
/*! @defgroup native Native access
* @brief Functions related to accessing native handles.
*
* **By using the native access functions you assert that you know what you're
* doing and how to fix problems caused by using them. If you don't, you
* shouldn't be using them.**
*
* Before the inclusion of @ref glfw3native.h, you may define zero or more
* window system API macro and zero or more context creation API macros.
*
* The chosen backends must match those the library was compiled for. Failure
* to do this will cause a link-time error.
* Before the inclusion of @ref glfw3native.h, you must define exactly one
* window system API macro and exactly one context creation API macro. Failure
* to do this will cause a compile-time error.
*
* The available window API macros are:
* * `GLFW_EXPOSE_NATIVE_WIN32`
* * `GLFW_EXPOSE_NATIVE_COCOA`
* * `GLFW_EXPOSE_NATIVE_X11`
* * `GLFW_EXPOSE_NATIVE_WAYLAND`
*
* The available context API macros are:
* * `GLFW_EXPOSE_NATIVE_WGL`
* * `GLFW_EXPOSE_NATIVE_NSGL`
* * `GLFW_EXPOSE_NATIVE_GLX`
* * `GLFW_EXPOSE_NATIVE_EGL`
* * `GLFW_EXPOSE_NATIVE_OSMESA`
*
* These macros select which of the native access functions that are declared
* and which platform-specific headers to include. It is then up your (by
* definition platform-specific) code to handle which of these should be
* defined.
*
* If you do not want the platform-specific headers to be included, define
* `GLFW_NATIVE_INCLUDE_NONE` before including the @ref glfw3native.h header.
*
* @code
* #define GLFW_EXPOSE_NATIVE_WIN32
* #define GLFW_EXPOSE_NATIVE_WGL
* #define GLFW_NATIVE_INCLUDE_NONE
* #include <GLFW/glfw3native.h>
* @endcode
*/
@ -91,71 +70,37 @@ extern "C" {
* System headers and types
*************************************************************************/
#if !defined(GLFW_NATIVE_INCLUDE_NONE)
#if defined(GLFW_EXPOSE_NATIVE_WIN32) || defined(GLFW_EXPOSE_NATIVE_WGL)
/* This is a workaround for the fact that glfw3.h needs to export APIENTRY (for
* example to allow applications to correctly declare a GL_KHR_debug callback)
* but windows.h assumes no one will define APIENTRY before it does
*/
#if defined(GLFW_APIENTRY_DEFINED)
#if defined(GLFW_EXPOSE_NATIVE_WIN32)
// This is a workaround for the fact that glfw3.h needs to export APIENTRY (for
// example to allow applications to correctly declare a GL_ARB_debug_output
// callback) but windows.h assumes no one will define APIENTRY before it does
#undef APIENTRY
#undef GLFW_APIENTRY_DEFINED
#endif
#include <windows.h>
#endif
#if defined(GLFW_EXPOSE_NATIVE_COCOA) || defined(GLFW_EXPOSE_NATIVE_NSGL)
#elif defined(GLFW_EXPOSE_NATIVE_COCOA)
#include <ApplicationServices/ApplicationServices.h>
#if defined(__OBJC__)
#import <Cocoa/Cocoa.h>
#else
#include <ApplicationServices/ApplicationServices.h>
#include <objc/objc.h>
typedef void* id;
#endif
#endif
#if defined(GLFW_EXPOSE_NATIVE_X11) || defined(GLFW_EXPOSE_NATIVE_GLX)
#elif defined(GLFW_EXPOSE_NATIVE_X11)
#include <X11/Xlib.h>
#include <X11/extensions/Xrandr.h>
#endif
#if defined(GLFW_EXPOSE_NATIVE_WAYLAND)
#include <wayland-client.h>
#else
#error "No window API selected"
#endif
#if defined(GLFW_EXPOSE_NATIVE_WGL)
/* WGL is declared by windows.h */
#endif
#if defined(GLFW_EXPOSE_NATIVE_NSGL)
#elif defined(GLFW_EXPOSE_NATIVE_NSGL)
/* NSGL is declared by Cocoa.h */
#endif
#if defined(GLFW_EXPOSE_NATIVE_GLX)
/* This is a workaround for the fact that glfw3.h defines GLAPIENTRY because by
* default it also acts as an OpenGL header
* However, glx.h will include gl.h, which will define it unconditionally
*/
#if defined(GLFW_GLAPIENTRY_DEFINED)
#undef GLAPIENTRY
#undef GLFW_GLAPIENTRY_DEFINED
#endif
#elif defined(GLFW_EXPOSE_NATIVE_GLX)
#include <GL/glx.h>
#endif
#if defined(GLFW_EXPOSE_NATIVE_EGL)
#elif defined(GLFW_EXPOSE_NATIVE_EGL)
#include <EGL/egl.h>
#else
#error "No context API selected"
#endif
#if defined(GLFW_EXPOSE_NATIVE_OSMESA)
/* This is a workaround for the fact that glfw3.h defines GLAPIENTRY because by
* default it also acts as an OpenGL header
* However, osmesa.h will include gl.h, which will define it unconditionally
*/
#if defined(GLFW_GLAPIENTRY_DEFINED)
#undef GLAPIENTRY
#undef GLFW_GLAPIENTRY_DEFINED
#endif
#include <GL/osmesa.h>
#endif
#endif /*GLFW_NATIVE_INCLUDE_NONE*/
/*************************************************************************
@ -169,12 +114,11 @@ extern "C" {
* of the specified monitor, or `NULL` if an [error](@ref error_handling)
* occurred.
*
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
* @par Thread Safety
* This function may be called from any thread. Access is not synchronized.
*
* @thread_safety This function may be called from any thread. Access is not
* synchronized.
*
* @since Added in version 3.1.
* @par History
* Added in GLFW 3.1.
*
* @ingroup native
*/
@ -186,12 +130,11 @@ GLFWAPI const char* glfwGetWin32Adapter(GLFWmonitor* monitor);
* `\\.\DISPLAY1\Monitor0`) of the specified monitor, or `NULL` if an
* [error](@ref error_handling) occurred.
*
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
* @par Thread Safety
* This function may be called from any thread. Access is not synchronized.
*
* @thread_safety This function may be called from any thread. Access is not
* synchronized.
*
* @since Added in version 3.1.
* @par History
* Added in GLFW 3.1.
*
* @ingroup native
*/
@ -202,20 +145,11 @@ GLFWAPI const char* glfwGetWin32Monitor(GLFWmonitor* monitor);
* @return The `HWND` of the specified window, or `NULL` if an
* [error](@ref error_handling) occurred.
*
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
* @par Thread Safety
* This function may be called from any thread. Access is not synchronized.
*
* @remark The `HDC` associated with the window can be queried with the
* [GetDC](https://docs.microsoft.com/en-us/windows/win32/api/winuser/nf-winuser-getdc)
* function.
* @code
* HDC dc = GetDC(glfwGetWin32Window(window));
* @endcode
* This DC is private and does not need to be released.
*
* @thread_safety This function may be called from any thread. Access is not
* synchronized.
*
* @since Added in version 3.0.
* @par History
* Added in GLFW 3.0.
*
* @ingroup native
*/
@ -228,21 +162,11 @@ GLFWAPI HWND glfwGetWin32Window(GLFWwindow* window);
* @return The `HGLRC` of the specified window, or `NULL` if an
* [error](@ref error_handling) occurred.
*
* @errors Possible errors include @ref GLFW_NO_WINDOW_CONTEXT and @ref
* GLFW_NOT_INITIALIZED.
* @par Thread Safety
* This function may be called from any thread. Access is not synchronized.
*
* @remark The `HDC` associated with the window can be queried with the
* [GetDC](https://docs.microsoft.com/en-us/windows/win32/api/winuser/nf-winuser-getdc)
* function.
* @code
* HDC dc = GetDC(glfwGetWin32Window(window));
* @endcode
* This DC is private and does not need to be released.
*
* @thread_safety This function may be called from any thread. Access is not
* synchronized.
*
* @since Added in version 3.0.
* @par History
* Added in GLFW 3.0.
*
* @ingroup native
*/
@ -255,12 +179,11 @@ GLFWAPI HGLRC glfwGetWGLContext(GLFWwindow* window);
* @return The `CGDirectDisplayID` of the specified monitor, or
* `kCGNullDirectDisplay` if an [error](@ref error_handling) occurred.
*
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
* @par Thread Safety
* This function may be called from any thread. Access is not synchronized.
*
* @thread_safety This function may be called from any thread. Access is not
* synchronized.
*
* @since Added in version 3.1.
* @par History
* Added in GLFW 3.1.
*
* @ingroup native
*/
@ -271,12 +194,11 @@ GLFWAPI CGDirectDisplayID glfwGetCocoaMonitor(GLFWmonitor* monitor);
* @return The `NSWindow` of the specified window, or `nil` if an
* [error](@ref error_handling) occurred.
*
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
* @par Thread Safety
* This function may be called from any thread. Access is not synchronized.
*
* @thread_safety This function may be called from any thread. Access is not
* synchronized.
*
* @since Added in version 3.0.
* @par History
* Added in GLFW 3.0.
*
* @ingroup native
*/
@ -289,13 +211,11 @@ GLFWAPI id glfwGetCocoaWindow(GLFWwindow* window);
* @return The `NSOpenGLContext` of the specified window, or `nil` if an
* [error](@ref error_handling) occurred.
*
* @errors Possible errors include @ref GLFW_NO_WINDOW_CONTEXT and @ref
* GLFW_NOT_INITIALIZED.
* @par Thread Safety
* This function may be called from any thread. Access is not synchronized.
*
* @thread_safety This function may be called from any thread. Access is not
* synchronized.
*
* @since Added in version 3.0.
* @par History
* Added in GLFW 3.0.
*
* @ingroup native
*/
@ -308,12 +228,11 @@ GLFWAPI id glfwGetNSGLContext(GLFWwindow* window);
* @return The `Display` used by GLFW, or `NULL` if an
* [error](@ref error_handling) occurred.
*
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
* @par Thread Safety
* This function may be called from any thread. Access is not synchronized.
*
* @thread_safety This function may be called from any thread. Access is not
* synchronized.
*
* @since Added in version 3.0.
* @par History
* Added in GLFW 3.0.
*
* @ingroup native
*/
@ -324,12 +243,11 @@ GLFWAPI Display* glfwGetX11Display(void);
* @return The `RRCrtc` of the specified monitor, or `None` if an
* [error](@ref error_handling) occurred.
*
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
* @par Thread Safety
* This function may be called from any thread. Access is not synchronized.
*
* @thread_safety This function may be called from any thread. Access is not
* synchronized.
*
* @since Added in version 3.1.
* @par History
* Added in GLFW 3.1.
*
* @ingroup native
*/
@ -340,12 +258,11 @@ GLFWAPI RRCrtc glfwGetX11Adapter(GLFWmonitor* monitor);
* @return The `RROutput` of the specified monitor, or `None` if an
* [error](@ref error_handling) occurred.
*
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
* @par Thread Safety
* This function may be called from any thread. Access is not synchronized.
*
* @thread_safety This function may be called from any thread. Access is not
* synchronized.
*
* @since Added in version 3.1.
* @par History
* Added in GLFW 3.1.
*
* @ingroup native
*/
@ -356,66 +273,15 @@ GLFWAPI RROutput glfwGetX11Monitor(GLFWmonitor* monitor);
* @return The `Window` of the specified window, or `None` if an
* [error](@ref error_handling) occurred.
*
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
* @par Thread Safety
* This function may be called from any thread. Access is not synchronized.
*
* @thread_safety This function may be called from any thread. Access is not
* synchronized.
*
* @since Added in version 3.0.
* @par History
* Added in GLFW 3.0.
*
* @ingroup native
*/
GLFWAPI Window glfwGetX11Window(GLFWwindow* window);
/*! @brief Sets the current primary selection to the specified string.
*
* @param[in] string A UTF-8 encoded string.
*
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
* GLFW_PLATFORM_ERROR.
*
* @pointer_lifetime The specified string is copied before this function
* returns.
*
* @thread_safety This function must only be called from the main thread.
*
* @sa @ref clipboard
* @sa glfwGetX11SelectionString
* @sa glfwSetClipboardString
*
* @since Added in version 3.3.
*
* @ingroup native
*/
GLFWAPI void glfwSetX11SelectionString(const char* string);
/*! @brief Returns the contents of the current primary selection as a string.
*
* If the selection is empty or if its contents cannot be converted, `NULL`
* is returned and a @ref GLFW_FORMAT_UNAVAILABLE error is generated.
*
* @return The contents of the selection as a UTF-8 encoded string, or `NULL`
* if an [error](@ref error_handling) occurred.
*
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
* GLFW_PLATFORM_ERROR.
*
* @pointer_lifetime The returned string is allocated and freed by GLFW. You
* should not free it yourself. It is valid until the next call to @ref
* glfwGetX11SelectionString or @ref glfwSetX11SelectionString, or until the
* library is terminated.
*
* @thread_safety This function must only be called from the main thread.
*
* @sa @ref clipboard
* @sa glfwSetX11SelectionString
* @sa glfwGetClipboardString
*
* @since Added in version 3.3.
*
* @ingroup native
*/
GLFWAPI const char* glfwGetX11SelectionString(void);
#endif
#if defined(GLFW_EXPOSE_NATIVE_GLX)
@ -424,84 +290,15 @@ GLFWAPI const char* glfwGetX11SelectionString(void);
* @return The `GLXContext` of the specified window, or `NULL` if an
* [error](@ref error_handling) occurred.
*
* @errors Possible errors include @ref GLFW_NO_WINDOW_CONTEXT and @ref
* GLFW_NOT_INITIALIZED.
* @par Thread Safety
* This function may be called from any thread. Access is not synchronized.
*
* @thread_safety This function may be called from any thread. Access is not
* synchronized.
*
* @since Added in version 3.0.
* @par History
* Added in GLFW 3.0.
*
* @ingroup native
*/
GLFWAPI GLXContext glfwGetGLXContext(GLFWwindow* window);
/*! @brief Returns the `GLXWindow` of the specified window.
*
* @return The `GLXWindow` of the specified window, or `None` if an
* [error](@ref error_handling) occurred.
*
* @errors Possible errors include @ref GLFW_NO_WINDOW_CONTEXT and @ref
* GLFW_NOT_INITIALIZED.
*
* @thread_safety This function may be called from any thread. Access is not
* synchronized.
*
* @since Added in version 3.2.
*
* @ingroup native
*/
GLFWAPI GLXWindow glfwGetGLXWindow(GLFWwindow* window);
#endif
#if defined(GLFW_EXPOSE_NATIVE_WAYLAND)
/*! @brief Returns the `struct wl_display*` used by GLFW.
*
* @return The `struct wl_display*` used by GLFW, or `NULL` if an
* [error](@ref error_handling) occurred.
*
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
*
* @thread_safety This function may be called from any thread. Access is not
* synchronized.
*
* @since Added in version 3.2.
*
* @ingroup native
*/
GLFWAPI struct wl_display* glfwGetWaylandDisplay(void);
/*! @brief Returns the `struct wl_output*` of the specified monitor.
*
* @return The `struct wl_output*` of the specified monitor, or `NULL` if an
* [error](@ref error_handling) occurred.
*
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
*
* @thread_safety This function may be called from any thread. Access is not
* synchronized.
*
* @since Added in version 3.2.
*
* @ingroup native
*/
GLFWAPI struct wl_output* glfwGetWaylandMonitor(GLFWmonitor* monitor);
/*! @brief Returns the main `struct wl_surface*` of the specified window.
*
* @return The main `struct wl_surface*` of the specified window, or `NULL` if
* an [error](@ref error_handling) occurred.
*
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
*
* @thread_safety This function may be called from any thread. Access is not
* synchronized.
*
* @since Added in version 3.2.
*
* @ingroup native
*/
GLFWAPI struct wl_surface* glfwGetWaylandWindow(GLFWwindow* window);
#endif
#if defined(GLFW_EXPOSE_NATIVE_EGL)
@ -510,15 +307,11 @@ GLFWAPI struct wl_surface* glfwGetWaylandWindow(GLFWwindow* window);
* @return The `EGLDisplay` used by GLFW, or `EGL_NO_DISPLAY` if an
* [error](@ref error_handling) occurred.
*
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
* @par Thread Safety
* This function may be called from any thread. Access is not synchronized.
*
* @remark Because EGL is initialized on demand, this function will return
* `EGL_NO_DISPLAY` until the first context has been created via EGL.
*
* @thread_safety This function may be called from any thread. Access is not
* synchronized.
*
* @since Added in version 3.0.
* @par History
* Added in GLFW 3.0.
*
* @ingroup native
*/
@ -529,13 +322,11 @@ GLFWAPI EGLDisplay glfwGetEGLDisplay(void);
* @return The `EGLContext` of the specified window, or `EGL_NO_CONTEXT` if an
* [error](@ref error_handling) occurred.
*
* @errors Possible errors include @ref GLFW_NO_WINDOW_CONTEXT and @ref
* GLFW_NOT_INITIALIZED.
* @par Thread Safety
* This function may be called from any thread. Access is not synchronized.
*
* @thread_safety This function may be called from any thread. Access is not
* synchronized.
*
* @since Added in version 3.0.
* @par History
* Added in GLFW 3.0.
*
* @ingroup native
*/
@ -546,86 +337,17 @@ GLFWAPI EGLContext glfwGetEGLContext(GLFWwindow* window);
* @return The `EGLSurface` of the specified window, or `EGL_NO_SURFACE` if an
* [error](@ref error_handling) occurred.
*
* @errors Possible errors include @ref GLFW_NO_WINDOW_CONTEXT and @ref
* GLFW_NOT_INITIALIZED.
* @par Thread Safety
* This function may be called from any thread. Access is not synchronized.
*
* @thread_safety This function may be called from any thread. Access is not
* synchronized.
*
* @since Added in version 3.0.
* @par History
* Added in GLFW 3.0.
*
* @ingroup native
*/
GLFWAPI EGLSurface glfwGetEGLSurface(GLFWwindow* window);
#endif
#if defined(GLFW_EXPOSE_NATIVE_OSMESA)
/*! @brief Retrieves the color buffer associated with the specified window.
*
* @param[in] window The window whose color buffer to retrieve.
* @param[out] width Where to store the width of the color buffer, or `NULL`.
* @param[out] height Where to store the height of the color buffer, or `NULL`.
* @param[out] format Where to store the OSMesa pixel format of the color
* buffer, or `NULL`.
* @param[out] buffer Where to store the address of the color buffer, or
* `NULL`.
* @return `GLFW_TRUE` if successful, or `GLFW_FALSE` if an
* [error](@ref error_handling) occurred.
*
* @errors Possible errors include @ref GLFW_NO_WINDOW_CONTEXT and @ref
* GLFW_NOT_INITIALIZED.
*
* @thread_safety This function may be called from any thread. Access is not
* synchronized.
*
* @since Added in version 3.3.
*
* @ingroup native
*/
GLFWAPI int glfwGetOSMesaColorBuffer(GLFWwindow* window, int* width, int* height, int* format, void** buffer);
/*! @brief Retrieves the depth buffer associated with the specified window.
*
* @param[in] window The window whose depth buffer to retrieve.
* @param[out] width Where to store the width of the depth buffer, or `NULL`.
* @param[out] height Where to store the height of the depth buffer, or `NULL`.
* @param[out] bytesPerValue Where to store the number of bytes per depth
* buffer element, or `NULL`.
* @param[out] buffer Where to store the address of the depth buffer, or
* `NULL`.
* @return `GLFW_TRUE` if successful, or `GLFW_FALSE` if an
* [error](@ref error_handling) occurred.
*
* @errors Possible errors include @ref GLFW_NO_WINDOW_CONTEXT and @ref
* GLFW_NOT_INITIALIZED.
*
* @thread_safety This function may be called from any thread. Access is not
* synchronized.
*
* @since Added in version 3.3.
*
* @ingroup native
*/
GLFWAPI int glfwGetOSMesaDepthBuffer(GLFWwindow* window, int* width, int* height, int* bytesPerValue, void** buffer);
/*! @brief Returns the `OSMesaContext` of the specified window.
*
* @return The `OSMesaContext` of the specified window, or `NULL` if an
* [error](@ref error_handling) occurred.
*
* @errors Possible errors include @ref GLFW_NO_WINDOW_CONTEXT and @ref
* GLFW_NOT_INITIALIZED.
*
* @thread_safety This function may be called from any thread. Access is not
* synchronized.
*
* @since Added in version 3.3.
*
* @ingroup native
*/
GLFWAPI OSMesaContext glfwGetOSMesaContext(GLFWwindow* window);
#endif
#ifdef __cplusplus
}
#endif

View File

@ -1,109 +0,0 @@
project "GLFW"
kind "StaticLib"
language "C"
staticruntime "on"
targetdir ("bin/" .. outputdir .. "/%{prj.name}")
objdir ("bin-int/" .. outputdir .. "/%{prj.name}")
files
{
"include/GLFW/glfw3.h",
"include/GLFW/glfw3native.h",
"src/glfw_config.h",
"src/context.c",
"src/init.c",
"src/input.c",
"src/monitor.c",
"src/vulkan.c",
"src/window.c",
"src/platform.c",
"src/null_init.c",
"src/null_monitor.c",
"src/null_window.c",
"src/null_joystick.c"
}
filter "system:linux"
pic "On"
systemversion "latest"
files
{
"src/x11_init.c",
"src/x11_monitor.c",
"src/x11_window.c",
"src/xkb_unicode.c",
"src/posix_time.c",
"src/posix_thread.c",
"src/posix_module.c",
"src/posix_poll.c",
"src/glx_context.c",
"src/egl_context.c",
"src/osmesa_context.c",
"src/linux_joystick.c",
"src/posix_poll.c"
}
defines
{
"_GLFW_X11"
}
filter "system:macosx"
pic "On"
systemversion "latest"
sysincludedirs {"include"}
files
{
"src/cocoa_init.m",
"src/cocoa_joystick.m",
"src/cocoa_monitor.m",
"src/cocoa_window.m",
"src/cocoa_time.c",
"src/posix_thread.c",
"src/posix_module.c",
"src/posix_poll.c",
"src/nsgl_context.m",
"src/egl_context.c",
"src/osmesa_context.c"
}
defines
{
defines "_GLFW_COCOA"
}
filter "files:**.m"
compileas "Objective-C"
filter "system:windows"
systemversion "latest"
files
{
"src/win32_init.c",
"src/win32_joystick.c",
"src/win32_monitor.c",
"src/win32_time.c",
"src/win32_thread.c",
"src/win32_window.c",
"src/win32_module.c",
"src/wgl_context.c",
"src/egl_context.c",
"src/osmesa_context.c"
}
defines
{
"_GLFW_WIN32",
"_CRT_SECURE_NO_WARNINGS"
}
filter "configurations:Debug"
runtime "Debug"
symbols "on"
filter "configurations:Release"
runtime "Release"
optimize "on"

View File

@ -1,400 +1,96 @@
add_library(glfw ${GLFW_LIBRARY_TYPE}
include_directories("${GLFW_SOURCE_DIR}/src"
"${GLFW_BINARY_DIR}/src"
${glfw_INCLUDE_DIRS})
add_definitions(-D_GLFW_USE_CONFIG_H)
set(common_HEADERS internal.h
"${GLFW_BINARY_DIR}/src/glfw_config.h"
"${GLFW_SOURCE_DIR}/include/GLFW/glfw3.h"
"${GLFW_SOURCE_DIR}/include/GLFW/glfw3native.h"
internal.h platform.h mappings.h
context.c init.c input.c monitor.c platform.c vulkan.c window.c
egl_context.c osmesa_context.c null_platform.h null_joystick.h
null_init.c null_monitor.c null_window.c null_joystick.c)
"${GLFW_SOURCE_DIR}/include/GLFW/glfw3native.h")
set(common_SOURCES context.c init.c input.c monitor.c window.c)
if (_GLFW_COCOA)
set(glfw_HEADERS ${common_HEADERS} cocoa_platform.h iokit_joystick.h
posix_tls.h)
set(glfw_SOURCES ${common_SOURCES} cocoa_init.m cocoa_monitor.m
cocoa_window.m iokit_joystick.m mach_time.c posix_tls.c)
elseif (_GLFW_WIN32)
set(glfw_HEADERS ${common_HEADERS} win32_platform.h win32_tls.h
winmm_joystick.h)
set(glfw_SOURCES ${common_SOURCES} win32_init.c win32_monitor.c win32_time.c
win32_tls.c win32_window.c winmm_joystick.c)
elseif (_GLFW_X11)
set(glfw_HEADERS ${common_HEADERS} x11_platform.h xkb_unicode.h
linux_joystick.h posix_time.h posix_tls.h)
set(glfw_SOURCES ${common_SOURCES} x11_init.c x11_monitor.c x11_window.c
xkb_unicode.c linux_joystick.c posix_time.c posix_tls.c)
elseif (_GLFW_WAYLAND)
set(glfw_HEADERS ${common_HEADERS} wl_platform.h linux_joystick.h
posix_time.h posix_tls.h xkb_unicode.h)
set(glfw_SOURCES ${common_SOURCES} wl_init.c wl_monitor.c wl_window.c
linux_joystick.c posix_time.c posix_tls.c xkb_unicode.c)
elseif (_GLFW_MIR)
set(glfw_HEADERS ${common_HEADERS} mir_platform.h linux_joystick.h
posix_time.h posix_tls.h xkb_unicode.h)
set(glfw_SOURCES ${common_SOURCES} mir_init.c mir_monitor.c mir_window.c
linux_joystick.c posix_time.c posix_tls.c xkb_unicode.c)
endif()
if (_GLFW_EGL)
list(APPEND glfw_HEADERS ${common_HEADERS} egl_context.h)
list(APPEND glfw_SOURCES ${common_SOURCES} egl_context.c)
elseif (_GLFW_NSGL)
list(APPEND glfw_HEADERS ${common_HEADERS} nsgl_context.h)
list(APPEND glfw_SOURCES ${common_SOURCES} nsgl_context.m)
elseif (_GLFW_WGL)
list(APPEND glfw_HEADERS ${common_HEADERS} wgl_context.h)
list(APPEND glfw_SOURCES ${common_SOURCES} wgl_context.c)
elseif (_GLFW_X11)
list(APPEND glfw_HEADERS ${common_HEADERS} glx_context.h)
list(APPEND glfw_SOURCES ${common_SOURCES} glx_context.c)
endif()
# The time, thread and module code is shared between all backends on a given OS,
# including the null backend, which still needs those bits to be functional
if (APPLE)
target_sources(glfw PRIVATE cocoa_time.h cocoa_time.c posix_thread.h
posix_module.c posix_thread.c)
elseif (WIN32)
target_sources(glfw PRIVATE win32_time.h win32_thread.h win32_module.c
win32_time.c win32_thread.c)
else()
target_sources(glfw PRIVATE posix_time.h posix_thread.h posix_module.c
posix_time.c posix_thread.c)
endif()
add_custom_target(update_mappings
COMMAND "${CMAKE_COMMAND}" -P "${GLFW_SOURCE_DIR}/CMake/GenerateMappings.cmake" mappings.h.in mappings.h
WORKING_DIRECTORY "${CMAKE_CURRENT_SOURCE_DIR}"
COMMENT "Updating gamepad mappings from upstream repository"
SOURCES mappings.h.in "${GLFW_SOURCE_DIR}/CMake/GenerateMappings.cmake"
VERBATIM)
set_target_properties(update_mappings PROPERTIES FOLDER "GLFW3")
if (GLFW_BUILD_COCOA)
target_compile_definitions(glfw PRIVATE _GLFW_COCOA)
target_sources(glfw PRIVATE cocoa_platform.h cocoa_joystick.h cocoa_init.m
cocoa_joystick.m cocoa_monitor.m cocoa_window.m
nsgl_context.m)
endif()
if (GLFW_BUILD_WIN32)
target_compile_definitions(glfw PRIVATE _GLFW_WIN32)
target_sources(glfw PRIVATE win32_platform.h win32_joystick.h win32_init.c
win32_joystick.c win32_monitor.c win32_window.c
wgl_context.c)
endif()
if (GLFW_BUILD_X11)
target_compile_definitions(glfw PRIVATE _GLFW_X11)
target_sources(glfw PRIVATE x11_platform.h xkb_unicode.h x11_init.c
x11_monitor.c x11_window.c xkb_unicode.c
glx_context.c)
endif()
if (GLFW_BUILD_WAYLAND)
target_compile_definitions(glfw PRIVATE _GLFW_WAYLAND)
target_sources(glfw PRIVATE wl_platform.h xkb_unicode.h wl_init.c
wl_monitor.c wl_window.c xkb_unicode.c)
endif()
if (GLFW_BUILD_X11 OR GLFW_BUILD_WAYLAND)
if (CMAKE_SYSTEM_NAME STREQUAL "Linux")
target_sources(glfw PRIVATE linux_joystick.h linux_joystick.c)
endif()
target_sources(glfw PRIVATE posix_poll.h posix_poll.c)
endif()
if (GLFW_BUILD_WAYLAND)
include(CheckIncludeFiles)
include(CheckFunctionExists)
check_function_exists(memfd_create HAVE_MEMFD_CREATE)
if (HAVE_MEMFD_CREATE)
target_compile_definitions(glfw PRIVATE HAVE_MEMFD_CREATE)
endif()
find_program(WAYLAND_SCANNER_EXECUTABLE NAMES wayland-scanner)
include(FindPkgConfig)
pkg_check_modules(WAYLAND_PROTOCOLS REQUIRED wayland-protocols>=1.15)
pkg_get_variable(WAYLAND_PROTOCOLS_BASE wayland-protocols pkgdatadir)
pkg_get_variable(WAYLAND_CLIENT_PKGDATADIR wayland-client pkgdatadir)
macro(wayland_generate protocol_file output_file)
add_custom_command(OUTPUT "${output_file}.h"
COMMAND "${WAYLAND_SCANNER_EXECUTABLE}" client-header "${protocol_file}" "${output_file}.h"
DEPENDS "${protocol_file}"
VERBATIM)
add_custom_command(OUTPUT "${output_file}-code.h"
COMMAND "${WAYLAND_SCANNER_EXECUTABLE}" private-code "${protocol_file}" "${output_file}-code.h"
DEPENDS "${protocol_file}"
VERBATIM)
target_sources(glfw PRIVATE "${output_file}.h" "${output_file}-code.h")
endmacro()
wayland_generate(
"${WAYLAND_CLIENT_PKGDATADIR}/wayland.xml"
"${GLFW_BINARY_DIR}/src/wayland-client-protocol")
wayland_generate(
"${WAYLAND_PROTOCOLS_BASE}/stable/xdg-shell/xdg-shell.xml"
"${GLFW_BINARY_DIR}/src/wayland-xdg-shell-client-protocol")
wayland_generate(
"${WAYLAND_PROTOCOLS_BASE}/unstable/xdg-decoration/xdg-decoration-unstable-v1.xml"
"${GLFW_BINARY_DIR}/src/wayland-xdg-decoration-client-protocol")
wayland_generate(
"${WAYLAND_PROTOCOLS_BASE}/stable/viewporter/viewporter.xml"
"${GLFW_BINARY_DIR}/src/wayland-viewporter-client-protocol")
wayland_generate(
"${WAYLAND_PROTOCOLS_BASE}/unstable/relative-pointer/relative-pointer-unstable-v1.xml"
"${GLFW_BINARY_DIR}/src/wayland-relative-pointer-unstable-v1-client-protocol")
wayland_generate(
"${WAYLAND_PROTOCOLS_BASE}/unstable/pointer-constraints/pointer-constraints-unstable-v1.xml"
"${GLFW_BINARY_DIR}/src/wayland-pointer-constraints-unstable-v1-client-protocol")
wayland_generate(
"${WAYLAND_PROTOCOLS_BASE}/unstable/idle-inhibit/idle-inhibit-unstable-v1.xml"
"${GLFW_BINARY_DIR}/src/wayland-idle-inhibit-unstable-v1-client-protocol")
endif()
if (WIN32 AND GLFW_BUILD_SHARED_LIBRARY)
configure_file(glfw.rc.in glfw.rc @ONLY)
target_sources(glfw PRIVATE "${CMAKE_CURRENT_BINARY_DIR}/glfw.rc")
endif()
if (UNIX AND GLFW_BUILD_SHARED_LIBRARY)
# On Unix-like systems, shared libraries can use the soname system.
set(GLFW_LIB_NAME glfw)
else()
set(GLFW_LIB_NAME glfw3)
# For some reason, CMake doesn't know about .m
set_source_files_properties(${glfw_SOURCES} PROPERTIES LANGUAGE C)
endif()
add_library(glfw ${glfw_SOURCES} ${glfw_HEADERS})
set_target_properties(glfw PROPERTIES
OUTPUT_NAME ${GLFW_LIB_NAME}
VERSION ${GLFW_VERSION_MAJOR}.${GLFW_VERSION_MINOR}
OUTPUT_NAME "${GLFW_LIB_NAME}"
VERSION ${GLFW_VERSION}
SOVERSION ${GLFW_VERSION_MAJOR}
POSITION_INDEPENDENT_CODE ON
C_STANDARD 99
C_EXTENSIONS OFF
DEFINE_SYMBOL _GLFW_BUILD_DLL
FOLDER "GLFW3")
target_include_directories(glfw PUBLIC
"$<BUILD_INTERFACE:${GLFW_SOURCE_DIR}/include>"
"$<INSTALL_INTERFACE:${CMAKE_INSTALL_INCLUDEDIR}>")
target_include_directories(glfw PRIVATE
"${GLFW_SOURCE_DIR}/src"
"${GLFW_BINARY_DIR}/src")
target_link_libraries(glfw PRIVATE Threads::Threads)
# Workaround for CMake not knowing about .m files before version 3.16
if (CMAKE_VERSION VERSION_LESS "3.16" AND APPLE)
set_source_files_properties(cocoa_init.m cocoa_joystick.m cocoa_monitor.m
cocoa_window.m nsgl_context.m PROPERTIES
LANGUAGE C)
endif()
if (GLFW_BUILD_WIN32)
list(APPEND glfw_PKG_LIBS "-lgdi32")
endif()
if (GLFW_BUILD_COCOA)
target_link_libraries(glfw PRIVATE "-framework Cocoa"
"-framework IOKit"
"-framework CoreFoundation")
set(glfw_PKG_DEPS "")
set(glfw_PKG_LIBS "-framework Cocoa -framework IOKit -framework CoreFoundation")
endif()
if (GLFW_BUILD_WAYLAND)
pkg_check_modules(Wayland REQUIRED
wayland-client>=0.2.7
wayland-cursor>=0.2.7
wayland-egl>=0.2.7
xkbcommon>=0.5.0)
target_include_directories(glfw PRIVATE ${Wayland_INCLUDE_DIRS})
if (NOT CMAKE_SYSTEM_NAME STREQUAL "Linux")
find_package(EpollShim)
if (EPOLLSHIM_FOUND)
target_include_directories(glfw PRIVATE ${EPOLLSHIM_INCLUDE_DIRS})
target_link_libraries(glfw PRIVATE ${EPOLLSHIM_LIBRARIES})
endif()
endif()
endif()
if (GLFW_BUILD_X11)
find_package(X11 REQUIRED)
target_include_directories(glfw PRIVATE "${X11_X11_INCLUDE_PATH}")
# Check for XRandR (modern resolution switching and gamma control)
if (NOT X11_Xrandr_INCLUDE_PATH)
message(FATAL_ERROR "RandR headers not found; install libxrandr development package")
endif()
target_include_directories(glfw PRIVATE "${X11_Xrandr_INCLUDE_PATH}")
# Check for Xinerama (legacy multi-monitor support)
if (NOT X11_Xinerama_INCLUDE_PATH)
message(FATAL_ERROR "Xinerama headers not found; install libxinerama development package")
endif()
target_include_directories(glfw PRIVATE "${X11_Xinerama_INCLUDE_PATH}")
# Check for Xkb (X keyboard extension)
if (NOT X11_Xkb_INCLUDE_PATH)
message(FATAL_ERROR "XKB headers not found; install X11 development package")
endif()
target_include_directories(glfw PRIVATE "${X11_Xkb_INCLUDE_PATH}")
# Check for Xcursor (cursor creation from RGBA images)
if (NOT X11_Xcursor_INCLUDE_PATH)
message(FATAL_ERROR "Xcursor headers not found; install libxcursor development package")
endif()
target_include_directories(glfw PRIVATE "${X11_Xcursor_INCLUDE_PATH}")
# Check for XInput (modern HID input)
if (NOT X11_Xi_INCLUDE_PATH)
message(FATAL_ERROR "XInput headers not found; install libxi development package")
endif()
target_include_directories(glfw PRIVATE "${X11_Xi_INCLUDE_PATH}")
# Check for X Shape (custom window input shape)
if (NOT X11_Xshape_INCLUDE_PATH)
message(FATAL_ERROR "X Shape headers not found; install libxext development package")
endif()
target_include_directories(glfw PRIVATE "${X11_Xshape_INCLUDE_PATH}")
endif()
if (UNIX AND NOT APPLE)
find_library(RT_LIBRARY rt)
mark_as_advanced(RT_LIBRARY)
if (RT_LIBRARY)
target_link_libraries(glfw PRIVATE "${RT_LIBRARY}")
list(APPEND glfw_PKG_LIBS "-lrt")
endif()
find_library(MATH_LIBRARY m)
mark_as_advanced(MATH_LIBRARY)
if (MATH_LIBRARY)
target_link_libraries(glfw PRIVATE "${MATH_LIBRARY}")
list(APPEND glfw_PKG_LIBS "-lm")
endif()
if (CMAKE_DL_LIBS)
target_link_libraries(glfw PRIVATE "${CMAKE_DL_LIBS}")
list(APPEND glfw_PKG_LIBS "-l${CMAKE_DL_LIBS}")
endif()
endif()
# Make GCC warn about declarations that VS 2010 and 2012 won't accept for all
# source files that VS will build (Clang ignores this because we set -std=c99)
if (CMAKE_C_COMPILER_ID STREQUAL "GNU")
set_source_files_properties(context.c init.c input.c monitor.c platform.c vulkan.c
window.c null_init.c null_joystick.c null_monitor.c
null_window.c win32_init.c win32_joystick.c win32_module.c
win32_monitor.c win32_time.c win32_thread.c win32_window.c
wgl_context.c egl_context.c osmesa_context.c PROPERTIES
COMPILE_FLAGS -Wdeclaration-after-statement)
endif()
if (BUILD_SHARED_LIBS)
if (WIN32)
if (GLFW_USE_HYBRID_HPG)
target_compile_definitions(glfw PRIVATE _GLFW_USE_HYBRID_HPG)
endif()
endif()
# The GLFW DLL needs a special compile-time macro and import library name
set_target_properties(glfw PROPERTIES PREFIX "" IMPORT_PREFIX "")
# Enable a reasonable set of warnings
# NOTE: The order matters here, Clang-CL matches both MSVC and Clang
if (MSVC)
target_compile_options(glfw PRIVATE "/W3")
elseif (CMAKE_C_COMPILER_ID STREQUAL "GNU" OR
CMAKE_C_COMPILER_ID STREQUAL "Clang" OR
CMAKE_C_COMPILER_ID STREQUAL "AppleClang")
target_compile_options(glfw PRIVATE "-Wall")
endif()
if (GLFW_BUILD_WIN32)
target_compile_definitions(glfw PRIVATE UNICODE _UNICODE)
endif()
# HACK: When building on MinGW, WINVER and UNICODE need to be defined before
# the inclusion of stddef.h (by glfw3.h), which is itself included before
# win32_platform.h. We define them here until a saner solution can be found
# NOTE: MinGW-w64 and Visual C++ do /not/ need this hack.
if (MINGW)
target_compile_definitions(glfw PRIVATE WINVER=0x0501)
endif()
# Workaround for legacy MinGW not providing XInput and DirectInput
if (MINGW)
include(CheckIncludeFile)
check_include_file(dinput.h DINPUT_H_FOUND)
check_include_file(xinput.h XINPUT_H_FOUND)
if (NOT DINPUT_H_FOUND OR NOT XINPUT_H_FOUND)
target_include_directories(glfw PRIVATE "${GLFW_SOURCE_DIR}/deps/mingw")
endif()
endif()
# Workaround for the MS CRT deprecating parts of the standard library
if (MSVC OR CMAKE_C_SIMULATE_ID STREQUAL "MSVC")
target_compile_definitions(glfw PRIVATE _CRT_SECURE_NO_WARNINGS)
endif()
# Workaround for VS 2008 not shipping with stdint.h
if (MSVC90)
target_include_directories(glfw PUBLIC "${GLFW_SOURCE_DIR}/deps/vs2008")
endif()
# Check for the DirectX 9 SDK as it is not included with VS 2008
if (MSVC90)
include(CheckIncludeFile)
check_include_file(dinput.h DINPUT_H_FOUND)
if (NOT DINPUT_H_FOUND)
message(FATAL_ERROR "DirectX 9 headers not found; install DirectX 9 SDK")
endif()
endif()
# Workaround for -std=c99 on Linux disabling _DEFAULT_SOURCE (POSIX 2008 and more)
if (GLFW_BUILD_X11 OR GLFW_BUILD_WAYLAND)
if (CMAKE_SYSTEM_NAME STREQUAL "Linux")
target_compile_definitions(glfw PRIVATE _DEFAULT_SOURCE)
endif()
endif()
if (GLFW_BUILD_SHARED_LIBRARY)
if (WIN32)
if (MINGW)
# Remove the dependency on the shared version of libgcc
# NOTE: MinGW-w64 has the correct default but MinGW needs this
target_link_libraries(glfw PRIVATE "-static-libgcc")
# Remove the lib prefix on the DLL (but not the import library)
set_target_properties(glfw PROPERTIES PREFIX "")
# Add a suffix to the import library to avoid naming conflicts
set_target_properties(glfw PROPERTIES IMPORT_SUFFIX "dll.a")
else()
# Add a suffix to the import library to avoid naming conflicts
set_target_properties(glfw PROPERTIES IMPORT_SUFFIX "dll.lib")
endif()
target_compile_definitions(glfw INTERFACE GLFW_DLL)
elseif (APPLE)
# Append -fno-common to the compile flags to work around a bug in
# Apple's GCC
get_target_property(glfw_CFLAGS glfw COMPILE_FLAGS)
if (NOT glfw_CFLAGS)
set(glfw_CFLAGS "")
endif()
set_target_properties(glfw PROPERTIES
COMPILE_FLAGS "${glfw_CFLAGS} -fno-common"
INSTALL_NAME_DIR "${CMAKE_INSTALL_PREFIX}/lib${LIB_SUFFIX}")
endif()
if (MINGW)
# Enable link-time exploit mitigation features enabled by default on MSVC
include(CheckCCompilerFlag)
# Compatibility with data execution prevention (DEP)
set(CMAKE_REQUIRED_FLAGS "-Wl,--nxcompat")
check_c_compiler_flag("" _GLFW_HAS_DEP)
if (_GLFW_HAS_DEP)
target_link_libraries(glfw PRIVATE "-Wl,--nxcompat")
target_link_libraries(glfw ${glfw_LIBRARIES})
endif()
# Compatibility with address space layout randomization (ASLR)
set(CMAKE_REQUIRED_FLAGS "-Wl,--dynamicbase")
check_c_compiler_flag("" _GLFW_HAS_ASLR)
if (_GLFW_HAS_ASLR)
target_link_libraries(glfw PRIVATE "-Wl,--dynamicbase")
endif()
# Compatibility with 64-bit address space layout randomization (ASLR)
set(CMAKE_REQUIRED_FLAGS "-Wl,--high-entropy-va")
check_c_compiler_flag("" _GLFW_HAS_64ASLR)
if (_GLFW_HAS_64ASLR)
target_link_libraries(glfw PRIVATE "-Wl,--high-entropy-va")
endif()
# Clear flags again to avoid breaking later tests
set(CMAKE_REQUIRED_FLAGS)
endif()
if (UNIX)
# Hide symbols not explicitly tagged for export from the shared library
target_compile_options(glfw PRIVATE "-fvisibility=hidden")
endif()
endif()
foreach(arg ${glfw_PKG_DEPS})
string(APPEND deps " ${arg}")
endforeach()
foreach(arg ${glfw_PKG_LIBS})
string(APPEND libs " ${arg}")
endforeach()
set(GLFW_PKG_CONFIG_REQUIRES_PRIVATE "${deps}" CACHE INTERNAL
"GLFW pkg-config Requires.private")
set(GLFW_PKG_CONFIG_LIBS_PRIVATE "${libs}" CACHE INTERNAL
"GLFW pkg-config Libs.private")
configure_file("${GLFW_SOURCE_DIR}/CMake/glfw3.pc.in" glfw3.pc @ONLY)
if (GLFW_INSTALL)
install(TARGETS glfw
EXPORT glfwTargets
RUNTIME DESTINATION "${CMAKE_INSTALL_BINDIR}"
ARCHIVE DESTINATION "${CMAKE_INSTALL_LIBDIR}"
LIBRARY DESTINATION "${CMAKE_INSTALL_LIBDIR}")
install(TARGETS glfw EXPORT glfwTargets DESTINATION lib${LIB_SUFFIX})
endif()

View File

@ -1,7 +1,7 @@
//========================================================================
// GLFW 3.4 macOS - www.glfw.org
// GLFW 3.1 OS X - www.glfw.org
//------------------------------------------------------------------------
// Copyright (c) 2009-2019 Camilla Löwy <elmindreda@glfw.org>
// Copyright (c) 2009-2010 Camilla Berglund <elmindreda@elmindreda.org>
//
// This software is provided 'as-is', without any express or implied
// warranty. In no event will the authors be held liable for any damages
@ -23,17 +23,12 @@
// distribution.
//
//========================================================================
// It is fine to use C99 in this file because it will not be built with VS
//========================================================================
#include "internal.h"
#if defined(_GLFW_COCOA)
#include <sys/param.h> // For MAXPATHLEN
// Needed for _NSGetProgname
#include <crt_externs.h>
#if defined(_GLFW_USE_CHDIR)
// Change to our application bundle's resources directory, if present
//
@ -71,419 +66,128 @@ static void changeToResourcesDirectory(void)
chdir(resourcesPath);
}
// Set up the menu bar (manually)
// This is nasty, nasty stuff -- calls to undocumented semi-private APIs that
// could go away at any moment, lots of stuff that really should be
// localize(d|able), etc. Add a nib to save us this horror.
//
static void createMenuBar(void)
{
NSString* appName = nil;
NSDictionary* bundleInfo = [[NSBundle mainBundle] infoDictionary];
NSString* nameKeys[] =
{
@"CFBundleDisplayName",
@"CFBundleName",
@"CFBundleExecutable",
};
// Try to figure out what the calling application is called
for (size_t i = 0; i < sizeof(nameKeys) / sizeof(nameKeys[0]); i++)
{
id name = bundleInfo[nameKeys[i]];
if (name &&
[name isKindOfClass:[NSString class]] &&
![name isEqualToString:@""])
{
appName = name;
break;
}
}
if (!appName)
{
char** progname = _NSGetProgname();
if (progname && *progname)
appName = @(*progname);
else
appName = @"GLFW Application";
}
NSMenu* bar = [[NSMenu alloc] init];
[NSApp setMainMenu:bar];
NSMenuItem* appMenuItem =
[bar addItemWithTitle:@"" action:NULL keyEquivalent:@""];
NSMenu* appMenu = [[NSMenu alloc] init];
[appMenuItem setSubmenu:appMenu];
[appMenu addItemWithTitle:[NSString stringWithFormat:@"About %@", appName]
action:@selector(orderFrontStandardAboutPanel:)
keyEquivalent:@""];
[appMenu addItem:[NSMenuItem separatorItem]];
NSMenu* servicesMenu = [[NSMenu alloc] init];
[NSApp setServicesMenu:servicesMenu];
[[appMenu addItemWithTitle:@"Services"
action:NULL
keyEquivalent:@""] setSubmenu:servicesMenu];
[servicesMenu release];
[appMenu addItem:[NSMenuItem separatorItem]];
[appMenu addItemWithTitle:[NSString stringWithFormat:@"Hide %@", appName]
action:@selector(hide:)
keyEquivalent:@"h"];
[[appMenu addItemWithTitle:@"Hide Others"
action:@selector(hideOtherApplications:)
keyEquivalent:@"h"]
setKeyEquivalentModifierMask:NSEventModifierFlagOption | NSEventModifierFlagCommand];
[appMenu addItemWithTitle:@"Show All"
action:@selector(unhideAllApplications:)
keyEquivalent:@""];
[appMenu addItem:[NSMenuItem separatorItem]];
[appMenu addItemWithTitle:[NSString stringWithFormat:@"Quit %@", appName]
action:@selector(terminate:)
keyEquivalent:@"q"];
NSMenuItem* windowMenuItem =
[bar addItemWithTitle:@"" action:NULL keyEquivalent:@""];
[bar release];
NSMenu* windowMenu = [[NSMenu alloc] initWithTitle:@"Window"];
[NSApp setWindowsMenu:windowMenu];
[windowMenuItem setSubmenu:windowMenu];
[windowMenu addItemWithTitle:@"Minimize"
action:@selector(performMiniaturize:)
keyEquivalent:@"m"];
[windowMenu addItemWithTitle:@"Zoom"
action:@selector(performZoom:)
keyEquivalent:@""];
[windowMenu addItem:[NSMenuItem separatorItem]];
[windowMenu addItemWithTitle:@"Bring All to Front"
action:@selector(arrangeInFront:)
keyEquivalent:@""];
// TODO: Make this appear at the bottom of the menu (for consistency)
[windowMenu addItem:[NSMenuItem separatorItem]];
[[windowMenu addItemWithTitle:@"Enter Full Screen"
action:@selector(toggleFullScreen:)
keyEquivalent:@"f"]
setKeyEquivalentModifierMask:NSEventModifierFlagControl | NSEventModifierFlagCommand];
// Prior to Snow Leopard, we need to use this oddly-named semi-private API
// to get the application menu working properly.
SEL setAppleMenuSelector = NSSelectorFromString(@"setAppleMenu:");
[NSApp performSelector:setAppleMenuSelector withObject:appMenu];
}
#endif /* _GLFW_USE_CHDIR */
// Create key code translation tables
//
static void createKeyTables(void)
{
memset(_glfw.ns.keycodes, -1, sizeof(_glfw.ns.keycodes));
memset(_glfw.ns.scancodes, -1, sizeof(_glfw.ns.scancodes));
memset(_glfw.ns.publicKeys, -1, sizeof(_glfw.ns.publicKeys));
_glfw.ns.keycodes[0x1D] = GLFW_KEY_0;
_glfw.ns.keycodes[0x12] = GLFW_KEY_1;
_glfw.ns.keycodes[0x13] = GLFW_KEY_2;
_glfw.ns.keycodes[0x14] = GLFW_KEY_3;
_glfw.ns.keycodes[0x15] = GLFW_KEY_4;
_glfw.ns.keycodes[0x17] = GLFW_KEY_5;
_glfw.ns.keycodes[0x16] = GLFW_KEY_6;
_glfw.ns.keycodes[0x1A] = GLFW_KEY_7;
_glfw.ns.keycodes[0x1C] = GLFW_KEY_8;
_glfw.ns.keycodes[0x19] = GLFW_KEY_9;
_glfw.ns.keycodes[0x00] = GLFW_KEY_A;
_glfw.ns.keycodes[0x0B] = GLFW_KEY_B;
_glfw.ns.keycodes[0x08] = GLFW_KEY_C;
_glfw.ns.keycodes[0x02] = GLFW_KEY_D;
_glfw.ns.keycodes[0x0E] = GLFW_KEY_E;
_glfw.ns.keycodes[0x03] = GLFW_KEY_F;
_glfw.ns.keycodes[0x05] = GLFW_KEY_G;
_glfw.ns.keycodes[0x04] = GLFW_KEY_H;
_glfw.ns.keycodes[0x22] = GLFW_KEY_I;
_glfw.ns.keycodes[0x26] = GLFW_KEY_J;
_glfw.ns.keycodes[0x28] = GLFW_KEY_K;
_glfw.ns.keycodes[0x25] = GLFW_KEY_L;
_glfw.ns.keycodes[0x2E] = GLFW_KEY_M;
_glfw.ns.keycodes[0x2D] = GLFW_KEY_N;
_glfw.ns.keycodes[0x1F] = GLFW_KEY_O;
_glfw.ns.keycodes[0x23] = GLFW_KEY_P;
_glfw.ns.keycodes[0x0C] = GLFW_KEY_Q;
_glfw.ns.keycodes[0x0F] = GLFW_KEY_R;
_glfw.ns.keycodes[0x01] = GLFW_KEY_S;
_glfw.ns.keycodes[0x11] = GLFW_KEY_T;
_glfw.ns.keycodes[0x20] = GLFW_KEY_U;
_glfw.ns.keycodes[0x09] = GLFW_KEY_V;
_glfw.ns.keycodes[0x0D] = GLFW_KEY_W;
_glfw.ns.keycodes[0x07] = GLFW_KEY_X;
_glfw.ns.keycodes[0x10] = GLFW_KEY_Y;
_glfw.ns.keycodes[0x06] = GLFW_KEY_Z;
_glfw.ns.publicKeys[0x1D] = GLFW_KEY_0;
_glfw.ns.publicKeys[0x12] = GLFW_KEY_1;
_glfw.ns.publicKeys[0x13] = GLFW_KEY_2;
_glfw.ns.publicKeys[0x14] = GLFW_KEY_3;
_glfw.ns.publicKeys[0x15] = GLFW_KEY_4;
_glfw.ns.publicKeys[0x17] = GLFW_KEY_5;
_glfw.ns.publicKeys[0x16] = GLFW_KEY_6;
_glfw.ns.publicKeys[0x1A] = GLFW_KEY_7;
_glfw.ns.publicKeys[0x1C] = GLFW_KEY_8;
_glfw.ns.publicKeys[0x19] = GLFW_KEY_9;
_glfw.ns.publicKeys[0x00] = GLFW_KEY_A;
_glfw.ns.publicKeys[0x0B] = GLFW_KEY_B;
_glfw.ns.publicKeys[0x08] = GLFW_KEY_C;
_glfw.ns.publicKeys[0x02] = GLFW_KEY_D;
_glfw.ns.publicKeys[0x0E] = GLFW_KEY_E;
_glfw.ns.publicKeys[0x03] = GLFW_KEY_F;
_glfw.ns.publicKeys[0x05] = GLFW_KEY_G;
_glfw.ns.publicKeys[0x04] = GLFW_KEY_H;
_glfw.ns.publicKeys[0x22] = GLFW_KEY_I;
_glfw.ns.publicKeys[0x26] = GLFW_KEY_J;
_glfw.ns.publicKeys[0x28] = GLFW_KEY_K;
_glfw.ns.publicKeys[0x25] = GLFW_KEY_L;
_glfw.ns.publicKeys[0x2E] = GLFW_KEY_M;
_glfw.ns.publicKeys[0x2D] = GLFW_KEY_N;
_glfw.ns.publicKeys[0x1F] = GLFW_KEY_O;
_glfw.ns.publicKeys[0x23] = GLFW_KEY_P;
_glfw.ns.publicKeys[0x0C] = GLFW_KEY_Q;
_glfw.ns.publicKeys[0x0F] = GLFW_KEY_R;
_glfw.ns.publicKeys[0x01] = GLFW_KEY_S;
_glfw.ns.publicKeys[0x11] = GLFW_KEY_T;
_glfw.ns.publicKeys[0x20] = GLFW_KEY_U;
_glfw.ns.publicKeys[0x09] = GLFW_KEY_V;
_glfw.ns.publicKeys[0x0D] = GLFW_KEY_W;
_glfw.ns.publicKeys[0x07] = GLFW_KEY_X;
_glfw.ns.publicKeys[0x10] = GLFW_KEY_Y;
_glfw.ns.publicKeys[0x06] = GLFW_KEY_Z;
_glfw.ns.keycodes[0x27] = GLFW_KEY_APOSTROPHE;
_glfw.ns.keycodes[0x2A] = GLFW_KEY_BACKSLASH;
_glfw.ns.keycodes[0x2B] = GLFW_KEY_COMMA;
_glfw.ns.keycodes[0x18] = GLFW_KEY_EQUAL;
_glfw.ns.keycodes[0x32] = GLFW_KEY_GRAVE_ACCENT;
_glfw.ns.keycodes[0x21] = GLFW_KEY_LEFT_BRACKET;
_glfw.ns.keycodes[0x1B] = GLFW_KEY_MINUS;
_glfw.ns.keycodes[0x2F] = GLFW_KEY_PERIOD;
_glfw.ns.keycodes[0x1E] = GLFW_KEY_RIGHT_BRACKET;
_glfw.ns.keycodes[0x29] = GLFW_KEY_SEMICOLON;
_glfw.ns.keycodes[0x2C] = GLFW_KEY_SLASH;
_glfw.ns.keycodes[0x0A] = GLFW_KEY_WORLD_1;
_glfw.ns.publicKeys[0x27] = GLFW_KEY_APOSTROPHE;
_glfw.ns.publicKeys[0x2A] = GLFW_KEY_BACKSLASH;
_glfw.ns.publicKeys[0x2B] = GLFW_KEY_COMMA;
_glfw.ns.publicKeys[0x18] = GLFW_KEY_EQUAL;
_glfw.ns.publicKeys[0x32] = GLFW_KEY_GRAVE_ACCENT;
_glfw.ns.publicKeys[0x21] = GLFW_KEY_LEFT_BRACKET;
_glfw.ns.publicKeys[0x1B] = GLFW_KEY_MINUS;
_glfw.ns.publicKeys[0x2F] = GLFW_KEY_PERIOD;
_glfw.ns.publicKeys[0x1E] = GLFW_KEY_RIGHT_BRACKET;
_glfw.ns.publicKeys[0x29] = GLFW_KEY_SEMICOLON;
_glfw.ns.publicKeys[0x2C] = GLFW_KEY_SLASH;
_glfw.ns.publicKeys[0x0A] = GLFW_KEY_WORLD_1;
_glfw.ns.keycodes[0x33] = GLFW_KEY_BACKSPACE;
_glfw.ns.keycodes[0x39] = GLFW_KEY_CAPS_LOCK;
_glfw.ns.keycodes[0x75] = GLFW_KEY_DELETE;
_glfw.ns.keycodes[0x7D] = GLFW_KEY_DOWN;
_glfw.ns.keycodes[0x77] = GLFW_KEY_END;
_glfw.ns.keycodes[0x24] = GLFW_KEY_ENTER;
_glfw.ns.keycodes[0x35] = GLFW_KEY_ESCAPE;
_glfw.ns.keycodes[0x7A] = GLFW_KEY_F1;
_glfw.ns.keycodes[0x78] = GLFW_KEY_F2;
_glfw.ns.keycodes[0x63] = GLFW_KEY_F3;
_glfw.ns.keycodes[0x76] = GLFW_KEY_F4;
_glfw.ns.keycodes[0x60] = GLFW_KEY_F5;
_glfw.ns.keycodes[0x61] = GLFW_KEY_F6;
_glfw.ns.keycodes[0x62] = GLFW_KEY_F7;
_glfw.ns.keycodes[0x64] = GLFW_KEY_F8;
_glfw.ns.keycodes[0x65] = GLFW_KEY_F9;
_glfw.ns.keycodes[0x6D] = GLFW_KEY_F10;
_glfw.ns.keycodes[0x67] = GLFW_KEY_F11;
_glfw.ns.keycodes[0x6F] = GLFW_KEY_F12;
_glfw.ns.keycodes[0x69] = GLFW_KEY_PRINT_SCREEN;
_glfw.ns.keycodes[0x6B] = GLFW_KEY_F14;
_glfw.ns.keycodes[0x71] = GLFW_KEY_F15;
_glfw.ns.keycodes[0x6A] = GLFW_KEY_F16;
_glfw.ns.keycodes[0x40] = GLFW_KEY_F17;
_glfw.ns.keycodes[0x4F] = GLFW_KEY_F18;
_glfw.ns.keycodes[0x50] = GLFW_KEY_F19;
_glfw.ns.keycodes[0x5A] = GLFW_KEY_F20;
_glfw.ns.keycodes[0x73] = GLFW_KEY_HOME;
_glfw.ns.keycodes[0x72] = GLFW_KEY_INSERT;
_glfw.ns.keycodes[0x7B] = GLFW_KEY_LEFT;
_glfw.ns.keycodes[0x3A] = GLFW_KEY_LEFT_ALT;
_glfw.ns.keycodes[0x3B] = GLFW_KEY_LEFT_CONTROL;
_glfw.ns.keycodes[0x38] = GLFW_KEY_LEFT_SHIFT;
_glfw.ns.keycodes[0x37] = GLFW_KEY_LEFT_SUPER;
_glfw.ns.keycodes[0x6E] = GLFW_KEY_MENU;
_glfw.ns.keycodes[0x47] = GLFW_KEY_NUM_LOCK;
_glfw.ns.keycodes[0x79] = GLFW_KEY_PAGE_DOWN;
_glfw.ns.keycodes[0x74] = GLFW_KEY_PAGE_UP;
_glfw.ns.keycodes[0x7C] = GLFW_KEY_RIGHT;
_glfw.ns.keycodes[0x3D] = GLFW_KEY_RIGHT_ALT;
_glfw.ns.keycodes[0x3E] = GLFW_KEY_RIGHT_CONTROL;
_glfw.ns.keycodes[0x3C] = GLFW_KEY_RIGHT_SHIFT;
_glfw.ns.keycodes[0x36] = GLFW_KEY_RIGHT_SUPER;
_glfw.ns.keycodes[0x31] = GLFW_KEY_SPACE;
_glfw.ns.keycodes[0x30] = GLFW_KEY_TAB;
_glfw.ns.keycodes[0x7E] = GLFW_KEY_UP;
_glfw.ns.publicKeys[0x33] = GLFW_KEY_BACKSPACE;
_glfw.ns.publicKeys[0x39] = GLFW_KEY_CAPS_LOCK;
_glfw.ns.publicKeys[0x75] = GLFW_KEY_DELETE;
_glfw.ns.publicKeys[0x7D] = GLFW_KEY_DOWN;
_glfw.ns.publicKeys[0x77] = GLFW_KEY_END;
_glfw.ns.publicKeys[0x24] = GLFW_KEY_ENTER;
_glfw.ns.publicKeys[0x35] = GLFW_KEY_ESCAPE;
_glfw.ns.publicKeys[0x7A] = GLFW_KEY_F1;
_glfw.ns.publicKeys[0x78] = GLFW_KEY_F2;
_glfw.ns.publicKeys[0x63] = GLFW_KEY_F3;
_glfw.ns.publicKeys[0x76] = GLFW_KEY_F4;
_glfw.ns.publicKeys[0x60] = GLFW_KEY_F5;
_glfw.ns.publicKeys[0x61] = GLFW_KEY_F6;
_glfw.ns.publicKeys[0x62] = GLFW_KEY_F7;
_glfw.ns.publicKeys[0x64] = GLFW_KEY_F8;
_glfw.ns.publicKeys[0x65] = GLFW_KEY_F9;
_glfw.ns.publicKeys[0x6D] = GLFW_KEY_F10;
_glfw.ns.publicKeys[0x67] = GLFW_KEY_F11;
_glfw.ns.publicKeys[0x6F] = GLFW_KEY_F12;
_glfw.ns.publicKeys[0x69] = GLFW_KEY_F13;
_glfw.ns.publicKeys[0x6B] = GLFW_KEY_F14;
_glfw.ns.publicKeys[0x71] = GLFW_KEY_F15;
_glfw.ns.publicKeys[0x6A] = GLFW_KEY_F16;
_glfw.ns.publicKeys[0x40] = GLFW_KEY_F17;
_glfw.ns.publicKeys[0x4F] = GLFW_KEY_F18;
_glfw.ns.publicKeys[0x50] = GLFW_KEY_F19;
_glfw.ns.publicKeys[0x5A] = GLFW_KEY_F20;
_glfw.ns.publicKeys[0x73] = GLFW_KEY_HOME;
_glfw.ns.publicKeys[0x72] = GLFW_KEY_INSERT;
_glfw.ns.publicKeys[0x7B] = GLFW_KEY_LEFT;
_glfw.ns.publicKeys[0x3A] = GLFW_KEY_LEFT_ALT;
_glfw.ns.publicKeys[0x3B] = GLFW_KEY_LEFT_CONTROL;
_glfw.ns.publicKeys[0x38] = GLFW_KEY_LEFT_SHIFT;
_glfw.ns.publicKeys[0x37] = GLFW_KEY_LEFT_SUPER;
_glfw.ns.publicKeys[0x6E] = GLFW_KEY_MENU;
_glfw.ns.publicKeys[0x47] = GLFW_KEY_NUM_LOCK;
_glfw.ns.publicKeys[0x79] = GLFW_KEY_PAGE_DOWN;
_glfw.ns.publicKeys[0x74] = GLFW_KEY_PAGE_UP;
_glfw.ns.publicKeys[0x7C] = GLFW_KEY_RIGHT;
_glfw.ns.publicKeys[0x3D] = GLFW_KEY_RIGHT_ALT;
_glfw.ns.publicKeys[0x3E] = GLFW_KEY_RIGHT_CONTROL;
_glfw.ns.publicKeys[0x3C] = GLFW_KEY_RIGHT_SHIFT;
_glfw.ns.publicKeys[0x36] = GLFW_KEY_RIGHT_SUPER;
_glfw.ns.publicKeys[0x31] = GLFW_KEY_SPACE;
_glfw.ns.publicKeys[0x30] = GLFW_KEY_TAB;
_glfw.ns.publicKeys[0x7E] = GLFW_KEY_UP;
_glfw.ns.keycodes[0x52] = GLFW_KEY_KP_0;
_glfw.ns.keycodes[0x53] = GLFW_KEY_KP_1;
_glfw.ns.keycodes[0x54] = GLFW_KEY_KP_2;
_glfw.ns.keycodes[0x55] = GLFW_KEY_KP_3;
_glfw.ns.keycodes[0x56] = GLFW_KEY_KP_4;
_glfw.ns.keycodes[0x57] = GLFW_KEY_KP_5;
_glfw.ns.keycodes[0x58] = GLFW_KEY_KP_6;
_glfw.ns.keycodes[0x59] = GLFW_KEY_KP_7;
_glfw.ns.keycodes[0x5B] = GLFW_KEY_KP_8;
_glfw.ns.keycodes[0x5C] = GLFW_KEY_KP_9;
_glfw.ns.keycodes[0x45] = GLFW_KEY_KP_ADD;
_glfw.ns.keycodes[0x41] = GLFW_KEY_KP_DECIMAL;
_glfw.ns.keycodes[0x4B] = GLFW_KEY_KP_DIVIDE;
_glfw.ns.keycodes[0x4C] = GLFW_KEY_KP_ENTER;
_glfw.ns.keycodes[0x51] = GLFW_KEY_KP_EQUAL;
_glfw.ns.keycodes[0x43] = GLFW_KEY_KP_MULTIPLY;
_glfw.ns.keycodes[0x4E] = GLFW_KEY_KP_SUBTRACT;
for (int scancode = 0; scancode < 256; scancode++)
{
// Store the reverse translation for faster key name lookup
if (_glfw.ns.keycodes[scancode] >= 0)
_glfw.ns.scancodes[_glfw.ns.keycodes[scancode]] = scancode;
}
}
// Retrieve Unicode data for the current keyboard layout
//
static GLFWbool updateUnicodeData(void)
{
if (_glfw.ns.inputSource)
{
CFRelease(_glfw.ns.inputSource);
_glfw.ns.inputSource = NULL;
_glfw.ns.unicodeData = nil;
}
_glfw.ns.inputSource = TISCopyCurrentKeyboardLayoutInputSource();
if (!_glfw.ns.inputSource)
{
_glfwInputError(GLFW_PLATFORM_ERROR,
"Cocoa: Failed to retrieve keyboard layout input source");
return GLFW_FALSE;
}
_glfw.ns.unicodeData =
TISGetInputSourceProperty(_glfw.ns.inputSource,
kTISPropertyUnicodeKeyLayoutData);
if (!_glfw.ns.unicodeData)
{
_glfwInputError(GLFW_PLATFORM_ERROR,
"Cocoa: Failed to retrieve keyboard layout Unicode data");
return GLFW_FALSE;
}
return GLFW_TRUE;
}
// Load HIToolbox.framework and the TIS symbols we need from it
//
static GLFWbool initializeTIS(void)
{
// This works only because Cocoa has already loaded it properly
_glfw.ns.tis.bundle =
CFBundleGetBundleWithIdentifier(CFSTR("com.apple.HIToolbox"));
if (!_glfw.ns.tis.bundle)
{
_glfwInputError(GLFW_PLATFORM_ERROR,
"Cocoa: Failed to load HIToolbox.framework");
return GLFW_FALSE;
}
CFStringRef* kPropertyUnicodeKeyLayoutData =
CFBundleGetDataPointerForName(_glfw.ns.tis.bundle,
CFSTR("kTISPropertyUnicodeKeyLayoutData"));
_glfw.ns.tis.CopyCurrentKeyboardLayoutInputSource =
CFBundleGetFunctionPointerForName(_glfw.ns.tis.bundle,
CFSTR("TISCopyCurrentKeyboardLayoutInputSource"));
_glfw.ns.tis.GetInputSourceProperty =
CFBundleGetFunctionPointerForName(_glfw.ns.tis.bundle,
CFSTR("TISGetInputSourceProperty"));
_glfw.ns.tis.GetKbdType =
CFBundleGetFunctionPointerForName(_glfw.ns.tis.bundle,
CFSTR("LMGetKbdType"));
if (!kPropertyUnicodeKeyLayoutData ||
!TISCopyCurrentKeyboardLayoutInputSource ||
!TISGetInputSourceProperty ||
!LMGetKbdType)
{
_glfwInputError(GLFW_PLATFORM_ERROR,
"Cocoa: Failed to load TIS API symbols");
return GLFW_FALSE;
}
_glfw.ns.tis.kPropertyUnicodeKeyLayoutData =
*kPropertyUnicodeKeyLayoutData;
return updateUnicodeData();
}
@interface GLFWHelper : NSObject
@end
@implementation GLFWHelper
- (void)selectedKeyboardInputSourceChanged:(NSObject* )object
{
updateUnicodeData();
}
- (void)doNothing:(id)object
{
}
@end // GLFWHelper
@interface GLFWApplicationDelegate : NSObject <NSApplicationDelegate>
@end
@implementation GLFWApplicationDelegate
- (NSApplicationTerminateReply)applicationShouldTerminate:(NSApplication *)sender
{
for (_GLFWwindow* window = _glfw.windowListHead; window; window = window->next)
_glfwInputWindowCloseRequest(window);
return NSTerminateCancel;
}
- (void)applicationDidChangeScreenParameters:(NSNotification *) notification
{
for (_GLFWwindow* window = _glfw.windowListHead; window; window = window->next)
{
if (window->context.client != GLFW_NO_API)
[window->context.nsgl.object update];
}
_glfwPollMonitorsCocoa();
}
- (void)applicationWillFinishLaunching:(NSNotification *)notification
{
if (_glfw.hints.init.ns.menubar)
{
// Menu bar setup must go between sharedApplication and finishLaunching
// in order to properly emulate the behavior of NSApplicationMain
if ([[NSBundle mainBundle] pathForResource:@"MainMenu" ofType:@"nib"])
{
[[NSBundle mainBundle] loadNibNamed:@"MainMenu"
owner:NSApp
topLevelObjects:&_glfw.ns.nibObjects];
}
else
createMenuBar();
}
}
- (void)applicationDidFinishLaunching:(NSNotification *)notification
{
_glfwPostEmptyEventCocoa();
[NSApp stop:nil];
}
- (void)applicationDidHide:(NSNotification *)notification
{
for (int i = 0; i < _glfw.monitorCount; i++)
_glfwRestoreVideoModeCocoa(_glfw.monitors[i]);
}
@end // GLFWApplicationDelegate
//////////////////////////////////////////////////////////////////////////
////// GLFW internal API //////
//////////////////////////////////////////////////////////////////////////
void* _glfwLoadLocalVulkanLoaderCocoa(void)
{
CFBundleRef bundle = CFBundleGetMainBundle();
if (!bundle)
return NULL;
CFURLRef frameworksUrl = CFBundleCopyPrivateFrameworksURL(bundle);
if (!frameworksUrl)
return NULL;
CFURLRef loaderUrl = CFURLCreateCopyAppendingPathComponent(
kCFAllocatorDefault, frameworksUrl, CFSTR("libvulkan.1.dylib"), false);
if (!loaderUrl)
{
CFRelease(frameworksUrl);
return NULL;
}
char path[PATH_MAX];
void* handle = NULL;
if (CFURLGetFileSystemRepresentation(loaderUrl, true, (UInt8*) path, sizeof(path) - 1))
handle = _glfwPlatformLoadModule(path);
CFRelease(loaderUrl);
CFRelease(frameworksUrl);
return handle;
_glfw.ns.publicKeys[0x52] = GLFW_KEY_KP_0;
_glfw.ns.publicKeys[0x53] = GLFW_KEY_KP_1;
_glfw.ns.publicKeys[0x54] = GLFW_KEY_KP_2;
_glfw.ns.publicKeys[0x55] = GLFW_KEY_KP_3;
_glfw.ns.publicKeys[0x56] = GLFW_KEY_KP_4;
_glfw.ns.publicKeys[0x57] = GLFW_KEY_KP_5;
_glfw.ns.publicKeys[0x58] = GLFW_KEY_KP_6;
_glfw.ns.publicKeys[0x59] = GLFW_KEY_KP_7;
_glfw.ns.publicKeys[0x5B] = GLFW_KEY_KP_8;
_glfw.ns.publicKeys[0x5C] = GLFW_KEY_KP_9;
_glfw.ns.publicKeys[0x45] = GLFW_KEY_KP_ADD;
_glfw.ns.publicKeys[0x41] = GLFW_KEY_KP_DECIMAL;
_glfw.ns.publicKeys[0x4B] = GLFW_KEY_KP_DIVIDE;
_glfw.ns.publicKeys[0x4C] = GLFW_KEY_KP_ENTER;
_glfw.ns.publicKeys[0x51] = GLFW_KEY_KP_EQUAL;
_glfw.ns.publicKeys[0x43] = GLFW_KEY_KP_MULTIPLY;
_glfw.ns.publicKeys[0x4E] = GLFW_KEY_KP_SUBTRACT;
}
@ -491,171 +195,33 @@ void* _glfwLoadLocalVulkanLoaderCocoa(void)
////// GLFW platform API //////
//////////////////////////////////////////////////////////////////////////
GLFWbool _glfwConnectCocoa(int platformID, _GLFWplatform* platform)
int _glfwPlatformInit(void)
{
const _GLFWplatform cocoa =
{
GLFW_PLATFORM_COCOA,
_glfwInitCocoa,
_glfwTerminateCocoa,
_glfwGetCursorPosCocoa,
_glfwSetCursorPosCocoa,
_glfwSetCursorModeCocoa,
_glfwSetRawMouseMotionCocoa,
_glfwRawMouseMotionSupportedCocoa,
_glfwCreateCursorCocoa,
_glfwCreateStandardCursorCocoa,
_glfwDestroyCursorCocoa,
_glfwSetCursorCocoa,
_glfwGetScancodeNameCocoa,
_glfwGetKeyScancodeCocoa,
_glfwSetClipboardStringCocoa,
_glfwGetClipboardStringCocoa,
_glfwInitJoysticksCocoa,
_glfwTerminateJoysticksCocoa,
_glfwPollJoystickCocoa,
_glfwGetMappingNameCocoa,
_glfwUpdateGamepadGUIDCocoa,
_glfwFreeMonitorCocoa,
_glfwGetMonitorPosCocoa,
_glfwGetMonitorContentScaleCocoa,
_glfwGetMonitorWorkareaCocoa,
_glfwGetVideoModesCocoa,
_glfwGetVideoModeCocoa,
_glfwGetGammaRampCocoa,
_glfwSetGammaRampCocoa,
_glfwCreateWindowCocoa,
_glfwDestroyWindowCocoa,
_glfwSetWindowTitleCocoa,
_glfwSetWindowIconCocoa,
_glfwGetWindowPosCocoa,
_glfwSetWindowPosCocoa,
_glfwGetWindowSizeCocoa,
_glfwSetWindowSizeCocoa,
_glfwSetWindowSizeLimitsCocoa,
_glfwSetWindowAspectRatioCocoa,
_glfwGetFramebufferSizeCocoa,
_glfwGetWindowFrameSizeCocoa,
_glfwGetWindowContentScaleCocoa,
_glfwIconifyWindowCocoa,
_glfwRestoreWindowCocoa,
_glfwMaximizeWindowCocoa,
_glfwShowWindowCocoa,
_glfwHideWindowCocoa,
_glfwRequestWindowAttentionCocoa,
_glfwFocusWindowCocoa,
_glfwSetWindowMonitorCocoa,
_glfwWindowFocusedCocoa,
_glfwWindowIconifiedCocoa,
_glfwWindowVisibleCocoa,
_glfwWindowMaximizedCocoa,
_glfwWindowHoveredCocoa,
_glfwFramebufferTransparentCocoa,
_glfwGetWindowOpacityCocoa,
_glfwSetWindowResizableCocoa,
_glfwSetWindowDecoratedCocoa,
_glfwSetWindowFloatingCocoa,
_glfwSetWindowOpacityCocoa,
_glfwSetWindowMousePassthroughCocoa,
_glfwPollEventsCocoa,
_glfwWaitEventsCocoa,
_glfwWaitEventsTimeoutCocoa,
_glfwPostEmptyEventCocoa,
_glfwGetEGLPlatformCocoa,
_glfwGetEGLNativeDisplayCocoa,
_glfwGetEGLNativeWindowCocoa,
_glfwGetRequiredInstanceExtensionsCocoa,
_glfwGetPhysicalDevicePresentationSupportCocoa,
_glfwCreateWindowSurfaceCocoa,
};
_glfw.ns.autoreleasePool = [[NSAutoreleasePool alloc] init];
*platform = cocoa;
return GLFW_TRUE;
}
int _glfwInitCocoa(void)
{
@autoreleasepool {
_glfw.ns.helper = [[GLFWHelper alloc] init];
[NSThread detachNewThreadSelector:@selector(doNothing:)
toTarget:_glfw.ns.helper
withObject:nil];
[NSApplication sharedApplication];
_glfw.ns.delegate = [[GLFWApplicationDelegate alloc] init];
if (_glfw.ns.delegate == nil)
{
_glfwInputError(GLFW_PLATFORM_ERROR,
"Cocoa: Failed to create application delegate");
return GLFW_FALSE;
}
[NSApp setDelegate:_glfw.ns.delegate];
NSEvent* (^block)(NSEvent*) = ^ NSEvent* (NSEvent* event)
{
if ([event modifierFlags] & NSEventModifierFlagCommand)
[[NSApp keyWindow] sendEvent:event];
return event;
};
_glfw.ns.keyUpMonitor =
[NSEvent addLocalMonitorForEventsMatchingMask:NSEventMaskKeyUp
handler:block];
if (_glfw.hints.init.ns.chdir)
#if defined(_GLFW_USE_CHDIR)
changeToResourcesDirectory();
// Press and Hold prevents some keys from emitting repeated characters
NSDictionary* defaults = @{@"ApplePressAndHoldEnabled":@NO};
[[NSUserDefaults standardUserDefaults] registerDefaults:defaults];
[[NSNotificationCenter defaultCenter]
addObserver:_glfw.ns.helper
selector:@selector(selectedKeyboardInputSourceChanged:)
name:NSTextInputContextKeyboardSelectionDidChangeNotification
object:nil];
#endif
createKeyTables();
_glfw.ns.eventSource = CGEventSourceCreate(kCGEventSourceStateHIDSystemState);
if (!_glfw.ns.eventSource)
return GLFW_FALSE;
return GL_FALSE;
CGEventSourceSetLocalEventsSuppressionInterval(_glfw.ns.eventSource, 0.0);
if (!initializeTIS())
return GLFW_FALSE;
if (!_glfwInitContextAPI())
return GL_FALSE;
_glfwPollMonitorsCocoa();
_glfwInitTimer();
_glfwInitJoysticks();
if (![[NSRunningApplication currentApplication] isFinishedLaunching])
[NSApp run];
// In case we are unbundled, make us a proper UI application
if (_glfw.hints.init.ns.menubar)
[NSApp setActivationPolicy:NSApplicationActivationPolicyRegular];
return GLFW_TRUE;
} // autoreleasepool
return GL_TRUE;
}
void _glfwTerminateCocoa(void)
void _glfwPlatformTerminate(void)
{
@autoreleasepool {
if (_glfw.ns.inputSource)
{
CFRelease(_glfw.ns.inputSource);
_glfw.ns.inputSource = NULL;
_glfw.ns.unicodeData = nil;
}
if (_glfw.ns.eventSource)
{
CFRelease(_glfw.ns.eventSource);
@ -669,29 +235,36 @@ void _glfwTerminateCocoa(void)
_glfw.ns.delegate = nil;
}
if (_glfw.ns.helper)
[_glfw.ns.autoreleasePool release];
_glfw.ns.autoreleasePool = nil;
[_glfw.ns.cursor release];
_glfw.ns.cursor = nil;
free(_glfw.ns.clipboardString);
_glfwTerminateJoysticks();
_glfwTerminateContextAPI();
}
const char* _glfwPlatformGetVersionString(void)
{
[[NSNotificationCenter defaultCenter]
removeObserver:_glfw.ns.helper
name:NSTextInputContextKeyboardSelectionDidChangeNotification
object:nil];
[[NSNotificationCenter defaultCenter]
removeObserver:_glfw.ns.helper];
[_glfw.ns.helper release];
_glfw.ns.helper = nil;
return _GLFW_VERSION_NUMBER " Cocoa"
#if defined(_GLFW_NSGL)
" NSGL"
#endif
#if defined(_GLFW_USE_CHDIR)
" chdir"
#endif
#if defined(_GLFW_USE_MENUBAR)
" menubar"
#endif
#if defined(_GLFW_USE_RETINA)
" retina"
#endif
#if defined(_GLFW_BUILD_DLL)
" dynamic"
#endif
;
}
if (_glfw.ns.keyUpMonitor)
[NSEvent removeMonitor:_glfw.ns.keyUpMonitor];
_glfw_free(_glfw.ns.clipboardString);
_glfwTerminateNSGL();
_glfwTerminateEGL();
_glfwTerminateOSMesa();
} // autoreleasepool
}
#endif // _GLFW_COCOA

View File

@ -1,482 +0,0 @@
//========================================================================
// GLFW 3.4 Cocoa - www.glfw.org
//------------------------------------------------------------------------
// Copyright (c) 2009-2019 Camilla Löwy <elmindreda@glfw.org>
// Copyright (c) 2012 Torsten Walluhn <tw@mad-cad.net>
//
// This software is provided 'as-is', without any express or implied
// warranty. In no event will the authors be held liable for any damages
// arising from the use of this software.
//
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it
// freely, subject to the following restrictions:
//
// 1. The origin of this software must not be misrepresented; you must not
// claim that you wrote the original software. If you use this software
// in a product, an acknowledgment in the product documentation would
// be appreciated but is not required.
//
// 2. Altered source versions must be plainly marked as such, and must not
// be misrepresented as being the original software.
//
// 3. This notice may not be removed or altered from any source
// distribution.
//
//========================================================================
// It is fine to use C99 in this file because it will not be built with VS
//========================================================================
#include "internal.h"
#if defined(_GLFW_COCOA)
#include <unistd.h>
#include <ctype.h>
#include <string.h>
#include <mach/mach.h>
#include <mach/mach_error.h>
#include <CoreFoundation/CoreFoundation.h>
#include <Kernel/IOKit/hidsystem/IOHIDUsageTables.h>
// Joystick element information
//
typedef struct _GLFWjoyelementNS
{
IOHIDElementRef native;
uint32_t usage;
int index;
long minimum;
long maximum;
} _GLFWjoyelementNS;
// Returns the value of the specified element of the specified joystick
//
static long getElementValue(_GLFWjoystick* js, _GLFWjoyelementNS* element)
{
IOHIDValueRef valueRef;
long value = 0;
if (js->ns.device)
{
if (IOHIDDeviceGetValue(js->ns.device,
element->native,
&valueRef) == kIOReturnSuccess)
{
value = IOHIDValueGetIntegerValue(valueRef);
}
}
return value;
}
// Comparison function for matching the SDL element order
//
static CFComparisonResult compareElements(const void* fp,
const void* sp,
void* user)
{
const _GLFWjoyelementNS* fe = fp;
const _GLFWjoyelementNS* se = sp;
if (fe->usage < se->usage)
return kCFCompareLessThan;
if (fe->usage > se->usage)
return kCFCompareGreaterThan;
if (fe->index < se->index)
return kCFCompareLessThan;
if (fe->index > se->index)
return kCFCompareGreaterThan;
return kCFCompareEqualTo;
}
// Removes the specified joystick
//
static void closeJoystick(_GLFWjoystick* js)
{
_glfwInputJoystick(js, GLFW_DISCONNECTED);
for (int i = 0; i < CFArrayGetCount(js->ns.axes); i++)
_glfw_free((void*) CFArrayGetValueAtIndex(js->ns.axes, i));
CFRelease(js->ns.axes);
for (int i = 0; i < CFArrayGetCount(js->ns.buttons); i++)
_glfw_free((void*) CFArrayGetValueAtIndex(js->ns.buttons, i));
CFRelease(js->ns.buttons);
for (int i = 0; i < CFArrayGetCount(js->ns.hats); i++)
_glfw_free((void*) CFArrayGetValueAtIndex(js->ns.hats, i));
CFRelease(js->ns.hats);
_glfwFreeJoystick(js);
}
// Callback for user-initiated joystick addition
//
static void matchCallback(void* context,
IOReturn result,
void* sender,
IOHIDDeviceRef device)
{
int jid;
char name[256];
char guid[33];
CFTypeRef property;
uint32_t vendor = 0, product = 0, version = 0;
_GLFWjoystick* js;
CFMutableArrayRef axes, buttons, hats;
for (jid = 0; jid <= GLFW_JOYSTICK_LAST; jid++)
{
if (_glfw.joysticks[jid].ns.device == device)
return;
}
axes = CFArrayCreateMutable(NULL, 0, NULL);
buttons = CFArrayCreateMutable(NULL, 0, NULL);
hats = CFArrayCreateMutable(NULL, 0, NULL);
property = IOHIDDeviceGetProperty(device, CFSTR(kIOHIDProductKey));
if (property)
{
CFStringGetCString(property,
name,
sizeof(name),
kCFStringEncodingUTF8);
}
else
strncpy(name, "Unknown", sizeof(name));
property = IOHIDDeviceGetProperty(device, CFSTR(kIOHIDVendorIDKey));
if (property)
CFNumberGetValue(property, kCFNumberSInt32Type, &vendor);
property = IOHIDDeviceGetProperty(device, CFSTR(kIOHIDProductIDKey));
if (property)
CFNumberGetValue(property, kCFNumberSInt32Type, &product);
property = IOHIDDeviceGetProperty(device, CFSTR(kIOHIDVersionNumberKey));
if (property)
CFNumberGetValue(property, kCFNumberSInt32Type, &version);
// Generate a joystick GUID that matches the SDL 2.0.5+ one
if (vendor && product)
{
sprintf(guid, "03000000%02x%02x0000%02x%02x0000%02x%02x0000",
(uint8_t) vendor, (uint8_t) (vendor >> 8),
(uint8_t) product, (uint8_t) (product >> 8),
(uint8_t) version, (uint8_t) (version >> 8));
}
else
{
sprintf(guid, "05000000%02x%02x%02x%02x%02x%02x%02x%02x%02x%02x%02x00",
name[0], name[1], name[2], name[3],
name[4], name[5], name[6], name[7],
name[8], name[9], name[10]);
}
CFArrayRef elements =
IOHIDDeviceCopyMatchingElements(device, NULL, kIOHIDOptionsTypeNone);
for (CFIndex i = 0; i < CFArrayGetCount(elements); i++)
{
IOHIDElementRef native = (IOHIDElementRef)
CFArrayGetValueAtIndex(elements, i);
if (CFGetTypeID(native) != IOHIDElementGetTypeID())
continue;
const IOHIDElementType type = IOHIDElementGetType(native);
if ((type != kIOHIDElementTypeInput_Axis) &&
(type != kIOHIDElementTypeInput_Button) &&
(type != kIOHIDElementTypeInput_Misc))
{
continue;
}
CFMutableArrayRef target = NULL;
const uint32_t usage = IOHIDElementGetUsage(native);
const uint32_t page = IOHIDElementGetUsagePage(native);
if (page == kHIDPage_GenericDesktop)
{
switch (usage)
{
case kHIDUsage_GD_X:
case kHIDUsage_GD_Y:
case kHIDUsage_GD_Z:
case kHIDUsage_GD_Rx:
case kHIDUsage_GD_Ry:
case kHIDUsage_GD_Rz:
case kHIDUsage_GD_Slider:
case kHIDUsage_GD_Dial:
case kHIDUsage_GD_Wheel:
target = axes;
break;
case kHIDUsage_GD_Hatswitch:
target = hats;
break;
case kHIDUsage_GD_DPadUp:
case kHIDUsage_GD_DPadRight:
case kHIDUsage_GD_DPadDown:
case kHIDUsage_GD_DPadLeft:
case kHIDUsage_GD_SystemMainMenu:
case kHIDUsage_GD_Select:
case kHIDUsage_GD_Start:
target = buttons;
break;
}
}
else if (page == kHIDPage_Simulation)
{
switch (usage)
{
case kHIDUsage_Sim_Accelerator:
case kHIDUsage_Sim_Brake:
case kHIDUsage_Sim_Throttle:
case kHIDUsage_Sim_Rudder:
case kHIDUsage_Sim_Steering:
target = axes;
break;
}
}
else if (page == kHIDPage_Button || page == kHIDPage_Consumer)
target = buttons;
if (target)
{
_GLFWjoyelementNS* element = _glfw_calloc(1, sizeof(_GLFWjoyelementNS));
element->native = native;
element->usage = usage;
element->index = (int) CFArrayGetCount(target);
element->minimum = IOHIDElementGetLogicalMin(native);
element->maximum = IOHIDElementGetLogicalMax(native);
CFArrayAppendValue(target, element);
}
}
CFRelease(elements);
CFArraySortValues(axes, CFRangeMake(0, CFArrayGetCount(axes)),
compareElements, NULL);
CFArraySortValues(buttons, CFRangeMake(0, CFArrayGetCount(buttons)),
compareElements, NULL);
CFArraySortValues(hats, CFRangeMake(0, CFArrayGetCount(hats)),
compareElements, NULL);
js = _glfwAllocJoystick(name, guid,
(int) CFArrayGetCount(axes),
(int) CFArrayGetCount(buttons),
(int) CFArrayGetCount(hats));
js->ns.device = device;
js->ns.axes = axes;
js->ns.buttons = buttons;
js->ns.hats = hats;
_glfwInputJoystick(js, GLFW_CONNECTED);
}
// Callback for user-initiated joystick removal
//
static void removeCallback(void* context,
IOReturn result,
void* sender,
IOHIDDeviceRef device)
{
for (int jid = 0; jid <= GLFW_JOYSTICK_LAST; jid++)
{
if (_glfw.joysticks[jid].connected && _glfw.joysticks[jid].ns.device == device)
{
closeJoystick(&_glfw.joysticks[jid]);
break;
}
}
}
//////////////////////////////////////////////////////////////////////////
////// GLFW platform API //////
//////////////////////////////////////////////////////////////////////////
GLFWbool _glfwInitJoysticksCocoa(void)
{
CFMutableArrayRef matching;
const long usages[] =
{
kHIDUsage_GD_Joystick,
kHIDUsage_GD_GamePad,
kHIDUsage_GD_MultiAxisController
};
_glfw.ns.hidManager = IOHIDManagerCreate(kCFAllocatorDefault,
kIOHIDOptionsTypeNone);
matching = CFArrayCreateMutable(kCFAllocatorDefault,
0,
&kCFTypeArrayCallBacks);
if (!matching)
{
_glfwInputError(GLFW_PLATFORM_ERROR, "Cocoa: Failed to create array");
return GLFW_FALSE;
}
for (size_t i = 0; i < sizeof(usages) / sizeof(long); i++)
{
const long page = kHIDPage_GenericDesktop;
CFMutableDictionaryRef dict =
CFDictionaryCreateMutable(kCFAllocatorDefault,
0,
&kCFTypeDictionaryKeyCallBacks,
&kCFTypeDictionaryValueCallBacks);
if (!dict)
continue;
CFNumberRef pageRef = CFNumberCreate(kCFAllocatorDefault,
kCFNumberLongType,
&page);
CFNumberRef usageRef = CFNumberCreate(kCFAllocatorDefault,
kCFNumberLongType,
&usages[i]);
if (pageRef && usageRef)
{
CFDictionarySetValue(dict,
CFSTR(kIOHIDDeviceUsagePageKey),
pageRef);
CFDictionarySetValue(dict,
CFSTR(kIOHIDDeviceUsageKey),
usageRef);
CFArrayAppendValue(matching, dict);
}
if (pageRef)
CFRelease(pageRef);
if (usageRef)
CFRelease(usageRef);
CFRelease(dict);
}
IOHIDManagerSetDeviceMatchingMultiple(_glfw.ns.hidManager, matching);
CFRelease(matching);
IOHIDManagerRegisterDeviceMatchingCallback(_glfw.ns.hidManager,
&matchCallback, NULL);
IOHIDManagerRegisterDeviceRemovalCallback(_glfw.ns.hidManager,
&removeCallback, NULL);
IOHIDManagerScheduleWithRunLoop(_glfw.ns.hidManager,
CFRunLoopGetMain(),
kCFRunLoopDefaultMode);
IOHIDManagerOpen(_glfw.ns.hidManager, kIOHIDOptionsTypeNone);
// Execute the run loop once in order to register any initially-attached
// joysticks
CFRunLoopRunInMode(kCFRunLoopDefaultMode, 0, false);
return GLFW_TRUE;
}
void _glfwTerminateJoysticksCocoa(void)
{
for (int jid = 0; jid <= GLFW_JOYSTICK_LAST; jid++)
{
if (_glfw.joysticks[jid].connected)
closeJoystick(&_glfw.joysticks[jid]);
}
if (_glfw.ns.hidManager)
{
CFRelease(_glfw.ns.hidManager);
_glfw.ns.hidManager = NULL;
}
}
GLFWbool _glfwPollJoystickCocoa(_GLFWjoystick* js, int mode)
{
if (mode & _GLFW_POLL_AXES)
{
for (CFIndex i = 0; i < CFArrayGetCount(js->ns.axes); i++)
{
_GLFWjoyelementNS* axis = (_GLFWjoyelementNS*)
CFArrayGetValueAtIndex(js->ns.axes, i);
const long raw = getElementValue(js, axis);
// Perform auto calibration
if (raw < axis->minimum)
axis->minimum = raw;
if (raw > axis->maximum)
axis->maximum = raw;
const long size = axis->maximum - axis->minimum;
if (size == 0)
_glfwInputJoystickAxis(js, (int) i, 0.f);
else
{
const float value = (2.f * (raw - axis->minimum) / size) - 1.f;
_glfwInputJoystickAxis(js, (int) i, value);
}
}
}
if (mode & _GLFW_POLL_BUTTONS)
{
for (CFIndex i = 0; i < CFArrayGetCount(js->ns.buttons); i++)
{
_GLFWjoyelementNS* button = (_GLFWjoyelementNS*)
CFArrayGetValueAtIndex(js->ns.buttons, i);
const char value = getElementValue(js, button) - button->minimum;
const int state = (value > 0) ? GLFW_PRESS : GLFW_RELEASE;
_glfwInputJoystickButton(js, (int) i, state);
}
for (CFIndex i = 0; i < CFArrayGetCount(js->ns.hats); i++)
{
const int states[9] =
{
GLFW_HAT_UP,
GLFW_HAT_RIGHT_UP,
GLFW_HAT_RIGHT,
GLFW_HAT_RIGHT_DOWN,
GLFW_HAT_DOWN,
GLFW_HAT_LEFT_DOWN,
GLFW_HAT_LEFT,
GLFW_HAT_LEFT_UP,
GLFW_HAT_CENTERED
};
_GLFWjoyelementNS* hat = (_GLFWjoyelementNS*)
CFArrayGetValueAtIndex(js->ns.hats, i);
long state = getElementValue(js, hat) - hat->minimum;
if (state < 0 || state > 8)
state = 8;
_glfwInputJoystickHat(js, (int) i, states[state]);
}
}
return js->connected;
}
const char* _glfwGetMappingNameCocoa(void)
{
return "Mac OS X";
}
void _glfwUpdateGamepadGUIDCocoa(char* guid)
{
if ((strncmp(guid + 4, "000000000000", 12) == 0) &&
(strncmp(guid + 20, "000000000000", 12) == 0))
{
char original[33];
strncpy(original, guid, sizeof(original) - 1);
sprintf(guid, "03000000%.4s0000%.4s000000000000",
original, original + 16);
}
}
#endif // _GLFW_COCOA

View File

@ -1,8 +1,8 @@
//========================================================================
// GLFW 3.4 macOS - www.glfw.org
// GLFW 3.1 OS X - www.glfw.org
//------------------------------------------------------------------------
// Copyright (c) 2002-2006 Marcus Geelnard
// Copyright (c) 2006-2019 Camilla Löwy <elmindreda@glfw.org>
// Copyright (c) 2006-2010 Camilla Berglund <elmindreda@elmindreda.org>
//
// This software is provided 'as-is', without any express or implied
// warranty. In no event will the authors be held liable for any damages
@ -24,149 +24,101 @@
// distribution.
//
//========================================================================
// It is fine to use C99 in this file because it will not be built with VS
//========================================================================
#include "internal.h"
#if defined(_GLFW_COCOA)
#include <stdlib.h>
#include <stdlib.h>
#include <limits.h>
#include <math.h>
#include <IOKit/graphics/IOGraphicsLib.h>
#include <IOKit/graphics/IOGraphicsLib.h>
#include <CoreVideo/CVBase.h>
#include <CoreVideo/CVDisplayLink.h>
#include <ApplicationServices/ApplicationServices.h>
// Get the name of the specified display, or NULL
// Get the name of the specified display
//
static char* getMonitorName(CGDirectDisplayID displayID, NSScreen* screen)
static char* getDisplayName(CGDirectDisplayID displayID)
{
// IOKit doesn't work on Apple Silicon anymore
// Luckily, 10.15 introduced -[NSScreen localizedName].
// Use it if available, and fall back to IOKit otherwise.
if (screen)
{
if ([screen respondsToSelector:@selector(localizedName)])
{
NSString* name = [screen valueForKey:@"localizedName"];
if (name)
return _glfw_strdup([name UTF8String]);
}
}
char* name;
CFDictionaryRef info, names;
CFStringRef value;
CFIndex size;
io_iterator_t it;
io_service_t service;
CFDictionaryRef info;
if (IOServiceGetMatchingServices(MACH_PORT_NULL,
IOServiceMatching("IODisplayConnect"),
&it) != 0)
{
// This may happen if a desktop Mac is running headless
return _glfw_strdup("Display");
}
while ((service = IOIteratorNext(it)) != 0)
{
info = IODisplayCreateInfoDictionary(service,
// NOTE: This uses a deprecated function because Apple has
// (as of January 2015) not provided any alternative
info = IODisplayCreateInfoDictionary(CGDisplayIOServicePort(displayID),
kIODisplayOnlyPreferredName);
CFNumberRef vendorIDRef =
CFDictionaryGetValue(info, CFSTR(kDisplayVendorID));
CFNumberRef productIDRef =
CFDictionaryGetValue(info, CFSTR(kDisplayProductID));
if (!vendorIDRef || !productIDRef)
{
CFRelease(info);
continue;
}
unsigned int vendorID, productID;
CFNumberGetValue(vendorIDRef, kCFNumberIntType, &vendorID);
CFNumberGetValue(productIDRef, kCFNumberIntType, &productID);
if (CGDisplayVendorNumber(displayID) == vendorID &&
CGDisplayModelNumber(displayID) == productID)
{
// Info dictionary is used and freed below
break;
}
CFRelease(info);
}
IOObjectRelease(it);
if (!service)
return _glfw_strdup("Display");
CFDictionaryRef names =
CFDictionaryGetValue(info, CFSTR(kDisplayProductName));
CFStringRef nameRef;
names = CFDictionaryGetValue(info, CFSTR(kDisplayProductName));
if (!names || !CFDictionaryGetValueIfPresent(names, CFSTR("en_US"),
(const void**) &nameRef))
(const void**) &value))
{
// This may happen if a desktop Mac is running headless
_glfwInputError(GLFW_PLATFORM_ERROR,
"Cocoa: Failed to retrieve display name");
CFRelease(info);
return _glfw_strdup("Display");
return strdup("Unknown");
}
const CFIndex size =
CFStringGetMaximumSizeForEncoding(CFStringGetLength(nameRef),
size = CFStringGetMaximumSizeForEncoding(CFStringGetLength(value),
kCFStringEncodingUTF8);
char* name = _glfw_calloc(size + 1, 1);
CFStringGetCString(nameRef, name, size, kCFStringEncodingUTF8);
name = calloc(size + 1, sizeof(char));
CFStringGetCString(value, name, size, kCFStringEncodingUTF8);
CFRelease(info);
return name;
}
// Check whether the display mode should be included in enumeration
//
static GLFWbool modeIsGood(CGDisplayModeRef mode)
static GLboolean modeIsGood(CGDisplayModeRef mode)
{
uint32_t flags = CGDisplayModeGetIOFlags(mode);
if (!(flags & kDisplayModeValidFlag) || !(flags & kDisplayModeSafeFlag))
return GLFW_FALSE;
if (flags & kDisplayModeInterlacedFlag)
return GLFW_FALSE;
if (flags & kDisplayModeStretchedFlag)
return GLFW_FALSE;
return GL_FALSE;
if (flags & kDisplayModeInterlacedFlag)
return GL_FALSE;
if (flags & kDisplayModeStretchedFlag)
return GL_FALSE;
#if MAC_OS_X_VERSION_MAX_ALLOWED <= 101100
CFStringRef format = CGDisplayModeCopyPixelEncoding(mode);
if (CFStringCompare(format, CFSTR(IO16BitDirectPixels), 0) &&
CFStringCompare(format, CFSTR(IO32BitDirectPixels), 0))
{
CFRelease(format);
return GLFW_FALSE;
return GL_FALSE;
}
CFRelease(format);
#endif /* MAC_OS_X_VERSION_MAX_ALLOWED */
return GLFW_TRUE;
return GL_TRUE;
}
// Convert Core Graphics display mode to GLFW video mode
//
static GLFWvidmode vidmodeFromCGDisplayMode(CGDisplayModeRef mode,
double fallbackRefreshRate)
CVDisplayLinkRef link)
{
GLFWvidmode result;
result.width = (int) CGDisplayModeGetWidth(mode);
result.height = (int) CGDisplayModeGetHeight(mode);
result.refreshRate = (int) round(CGDisplayModeGetRefreshRate(mode));
result.refreshRate = (int) CGDisplayModeGetRefreshRate(mode);
if (result.refreshRate == 0)
result.refreshRate = (int) round(fallbackRefreshRate);
{
const CVTime time = CVDisplayLinkGetNominalOutputVideoRefreshPeriod(link);
if (!(time.flags & kCVTimeIsIndefinite))
result.refreshRate = (int) (time.timeScale / (double) time.timeValue);
}
#if MAC_OS_X_VERSION_MAX_ALLOWED <= 101100
CFStringRef format = CGDisplayModeCopyPixelEncoding(mode);
if (CFStringCompare(format, CFSTR(IO16BitDirectPixels), 0) == 0)
{
result.redBits = 5;
@ -174,16 +126,13 @@ static GLFWvidmode vidmodeFromCGDisplayMode(CGDisplayModeRef mode,
result.blueBits = 5;
}
else
#endif /* MAC_OS_X_VERSION_MAX_ALLOWED */
{
result.redBits = 8;
result.greenBits = 8;
result.blueBits = 8;
}
#if MAC_OS_X_VERSION_MAX_ALLOWED <= 101100
CFRelease(format);
#endif /* MAC_OS_X_VERSION_MAX_ALLOWED */
return result;
}
@ -194,13 +143,7 @@ static CGDisplayFadeReservationToken beginFadeReservation(void)
CGDisplayFadeReservationToken token = kCGDisplayFadeReservationInvalidToken;
if (CGAcquireDisplayFadeReservation(5, &token) == kCGErrorSuccess)
{
CGDisplayFade(token, 0.3,
kCGDisplayBlendNormal,
kCGDisplayBlendSolidColor,
0.0, 0.0, 0.0,
TRUE);
}
CGDisplayFade(token, 0.3, kCGDisplayBlendNormal, kCGDisplayBlendSolidColor, 0.0, 0.0, 0.0, TRUE);
return token;
}
@ -211,199 +154,44 @@ static void endFadeReservation(CGDisplayFadeReservationToken token)
{
if (token != kCGDisplayFadeReservationInvalidToken)
{
CGDisplayFade(token, 0.5,
kCGDisplayBlendSolidColor,
kCGDisplayBlendNormal,
0.0, 0.0, 0.0,
FALSE);
CGDisplayFade(token, 0.5, kCGDisplayBlendSolidColor, kCGDisplayBlendNormal, 0.0, 0.0, 0.0, FALSE);
CGReleaseDisplayFadeReservation(token);
}
}
// Returns the display refresh rate queried from the I/O registry
//
static double getFallbackRefreshRate(CGDirectDisplayID displayID)
{
double refreshRate = 60.0;
io_iterator_t it;
io_service_t service;
if (IOServiceGetMatchingServices(MACH_PORT_NULL,
IOServiceMatching("IOFramebuffer"),
&it) != 0)
{
return refreshRate;
}
while ((service = IOIteratorNext(it)) != 0)
{
const CFNumberRef indexRef =
IORegistryEntryCreateCFProperty(service,
CFSTR("IOFramebufferOpenGLIndex"),
kCFAllocatorDefault,
kNilOptions);
if (!indexRef)
continue;
uint32_t index = 0;
CFNumberGetValue(indexRef, kCFNumberIntType, &index);
CFRelease(indexRef);
if (CGOpenGLDisplayMaskToDisplayID(1 << index) != displayID)
continue;
const CFNumberRef clockRef =
IORegistryEntryCreateCFProperty(service,
CFSTR("IOFBCurrentPixelClock"),
kCFAllocatorDefault,
kNilOptions);
const CFNumberRef countRef =
IORegistryEntryCreateCFProperty(service,
CFSTR("IOFBCurrentPixelCount"),
kCFAllocatorDefault,
kNilOptions);
uint32_t clock = 0, count = 0;
if (clockRef)
{
CFNumberGetValue(clockRef, kCFNumberIntType, &clock);
CFRelease(clockRef);
}
if (countRef)
{
CFNumberGetValue(countRef, kCFNumberIntType, &count);
CFRelease(countRef);
}
if (clock > 0 && count > 0)
refreshRate = clock / (double) count;
break;
}
IOObjectRelease(it);
return refreshRate;
}
//////////////////////////////////////////////////////////////////////////
////// GLFW internal API //////
//////////////////////////////////////////////////////////////////////////
// Poll for changes in the set of connected monitors
//
void _glfwPollMonitorsCocoa(void)
{
uint32_t displayCount;
CGGetOnlineDisplayList(0, NULL, &displayCount);
CGDirectDisplayID* displays = _glfw_calloc(displayCount, sizeof(CGDirectDisplayID));
CGGetOnlineDisplayList(displayCount, displays, &displayCount);
for (int i = 0; i < _glfw.monitorCount; i++)
_glfw.monitors[i]->ns.screen = nil;
_GLFWmonitor** disconnected = NULL;
uint32_t disconnectedCount = _glfw.monitorCount;
if (disconnectedCount)
{
disconnected = _glfw_calloc(_glfw.monitorCount, sizeof(_GLFWmonitor*));
memcpy(disconnected,
_glfw.monitors,
_glfw.monitorCount * sizeof(_GLFWmonitor*));
}
for (uint32_t i = 0; i < displayCount; i++)
{
if (CGDisplayIsAsleep(displays[i]))
continue;
const uint32_t unitNumber = CGDisplayUnitNumber(displays[i]);
NSScreen* screen = nil;
for (screen in [NSScreen screens])
{
NSNumber* screenNumber = [screen deviceDescription][@"NSScreenNumber"];
// HACK: Compare unit numbers instead of display IDs to work around
// display replacement on machines with automatic graphics
// switching
if (CGDisplayUnitNumber([screenNumber unsignedIntValue]) == unitNumber)
break;
}
// HACK: Compare unit numbers instead of display IDs to work around
// display replacement on machines with automatic graphics
// switching
uint32_t j;
for (j = 0; j < disconnectedCount; j++)
{
if (disconnected[j] && disconnected[j]->ns.unitNumber == unitNumber)
{
disconnected[j]->ns.screen = screen;
disconnected[j] = NULL;
break;
}
}
if (j < disconnectedCount)
continue;
const CGSize size = CGDisplayScreenSize(displays[i]);
char* name = getMonitorName(displays[i], screen);
if (!name)
continue;
_GLFWmonitor* monitor = _glfwAllocMonitor(name, size.width, size.height);
monitor->ns.displayID = displays[i];
monitor->ns.unitNumber = unitNumber;
monitor->ns.screen = screen;
_glfw_free(name);
CGDisplayModeRef mode = CGDisplayCopyDisplayMode(displays[i]);
if (CGDisplayModeGetRefreshRate(mode) == 0.0)
monitor->ns.fallbackRefreshRate = getFallbackRefreshRate(displays[i]);
CGDisplayModeRelease(mode);
_glfwInputMonitor(monitor, GLFW_CONNECTED, _GLFW_INSERT_LAST);
}
for (uint32_t i = 0; i < disconnectedCount; i++)
{
if (disconnected[i])
_glfwInputMonitor(disconnected[i], GLFW_DISCONNECTED, 0);
}
_glfw_free(disconnected);
_glfw_free(displays);
}
// Change the current video mode
//
void _glfwSetVideoModeCocoa(_GLFWmonitor* monitor, const GLFWvidmode* desired)
GLboolean _glfwSetVideoMode(_GLFWmonitor* monitor, const GLFWvidmode* desired)
{
GLFWvidmode current;
_glfwGetVideoModeCocoa(monitor, &current);
const GLFWvidmode* best = _glfwChooseVideoMode(monitor, desired);
if (_glfwCompareVideoModes(&current, best) == 0)
return;
CFArrayRef modes = CGDisplayCopyAllDisplayModes(monitor->ns.displayID, NULL);
const CFIndex count = CFArrayGetCount(modes);
CFArrayRef modes;
CFIndex count, i;
CVDisplayLinkRef link;
CGDisplayModeRef native = NULL;
GLFWvidmode current;
const GLFWvidmode* best;
for (CFIndex i = 0; i < count; i++)
best = _glfwChooseVideoMode(monitor, desired);
_glfwPlatformGetVideoMode(monitor, &current);
if (_glfwCompareVideoModes(&current, best) == 0)
return GL_TRUE;
CVDisplayLinkCreateWithCGDisplay(monitor->ns.displayID, &link);
modes = CGDisplayCopyAllDisplayModes(monitor->ns.displayID, NULL);
count = CFArrayGetCount(modes);
for (i = 0; i < count; i++)
{
CGDisplayModeRef dm = (CGDisplayModeRef) CFArrayGetValueAtIndex(modes, i);
if (!modeIsGood(dm))
continue;
const GLFWvidmode mode =
vidmodeFromCGDisplayMode(dm, monitor->ns.fallbackRefreshRate);
const GLFWvidmode mode = vidmodeFromCGDisplayMode(dm, link);
if (_glfwCompareVideoModes(best, &mode) == 0)
{
native = dm;
@ -422,11 +210,21 @@ void _glfwSetVideoModeCocoa(_GLFWmonitor* monitor, const GLFWvidmode* desired)
}
CFRelease(modes);
CVDisplayLinkRelease(link);
if (!native)
{
_glfwInputError(GLFW_PLATFORM_ERROR,
"Cocoa: Monitor mode list changed");
return GL_FALSE;
}
return GL_TRUE;
}
// Restore the previously saved (original) video mode
//
void _glfwRestoreVideoModeCocoa(_GLFWmonitor* monitor)
void _glfwRestoreVideoMode(_GLFWmonitor* monitor)
{
if (monitor->ns.previousMode)
{
@ -445,91 +243,85 @@ void _glfwRestoreVideoModeCocoa(_GLFWmonitor* monitor)
////// GLFW platform API //////
//////////////////////////////////////////////////////////////////////////
void _glfwFreeMonitorCocoa(_GLFWmonitor* monitor)
_GLFWmonitor** _glfwPlatformGetMonitors(int* count)
{
uint32_t i, found = 0, displayCount;
_GLFWmonitor** monitors;
CGDirectDisplayID* displays;
*count = 0;
CGGetOnlineDisplayList(0, NULL, &displayCount);
displays = calloc(displayCount, sizeof(CGDirectDisplayID));
monitors = calloc(displayCount, sizeof(_GLFWmonitor*));
CGGetOnlineDisplayList(displayCount, displays, &displayCount);
for (i = 0; i < displayCount; i++)
{
_GLFWmonitor* monitor;
if (CGDisplayIsAsleep(displays[i]))
continue;
const CGSize size = CGDisplayScreenSize(displays[i]);
char* name = getDisplayName(displays[i]);
monitor = _glfwAllocMonitor(name, size.width, size.height);
monitor->ns.displayID = displays[i];
monitor->ns.unitNumber = CGDisplayUnitNumber(displays[i]);
free(name);
found++;
monitors[found - 1] = monitor;
}
void _glfwGetMonitorPosCocoa(_GLFWmonitor* monitor, int* xpos, int* ypos)
{
@autoreleasepool {
free(displays);
*count = found;
return monitors;
}
GLboolean _glfwPlatformIsSameMonitor(_GLFWmonitor* first, _GLFWmonitor* second)
{
// HACK: Compare unit numbers instead of display IDs to work around display
// replacement on machines with automatic graphics switching
return first->ns.unitNumber == second->ns.unitNumber;
}
void _glfwPlatformGetMonitorPos(_GLFWmonitor* monitor, int* xpos, int* ypos)
{
const CGRect bounds = CGDisplayBounds(monitor->ns.displayID);
if (xpos)
*xpos = (int) bounds.origin.x;
if (ypos)
*ypos = (int) bounds.origin.y;
} // autoreleasepool
}
void _glfwGetMonitorContentScaleCocoa(_GLFWmonitor* monitor,
float* xscale, float* yscale)
GLFWvidmode* _glfwPlatformGetVideoModes(_GLFWmonitor* monitor, int* count)
{
@autoreleasepool {
if (!monitor->ns.screen)
{
_glfwInputError(GLFW_PLATFORM_ERROR,
"Cocoa: Cannot query content scale without screen");
}
const NSRect points = [monitor->ns.screen frame];
const NSRect pixels = [monitor->ns.screen convertRectToBacking:points];
if (xscale)
*xscale = (float) (pixels.size.width / points.size.width);
if (yscale)
*yscale = (float) (pixels.size.height / points.size.height);
} // autoreleasepool
}
void _glfwGetMonitorWorkareaCocoa(_GLFWmonitor* monitor,
int* xpos, int* ypos,
int* width, int* height)
{
@autoreleasepool {
if (!monitor->ns.screen)
{
_glfwInputError(GLFW_PLATFORM_ERROR,
"Cocoa: Cannot query workarea without screen");
}
const NSRect frameRect = [monitor->ns.screen visibleFrame];
if (xpos)
*xpos = frameRect.origin.x;
if (ypos)
*ypos = _glfwTransformYCocoa(frameRect.origin.y + frameRect.size.height - 1);
if (width)
*width = frameRect.size.width;
if (height)
*height = frameRect.size.height;
} // autoreleasepool
}
GLFWvidmode* _glfwGetVideoModesCocoa(_GLFWmonitor* monitor, int* count)
{
@autoreleasepool {
CFArrayRef modes;
CFIndex found, i, j;
GLFWvidmode* result;
CVDisplayLinkRef link;
*count = 0;
CFArrayRef modes = CGDisplayCopyAllDisplayModes(monitor->ns.displayID, NULL);
const CFIndex found = CFArrayGetCount(modes);
GLFWvidmode* result = _glfw_calloc(found, sizeof(GLFWvidmode));
CVDisplayLinkCreateWithCGDisplay(monitor->ns.displayID, &link);
for (CFIndex i = 0; i < found; i++)
modes = CGDisplayCopyAllDisplayModes(monitor->ns.displayID, NULL);
found = CFArrayGetCount(modes);
result = calloc(found, sizeof(GLFWvidmode));
for (i = 0; i < found; i++)
{
CGDisplayModeRef dm = (CGDisplayModeRef) CFArrayGetValueAtIndex(modes, i);
if (!modeIsGood(dm))
continue;
const GLFWvidmode mode =
vidmodeFromCGDisplayMode(dm, monitor->ns.fallbackRefreshRate);
CFIndex j;
const GLFWvidmode mode = vidmodeFromCGDisplayMode(dm, link);
for (j = 0; j < *count; j++)
{
@ -538,7 +330,7 @@ GLFWvidmode* _glfwGetVideoModesCocoa(_GLFWmonitor* monitor, int* count)
}
// Skip duplicate modes
if (j < *count)
if (i < *count)
continue;
(*count)++;
@ -546,28 +338,28 @@ GLFWvidmode* _glfwGetVideoModesCocoa(_GLFWmonitor* monitor, int* count)
}
CFRelease(modes);
CVDisplayLinkRelease(link);
return result;
} // autoreleasepool
}
void _glfwGetVideoModeCocoa(_GLFWmonitor* monitor, GLFWvidmode *mode)
void _glfwPlatformGetVideoMode(_GLFWmonitor* monitor, GLFWvidmode *mode)
{
@autoreleasepool {
CGDisplayModeRef displayMode;
CVDisplayLinkRef link;
CGDisplayModeRef native = CGDisplayCopyDisplayMode(monitor->ns.displayID);
*mode = vidmodeFromCGDisplayMode(native, monitor->ns.fallbackRefreshRate);
CGDisplayModeRelease(native);
CVDisplayLinkCreateWithCGDisplay(monitor->ns.displayID, &link);
} // autoreleasepool
displayMode = CGDisplayCopyDisplayMode(monitor->ns.displayID);
*mode = vidmodeFromCGDisplayMode(displayMode, link);
CGDisplayModeRelease(displayMode);
CVDisplayLinkRelease(link);
}
GLFWbool _glfwGetGammaRampCocoa(_GLFWmonitor* monitor, GLFWgammaramp* ramp)
void _glfwPlatformGetGammaRamp(_GLFWmonitor* monitor, GLFWgammaramp* ramp)
{
@autoreleasepool {
uint32_t size = CGDisplayGammaTableCapacity(monitor->ns.displayID);
CGGammaValue* values = _glfw_calloc(size * 3, sizeof(CGGammaValue));
uint32_t i, size = CGDisplayGammaTableCapacity(monitor->ns.displayID);
CGGammaValue* values = calloc(size * 3, sizeof(CGGammaValue));
CGGetDisplayTransferByTable(monitor->ns.displayID,
size,
@ -578,26 +370,22 @@ GLFWbool _glfwGetGammaRampCocoa(_GLFWmonitor* monitor, GLFWgammaramp* ramp)
_glfwAllocGammaArrays(ramp, size);
for (uint32_t i = 0; i < size; i++)
for (i = 0; i < size; i++)
{
ramp->red[i] = (unsigned short) (values[i] * 65535);
ramp->green[i] = (unsigned short) (values[i + size] * 65535);
ramp->blue[i] = (unsigned short) (values[i + size * 2] * 65535);
}
_glfw_free(values);
return GLFW_TRUE;
} // autoreleasepool
free(values);
}
void _glfwSetGammaRampCocoa(_GLFWmonitor* monitor, const GLFWgammaramp* ramp)
void _glfwPlatformSetGammaRamp(_GLFWmonitor* monitor, const GLFWgammaramp* ramp)
{
@autoreleasepool {
int i;
CGGammaValue* values = calloc(ramp->size * 3, sizeof(CGGammaValue));
CGGammaValue* values = _glfw_calloc(ramp->size * 3, sizeof(CGGammaValue));
for (unsigned int i = 0; i < ramp->size; i++)
for (i = 0; i < ramp->size; i++)
{
values[i] = ramp->red[i] / 65535.f;
values[i + ramp->size] = ramp->green[i] / 65535.f;
@ -610,9 +398,7 @@ void _glfwSetGammaRampCocoa(_GLFWmonitor* monitor, const GLFWgammaramp* ramp)
values + ramp->size,
values + ramp->size * 2);
_glfw_free(values);
} // autoreleasepool
free(values);
}
@ -627,5 +413,3 @@ GLFWAPI CGDirectDisplayID glfwGetCocoaMonitor(GLFWmonitor* handle)
return monitor->ns.displayID;
}
#endif // _GLFW_COCOA

View File

@ -1,7 +1,7 @@
//========================================================================
// GLFW 3.4 macOS - www.glfw.org
// GLFW 3.1 OS X - www.glfw.org
//------------------------------------------------------------------------
// Copyright (c) 2009-2019 Camilla Löwy <elmindreda@glfw.org>
// Copyright (c) 2009-2010 Camilla Berglund <elmindreda@elmindreda.org>
//
// This software is provided 'as-is', without any express or implied
// warranty. In no event will the authors be held liable for any damages
@ -24,115 +24,33 @@
//
//========================================================================
#ifndef _glfw3_cocoa_platform_h_
#define _glfw3_cocoa_platform_h_
#include <stdint.h>
#include <Carbon/Carbon.h>
#include <IOKit/hid/IOHIDLib.h>
// NOTE: All of NSGL was deprecated in the 10.14 SDK
// This disables the pointless warnings for every symbol we use
#ifndef GL_SILENCE_DEPRECATION
#define GL_SILENCE_DEPRECATION
#endif
#if defined(__OBJC__)
#import <Cocoa/Cocoa.h>
#else
#include <ApplicationServices/ApplicationServices.h>
typedef void* id;
#endif
// NOTE: Many Cocoa enum values have been renamed and we need to build across
// SDK versions where one is unavailable or deprecated.
// We use the newer names in code and replace them with the older names if
// the base SDK does not provide the newer names.
#include "posix_tls.h"
#include "iokit_joystick.h"
#if MAC_OS_X_VERSION_MAX_ALLOWED < 101400
#define NSOpenGLContextParameterSwapInterval NSOpenGLCPSwapInterval
#define NSOpenGLContextParameterSurfaceOpacity NSOpenGLCPSurfaceOpacity
#if defined(_GLFW_NSGL)
#include "nsgl_context.h"
#else
#error "The Cocoa backend depends on NSGL platform support"
#endif
#if MAC_OS_X_VERSION_MAX_ALLOWED < 101200
#define NSBitmapFormatAlphaNonpremultiplied NSAlphaNonpremultipliedBitmapFormat
#define NSEventMaskAny NSAnyEventMask
#define NSEventMaskKeyUp NSKeyUpMask
#define NSEventModifierFlagCapsLock NSAlphaShiftKeyMask
#define NSEventModifierFlagCommand NSCommandKeyMask
#define NSEventModifierFlagControl NSControlKeyMask
#define NSEventModifierFlagDeviceIndependentFlagsMask NSDeviceIndependentModifierFlagsMask
#define NSEventModifierFlagOption NSAlternateKeyMask
#define NSEventModifierFlagShift NSShiftKeyMask
#define NSEventTypeApplicationDefined NSApplicationDefined
#define NSWindowStyleMaskBorderless NSBorderlessWindowMask
#define NSWindowStyleMaskClosable NSClosableWindowMask
#define NSWindowStyleMaskMiniaturizable NSMiniaturizableWindowMask
#define NSWindowStyleMaskResizable NSResizableWindowMask
#define NSWindowStyleMaskTitled NSTitledWindowMask
#endif
#define _GLFW_PLATFORM_WINDOW_STATE _GLFWwindowNS ns
#define _GLFW_PLATFORM_LIBRARY_WINDOW_STATE _GLFWlibraryNS ns
#define _GLFW_PLATFORM_LIBRARY_TIME_STATE _GLFWtimeNS ns_time
#define _GLFW_PLATFORM_MONITOR_STATE _GLFWmonitorNS ns
#define _GLFW_PLATFORM_CURSOR_STATE _GLFWcursorNS ns
// NOTE: Many Cocoa dynamically linked constants have been renamed and we need
// to build across SDK versions where one is unavailable or deprecated.
// We use the newer names in code and replace them with the older names if
// the deployment target is older than the newer names.
#if MAC_OS_X_VERSION_MIN_REQUIRED < 101300
#define NSPasteboardTypeURL NSURLPboardType
#endif
typedef VkFlags VkMacOSSurfaceCreateFlagsMVK;
typedef VkFlags VkMetalSurfaceCreateFlagsEXT;
typedef struct VkMacOSSurfaceCreateInfoMVK
{
VkStructureType sType;
const void* pNext;
VkMacOSSurfaceCreateFlagsMVK flags;
const void* pView;
} VkMacOSSurfaceCreateInfoMVK;
typedef struct VkMetalSurfaceCreateInfoEXT
{
VkStructureType sType;
const void* pNext;
VkMetalSurfaceCreateFlagsEXT flags;
const void* pLayer;
} VkMetalSurfaceCreateInfoEXT;
typedef VkResult (APIENTRY *PFN_vkCreateMacOSSurfaceMVK)(VkInstance,const VkMacOSSurfaceCreateInfoMVK*,const VkAllocationCallbacks*,VkSurfaceKHR*);
typedef VkResult (APIENTRY *PFN_vkCreateMetalSurfaceEXT)(VkInstance,const VkMetalSurfaceCreateInfoEXT*,const VkAllocationCallbacks*,VkSurfaceKHR*);
#define GLFW_COCOA_WINDOW_STATE _GLFWwindowNS ns;
#define GLFW_COCOA_LIBRARY_WINDOW_STATE _GLFWlibraryNS ns;
#define GLFW_COCOA_MONITOR_STATE _GLFWmonitorNS ns;
#define GLFW_COCOA_CURSOR_STATE _GLFWcursorNS ns;
#define GLFW_NSGL_CONTEXT_STATE _GLFWcontextNSGL nsgl;
#define GLFW_NSGL_LIBRARY_CONTEXT_STATE _GLFWlibraryNSGL nsgl;
// HIToolbox.framework pointer typedefs
#define kTISPropertyUnicodeKeyLayoutData _glfw.ns.tis.kPropertyUnicodeKeyLayoutData
typedef TISInputSourceRef (*PFN_TISCopyCurrentKeyboardLayoutInputSource)(void);
#define TISCopyCurrentKeyboardLayoutInputSource _glfw.ns.tis.CopyCurrentKeyboardLayoutInputSource
typedef void* (*PFN_TISGetInputSourceProperty)(TISInputSourceRef,CFStringRef);
#define TISGetInputSourceProperty _glfw.ns.tis.GetInputSourceProperty
typedef UInt8 (*PFN_LMGetKbdType)(void);
#define LMGetKbdType _glfw.ns.tis.GetKbdType
// NSGL-specific per-context data
//
typedef struct _GLFWcontextNSGL
{
id pixelFormat;
id object;
} _GLFWcontextNSGL;
// NSGL-specific global data
//
typedef struct _GLFWlibraryNSGL
{
// dlopen handle for OpenGL.framework (for glfwGetProcAddress)
CFBundleRef framework;
} _GLFWlibraryNSGL;
// Cocoa-specific per-window data
//
@ -141,56 +59,31 @@ typedef struct _GLFWwindowNS
id object;
id delegate;
id view;
id layer;
GLFWbool maximized;
GLFWbool occluded;
GLFWbool retina;
// Cached window properties to filter out duplicate events
int width, height;
int fbWidth, fbHeight;
float xscale, yscale;
unsigned int modifierFlags;
// The total sum of the distances the cursor has been warped
// since the last cursor motion event was processed
// This is kept to counteract Cocoa doing the same internally
double cursorWarpDeltaX, cursorWarpDeltaY;
double warpDeltaX, warpDeltaY;
} _GLFWwindowNS;
// Cocoa-specific global data
//
typedef struct _GLFWlibraryNS
{
CGEventSourceRef eventSource;
id delegate;
GLFWbool cursorHidden;
TISInputSourceRef inputSource;
IOHIDManagerRef hidManager;
id unicodeData;
id helper;
id keyUpMonitor;
id nibObjects;
id autoreleasePool;
id cursor;
char keynames[GLFW_KEY_LAST + 1][17];
short int keycodes[256];
short int scancodes[GLFW_KEY_LAST + 1];
short int publicKeys[256];
char* clipboardString;
CGPoint cascadePoint;
// Where to place the cursor when re-enabled
double restoreCursorPosX, restoreCursorPosY;
// The window whose disabled cursor mode is active
_GLFWwindow* disabledCursorWindow;
struct {
CFBundleRef bundle;
PFN_TISCopyCurrentKeyboardLayoutInputSource CopyCurrentKeyboardLayoutInputSource;
PFN_TISGetInputSourceProperty GetInputSourceProperty;
PFN_LMGetKbdType GetKbdType;
CFStringRef kPropertyUnicodeKeyLayoutData;
} tis;
} _GLFWlibraryNS;
// Cocoa-specific per-monitor data
//
typedef struct _GLFWmonitorNS
@ -198,105 +91,32 @@ typedef struct _GLFWmonitorNS
CGDirectDisplayID displayID;
CGDisplayModeRef previousMode;
uint32_t unitNumber;
id screen;
double fallbackRefreshRate;
} _GLFWmonitorNS;
// Cocoa-specific per-cursor data
//
typedef struct _GLFWcursorNS
{
id object;
} _GLFWcursorNS;
GLFWbool _glfwConnectCocoa(int platformID, _GLFWplatform* platform);
int _glfwInitCocoa(void);
void _glfwTerminateCocoa(void);
// Cocoa-specific global timer data
//
typedef struct _GLFWtimeNS
{
double base;
double resolution;
GLFWbool _glfwCreateWindowCocoa(_GLFWwindow* window, const _GLFWwndconfig* wndconfig, const _GLFWctxconfig* ctxconfig, const _GLFWfbconfig* fbconfig);
void _glfwDestroyWindowCocoa(_GLFWwindow* window);
void _glfwSetWindowTitleCocoa(_GLFWwindow* window, const char* title);
void _glfwSetWindowIconCocoa(_GLFWwindow* window, int count, const GLFWimage* images);
void _glfwGetWindowPosCocoa(_GLFWwindow* window, int* xpos, int* ypos);
void _glfwSetWindowPosCocoa(_GLFWwindow* window, int xpos, int ypos);
void _glfwGetWindowSizeCocoa(_GLFWwindow* window, int* width, int* height);
void _glfwSetWindowSizeCocoa(_GLFWwindow* window, int width, int height);
void _glfwSetWindowSizeLimitsCocoa(_GLFWwindow* window, int minwidth, int minheight, int maxwidth, int maxheight);
void _glfwSetWindowAspectRatioCocoa(_GLFWwindow* window, int numer, int denom);
void _glfwGetFramebufferSizeCocoa(_GLFWwindow* window, int* width, int* height);
void _glfwGetWindowFrameSizeCocoa(_GLFWwindow* window, int* left, int* top, int* right, int* bottom);
void _glfwGetWindowContentScaleCocoa(_GLFWwindow* window, float* xscale, float* yscale);
void _glfwIconifyWindowCocoa(_GLFWwindow* window);
void _glfwRestoreWindowCocoa(_GLFWwindow* window);
void _glfwMaximizeWindowCocoa(_GLFWwindow* window);
void _glfwShowWindowCocoa(_GLFWwindow* window);
void _glfwHideWindowCocoa(_GLFWwindow* window);
void _glfwRequestWindowAttentionCocoa(_GLFWwindow* window);
void _glfwFocusWindowCocoa(_GLFWwindow* window);
void _glfwSetWindowMonitorCocoa(_GLFWwindow* window, _GLFWmonitor* monitor, int xpos, int ypos, int width, int height, int refreshRate);
GLFWbool _glfwWindowFocusedCocoa(_GLFWwindow* window);
GLFWbool _glfwWindowIconifiedCocoa(_GLFWwindow* window);
GLFWbool _glfwWindowVisibleCocoa(_GLFWwindow* window);
GLFWbool _glfwWindowMaximizedCocoa(_GLFWwindow* window);
GLFWbool _glfwWindowHoveredCocoa(_GLFWwindow* window);
GLFWbool _glfwFramebufferTransparentCocoa(_GLFWwindow* window);
void _glfwSetWindowResizableCocoa(_GLFWwindow* window, GLFWbool enabled);
void _glfwSetWindowDecoratedCocoa(_GLFWwindow* window, GLFWbool enabled);
void _glfwSetWindowFloatingCocoa(_GLFWwindow* window, GLFWbool enabled);
float _glfwGetWindowOpacityCocoa(_GLFWwindow* window);
void _glfwSetWindowOpacityCocoa(_GLFWwindow* window, float opacity);
void _glfwSetWindowMousePassthroughCocoa(_GLFWwindow* window, GLFWbool enabled);
} _GLFWtimeNS;
void _glfwSetRawMouseMotionCocoa(_GLFWwindow *window, GLFWbool enabled);
GLFWbool _glfwRawMouseMotionSupportedCocoa(void);
void _glfwPollEventsCocoa(void);
void _glfwWaitEventsCocoa(void);
void _glfwWaitEventsTimeoutCocoa(double timeout);
void _glfwPostEmptyEventCocoa(void);
void _glfwInitTimer(void);
void _glfwGetCursorPosCocoa(_GLFWwindow* window, double* xpos, double* ypos);
void _glfwSetCursorPosCocoa(_GLFWwindow* window, double xpos, double ypos);
void _glfwSetCursorModeCocoa(_GLFWwindow* window, int mode);
const char* _glfwGetScancodeNameCocoa(int scancode);
int _glfwGetKeyScancodeCocoa(int key);
GLFWbool _glfwCreateCursorCocoa(_GLFWcursor* cursor, const GLFWimage* image, int xhot, int yhot);
GLFWbool _glfwCreateStandardCursorCocoa(_GLFWcursor* cursor, int shape);
void _glfwDestroyCursorCocoa(_GLFWcursor* cursor);
void _glfwSetCursorCocoa(_GLFWwindow* window, _GLFWcursor* cursor);
void _glfwSetClipboardStringCocoa(const char* string);
const char* _glfwGetClipboardStringCocoa(void);
EGLenum _glfwGetEGLPlatformCocoa(EGLint** attribs);
EGLNativeDisplayType _glfwGetEGLNativeDisplayCocoa(void);
EGLNativeWindowType _glfwGetEGLNativeWindowCocoa(_GLFWwindow* window);
void _glfwGetRequiredInstanceExtensionsCocoa(char** extensions);
GLFWbool _glfwGetPhysicalDevicePresentationSupportCocoa(VkInstance instance, VkPhysicalDevice device, uint32_t queuefamily);
VkResult _glfwCreateWindowSurfaceCocoa(VkInstance instance, _GLFWwindow* window, const VkAllocationCallbacks* allocator, VkSurfaceKHR* surface);
void _glfwFreeMonitorCocoa(_GLFWmonitor* monitor);
void _glfwGetMonitorPosCocoa(_GLFWmonitor* monitor, int* xpos, int* ypos);
void _glfwGetMonitorContentScaleCocoa(_GLFWmonitor* monitor, float* xscale, float* yscale);
void _glfwGetMonitorWorkareaCocoa(_GLFWmonitor* monitor, int* xpos, int* ypos, int* width, int* height);
GLFWvidmode* _glfwGetVideoModesCocoa(_GLFWmonitor* monitor, int* count);
void _glfwGetVideoModeCocoa(_GLFWmonitor* monitor, GLFWvidmode* mode);
GLFWbool _glfwGetGammaRampCocoa(_GLFWmonitor* monitor, GLFWgammaramp* ramp);
void _glfwSetGammaRampCocoa(_GLFWmonitor* monitor, const GLFWgammaramp* ramp);
void _glfwPollMonitorsCocoa(void);
void _glfwSetVideoModeCocoa(_GLFWmonitor* monitor, const GLFWvidmode* desired);
void _glfwRestoreVideoModeCocoa(_GLFWmonitor* monitor);
float _glfwTransformYCocoa(float y);
void* _glfwLoadLocalVulkanLoaderCocoa(void);
GLFWbool _glfwInitNSGL(void);
void _glfwTerminateNSGL(void);
GLFWbool _glfwCreateContextNSGL(_GLFWwindow* window,
const _GLFWctxconfig* ctxconfig,
const _GLFWfbconfig* fbconfig);
void _glfwDestroyContextNSGL(_GLFWwindow* window);
GLboolean _glfwSetVideoMode(_GLFWmonitor* monitor, const GLFWvidmode* desired);
void _glfwRestoreVideoMode(_GLFWmonitor* monitor);
#endif // _glfw3_cocoa_platform_h_

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