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Author SHA1 Message Date
c20aa2e0b9 Add puts function and call it for Hello, World! 2017-04-14 05:39:33 -05:00
1200 changed files with 1204 additions and 322068 deletions

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@ -1,66 +0,0 @@
# Generated from CLion Inspection settings
---
Checks: '-*,
cppcoreguidelines-interfaces-global-init,
cppcoreguidelines-narrowing-conversions,
cppcoreguidelines-pro-type-member-init,
-cppcoreguidelines-pro-type-static-cast-downcast,
cppcoreguidelines-slicing,
google-default-arguments,
google-runtime-operator,
hicpp-exception-baseclass,
hicpp-multiway-paths-covered,
mpi-buffer-deref,
mpi-type-mismatch,
openmp-use-default-none,
performance-faster-string-find,
performance-for-range-copy,
performance-implicit-conversion-in-loop,
performance-inefficient-algorithm,
performance-inefficient-string-concatenation,
performance-inefficient-vector-operation,
performance-move-const-arg,
performance-move-constructor-init,
performance-no-automatic-move,
performance-noexcept-move-constructor,
performance-trivially-destructible,
performance-type-promotion-in-math-fn,
performance-unnecessary-copy-initialization,
performance-unnecessary-value-param,
readability-avoid-const-params-in-decls,
readability-const-return-type,
readability-container-size-empty,
readability-convert-member-functions-to-static,
readability-delete-null-pointer,
readability-deleted-default,
readability-inconsistent-declaration-parameter-name,
readability-make-member-function-const,
readability-misleading-indentation,
readability-misplaced-array-index,
readability-non-const-parameter,
readability-redundant-control-flow,
readability-redundant-declaration,
readability-redundant-function-ptr-dereference,
readability-redundant-smartptr-get,
readability-redundant-string-cstr,
readability-redundant-string-init,
readability-simplify-subscript-expr,
readability-static-accessed-through-instance,
readability-static-definition-in-anonymous-namespace,
readability-string-compare,
readability-uniqueptr-delete-release,
readability-use-anyofallof,
cert-*,
misc-*,
-misc-include-cleaner
-misc-use-anonymous-namespace,
readability-duplicate-include,
-misc-non-private-member-variables-in-classes,
-misc-no-recursion,
-misc-include-cleaner,
bugprone-*,
clang-analyzer-*,
modernize-*,
portability-*,
-modernize-use-trailing-return-type,
-bugprone-easily-swappable-parameters'

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@ -1,19 +0,0 @@
name: Build
run-name: ${{ gitea.actor }} build and test
on: [push]
jobs:
build:
runs-on: nostalgia
steps:
- name: Check out repository code
uses: actions/checkout@v3
- run: make purge configure-debug
- run: make build
- run: make test
- run: make purge configure-asan
- run: make build
- run: make test
- run: make purge configure-release
- run: make build
- run: make test

26
.gitignore vendored
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@ -1,23 +1,5 @@
.cache
.clangd
.current_build
.conanbuild
.idea
.mypy_cache
.stfolder
.stignore
scripts/__pycache__
pyenv
CMakeLists.txt.user
ROM.oxfs
Session.vim
build
compile_commands.json
dist
graph_info.json
imgui.ini
*.gba
*.sav
studio_state.json
build/current
build/gba
build/*-release
build/*-debug
tags
*-manifest.json

5
.liccor Normal file
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@ -0,0 +1,5 @@
Copyright 2016-2017 gtalent2@gmail.com
This Source Code Form is subject to the terms of the Mozilla Public
License, v. 2.0. If a copy of the MPL was not distributed with this
file, You can obtain one at http://mozilla.org/MPL/2.0/.

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@ -1,5 +0,0 @@
---
source:
- src
copyright_notice: |-
Copyright 2016 - 2024 Gary Talent (gary@drinkingtea.net). All rights reserved.

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@ -1 +0,0 @@
type summary add --summary-string "${var.m_buff.m_items}" ox::String

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@ -1,44 +0,0 @@
{
"version": "0.2.1",
"defaults": {},
"configurations": [
{
"type": "default",
"project": "CMakeLists.txt",
"projectTarget": "nostalgia.exe (Install)",
"name": "nostalgia.exe (Install)",
"args": [
"${projectDir}/sample_project"
]
},
{
"type": "default",
"project": "CMakeLists.txt",
"projectTarget": "nostalgia.exe",
"name": "nostalgia.exe",
"args": [
"${projectDir}/sample_project"
]
},
{
"type": "default",
"project": "CMakeLists.txt",
"projectTarget": "nostalgia-studio.exe (Install)",
"name": "nostalgia-studio.exe (Install)",
"args": [
"-profile",
"${projectDir}/src/nostalgia/studio/nostalgia-studio-dev.json"
]
},
{
"type": "default",
"project": "CMakeLists.txt",
"projectTarget": "nostalgia-studio.exe",
"name": "nostalgia-studio.exe",
"args": [
"-profile",
"${projectDir}/src/nostalgia/studio/nostalgia-studio-dev.json"
]
}
]
}

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@ -1,68 +1,35 @@
cmake_minimum_required(VERSION 3.19)
set(CMAKE_POLICY_DEFAULT_CMP0110 NEW) # requires CMake 3.19
cmake_minimum_required(VERSION 2.8.8)
if(BUILDCORE_TARGET STREQUAL "gba")
project(nostalgia ASM CXX)
elseif(APPLE)
project(nostalgia C CXX OBJC OBJCXX)
else()
project(nostalgia C CXX)
project(wombat)
set(WOMBAT_BUILD_TYPE "Native" CACHE STRING "The type of build to produce(Native/GBA)")
list(APPEND CMAKE_MODULE_PATH ${CMAKE_SOURCE_DIR}/cmake/Modules)
include(address_sanitizer)
if (WOMBAT_BUILD_TYPE STREQUAL "GBA")
include(GBA)
endif()
include(deps/buildcore/base.cmake)
set(OX_ENABLE_TRACEHOOK OFF CACHE BOOL "Generate OxTraceHook shared library for uprobes")
if(BUILDCORE_TARGET STREQUAL "gba")
include(deps/gbabuildcore/base.cmake)
else()
set(CMAKE_POSITION_INDEPENDENT_CODE ON)
endif()
set(CMAKE_ARCHIVE_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR}/lib)
set(CMAKE_LIBRARY_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR}/lib)
set(CMAKE_RUNTIME_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR}/bin)
set(CMAKE_CXX_STANDARD 23)
if(APPLE)
set(CMAKE_MACOSX_RPATH OFF)
else()
if(UNIX AND NOT DEFINED BUILD_SHARED_LIBS)
set(BUILD_SHARED_LIBS ON)
endif()
set(CMAKE_INSTALL_RPATH "$ORIGIN/../lib")
set(CMAKE_BUILD_WITH_INSTALL_RPATH TRUE)
endif()
add_subdirectory(deps/ox)
include_directories(
deps/ox/src
add_definitions(
-std=c++11
-Wall
-Wsign-compare
-nostdlib
-fno-exceptions
-fno-rtti
#-g
#-fcolor-diagnostics
#--analyze
#-Os # GCC size optimization flag
)
add_subdirectory(deps/teagba)
if(NOT BUILDCORE_TARGET STREQUAL "gba")
include_directories(
SYSTEM
deps/glfw/include
deps/imgui
deps/imgui/backends
deps/nfde/src/include
/usr/local/include
if (CMAKE_BUILD_TYPE STREQUAL "Release")
add_definitions(
-Werror
)
add_subdirectory(deps/glad)
set(GLFW_BUILD_EXAMPLES OFF)
set(GLFW_BUILD_TESTS OFF)
set(GLFW_BUILD_DOCS OFF)
if(${CMAKE_SYSTEM_NAME} STREQUAL "Linux")
set(GLFW_BUILD_WAYLAND OFF)
endif()
add_subdirectory(deps/glfw)
add_subdirectory(deps/glutils)
add_subdirectory(deps/imgui)
add_subdirectory(deps/lodepng)
set(NFD_INSTALL ON)
add_subdirectory(deps/nfde)
endif()
enable_testing()
add_subdirectory(src)

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@ -1,68 +1,33 @@
FROM fedora:36
FROM wombatant/devenv
RUN dnf update -y
ENV DEVKITPRO /opt/devkitPro
ENV DEVKITARM ${DEVKITPRO}/devkitARM
###############################################################################
# Install gosu
# Install Ox
RUN dnf install -y curl
RUN curl -o /usr/local/bin/gosu -SL "https://github.com/tianon/gosu/releases/download/1.10/gosu-amd64"
RUN chmod +x /usr/local/bin/gosu
###############################################################################
# Install dev tools
RUN dnf install -y clang \
llvm \
libasan \
mingw64-gcc-c++ \
cmake \
make \
git \
vim \
sudo \
fuse-devel \
findutils \
ninja-build \
libcxx-devel libcxxabi-devel \
unzip \
ccache \
pacman \
python3-pip \
libglvnd-devel \
gtk3-devel
###############################################################################
# Install devkitARM
RUN pacman-key --init
RUN pacman-key --recv BC26F752D25B92CE272E0F44F7FD5492264BB9D0 --keyserver keyserver.ubuntu.com
RUN pacman-key --lsign BC26F752D25B92CE272E0F44F7FD5492264BB9D0
RUN curl -o devkitpro-keyring.pkg.tar.xz https://pkg.devkitpro.org/devkitpro-keyring.pkg.tar.xz
RUN pacman -Syu --noconfirm
RUN pacman -U --noconfirm devkitpro-keyring.pkg.tar.xz
ADD devenv/pacman.conf /etc/pacman.conf
RUN pacman -Syu --noconfirm gba-dev
ENV DEVKITPRO /opt/devkitpro
ENV DEVKITARM /opt/devkitpro/devkitARM
###############################################################################
# Setup sudoers
ADD devenv/sudoers /etc/sudoers
###############################################################################
# Setup working directory
RUN mkdir /usr/src/project
WORKDIR /usr/src/project
###############################################################################
# Setup entrypoint
ADD devenv/entrypoint.sh /
ENTRYPOINT ["/entrypoint.sh"]
ENV CC clang
ENV CXX clang++
ENV VCPKG_DIR_BASE /var/vcpkg/
RUN git clone -b release-0.1 https://github.com/wombatant/ox.git /usr/local/src/ox && \
cd /usr/local/src/ox && \
# setup build dirs
mkdir -p \
/usr/local/src/ox/build/release \
/usr/local/src/ox/build/windows \
/usr/local/src/ox/build/gba; \
# install Ox for native environment
cd /usr/local/src/ox/build/release && \
cmake -DCMAKE_EXPORT_COMPILE_COMMANDS=ON ../../ && \
make -j install; \
# install Ox for GBA
cd /usr/local/src/ox/build/gba && \
cmake -DCMAKE_BUILD_TYPE=Release -DCMAKE_EXPORT_COMPILE_COMMANDS=ON \
-DCMAKE_TOOLCHAIN_FILE=cmake/Modules/GBA.cmake \
-DCMAKE_INSTALL_PREFIX=/opt/devkitPro/devkitARM \
-DOX_USE_STDLIB=OFF ../../ && \
make -j install; \
# install Ox for Windows
cd /usr/local/src/ox/build/windows && \
cmake -DCMAKE_BUILD_TYPE=Release -DCMAKE_EXPORT_COMPILE_COMMANDS=ON \
-DCMAKE_TOOLCHAIN_FILE=cmake/Modules/Mingw.cmake \
-DCMAKE_INSTALL_PREFIX=/usr/x86_64-w64-mingw32 \
-DOX_BUILD_EXEC=OFF ../../ && \
make -j install

114
Makefile
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@ -1,40 +1,84 @@
BC_VAR_PROJECT_NAME=nostalgia
BC_VAR_PROJECT_NAME_CAP=Nostalgia
BUILDCORE_PATH=deps/buildcore
include ${BUILDCORE_PATH}/base.mk
ifeq ($(BC_VAR_OS),darwin)
NOSTALGIA_STUDIO=./build/${BC_VAR_CURRENT_BUILD}/bin/${BC_VAR_PROJECT_NAME_CAP}Studio.app/Contents/MacOS/${BC_VAR_PROJECT_NAME_CAP}Studio
MGBA=/Applications/mGBA.app/Contents/MacOS/mGBA
else
NOSTALGIA_STUDIO=./build/${BC_VAR_CURRENT_BUILD}/bin/${BC_VAR_PROJECT_NAME_CAP}Studio
MGBA=mgba-qt
OS=$(shell uname | tr [:upper:] [:lower:])
HOST_ENV=${OS}-$(shell uname -m)
DEVENV=devenv$(shell pwd | sed 's/\//-/g')
DEVENV_IMAGE=nostalgia-devenv
ifneq ($(shell which docker),)
ifeq ($(shell docker inspect --format="{{.State.Status}}" ${DEVENV} 2>&1),running)
ENV_RUN=docker exec -i -t --user $(shell id -u ${USER}) ${DEVENV}
endif
endif
.PHONY: pkg-gba
pkg-gba: build
${BC_CMD_ENVRUN} ${BC_PY3} ./scripts/pkg-gba.py sample_project ${BC_VAR_PROJECT_NAME}
make:
${ENV_RUN} make -j -C build HOST_ENV=${HOST_ENV}
preinstall:
${ENV_RUN} make -j -C build ARGS="preinstall" HOST_ENV=${HOST_ENV}
install:
${ENV_RUN} make -j -C build ARGS="install" HOST_ENV=${HOST_ENV}
clean:
${ENV_RUN} make -j -C build ARGS="clean" HOST_ENV=${HOST_ENV}
purge:
${ENV_RUN} rm -rf $$(find build -mindepth 1 -maxdepth 1 -type d)
test:
${ENV_RUN} make -j -C build ARGS="test" HOST_ENV=${HOST_ENV}
.PHONY: run
run: build
./build/${BC_VAR_CURRENT_BUILD}/bin/${BC_VAR_PROJECT_NAME} sample_project
.PHONY: run-studio
run-studio: build
${NOSTALGIA_STUDIO}
.PHONY: gba-run
gba-run: pkg-gba
${MGBA} ${BC_VAR_PROJECT_NAME}.gba
.PHONY: debug
debug: build
${BC_CMD_HOST_DEBUGGER} ./build/${BC_VAR_CURRENT_BUILD}/bin/${BC_VAR_PROJECT_NAME} sample_project
.PHONY: debug-studio
debug-studio: build
${BC_CMD_HOST_DEBUGGER} ${NOSTALGIA_STUDIO}
run: make
./build/current/src/player/nostalgia -debug
gba-run: make
${ENV_RUN} mgba-qt build/current/src/player/nostalgia.bin
gdb: make
gdb ./build/current/src/wombat/wombat
.PHONY: configure-gba
configure-gba:
${BC_CMD_SETUP_BUILD} --toolchain=deps/gbabuildcore/cmake/modules/GBA.cmake --target=gba --current_build=0 --build_type=release --build_root=${BC_VAR_BUILD_PATH}
devenv-build:
docker build --no-cache . -t ${DEVENV_IMAGE}
devenv:
docker run -d -v $(shell pwd):/usr/src/project \
-e LOCAL_USER_ID=$(shell id -u ${USER}) \
-e DISPLAY=$(DISPLAY) \
-e QT_AUTO_SCREEN_SCALE_FACTOR=1 \
-v /tmp/.X11-unix:/tmp/.X11-unix \
-v /run/dbus/:/run/dbus/ \
-v /dev/shm:/dev/shm \
--restart=always \
--name ${DEVENV} \
-t ${DEVENV_IMAGE} bash
devenv-destroy:
docker rm -f ${DEVENV}
.PHONY: configure-gba-debug
configure-gba-debug:
${BC_CMD_SETUP_BUILD} --toolchain=deps/gbabuildcore/cmake/modules/GBA.cmake --target=gba --current_build=0 --build_type=debug --build_root=${BC_VAR_BUILD_PATH}
shell:
${ENV_RUN} bash
release:
${ENV_RUN} rm -rf build/${HOST_ENV}-release
${ENV_RUN} ./scripts/setup_build ${HOST_ENV}
${ENV_RUN} rm -f build/current
${ENV_RUN} ln -s ${HOST_ENV}-release build/current
debug:
${ENV_RUN} rm -rf build/${HOST_ENV}-debug
${ENV_RUN} ./scripts/setup_build ${HOST_ENV} debug
${ENV_RUN} rm -f build/current
${ENV_RUN} ln -s ${HOST_ENV}-debug build/current
windows:
${ENV_RUN} rm -rf build/windows
${ENV_RUN} ./scripts/setup_build windows
${ENV_RUN} rm -f build/current
${ENV_RUN} ln -s windows build/current
windows-debug:
${ENV_RUN} rm -rf build/windows
${ENV_RUN} ./scripts/setup_build windows debug
${ENV_RUN} rm -f build/current
${ENV_RUN} ln -s windows build/current
gba:
${ENV_RUN} rm -rf build/gba-release
${ENV_RUN} ./scripts/setup_build gba
${ENV_RUN} rm -f build/current
${ENV_RUN} ln -s gba-release build/current
gba-debug:
${ENV_RUN} rm -rf build/gba-debug
${ENV_RUN} ./scripts/setup_build gba debug
${ENV_RUN} rm -f build/current
${ENV_RUN} ln -s gba-debug build/current

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@ -1,44 +1 @@
# Nostalgia
## Prerequisites
* Install GCC, Clang, or Visual Studio with C++20 support
* Install [devkitPro](https://devkitpro.org/wiki/Getting_Started) to build for GBA
* Install the gba-dev package
* Install Python 3
* Install Ninja, Make, and CMake
* Consider also installing ccache for faster subsequent build times
### Debian
For Debian (and probably other Linux distros, but the package names will
probably differ), install the following additional packages:
* pkg-config
* xorg-dev
* libgtk-3-dev
* python3-mypy
## Build
Build options: release, debug, asan, gba, gba-debug
make purge configure-{gba,release,debug} build
## Run
### Studio
make run-studio
### Native Platform
make run
### GBA
make gba-run
## Contributing
Please read the [Developer Handbook](developer-handbook.md) for information on
coding standards.

33
build/Makefile Normal file
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@ -0,0 +1,33 @@
all: gba_build gba_debug_build native_build native_debug_build windows_release windows_debug
MAKE=make -j
gba_build:
@if [ -d gba-release ]; then \
${MAKE} -C gba-release ${ARGS}; \
fi
gba_debug_build:
@if [ -d gba-debug ]; then \
${MAKE} -C gba-debug ${ARGS}; \
fi
native_build:
@if [ -d ${HOST_ENV}-release ]; then \
${MAKE} -C ${HOST_ENV}-release ${ARGS}; \
fi
native_debug_build:
@if [ -d ${HOST_ENV}-debug ]; then \
${MAKE} -C ${HOST_ENV}-debug ${ARGS}; \
fi
windows_release:
@if [ -d windows-release ]; then \
${MAKE} -C windows-release ${ARGS}; \
fi
windows_debug:
@if [ -d windows-debug ]; then \
${MAKE} -C windows-debug ${ARGS}; \
fi

10
build_rom.sh Executable file
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@ -0,0 +1,10 @@
#! /usr/bin/env bash
set -e
padbin 32 build/gba-release/src/player/nostalgia.bin
echo NOSTALGIA_MEDIA_HEADER_________ > media_header.txt
oxfs format 32 1m nostalgia_media.oxfs
./build/current/src/tools/nost-pack -fs nostalgia_media.oxfs -img charset.png -inode 1 -c
cat build/gba-release/src/player/nostalgia.bin media_header.txt nostalgia_media.oxfs > nostalgia.gba
gbafix nostalgia.gba

BIN
charset.png Normal file

Binary file not shown.

After

Width:  |  Height:  |  Size: 1.2 KiB

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@ -0,0 +1,49 @@
# Licensed to the Apache Software Foundation (ASF) under one
# or more contributor license agreements. See the NOTICE file
# distributed with this work for additional information
# regarding copyright ownership. The ASF licenses this file
# to you under the Apache License, Version 2.0 (the
# "License"); you may not use this file except in compliance
# with the License. You may obtain a copy of the License at
#
# http://www.apache.org/licenses/LICENSE-2.0
#
# Unless required by applicable law or agreed to in writing,
# software distributed under the License is distributed on an
# "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
# KIND, either express or implied. See the License for the
# specific language governing permissions and limitations
# under the License.
# - Try to find Jansson
# Once done this will define
# JANSSON_FOUND - System has Jansson
# JANSSON_INCLUDE_DIRS - The Jansson include directories
# JANSSON_LIBRARIES - The libraries needed to use Jansson
# JANSSON_DEFINITIONS - Compiler switches required for using Jansson
find_path(JANSSON_INCLUDE_DIR jansson.h
PATHS
/usr/include
/usr/local/include
)
find_library(JANSSON_LIBRARY
NAMES
jansson
PATHS
/usr/lib
/usr/local/lib
)
set(JANSSON_LIBRARIES ${JANSSON_LIBRARY})
set(JANSSON_INCLUDE_DIRS ${JANSSON_INCLUDE_DIR})
include(FindPackageHandleStandardArgs)
# handle the QUIETLY and REQUIRED arguments and set JANSSON_FOUND to TRUE
# if all listed variables are TRUE
find_package_handle_standard_args(Jansson DEFAULT_MSG
JANSSON_LIBRARY JANSSON_INCLUDE_DIR)
mark_as_advanced(JANSSON_INCLUDE_DIR JANSSON_LIBRARY)

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@ -1,5 +1,10 @@
set(CMAKE_SYSTEM_NAME "Generic")
set(DEVKITARM $ENV{DEVKITARM})
set(DEVKITPRO $ENV{DEVKITPRO})
if(NOT DEVKITPRO)
message(FATAL_ERROR "DEVKITPRO environment variable not set")
endif()
if(NOT DEVKITARM)
message(FATAL_ERROR "DEVKITARM environment variable not set")
@ -19,13 +24,21 @@ set(CMAKE_FIND_LIBRARY_PREFIXES lib)
set(CMAKE_FIND_LIBRARY_SUFFIXES .a)
set(LINKER_FLAGS "-specs=gba.specs")
add_definitions(-DARM7)
add_definitions (
-DARM7
)
function(BuildStaticLib LIBNAME SRCFILES)
add_library(${LIBNAME} OBJECT ${SRCFILES})
set(OBJS ${OBJS} $<TARGET_OBJECTS:${LIBNAME}>)
endfunction()
include(FindPackageHandleStandardArgs)
macro(OBJCOPY_FILE EXE_NAME)
set(FO ${CMAKE_RUNTIME_OUTPUT_DIRECTORY}/${EXE_NAME}.bin)
set(FI ${CMAKE_RUNTIME_OUTPUT_DIRECTORY}/${EXE_NAME})
set(FO ${CMAKE_CURRENT_BINARY_DIR}/${EXE_NAME}.bin)
set(FI ${CMAKE_CURRENT_BINARY_DIR}/${EXE_NAME})
message(STATUS ${FO})
# run objcopy

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@ -0,0 +1,4 @@
function(BuildStaticLib libName srcFiles)
endfunction()

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@ -1,4 +0,0 @@
scripts/__pycache__
CMakeLists.txt.user
Session.vim
graph_info.json

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@ -1,64 +0,0 @@
set(QTDIR "" CACHE PATH "Path to Qt Libraries")
set(BUILDCORE_TARGET "Native" CACHE STRING "The type of build to produce(Native/GBA)")
list(APPEND CMAKE_MODULE_PATH ${CMAKE_CURRENT_LIST_DIR}/cmake/modules)
include(GenerateExportHeader)
include(address_sanitizer)
set(CMAKE_INSTALL_PREFIX "${CMAKE_SOURCE_DIR}/dist/${BUILDCORE_BUILD_CONFIG}")
set(CMAKE_EXPORT_COMPILE_COMMANDS ON)
set(CMAKE_WINDOWS_EXPORT_ALL_SYMBOLS ON)
set(CMAKE_CXX_STANDARD 20)
set(CMAKE_CXX_STANDARD_REQUIRED ON)
set(CMAKE_CXX_EXTENSIONS OFF)
# enable ccache
if(NOT DEFINED ENV{BUILDCORE_SUPPRESS_CCACHE})
find_program(CCACHE_PROGRAM ccache)
if(CCACHE_PROGRAM)
set_property(GLOBAL PROPERTY RULE_LAUNCH_COMPILE "${CCACHE_PROGRAM}")
endif()
endif()
if(CMAKE_BUILD_TYPE STREQUAL "Debug")
add_definitions(-DDEBUG)
else()
add_definitions(-DNDEBUG)
if(APPLE)
set(CMAKE_OSX_ARCHITECTURES arm64;x86_64)
endif()
endif()
if(MSVC)
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} /Zc:preprocessor")
else()
# forces colored output when using ninja
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -fdiagnostics-color")
# enable warnings
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wall")
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wextra")
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wcast-align")
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wdouble-promotion")
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wformat=2")
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wmissing-field-initializers")
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wnon-virtual-dtor")
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wno-null-dereference")
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wold-style-cast")
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Woverloaded-virtual")
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wpedantic")
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wsign-compare")
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wsign-conversion")
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wconversion")
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wunused")
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wunused-variable")
# release build options
if (CMAKE_BUILD_TYPE STREQUAL "Release")
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Werror")
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -O3")
endif()
endif()
enable_testing()

193
deps/buildcore/base.mk vendored
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@ -1,193 +0,0 @@
#
# Copyright 2016 - 2023 gary@drinkingtea.net
#
# This Source Code Form is subject to the terms of the Mozilla Public
# License, v. 2.0. If a copy of the MPL was not distributed with this
# file, You can obtain one at http://mozilla.org/MPL/2.0/.
#
ifeq (${OS},Windows_NT)
SHELL := powershell.exe
.SHELLFLAGS := -NoProfile -Command
BC_VAR_OS=windows
BC_CMD_HOST_PY3=python
else
BC_VAR_OS=$(shell uname | tr [:upper:] [:lower:])
ifneq ($(shell which python3 2> /dev/null),)
BC_CMD_HOST_PY3=python3
else
ifeq ($(shell python -c 'import sys; print(sys.version_info[0])'),3)
BC_CMD_HOST_PY3=python
else
echo 'Please install Python3 on host'
exit 1
endif
endif
endif
ifdef BC_VAR_USE_DOCKER_DEVENV
ifneq ($(shell which docker 2> /dev/null),)
BC_VAR_DEVENV=devenv$(shell pwd | sed 's/\//-/g')
BC_VAR_DEVENV_IMAGE=${BC_VAR_PROJECT_NAME}-devenv
ifeq ($(shell docker inspect --format="{{.State.Status}}" ${BC_VAR_DEVENV} 2>&1),running)
BC_CMD_ENVRUN=docker exec -i -t --user $(shell id -u ${USER}) ${BC_VAR_DEVENV}
endif
endif
ifneq ($(shell ${BC_CMD_ENVRUN} which python3 2> /dev/null),)
BC_CMD_PY3=${BC_CMD_ENVRUN} python3
else
ifeq ($(shell ${BC_CMD_ENVRUN} python -c 'import sys; print(sys.version_info[0])'),3)
BC_CMD_PY3=${BC_CMD_ENVRUN} python
else
echo 'Please install Python3 in devenv'
exit 1
endif
endif
ifndef BC_VAR_DEVENV_ROOT
BC_VAR_DEVENV_ROOT="."
endif
else
BC_CMD_PY3=${BC_CMD_HOST_PY3}
endif
BC_VAR_SCRIPTS=${BUILDCORE_PATH}/scripts
BC_CMD_SETUP_BUILD=${BC_CMD_PY3} ${BC_VAR_SCRIPTS}/setup-build.py
BC_CMD_PYBB=${BC_CMD_PY3} ${BC_VAR_SCRIPTS}/pybb.py
BC_CMD_HOST_PYBB=${BC_CMD_HOST_PY3} ${BC_VAR_SCRIPTS}/pybb.py
BC_CMD_CMAKE_BUILD=${BC_CMD_PYBB} cmake-build
BC_CMD_GETENV=${BC_CMD_PYBB} getenv
BC_CMD_CTEST=${BC_CMD_PYBB} ctest-all
BC_CMD_RM_RF=${BC_CMD_PYBB} rm
BC_CMD_MKDIR_P=${BC_CMD_PYBB} mkdir
BC_CMD_CAT=${BC_CMD_PYBB} cat
BC_CMD_DEBUGGER=${BC_CMD_PYBB} debug
BC_CMD_HOST_DEBUGGER=${BC_CMD_HOST_PYBB} debug
BC_VAR_HOSTENV=$(shell ${BC_CMD_ENVRUN} ${BC_CMD_PYBB} hostenv)
BC_VAR_BUILD_PATH=build
BC_VAR_CURRENT_BUILD=$(BC_VAR_HOSTENV)-$(shell ${BC_CMD_ENVRUN} ${BC_CMD_CAT} .current_build)
ifdef BC_VAR_USE_VCPKG
ifndef BC_VAR_VCPKG_DIR_BASE
BC_VAR_VCPKG_DIR_BASE=.vcpkg
endif
ifndef BC_VAR_VCPKG_VERSION
BC_VAR_VCPKG_VERSION=2023.08.09
endif
endif
.PHONY: build
build:
${BC_CMD_CMAKE_BUILD} ${BC_VAR_BUILD_PATH}
.PHONY: install
install:
${BC_CMD_CMAKE_BUILD} ${BC_VAR_BUILD_PATH} install
.PHONY: clean
clean:
${BC_CMD_CMAKE_BUILD} ${BC_VAR_BUILD_PATH} clean
.PHONY: purge
purge:
${BC_CMD_RM_RF} .current_build
${BC_CMD_RM_RF} ${BC_VAR_BUILD_PATH}
${BC_CMD_RM_RF} dist
${BC_CMD_RM_RF} compile_commands.json
.PHONY: test
test: build
${BC_CMD_ENVRUN} mypy ${BC_VAR_SCRIPTS}
${BC_CMD_CMAKE_BUILD} ${BC_VAR_BUILD_PATH} test
.PHONY: test-verbose
test-verbose: build
${BC_CMD_CTEST} ${BC_VAR_BUILD_PATH} --output-on-failure
.PHONY: test-rerun-verbose
test-rerun-verbose: build
${BC_CMD_CTEST} ${BC_VAR_BUILD_PATH} --rerun-failed --output-on-failure
ifdef BC_VAR_USE_DOCKER_DEVENV
.PHONY: devenv-image
devenv-image:
docker build ${BC_VAR_DEVENV_ROOT} -t ${BC_VAR_DEVENV_IMAGE}
.PHONY: devenv-create
devenv-create:
docker run -d \
-e LOCAL_USER_ID=$(shell id -u ${USER}) \
-e DISPLAY=$(DISPLAY) \
-e QT_AUTO_SCREEN_SCALE_FACTOR=1 \
-v /tmp/.X11-unix:/tmp/.X11-unix \
-v /run/dbus/:/run/dbus/ \
-v $(shell pwd):/usr/src/project \
-v /dev/shm:/dev/shm \
--restart=always \
--name ${BC_VAR_DEVENV} \
-t ${BC_VAR_DEVENV_IMAGE} bash
.PHONY: devenv-destroy
devenv-destroy:
docker rm -f ${BC_VAR_DEVENV}
ifdef BC_CMD_ENVRUN
.PHONY: devenv-shell
devenv-shell:
${BC_CMD_ENVRUN} bash
endif
endif
ifdef BC_VAR_USE_VCPKG
BC_VAR_VCPKG_TOOLCHAIN=--toolchain=${BC_VAR_VCPKG_DIR}/scripts/buildsystems/vcpkg.cmake
BC_VAR_VCPKG_DIR=$(BC_VAR_VCPKG_DIR_BASE)/$(BC_VAR_VCPKG_VERSION)-$(BC_VAR_HOSTENV)
.PHONY: vcpkg
vcpkg: ${BC_VAR_VCPKG_DIR} vcpkg-install
${BC_VAR_VCPKG_DIR}:
${BC_CMD_RM_RF} ${BC_VAR_VCPKG_DIR}
${BC_CMD_PYBB} mkdir ${BC_VAR_VCPKG_DIR_BASE}
${BC_CMD_ENVRUN} git clone -b release --depth 1 --branch ${BC_VAR_VCPKG_VERSION} https://github.com/microsoft/vcpkg.git ${BC_VAR_VCPKG_DIR}
ifneq (${BC_VAR_OS},windows)
${BC_CMD_ENVRUN} ${BC_VAR_VCPKG_DIR}/bootstrap-vcpkg.sh
else
${BC_CMD_ENVRUN} ${BC_VAR_VCPKG_DIR}/bootstrap-vcpkg.bat
endif
.PHONY: vcpkg-install
vcpkg-install:
ifneq (${BC_VAR_OS},windows)
${BC_CMD_ENVRUN} ${BC_VAR_VCPKG_DIR}/vcpkg install ${BC_VAR_VCPKG_PKGS}
else
${BC_CMD_ENVRUN} ${BC_VAR_VCPKG_DIR}/vcpkg install --triplet x64-windows ${BC_VAR_VCPKG_PKGS}
endif
else ifdef USE_CONAN # USE_VCPKG / USE_CONAN ####################################
.PHONY: setup-conan
conan-config:
${BC_CMD_ENVRUN} conan profile new ${BC_VAR_PROJECT_NAME} --detect --force
ifeq ($(BC_VAR_OS),linux)
${BC_CMD_ENVRUN} conan profile update settings.compiler.libcxx=libstdc++11 ${BC_VAR_PROJECT_NAME}
else
${BC_CMD_ENVRUN} conan profile update settings.compiler.cppstd=20 ${BC_VAR_PROJECT_NAME}
ifeq ($(BC_VAR_OS),windows)
${BC_CMD_ENVRUN} conan profile update settings.compiler.runtime=static ${BC_VAR_PROJECT_NAME}
endif
endif
.PHONY: conan
conan:
${BC_CMD_PYBB} conan-install ${BC_VAR_PROJECT_NAME}
endif # USE_CONAN ###############################################
ifeq (${BC_VAR_OS},darwin)
.PHONY: configure-xcode
configure-xcode:
${BC_CMD_SETUP_BUILD} ${BC_VAR_VCPKG_TOOLCHAIN} --build_tool=xcode --current_build=0 --build_root=${BC_VAR_BUILD_PATH}
endif
.PHONY: configure-release
configure-release:
${BC_CMD_SETUP_BUILD} ${BC_VAR_VCPKG_TOOLCHAIN} --build_type=release --build_root=${BC_VAR_BUILD_PATH}
.PHONY: configure-debug
configure-debug:
${BC_CMD_SETUP_BUILD} ${BC_VAR_VCPKG_TOOLCHAIN} --build_type=debug --build_root=${BC_VAR_BUILD_PATH}
.PHONY: configure-asan
configure-asan:
${BC_CMD_SETUP_BUILD} ${BC_VAR_VCPKG_TOOLCHAIN} --build_type=asan --build_root=${BC_VAR_BUILD_PATH}

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@ -1,163 +0,0 @@
#! /usr/bin/env python3
#
# Copyright 2016 - 2021 gary@drinkingtea.net
#
# This Source Code Form is subject to the terms of the Mozilla Public
# License, v. 2.0. If a copy of the MPL was not distributed with this
# file, You can obtain one at http://mozilla.org/MPL/2.0/.
#
# "Python Busy Box" - adds cross-platform equivalents to Unix commands that
# don't translate well to that other operating system
import os
import platform
import shutil
import subprocess
import sys
from typing import List, Optional
import util
def mkdir(path: str) -> int:
try:
util.mkdir_p(path)
except Exception:
return 1
return 0
def rm_multi(paths: List[str]):
for path in paths:
util.rm(path)
def ctest_all() -> int:
base_path = sys.argv[2]
if not os.path.isdir(base_path):
# no generated projects
return 0
args = ['ctest'] + sys.argv[3:]
orig_dir = os.getcwd()
for d in os.listdir(base_path):
os.chdir(os.path.join(orig_dir, base_path, d))
err = subprocess.run(args).returncode
if err != 0:
return err
return 0
def cmake_build(base_path: str, target: Optional[str]) -> int:
if not os.path.isdir(base_path):
# nothing to build
return 0
for d in os.listdir(base_path):
path = os.path.join(base_path, d)
if not os.path.isdir(path):
continue
args = ['cmake', '--build', path]
if target is not None:
args.extend(['--target', target])
err = subprocess.run(args).returncode
if err != 0:
return err
return 0
def conan() -> int:
project_name = sys.argv[2]
conan_dir = '.conanbuild'
err = 0
try:
mkdir(conan_dir)
except Exception:
return 1
if err != 0:
return err
args = ['conan', 'install', '../', '--build=missing', '-pr', project_name]
os.chdir(conan_dir)
return subprocess.run(args).returncode
def cat(paths: List[str]) -> int:
for path in paths:
try:
with open(path) as f:
data = f.read()
print(data)
except FileNotFoundError:
sys.stderr.write(f'cat: {path}: no such file or directory\n')
return 1
return 0
def debug(paths: List[str]) -> int:
if shutil.which('gdb') is not None:
args = ['gdb', '--args']
elif shutil.which('lldb') is not None:
args = ['lldb', '--']
else:
sys.stderr.write('debug: could not find a supported debugger\n')
return 1
args.extend(paths)
return subprocess.run(args).returncode
def get_env(var_name: str) -> int:
if var_name not in os.environ:
return 1
print(os.environ[var_name])
return 0
def hostname() -> int:
print(platform.node())
return 0
def host_env() -> int:
os_name = platform.system().lower()
arch = util.get_arch()
print(f'{os_name}-{arch}')
return 0
def clarg(idx: int) -> Optional[str]:
return sys.argv[idx] if len(sys.argv) > idx else None
def main() -> int:
err = 0
if sys.argv[1] == 'mkdir':
err = mkdir(sys.argv[2])
elif sys.argv[1] == 'rm':
rm_multi(sys.argv[2:])
elif sys.argv[1] == 'conan-install':
err = conan()
elif sys.argv[1] == 'ctest-all':
err = ctest_all()
elif sys.argv[1] == 'cmake-build':
err = cmake_build(sys.argv[2], clarg(3))
elif sys.argv[1] == 'cat':
err = cat(sys.argv[2:])
elif sys.argv[1] == 'debug':
err = debug(sys.argv[2:])
elif sys.argv[1] == 'getenv':
err = get_env(sys.argv[2])
elif sys.argv[1] == 'hostname':
err = hostname()
elif sys.argv[1] == 'hostenv':
err = host_env()
else:
sys.stderr.write('Command not found\n')
err = 1
return err
if __name__ == '__main__':
try:
sys.exit(main())
except KeyboardInterrupt:
sys.exit(1)

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@ -1,123 +0,0 @@
#! /usr/bin/env python3
#
# Copyright 2016 - 2021 gary@drinkingtea.net
#
# This Source Code Form is subject to the terms of the Mozilla Public
# License, v. 2.0. If a copy of the MPL was not distributed with this
# file, You can obtain one at http://mozilla.org/MPL/2.0/.
#
import argparse
import os
import platform
import shutil
import subprocess
import sys
import util
def main() -> int:
parser = argparse.ArgumentParser()
parser.add_argument(
'--target',
help='Platform target',
default=f'{util.get_os()}-{util.get_arch()}')
parser.add_argument(
'--build_type',
help='Build type (asan,debug,release)',
default='release')
parser.add_argument(
'--build_tool',
help='Build tool (default,xcode)',
default='')
parser.add_argument(
'--build_root',
help='Path to the root build directory (must be in project dir)',
default='build')
parser.add_argument(
'--toolchain',
help='Path to CMake toolchain file',
default='')
parser.add_argument(
'--current_build',
help='Indicates whether or not to make this the active build',
default=1)
args = parser.parse_args()
if args.build_type == 'asan':
build_type_arg = 'Debug'
sanitizer_status = 'ON'
elif args.build_type == 'debug':
build_type_arg = 'Debug'
sanitizer_status = 'OFF'
elif args.build_type == 'release':
build_type_arg = 'Release'
sanitizer_status = 'OFF'
else:
print('Error: Invalid build tool')
return 1
if args.build_tool == 'xcode':
build_config = '{:s}-{:s}'.format(args.target, args.build_tool)
else:
build_config = '{:s}-{:s}'.format(args.target, args.build_type)
if 'QTDIR' in os.environ:
qt_path = '-DQTDIR={:s}'.format(os.environ['QTDIR'])
else:
qt_path = ''
if args.build_tool == '' or args.build_tool == 'default':
if shutil.which('ninja') is None:
build_tool = ''
else:
build_tool = '-GNinja'
elif args.build_tool == 'xcode':
build_tool = '-GXcode'
else:
print('Error: Invalid build tool')
return 1
project_dir = os.getcwd()
build_dir = f'{project_dir}/{args.build_root}/{build_config}'
util.rm(build_dir)
cmake_cmd = [
'cmake', '-S', project_dir, '-B', build_dir,
'-DCMAKE_EXPORT_COMPILE_COMMANDS=ON',
'-DCMAKE_TOOLCHAIN_FILE={:s}'.format(args.toolchain),
'-DCMAKE_BUILD_TYPE={:s}'.format(build_type_arg),
'-DUSE_ASAN={:s}'.format(sanitizer_status),
'-DBUILDCORE_BUILD_CONFIG={:s}'.format(build_config),
'-DBUILDCORE_TARGET={:s}'.format(args.target),
]
if build_tool != '':
cmake_cmd.append(build_tool)
if qt_path != '':
cmake_cmd.append(qt_path)
if platform.system() == 'Windows' and platform.system() == 'AMD64':
cmake_cmd.append('-A x64')
cmake_err = subprocess.run(cmake_cmd).returncode
if cmake_err != 0:
return cmake_err
util.mkdir_p('dist')
if int(args.current_build) != 0:
cb = open('.current_build', 'w')
cb.write(args.build_type)
cb.close()
util.rm('compile_commands.json')
if platform.system() != 'Windows':
os.symlink(f'{build_dir}/compile_commands.json',
'compile_commands.json')
return 0
if __name__ == '__main__':
try:
sys.exit(main())
except KeyboardInterrupt:
sys.exit(1)

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@ -1,38 +0,0 @@
#
# Copyright 2016 - 2021 gary@drinkingtea.net
#
# This Source Code Form is subject to the terms of the Mozilla Public
# License, v. 2.0. If a copy of the MPL was not distributed with this
# file, You can obtain one at http://mozilla.org/MPL/2.0/.
#
import os
import platform
import shutil
def mkdir_p(path: str):
if not os.path.exists(path):
os.mkdir(path)
# this exists because Windows is utterly incapable of providing a proper rm -rf
def rm(path: str):
file_exists = os.path.exists(path)
is_link = os.path.islink(path)
is_dir = os.path.isdir(path)
if (file_exists or is_link) and not is_dir:
os.remove(path)
elif os.path.isdir(path):
shutil.rmtree(path)
def get_os() -> str:
return platform.system().lower()
def get_arch() -> str:
arch = platform.machine().lower()
if arch == 'amd64':
arch = 'x86_64'
return arch

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@ -1,16 +0,0 @@
list(APPEND CMAKE_MODULE_PATH ${CMAKE_CURRENT_LIST_DIR}/cmake/modules)
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -nostdlib")
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -nostdinc++")
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -fno-unwind-tables")
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -fno-exceptions")
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -fno-rtti")
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -fno-strict-aliasing")
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -mthumb-interwork")
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -mthumb")
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -mcpu=arm7tdmi")
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -mtune=arm7tdmi")
# disable warnings
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wno-gnu-zero-variadic-macro-arguments")
set(OX_BARE_METAL ON)
set(OX_USE_STDLIB OFF)

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add_library(glad OBJECT src/glad.c)
target_include_directories(glad PUBLIC include)

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@ -1,311 +0,0 @@
#ifndef __khrplatform_h_
#define __khrplatform_h_
/*
** Copyright (c) 2008-2018 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.
*
* The master copy of khrplatform.h is maintained in the Khronos EGL
* Registry repository at https://github.com/KhronosGroup/EGL-Registry
* The last semantic modification to khrplatform.h was at commit ID:
* 67a3e0864c2d75ea5287b9f3d2eb74a745936692
*
* 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 filing pull requests or issues on
* the EGL Registry repository linked above.
*
*
* 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;
*/
#if defined(__SCITECH_SNAP__) && !defined(KHRONOS_STATIC)
# define KHRONOS_STATIC 1
#endif
/*-------------------------------------------------------------------------
* Definition of KHRONOS_APICALL
*-------------------------------------------------------------------------
* This precedes the return type of the function in the function prototype.
*/
#if defined(KHRONOS_STATIC)
/* If the preprocessor constant KHRONOS_STATIC is defined, make the
* header compatible with static linking. */
# define KHRONOS_APICALL
#elif defined(_WIN32)
# define KHRONOS_APICALL __declspec(dllimport)
#elif defined (__SYMBIAN32__)
# define KHRONOS_APICALL IMPORT_C
#elif defined(__ANDROID__)
# define KHRONOS_APICALL __attribute__((visibility("default")))
#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
/*
* To support platform where unsigned long cannot be used interchangeably with
* inptr_t (e.g. CHERI-extended ISAs), we can use the stdint.h intptr_t.
* Ideally, we could just use (u)intptr_t everywhere, but this could result in
* ABI breakage if khronos_uintptr_t is changed from unsigned long to
* unsigned long long or similar (this results in different C++ name mangling).
* To avoid changes for existing platforms, we restrict usage of intptr_t to
* platforms where the size of a pointer is larger than the size of long.
*/
#if defined(__SIZEOF_LONG__) && defined(__SIZEOF_POINTER__)
#if __SIZEOF_POINTER__ > __SIZEOF_LONG__
#define KHRONOS_USE_INTPTR_T
#endif
#endif
#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 KHRONOS_USE_INTPTR_T
typedef intptr_t khronos_intptr_t;
typedef uintptr_t khronos_uintptr_t;
#elif defined(_WIN64)
typedef signed long long int khronos_intptr_t;
typedef unsigned long long int khronos_uintptr_t;
#else
typedef signed long int khronos_intptr_t;
typedef unsigned long int khronos_uintptr_t;
#endif
#if defined(_WIN64)
typedef signed long long int khronos_ssize_t;
typedef unsigned long long int khronos_usize_t;
#else
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_ */

File diff suppressed because it is too large Load Diff

925
deps/glad/src/glad.c vendored
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@ -1,925 +0,0 @@
/*
OpenGL ES loader generated by glad 0.1.35 on Thu May 19 18:18:31 2022.
Language/Generator: C/C++
Specification: gl
APIs: gles2=3.2
Profile: compatibility
Extensions:
Loader: True
Local files: False
Omit khrplatform: False
Reproducible: False
Commandline:
--profile="compatibility" --api="gles2=3.2" --generator="c" --spec="gl" --extensions=""
Online:
https://glad.dav1d.de/#profile=compatibility&language=c&specification=gl&loader=on&api=gles2%3D3.2
*/
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <glad/glad.h>
struct gladGLversionStruct GLVersion = { 0, 0 };
#if defined(GL_ES_VERSION_3_0) || defined(GL_VERSION_3_0)
#define _GLAD_IS_SOME_NEW_VERSION 1
#endif
static int max_loaded_major;
static int max_loaded_minor;
static const char *exts = NULL;
static int num_exts_i = 0;
static char **exts_i = NULL;
static int get_exts(void) {
#ifdef _GLAD_IS_SOME_NEW_VERSION
if(max_loaded_major < 3) {
#endif
exts = (const char *)glGetString(GL_EXTENSIONS);
#ifdef _GLAD_IS_SOME_NEW_VERSION
} else {
unsigned int index;
num_exts_i = 0;
glGetIntegerv(GL_NUM_EXTENSIONS, &num_exts_i);
if (num_exts_i > 0) {
exts_i = (char **)malloc((size_t)num_exts_i * (sizeof *exts_i));
}
if (exts_i == NULL) {
return 0;
}
for(index = 0; index < (unsigned)num_exts_i; index++) {
const char *gl_str_tmp = (const char*)glGetStringi(GL_EXTENSIONS, index);
size_t len = strlen(gl_str_tmp);
char *local_str = (char*)malloc((len+1) * sizeof(char));
if(local_str != NULL) {
memcpy(local_str, gl_str_tmp, (len+1) * sizeof(char));
}
exts_i[index] = local_str;
}
}
#endif
return 1;
}
static void free_exts(void) {
if (exts_i != NULL) {
int index;
for(index = 0; index < num_exts_i; index++) {
free((char *)exts_i[index]);
}
free((void *)exts_i);
exts_i = NULL;
}
}
static int has_ext(const char *ext) {
#ifdef _GLAD_IS_SOME_NEW_VERSION
if(max_loaded_major < 3) {
#endif
const char *extensions;
const char *loc;
const char *terminator;
extensions = exts;
if(extensions == NULL || ext == NULL) {
return 0;
}
while(1) {
loc = strstr(extensions, ext);
if(loc == NULL) {
return 0;
}
terminator = loc + strlen(ext);
if((loc == extensions || *(loc - 1) == ' ') &&
(*terminator == ' ' || *terminator == '\0')) {
return 1;
}
extensions = terminator;
}
#ifdef _GLAD_IS_SOME_NEW_VERSION
} else {
int index;
if(exts_i == NULL) return 0;
for(index = 0; index < num_exts_i; index++) {
const char *e = exts_i[index];
if(exts_i[index] != NULL && strcmp(e, ext) == 0) {
return 1;
}
}
}
#endif
return 0;
}
int GLAD_GL_ES_VERSION_2_0 = 0;
int GLAD_GL_ES_VERSION_3_0 = 0;
int GLAD_GL_ES_VERSION_3_1 = 0;
int GLAD_GL_ES_VERSION_3_2 = 0;
PFNGLACTIVESHADERPROGRAMPROC glad_glActiveShaderProgram = NULL;
PFNGLACTIVETEXTUREPROC glad_glActiveTexture = NULL;
PFNGLATTACHSHADERPROC glad_glAttachShader = NULL;
PFNGLBEGINQUERYPROC glad_glBeginQuery = NULL;
PFNGLBEGINTRANSFORMFEEDBACKPROC glad_glBeginTransformFeedback = NULL;
PFNGLBINDATTRIBLOCATIONPROC glad_glBindAttribLocation = NULL;
PFNGLBINDBUFFERPROC glad_glBindBuffer = NULL;
PFNGLBINDBUFFERBASEPROC glad_glBindBufferBase = NULL;
PFNGLBINDBUFFERRANGEPROC glad_glBindBufferRange = NULL;
PFNGLBINDFRAMEBUFFERPROC glad_glBindFramebuffer = NULL;
PFNGLBINDIMAGETEXTUREPROC glad_glBindImageTexture = NULL;
PFNGLBINDPROGRAMPIPELINEPROC glad_glBindProgramPipeline = NULL;
PFNGLBINDRENDERBUFFERPROC glad_glBindRenderbuffer = NULL;
PFNGLBINDSAMPLERPROC glad_glBindSampler = NULL;
PFNGLBINDTEXTUREPROC glad_glBindTexture = NULL;
PFNGLBINDTRANSFORMFEEDBACKPROC glad_glBindTransformFeedback = NULL;
PFNGLBINDVERTEXARRAYPROC glad_glBindVertexArray = NULL;
PFNGLBINDVERTEXBUFFERPROC glad_glBindVertexBuffer = NULL;
PFNGLBLENDBARRIERPROC glad_glBlendBarrier = NULL;
PFNGLBLENDCOLORPROC glad_glBlendColor = NULL;
PFNGLBLENDEQUATIONPROC glad_glBlendEquation = NULL;
PFNGLBLENDEQUATIONSEPARATEPROC glad_glBlendEquationSeparate = NULL;
PFNGLBLENDEQUATIONSEPARATEIPROC glad_glBlendEquationSeparatei = NULL;
PFNGLBLENDEQUATIONIPROC glad_glBlendEquationi = NULL;
PFNGLBLENDFUNCPROC glad_glBlendFunc = NULL;
PFNGLBLENDFUNCSEPARATEPROC glad_glBlendFuncSeparate = NULL;
PFNGLBLENDFUNCSEPARATEIPROC glad_glBlendFuncSeparatei = NULL;
PFNGLBLENDFUNCIPROC glad_glBlendFunci = NULL;
PFNGLBLITFRAMEBUFFERPROC glad_glBlitFramebuffer = NULL;
PFNGLBUFFERDATAPROC glad_glBufferData = NULL;
PFNGLBUFFERSUBDATAPROC glad_glBufferSubData = NULL;
PFNGLCHECKFRAMEBUFFERSTATUSPROC glad_glCheckFramebufferStatus = NULL;
PFNGLCLEARPROC glad_glClear = NULL;
PFNGLCLEARBUFFERFIPROC glad_glClearBufferfi = NULL;
PFNGLCLEARBUFFERFVPROC glad_glClearBufferfv = NULL;
PFNGLCLEARBUFFERIVPROC glad_glClearBufferiv = NULL;
PFNGLCLEARBUFFERUIVPROC glad_glClearBufferuiv = NULL;
PFNGLCLEARCOLORPROC glad_glClearColor = NULL;
PFNGLCLEARDEPTHFPROC glad_glClearDepthf = NULL;
PFNGLCLEARSTENCILPROC glad_glClearStencil = NULL;
PFNGLCLIENTWAITSYNCPROC glad_glClientWaitSync = NULL;
PFNGLCOLORMASKPROC glad_glColorMask = NULL;
PFNGLCOLORMASKIPROC glad_glColorMaski = NULL;
PFNGLCOMPILESHADERPROC glad_glCompileShader = NULL;
PFNGLCOMPRESSEDTEXIMAGE2DPROC glad_glCompressedTexImage2D = NULL;
PFNGLCOMPRESSEDTEXIMAGE3DPROC glad_glCompressedTexImage3D = NULL;
PFNGLCOMPRESSEDTEXSUBIMAGE2DPROC glad_glCompressedTexSubImage2D = NULL;
PFNGLCOMPRESSEDTEXSUBIMAGE3DPROC glad_glCompressedTexSubImage3D = NULL;
PFNGLCOPYBUFFERSUBDATAPROC glad_glCopyBufferSubData = NULL;
PFNGLCOPYIMAGESUBDATAPROC glad_glCopyImageSubData = NULL;
PFNGLCOPYTEXIMAGE2DPROC glad_glCopyTexImage2D = NULL;
PFNGLCOPYTEXSUBIMAGE2DPROC glad_glCopyTexSubImage2D = NULL;
PFNGLCOPYTEXSUBIMAGE3DPROC glad_glCopyTexSubImage3D = NULL;
PFNGLCREATEPROGRAMPROC glad_glCreateProgram = NULL;
PFNGLCREATESHADERPROC glad_glCreateShader = NULL;
PFNGLCREATESHADERPROGRAMVPROC glad_glCreateShaderProgramv = NULL;
PFNGLCULLFACEPROC glad_glCullFace = NULL;
PFNGLDEBUGMESSAGECALLBACKPROC glad_glDebugMessageCallback = NULL;
PFNGLDEBUGMESSAGECONTROLPROC glad_glDebugMessageControl = NULL;
PFNGLDEBUGMESSAGEINSERTPROC glad_glDebugMessageInsert = NULL;
PFNGLDELETEBUFFERSPROC glad_glDeleteBuffers = NULL;
PFNGLDELETEFRAMEBUFFERSPROC glad_glDeleteFramebuffers = NULL;
PFNGLDELETEPROGRAMPROC glad_glDeleteProgram = NULL;
PFNGLDELETEPROGRAMPIPELINESPROC glad_glDeleteProgramPipelines = NULL;
PFNGLDELETEQUERIESPROC glad_glDeleteQueries = NULL;
PFNGLDELETERENDERBUFFERSPROC glad_glDeleteRenderbuffers = NULL;
PFNGLDELETESAMPLERSPROC glad_glDeleteSamplers = NULL;
PFNGLDELETESHADERPROC glad_glDeleteShader = NULL;
PFNGLDELETESYNCPROC glad_glDeleteSync = NULL;
PFNGLDELETETEXTURESPROC glad_glDeleteTextures = NULL;
PFNGLDELETETRANSFORMFEEDBACKSPROC glad_glDeleteTransformFeedbacks = NULL;
PFNGLDELETEVERTEXARRAYSPROC glad_glDeleteVertexArrays = NULL;
PFNGLDEPTHFUNCPROC glad_glDepthFunc = NULL;
PFNGLDEPTHMASKPROC glad_glDepthMask = NULL;
PFNGLDEPTHRANGEFPROC glad_glDepthRangef = NULL;
PFNGLDETACHSHADERPROC glad_glDetachShader = NULL;
PFNGLDISABLEPROC glad_glDisable = NULL;
PFNGLDISABLEVERTEXATTRIBARRAYPROC glad_glDisableVertexAttribArray = NULL;
PFNGLDISABLEIPROC glad_glDisablei = NULL;
PFNGLDISPATCHCOMPUTEPROC glad_glDispatchCompute = NULL;
PFNGLDISPATCHCOMPUTEINDIRECTPROC glad_glDispatchComputeIndirect = NULL;
PFNGLDRAWARRAYSPROC glad_glDrawArrays = NULL;
PFNGLDRAWARRAYSINDIRECTPROC glad_glDrawArraysIndirect = NULL;
PFNGLDRAWARRAYSINSTANCEDPROC glad_glDrawArraysInstanced = NULL;
PFNGLDRAWBUFFERSPROC glad_glDrawBuffers = NULL;
PFNGLDRAWELEMENTSPROC glad_glDrawElements = NULL;
PFNGLDRAWELEMENTSBASEVERTEXPROC glad_glDrawElementsBaseVertex = NULL;
PFNGLDRAWELEMENTSINDIRECTPROC glad_glDrawElementsIndirect = NULL;
PFNGLDRAWELEMENTSINSTANCEDPROC glad_glDrawElementsInstanced = NULL;
PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXPROC glad_glDrawElementsInstancedBaseVertex = NULL;
PFNGLDRAWRANGEELEMENTSPROC glad_glDrawRangeElements = NULL;
PFNGLDRAWRANGEELEMENTSBASEVERTEXPROC glad_glDrawRangeElementsBaseVertex = NULL;
PFNGLENABLEPROC glad_glEnable = NULL;
PFNGLENABLEVERTEXATTRIBARRAYPROC glad_glEnableVertexAttribArray = NULL;
PFNGLENABLEIPROC glad_glEnablei = NULL;
PFNGLENDQUERYPROC glad_glEndQuery = NULL;
PFNGLENDTRANSFORMFEEDBACKPROC glad_glEndTransformFeedback = NULL;
PFNGLFENCESYNCPROC glad_glFenceSync = NULL;
PFNGLFINISHPROC glad_glFinish = NULL;
PFNGLFLUSHPROC glad_glFlush = NULL;
PFNGLFLUSHMAPPEDBUFFERRANGEPROC glad_glFlushMappedBufferRange = NULL;
PFNGLFRAMEBUFFERPARAMETERIPROC glad_glFramebufferParameteri = NULL;
PFNGLFRAMEBUFFERRENDERBUFFERPROC glad_glFramebufferRenderbuffer = NULL;
PFNGLFRAMEBUFFERTEXTUREPROC glad_glFramebufferTexture = NULL;
PFNGLFRAMEBUFFERTEXTURE2DPROC glad_glFramebufferTexture2D = NULL;
PFNGLFRAMEBUFFERTEXTURELAYERPROC glad_glFramebufferTextureLayer = NULL;
PFNGLFRONTFACEPROC glad_glFrontFace = NULL;
PFNGLGENBUFFERSPROC glad_glGenBuffers = NULL;
PFNGLGENFRAMEBUFFERSPROC glad_glGenFramebuffers = NULL;
PFNGLGENPROGRAMPIPELINESPROC glad_glGenProgramPipelines = NULL;
PFNGLGENQUERIESPROC glad_glGenQueries = NULL;
PFNGLGENRENDERBUFFERSPROC glad_glGenRenderbuffers = NULL;
PFNGLGENSAMPLERSPROC glad_glGenSamplers = NULL;
PFNGLGENTEXTURESPROC glad_glGenTextures = NULL;
PFNGLGENTRANSFORMFEEDBACKSPROC glad_glGenTransformFeedbacks = NULL;
PFNGLGENVERTEXARRAYSPROC glad_glGenVertexArrays = NULL;
PFNGLGENERATEMIPMAPPROC glad_glGenerateMipmap = NULL;
PFNGLGETACTIVEATTRIBPROC glad_glGetActiveAttrib = NULL;
PFNGLGETACTIVEUNIFORMPROC glad_glGetActiveUniform = NULL;
PFNGLGETACTIVEUNIFORMBLOCKNAMEPROC glad_glGetActiveUniformBlockName = NULL;
PFNGLGETACTIVEUNIFORMBLOCKIVPROC glad_glGetActiveUniformBlockiv = NULL;
PFNGLGETACTIVEUNIFORMSIVPROC glad_glGetActiveUniformsiv = NULL;
PFNGLGETATTACHEDSHADERSPROC glad_glGetAttachedShaders = NULL;
PFNGLGETATTRIBLOCATIONPROC glad_glGetAttribLocation = NULL;
PFNGLGETBOOLEANI_VPROC glad_glGetBooleani_v = NULL;
PFNGLGETBOOLEANVPROC glad_glGetBooleanv = NULL;
PFNGLGETBUFFERPARAMETERI64VPROC glad_glGetBufferParameteri64v = NULL;
PFNGLGETBUFFERPARAMETERIVPROC glad_glGetBufferParameteriv = NULL;
PFNGLGETBUFFERPOINTERVPROC glad_glGetBufferPointerv = NULL;
PFNGLGETDEBUGMESSAGELOGPROC glad_glGetDebugMessageLog = NULL;
PFNGLGETERRORPROC glad_glGetError = NULL;
PFNGLGETFLOATVPROC glad_glGetFloatv = NULL;
PFNGLGETFRAGDATALOCATIONPROC glad_glGetFragDataLocation = NULL;
PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC glad_glGetFramebufferAttachmentParameteriv = NULL;
PFNGLGETFRAMEBUFFERPARAMETERIVPROC glad_glGetFramebufferParameteriv = NULL;
PFNGLGETGRAPHICSRESETSTATUSPROC glad_glGetGraphicsResetStatus = NULL;
PFNGLGETINTEGER64I_VPROC glad_glGetInteger64i_v = NULL;
PFNGLGETINTEGER64VPROC glad_glGetInteger64v = NULL;
PFNGLGETINTEGERI_VPROC glad_glGetIntegeri_v = NULL;
PFNGLGETINTEGERVPROC glad_glGetIntegerv = NULL;
PFNGLGETINTERNALFORMATIVPROC glad_glGetInternalformativ = NULL;
PFNGLGETMULTISAMPLEFVPROC glad_glGetMultisamplefv = NULL;
PFNGLGETOBJECTLABELPROC glad_glGetObjectLabel = NULL;
PFNGLGETOBJECTPTRLABELPROC glad_glGetObjectPtrLabel = NULL;
PFNGLGETPOINTERVPROC glad_glGetPointerv = NULL;
PFNGLGETPROGRAMBINARYPROC glad_glGetProgramBinary = NULL;
PFNGLGETPROGRAMINFOLOGPROC glad_glGetProgramInfoLog = NULL;
PFNGLGETPROGRAMINTERFACEIVPROC glad_glGetProgramInterfaceiv = NULL;
PFNGLGETPROGRAMPIPELINEINFOLOGPROC glad_glGetProgramPipelineInfoLog = NULL;
PFNGLGETPROGRAMPIPELINEIVPROC glad_glGetProgramPipelineiv = NULL;
PFNGLGETPROGRAMRESOURCEINDEXPROC glad_glGetProgramResourceIndex = NULL;
PFNGLGETPROGRAMRESOURCELOCATIONPROC glad_glGetProgramResourceLocation = NULL;
PFNGLGETPROGRAMRESOURCENAMEPROC glad_glGetProgramResourceName = NULL;
PFNGLGETPROGRAMRESOURCEIVPROC glad_glGetProgramResourceiv = NULL;
PFNGLGETPROGRAMIVPROC glad_glGetProgramiv = NULL;
PFNGLGETQUERYOBJECTUIVPROC glad_glGetQueryObjectuiv = NULL;
PFNGLGETQUERYIVPROC glad_glGetQueryiv = NULL;
PFNGLGETRENDERBUFFERPARAMETERIVPROC glad_glGetRenderbufferParameteriv = NULL;
PFNGLGETSAMPLERPARAMETERIIVPROC glad_glGetSamplerParameterIiv = NULL;
PFNGLGETSAMPLERPARAMETERIUIVPROC glad_glGetSamplerParameterIuiv = NULL;
PFNGLGETSAMPLERPARAMETERFVPROC glad_glGetSamplerParameterfv = NULL;
PFNGLGETSAMPLERPARAMETERIVPROC glad_glGetSamplerParameteriv = NULL;
PFNGLGETSHADERINFOLOGPROC glad_glGetShaderInfoLog = NULL;
PFNGLGETSHADERPRECISIONFORMATPROC glad_glGetShaderPrecisionFormat = NULL;
PFNGLGETSHADERSOURCEPROC glad_glGetShaderSource = NULL;
PFNGLGETSHADERIVPROC glad_glGetShaderiv = NULL;
PFNGLGETSTRINGPROC glad_glGetString = NULL;
PFNGLGETSTRINGIPROC glad_glGetStringi = NULL;
PFNGLGETSYNCIVPROC glad_glGetSynciv = NULL;
PFNGLGETTEXLEVELPARAMETERFVPROC glad_glGetTexLevelParameterfv = NULL;
PFNGLGETTEXLEVELPARAMETERIVPROC glad_glGetTexLevelParameteriv = NULL;
PFNGLGETTEXPARAMETERIIVPROC glad_glGetTexParameterIiv = NULL;
PFNGLGETTEXPARAMETERIUIVPROC glad_glGetTexParameterIuiv = NULL;
PFNGLGETTEXPARAMETERFVPROC glad_glGetTexParameterfv = NULL;
PFNGLGETTEXPARAMETERIVPROC glad_glGetTexParameteriv = NULL;
PFNGLGETTRANSFORMFEEDBACKVARYINGPROC glad_glGetTransformFeedbackVarying = NULL;
PFNGLGETUNIFORMBLOCKINDEXPROC glad_glGetUniformBlockIndex = NULL;
PFNGLGETUNIFORMINDICESPROC glad_glGetUniformIndices = NULL;
PFNGLGETUNIFORMLOCATIONPROC glad_glGetUniformLocation = NULL;
PFNGLGETUNIFORMFVPROC glad_glGetUniformfv = NULL;
PFNGLGETUNIFORMIVPROC glad_glGetUniformiv = NULL;
PFNGLGETUNIFORMUIVPROC glad_glGetUniformuiv = NULL;
PFNGLGETVERTEXATTRIBIIVPROC glad_glGetVertexAttribIiv = NULL;
PFNGLGETVERTEXATTRIBIUIVPROC glad_glGetVertexAttribIuiv = NULL;
PFNGLGETVERTEXATTRIBPOINTERVPROC glad_glGetVertexAttribPointerv = NULL;
PFNGLGETVERTEXATTRIBFVPROC glad_glGetVertexAttribfv = NULL;
PFNGLGETVERTEXATTRIBIVPROC glad_glGetVertexAttribiv = NULL;
PFNGLGETNUNIFORMFVPROC glad_glGetnUniformfv = NULL;
PFNGLGETNUNIFORMIVPROC glad_glGetnUniformiv = NULL;
PFNGLGETNUNIFORMUIVPROC glad_glGetnUniformuiv = NULL;
PFNGLHINTPROC glad_glHint = NULL;
PFNGLINVALIDATEFRAMEBUFFERPROC glad_glInvalidateFramebuffer = NULL;
PFNGLINVALIDATESUBFRAMEBUFFERPROC glad_glInvalidateSubFramebuffer = NULL;
PFNGLISBUFFERPROC glad_glIsBuffer = NULL;
PFNGLISENABLEDPROC glad_glIsEnabled = NULL;
PFNGLISENABLEDIPROC glad_glIsEnabledi = NULL;
PFNGLISFRAMEBUFFERPROC glad_glIsFramebuffer = NULL;
PFNGLISPROGRAMPROC glad_glIsProgram = NULL;
PFNGLISPROGRAMPIPELINEPROC glad_glIsProgramPipeline = NULL;
PFNGLISQUERYPROC glad_glIsQuery = NULL;
PFNGLISRENDERBUFFERPROC glad_glIsRenderbuffer = NULL;
PFNGLISSAMPLERPROC glad_glIsSampler = NULL;
PFNGLISSHADERPROC glad_glIsShader = NULL;
PFNGLISSYNCPROC glad_glIsSync = NULL;
PFNGLISTEXTUREPROC glad_glIsTexture = NULL;
PFNGLISTRANSFORMFEEDBACKPROC glad_glIsTransformFeedback = NULL;
PFNGLISVERTEXARRAYPROC glad_glIsVertexArray = NULL;
PFNGLLINEWIDTHPROC glad_glLineWidth = NULL;
PFNGLLINKPROGRAMPROC glad_glLinkProgram = NULL;
PFNGLMAPBUFFERRANGEPROC glad_glMapBufferRange = NULL;
PFNGLMEMORYBARRIERPROC glad_glMemoryBarrier = NULL;
PFNGLMEMORYBARRIERBYREGIONPROC glad_glMemoryBarrierByRegion = NULL;
PFNGLMINSAMPLESHADINGPROC glad_glMinSampleShading = NULL;
PFNGLOBJECTLABELPROC glad_glObjectLabel = NULL;
PFNGLOBJECTPTRLABELPROC glad_glObjectPtrLabel = NULL;
PFNGLPATCHPARAMETERIPROC glad_glPatchParameteri = NULL;
PFNGLPAUSETRANSFORMFEEDBACKPROC glad_glPauseTransformFeedback = NULL;
PFNGLPIXELSTOREIPROC glad_glPixelStorei = NULL;
PFNGLPOLYGONOFFSETPROC glad_glPolygonOffset = NULL;
PFNGLPOPDEBUGGROUPPROC glad_glPopDebugGroup = NULL;
PFNGLPRIMITIVEBOUNDINGBOXPROC glad_glPrimitiveBoundingBox = NULL;
PFNGLPROGRAMBINARYPROC glad_glProgramBinary = NULL;
PFNGLPROGRAMPARAMETERIPROC glad_glProgramParameteri = NULL;
PFNGLPROGRAMUNIFORM1FPROC glad_glProgramUniform1f = NULL;
PFNGLPROGRAMUNIFORM1FVPROC glad_glProgramUniform1fv = NULL;
PFNGLPROGRAMUNIFORM1IPROC glad_glProgramUniform1i = NULL;
PFNGLPROGRAMUNIFORM1IVPROC glad_glProgramUniform1iv = NULL;
PFNGLPROGRAMUNIFORM1UIPROC glad_glProgramUniform1ui = NULL;
PFNGLPROGRAMUNIFORM1UIVPROC glad_glProgramUniform1uiv = NULL;
PFNGLPROGRAMUNIFORM2FPROC glad_glProgramUniform2f = NULL;
PFNGLPROGRAMUNIFORM2FVPROC glad_glProgramUniform2fv = NULL;
PFNGLPROGRAMUNIFORM2IPROC glad_glProgramUniform2i = NULL;
PFNGLPROGRAMUNIFORM2IVPROC glad_glProgramUniform2iv = NULL;
PFNGLPROGRAMUNIFORM2UIPROC glad_glProgramUniform2ui = NULL;
PFNGLPROGRAMUNIFORM2UIVPROC glad_glProgramUniform2uiv = NULL;
PFNGLPROGRAMUNIFORM3FPROC glad_glProgramUniform3f = NULL;
PFNGLPROGRAMUNIFORM3FVPROC glad_glProgramUniform3fv = NULL;
PFNGLPROGRAMUNIFORM3IPROC glad_glProgramUniform3i = NULL;
PFNGLPROGRAMUNIFORM3IVPROC glad_glProgramUniform3iv = NULL;
PFNGLPROGRAMUNIFORM3UIPROC glad_glProgramUniform3ui = NULL;
PFNGLPROGRAMUNIFORM3UIVPROC glad_glProgramUniform3uiv = NULL;
PFNGLPROGRAMUNIFORM4FPROC glad_glProgramUniform4f = NULL;
PFNGLPROGRAMUNIFORM4FVPROC glad_glProgramUniform4fv = NULL;
PFNGLPROGRAMUNIFORM4IPROC glad_glProgramUniform4i = NULL;
PFNGLPROGRAMUNIFORM4IVPROC glad_glProgramUniform4iv = NULL;
PFNGLPROGRAMUNIFORM4UIPROC glad_glProgramUniform4ui = NULL;
PFNGLPROGRAMUNIFORM4UIVPROC glad_glProgramUniform4uiv = NULL;
PFNGLPROGRAMUNIFORMMATRIX2FVPROC glad_glProgramUniformMatrix2fv = NULL;
PFNGLPROGRAMUNIFORMMATRIX2X3FVPROC glad_glProgramUniformMatrix2x3fv = NULL;
PFNGLPROGRAMUNIFORMMATRIX2X4FVPROC glad_glProgramUniformMatrix2x4fv = NULL;
PFNGLPROGRAMUNIFORMMATRIX3FVPROC glad_glProgramUniformMatrix3fv = NULL;
PFNGLPROGRAMUNIFORMMATRIX3X2FVPROC glad_glProgramUniformMatrix3x2fv = NULL;
PFNGLPROGRAMUNIFORMMATRIX3X4FVPROC glad_glProgramUniformMatrix3x4fv = NULL;
PFNGLPROGRAMUNIFORMMATRIX4FVPROC glad_glProgramUniformMatrix4fv = NULL;
PFNGLPROGRAMUNIFORMMATRIX4X2FVPROC glad_glProgramUniformMatrix4x2fv = NULL;
PFNGLPROGRAMUNIFORMMATRIX4X3FVPROC glad_glProgramUniformMatrix4x3fv = NULL;
PFNGLPUSHDEBUGGROUPPROC glad_glPushDebugGroup = NULL;
PFNGLREADBUFFERPROC glad_glReadBuffer = NULL;
PFNGLREADPIXELSPROC glad_glReadPixels = NULL;
PFNGLREADNPIXELSPROC glad_glReadnPixels = NULL;
PFNGLRELEASESHADERCOMPILERPROC glad_glReleaseShaderCompiler = NULL;
PFNGLRENDERBUFFERSTORAGEPROC glad_glRenderbufferStorage = NULL;
PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC glad_glRenderbufferStorageMultisample = NULL;
PFNGLRESUMETRANSFORMFEEDBACKPROC glad_glResumeTransformFeedback = NULL;
PFNGLSAMPLECOVERAGEPROC glad_glSampleCoverage = NULL;
PFNGLSAMPLEMASKIPROC glad_glSampleMaski = NULL;
PFNGLSAMPLERPARAMETERIIVPROC glad_glSamplerParameterIiv = NULL;
PFNGLSAMPLERPARAMETERIUIVPROC glad_glSamplerParameterIuiv = NULL;
PFNGLSAMPLERPARAMETERFPROC glad_glSamplerParameterf = NULL;
PFNGLSAMPLERPARAMETERFVPROC glad_glSamplerParameterfv = NULL;
PFNGLSAMPLERPARAMETERIPROC glad_glSamplerParameteri = NULL;
PFNGLSAMPLERPARAMETERIVPROC glad_glSamplerParameteriv = NULL;
PFNGLSCISSORPROC glad_glScissor = NULL;
PFNGLSHADERBINARYPROC glad_glShaderBinary = NULL;
PFNGLSHADERSOURCEPROC glad_glShaderSource = NULL;
PFNGLSTENCILFUNCPROC glad_glStencilFunc = NULL;
PFNGLSTENCILFUNCSEPARATEPROC glad_glStencilFuncSeparate = NULL;
PFNGLSTENCILMASKPROC glad_glStencilMask = NULL;
PFNGLSTENCILMASKSEPARATEPROC glad_glStencilMaskSeparate = NULL;
PFNGLSTENCILOPPROC glad_glStencilOp = NULL;
PFNGLSTENCILOPSEPARATEPROC glad_glStencilOpSeparate = NULL;
PFNGLTEXBUFFERPROC glad_glTexBuffer = NULL;
PFNGLTEXBUFFERRANGEPROC glad_glTexBufferRange = NULL;
PFNGLTEXIMAGE2DPROC glad_glTexImage2D = NULL;
PFNGLTEXIMAGE3DPROC glad_glTexImage3D = NULL;
PFNGLTEXPARAMETERIIVPROC glad_glTexParameterIiv = NULL;
PFNGLTEXPARAMETERIUIVPROC glad_glTexParameterIuiv = NULL;
PFNGLTEXPARAMETERFPROC glad_glTexParameterf = NULL;
PFNGLTEXPARAMETERFVPROC glad_glTexParameterfv = NULL;
PFNGLTEXPARAMETERIPROC glad_glTexParameteri = NULL;
PFNGLTEXPARAMETERIVPROC glad_glTexParameteriv = NULL;
PFNGLTEXSTORAGE2DPROC glad_glTexStorage2D = NULL;
PFNGLTEXSTORAGE2DMULTISAMPLEPROC glad_glTexStorage2DMultisample = NULL;
PFNGLTEXSTORAGE3DPROC glad_glTexStorage3D = NULL;
PFNGLTEXSTORAGE3DMULTISAMPLEPROC glad_glTexStorage3DMultisample = NULL;
PFNGLTEXSUBIMAGE2DPROC glad_glTexSubImage2D = NULL;
PFNGLTEXSUBIMAGE3DPROC glad_glTexSubImage3D = NULL;
PFNGLTRANSFORMFEEDBACKVARYINGSPROC glad_glTransformFeedbackVaryings = NULL;
PFNGLUNIFORM1FPROC glad_glUniform1f = NULL;
PFNGLUNIFORM1FVPROC glad_glUniform1fv = NULL;
PFNGLUNIFORM1IPROC glad_glUniform1i = NULL;
PFNGLUNIFORM1IVPROC glad_glUniform1iv = NULL;
PFNGLUNIFORM1UIPROC glad_glUniform1ui = NULL;
PFNGLUNIFORM1UIVPROC glad_glUniform1uiv = NULL;
PFNGLUNIFORM2FPROC glad_glUniform2f = NULL;
PFNGLUNIFORM2FVPROC glad_glUniform2fv = NULL;
PFNGLUNIFORM2IPROC glad_glUniform2i = NULL;
PFNGLUNIFORM2IVPROC glad_glUniform2iv = NULL;
PFNGLUNIFORM2UIPROC glad_glUniform2ui = NULL;
PFNGLUNIFORM2UIVPROC glad_glUniform2uiv = NULL;
PFNGLUNIFORM3FPROC glad_glUniform3f = NULL;
PFNGLUNIFORM3FVPROC glad_glUniform3fv = NULL;
PFNGLUNIFORM3IPROC glad_glUniform3i = NULL;
PFNGLUNIFORM3IVPROC glad_glUniform3iv = NULL;
PFNGLUNIFORM3UIPROC glad_glUniform3ui = NULL;
PFNGLUNIFORM3UIVPROC glad_glUniform3uiv = NULL;
PFNGLUNIFORM4FPROC glad_glUniform4f = NULL;
PFNGLUNIFORM4FVPROC glad_glUniform4fv = NULL;
PFNGLUNIFORM4IPROC glad_glUniform4i = NULL;
PFNGLUNIFORM4IVPROC glad_glUniform4iv = NULL;
PFNGLUNIFORM4UIPROC glad_glUniform4ui = NULL;
PFNGLUNIFORM4UIVPROC glad_glUniform4uiv = NULL;
PFNGLUNIFORMBLOCKBINDINGPROC glad_glUniformBlockBinding = NULL;
PFNGLUNIFORMMATRIX2FVPROC glad_glUniformMatrix2fv = NULL;
PFNGLUNIFORMMATRIX2X3FVPROC glad_glUniformMatrix2x3fv = NULL;
PFNGLUNIFORMMATRIX2X4FVPROC glad_glUniformMatrix2x4fv = NULL;
PFNGLUNIFORMMATRIX3FVPROC glad_glUniformMatrix3fv = NULL;
PFNGLUNIFORMMATRIX3X2FVPROC glad_glUniformMatrix3x2fv = NULL;
PFNGLUNIFORMMATRIX3X4FVPROC glad_glUniformMatrix3x4fv = NULL;
PFNGLUNIFORMMATRIX4FVPROC glad_glUniformMatrix4fv = NULL;
PFNGLUNIFORMMATRIX4X2FVPROC glad_glUniformMatrix4x2fv = NULL;
PFNGLUNIFORMMATRIX4X3FVPROC glad_glUniformMatrix4x3fv = NULL;
PFNGLUNMAPBUFFERPROC glad_glUnmapBuffer = NULL;
PFNGLUSEPROGRAMPROC glad_glUseProgram = NULL;
PFNGLUSEPROGRAMSTAGESPROC glad_glUseProgramStages = NULL;
PFNGLVALIDATEPROGRAMPROC glad_glValidateProgram = NULL;
PFNGLVALIDATEPROGRAMPIPELINEPROC glad_glValidateProgramPipeline = NULL;
PFNGLVERTEXATTRIB1FPROC glad_glVertexAttrib1f = NULL;
PFNGLVERTEXATTRIB1FVPROC glad_glVertexAttrib1fv = NULL;
PFNGLVERTEXATTRIB2FPROC glad_glVertexAttrib2f = NULL;
PFNGLVERTEXATTRIB2FVPROC glad_glVertexAttrib2fv = NULL;
PFNGLVERTEXATTRIB3FPROC glad_glVertexAttrib3f = NULL;
PFNGLVERTEXATTRIB3FVPROC glad_glVertexAttrib3fv = NULL;
PFNGLVERTEXATTRIB4FPROC glad_glVertexAttrib4f = NULL;
PFNGLVERTEXATTRIB4FVPROC glad_glVertexAttrib4fv = NULL;
PFNGLVERTEXATTRIBBINDINGPROC glad_glVertexAttribBinding = NULL;
PFNGLVERTEXATTRIBDIVISORPROC glad_glVertexAttribDivisor = NULL;
PFNGLVERTEXATTRIBFORMATPROC glad_glVertexAttribFormat = NULL;
PFNGLVERTEXATTRIBI4IPROC glad_glVertexAttribI4i = NULL;
PFNGLVERTEXATTRIBI4IVPROC glad_glVertexAttribI4iv = NULL;
PFNGLVERTEXATTRIBI4UIPROC glad_glVertexAttribI4ui = NULL;
PFNGLVERTEXATTRIBI4UIVPROC glad_glVertexAttribI4uiv = NULL;
PFNGLVERTEXATTRIBIFORMATPROC glad_glVertexAttribIFormat = NULL;
PFNGLVERTEXATTRIBIPOINTERPROC glad_glVertexAttribIPointer = NULL;
PFNGLVERTEXATTRIBPOINTERPROC glad_glVertexAttribPointer = NULL;
PFNGLVERTEXBINDINGDIVISORPROC glad_glVertexBindingDivisor = NULL;
PFNGLVIEWPORTPROC glad_glViewport = NULL;
PFNGLWAITSYNCPROC glad_glWaitSync = NULL;
static void load_GL_ES_VERSION_2_0(GLADloadproc load) {
if(!GLAD_GL_ES_VERSION_2_0) return;
glad_glActiveTexture = (PFNGLACTIVETEXTUREPROC)load("glActiveTexture");
glad_glAttachShader = (PFNGLATTACHSHADERPROC)load("glAttachShader");
glad_glBindAttribLocation = (PFNGLBINDATTRIBLOCATIONPROC)load("glBindAttribLocation");
glad_glBindBuffer = (PFNGLBINDBUFFERPROC)load("glBindBuffer");
glad_glBindFramebuffer = (PFNGLBINDFRAMEBUFFERPROC)load("glBindFramebuffer");
glad_glBindRenderbuffer = (PFNGLBINDRENDERBUFFERPROC)load("glBindRenderbuffer");
glad_glBindTexture = (PFNGLBINDTEXTUREPROC)load("glBindTexture");
glad_glBlendColor = (PFNGLBLENDCOLORPROC)load("glBlendColor");
glad_glBlendEquation = (PFNGLBLENDEQUATIONPROC)load("glBlendEquation");
glad_glBlendEquationSeparate = (PFNGLBLENDEQUATIONSEPARATEPROC)load("glBlendEquationSeparate");
glad_glBlendFunc = (PFNGLBLENDFUNCPROC)load("glBlendFunc");
glad_glBlendFuncSeparate = (PFNGLBLENDFUNCSEPARATEPROC)load("glBlendFuncSeparate");
glad_glBufferData = (PFNGLBUFFERDATAPROC)load("glBufferData");
glad_glBufferSubData = (PFNGLBUFFERSUBDATAPROC)load("glBufferSubData");
glad_glCheckFramebufferStatus = (PFNGLCHECKFRAMEBUFFERSTATUSPROC)load("glCheckFramebufferStatus");
glad_glClear = (PFNGLCLEARPROC)load("glClear");
glad_glClearColor = (PFNGLCLEARCOLORPROC)load("glClearColor");
glad_glClearDepthf = (PFNGLCLEARDEPTHFPROC)load("glClearDepthf");
glad_glClearStencil = (PFNGLCLEARSTENCILPROC)load("glClearStencil");
glad_glColorMask = (PFNGLCOLORMASKPROC)load("glColorMask");
glad_glCompileShader = (PFNGLCOMPILESHADERPROC)load("glCompileShader");
glad_glCompressedTexImage2D = (PFNGLCOMPRESSEDTEXIMAGE2DPROC)load("glCompressedTexImage2D");
glad_glCompressedTexSubImage2D = (PFNGLCOMPRESSEDTEXSUBIMAGE2DPROC)load("glCompressedTexSubImage2D");
glad_glCopyTexImage2D = (PFNGLCOPYTEXIMAGE2DPROC)load("glCopyTexImage2D");
glad_glCopyTexSubImage2D = (PFNGLCOPYTEXSUBIMAGE2DPROC)load("glCopyTexSubImage2D");
glad_glCreateProgram = (PFNGLCREATEPROGRAMPROC)load("glCreateProgram");
glad_glCreateShader = (PFNGLCREATESHADERPROC)load("glCreateShader");
glad_glCullFace = (PFNGLCULLFACEPROC)load("glCullFace");
glad_glDeleteBuffers = (PFNGLDELETEBUFFERSPROC)load("glDeleteBuffers");
glad_glDeleteFramebuffers = (PFNGLDELETEFRAMEBUFFERSPROC)load("glDeleteFramebuffers");
glad_glDeleteProgram = (PFNGLDELETEPROGRAMPROC)load("glDeleteProgram");
glad_glDeleteRenderbuffers = (PFNGLDELETERENDERBUFFERSPROC)load("glDeleteRenderbuffers");
glad_glDeleteShader = (PFNGLDELETESHADERPROC)load("glDeleteShader");
glad_glDeleteTextures = (PFNGLDELETETEXTURESPROC)load("glDeleteTextures");
glad_glDepthFunc = (PFNGLDEPTHFUNCPROC)load("glDepthFunc");
glad_glDepthMask = (PFNGLDEPTHMASKPROC)load("glDepthMask");
glad_glDepthRangef = (PFNGLDEPTHRANGEFPROC)load("glDepthRangef");
glad_glDetachShader = (PFNGLDETACHSHADERPROC)load("glDetachShader");
glad_glDisable = (PFNGLDISABLEPROC)load("glDisable");
glad_glDisableVertexAttribArray = (PFNGLDISABLEVERTEXATTRIBARRAYPROC)load("glDisableVertexAttribArray");
glad_glDrawArrays = (PFNGLDRAWARRAYSPROC)load("glDrawArrays");
glad_glDrawElements = (PFNGLDRAWELEMENTSPROC)load("glDrawElements");
glad_glEnable = (PFNGLENABLEPROC)load("glEnable");
glad_glEnableVertexAttribArray = (PFNGLENABLEVERTEXATTRIBARRAYPROC)load("glEnableVertexAttribArray");
glad_glFinish = (PFNGLFINISHPROC)load("glFinish");
glad_glFlush = (PFNGLFLUSHPROC)load("glFlush");
glad_glFramebufferRenderbuffer = (PFNGLFRAMEBUFFERRENDERBUFFERPROC)load("glFramebufferRenderbuffer");
glad_glFramebufferTexture2D = (PFNGLFRAMEBUFFERTEXTURE2DPROC)load("glFramebufferTexture2D");
glad_glFrontFace = (PFNGLFRONTFACEPROC)load("glFrontFace");
glad_glGenBuffers = (PFNGLGENBUFFERSPROC)load("glGenBuffers");
glad_glGenerateMipmap = (PFNGLGENERATEMIPMAPPROC)load("glGenerateMipmap");
glad_glGenFramebuffers = (PFNGLGENFRAMEBUFFERSPROC)load("glGenFramebuffers");
glad_glGenRenderbuffers = (PFNGLGENRENDERBUFFERSPROC)load("glGenRenderbuffers");
glad_glGenTextures = (PFNGLGENTEXTURESPROC)load("glGenTextures");
glad_glGetActiveAttrib = (PFNGLGETACTIVEATTRIBPROC)load("glGetActiveAttrib");
glad_glGetActiveUniform = (PFNGLGETACTIVEUNIFORMPROC)load("glGetActiveUniform");
glad_glGetAttachedShaders = (PFNGLGETATTACHEDSHADERSPROC)load("glGetAttachedShaders");
glad_glGetAttribLocation = (PFNGLGETATTRIBLOCATIONPROC)load("glGetAttribLocation");
glad_glGetBooleanv = (PFNGLGETBOOLEANVPROC)load("glGetBooleanv");
glad_glGetBufferParameteriv = (PFNGLGETBUFFERPARAMETERIVPROC)load("glGetBufferParameteriv");
glad_glGetError = (PFNGLGETERRORPROC)load("glGetError");
glad_glGetFloatv = (PFNGLGETFLOATVPROC)load("glGetFloatv");
glad_glGetFramebufferAttachmentParameteriv = (PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC)load("glGetFramebufferAttachmentParameteriv");
glad_glGetIntegerv = (PFNGLGETINTEGERVPROC)load("glGetIntegerv");
glad_glGetProgramiv = (PFNGLGETPROGRAMIVPROC)load("glGetProgramiv");
glad_glGetProgramInfoLog = (PFNGLGETPROGRAMINFOLOGPROC)load("glGetProgramInfoLog");
glad_glGetRenderbufferParameteriv = (PFNGLGETRENDERBUFFERPARAMETERIVPROC)load("glGetRenderbufferParameteriv");
glad_glGetShaderiv = (PFNGLGETSHADERIVPROC)load("glGetShaderiv");
glad_glGetShaderInfoLog = (PFNGLGETSHADERINFOLOGPROC)load("glGetShaderInfoLog");
glad_glGetShaderPrecisionFormat = (PFNGLGETSHADERPRECISIONFORMATPROC)load("glGetShaderPrecisionFormat");
glad_glGetShaderSource = (PFNGLGETSHADERSOURCEPROC)load("glGetShaderSource");
glad_glGetString = (PFNGLGETSTRINGPROC)load("glGetString");
glad_glGetTexParameterfv = (PFNGLGETTEXPARAMETERFVPROC)load("glGetTexParameterfv");
glad_glGetTexParameteriv = (PFNGLGETTEXPARAMETERIVPROC)load("glGetTexParameteriv");
glad_glGetUniformfv = (PFNGLGETUNIFORMFVPROC)load("glGetUniformfv");
glad_glGetUniformiv = (PFNGLGETUNIFORMIVPROC)load("glGetUniformiv");
glad_glGetUniformLocation = (PFNGLGETUNIFORMLOCATIONPROC)load("glGetUniformLocation");
glad_glGetVertexAttribfv = (PFNGLGETVERTEXATTRIBFVPROC)load("glGetVertexAttribfv");
glad_glGetVertexAttribiv = (PFNGLGETVERTEXATTRIBIVPROC)load("glGetVertexAttribiv");
glad_glGetVertexAttribPointerv = (PFNGLGETVERTEXATTRIBPOINTERVPROC)load("glGetVertexAttribPointerv");
glad_glHint = (PFNGLHINTPROC)load("glHint");
glad_glIsBuffer = (PFNGLISBUFFERPROC)load("glIsBuffer");
glad_glIsEnabled = (PFNGLISENABLEDPROC)load("glIsEnabled");
glad_glIsFramebuffer = (PFNGLISFRAMEBUFFERPROC)load("glIsFramebuffer");
glad_glIsProgram = (PFNGLISPROGRAMPROC)load("glIsProgram");
glad_glIsRenderbuffer = (PFNGLISRENDERBUFFERPROC)load("glIsRenderbuffer");
glad_glIsShader = (PFNGLISSHADERPROC)load("glIsShader");
glad_glIsTexture = (PFNGLISTEXTUREPROC)load("glIsTexture");
glad_glLineWidth = (PFNGLLINEWIDTHPROC)load("glLineWidth");
glad_glLinkProgram = (PFNGLLINKPROGRAMPROC)load("glLinkProgram");
glad_glPixelStorei = (PFNGLPIXELSTOREIPROC)load("glPixelStorei");
glad_glPolygonOffset = (PFNGLPOLYGONOFFSETPROC)load("glPolygonOffset");
glad_glReadPixels = (PFNGLREADPIXELSPROC)load("glReadPixels");
glad_glReleaseShaderCompiler = (PFNGLRELEASESHADERCOMPILERPROC)load("glReleaseShaderCompiler");
glad_glRenderbufferStorage = (PFNGLRENDERBUFFERSTORAGEPROC)load("glRenderbufferStorage");
glad_glSampleCoverage = (PFNGLSAMPLECOVERAGEPROC)load("glSampleCoverage");
glad_glScissor = (PFNGLSCISSORPROC)load("glScissor");
glad_glShaderBinary = (PFNGLSHADERBINARYPROC)load("glShaderBinary");
glad_glShaderSource = (PFNGLSHADERSOURCEPROC)load("glShaderSource");
glad_glStencilFunc = (PFNGLSTENCILFUNCPROC)load("glStencilFunc");
glad_glStencilFuncSeparate = (PFNGLSTENCILFUNCSEPARATEPROC)load("glStencilFuncSeparate");
glad_glStencilMask = (PFNGLSTENCILMASKPROC)load("glStencilMask");
glad_glStencilMaskSeparate = (PFNGLSTENCILMASKSEPARATEPROC)load("glStencilMaskSeparate");
glad_glStencilOp = (PFNGLSTENCILOPPROC)load("glStencilOp");
glad_glStencilOpSeparate = (PFNGLSTENCILOPSEPARATEPROC)load("glStencilOpSeparate");
glad_glTexImage2D = (PFNGLTEXIMAGE2DPROC)load("glTexImage2D");
glad_glTexParameterf = (PFNGLTEXPARAMETERFPROC)load("glTexParameterf");
glad_glTexParameterfv = (PFNGLTEXPARAMETERFVPROC)load("glTexParameterfv");
glad_glTexParameteri = (PFNGLTEXPARAMETERIPROC)load("glTexParameteri");
glad_glTexParameteriv = (PFNGLTEXPARAMETERIVPROC)load("glTexParameteriv");
glad_glTexSubImage2D = (PFNGLTEXSUBIMAGE2DPROC)load("glTexSubImage2D");
glad_glUniform1f = (PFNGLUNIFORM1FPROC)load("glUniform1f");
glad_glUniform1fv = (PFNGLUNIFORM1FVPROC)load("glUniform1fv");
glad_glUniform1i = (PFNGLUNIFORM1IPROC)load("glUniform1i");
glad_glUniform1iv = (PFNGLUNIFORM1IVPROC)load("glUniform1iv");
glad_glUniform2f = (PFNGLUNIFORM2FPROC)load("glUniform2f");
glad_glUniform2fv = (PFNGLUNIFORM2FVPROC)load("glUniform2fv");
glad_glUniform2i = (PFNGLUNIFORM2IPROC)load("glUniform2i");
glad_glUniform2iv = (PFNGLUNIFORM2IVPROC)load("glUniform2iv");
glad_glUniform3f = (PFNGLUNIFORM3FPROC)load("glUniform3f");
glad_glUniform3fv = (PFNGLUNIFORM3FVPROC)load("glUniform3fv");
glad_glUniform3i = (PFNGLUNIFORM3IPROC)load("glUniform3i");
glad_glUniform3iv = (PFNGLUNIFORM3IVPROC)load("glUniform3iv");
glad_glUniform4f = (PFNGLUNIFORM4FPROC)load("glUniform4f");
glad_glUniform4fv = (PFNGLUNIFORM4FVPROC)load("glUniform4fv");
glad_glUniform4i = (PFNGLUNIFORM4IPROC)load("glUniform4i");
glad_glUniform4iv = (PFNGLUNIFORM4IVPROC)load("glUniform4iv");
glad_glUniformMatrix2fv = (PFNGLUNIFORMMATRIX2FVPROC)load("glUniformMatrix2fv");
glad_glUniformMatrix3fv = (PFNGLUNIFORMMATRIX3FVPROC)load("glUniformMatrix3fv");
glad_glUniformMatrix4fv = (PFNGLUNIFORMMATRIX4FVPROC)load("glUniformMatrix4fv");
glad_glUseProgram = (PFNGLUSEPROGRAMPROC)load("glUseProgram");
glad_glValidateProgram = (PFNGLVALIDATEPROGRAMPROC)load("glValidateProgram");
glad_glVertexAttrib1f = (PFNGLVERTEXATTRIB1FPROC)load("glVertexAttrib1f");
glad_glVertexAttrib1fv = (PFNGLVERTEXATTRIB1FVPROC)load("glVertexAttrib1fv");
glad_glVertexAttrib2f = (PFNGLVERTEXATTRIB2FPROC)load("glVertexAttrib2f");
glad_glVertexAttrib2fv = (PFNGLVERTEXATTRIB2FVPROC)load("glVertexAttrib2fv");
glad_glVertexAttrib3f = (PFNGLVERTEXATTRIB3FPROC)load("glVertexAttrib3f");
glad_glVertexAttrib3fv = (PFNGLVERTEXATTRIB3FVPROC)load("glVertexAttrib3fv");
glad_glVertexAttrib4f = (PFNGLVERTEXATTRIB4FPROC)load("glVertexAttrib4f");
glad_glVertexAttrib4fv = (PFNGLVERTEXATTRIB4FVPROC)load("glVertexAttrib4fv");
glad_glVertexAttribPointer = (PFNGLVERTEXATTRIBPOINTERPROC)load("glVertexAttribPointer");
glad_glViewport = (PFNGLVIEWPORTPROC)load("glViewport");
}
static void load_GL_ES_VERSION_3_0(GLADloadproc load) {
if(!GLAD_GL_ES_VERSION_3_0) return;
glad_glReadBuffer = (PFNGLREADBUFFERPROC)load("glReadBuffer");
glad_glDrawRangeElements = (PFNGLDRAWRANGEELEMENTSPROC)load("glDrawRangeElements");
glad_glTexImage3D = (PFNGLTEXIMAGE3DPROC)load("glTexImage3D");
glad_glTexSubImage3D = (PFNGLTEXSUBIMAGE3DPROC)load("glTexSubImage3D");
glad_glCopyTexSubImage3D = (PFNGLCOPYTEXSUBIMAGE3DPROC)load("glCopyTexSubImage3D");
glad_glCompressedTexImage3D = (PFNGLCOMPRESSEDTEXIMAGE3DPROC)load("glCompressedTexImage3D");
glad_glCompressedTexSubImage3D = (PFNGLCOMPRESSEDTEXSUBIMAGE3DPROC)load("glCompressedTexSubImage3D");
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_glGetQueryObjectuiv = (PFNGLGETQUERYOBJECTUIVPROC)load("glGetQueryObjectuiv");
glad_glUnmapBuffer = (PFNGLUNMAPBUFFERPROC)load("glUnmapBuffer");
glad_glGetBufferPointerv = (PFNGLGETBUFFERPOINTERVPROC)load("glGetBufferPointerv");
glad_glDrawBuffers = (PFNGLDRAWBUFFERSPROC)load("glDrawBuffers");
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");
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");
glad_glGetIntegeri_v = (PFNGLGETINTEGERI_VPROC)load("glGetIntegeri_v");
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_glVertexAttribIPointer = (PFNGLVERTEXATTRIBIPOINTERPROC)load("glVertexAttribIPointer");
glad_glGetVertexAttribIiv = (PFNGLGETVERTEXATTRIBIIVPROC)load("glGetVertexAttribIiv");
glad_glGetVertexAttribIuiv = (PFNGLGETVERTEXATTRIBIUIVPROC)load("glGetVertexAttribIuiv");
glad_glVertexAttribI4i = (PFNGLVERTEXATTRIBI4IPROC)load("glVertexAttribI4i");
glad_glVertexAttribI4ui = (PFNGLVERTEXATTRIBI4UIPROC)load("glVertexAttribI4ui");
glad_glVertexAttribI4iv = (PFNGLVERTEXATTRIBI4IVPROC)load("glVertexAttribI4iv");
glad_glVertexAttribI4uiv = (PFNGLVERTEXATTRIBI4UIVPROC)load("glVertexAttribI4uiv");
glad_glGetUniformuiv = (PFNGLGETUNIFORMUIVPROC)load("glGetUniformuiv");
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_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_glCopyBufferSubData = (PFNGLCOPYBUFFERSUBDATAPROC)load("glCopyBufferSubData");
glad_glGetUniformIndices = (PFNGLGETUNIFORMINDICESPROC)load("glGetUniformIndices");
glad_glGetActiveUniformsiv = (PFNGLGETACTIVEUNIFORMSIVPROC)load("glGetActiveUniformsiv");
glad_glGetUniformBlockIndex = (PFNGLGETUNIFORMBLOCKINDEXPROC)load("glGetUniformBlockIndex");
glad_glGetActiveUniformBlockiv = (PFNGLGETACTIVEUNIFORMBLOCKIVPROC)load("glGetActiveUniformBlockiv");
glad_glGetActiveUniformBlockName = (PFNGLGETACTIVEUNIFORMBLOCKNAMEPROC)load("glGetActiveUniformBlockName");
glad_glUniformBlockBinding = (PFNGLUNIFORMBLOCKBINDINGPROC)load("glUniformBlockBinding");
glad_glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDPROC)load("glDrawArraysInstanced");
glad_glDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDPROC)load("glDrawElementsInstanced");
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_glGenSamplers = (PFNGLGENSAMPLERSPROC)load("glGenSamplers");
glad_glDeleteSamplers = (PFNGLDELETESAMPLERSPROC)load("glDeleteSamplers");
glad_glIsSampler = (PFNGLISSAMPLERPROC)load("glIsSampler");
glad_glBindSampler = (PFNGLBINDSAMPLERPROC)load("glBindSampler");
glad_glSamplerParameteri = (PFNGLSAMPLERPARAMETERIPROC)load("glSamplerParameteri");
glad_glSamplerParameteriv = (PFNGLSAMPLERPARAMETERIVPROC)load("glSamplerParameteriv");
glad_glSamplerParameterf = (PFNGLSAMPLERPARAMETERFPROC)load("glSamplerParameterf");
glad_glSamplerParameterfv = (PFNGLSAMPLERPARAMETERFVPROC)load("glSamplerParameterfv");
glad_glGetSamplerParameteriv = (PFNGLGETSAMPLERPARAMETERIVPROC)load("glGetSamplerParameteriv");
glad_glGetSamplerParameterfv = (PFNGLGETSAMPLERPARAMETERFVPROC)load("glGetSamplerParameterfv");
glad_glVertexAttribDivisor = (PFNGLVERTEXATTRIBDIVISORPROC)load("glVertexAttribDivisor");
glad_glBindTransformFeedback = (PFNGLBINDTRANSFORMFEEDBACKPROC)load("glBindTransformFeedback");
glad_glDeleteTransformFeedbacks = (PFNGLDELETETRANSFORMFEEDBACKSPROC)load("glDeleteTransformFeedbacks");
glad_glGenTransformFeedbacks = (PFNGLGENTRANSFORMFEEDBACKSPROC)load("glGenTransformFeedbacks");
glad_glIsTransformFeedback = (PFNGLISTRANSFORMFEEDBACKPROC)load("glIsTransformFeedback");
glad_glPauseTransformFeedback = (PFNGLPAUSETRANSFORMFEEDBACKPROC)load("glPauseTransformFeedback");
glad_glResumeTransformFeedback = (PFNGLRESUMETRANSFORMFEEDBACKPROC)load("glResumeTransformFeedback");
glad_glGetProgramBinary = (PFNGLGETPROGRAMBINARYPROC)load("glGetProgramBinary");
glad_glProgramBinary = (PFNGLPROGRAMBINARYPROC)load("glProgramBinary");
glad_glProgramParameteri = (PFNGLPROGRAMPARAMETERIPROC)load("glProgramParameteri");
glad_glInvalidateFramebuffer = (PFNGLINVALIDATEFRAMEBUFFERPROC)load("glInvalidateFramebuffer");
glad_glInvalidateSubFramebuffer = (PFNGLINVALIDATESUBFRAMEBUFFERPROC)load("glInvalidateSubFramebuffer");
glad_glTexStorage2D = (PFNGLTEXSTORAGE2DPROC)load("glTexStorage2D");
glad_glTexStorage3D = (PFNGLTEXSTORAGE3DPROC)load("glTexStorage3D");
glad_glGetInternalformativ = (PFNGLGETINTERNALFORMATIVPROC)load("glGetInternalformativ");
}
static void load_GL_ES_VERSION_3_1(GLADloadproc load) {
if(!GLAD_GL_ES_VERSION_3_1) return;
glad_glDispatchCompute = (PFNGLDISPATCHCOMPUTEPROC)load("glDispatchCompute");
glad_glDispatchComputeIndirect = (PFNGLDISPATCHCOMPUTEINDIRECTPROC)load("glDispatchComputeIndirect");
glad_glDrawArraysIndirect = (PFNGLDRAWARRAYSINDIRECTPROC)load("glDrawArraysIndirect");
glad_glDrawElementsIndirect = (PFNGLDRAWELEMENTSINDIRECTPROC)load("glDrawElementsIndirect");
glad_glFramebufferParameteri = (PFNGLFRAMEBUFFERPARAMETERIPROC)load("glFramebufferParameteri");
glad_glGetFramebufferParameteriv = (PFNGLGETFRAMEBUFFERPARAMETERIVPROC)load("glGetFramebufferParameteriv");
glad_glGetProgramInterfaceiv = (PFNGLGETPROGRAMINTERFACEIVPROC)load("glGetProgramInterfaceiv");
glad_glGetProgramResourceIndex = (PFNGLGETPROGRAMRESOURCEINDEXPROC)load("glGetProgramResourceIndex");
glad_glGetProgramResourceName = (PFNGLGETPROGRAMRESOURCENAMEPROC)load("glGetProgramResourceName");
glad_glGetProgramResourceiv = (PFNGLGETPROGRAMRESOURCEIVPROC)load("glGetProgramResourceiv");
glad_glGetProgramResourceLocation = (PFNGLGETPROGRAMRESOURCELOCATIONPROC)load("glGetProgramResourceLocation");
glad_glUseProgramStages = (PFNGLUSEPROGRAMSTAGESPROC)load("glUseProgramStages");
glad_glActiveShaderProgram = (PFNGLACTIVESHADERPROGRAMPROC)load("glActiveShaderProgram");
glad_glCreateShaderProgramv = (PFNGLCREATESHADERPROGRAMVPROC)load("glCreateShaderProgramv");
glad_glBindProgramPipeline = (PFNGLBINDPROGRAMPIPELINEPROC)load("glBindProgramPipeline");
glad_glDeleteProgramPipelines = (PFNGLDELETEPROGRAMPIPELINESPROC)load("glDeleteProgramPipelines");
glad_glGenProgramPipelines = (PFNGLGENPROGRAMPIPELINESPROC)load("glGenProgramPipelines");
glad_glIsProgramPipeline = (PFNGLISPROGRAMPIPELINEPROC)load("glIsProgramPipeline");
glad_glGetProgramPipelineiv = (PFNGLGETPROGRAMPIPELINEIVPROC)load("glGetProgramPipelineiv");
glad_glProgramUniform1i = (PFNGLPROGRAMUNIFORM1IPROC)load("glProgramUniform1i");
glad_glProgramUniform2i = (PFNGLPROGRAMUNIFORM2IPROC)load("glProgramUniform2i");
glad_glProgramUniform3i = (PFNGLPROGRAMUNIFORM3IPROC)load("glProgramUniform3i");
glad_glProgramUniform4i = (PFNGLPROGRAMUNIFORM4IPROC)load("glProgramUniform4i");
glad_glProgramUniform1ui = (PFNGLPROGRAMUNIFORM1UIPROC)load("glProgramUniform1ui");
glad_glProgramUniform2ui = (PFNGLPROGRAMUNIFORM2UIPROC)load("glProgramUniform2ui");
glad_glProgramUniform3ui = (PFNGLPROGRAMUNIFORM3UIPROC)load("glProgramUniform3ui");
glad_glProgramUniform4ui = (PFNGLPROGRAMUNIFORM4UIPROC)load("glProgramUniform4ui");
glad_glProgramUniform1f = (PFNGLPROGRAMUNIFORM1FPROC)load("glProgramUniform1f");
glad_glProgramUniform2f = (PFNGLPROGRAMUNIFORM2FPROC)load("glProgramUniform2f");
glad_glProgramUniform3f = (PFNGLPROGRAMUNIFORM3FPROC)load("glProgramUniform3f");
glad_glProgramUniform4f = (PFNGLPROGRAMUNIFORM4FPROC)load("glProgramUniform4f");
glad_glProgramUniform1iv = (PFNGLPROGRAMUNIFORM1IVPROC)load("glProgramUniform1iv");
glad_glProgramUniform2iv = (PFNGLPROGRAMUNIFORM2IVPROC)load("glProgramUniform2iv");
glad_glProgramUniform3iv = (PFNGLPROGRAMUNIFORM3IVPROC)load("glProgramUniform3iv");
glad_glProgramUniform4iv = (PFNGLPROGRAMUNIFORM4IVPROC)load("glProgramUniform4iv");
glad_glProgramUniform1uiv = (PFNGLPROGRAMUNIFORM1UIVPROC)load("glProgramUniform1uiv");
glad_glProgramUniform2uiv = (PFNGLPROGRAMUNIFORM2UIVPROC)load("glProgramUniform2uiv");
glad_glProgramUniform3uiv = (PFNGLPROGRAMUNIFORM3UIVPROC)load("glProgramUniform3uiv");
glad_glProgramUniform4uiv = (PFNGLPROGRAMUNIFORM4UIVPROC)load("glProgramUniform4uiv");
glad_glProgramUniform1fv = (PFNGLPROGRAMUNIFORM1FVPROC)load("glProgramUniform1fv");
glad_glProgramUniform2fv = (PFNGLPROGRAMUNIFORM2FVPROC)load("glProgramUniform2fv");
glad_glProgramUniform3fv = (PFNGLPROGRAMUNIFORM3FVPROC)load("glProgramUniform3fv");
glad_glProgramUniform4fv = (PFNGLPROGRAMUNIFORM4FVPROC)load("glProgramUniform4fv");
glad_glProgramUniformMatrix2fv = (PFNGLPROGRAMUNIFORMMATRIX2FVPROC)load("glProgramUniformMatrix2fv");
glad_glProgramUniformMatrix3fv = (PFNGLPROGRAMUNIFORMMATRIX3FVPROC)load("glProgramUniformMatrix3fv");
glad_glProgramUniformMatrix4fv = (PFNGLPROGRAMUNIFORMMATRIX4FVPROC)load("glProgramUniformMatrix4fv");
glad_glProgramUniformMatrix2x3fv = (PFNGLPROGRAMUNIFORMMATRIX2X3FVPROC)load("glProgramUniformMatrix2x3fv");
glad_glProgramUniformMatrix3x2fv = (PFNGLPROGRAMUNIFORMMATRIX3X2FVPROC)load("glProgramUniformMatrix3x2fv");
glad_glProgramUniformMatrix2x4fv = (PFNGLPROGRAMUNIFORMMATRIX2X4FVPROC)load("glProgramUniformMatrix2x4fv");
glad_glProgramUniformMatrix4x2fv = (PFNGLPROGRAMUNIFORMMATRIX4X2FVPROC)load("glProgramUniformMatrix4x2fv");
glad_glProgramUniformMatrix3x4fv = (PFNGLPROGRAMUNIFORMMATRIX3X4FVPROC)load("glProgramUniformMatrix3x4fv");
glad_glProgramUniformMatrix4x3fv = (PFNGLPROGRAMUNIFORMMATRIX4X3FVPROC)load("glProgramUniformMatrix4x3fv");
glad_glValidateProgramPipeline = (PFNGLVALIDATEPROGRAMPIPELINEPROC)load("glValidateProgramPipeline");
glad_glGetProgramPipelineInfoLog = (PFNGLGETPROGRAMPIPELINEINFOLOGPROC)load("glGetProgramPipelineInfoLog");
glad_glBindImageTexture = (PFNGLBINDIMAGETEXTUREPROC)load("glBindImageTexture");
glad_glGetBooleani_v = (PFNGLGETBOOLEANI_VPROC)load("glGetBooleani_v");
glad_glMemoryBarrier = (PFNGLMEMORYBARRIERPROC)load("glMemoryBarrier");
glad_glMemoryBarrierByRegion = (PFNGLMEMORYBARRIERBYREGIONPROC)load("glMemoryBarrierByRegion");
glad_glTexStorage2DMultisample = (PFNGLTEXSTORAGE2DMULTISAMPLEPROC)load("glTexStorage2DMultisample");
glad_glGetMultisamplefv = (PFNGLGETMULTISAMPLEFVPROC)load("glGetMultisamplefv");
glad_glSampleMaski = (PFNGLSAMPLEMASKIPROC)load("glSampleMaski");
glad_glGetTexLevelParameteriv = (PFNGLGETTEXLEVELPARAMETERIVPROC)load("glGetTexLevelParameteriv");
glad_glGetTexLevelParameterfv = (PFNGLGETTEXLEVELPARAMETERFVPROC)load("glGetTexLevelParameterfv");
glad_glBindVertexBuffer = (PFNGLBINDVERTEXBUFFERPROC)load("glBindVertexBuffer");
glad_glVertexAttribFormat = (PFNGLVERTEXATTRIBFORMATPROC)load("glVertexAttribFormat");
glad_glVertexAttribIFormat = (PFNGLVERTEXATTRIBIFORMATPROC)load("glVertexAttribIFormat");
glad_glVertexAttribBinding = (PFNGLVERTEXATTRIBBINDINGPROC)load("glVertexAttribBinding");
glad_glVertexBindingDivisor = (PFNGLVERTEXBINDINGDIVISORPROC)load("glVertexBindingDivisor");
}
static void load_GL_ES_VERSION_3_2(GLADloadproc load) {
if(!GLAD_GL_ES_VERSION_3_2) return;
glad_glBlendBarrier = (PFNGLBLENDBARRIERPROC)load("glBlendBarrier");
glad_glCopyImageSubData = (PFNGLCOPYIMAGESUBDATAPROC)load("glCopyImageSubData");
glad_glDebugMessageControl = (PFNGLDEBUGMESSAGECONTROLPROC)load("glDebugMessageControl");
glad_glDebugMessageInsert = (PFNGLDEBUGMESSAGEINSERTPROC)load("glDebugMessageInsert");
glad_glDebugMessageCallback = (PFNGLDEBUGMESSAGECALLBACKPROC)load("glDebugMessageCallback");
glad_glGetDebugMessageLog = (PFNGLGETDEBUGMESSAGELOGPROC)load("glGetDebugMessageLog");
glad_glPushDebugGroup = (PFNGLPUSHDEBUGGROUPPROC)load("glPushDebugGroup");
glad_glPopDebugGroup = (PFNGLPOPDEBUGGROUPPROC)load("glPopDebugGroup");
glad_glObjectLabel = (PFNGLOBJECTLABELPROC)load("glObjectLabel");
glad_glGetObjectLabel = (PFNGLGETOBJECTLABELPROC)load("glGetObjectLabel");
glad_glObjectPtrLabel = (PFNGLOBJECTPTRLABELPROC)load("glObjectPtrLabel");
glad_glGetObjectPtrLabel = (PFNGLGETOBJECTPTRLABELPROC)load("glGetObjectPtrLabel");
glad_glGetPointerv = (PFNGLGETPOINTERVPROC)load("glGetPointerv");
glad_glEnablei = (PFNGLENABLEIPROC)load("glEnablei");
glad_glDisablei = (PFNGLDISABLEIPROC)load("glDisablei");
glad_glBlendEquationi = (PFNGLBLENDEQUATIONIPROC)load("glBlendEquationi");
glad_glBlendEquationSeparatei = (PFNGLBLENDEQUATIONSEPARATEIPROC)load("glBlendEquationSeparatei");
glad_glBlendFunci = (PFNGLBLENDFUNCIPROC)load("glBlendFunci");
glad_glBlendFuncSeparatei = (PFNGLBLENDFUNCSEPARATEIPROC)load("glBlendFuncSeparatei");
glad_glColorMaski = (PFNGLCOLORMASKIPROC)load("glColorMaski");
glad_glIsEnabledi = (PFNGLISENABLEDIPROC)load("glIsEnabledi");
glad_glDrawElementsBaseVertex = (PFNGLDRAWELEMENTSBASEVERTEXPROC)load("glDrawElementsBaseVertex");
glad_glDrawRangeElementsBaseVertex = (PFNGLDRAWRANGEELEMENTSBASEVERTEXPROC)load("glDrawRangeElementsBaseVertex");
glad_glDrawElementsInstancedBaseVertex = (PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXPROC)load("glDrawElementsInstancedBaseVertex");
glad_glFramebufferTexture = (PFNGLFRAMEBUFFERTEXTUREPROC)load("glFramebufferTexture");
glad_glPrimitiveBoundingBox = (PFNGLPRIMITIVEBOUNDINGBOXPROC)load("glPrimitiveBoundingBox");
glad_glGetGraphicsResetStatus = (PFNGLGETGRAPHICSRESETSTATUSPROC)load("glGetGraphicsResetStatus");
glad_glReadnPixels = (PFNGLREADNPIXELSPROC)load("glReadnPixels");
glad_glGetnUniformfv = (PFNGLGETNUNIFORMFVPROC)load("glGetnUniformfv");
glad_glGetnUniformiv = (PFNGLGETNUNIFORMIVPROC)load("glGetnUniformiv");
glad_glGetnUniformuiv = (PFNGLGETNUNIFORMUIVPROC)load("glGetnUniformuiv");
glad_glMinSampleShading = (PFNGLMINSAMPLESHADINGPROC)load("glMinSampleShading");
glad_glPatchParameteri = (PFNGLPATCHPARAMETERIPROC)load("glPatchParameteri");
glad_glTexParameterIiv = (PFNGLTEXPARAMETERIIVPROC)load("glTexParameterIiv");
glad_glTexParameterIuiv = (PFNGLTEXPARAMETERIUIVPROC)load("glTexParameterIuiv");
glad_glGetTexParameterIiv = (PFNGLGETTEXPARAMETERIIVPROC)load("glGetTexParameterIiv");
glad_glGetTexParameterIuiv = (PFNGLGETTEXPARAMETERIUIVPROC)load("glGetTexParameterIuiv");
glad_glSamplerParameterIiv = (PFNGLSAMPLERPARAMETERIIVPROC)load("glSamplerParameterIiv");
glad_glSamplerParameterIuiv = (PFNGLSAMPLERPARAMETERIUIVPROC)load("glSamplerParameterIuiv");
glad_glGetSamplerParameterIiv = (PFNGLGETSAMPLERPARAMETERIIVPROC)load("glGetSamplerParameterIiv");
glad_glGetSamplerParameterIuiv = (PFNGLGETSAMPLERPARAMETERIUIVPROC)load("glGetSamplerParameterIuiv");
glad_glTexBuffer = (PFNGLTEXBUFFERPROC)load("glTexBuffer");
glad_glTexBufferRange = (PFNGLTEXBUFFERRANGEPROC)load("glTexBufferRange");
glad_glTexStorage3DMultisample = (PFNGLTEXSTORAGE3DMULTISAMPLEPROC)load("glTexStorage3DMultisample");
}
static int find_extensionsGLES2(void) {
if (!get_exts()) return 0;
(void)&has_ext;
free_exts();
return 1;
}
static void find_coreGLES2(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;
}
}
/* PR #18 */
#ifdef _MSC_VER
sscanf_s(version, "%d.%d", &major, &minor);
#else
sscanf(version, "%d.%d", &major, &minor);
#endif
GLVersion.major = major; GLVersion.minor = minor;
max_loaded_major = major; max_loaded_minor = minor;
GLAD_GL_ES_VERSION_2_0 = (major == 2 && minor >= 0) || major > 2;
GLAD_GL_ES_VERSION_3_0 = (major == 3 && minor >= 0) || major > 3;
GLAD_GL_ES_VERSION_3_1 = (major == 3 && minor >= 1) || major > 3;
GLAD_GL_ES_VERSION_3_2 = (major == 3 && minor >= 2) || major > 3;
if (GLVersion.major > 3 || (GLVersion.major >= 3 && GLVersion.minor >= 2)) {
max_loaded_major = 3;
max_loaded_minor = 2;
}
}
int gladLoadGLES2Loader(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_coreGLES2();
load_GL_ES_VERSION_2_0(load);
load_GL_ES_VERSION_3_0(load);
load_GL_ES_VERSION_3_1(load);
load_GL_ES_VERSION_3_2(load);
if (!find_extensionsGLES2()) return 0;
return GLVersion.major != 0 || GLVersion.minor != 0;
}

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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 12 2013
BUILD_SHARED_LIBS: ON
CFLAGS: /WX
- GENERATOR: Visual Studio 12 2013
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 -B build -G "%GENERATOR%" -DBUILD_SHARED_LIBS=%BUILD_SHARED_LIBS%
- cmake --build build
-
matrix:
only:
- GENERATOR: Visual Studio 12 2013
build_script:
- cmake -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

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@ -1,67 +0,0 @@
# EditorConfig for GLFW and its internal dependencies
#
# All files created by GLFW should indent with four spaces unless their format requires
# otherwise. A few files still use other indent styles for historical reasons.
#
# Dependencies have (what seemed to be) their existing styles described. Those with
# existing trailing whitespace have it preserved to avoid cluttering future commits.
root = true
[*]
charset = utf-8
end_of_line = lf
[include/GLFW/*.h]
indent_style = space
indent_size = 4
[{src,examples,tests}/*.{c,m,h,rc,in}]
indent_style = space
indent_size = 4
[CMakeLists.txt]
indent_style = space
indent_size = 4
[CMake/**.{cmake,in}]
indent_style = space
indent_size = 4
[*.{md}]
indent_style = space
indent_size = 4
trim_trailing_whitespace = false
[DoxygenLayout.xml]
indent_style = space
indent_size = 2
[docs/*.{scss,html}]
indent_style = tab
indent_size = unset
[deps/mingw/*.h]
indent_style = space
indent_size = 4
tab_width = 8
trim_trailing_whitespace = false
[deps/getopt.{c,h}]
indent_style = space
indent_size = 2
[deps/linmath.h]
indent_style = tab
tab_width = 4
indent_size = 4
trim_trailing_whitespace = false
[deps/nuklear*.h]
indent_style = space
indent_size = 4
[deps/tinycthread.{c,h}]
indent_style = space
indent_size = 2

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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

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@ -1,8 +0,0 @@
* @elmindreda
docs/*.css @glfw/webdev
docs/*.scss @glfw/webdev
docs/*.html @glfw/webdev
docs/*.xml @glfw/webdev

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@ -1,100 +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-clang:
name: Linux (Clang)
runs-on: ubuntu-latest
timeout-minutes: 4
env:
CC: clang
CFLAGS: -Werror
steps:
- uses: actions/checkout@v4
- name: Install dependencies
run: |
sudo apt update
sudo apt install libxrandr-dev libxinerama-dev libxcursor-dev libxi-dev libxext-dev libwayland-dev libxkbcommon-dev
- name: Configure Null shared library
run: cmake -B build-null-shared -D GLFW_BUILD_WAYLAND=OFF -D GLFW_BUILD_X11=OFF -D BUILD_SHARED_LIBS=ON
- name: Build Null shared library
run: cmake --build build-null-shared --parallel
- name: Configure X11 shared library
run: cmake -B build-x11-shared -D GLFW_BUILD_WAYLAND=OFF -D GLFW_BUILD_X11=ON -D BUILD_SHARED_LIBS=ON
- name: Build X11 shared library
run: cmake --build build-x11-shared --parallel
- name: Configure Wayland shared library
run: cmake -B build-wayland-shared -D GLFW_BUILD_WAYLAND=ON -D GLFW_BUILD_X11=OFF -D BUILD_SHARED_LIBS=ON
- name: Build Wayland shared library
run: cmake --build build-wayland-shared --parallel
- name: Configure Wayland+X11 static library
run: cmake -B build-full-static -D GLFW_BUILD_WAYLAND=ON -D GLFW_BUILD_X11=ON
- name: Build Wayland+X11 static library
run: cmake --build build-full-static --parallel
- name: Configure Wayland+X11 shared library
run: cmake -B build-full-shared -D GLFW_BUILD_WAYLAND=ON -D BUILD_SHARED_LIBS=ON -D GLFW_BUILD_X11=ON
- name: Build Wayland+X11 shared library
run: cmake --build build-full-shared --parallel
build-macos-clang:
name: macOS (Clang)
runs-on: macos-latest
timeout-minutes: 4
env:
CFLAGS: -Werror
MACOSX_DEPLOYMENT_TARGET: 10.8
CMAKE_OSX_ARCHITECTURES: x86_64;arm64
steps:
- uses: actions/checkout@v4
- name: Configure Null shared library
run: cmake -B build-null-shared -D GLFW_BUILD_COCOA=OFF -D BUILD_SHARED_LIBS=ON
- name: Build Null shared library
run: cmake --build build-null-shared --parallel
- name: Configure Cocoa static library
run: cmake -B build-cocoa-static
- name: Build Cocoa static library
run: cmake --build build-cocoa-static --parallel
- name: Configure Cocoa shared library
run: cmake -B build-cocoa-shared -D BUILD_SHARED_LIBS=ON
- name: Build Cocoa shared library
run: cmake --build build-cocoa-shared --parallel
build-windows-vs2022:
name: Windows (VS2022)
runs-on: windows-latest
timeout-minutes: 4
env:
CFLAGS: /WX
steps:
- uses: actions/checkout@v4
- name: Configure Win32 shared x86 library
run: cmake -B build-win32-shared-x86 -G "Visual Studio 17 2022" -A Win32 -D BUILD_SHARED_LIBS=ON
- name: Build Win32 shared x86 library
run: cmake --build build-win32-shared-x86 --parallel
- name: Configure Win32 static x64 library
run: cmake -B build-win32-static-x64 -G "Visual Studio 17 2022" -A x64
- name: Build Win32 static x64 library
run: cmake --build build-win32-static-x64 --parallel
- name: Configure Win32 shared x64 library
run: cmake -B build-win32-shared-x64 -G "Visual Studio 17 2022" -A x64 -D BUILD_SHARED_LIBS=ON
- name: Build Win32 shared x64 library
run: cmake --build build-win32-shared-x64 --parallel

104
deps/glfw/.gitignore vendored
View File

@ -1,104 +0,0 @@
# The canonical out-of-tree build subdirectory
build
build-*
# Visual Studio clutter
_ReSharper*
*.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
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
# Generated files
docs/Doxyfile
docs/html
docs/warnings.txt
docs/doxygen_sqlite3.db
src/glfw_config.h
src/glfw3.pc
src/glfw3Config.cmake
src/glfw3ConfigVersion.cmake
# Compiled binaries
src/libglfw.so
src/libglfw.so.3
src/libglfw.so.3.4
src/libglfw.dylib
src/libglfw.dylib
src/libglfw.3.dylib
src/libglfw.3.4.dylib
src/libglfw3.a
src/glfw3.lib
src/glfw3.dll
src/glfw3dll.lib
src/libglfw3dll.a
examples/*.app
examples/*.exe
examples/boing
examples/gears
examples/heightmap
examples/offscreen
examples/particles
examples/splitview
examples/sharing
examples/triangle-opengl
examples/wave
examples/windows
tests/*.app
tests/*.exe
tests/clipboard
tests/cursor
tests/empty
tests/events
tests/gamma
tests/glfwinfo
tests/icon
tests/iconify
tests/inputlag
tests/joysticks
tests/monitors
tests/msaa
tests/reopen
tests/tearing
tests/threads
tests/timeout
tests/title
tests/triangle-vulkan
tests/window
tests/windows

10
deps/glfw/.mailmap vendored
View File

@ -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>

View File

@ -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}")

View File

@ -1,38 +0,0 @@
<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple Computer//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>CFBundleDevelopmentRegion</key>
<string>English</string>
<key>CFBundleExecutable</key>
<string>${MACOSX_BUNDLE_EXECUTABLE_NAME}</string>
<key>CFBundleGetInfoString</key>
<string>${MACOSX_BUNDLE_INFO_STRING}</string>
<key>CFBundleIconFile</key>
<string>${MACOSX_BUNDLE_ICON_FILE}</string>
<key>CFBundleIdentifier</key>
<string>${MACOSX_BUNDLE_GUI_IDENTIFIER}</string>
<key>CFBundleInfoDictionaryVersion</key>
<string>6.0</string>
<key>CFBundleLongVersionString</key>
<string>${MACOSX_BUNDLE_LONG_VERSION_STRING}</string>
<key>CFBundleName</key>
<string>${MACOSX_BUNDLE_BUNDLE_NAME}</string>
<key>CFBundlePackageType</key>
<string>APPL</string>
<key>CFBundleShortVersionString</key>
<string>${MACOSX_BUNDLE_SHORT_VERSION_STRING}</string>
<key>CFBundleSignature</key>
<string>????</string>
<key>CFBundleVersion</key>
<string>${MACOSX_BUNDLE_BUNDLE_VERSION}</string>
<key>CSResourcesFileMapped</key>
<true/>
<key>LSRequiresCarbon</key>
<true/>
<key>NSHumanReadableCopyright</key>
<string>${MACOSX_BUNDLE_COPYRIGHT}</string>
<key>NSHighResolutionCapable</key>
<true/>
</dict>
</plist>

View File

@ -1,29 +0,0 @@
if (NOT EXISTS "@GLFW_BINARY_DIR@/install_manifest.txt")
message(FATAL_ERROR "Cannot find install manifest: \"@GLFW_BINARY_DIR@/install_manifest.txt\"")
endif()
file(READ "@GLFW_BINARY_DIR@/install_manifest.txt" files)
string(REGEX REPLACE "\n" ";" files "${files}")
foreach (file ${files})
message(STATUS "Uninstalling \"$ENV{DESTDIR}${file}\"")
if (EXISTS "$ENV{DESTDIR}${file}")
exec_program("@CMAKE_COMMAND@" ARGS "-E remove \"$ENV{DESTDIR}${file}\""
OUTPUT_VARIABLE rm_out
RETURN_VALUE rm_retval)
if (NOT "${rm_retval}" STREQUAL 0)
MESSAGE(FATAL_ERROR "Problem when removing \"$ENV{DESTDIR}${file}\"")
endif()
elseif (IS_SYMLINK "$ENV{DESTDIR}${file}")
EXEC_PROGRAM("@CMAKE_COMMAND@" ARGS "-E remove \"$ENV{DESTDIR}${file}\""
OUTPUT_VARIABLE rm_out
RETURN_VALUE rm_retval)
if (NOT "${rm_retval}" STREQUAL 0)
message(FATAL_ERROR "Problem when removing symlink \"$ENV{DESTDIR}${file}\"")
endif()
else()
message(STATUS "File \"$ENV{DESTDIR}${file}\" does not exist.")
endif()
endforeach()

View File

@ -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@@GLFW_LIB_NAME_SUFFIX@
Libs.private: @GLFW_PKG_CONFIG_LIBS_PRIVATE@
Cflags: -I${includedir}

View File

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

View File

@ -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)

View File

@ -1,13 +0,0 @@
# Define the environment for cross-compiling with 32-bit MinGW-w64 GCC
SET(CMAKE_SYSTEM_NAME Windows) # Target system name
SET(CMAKE_SYSTEM_VERSION 1)
SET(CMAKE_C_COMPILER "i686-w64-mingw32-gcc")
SET(CMAKE_CXX_COMPILER "i686-w64-mingw32-g++")
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)

View File

@ -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)

View File

@ -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 ()

View File

@ -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)

View File

@ -1,13 +0,0 @@
# Define the environment for cross-compiling with 64-bit MinGW-w64 GCC
SET(CMAKE_SYSTEM_NAME Windows) # Target system name
SET(CMAKE_SYSTEM_VERSION 1)
SET(CMAKE_C_COMPILER "x86_64-w64-mingw32-gcc")
SET(CMAKE_CXX_COMPILER "x86_64-w64-mingw32-g++")
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)

View File

@ -1,165 +0,0 @@
cmake_minimum_required(VERSION 3.4...3.28 FATAL_ERROR)
project(GLFW VERSION 3.4.0 LANGUAGES C)
if (POLICY CMP0069)
cmake_policy(SET CMP0069 NEW)
endif()
if (POLICY CMP0077)
cmake_policy(SET CMP0077 NEW)
endif()
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" ${GLFW_STANDALONE})
option(GLFW_BUILD_DOCS "Build the GLFW documentation" ON)
option(GLFW_INSTALL "Generate installation target" ON)
include(GNUInstallDirs)
include(CMakeDependentOption)
if (GLFW_USE_OSMESA)
message(FATAL_ERROR "GLFW_USE_OSMESA has been removed; set the GLFW_PLATFORM init hint")
endif()
if (DEFINED GLFW_USE_WAYLAND AND UNIX AND NOT APPLE)
message(FATAL_ERROR
"GLFW_USE_WAYLAND has been removed; delete the CMake cache and set GLFW_BUILD_WAYLAND and GLFW_BUILD_X11 instead")
endif()
cmake_dependent_option(GLFW_BUILD_WIN32 "Build support for Win32" ON "WIN32" OFF)
cmake_dependent_option(GLFW_BUILD_COCOA "Build support for Cocoa" ON "APPLE" OFF)
cmake_dependent_option(GLFW_BUILD_X11 "Build support for X11" ON "UNIX;NOT APPLE" OFF)
cmake_dependent_option(GLFW_BUILD_WAYLAND "Build support for Wayland" ON "UNIX;NOT APPLE" OFF)
cmake_dependent_option(GLFW_USE_HYBRID_HPG "Force use of high-performance GPU on hybrid systems" OFF
"WIN32" OFF)
cmake_dependent_option(USE_MSVC_RUNTIME_LIBRARY_DLL "Use MSVC runtime library DLL" ON
"MSVC" OFF)
set(GLFW_LIBRARY_TYPE "${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)
else()
set(GLFW_BUILD_SHARED_LIBRARY FALSE)
endif()
else()
set(GLFW_BUILD_SHARED_LIBRARY ${BUILD_SHARED_LIBS})
endif()
list(APPEND CMAKE_MODULE_PATH "${GLFW_SOURCE_DIR}/CMake/modules")
find_package(Threads REQUIRED)
#--------------------------------------------------------------------
# Report backend selection
#--------------------------------------------------------------------
if (GLFW_BUILD_WIN32)
message(STATUS "Including Win32 support")
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)
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")
string(REGEX REPLACE "/MD" "/MT" ${flag} "${${flag}}")
endif()
if (flag MATCHES "/MDd")
string(REGEX REPLACE "/MDd" "/MTd" ${flag} "${${flag}}")
endif()
endforeach()
else()
set(CMAKE_MSVC_RUNTIME_LIBRARY "MultiThreaded$<$<CONFIG:Debug>:Debug>")
endif()
endif()
#--------------------------------------------------------------------
# Create generated files
#--------------------------------------------------------------------
include(CMakePackageConfigHelpers)
set(GLFW_CONFIG_PATH "${CMAKE_INSTALL_LIBDIR}/cmake/glfw3")
configure_package_config_file(CMake/glfw3Config.cmake.in
src/glfw3Config.cmake
INSTALL_DESTINATION "${GLFW_CONFIG_PATH}"
NO_CHECK_REQUIRED_COMPONENTS_MACRO)
write_basic_package_version_file(src/glfw3ConfigVersion.cmake
VERSION ${GLFW_VERSION}
COMPATIBILITY SameMajorVersion)
#--------------------------------------------------------------------
# Add subdirectories
#--------------------------------------------------------------------
add_subdirectory(src)
if (GLFW_BUILD_EXAMPLES)
add_subdirectory(examples)
endif()
if (GLFW_BUILD_TESTS)
add_subdirectory(tests)
endif()
if (GLFW_BUILD_DOCS)
add_subdirectory(docs)
endif()
#--------------------------------------------------------------------
# Install files other than the library
# The library is installed by src/CMakeLists.txt
#--------------------------------------------------------------------
if (GLFW_INSTALL)
install(DIRECTORY include/GLFW DESTINATION ${CMAKE_INSTALL_INCLUDEDIR}
FILES_MATCHING PATTERN glfw3.h PATTERN glfw3native.h)
install(FILES "${GLFW_BINARY_DIR}/src/glfw3Config.cmake"
"${GLFW_BINARY_DIR}/src/glfw3ConfigVersion.cmake"
DESTINATION "${GLFW_CONFIG_PATH}")
install(EXPORT glfwTargets FILE glfw3Targets.cmake
EXPORT_LINK_INTERFACE_LIBRARIES
DESTINATION "${GLFW_CONFIG_PATH}")
install(FILES "${GLFW_BINARY_DIR}/src/glfw3.pc"
DESTINATION "${CMAKE_INSTALL_LIBDIR}/pkgconfig")
# Only generate this target if no higher-level project already has
if (NOT TARGET uninstall)
configure_file(CMake/cmake_uninstall.cmake.in
cmake_uninstall.cmake IMMEDIATE @ONLY)
add_custom_target(uninstall
"${CMAKE_COMMAND}" -P
"${GLFW_BINARY_DIR}/cmake_uninstall.cmake")
set_target_properties(uninstall PROPERTIES FOLDER "GLFW3")
endif()
endif()

View File

@ -1,297 +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
- Bayemite
- 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
- Victor Chernyakin
- 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
- Bill Currie
- 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
- forworldm
- Jason Francis
- Gerald Franz
- Mário Freitas
- GeO4d
- Marcus Geelnard
- Gegy
- ghuser404
- Charles Giessen
- Ryan C. Gordon
- Stephen Gowen
- Kovid Goyal
- Kevin Grandemange
- Eloi Marín Gratacós
- Grzesiek11
- Stefan Gustavson
- Andrew Gutekanst
- Stephen Gutekanst
- Jonathan Hale
- Daniel Hauser
- hdf89shfdfs
- Moritz Heinemann
- Sylvain Hellegouarch
- Björn Hempel
- Matthew Henry
- heromyth
- Lucas Hinderberger
- Paul Holden
- Hajime Hoshi
- Warren Hu
- Charles Huber
- Brent Huisman
- Florian Hülsmann
- illustris
- InKryption
- IntellectualKitty
- Aaron Jacobs
- JannikGM
- Erik S. V. Jansson
- jjYBdx4IL
- Peter Johnson
- 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
- Guillaume Lebrun
- Francis Lecavalier
- Jong Won Lee
- Robin Leffmann
- Glenn Lewis
- Shane Liesegang
- Anders Lindqvist
- Leon Linhart
- Marco Lizza
- lo-v-ol
- Eyal Lotem
- Aaron Loucks
- Ned Loynd
- Luflosi
- lukect
- Tristam MacDonald
- Jean-Luc Mackail
- 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
- mightgoyardstill
- Ave Milia
- Icyllis Milica
- 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
- Julius Häger
- Nat!
- NateIsStalling
- ndogxj
- F. Nedelec
- n3rdopolis
- Kristian Nielsen
- Joel Niemelä
- Victor Nova
- 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
- Pokechu22
- 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
- Scr3amer
- Jan Schuerkamp
- Christian Sdunek
- Matt Sealey
- Steve Sexton
- Arkady Shapkin
- Mingjie Shen
- Ali Sherief
- Yoshiki Shibukawa
- Dmitri Shuralyov
- Joao da Silva
- Daniel Sieger
- Daljit Singh
- Michael Skec
- 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
- Nuno Teixeira
- Jared Tiala
- Sergey Tikhomirov
- Arthur Tombs
- TronicLabs
- Ioannis Tsakpinis
- Samuli Tuomola
- Matthew Turner
- urraka
- Elias Vanderstuyft
- Stef Velzel
- Jari Vetoniemi
- Ricardo Vieira
- Nicholas Vitovitch
- Vladimír Vondruš
- Simon Voordouw
- Corentin Wallez
- Torsten Walluhn
- Patrick Walton
- Jim Wang
- 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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Copyright (c) 2002-2006 Marcus Geelnard
Copyright (c) 2006-2019 Camilla Löwy
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.

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# 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)
## Introduction
GLFW is an 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 natively supports Windows, macOS and Linux and other Unix-like systems. On
Linux both Wayland and X11 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. 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.
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.
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.
## Compiling GLFW
GLFW is written primarily in C99, with parts of macOS support being written in
Objective-C. GLFW itself requires only the headers and libraries for your OS
and window system. It does not need any additional headers for context creation
APIs (WGL, GLX, EGL, NSGL, OSMesa) or rendering APIs (OpenGL, OpenGL ES, Vulkan)
to enable support for them.
GLFW supports compilation on Windows with Visual C++ 2013 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 binaries](https://www.glfw.org/download.html) available
for all supported compilers on Windows and macOS.
See the [compilation guide](https://www.glfw.org/docs/latest/compile.html) for
more information about how to compile GLFW yourself.
## 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.
## 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.
## Changelog since 3.3.10
- 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 `glfwGetWindowTitle` function for querying window title (#1448,#1909,#2482)
- 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_SCALE_FRAMEBUFFER` window hint for Wayland and macOS scaling (#2457)
- 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_WIN32_KEYBOARD_MENU` window hint for enabling access to the window menu
- Added `GLFW_WIN32_SHOWDEFAULT` window hint for applying the parent process
show command (#2359)
- 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 support for `XDG_SESSION_TYPE` environment variable
- 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
- Made Wayland the preferred platform over X11 if both are available (#2035)
- Updated the minimum required CMake version to 3.4
- Updated gamepad mappings from upstream
- Renamed `GLFW_USE_WAYLAND` CMake option to `GLFW_BUILD_WAYLAND` (#1958)
- Disabled tests and examples by default when built as a CMake subdirectory
- Removed `GLFW_USE_OSMESA` CMake option enabling the Null platform (#1958)
- Removed CMake generated configuration header
- Bugfix: `glfwGetVideoMode` returned an invalid mode on error (#1292)
- [Win32] Added a version info resource to the GLFW DLL
- [Win32] Made hidden helper window use its own window class
- [Win32] Bugfix: The foreground lock timeout was overridden, ignoring the user
- [Cocoa] Added `glfwGetCocoaView` native access function (#2235)
- [Cocoa] Moved main menu creation to GLFW initialization time (#1649)
- [Cocoa] Bugfix: Touching event queue from secondary thread before main thread
would abort (#1649)
- [Wayland] Added support for `glfwRequestWindowAttention` (#2287)
- [Wayland] Added support for `glfwFocusWindow`
- [Wayland] Added support for `GLFW_RESIZABLE` (#2203)
- [Wayland] Added support for fractional scaling of window contents
- [Wayland] Added dynamic loading of all Wayland libraries
- [Wayland] Bugfix: `CLOCK_MONOTONIC` was not correctly enabled
- [Wayland] Bugfix: `GLFW_HOVERED` was true when the cursor was over any
fallback window decoration
- [Wayland] Bugfix: Fallback decorations allowed resizing to invalid size
(#2204)
- [X11] Bugfix: Termination would segfault if the IM had been destroyed
- [X11] Bugfix: Any IM started after initialization would not be detected
- [Linux] Bugfix: Joystick evdev fds remained open in forks (#2446)
- [POSIX] Removed use of deprecated function `gettimeofday`
- [POSIX] Bugfix: `CLOCK_MONOTONIC` was not correctly tested for or enabled
- [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: A core profile OpenGL context was returned if 3.2+
compatibility profile was requested
- [EGL] Added platform selection via the `EGL_EXT_platform_base` extension
(#442)
- [EGL] Added ANGLE backend selection via `EGL_ANGLE_platform_angle` extension
(#1380)
## Changelog since 3.3
- Added `GLFW_WAYLAND_LIBDECOR` init hint for disabling libdecor support (#1639,#1693)
- 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)
- Bugfix: `glfwGetKeyScancode` returned `0` on error when initialized instead of `-1`
- Bugfix: Failure to make a newly created context current could cause segfault (#2327)
- [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: 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)
- [Win32] Bugfix: `glfwWaitEventsTimeout` did not return for some sent messages (#2408)
- [Win32] Bugfix: Fix pkg-config for dynamic library on Windows (#2386, #2420)
- [Win32] Bugfix: XInput could reportedly provide invalid DPad bit masks (#2291)
- [Win32] Bugfix: Rapid clipboard calls could fail due to Clipboard History
- [Win32] Bugfix: Disabled cursor mode doesn't work right when connected over RDP (#1276,#1279,#2431)
- [Cocoa] Added support for `VK_EXT_metal_surface` (#1619)
- [Cocoa] Added locating the Vulkan loader at runtime in an application bundle
- [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: 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)
- [Cocoa] Bugfix: Compilation failed on OS X 10.8 due to unconditional use of 10.9+
symbols (#2161)
- [Cocoa] Bugfix: Querying joystick elements could reportedly segfault on macOS
13 Ventura (#2320)
- [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: 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 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: 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)
- [Wayland] Bugfix: Fallback decorations emitted `GLFW_CURSOR_UNAVAILABLE` errors
- [Linux] Bugfix: Joysticks without buttons were ignored (#2042,#2043)
- [Linux] Bugfix: A small amount of memory could leak if initialization failed (#2229)
- [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 loading of glvnd `libOpenGL.so.0` where available for OpenGL
- [EGL] Bugfix: The `GLFW_DOUBLEBUFFER` context attribute was ignored (#1843)
- [EGL] Bugfix: Setting `GLFW_CONTEXT_DEBUG` caused creation to fail (#2348)
- [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
## 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.
If you have questions related to the use of GLFW, we have a
[forum](https://discourse.glfw.org/).
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 or GitHub.

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@ -1,230 +0,0 @@
/* Copyright (c) 2012, Kim Gräsman
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright notice,
* this list of conditions and the following disclaimer.
* * 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.
* * Neither the name of Kim Gräsman nor the names of contributors may be used
* to endorse or promote products derived from this software without specific
* prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "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 KIM GRÄSMAN 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.
*/
#include "getopt.h"
#include <stddef.h>
#include <string.h>
const int no_argument = 0;
const int required_argument = 1;
const int optional_argument = 2;
char* optarg;
int optopt;
/* The variable optind [...] shall be initialized to 1 by the system. */
int optind = 1;
int opterr;
static char* optcursor = NULL;
/* Implemented based on [1] and [2] for optional arguments.
optopt is handled FreeBSD-style, per [3].
Other GNU and FreeBSD extensions are purely accidental.
[1] http://pubs.opengroup.org/onlinepubs/000095399/functions/getopt.html
[2] http://www.kernel.org/doc/man-pages/online/pages/man3/getopt.3.html
[3] http://www.freebsd.org/cgi/man.cgi?query=getopt&sektion=3&manpath=FreeBSD+9.0-RELEASE
*/
int getopt(int argc, char* const argv[], const char* optstring) {
int optchar = -1;
const char* optdecl = NULL;
optarg = NULL;
opterr = 0;
optopt = 0;
/* Unspecified, but we need it to avoid overrunning the argv bounds. */
if (optind >= argc)
goto no_more_optchars;
/* If, when getopt() is called argv[optind] is a null pointer, getopt()
shall return -1 without changing optind. */
if (argv[optind] == NULL)
goto no_more_optchars;
/* If, when getopt() is called *argv[optind] is not the character '-',
getopt() shall return -1 without changing optind. */
if (*argv[optind] != '-')
goto no_more_optchars;
/* If, when getopt() is called argv[optind] points to the string "-",
getopt() shall return -1 without changing optind. */
if (strcmp(argv[optind], "-") == 0)
goto no_more_optchars;
/* If, when getopt() is called argv[optind] points to the string "--",
getopt() shall return -1 after incrementing optind. */
if (strcmp(argv[optind], "--") == 0) {
++optind;
goto no_more_optchars;
}
if (optcursor == NULL || *optcursor == '\0')
optcursor = argv[optind] + 1;
optchar = *optcursor;
/* FreeBSD: The variable optopt saves the last known option character
returned by getopt(). */
optopt = optchar;
/* The getopt() function shall return the next option character (if one is
found) from argv that matches a character in optstring, if there is
one that matches. */
optdecl = strchr(optstring, optchar);
if (optdecl) {
/* [I]f a character is followed by a colon, the option takes an
argument. */
if (optdecl[1] == ':') {
optarg = ++optcursor;
if (*optarg == '\0') {
/* GNU extension: Two colons mean an option takes an
optional arg; if there is text in the current argv-element
(i.e., in the same word as the option name itself, for example,
"-oarg"), then it is returned in optarg, otherwise optarg is set
to zero. */
if (optdecl[2] != ':') {
/* If the option was the last character in the string pointed to by
an element of argv, then optarg shall contain the next element
of argv, and optind shall be incremented by 2. If the resulting
value of optind is greater than argc, this indicates a missing
option-argument, and getopt() shall return an error indication.
Otherwise, optarg shall point to the string following the
option character in that element of argv, and optind shall be
incremented by 1.
*/
if (++optind < argc) {
optarg = argv[optind];
} else {
/* If it detects a missing option-argument, it shall return the
colon character ( ':' ) if the first character of optstring
was a colon, or a question-mark character ( '?' ) otherwise.
*/
optarg = NULL;
optchar = (optstring[0] == ':') ? ':' : '?';
}
} else {
optarg = NULL;
}
}
optcursor = NULL;
}
} else {
/* If getopt() encounters an option character that is not contained in
optstring, it shall return the question-mark ( '?' ) character. */
optchar = '?';
}
if (optcursor == NULL || *++optcursor == '\0')
++optind;
return optchar;
no_more_optchars:
optcursor = NULL;
return -1;
}
/* Implementation based on [1].
[1] http://www.kernel.org/doc/man-pages/online/pages/man3/getopt.3.html
*/
int getopt_long(int argc, char* const argv[], const char* optstring,
const struct option* longopts, int* longindex) {
const struct option* o = longopts;
const struct option* match = NULL;
int num_matches = 0;
size_t argument_name_length = 0;
const char* current_argument = NULL;
int retval = -1;
optarg = NULL;
optopt = 0;
if (optind >= argc)
return -1;
if (strlen(argv[optind]) < 3 || strncmp(argv[optind], "--", 2) != 0)
return getopt(argc, argv, optstring);
/* It's an option; starts with -- and is longer than two chars. */
current_argument = argv[optind] + 2;
argument_name_length = strcspn(current_argument, "=");
for (; o->name; ++o) {
if (strncmp(o->name, current_argument, argument_name_length) == 0) {
match = o;
++num_matches;
}
}
if (num_matches == 1) {
/* If longindex is not NULL, it points to a variable which is set to the
index of the long option relative to longopts. */
if (longindex)
*longindex = (int) (match - longopts);
/* If flag is NULL, then getopt_long() shall return val.
Otherwise, getopt_long() returns 0, and flag shall point to a variable
which shall be set to val if the option is found, but left unchanged if
the option is not found. */
if (match->flag)
*(match->flag) = match->val;
retval = match->flag ? 0 : match->val;
if (match->has_arg != no_argument) {
optarg = strchr(argv[optind], '=');
if (optarg != NULL)
++optarg;
if (match->has_arg == required_argument) {
/* Only scan the next argv for required arguments. Behavior is not
specified, but has been observed with Ubuntu and Mac OSX. */
if (optarg == NULL && ++optind < argc) {
optarg = argv[optind];
}
if (optarg == NULL)
retval = ':';
}
} else if (strchr(argv[optind], '=')) {
/* An argument was provided to a non-argument option.
I haven't seen this specified explicitly, but both GNU and BSD-based
implementations show this behavior.
*/
retval = '?';
}
} else {
/* Unknown option or ambiguous match. */
retval = '?';
}
++optind;
return retval;
}

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@ -1,57 +0,0 @@
/* Copyright (c) 2012, Kim Gräsman
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright notice,
* this list of conditions and the following disclaimer.
* * 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.
* * Neither the name of Kim Gräsman nor the names of contributors may be used
* to endorse or promote products derived from this software without specific
* prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "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 KIM GRÄSMAN 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 INCLUDED_GETOPT_PORT_H
#define INCLUDED_GETOPT_PORT_H
#if defined(__cplusplus)
extern "C" {
#endif
extern const int no_argument;
extern const int required_argument;
extern const int optional_argument;
extern char* optarg;
extern int optind, opterr, optopt;
struct option {
const char* name;
int has_arg;
int* flag;
int val;
};
int getopt(int argc, char* const argv[], const char* optstring);
int getopt_long(int argc, char* const argv[],
const char* optstring, const struct option* longopts, int* longindex);
#if defined(__cplusplus)
}
#endif
#endif // INCLUDED_GETOPT_PORT_H

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@ -1,606 +0,0 @@
#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
#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) \
{ \
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) \
{ \
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) \
{ \
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) \
{ \
float p = 0.f; \
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) \
{ \
return sqrtf(vec##n##_mul_inner(v,v)); \
} \
LINMATH_H_FUNC 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)
{
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)
{
float p = 2.f * vec3_mul_inner(v, n);
int i;
for(i=0;i<3;++i)
r[i] = v[i] - p*n[i];
}
LINMATH_H_FUNC void vec4_mul_cross(vec4 r, vec4 const a, vec4 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];
r[3] = 1.f;
}
LINMATH_H_FUNC void vec4_reflect(vec4 r, vec4 const v, vec4 const n)
{
float p = 2.f*vec4_mul_inner(v, n);
int i;
for(i=0;i<4;++i)
r[i] = v[i] - p*n[i];
}
typedef vec4 mat4x4[4];
LINMATH_H_FUNC 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)
{
int i;
for(i=0; i<4; ++i)
vec4_dup(M[i], N[i]);
}
LINMATH_H_FUNC void mat4x4_row(vec4 r, mat4x4 const 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)
{
int k;
for(k=0; k<4; ++k)
r[k] = M[i][k];
}
LINMATH_H_FUNC void mat4x4_transpose(mat4x4 M, mat4x4 const 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)
{
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)
{
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)
{
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)
{
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]);
}
LINMATH_H_FUNC void mat4x4_mul(mat4x4 M, mat4x4 const a, mat4x4 const b)
{
mat4x4 temp;
int k, r, c;
for(c=0; c<4; ++c) for(r=0; r<4; ++r) {
temp[c][r] = 0.f;
for(k=0; k<4; ++k)
temp[c][r] += a[k][r] * b[c][k];
}
mat4x4_dup(M, temp);
}
LINMATH_H_FUNC void mat4x4_mul_vec4(vec4 r, mat4x4 const M, vec4 const v)
{
int i, j;
for(j=0; j<4; ++j) {
r[j] = 0.f;
for(i=0; i<4; ++i)
r[j] += M[i][j] * v[i];
}
}
LINMATH_H_FUNC 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)
{
vec4 t = {x, y, z, 0};
vec4 r;
int i;
for (i = 0; i < 4; ++i) {
mat4x4_row(r, M, i);
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)
{
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)
{
float s = sinf(angle);
float c = cosf(angle);
vec3 u = {x, y, z};
if(vec3_len(u) > 1e-4) {
vec3_norm(u, u);
mat4x4 T;
mat4x4_from_vec3_mul_outer(T, u, u);
mat4x4 S = {
{ 0, u[2], -u[1], 0},
{-u[2], 0, u[0], 0},
{ u[1], -u[0], 0, 0},
{ 0, 0, 0, 0}
};
mat4x4_scale(S, S, s);
mat4x4 C;
mat4x4_identity(C);
mat4x4_sub(C, C, T);
mat4x4_scale(C, C, c);
mat4x4_add(T, T, C);
mat4x4_add(T, T, S);
T[3][3] = 1.f;
mat4x4_mul(R, M, T);
} else {
mat4x4_dup(R, M);
}
}
LINMATH_H_FUNC void mat4x4_rotate_X(mat4x4 Q, mat4x4 const M, float angle)
{
float s = sinf(angle);
float c = cosf(angle);
mat4x4 R = {
{1.f, 0.f, 0.f, 0.f},
{0.f, c, s, 0.f},
{0.f, -s, c, 0.f},
{0.f, 0.f, 0.f, 1.f}
};
mat4x4_mul(Q, M, R);
}
LINMATH_H_FUNC void mat4x4_rotate_Y(mat4x4 Q, mat4x4 const M, float angle)
{
float s = sinf(angle);
float c = cosf(angle);
mat4x4 R = {
{ c, 0.f, -s, 0.f},
{ 0.f, 1.f, 0.f, 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)
{
float s = sinf(angle);
float c = cosf(angle);
mat4x4 R = {
{ c, s, 0.f, 0.f},
{ -s, c, 0.f, 0.f},
{ 0.f, 0.f, 1.f, 0.f},
{ 0.f, 0.f, 0.f, 1.f}
};
mat4x4_mul(Q, M, R);
}
LINMATH_H_FUNC void mat4x4_invert(mat4x4 T, mat4x4 const M)
{
float s[6];
float c[6];
s[0] = M[0][0]*M[1][1] - M[1][0]*M[0][1];
s[1] = M[0][0]*M[1][2] - M[1][0]*M[0][2];
s[2] = M[0][0]*M[1][3] - M[1][0]*M[0][3];
s[3] = M[0][1]*M[1][2] - M[1][1]*M[0][2];
s[4] = M[0][1]*M[1][3] - M[1][1]*M[0][3];
s[5] = M[0][2]*M[1][3] - M[1][2]*M[0][3];
c[0] = M[2][0]*M[3][1] - M[3][0]*M[2][1];
c[1] = M[2][0]*M[3][2] - M[3][0]*M[2][2];
c[2] = M[2][0]*M[3][3] - M[3][0]*M[2][3];
c[3] = M[2][1]*M[3][2] - M[3][1]*M[2][2];
c[4] = M[2][1]*M[3][3] - M[3][1]*M[2][3];
c[5] = M[2][2]*M[3][3] - M[3][2]*M[2][3];
/* Assumes it is invertible */
float idet = 1.0f/( s[0]*c[5]-s[1]*c[4]+s[2]*c[3]+s[3]*c[2]-s[4]*c[1]+s[5]*c[0] );
T[0][0] = ( M[1][1] * c[5] - M[1][2] * c[4] + M[1][3] * c[3]) * idet;
T[0][1] = (-M[0][1] * c[5] + M[0][2] * c[4] - M[0][3] * c[3]) * idet;
T[0][2] = ( M[3][1] * s[5] - M[3][2] * s[4] + M[3][3] * s[3]) * idet;
T[0][3] = (-M[2][1] * s[5] + M[2][2] * s[4] - M[2][3] * s[3]) * idet;
T[1][0] = (-M[1][0] * c[5] + M[1][2] * c[2] - M[1][3] * c[1]) * idet;
T[1][1] = ( M[0][0] * c[5] - M[0][2] * c[2] + M[0][3] * c[1]) * idet;
T[1][2] = (-M[3][0] * s[5] + M[3][2] * s[2] - M[3][3] * s[1]) * idet;
T[1][3] = ( M[2][0] * s[5] - M[2][2] * s[2] + M[2][3] * s[1]) * idet;
T[2][0] = ( M[1][0] * c[4] - M[1][1] * c[2] + M[1][3] * c[0]) * idet;
T[2][1] = (-M[0][0] * c[4] + M[0][1] * c[2] - M[0][3] * c[0]) * idet;
T[2][2] = ( M[3][0] * s[4] - M[3][1] * s[2] + M[3][3] * s[0]) * idet;
T[2][3] = (-M[2][0] * s[4] + M[2][1] * s[2] - M[2][3] * s[0]) * idet;
T[3][0] = (-M[1][0] * c[3] + M[1][1] * c[1] - M[1][2] * c[0]) * idet;
T[3][1] = ( M[0][0] * c[3] - M[0][1] * c[1] + M[0][2] * c[0]) * idet;
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)
{
mat4x4_dup(R, M);
float s = 1.f;
vec3 h;
vec3_norm(R[2], R[2]);
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]);
s = vec3_mul_inner(R[0], R[2]);
vec3_scale(h, R[2], s);
vec3_sub(R[0], R[0], h);
s = vec3_mul_inner(R[0], R[1]);
vec3_scale(h, R[1], s);
vec3_sub(R[0], R[0], h);
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)
{
M[0][0] = 2.f*n/(r-l);
M[0][1] = M[0][2] = M[0][3] = 0.f;
M[1][1] = 2.f*n/(t-b);
M[1][0] = M[1][2] = M[1][3] = 0.f;
M[2][0] = (r+l)/(r-l);
M[2][1] = (t+b)/(t-b);
M[2][2] = -(f+n)/(f-n);
M[2][3] = -1.f;
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)
{
M[0][0] = 2.f/(r-l);
M[0][1] = M[0][2] = M[0][3] = 0.f;
M[1][1] = 2.f/(t-b);
M[1][0] = M[1][2] = M[1][3] = 0.f;
M[2][2] = -2.f/(f-n);
M[2][0] = M[2][1] = M[2][3] = 0.f;
M[3][0] = -(r+l)/(r-l);
M[3][1] = -(t+b)/(t-b);
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)
{
/* 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);
m[0][0] = a / aspect;
m[0][1] = 0.f;
m[0][2] = 0.f;
m[0][3] = 0.f;
m[1][0] = 0.f;
m[1][1] = a;
m[1][2] = 0.f;
m[1][3] = 0.f;
m[2][0] = 0.f;
m[2][1] = 0.f;
m[2][2] = -((f + n) / (f - n));
m[2][3] = -1.f;
m[3][0] = 0.f;
m[3][1] = 0.f;
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)
{
/* Adapted from Android's OpenGL Matrix.java. */
/* See the OpenGL GLUT documentation for gluLookAt for a description */
/* of the algorithm. We implement it in a straightforward way: */
/* TODO: The negation of of can be spared by swapping the order of
* operands in the following cross products in the right way. */
vec3 f;
vec3_sub(f, center, eye);
vec3_norm(f, f);
vec3 s;
vec3_mul_cross(s, f, up);
vec3_norm(s, s);
vec3 t;
vec3_mul_cross(t, s, f);
m[0][0] = s[0];
m[0][1] = t[0];
m[0][2] = -f[0];
m[0][3] = 0.f;
m[1][0] = s[1];
m[1][1] = t[1];
m[1][2] = -f[1];
m[1][3] = 0.f;
m[2][0] = s[2];
m[2][1] = t[2];
m[2][2] = -f[2];
m[2][3] = 0.f;
m[3][0] = 0.f;
m[3][1] = 0.f;
m[3][2] = 0.f;
m[3][3] = 1.f;
mat4x4_translate_in_place(m, -eye[0], -eye[1], -eye[2]);
}
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)
{
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)
{
vec3 w;
vec3_mul_cross(r, p, q);
vec3_scale(w, p, q[3]);
vec3_add(r, r, w);
vec3_scale(w, q, p[3]);
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)
{
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;
}
LINMATH_H_FUNC void quat_mul_vec3(vec3 r, quat const q, vec3 const 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 u = {q[0], q[1], q[2]};
vec3_mul_cross(t, q_xyz, v);
vec3_scale(t, t, 2);
vec3_mul_cross(u, q_xyz, 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)
{
float a = q[3];
float b = q[0];
float c = q[1];
float d = q[2];
float a2 = a*a;
float b2 = b*b;
float c2 = c*c;
float d2 = d*d;
M[0][0] = a2 + b2 - c2 - d2;
M[0][1] = 2.f*(b*c + a*d);
M[0][2] = 2.f*(b*d - a*c);
M[0][3] = 0.f;
M[1][0] = 2*(b*c - a*d);
M[1][1] = a2 - b2 + c2 - d2;
M[1][2] = 2.f*(c*d + a*b);
M[1][3] = 0.f;
M[2][0] = 2.f*(b*d + a*c);
M[2][1] = 2.f*(c*d - a*b);
M[2][2] = a2 - b2 - c2 + d2;
M[2][3] = 0.f;
M[3][0] = M[3][1] = M[3][2] = 0.f;
M[3][3] = 1.f;
}
LINMATH_H_FUNC void mat4x4o_mul_quat(mat4x4 R, mat4x4 const M, quat const q)
{
/* XXX: The way this is written only works for orthogonal 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
}
LINMATH_H_FUNC void quat_from_mat4x4(quat q, mat4x4 const M)
{
float r=0.f;
int i;
int perm[] = { 0, 1, 2, 0, 1 };
int *p = perm;
for(i = 0; i<3; i++) {
float m = M[i][i];
if( m < r )
continue;
m = r;
p = &perm[i];
}
r = sqrtf(1.f + M[p[0]][p[0]] - M[p[1]][p[1]] - M[p[2]][p[2]] );
if(r < 1e-6) {
q[0] = 1.f;
q[1] = q[2] = q[3] = 0.f;
return;
}
q[0] = r/2.f;
q[1] = (M[p[0]][p[1]] - M[p[1]][p[0]])/(2.f*r);
q[2] = (M[p[2]][p[0]] - M[p[0]][p[2]])/(2.f*r);
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

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/**
* 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 */

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/*
* 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/glfw/deps/nuklear.h vendored

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/*
* 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

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@ -1,594 +0,0 @@
/* -*- mode: c; tab-width: 2; indent-tabs-mode: nil; -*-
Copyright (c) 2012 Marcus Geelnard
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.
*/
/* 2013-01-06 Camilla Löwy <elmindreda@glfw.org>
*
* Added casts from time_t to DWORD to avoid warnings on VC++.
* Fixed time retrieval on POSIX systems.
*/
#include "tinycthread.h"
#include <stdlib.h>
/* Platform specific includes */
#if defined(_TTHREAD_POSIX_)
#include <signal.h>
#include <sched.h>
#include <unistd.h>
#include <sys/time.h>
#include <errno.h>
#elif defined(_TTHREAD_WIN32_)
#include <process.h>
#include <sys/timeb.h>
#endif
/* Standard, good-to-have defines */
#ifndef NULL
#define NULL (void*)0
#endif
#ifndef TRUE
#define TRUE 1
#endif
#ifndef FALSE
#define FALSE 0
#endif
int mtx_init(mtx_t *mtx, int type)
{
#if defined(_TTHREAD_WIN32_)
mtx->mAlreadyLocked = FALSE;
mtx->mRecursive = type & mtx_recursive;
InitializeCriticalSection(&mtx->mHandle);
return thrd_success;
#else
int ret;
pthread_mutexattr_t attr;
pthread_mutexattr_init(&attr);
if (type & mtx_recursive)
{
pthread_mutexattr_settype(&attr, PTHREAD_MUTEX_RECURSIVE);
}
ret = pthread_mutex_init(mtx, &attr);
pthread_mutexattr_destroy(&attr);
return ret == 0 ? thrd_success : thrd_error;
#endif
}
void mtx_destroy(mtx_t *mtx)
{
#if defined(_TTHREAD_WIN32_)
DeleteCriticalSection(&mtx->mHandle);
#else
pthread_mutex_destroy(mtx);
#endif
}
int mtx_lock(mtx_t *mtx)
{
#if defined(_TTHREAD_WIN32_)
EnterCriticalSection(&mtx->mHandle);
if (!mtx->mRecursive)
{
while(mtx->mAlreadyLocked) Sleep(1000); /* Simulate deadlock... */
mtx->mAlreadyLocked = TRUE;
}
return thrd_success;
#else
return pthread_mutex_lock(mtx) == 0 ? thrd_success : thrd_error;
#endif
}
int mtx_timedlock(mtx_t *mtx, const struct timespec *ts)
{
/* FIXME! */
(void)mtx;
(void)ts;
return thrd_error;
}
int mtx_trylock(mtx_t *mtx)
{
#if defined(_TTHREAD_WIN32_)
int ret = TryEnterCriticalSection(&mtx->mHandle) ? thrd_success : thrd_busy;
if ((!mtx->mRecursive) && (ret == thrd_success) && mtx->mAlreadyLocked)
{
LeaveCriticalSection(&mtx->mHandle);
ret = thrd_busy;
}
return ret;
#else
return (pthread_mutex_trylock(mtx) == 0) ? thrd_success : thrd_busy;
#endif
}
int mtx_unlock(mtx_t *mtx)
{
#if defined(_TTHREAD_WIN32_)
mtx->mAlreadyLocked = FALSE;
LeaveCriticalSection(&mtx->mHandle);
return thrd_success;
#else
return pthread_mutex_unlock(mtx) == 0 ? thrd_success : thrd_error;;
#endif
}
#if defined(_TTHREAD_WIN32_)
#define _CONDITION_EVENT_ONE 0
#define _CONDITION_EVENT_ALL 1
#endif
int cnd_init(cnd_t *cond)
{
#if defined(_TTHREAD_WIN32_)
cond->mWaitersCount = 0;
/* Init critical section */
InitializeCriticalSection(&cond->mWaitersCountLock);
/* Init events */
cond->mEvents[_CONDITION_EVENT_ONE] = CreateEvent(NULL, FALSE, FALSE, NULL);
if (cond->mEvents[_CONDITION_EVENT_ONE] == NULL)
{
cond->mEvents[_CONDITION_EVENT_ALL] = NULL;
return thrd_error;
}
cond->mEvents[_CONDITION_EVENT_ALL] = CreateEvent(NULL, TRUE, FALSE, NULL);
if (cond->mEvents[_CONDITION_EVENT_ALL] == NULL)
{
CloseHandle(cond->mEvents[_CONDITION_EVENT_ONE]);
cond->mEvents[_CONDITION_EVENT_ONE] = NULL;
return thrd_error;
}
return thrd_success;
#else
return pthread_cond_init(cond, NULL) == 0 ? thrd_success : thrd_error;
#endif
}
void cnd_destroy(cnd_t *cond)
{
#if defined(_TTHREAD_WIN32_)
if (cond->mEvents[_CONDITION_EVENT_ONE] != NULL)
{
CloseHandle(cond->mEvents[_CONDITION_EVENT_ONE]);
}
if (cond->mEvents[_CONDITION_EVENT_ALL] != NULL)
{
CloseHandle(cond->mEvents[_CONDITION_EVENT_ALL]);
}
DeleteCriticalSection(&cond->mWaitersCountLock);
#else
pthread_cond_destroy(cond);
#endif
}
int cnd_signal(cnd_t *cond)
{
#if defined(_TTHREAD_WIN32_)
int haveWaiters;
/* Are there any waiters? */
EnterCriticalSection(&cond->mWaitersCountLock);
haveWaiters = (cond->mWaitersCount > 0);
LeaveCriticalSection(&cond->mWaitersCountLock);
/* If we have any waiting threads, send them a signal */
if(haveWaiters)
{
if (SetEvent(cond->mEvents[_CONDITION_EVENT_ONE]) == 0)
{
return thrd_error;
}
}
return thrd_success;
#else
return pthread_cond_signal(cond) == 0 ? thrd_success : thrd_error;
#endif
}
int cnd_broadcast(cnd_t *cond)
{
#if defined(_TTHREAD_WIN32_)
int haveWaiters;
/* Are there any waiters? */
EnterCriticalSection(&cond->mWaitersCountLock);
haveWaiters = (cond->mWaitersCount > 0);
LeaveCriticalSection(&cond->mWaitersCountLock);
/* If we have any waiting threads, send them a signal */
if(haveWaiters)
{
if (SetEvent(cond->mEvents[_CONDITION_EVENT_ALL]) == 0)
{
return thrd_error;
}
}
return thrd_success;
#else
return pthread_cond_signal(cond) == 0 ? thrd_success : thrd_error;
#endif
}
#if defined(_TTHREAD_WIN32_)
static int _cnd_timedwait_win32(cnd_t *cond, mtx_t *mtx, DWORD timeout)
{
int result, lastWaiter;
/* Increment number of waiters */
EnterCriticalSection(&cond->mWaitersCountLock);
++ cond->mWaitersCount;
LeaveCriticalSection(&cond->mWaitersCountLock);
/* Release the mutex while waiting for the condition (will decrease
the number of waiters when done)... */
mtx_unlock(mtx);
/* Wait for either event to become signaled due to cnd_signal() or
cnd_broadcast() being called */
result = WaitForMultipleObjects(2, cond->mEvents, FALSE, timeout);
if (result == WAIT_TIMEOUT)
{
return thrd_timeout;
}
else if (result == (int)WAIT_FAILED)
{
return thrd_error;
}
/* Check if we are the last waiter */
EnterCriticalSection(&cond->mWaitersCountLock);
-- cond->mWaitersCount;
lastWaiter = (result == (WAIT_OBJECT_0 + _CONDITION_EVENT_ALL)) &&
(cond->mWaitersCount == 0);
LeaveCriticalSection(&cond->mWaitersCountLock);
/* If we are the last waiter to be notified to stop waiting, reset the event */
if (lastWaiter)
{
if (ResetEvent(cond->mEvents[_CONDITION_EVENT_ALL]) == 0)
{
return thrd_error;
}
}
/* Re-acquire the mutex */
mtx_lock(mtx);
return thrd_success;
}
#endif
int cnd_wait(cnd_t *cond, mtx_t *mtx)
{
#if defined(_TTHREAD_WIN32_)
return _cnd_timedwait_win32(cond, mtx, INFINITE);
#else
return pthread_cond_wait(cond, mtx) == 0 ? thrd_success : thrd_error;
#endif
}
int cnd_timedwait(cnd_t *cond, mtx_t *mtx, const struct timespec *ts)
{
#if defined(_TTHREAD_WIN32_)
struct timespec now;
if (clock_gettime(CLOCK_REALTIME, &now) == 0)
{
DWORD delta = (DWORD) ((ts->tv_sec - now.tv_sec) * 1000 +
(ts->tv_nsec - now.tv_nsec + 500000) / 1000000);
return _cnd_timedwait_win32(cond, mtx, delta);
}
else
return thrd_error;
#else
int ret;
ret = pthread_cond_timedwait(cond, mtx, ts);
if (ret == ETIMEDOUT)
{
return thrd_timeout;
}
return ret == 0 ? thrd_success : thrd_error;
#endif
}
/** Information to pass to the new thread (what to run). */
typedef struct {
thrd_start_t mFunction; /**< Pointer to the function to be executed. */
void * mArg; /**< Function argument for the thread function. */
} _thread_start_info;
/* Thread wrapper function. */
#if defined(_TTHREAD_WIN32_)
static unsigned WINAPI _thrd_wrapper_function(void * aArg)
#elif defined(_TTHREAD_POSIX_)
static void * _thrd_wrapper_function(void * aArg)
#endif
{
thrd_start_t fun;
void *arg;
int res;
#if defined(_TTHREAD_POSIX_)
void *pres;
#endif
/* Get thread startup information */
_thread_start_info *ti = (_thread_start_info *) aArg;
fun = ti->mFunction;
arg = ti->mArg;
/* The thread is responsible for freeing the startup information */
free((void *)ti);
/* Call the actual client thread function */
res = fun(arg);
#if defined(_TTHREAD_WIN32_)
return res;
#else
pres = malloc(sizeof(int));
if (pres != NULL)
{
*(int*)pres = res;
}
return pres;
#endif
}
int thrd_create(thrd_t *thr, thrd_start_t func, void *arg)
{
/* Fill out the thread startup information (passed to the thread wrapper,
which will eventually free it) */
_thread_start_info* ti = (_thread_start_info*)malloc(sizeof(_thread_start_info));
if (ti == NULL)
{
return thrd_nomem;
}
ti->mFunction = func;
ti->mArg = arg;
/* Create the thread */
#if defined(_TTHREAD_WIN32_)
*thr = (HANDLE)_beginthreadex(NULL, 0, _thrd_wrapper_function, (void *)ti, 0, NULL);
#elif defined(_TTHREAD_POSIX_)
if(pthread_create(thr, NULL, _thrd_wrapper_function, (void *)ti) != 0)
{
*thr = 0;
}
#endif
/* Did we fail to create the thread? */
if(!*thr)
{
free(ti);
return thrd_error;
}
return thrd_success;
}
thrd_t thrd_current(void)
{
#if defined(_TTHREAD_WIN32_)
return GetCurrentThread();
#else
return pthread_self();
#endif
}
int thrd_detach(thrd_t thr)
{
/* FIXME! */
(void)thr;
return thrd_error;
}
int thrd_equal(thrd_t thr0, thrd_t thr1)
{
#if defined(_TTHREAD_WIN32_)
return thr0 == thr1;
#else
return pthread_equal(thr0, thr1);
#endif
}
void thrd_exit(int res)
{
#if defined(_TTHREAD_WIN32_)
ExitThread(res);
#else
void *pres = malloc(sizeof(int));
if (pres != NULL)
{
*(int*)pres = res;
}
pthread_exit(pres);
#endif
}
int thrd_join(thrd_t thr, int *res)
{
#if defined(_TTHREAD_WIN32_)
if (WaitForSingleObject(thr, INFINITE) == WAIT_FAILED)
{
return thrd_error;
}
if (res != NULL)
{
DWORD dwRes;
GetExitCodeThread(thr, &dwRes);
*res = dwRes;
}
#elif defined(_TTHREAD_POSIX_)
void *pres;
int ires = 0;
if (pthread_join(thr, &pres) != 0)
{
return thrd_error;
}
if (pres != NULL)
{
ires = *(int*)pres;
free(pres);
}
if (res != NULL)
{
*res = ires;
}
#endif
return thrd_success;
}
int thrd_sleep(const struct timespec *time_point, struct timespec *remaining)
{
struct timespec now;
#if defined(_TTHREAD_WIN32_)
DWORD delta;
#else
long delta;
#endif
/* Get the current time */
if (clock_gettime(CLOCK_REALTIME, &now) != 0)
return -2; // FIXME: Some specific error code?
#if defined(_TTHREAD_WIN32_)
/* Delta in milliseconds */
delta = (DWORD) ((time_point->tv_sec - now.tv_sec) * 1000 +
(time_point->tv_nsec - now.tv_nsec + 500000) / 1000000);
if (delta > 0)
{
Sleep(delta);
}
#else
/* Delta in microseconds */
delta = (time_point->tv_sec - now.tv_sec) * 1000000L +
(time_point->tv_nsec - now.tv_nsec + 500L) / 1000L;
/* On some systems, the usleep argument must be < 1000000 */
while (delta > 999999L)
{
usleep(999999);
delta -= 999999L;
}
if (delta > 0L)
{
usleep((useconds_t)delta);
}
#endif
/* We don't support waking up prematurely (yet) */
if (remaining)
{
remaining->tv_sec = 0;
remaining->tv_nsec = 0;
}
return 0;
}
void thrd_yield(void)
{
#if defined(_TTHREAD_WIN32_)
Sleep(0);
#else
sched_yield();
#endif
}
int tss_create(tss_t *key, tss_dtor_t dtor)
{
#if defined(_TTHREAD_WIN32_)
/* FIXME: The destructor function is not supported yet... */
if (dtor != NULL)
{
return thrd_error;
}
*key = TlsAlloc();
if (*key == TLS_OUT_OF_INDEXES)
{
return thrd_error;
}
#else
if (pthread_key_create(key, dtor) != 0)
{
return thrd_error;
}
#endif
return thrd_success;
}
void tss_delete(tss_t key)
{
#if defined(_TTHREAD_WIN32_)
TlsFree(key);
#else
pthread_key_delete(key);
#endif
}
void *tss_get(tss_t key)
{
#if defined(_TTHREAD_WIN32_)
return TlsGetValue(key);
#else
return pthread_getspecific(key);
#endif
}
int tss_set(tss_t key, void *val)
{
#if defined(_TTHREAD_WIN32_)
if (TlsSetValue(key, val) == 0)
{
return thrd_error;
}
#else
if (pthread_setspecific(key, val) != 0)
{
return thrd_error;
}
#endif
return thrd_success;
}
#if defined(_TTHREAD_EMULATE_CLOCK_GETTIME_)
int _tthread_clock_gettime(clockid_t clk_id, struct timespec *ts)
{
#if defined(_TTHREAD_WIN32_)
struct _timeb tb;
_ftime(&tb);
ts->tv_sec = (time_t)tb.time;
ts->tv_nsec = 1000000L * (long)tb.millitm;
#else
struct timeval tv;
gettimeofday(&tv, NULL);
ts->tv_sec = (time_t)tv.tv_sec;
ts->tv_nsec = 1000L * (long)tv.tv_usec;
#endif
return 0;
}
#endif // _TTHREAD_EMULATE_CLOCK_GETTIME_

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@ -1,443 +0,0 @@
/* -*- mode: c; tab-width: 2; indent-tabs-mode: nil; -*-
Copyright (c) 2012 Marcus Geelnard
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.
*/
#ifndef _TINYCTHREAD_H_
#define _TINYCTHREAD_H_
/**
* @file
* @mainpage TinyCThread API Reference
*
* @section intro_sec Introduction
* TinyCThread is a minimal, portable implementation of basic threading
* classes for C.
*
* They closely mimic the functionality and naming of the C11 standard, and
* should be easily replaceable with the corresponding standard variants.
*
* @section port_sec Portability
* The Win32 variant uses the native Win32 API for implementing the thread
* classes, while for other systems, the POSIX threads API (pthread) is used.
*
* @section misc_sec Miscellaneous
* The following special keywords are available: #_Thread_local.
*
* For more detailed information, browse the different sections of this
* documentation. A good place to start is:
* tinycthread.h.
*/
/* Which platform are we on? */
#if !defined(_TTHREAD_PLATFORM_DEFINED_)
#if defined(_WIN32) || defined(__WIN32__) || defined(__WINDOWS__)
#define _TTHREAD_WIN32_
#else
#define _TTHREAD_POSIX_
#endif
#define _TTHREAD_PLATFORM_DEFINED_
#endif
/* Activate some POSIX functionality (e.g. clock_gettime and recursive mutexes) */
#if defined(_TTHREAD_POSIX_)
#undef _FEATURES_H
#if !defined(_GNU_SOURCE)
#define _GNU_SOURCE
#endif
#if !defined(_POSIX_C_SOURCE) || ((_POSIX_C_SOURCE - 0) < 199309L)
#undef _POSIX_C_SOURCE
#define _POSIX_C_SOURCE 199309L
#endif
#if !defined(_XOPEN_SOURCE) || ((_XOPEN_SOURCE - 0) < 500)
#undef _XOPEN_SOURCE
#define _XOPEN_SOURCE 500
#endif
#endif
/* Generic includes */
#include <time.h>
/* Platform specific includes */
#if defined(_TTHREAD_POSIX_)
#include <sys/time.h>
#include <pthread.h>
#elif defined(_TTHREAD_WIN32_)
#ifndef WIN32_LEAN_AND_MEAN
#define WIN32_LEAN_AND_MEAN
#define __UNDEF_LEAN_AND_MEAN
#endif
#include <windows.h>
#ifdef __UNDEF_LEAN_AND_MEAN
#undef WIN32_LEAN_AND_MEAN
#undef __UNDEF_LEAN_AND_MEAN
#endif
#endif
/* Workaround for missing TIME_UTC: If time.h doesn't provide TIME_UTC,
it's quite likely that libc does not support it either. Hence, fall back to
the only other supported time specifier: CLOCK_REALTIME (and if that fails,
we're probably emulating clock_gettime anyway, so anything goes). */
#ifndef TIME_UTC
#ifdef CLOCK_REALTIME
#define TIME_UTC CLOCK_REALTIME
#else
#define TIME_UTC 0
#endif
#endif
/* Workaround for missing clock_gettime (most Windows compilers, afaik) */
#if defined(_TTHREAD_WIN32_) || defined(__APPLE_CC__)
#define _TTHREAD_EMULATE_CLOCK_GETTIME_
/* Emulate struct timespec */
#if defined(_TTHREAD_WIN32_)
struct _ttherad_timespec {
time_t tv_sec;
long tv_nsec;
};
#define timespec _ttherad_timespec
#endif
/* Emulate clockid_t */
typedef int _tthread_clockid_t;
#define clockid_t _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). */
#define TINYCTHREAD_VERSION_MAJOR 1
/** TinyCThread version (minor number). */
#define TINYCTHREAD_VERSION_MINOR 1
/** TinyCThread version (full version). */
#define TINYCTHREAD_VERSION (TINYCTHREAD_VERSION_MAJOR * 100 + TINYCTHREAD_VERSION_MINOR)
/**
* @def _Thread_local
* Thread local storage keyword.
* A variable that is declared with the @c _Thread_local keyword makes the
* value of the variable local to each thread (known as thread-local storage,
* or TLS). Example usage:
* @code
* // This variable is local to each thread.
* _Thread_local int variable;
* @endcode
* @note The @c _Thread_local keyword is a macro that maps to the corresponding
* compiler directive (e.g. @c __declspec(thread)).
* @note This directive is currently not supported on Mac OS X (it will give
* a compiler error), since compile-time TLS is not supported in the Mac OS X
* executable format. Also, some older versions of MinGW (before GCC 4.x) do
* not support this directive.
* @hideinitializer
*/
/* FIXME: Check for a PROPER value of __STDC_VERSION__ to know if we have C11 */
#if !(defined(__STDC_VERSION__) && (__STDC_VERSION__ >= 201102L)) && !defined(_Thread_local)
#if defined(__GNUC__) || defined(__INTEL_COMPILER) || defined(__SUNPRO_CC) || defined(__IBMCPP__)
#define _Thread_local __thread
#else
#define _Thread_local __declspec(thread)
#endif
#endif
/* Macros */
#define TSS_DTOR_ITERATIONS 0
/* Function return values */
#define thrd_error 0 /**< The requested operation failed */
#define thrd_success 1 /**< The requested operation succeeded */
#define thrd_timeout 2 /**< The time specified in the call was reached without acquiring the requested resource */
#define thrd_busy 3 /**< The requested operation failed because a tesource requested by a test and return function is already in use */
#define thrd_nomem 4 /**< The requested operation failed because it was unable to allocate memory */
/* Mutex types */
#define mtx_plain 1
#define mtx_timed 2
#define mtx_try 4
#define mtx_recursive 8
/* Mutex */
#if defined(_TTHREAD_WIN32_)
typedef struct {
CRITICAL_SECTION mHandle; /* Critical section handle */
int mAlreadyLocked; /* TRUE if the mutex is already locked */
int mRecursive; /* TRUE if the mutex is recursive */
} mtx_t;
#else
typedef pthread_mutex_t mtx_t;
#endif
/** Create a mutex object.
* @param mtx A mutex object.
* @param type Bit-mask that must have one of the following six values:
* @li @c mtx_plain for a simple non-recursive mutex
* @li @c mtx_timed for a non-recursive mutex that supports timeout
* @li @c mtx_try for a non-recursive mutex that supports test and return
* @li @c mtx_plain | @c mtx_recursive (same as @c mtx_plain, but recursive)
* @li @c mtx_timed | @c mtx_recursive (same as @c mtx_timed, but recursive)
* @li @c mtx_try | @c mtx_recursive (same as @c mtx_try, but recursive)
* @return @ref thrd_success on success, or @ref thrd_error if the request could
* not be honored.
*/
int mtx_init(mtx_t *mtx, int type);
/** Release any resources used by the given mutex.
* @param mtx A mutex object.
*/
void mtx_destroy(mtx_t *mtx);
/** Lock the given mutex.
* Blocks until the given mutex can be locked. If the mutex is non-recursive, and
* the calling thread already has a lock on the mutex, this call will block
* forever.
* @param mtx A mutex object.
* @return @ref thrd_success on success, or @ref thrd_error if the request could
* not be honored.
*/
int mtx_lock(mtx_t *mtx);
/** NOT YET IMPLEMENTED.
*/
int mtx_timedlock(mtx_t *mtx, const struct timespec *ts);
/** Try to lock the given mutex.
* The specified mutex shall support either test and return or timeout. If the
* mutex is already locked, the function returns without blocking.
* @param mtx A mutex object.
* @return @ref thrd_success on success, or @ref thrd_busy if the resource
* requested is already in use, or @ref thrd_error if the request could not be
* honored.
*/
int mtx_trylock(mtx_t *mtx);
/** Unlock the given mutex.
* @param mtx A mutex object.
* @return @ref thrd_success on success, or @ref thrd_error if the request could
* not be honored.
*/
int mtx_unlock(mtx_t *mtx);
/* Condition variable */
#if defined(_TTHREAD_WIN32_)
typedef struct {
HANDLE mEvents[2]; /* Signal and broadcast event HANDLEs. */
unsigned int mWaitersCount; /* Count of the number of waiters. */
CRITICAL_SECTION mWaitersCountLock; /* Serialize access to mWaitersCount. */
} cnd_t;
#else
typedef pthread_cond_t cnd_t;
#endif
/** Create a condition variable object.
* @param cond A condition variable object.
* @return @ref thrd_success on success, or @ref thrd_error if the request could
* not be honored.
*/
int cnd_init(cnd_t *cond);
/** Release any resources used by the given condition variable.
* @param cond A condition variable object.
*/
void cnd_destroy(cnd_t *cond);
/** Signal a condition variable.
* Unblocks one of the threads that are blocked on the given condition variable
* at the time of the call. If no threads are blocked on the condition variable
* at the time of the call, the function does nothing and return success.
* @param cond A condition variable object.
* @return @ref thrd_success on success, or @ref thrd_error if the request could
* not be honored.
*/
int cnd_signal(cnd_t *cond);
/** Broadcast a condition variable.
* Unblocks all of the threads that are blocked on the given condition variable
* at the time of the call. If no threads are blocked on the condition variable
* at the time of the call, the function does nothing and return success.
* @param cond A condition variable object.
* @return @ref thrd_success on success, or @ref thrd_error if the request could
* not be honored.
*/
int cnd_broadcast(cnd_t *cond);
/** Wait for a condition variable to become signaled.
* The function atomically unlocks the given mutex and endeavors to block until
* the given condition variable is signaled by a call to cnd_signal or to
* cnd_broadcast. When the calling thread becomes unblocked it locks the mutex
* before it returns.
* @param cond A condition variable object.
* @param mtx A mutex object.
* @return @ref thrd_success on success, or @ref thrd_error if the request could
* not be honored.
*/
int cnd_wait(cnd_t *cond, mtx_t *mtx);
/** Wait for a condition variable to become signaled.
* The function atomically unlocks the given mutex and endeavors to block until
* the given condition variable is signaled by a call to cnd_signal or to
* cnd_broadcast, or until after the specified time. When the calling thread
* becomes unblocked it locks the mutex before it returns.
* @param cond A condition variable object.
* @param mtx A mutex object.
* @param xt A point in time at which the request will time out (absolute time).
* @return @ref thrd_success upon success, or @ref thrd_timeout if the time
* specified in the call was reached without acquiring the requested resource, or
* @ref thrd_error if the request could not be honored.
*/
int cnd_timedwait(cnd_t *cond, mtx_t *mtx, const struct timespec *ts);
/* Thread */
#if defined(_TTHREAD_WIN32_)
typedef HANDLE thrd_t;
#else
typedef pthread_t thrd_t;
#endif
/** Thread start function.
* Any thread that is started with the @ref thrd_create() function must be
* started through a function of this type.
* @param arg The thread argument (the @c arg argument of the corresponding
* @ref thrd_create() call).
* @return The thread return value, which can be obtained by another thread
* by using the @ref thrd_join() function.
*/
typedef int (*thrd_start_t)(void *arg);
/** Create a new thread.
* @param thr Identifier of the newly created thread.
* @param func A function pointer to the function that will be executed in
* the new thread.
* @param arg An argument to the thread function.
* @return @ref thrd_success on success, or @ref thrd_nomem if no memory could
* be allocated for the thread requested, or @ref thrd_error if the request
* could not be honored.
* @note A threads identifier may be reused for a different thread once the
* original thread has exited and either been detached or joined to another
* thread.
*/
int thrd_create(thrd_t *thr, thrd_start_t func, void *arg);
/** Identify the calling thread.
* @return The identifier of the calling thread.
*/
thrd_t thrd_current(void);
/** NOT YET IMPLEMENTED.
*/
int thrd_detach(thrd_t thr);
/** Compare two thread identifiers.
* The function determines if two thread identifiers refer to the same thread.
* @return Zero if the two thread identifiers refer to different threads.
* Otherwise a nonzero value is returned.
*/
int thrd_equal(thrd_t thr0, thrd_t thr1);
/** Terminate execution of the calling thread.
* @param res Result code of the calling thread.
*/
void thrd_exit(int res);
/** Wait for a thread to terminate.
* The function joins the given thread with the current thread by blocking
* until the other thread has terminated.
* @param thr The thread to join with.
* @param res If this pointer is not NULL, the function will store the result
* code of the given thread in the integer pointed to by @c res.
* @return @ref thrd_success on success, or @ref thrd_error if the request could
* not be honored.
*/
int thrd_join(thrd_t thr, int *res);
/** Put the calling thread to sleep.
* Suspend execution of the calling thread.
* @param time_point A point in time at which the thread will resume (absolute time).
* @param remaining If non-NULL, this parameter will hold the remaining time until
* time_point upon return. This will typically be zero, but if
* the thread was woken up by a signal that is not ignored before
* time_point was reached @c remaining will hold a positive
* time.
* @return 0 (zero) on successful sleep, or -1 if an interrupt occurred.
*/
int thrd_sleep(const struct timespec *time_point, struct timespec *remaining);
/** Yield execution to another thread.
* Permit other threads to run, even if the current thread would ordinarily
* continue to run.
*/
void thrd_yield(void);
/* Thread local storage */
#if defined(_TTHREAD_WIN32_)
typedef DWORD tss_t;
#else
typedef pthread_key_t tss_t;
#endif
/** Destructor function for a thread-specific storage.
* @param val The value of the destructed thread-specific storage.
*/
typedef void (*tss_dtor_t)(void *val);
/** Create a thread-specific storage.
* @param key The unique key identifier that will be set if the function is
* successful.
* @param dtor Destructor function. This can be NULL.
* @return @ref thrd_success on success, or @ref thrd_error if the request could
* not be honored.
* @note The destructor function is not supported under Windows. If @c dtor is
* not NULL when calling this function under Windows, the function will fail
* and return @ref thrd_error.
*/
int tss_create(tss_t *key, tss_dtor_t dtor);
/** Delete a thread-specific storage.
* The function releases any resources used by the given thread-specific
* storage.
* @param key The key that shall be deleted.
*/
void tss_delete(tss_t key);
/** Get the value for a thread-specific storage.
* @param key The thread-specific storage identifier.
* @return The value for the current thread held in the given thread-specific
* storage.
*/
void *tss_get(tss_t key);
/** Set the value for a thread-specific storage.
* @param key The thread-specific storage identifier.
* @param val The value of the thread-specific storage to set for the current
* thread.
* @return @ref thrd_success on success, or @ref thrd_error if the request could
* not be honored.
*/
int tss_set(tss_t key, void *val);
#endif /* _TINYTHREAD_H_ */

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@ -1,102 +0,0 @@
<?xml version="1.0" encoding="UTF-8"?>
<protocol name="fractional_scale_v1">
<copyright>
Copyright © 2022 Kenny Levinsen
Permission is hereby granted, free of charge, to any person obtaining a
copy of this software and associated documentation files (the "Software"),
to deal in the Software without restriction, including without limitation
the rights to use, copy, modify, merge, publish, distribute, sublicense,
and/or sell copies of the Software, and to permit persons to whom the
Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice (including the next
paragraph) shall be included in all copies or substantial portions of the
Software.
THE SOFTWARE IS 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 SOFTWARE OR THE USE OR OTHER
DEALINGS IN THE SOFTWARE.
</copyright>
<description summary="Protocol for requesting fractional surface scales">
This protocol allows a compositor to suggest for surfaces to render at
fractional scales.
A client can submit scaled content by utilizing wp_viewport. This is done by
creating a wp_viewport object for the surface and setting the destination
rectangle to the surface size before the scale factor is applied.
The buffer size is calculated by multiplying the surface size by the
intended scale.
The wl_surface buffer scale should remain set to 1.
If a surface has a surface-local size of 100 px by 50 px and wishes to
submit buffers with a scale of 1.5, then a buffer of 150px by 75 px should
be used and the wp_viewport destination rectangle should be 100 px by 50 px.
For toplevel surfaces, the size is rounded halfway away from zero. The
rounding algorithm for subsurface position and size is not defined.
</description>
<interface name="wp_fractional_scale_manager_v1" version="1">
<description summary="fractional surface scale information">
A global interface for requesting surfaces to use fractional scales.
</description>
<request name="destroy" type="destructor">
<description summary="unbind the fractional surface scale interface">
Informs the server that the client will not be using this protocol
object anymore. This does not affect any other objects,
wp_fractional_scale_v1 objects included.
</description>
</request>
<enum name="error">
<entry name="fractional_scale_exists" value="0"
summary="the surface already has a fractional_scale object associated"/>
</enum>
<request name="get_fractional_scale">
<description summary="extend surface interface for scale information">
Create an add-on object for the the wl_surface to let the compositor
request fractional scales. If the given wl_surface already has a
wp_fractional_scale_v1 object associated, the fractional_scale_exists
protocol error is raised.
</description>
<arg name="id" type="new_id" interface="wp_fractional_scale_v1"
summary="the new surface scale info interface id"/>
<arg name="surface" type="object" interface="wl_surface"
summary="the surface"/>
</request>
</interface>
<interface name="wp_fractional_scale_v1" version="1">
<description summary="fractional scale interface to a wl_surface">
An additional interface to a wl_surface object which allows the compositor
to inform the client of the preferred scale.
</description>
<request name="destroy" type="destructor">
<description summary="remove surface scale information for surface">
Destroy the fractional scale object. When this object is destroyed,
preferred_scale events will no longer be sent.
</description>
</request>
<event name="preferred_scale">
<description summary="notify of new preferred scale">
Notification of a new preferred scale for this surface that the
compositor suggests that the client should use.
The sent scale is the numerator of a fraction with a denominator of 120.
</description>
<arg name="scale" type="uint" summary="the new preferred scale"/>
</event>
</interface>
</protocol>

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<?xml version="1.0" encoding="UTF-8"?>
<protocol name="idle_inhibit_unstable_v1">
<copyright>
Copyright © 2015 Samsung Electronics Co., Ltd
Permission is hereby granted, free of charge, to any person obtaining a
copy of this software and associated documentation files (the "Software"),
to deal in the Software without restriction, including without limitation
the rights to use, copy, modify, merge, publish, distribute, sublicense,
and/or sell copies of the Software, and to permit persons to whom the
Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice (including the next
paragraph) shall be included in all copies or substantial portions of the
Software.
THE SOFTWARE IS 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 SOFTWARE OR THE USE OR OTHER
DEALINGS IN THE SOFTWARE.
</copyright>
<interface name="zwp_idle_inhibit_manager_v1" version="1">
<description summary="control behavior when display idles">
This interface permits inhibiting the idle behavior such as screen
blanking, locking, and screensaving. The client binds the idle manager
globally, then creates idle-inhibitor objects for each surface.
Warning! The protocol described in this file is experimental and
backward incompatible changes may be made. Backward compatible changes
may be added together with the corresponding interface version bump.
Backward incompatible changes are done by bumping the version number in
the protocol and interface names and resetting the interface version.
Once the protocol is to be declared stable, the 'z' prefix and the
version number in the protocol and interface names are removed and the
interface version number is reset.
</description>
<request name="destroy" type="destructor">
<description summary="destroy the idle inhibitor object">
Destroy the inhibit manager.
</description>
</request>
<request name="create_inhibitor">
<description summary="create a new inhibitor object">
Create a new inhibitor object associated with the given surface.
</description>
<arg name="id" type="new_id" interface="zwp_idle_inhibitor_v1"/>
<arg name="surface" type="object" interface="wl_surface"
summary="the surface that inhibits the idle behavior"/>
</request>
</interface>
<interface name="zwp_idle_inhibitor_v1" version="1">
<description summary="context object for inhibiting idle behavior">
An idle inhibitor prevents the output that the associated surface is
visible on from being set to a state where it is not visually usable due
to lack of user interaction (e.g. blanked, dimmed, locked, set to power
save, etc.) Any screensaver processes are also blocked from displaying.
If the surface is destroyed, unmapped, becomes occluded, loses
visibility, or otherwise becomes not visually relevant for the user, the
idle inhibitor will not be honored by the compositor; if the surface
subsequently regains visibility the inhibitor takes effect once again.
Likewise, the inhibitor isn't honored if the system was already idled at
the time the inhibitor was established, although if the system later
de-idles and re-idles the inhibitor will take effect.
</description>
<request name="destroy" type="destructor">
<description summary="destroy the idle inhibitor object">
Remove the inhibitor effect from the associated wl_surface.
</description>
</request>
</interface>
</protocol>

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<?xml version="1.0" encoding="UTF-8"?>
<protocol name="pointer_constraints_unstable_v1">
<copyright>
Copyright © 2014 Jonas Ådahl
Copyright © 2015 Red Hat Inc.
Permission is hereby granted, free of charge, to any person obtaining a
copy of this software and associated documentation files (the "Software"),
to deal in the Software without restriction, including without limitation
the rights to use, copy, modify, merge, publish, distribute, sublicense,
and/or sell copies of the Software, and to permit persons to whom the
Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice (including the next
paragraph) shall be included in all copies or substantial portions of the
Software.
THE SOFTWARE IS 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 SOFTWARE OR THE USE OR OTHER
DEALINGS IN THE SOFTWARE.
</copyright>
<description summary="protocol for constraining pointer motions">
This protocol specifies a set of interfaces used for adding constraints to
the motion of a pointer. Possible constraints include confining pointer
motions to a given region, or locking it to its current position.
In order to constrain the pointer, a client must first bind the global
interface "wp_pointer_constraints" which, if a compositor supports pointer
constraints, is exposed by the registry. Using the bound global object, the
client uses the request that corresponds to the type of constraint it wants
to make. See wp_pointer_constraints for more details.
Warning! The protocol described in this file is experimental and backward
incompatible changes may be made. Backward compatible changes may be added
together with the corresponding interface version bump. Backward
incompatible changes are done by bumping the version number in the protocol
and interface names and resetting the interface version. Once the protocol
is to be declared stable, the 'z' prefix and the version number in the
protocol and interface names are removed and the interface version number is
reset.
</description>
<interface name="zwp_pointer_constraints_v1" version="1">
<description summary="constrain the movement of a pointer">
The global interface exposing pointer constraining functionality. It
exposes two requests: lock_pointer for locking the pointer to its
position, and confine_pointer for locking the pointer to a region.
The lock_pointer and confine_pointer requests create the objects
wp_locked_pointer and wp_confined_pointer respectively, and the client can
use these objects to interact with the lock.
For any surface, only one lock or confinement may be active across all
wl_pointer objects of the same seat. If a lock or confinement is requested
when another lock or confinement is active or requested on the same surface
and with any of the wl_pointer objects of the same seat, an
'already_constrained' error will be raised.
</description>
<enum name="error">
<description summary="wp_pointer_constraints error values">
These errors can be emitted in response to wp_pointer_constraints
requests.
</description>
<entry name="already_constrained" value="1"
summary="pointer constraint already requested on that surface"/>
</enum>
<enum name="lifetime">
<description summary="constraint lifetime">
These values represent different lifetime semantics. They are passed
as arguments to the factory requests to specify how the constraint
lifetimes should be managed.
</description>
<entry name="oneshot" value="1">
<description summary="the pointer constraint is defunct once deactivated">
A oneshot pointer constraint will never reactivate once it has been
deactivated. See the corresponding deactivation event
(wp_locked_pointer.unlocked and wp_confined_pointer.unconfined) for
details.
</description>
</entry>
<entry name="persistent" value="2">
<description summary="the pointer constraint may reactivate">
A persistent pointer constraint may again reactivate once it has
been deactivated. See the corresponding deactivation event
(wp_locked_pointer.unlocked and wp_confined_pointer.unconfined) for
details.
</description>
</entry>
</enum>
<request name="destroy" type="destructor">
<description summary="destroy the pointer constraints manager object">
Used by the client to notify the server that it will no longer use this
pointer constraints object.
</description>
</request>
<request name="lock_pointer">
<description summary="lock pointer to a position">
The lock_pointer request lets the client request to disable movements of
the virtual pointer (i.e. the cursor), effectively locking the pointer
to a position. This request may not take effect immediately; in the
future, when the compositor deems implementation-specific constraints
are satisfied, the pointer lock will be activated and the compositor
sends a locked event.
The protocol provides no guarantee that the constraints are ever
satisfied, and does not require the compositor to send an error if the
constraints cannot ever be satisfied. It is thus possible to request a
lock that will never activate.
There may not be another pointer constraint of any kind requested or
active on the surface for any of the wl_pointer objects of the seat of
the passed pointer when requesting a lock. If there is, an error will be
raised. See general pointer lock documentation for more details.
The intersection of the region passed with this request and the input
region of the surface is used to determine where the pointer must be
in order for the lock to activate. It is up to the compositor whether to
warp the pointer or require some kind of user interaction for the lock
to activate. If the region is null the surface input region is used.
A surface may receive pointer focus without the lock being activated.
The request creates a new object wp_locked_pointer which is used to
interact with the lock as well as receive updates about its state. See
the the description of wp_locked_pointer for further information.
Note that while a pointer is locked, the wl_pointer objects of the
corresponding seat will not emit any wl_pointer.motion events, but
relative motion events will still be emitted via wp_relative_pointer
objects of the same seat. wl_pointer.axis and wl_pointer.button events
are unaffected.
</description>
<arg name="id" type="new_id" interface="zwp_locked_pointer_v1"/>
<arg name="surface" type="object" interface="wl_surface"
summary="surface to lock pointer to"/>
<arg name="pointer" type="object" interface="wl_pointer"
summary="the pointer that should be locked"/>
<arg name="region" type="object" interface="wl_region" allow-null="true"
summary="region of surface"/>
<arg name="lifetime" type="uint" enum="lifetime" summary="lock lifetime"/>
</request>
<request name="confine_pointer">
<description summary="confine pointer to a region">
The confine_pointer request lets the client request to confine the
pointer cursor to a given region. This request may not take effect
immediately; in the future, when the compositor deems implementation-
specific constraints are satisfied, the pointer confinement will be
activated and the compositor sends a confined event.
The intersection of the region passed with this request and the input
region of the surface is used to determine where the pointer must be
in order for the confinement to activate. It is up to the compositor
whether to warp the pointer or require some kind of user interaction for
the confinement to activate. If the region is null the surface input
region is used.
The request will create a new object wp_confined_pointer which is used
to interact with the confinement as well as receive updates about its
state. See the the description of wp_confined_pointer for further
information.
</description>
<arg name="id" type="new_id" interface="zwp_confined_pointer_v1"/>
<arg name="surface" type="object" interface="wl_surface"
summary="surface to lock pointer to"/>
<arg name="pointer" type="object" interface="wl_pointer"
summary="the pointer that should be confined"/>
<arg name="region" type="object" interface="wl_region" allow-null="true"
summary="region of surface"/>
<arg name="lifetime" type="uint" enum="lifetime" summary="confinement lifetime"/>
</request>
</interface>
<interface name="zwp_locked_pointer_v1" version="1">
<description summary="receive relative pointer motion events">
The wp_locked_pointer interface represents a locked pointer state.
While the lock of this object is active, the wl_pointer objects of the
associated seat will not emit any wl_pointer.motion events.
This object will send the event 'locked' when the lock is activated.
Whenever the lock is activated, it is guaranteed that the locked surface
will already have received pointer focus and that the pointer will be
within the region passed to the request creating this object.
To unlock the pointer, send the destroy request. This will also destroy
the wp_locked_pointer object.
If the compositor decides to unlock the pointer the unlocked event is
sent. See wp_locked_pointer.unlock for details.
When unlocking, the compositor may warp the cursor position to the set
cursor position hint. If it does, it will not result in any relative
motion events emitted via wp_relative_pointer.
If the surface the lock was requested on is destroyed and the lock is not
yet activated, the wp_locked_pointer object is now defunct and must be
destroyed.
</description>
<request name="destroy" type="destructor">
<description summary="destroy the locked pointer object">
Destroy the locked pointer object. If applicable, the compositor will
unlock the pointer.
</description>
</request>
<request name="set_cursor_position_hint">
<description summary="set the pointer cursor position hint">
Set the cursor position hint relative to the top left corner of the
surface.
If the client is drawing its own cursor, it should update the position
hint to the position of its own cursor. A compositor may use this
information to warp the pointer upon unlock in order to avoid pointer
jumps.
The cursor position hint is double buffered. The new hint will only take
effect when the associated surface gets it pending state applied. See
wl_surface.commit for details.
</description>
<arg name="surface_x" type="fixed"
summary="surface-local x coordinate"/>
<arg name="surface_y" type="fixed"
summary="surface-local y coordinate"/>
</request>
<request name="set_region">
<description summary="set a new lock region">
Set a new region used to lock the pointer.
The new lock region is double-buffered. The new lock region will
only take effect when the associated surface gets its pending state
applied. See wl_surface.commit for details.
For details about the lock region, see wp_locked_pointer.
</description>
<arg name="region" type="object" interface="wl_region" allow-null="true"
summary="region of surface"/>
</request>
<event name="locked">
<description summary="lock activation event">
Notification that the pointer lock of the seat's pointer is activated.
</description>
</event>
<event name="unlocked">
<description summary="lock deactivation event">
Notification that the pointer lock of the seat's pointer is no longer
active. If this is a oneshot pointer lock (see
wp_pointer_constraints.lifetime) this object is now defunct and should
be destroyed. If this is a persistent pointer lock (see
wp_pointer_constraints.lifetime) this pointer lock may again
reactivate in the future.
</description>
</event>
</interface>
<interface name="zwp_confined_pointer_v1" version="1">
<description summary="confined pointer object">
The wp_confined_pointer interface represents a confined pointer state.
This object will send the event 'confined' when the confinement is
activated. Whenever the confinement is activated, it is guaranteed that
the surface the pointer is confined to will already have received pointer
focus and that the pointer will be within the region passed to the request
creating this object. It is up to the compositor to decide whether this
requires some user interaction and if the pointer will warp to within the
passed region if outside.
To unconfine the pointer, send the destroy request. This will also destroy
the wp_confined_pointer object.
If the compositor decides to unconfine the pointer the unconfined event is
sent. The wp_confined_pointer object is at this point defunct and should
be destroyed.
</description>
<request name="destroy" type="destructor">
<description summary="destroy the confined pointer object">
Destroy the confined pointer object. If applicable, the compositor will
unconfine the pointer.
</description>
</request>
<request name="set_region">
<description summary="set a new confine region">
Set a new region used to confine the pointer.
The new confine region is double-buffered. The new confine region will
only take effect when the associated surface gets its pending state
applied. See wl_surface.commit for details.
If the confinement is active when the new confinement region is applied
and the pointer ends up outside of newly applied region, the pointer may
warped to a position within the new confinement region. If warped, a
wl_pointer.motion event will be emitted, but no
wp_relative_pointer.relative_motion event.
The compositor may also, instead of using the new region, unconfine the
pointer.
For details about the confine region, see wp_confined_pointer.
</description>
<arg name="region" type="object" interface="wl_region" allow-null="true"
summary="region of surface"/>
</request>
<event name="confined">
<description summary="pointer confined">
Notification that the pointer confinement of the seat's pointer is
activated.
</description>
</event>
<event name="unconfined">
<description summary="pointer unconfined">
Notification that the pointer confinement of the seat's pointer is no
longer active. If this is a oneshot pointer confinement (see
wp_pointer_constraints.lifetime) this object is now defunct and should
be destroyed. If this is a persistent pointer confinement (see
wp_pointer_constraints.lifetime) this pointer confinement may again
reactivate in the future.
</description>
</event>
</interface>
</protocol>

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<?xml version="1.0" encoding="UTF-8"?>
<protocol name="relative_pointer_unstable_v1">
<copyright>
Copyright © 2014 Jonas Ådahl
Copyright © 2015 Red Hat Inc.
Permission is hereby granted, free of charge, to any person obtaining a
copy of this software and associated documentation files (the "Software"),
to deal in the Software without restriction, including without limitation
the rights to use, copy, modify, merge, publish, distribute, sublicense,
and/or sell copies of the Software, and to permit persons to whom the
Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice (including the next
paragraph) shall be included in all copies or substantial portions of the
Software.
THE SOFTWARE IS 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 SOFTWARE OR THE USE OR OTHER
DEALINGS IN THE SOFTWARE.
</copyright>
<description summary="protocol for relative pointer motion events">
This protocol specifies a set of interfaces used for making clients able to
receive relative pointer events not obstructed by barriers (such as the
monitor edge or other pointer barriers).
To start receiving relative pointer events, a client must first bind the
global interface "wp_relative_pointer_manager" which, if a compositor
supports relative pointer motion events, is exposed by the registry. After
having created the relative pointer manager proxy object, the client uses
it to create the actual relative pointer object using the
"get_relative_pointer" request given a wl_pointer. The relative pointer
motion events will then, when applicable, be transmitted via the proxy of
the newly created relative pointer object. See the documentation of the
relative pointer interface for more details.
Warning! The protocol described in this file is experimental and backward
incompatible changes may be made. Backward compatible changes may be added
together with the corresponding interface version bump. Backward
incompatible changes are done by bumping the version number in the protocol
and interface names and resetting the interface version. Once the protocol
is to be declared stable, the 'z' prefix and the version number in the
protocol and interface names are removed and the interface version number is
reset.
</description>
<interface name="zwp_relative_pointer_manager_v1" version="1">
<description summary="get relative pointer objects">
A global interface used for getting the relative pointer object for a
given pointer.
</description>
<request name="destroy" type="destructor">
<description summary="destroy the relative pointer manager object">
Used by the client to notify the server that it will no longer use this
relative pointer manager object.
</description>
</request>
<request name="get_relative_pointer">
<description summary="get a relative pointer object">
Create a relative pointer interface given a wl_pointer object. See the
wp_relative_pointer interface for more details.
</description>
<arg name="id" type="new_id" interface="zwp_relative_pointer_v1"/>
<arg name="pointer" type="object" interface="wl_pointer"/>
</request>
</interface>
<interface name="zwp_relative_pointer_v1" version="1">
<description summary="relative pointer object">
A wp_relative_pointer object is an extension to the wl_pointer interface
used for emitting relative pointer events. It shares the same focus as
wl_pointer objects of the same seat and will only emit events when it has
focus.
</description>
<request name="destroy" type="destructor">
<description summary="release the relative pointer object"/>
</request>
<event name="relative_motion">
<description summary="relative pointer motion">
Relative x/y pointer motion from the pointer of the seat associated with
this object.
A relative motion is in the same dimension as regular wl_pointer motion
events, except they do not represent an absolute position. For example,
moving a pointer from (x, y) to (x', y') would have the equivalent
relative motion (x' - x, y' - y). If a pointer motion caused the
absolute pointer position to be clipped by for example the edge of the
monitor, the relative motion is unaffected by the clipping and will
represent the unclipped motion.
This event also contains non-accelerated motion deltas. The
non-accelerated delta is, when applicable, the regular pointer motion
delta as it was before having applied motion acceleration and other
transformations such as normalization.
Note that the non-accelerated delta does not represent 'raw' events as
they were read from some device. Pointer motion acceleration is device-
and configuration-specific and non-accelerated deltas and accelerated
deltas may have the same value on some devices.
Relative motions are not coupled to wl_pointer.motion events, and can be
sent in combination with such events, but also independently. There may
also be scenarios where wl_pointer.motion is sent, but there is no
relative motion. The order of an absolute and relative motion event
originating from the same physical motion is not guaranteed.
If the client needs button events or focus state, it can receive them
from a wl_pointer object of the same seat that the wp_relative_pointer
object is associated with.
</description>
<arg name="utime_hi" type="uint"
summary="high 32 bits of a 64 bit timestamp with microsecond granularity"/>
<arg name="utime_lo" type="uint"
summary="low 32 bits of a 64 bit timestamp with microsecond granularity"/>
<arg name="dx" type="fixed"
summary="the x component of the motion vector"/>
<arg name="dy" type="fixed"
summary="the y component of the motion vector"/>
<arg name="dx_unaccel" type="fixed"
summary="the x component of the unaccelerated motion vector"/>
<arg name="dy_unaccel" type="fixed"
summary="the y component of the unaccelerated motion vector"/>
</event>
</interface>
</protocol>

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@ -1,180 +0,0 @@
<?xml version="1.0" encoding="UTF-8"?>
<protocol name="viewporter">
<copyright>
Copyright © 2013-2016 Collabora, Ltd.
Permission is hereby granted, free of charge, to any person obtaining a
copy of this software and associated documentation files (the "Software"),
to deal in the Software without restriction, including without limitation
the rights to use, copy, modify, merge, publish, distribute, sublicense,
and/or sell copies of the Software, and to permit persons to whom the
Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice (including the next
paragraph) shall be included in all copies or substantial portions of the
Software.
THE SOFTWARE IS 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 SOFTWARE OR THE USE OR OTHER
DEALINGS IN THE SOFTWARE.
</copyright>
<interface name="wp_viewporter" version="1">
<description summary="surface cropping and scaling">
The global interface exposing surface cropping and scaling
capabilities is used to instantiate an interface extension for a
wl_surface object. This extended interface will then allow
cropping and scaling the surface contents, effectively
disconnecting the direct relationship between the buffer and the
surface size.
</description>
<request name="destroy" type="destructor">
<description summary="unbind from the cropping and scaling interface">
Informs the server that the client will not be using this
protocol object anymore. This does not affect any other objects,
wp_viewport objects included.
</description>
</request>
<enum name="error">
<entry name="viewport_exists" value="0"
summary="the surface already has a viewport object associated"/>
</enum>
<request name="get_viewport">
<description summary="extend surface interface for crop and scale">
Instantiate an interface extension for the given wl_surface to
crop and scale its content. If the given wl_surface already has
a wp_viewport object associated, the viewport_exists
protocol error is raised.
</description>
<arg name="id" type="new_id" interface="wp_viewport"
summary="the new viewport interface id"/>
<arg name="surface" type="object" interface="wl_surface"
summary="the surface"/>
</request>
</interface>
<interface name="wp_viewport" version="1">
<description summary="crop and scale interface to a wl_surface">
An additional interface to a wl_surface object, which allows the
client to specify the cropping and scaling of the surface
contents.
This interface works with two concepts: the source rectangle (src_x,
src_y, src_width, src_height), and the destination size (dst_width,
dst_height). The contents of the source rectangle are scaled to the
destination size, and content outside the source rectangle is ignored.
This state is double-buffered, and is applied on the next
wl_surface.commit.
The two parts of crop and scale state are independent: the source
rectangle, and the destination size. Initially both are unset, that
is, no scaling is applied. The whole of the current wl_buffer is
used as the source, and the surface size is as defined in
wl_surface.attach.
If the destination size is set, it causes the surface size to become
dst_width, dst_height. The source (rectangle) is scaled to exactly
this size. This overrides whatever the attached wl_buffer size is,
unless the wl_buffer is NULL. If the wl_buffer is NULL, the surface
has no content and therefore no size. Otherwise, the size is always
at least 1x1 in surface local coordinates.
If the source rectangle is set, it defines what area of the wl_buffer is
taken as the source. If the source rectangle is set and the destination
size is not set, then src_width and src_height must be integers, and the
surface size becomes the source rectangle size. This results in cropping
without scaling. If src_width or src_height are not integers and
destination size is not set, the bad_size protocol error is raised when
the surface state is applied.
The coordinate transformations from buffer pixel coordinates up to
the surface-local coordinates happen in the following order:
1. buffer_transform (wl_surface.set_buffer_transform)
2. buffer_scale (wl_surface.set_buffer_scale)
3. crop and scale (wp_viewport.set*)
This means, that the source rectangle coordinates of crop and scale
are given in the coordinates after the buffer transform and scale,
i.e. in the coordinates that would be the surface-local coordinates
if the crop and scale was not applied.
If src_x or src_y are negative, the bad_value protocol error is raised.
Otherwise, if the source rectangle is partially or completely outside of
the non-NULL wl_buffer, then the out_of_buffer protocol error is raised
when the surface state is applied. A NULL wl_buffer does not raise the
out_of_buffer error.
If the wl_surface associated with the wp_viewport is destroyed,
all wp_viewport requests except 'destroy' raise the protocol error
no_surface.
If the wp_viewport object is destroyed, the crop and scale
state is removed from the wl_surface. The change will be applied
on the next wl_surface.commit.
</description>
<request name="destroy" type="destructor">
<description summary="remove scaling and cropping from the surface">
The associated wl_surface's crop and scale state is removed.
The change is applied on the next wl_surface.commit.
</description>
</request>
<enum name="error">
<entry name="bad_value" value="0"
summary="negative or zero values in width or height"/>
<entry name="bad_size" value="1"
summary="destination size is not integer"/>
<entry name="out_of_buffer" value="2"
summary="source rectangle extends outside of the content area"/>
<entry name="no_surface" value="3"
summary="the wl_surface was destroyed"/>
</enum>
<request name="set_source">
<description summary="set the source rectangle for cropping">
Set the source rectangle of the associated wl_surface. See
wp_viewport for the description, and relation to the wl_buffer
size.
If all of x, y, width and height are -1.0, the source rectangle is
unset instead. Any other set of values where width or height are zero
or negative, or x or y are negative, raise the bad_value protocol
error.
The crop and scale state is double-buffered state, and will be
applied on the next wl_surface.commit.
</description>
<arg name="x" type="fixed" summary="source rectangle x"/>
<arg name="y" type="fixed" summary="source rectangle y"/>
<arg name="width" type="fixed" summary="source rectangle width"/>
<arg name="height" type="fixed" summary="source rectangle height"/>
</request>
<request name="set_destination">
<description summary="set the surface size for scaling">
Set the destination size of the associated wl_surface. See
wp_viewport for the description, and relation to the wl_buffer
size.
If width is -1 and height is -1, the destination size is unset
instead. Any other pair of values for width and height that
contains zero or negative values raises the bad_value protocol
error.
The crop and scale state is double-buffered state, and will be
applied on the next wl_surface.commit.
</description>
<arg name="width" type="int" summary="surface width"/>
<arg name="height" type="int" summary="surface height"/>
</request>
</interface>
</protocol>

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<?xml version="1.0" encoding="UTF-8"?>
<protocol name="xdg_activation_v1">
<copyright>
Copyright © 2020 Aleix Pol Gonzalez &lt;aleixpol@kde.org&gt;
Copyright © 2020 Carlos Garnacho &lt;carlosg@gnome.org&gt;
Permission is hereby granted, free of charge, to any person obtaining a
copy of this software and associated documentation files (the "Software"),
to deal in the Software without restriction, including without limitation
the rights to use, copy, modify, merge, publish, distribute, sublicense,
and/or sell copies of the Software, and to permit persons to whom the
Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice (including the next
paragraph) shall be included in all copies or substantial portions of the
Software.
THE SOFTWARE IS 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 SOFTWARE OR THE USE OR OTHER
DEALINGS IN THE SOFTWARE.
</copyright>
<description summary="Protocol for requesting activation of surfaces">
The way for a client to pass focus to another toplevel is as follows.
The client that intends to activate another toplevel uses the
xdg_activation_v1.get_activation_token request to get an activation token.
This token is then forwarded to the client, which is supposed to activate
one of its surfaces, through a separate band of communication.
One established way of doing this is through the XDG_ACTIVATION_TOKEN
environment variable of a newly launched child process. The child process
should unset the environment variable again right after reading it out in
order to avoid propagating it to other child processes.
Another established way exists for Applications implementing the D-Bus
interface org.freedesktop.Application, which should get their token under
activation-token on their platform_data.
In general activation tokens may be transferred across clients through
means not described in this protocol.
The client to be activated will then pass the token
it received to the xdg_activation_v1.activate request. The compositor can
then use this token to decide how to react to the activation request.
The token the activating client gets may be ineffective either already at
the time it receives it, for example if it was not focused, for focus
stealing prevention. The activating client will have no way to discover
the validity of the token, and may still forward it to the to be activated
client.
The created activation token may optionally get information attached to it
that can be used by the compositor to identify the application that we
intend to activate. This can for example be used to display a visual hint
about what application is being started.
Warning! The protocol described in this file is currently in the testing
phase. Backward compatible changes may be added together with the
corresponding interface version bump. Backward incompatible changes can
only be done by creating a new major version of the extension.
</description>
<interface name="xdg_activation_v1" version="1">
<description summary="interface for activating surfaces">
A global interface used for informing the compositor about applications
being activated or started, or for applications to request to be
activated.
</description>
<request name="destroy" type="destructor">
<description summary="destroy the xdg_activation object">
Notify the compositor that the xdg_activation object will no longer be
used.
The child objects created via this interface are unaffected and should
be destroyed separately.
</description>
</request>
<request name="get_activation_token">
<description summary="requests a token">
Creates an xdg_activation_token_v1 object that will provide
the initiating client with a unique token for this activation. This
token should be offered to the clients to be activated.
</description>
<arg name="id" type="new_id" interface="xdg_activation_token_v1"/>
</request>
<request name="activate">
<description summary="notify new interaction being available">
Requests surface activation. It's up to the compositor to display
this information as desired, for example by placing the surface above
the rest.
The compositor may know who requested this by checking the activation
token and might decide not to follow through with the activation if it's
considered unwanted.
Compositors can ignore unknown activation tokens when an invalid
token is passed.
</description>
<arg name="token" type="string" summary="the activation token of the initiating client"/>
<arg name="surface" type="object" interface="wl_surface"
summary="the wl_surface to activate"/>
</request>
</interface>
<interface name="xdg_activation_token_v1" version="1">
<description summary="an exported activation handle">
An object for setting up a token and receiving a token handle that can
be passed as an activation token to another client.
The object is created using the xdg_activation_v1.get_activation_token
request. This object should then be populated with the app_id, surface
and serial information and committed. The compositor shall then issue a
done event with the token. In case the request's parameters are invalid,
the compositor will provide an invalid token.
</description>
<enum name="error">
<entry name="already_used" value="0"
summary="The token has already been used previously"/>
</enum>
<request name="set_serial">
<description summary="specifies the seat and serial of the activating event">
Provides information about the seat and serial event that requested the
token.
The serial can come from an input or focus event. For instance, if a
click triggers the launch of a third-party client, the launcher client
should send a set_serial request with the serial and seat from the
wl_pointer.button event.
Some compositors might refuse to activate toplevels when the token
doesn't have a valid and recent enough event serial.
Must be sent before commit. This information is optional.
</description>
<arg name="serial" type="uint"
summary="the serial of the event that triggered the activation"/>
<arg name="seat" type="object" interface="wl_seat"
summary="the wl_seat of the event"/>
</request>
<request name="set_app_id">
<description summary="specifies the application being activated">
The requesting client can specify an app_id to associate the token
being created with it.
Must be sent before commit. This information is optional.
</description>
<arg name="app_id" type="string"
summary="the application id of the client being activated."/>
</request>
<request name="set_surface">
<description summary="specifies the surface requesting activation">
This request sets the surface requesting the activation. Note, this is
different from the surface that will be activated.
Some compositors might refuse to activate toplevels when the token
doesn't have a requesting surface.
Must be sent before commit. This information is optional.
</description>
<arg name="surface" type="object" interface="wl_surface"
summary="the requesting surface"/>
</request>
<request name="commit">
<description summary="issues the token request">
Requests an activation token based on the different parameters that
have been offered through set_serial, set_surface and set_app_id.
</description>
</request>
<event name="done">
<description summary="the exported activation token">
The 'done' event contains the unique token of this activation request
and notifies that the provider is done.
</description>
<arg name="token" type="string" summary="the exported activation token"/>
</event>
<request name="destroy" type="destructor">
<description summary="destroy the xdg_activation_token_v1 object">
Notify the compositor that the xdg_activation_token_v1 object will no
longer be used. The received token stays valid.
</description>
</request>
</interface>
</protocol>

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<?xml version="1.0" encoding="UTF-8"?>
<protocol name="xdg_decoration_unstable_v1">
<copyright>
Copyright © 2018 Simon Ser
Permission is hereby granted, free of charge, to any person obtaining a
copy of this software and associated documentation files (the "Software"),
to deal in the Software without restriction, including without limitation
the rights to use, copy, modify, merge, publish, distribute, sublicense,
and/or sell copies of the Software, and to permit persons to whom the
Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice (including the next
paragraph) shall be included in all copies or substantial portions of the
Software.
THE SOFTWARE IS 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 SOFTWARE OR THE USE OR OTHER
DEALINGS IN THE SOFTWARE.
</copyright>
<interface name="zxdg_decoration_manager_v1" version="1">
<description summary="window decoration manager">
This interface allows a compositor to announce support for server-side
decorations.
A window decoration is a set of window controls as deemed appropriate by
the party managing them, such as user interface components used to move,
resize and change a window's state.
A client can use this protocol to request being decorated by a supporting
compositor.
If compositor and client do not negotiate the use of a server-side
decoration using this protocol, clients continue to self-decorate as they
see fit.
Warning! The protocol described in this file is experimental and
backward incompatible changes may be made. Backward compatible changes
may be added together with the corresponding interface version bump.
Backward incompatible changes are done by bumping the version number in
the protocol and interface names and resetting the interface version.
Once the protocol is to be declared stable, the 'z' prefix and the
version number in the protocol and interface names are removed and the
interface version number is reset.
</description>
<request name="destroy" type="destructor">
<description summary="destroy the decoration manager object">
Destroy the decoration manager. This doesn't destroy objects created
with the manager.
</description>
</request>
<request name="get_toplevel_decoration">
<description summary="create a new toplevel decoration object">
Create a new decoration object associated with the given toplevel.
Creating an xdg_toplevel_decoration from an xdg_toplevel which has a
buffer attached or committed is a client error, and any attempts by a
client to attach or manipulate a buffer prior to the first
xdg_toplevel_decoration.configure event must also be treated as
errors.
</description>
<arg name="id" type="new_id" interface="zxdg_toplevel_decoration_v1"/>
<arg name="toplevel" type="object" interface="xdg_toplevel"/>
</request>
</interface>
<interface name="zxdg_toplevel_decoration_v1" version="1">
<description summary="decoration object for a toplevel surface">
The decoration object allows the compositor to toggle server-side window
decorations for a toplevel surface. The client can request to switch to
another mode.
The xdg_toplevel_decoration object must be destroyed before its
xdg_toplevel.
</description>
<enum name="error">
<entry name="unconfigured_buffer" value="0"
summary="xdg_toplevel has a buffer attached before configure"/>
<entry name="already_constructed" value="1"
summary="xdg_toplevel already has a decoration object"/>
<entry name="orphaned" value="2"
summary="xdg_toplevel destroyed before the decoration object"/>
</enum>
<request name="destroy" type="destructor">
<description summary="destroy the decoration object">
Switch back to a mode without any server-side decorations at the next
commit.
</description>
</request>
<enum name="mode">
<description summary="window decoration modes">
These values describe window decoration modes.
</description>
<entry name="client_side" value="1"
summary="no server-side window decoration"/>
<entry name="server_side" value="2"
summary="server-side window decoration"/>
</enum>
<request name="set_mode">
<description summary="set the decoration mode">
Set the toplevel surface decoration mode. This informs the compositor
that the client prefers the provided decoration mode.
After requesting a decoration mode, the compositor will respond by
emitting an xdg_surface.configure event. The client should then update
its content, drawing it without decorations if the received mode is
server-side decorations. The client must also acknowledge the configure
when committing the new content (see xdg_surface.ack_configure).
The compositor can decide not to use the client's mode and enforce a
different mode instead.
Clients whose decoration mode depend on the xdg_toplevel state may send
a set_mode request in response to an xdg_surface.configure event and wait
for the next xdg_surface.configure event to prevent unwanted state.
Such clients are responsible for preventing configure loops and must
make sure not to send multiple successive set_mode requests with the
same decoration mode.
</description>
<arg name="mode" type="uint" enum="mode" summary="the decoration mode"/>
</request>
<request name="unset_mode">
<description summary="unset the decoration mode">
Unset the toplevel surface decoration mode. This informs the compositor
that the client doesn't prefer a particular decoration mode.
This request has the same semantics as set_mode.
</description>
</request>
<event name="configure">
<description summary="suggest a surface change">
The configure event asks the client to change its decoration mode. The
configured state should not be applied immediately. Clients must send an
ack_configure in response to this event. See xdg_surface.configure and
xdg_surface.ack_configure for details.
A configure event can be sent at any time. The specified mode must be
obeyed by the client.
</description>
<arg name="mode" type="uint" enum="mode" summary="the decoration mode"/>
</event>
</interface>
</protocol>

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# 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.md
news.md
quick.md
moving.md
compile.md
build.md
intro.md
context.md
monitor.md
window.md
input.md
vulkan.md
compat.md
internal.md)
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}/${file}\"")
endforeach()
set(DOXYGEN_SKIP_DOT TRUE)
find_package(Doxygen)
if (NOT DOXYGEN_FOUND OR DOXYGEN_VERSION VERSION_LESS "1.9.8")
message(STATUS "Documentation generation requires Doxygen 1.9.8 or later")
else()
configure_file(Doxyfile.in Doxyfile @ONLY)
add_custom_command(OUTPUT "html/index.html"
COMMAND "${DOXYGEN_EXECUTABLE}"
WORKING_DIRECTORY "${CMAKE_CURRENT_BINARY_DIR}"
MAIN_DEPENDENCY Doxyfile
DEPENDS ${header_paths} ${source_files} ${extra_files}
COMMENT "Generating HTML documentation"
VERBATIM)
add_custom_target(docs ALL SOURCES "html/index.html")
set_target_properties(docs PROPERTIES FOLDER "GLFW3")
if (GLFW_INSTALL)
install(DIRECTORY "${GLFW_BINARY_DIR}/docs/html"
DESTINATION "${CMAKE_INSTALL_DOCDIR}")
endif()
endif()

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@ -1,390 +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.
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. 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 in `CONTRIBUTORS.md` 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 in `docs/news.md`, briefly describing the feature
- Guide documentation, with minimal examples, in the relevant guide in the `docs` folder
- Reference documentation, with all applicable tags
- Cross-references and mentions in appropriate places
- Credits entries in `CONTRIBUTORS.md` 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.md`.
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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# 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/).
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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@ -1,419 +0,0 @@
# Building applications {#build_guide}
[TOC]
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.
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
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.
## Including the GLFW header file {#build_include}
You should include the GLFW header in the source files where you use OpenGL or
GLFW.
```c
#include <GLFW/glfw3.h>
```
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 also defines any platform-specific macros needed by your OpenGL
header, so that it can be included without needing any window system headers.
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.
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
If you are using an OpenGL extension loading library such as [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.
[glad]: https://github.com/Dav1dde/glad
```c
#include <glad/gl.h>
#include <GLFW/glfw3.h>
```
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.
```c
#define GLFW_INCLUDE_NONE
#include <GLFW/glfw3.h>
#include <glad/gl.h>
```
### GLFW header option macros {#build_macros}
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.
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][registry].
[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
header.
@anchor GLFW_INCLUDE_ES1
__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.
@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.
@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.
@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.
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.
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
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
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 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.
## Link with the right libraries {#build_link}
GLFW is essentially a wrapper of various platform-specific APIs and therefore
needs to link against many different system libraries. If you are using GLFW as
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
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][linker_guide] by David Drysdale.
[linker_guide]: https://www.lurklurk.org/linkers/linkers.html
### With Visual C++ and GLFW binaries {#build_link_win32}
If you are using a downloaded [binary
archive](https://www.glfw.org/download.html), first make sure you have the
archive matching the architecture you are building for (32-bit or 64-bit), or
you will get link errors. Also make sure you are using the binaries for your
version of Visual C++ or you may get other link errors.
There are two version of the static GLFW library in the binary archive, because
it needs to use the same base run-time library variant as the rest of your
executable.
One is named `glfw3.lib` and is for projects with the _Runtime Library_ project
option set to _Multi-threaded DLL_ or _Multi-threaded Debug DLL_. The other is
named `glfw3_mt.lib` and is for projects with _Runtime Library_ set to
_Multi-threaded_ or _Multi-threaded Debug_. To use the static GLFW library you
will need to add `path/to/glfw3.lib` or `path/to/glfw3_mt.lib` to the
_Additional Dependencies_ project option.
If you compiled a GLFW static library yourself then there will only be one,
named `glfw3.lib`, and you have to make sure the run-time library variant
matches.
The DLL version of the GLFW library is named `glfw3.dll`, but you will be
linking against the `glfw3dll.lib` link library. To use the DLL you will need
to add `path/to/glfw3dll.lib` to the _Additional Dependencies_ project option.
All of its dependencies are already listed there by default, but when building
with the DLL version of GLFW, you also need to define the @ref GLFW_DLL. This
can be done either in the _Preprocessor Definitions_ project option or by
defining it in your source code before including the GLFW header.
```c
#define GLFW_DLL
#include <GLFW/glfw3.h>
```
All link-time dependencies for GLFW are already listed in the _Additional
Dependencies_ option by default.
### With MinGW-w64 and GLFW binaries {#build_link_mingw}
This is intended for building a program from the command-line or by writing
a makefile, on Windows with [MinGW-w64][] and GLFW binaries. These can be from
a downloaded and extracted [binary archive](https://www.glfw.org/download.html)
or by compiling GLFW yourself. The paths below assume a binary archive is used.
If you are using a downloaded binary archive, first make sure you have the
archive matching the architecture you are building for (32-bit or 64-bit) or you
will get link errors.
Note that the order of source files and libraries matter for GCC. Dependencies
must be listed after the files that depend on them. Any source files that
depend on GLFW must be listed before the GLFW library. GLFW in turn depends on
`gdi32` and must be listed before it.
[MinGW-w64]: https://www.mingw-w64.org/
If you are using the static version of the GLFW library, which is named
`libglfw3.a`, do:
```sh
gcc -o myprog myprog.c -I path/to/glfw/include path/to/glfw/lib-mingw-w64/libglfw3.a -lgdi32
```
If you are using the DLL version of the GLFW library, which is named
`glfw3.dll`, you will need to use the `libglfw3dll.a` link library.
```sh
gcc -o myprog myprog.c -I path/to/glfw/include path/to/glfw/lib-mingw-w64/libglfw3dll.a -lgdi32
```
The resulting executable will need to find `glfw3.dll` to run, typically by
keeping both files in the same directory.
When you are building with the DLL version of GLFW, you will also need to define
the @ref GLFW_DLL macro. This can be done in your source files, as long as it
done before including the GLFW header:
```c
#define GLFW_DLL
#include <GLFW/glfw3.h>
```
It can also be done on the command-line:
```sh
gcc -o myprog myprog.c -D GLFW_DLL -I path/to/glfw/include path/to/glfw/lib-mingw-w64/libglfw3dll.a -lgdi32
```
### With CMake and GLFW source {#build_link_cmake_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 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.
```cmake
add_subdirectory(path/to/glfw)
```
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.
```cmake
target_link_libraries(myapp glfw)
```
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.
```cmake
find_package(OpenGL REQUIRED)
```
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.
```cmake
target_link_libraries(myapp OpenGL::GL)
```
For a minimal example of a program and GLFW sources built with CMake, see the
[GLFW CMake Starter][cmake_starter] on GitHub.
[cmake_starter]: https://github.com/juliettef/GLFW-CMake-starter
### With CMake and installed GLFW binaries {#build_link_cmake_package}
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.
```cmake
find_package(glfw3 3.4 REQUIRED)
```
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.
```cmake
target_link_libraries(myapp glfw)
```
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.
```cmake
find_package(OpenGL REQUIRED)
```
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.
```cmake
target_link_libraries(myapp OpenGL::GL)
```
### With pkg-config and GLFW binaries on Unix {#build_link_pkgconfig}
This is intended for building a program from the command-line or by writing
a makefile, on macOS or any Unix-like system like Linux, FreeBSD and Cygwin.
GLFW supports [pkg-config][], and the `glfw3.pc` pkg-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 ones automatically.
[pkg-config]: https://www.freedesktop.org/wiki/Software/pkg-config/
A typical compile and link command-line when using the static version of the
GLFW library may look like this:
```sh
cc $(pkg-config --cflags glfw3) -o myprog myprog.c $(pkg-config --static --libs glfw3)
```
If you are using the shared version of the GLFW library, omit the `--static`
flag.
```sh
cc $(pkg-config --cflags glfw3) -o myprog myprog.c $(pkg-config --libs glfw3)
```
You can also use the `glfw3.pc` file without installing it first, by using the
`PKG_CONFIG_PATH` environment variable.
```sh
env PKG_CONFIG_PATH=path/to/glfw/src cc $(pkg-config --cflags glfw3) -o myprog myprog.c $(pkg-config --libs glfw3)
```
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.
```sh
cc $(pkg-config --cflags glfw3 gl) -o myprog myprog.c $(pkg-config --libs glfw3 gl)
```
### With Xcode on macOS {#build_link_xcode}
If you are using the dynamic library version of GLFW, 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`.
### With command-line or makefile on macOS {#build_link_osx}
It is recommended that you use [pkg-config](@ref build_link_pkgconfig) when
using installed GLFW binaries from the command line on macOS. 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.
If you are using the dynamic GLFW library, which is named `libglfw.3.dylib`, do:
```sh
cc -o myprog myprog.c -lglfw -framework Cocoa -framework OpenGL -framework IOKit
```
If you are using the static library, named `libglfw3.a`, substitute `-lglfw3`
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.

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@ -1,300 +0,0 @@
# Standards conformance {#compat_guide}
[TOC]
This guide describes the various API extensions used by this version of GLFW.
It lists what are essentially implementation details, but which are nonetheless
vital knowledge for developers intending to deploy their applications on a wide
range of machines.
The information in this guide is not a part of GLFW API, but merely
preconditions for some parts of the library to function on a given machine. Any
part of this information may change in future versions of GLFW and that will not
be considered a breaking API change.
## X11 extensions, protocols and IPC standards {#compat_x11}
As GLFW uses Xlib directly, without any intervening toolkit library, it has sole
responsibility for interacting well with the many and 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][ICCCM] (ICCCM) and [Extended
Window Manager Hints][EWMH] (EWMH) standards.
[ICCCM]: https://www.tronche.com/gui/x/icccm/
[EWMH]: https://standards.freedesktop.org/wm-spec/wm-spec-latest.html
GLFW uses the `_MOTIF_WM_HINTS` window property to support borderless windows.
If the running window manager does not support this property, the
`GLFW_DECORATED` hint will have no effect.
GLFW uses the ICCCM `WM_DELETE_WINDOW` protocol to intercept the user
attempting to close the GLFW window. If the running window manager does not
support this protocol, the close callback will never be called.
GLFW uses the EWMH `_NET_WM_PING` protocol, allowing the window manager notify
the user when the application has stopped responding, i.e. when it has ceased to
process events. If the running window manager does not support this protocol,
the user will not be notified if the application locks up.
GLFW uses the EWMH `_NET_WM_STATE_FULLSCREEN` window state to tell the window
manager to make the GLFW window full screen. If the running window manager does
not support this state, full screen windows may not work properly. GLFW has
a fallback code path in case this state is unavailable, but every window manager
behaves slightly differently in this regard.
GLFW uses the EWMH `_NET_WM_BYPASS_COMPOSITOR` window property to tell a
compositing window manager to un-redirect full screen GLFW windows. If the
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][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.
[clipboardManager]: https://www.freedesktop.org/wiki/ClipboardManager/
GLFW uses the [X drag-and-drop protocol][XDND] to provide file drop events. If
the application originating the drag does not support this protocol, drag and
drop will not work.
[XDND]: https://www.freedesktop.org/wiki/Specifications/XDND/
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
reported.
GLFW uses the XRandR 1.3 and Xf86vidmode extensions to provide gamma ramp
support. If the running X server does not support either or both of these
extensions, gamma ramp support will not function.
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.
## Wayland protocols and IPC standards {#compat_wayland}
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 additional
Wayland protocols to implement certain 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 to provide better window management. This
protocol is mandatory for GLFW to display a window.
[xdg-shell]: https://wayland.app/protocols/xdg-shell
GLFW uses the [relative-pointer-unstable-v1][] protocol alongside the
[pointer-constraints-unstable-v1][] protocol to implement disabled cursor. If
the running compositor does not support both of these protocols, disabling the
cursor will have no effect.
[relative-pointer-unstable-v1]: https://wayland.app/protocols/relative-pointer-unstable-v1
[pointer-constraints-unstable-v1]: https://wayland.app/protocols/pointer-constraints-unstable-v1
GLFW uses the [idle-inhibit-unstable-v1][] protocol to prohibit the screensaver
from starting. If the running compositor does not support this protocol, the
screensaver may start even for full screen windows.
[idle-inhibit-unstable-v1]: https://wayland.app/protocols/idle-inhibit-unstable-v1
GLFW uses the [libdecor][] library 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.
[libdecor]: https://gitlab.freedesktop.org/libdecor/libdecor
GLFW uses the [xdg-decoration-unstable-v1][] protocol 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 alongside subsurfaces. If the running compositor does
not support these protocols either, no decorations will be drawn around windows.
[xdg-decoration-unstable-v1]: https://wayland.app/protocols/xdg-decoration-unstable-v1
[viewporter]: https://wayland.app/protocols/viewporter
GLFW uses the [xdg-activation-v1][] protocol to implement window focus and
attention requests. If the running compositor does not support this protocol,
window focus and attention requests do nothing.
[xdg-activation-v1]: https://wayland.app/protocols/xdg-activation-v1
GLFW uses the [fractional-scale-v1][] protocol to implement fine-grained
framebuffer scaling. If the running compositor does not support this protocol,
the @ref GLFW_SCALE_FRAMEBUFFER window hint will only be able to scale the
framebuffer by integer scales. This will typically be the smallest integer not
less than the actual scale.
[fractional-scale-v1]: https://wayland.app/protocols/fractional-scale-v1
## GLX extensions {#compat_glx}
The GLX API is the default API used to create OpenGL contexts on Unix-like
systems using the X Window System.
GLFW uses the GLX 1.3 `GLXFBConfig` functions to enumerate and select framebuffer pixel
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
available, calling @ref glfwSwapInterval will have no effect.
GLFW uses the `GLX_ARB_multisample` extension to create contexts with
multisampling anti-aliasing. Where this extension is unavailable, the
`GLFW_SAMPLES` hint will have no effect.
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.
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 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
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 `GLX_ARB_framebuffer_sRGB` and `GLX_EXT_framebuffer_sRGB`
extensions to provide support for sRGB framebuffers. Where both of these
extensions are unavailable, the `GLFW_SRGB_CAPABLE` hint will have no effect.
## WGL extensions {#compat_wgl}
The WGL API is used to create OpenGL contexts on Microsoft Windows and other
implementations of the Win32 API, such as Wine.
GLFW uses either the `WGL_EXT_extension_string` or the
`WGL_ARB_extension_string` extension to check for the presence of all other WGL
extensions listed below. If both are available, the EXT one is preferred. If
neither is available, no other extensions are used and many GLFW features
related to context creation will have no effect or cause errors when used.
GLFW uses the `WGL_EXT_swap_control` extension to provide vertical retrace
synchronization (or _vsync_). Where this extension is unavailable, calling @ref
glfwSwapInterval will have no effect.
GLFW uses the `WGL_ARB_pixel_format` and `WGL_ARB_multisample` extensions to
create contexts with multisampling anti-aliasing. Where these extensions are
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.
GLFW uses the `WGL_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` will cause
@ref glfwCreateWindow to fail.
GLFW uses the `WGL_ARB_context_flush_control` extension to provide control over
whether a context is flushed when it is released (made non-current). Where this
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.
## OpenGL on macOS {#compat_osx}
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.
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.
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.
## Vulkan loader and API {#compat_vulkan}
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.
## Vulkan WSI extensions {#compat_wsi}
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.

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@ -1,371 +0,0 @@
# Compiling GLFW {#compile_guide}
[TOC]
This is about compiling the GLFW library itself. For information on how to
build applications that use GLFW, see @ref build_guide.
GLFW uses some C99 features and does not support Visual Studio 2012 and earlier.
## Using CMake {#compile_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](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][cmake-guide] that includes everything in this guide not
specific to GLFW. It may be a useful companion to this one.
[cmake-guide]: https://cmake.org/cmake/help/latest/guide/user-interaction/
### Installing dependencies {#compile_deps}
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.
#### Dependencies for Wayland and X11 {#compile_deps_wayland}
By default, both the Wayland and X11 backends are enabled on Linux and other Unix-like
systems (except macOS). To disable one or both of these, set the @ref GLFW_BUILD_WAYLAND
or @ref GLFW_BUILD_X11 CMake options in the next step when generating build files.
To compile GLFW for both Wayland and X11, you need to have the X11, Wayland and xkbcommon
development packages installed. On some systems a few other packages are also required.
None of the development packages above are needed to build or run programs that use an
already compiled GLFW library.
On Debian and derivatives like Ubuntu and Linux Mint you will need the `libwayland-dev`
and `libxkbcommon-dev` packages to compile for Wayland and the `xorg-dev` meta-package to
compile for X11. These will pull in all other dependencies.
```sh
sudo apt install libwayland-dev libxkbcommon-dev xorg-dev
```
On Fedora and derivatives like Red Hat you will need the `wayland-devel` and
`libxkbcommon-devel` packages to compile for Wayland and the `libXcursor-devel`,
`libXi-devel`, `libXinerama-devel` and `libXrandr-devel` packages to compile for X11.
These will pull in all other dependencies.
```sh
sudo dnf install wayland-devel libxkbcommon-devel libXcursor-devel libXi-devel libXinerama-devel libXrandr-devel
```
On FreeBSD you will need the `wayland`, `libxkbcommon` and `evdev-proto` packages to
compile for Wayland. 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 to compile for X11.
```sh
pkg install wayland libxkbcommon evdev-proto xorgproto
```
On Cygwin Wayland is not supported but you will need the `libXcursor-devel`,
`libXi-devel`, `libXinerama-devel`, `libXrandr-devel` and `libXrender-devel` packages to
compile for X11. These can be found in the Libs section of the GUI installer and will
pull in all other dependencies.
Once you have the required dependencies, move on to @ref compile_generate.
### Generating build files with CMake {#compile_generate}
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:
- 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
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.
#### Generating with the CMake GUI {#compile_generate_gui}
Start the CMake GUI and set the paths to the source and build directories
described above. Then press _Configure_ and _Generate_.
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.
By default, GLFW will use Wayland and X11 on Linux and other Unix-like systems other than
macOS. To disable support for one or both of these, set the @ref GLFW_BUILD_WAYLAND
and/or @ref GLFW_BUILD_X11 option in the GLFW section of the variable list, then apply the
new value as described above.
Once you have generated the project files or makefiles for your chosen
development environment, move on to @ref compile_compile.
#### Generating with command-line CMake {#compile_generate_cli}
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.
```sh
cmake -S path/to/glfw -B path/to/build
```
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.
```sh
cd path/to/glfw
cmake -S . -B build
```
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.
```sh
cmake -S path/to/glfw -B path/to/build -G Xcode
```
By default, GLFW will use Wayland and X11 on Linux and other Unix-like systems other than
macOS. To disable support for one or both of these, set the @ref GLFW_BUILD_WAYLAND
and/or @ref GLFW_BUILD_X11 CMake option.
```sh
cmake -S path/to/glfw -B path/to/build -D GLFW_BUILD_X11=0
```
Once you have generated the project files or makefiles for your chosen
development environment, move on to @ref compile_compile.
### Compiling the library {#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.
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`.
```sh
cd path/to/build
make
```
With MinGW, it is `mingw32-make`.
```sh
cd path/to/build
mingw32-make
```
Any CMake build directory can also be built with the `cmake` command and the
`--build` flag.
```sh
cmake --build path/to/build
```
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.
## CMake options {#compile_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.
```sh
cmake -S path/to/glfw -B path/to/build -D BUILD_SHARED_LIBS=ON
```
### Shared CMake options {#compile_options_shared}
@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.
@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.
@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.
@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.
@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.
### Win32 specific CMake options {#compile_options_win32}
@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.
@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.
On CMake 3.15 and later you can set the standard CMake [CMAKE_MSVC_RUNTIME_LIBRARY][]
variable instead of this GLFW-specific option.
[CMAKE_MSVC_RUNTIME_LIBRARY]: https://cmake.org/cmake/help/latest/variable/CMAKE_MSVC_RUNTIME_LIBRARY.html
@anchor GLFW_USE_HYBRID_HPG
__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.
### macOS specific CMake options {#compile_options_macos}
@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.
### Unix-like system specific CMake options {#compile_options_unix}
@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 enabled 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.
## Cross-compilation with CMake and MinGW {#compile_mingw_cross}
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.
```sh
cmake -S path/to/glfw -B path/to/build -D CMAKE_TOOLCHAIN_FILE=path/to/file
```
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:
```sh
cmake -S path/to/glfw -B path/to/build -D CMAKE_TOOLCHAIN_FILE=CMake/x86_64-w64-mingw32.cmake
```
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][cmake-toolchains].
[cmake-toolchains]: https://cmake.org/cmake/help/latest/manual/cmake-toolchains.7.html
## Compiling GLFW manually {#compile_manual}
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.
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.
The window system is used to create windows, handle input, monitors, gamma ramps and
clipboard. The options are:
- @b _GLFW_COCOA to use the Cocoa frameworks
- @b _GLFW_WIN32 to use the Win32 API
- @b _GLFW_WAYLAND to use the Wayland protocol
- @b _GLFW_X11 to use the X Window System
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.
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.
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.
@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
applied to the GLFW sources.

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@ -1,340 +0,0 @@
# Context guide {#context_guide}
[TOC]
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.
- @ref intro_guide
- @ref window_guide
- @ref vulkan_guide
- @ref monitor_guide
- @ref input_guide
## Context objects {#context_object}
A window object encapsulates both a top-level window and an OpenGL or OpenGL ES
context. It is created with @ref glfwCreateWindow and destroyed with @ref
glfwDestroyWindow or @ref glfwTerminate. See @ref window_creation for more
information.
As the window and context are inseparably linked, the window object also serves
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.
### Context creation hints {#context_hints}
There are a number of hints, specified using @ref glfwWindowHint, related to
what kind of context is created. See
[context related hints](@ref window_hints_ctx) in the window guide.
### Context object sharing {#context_sharing}
When creating a window and its OpenGL or OpenGL ES context with @ref
glfwCreateWindow, you can specify another window whose context the new one
should share its objects (textures, vertex and element buffers, etc.) with.
```c
GLFWwindow* second_window = glfwCreateWindow(640, 480, "Second Window", NULL, first_window);
```
Object sharing is implemented by the operating system and graphics driver. On
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
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`.
### Offscreen contexts {#context_offscreen}
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.
```c
glfwWindowHint(GLFW_VISIBLE, GLFW_FALSE);
GLFWwindow* offscreen_context = glfwCreateWindow(640, 480, "", NULL, NULL);
```
The window never needs to be shown and its context can be used as a plain
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.
### Windows without contexts {#context_less}
You can disable context creation by setting the
[GLFW_CLIENT_API](@ref GLFW_CLIENT_API_hint) hint to `GLFW_NO_API`.
Windows without contexts should not be passed to @ref glfwMakeContextCurrent or
@ref glfwSwapBuffers. Doing this generates a @ref GLFW_NO_WINDOW_CONTEXT error.
## Current context {#context_current}
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.
```c
glfwMakeContextCurrent(window);
```
The window of the current context is returned by @ref glfwGetCurrentContext.
```c
GLFWwindow* window = glfwGetCurrentContext();
```
The following GLFW functions require a context to be current. Calling any these
functions without a current context will generate a @ref GLFW_NO_CURRENT_CONTEXT
error.
- @ref glfwSwapInterval
- @ref glfwExtensionSupported
- @ref glfwGetProcAddress
## Buffer swapping {#context_swap}
See @ref buffer_swap in the window guide.
## OpenGL and OpenGL ES extensions {#context_glext}
One of the benefits of OpenGL and OpenGL ES is 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
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`)
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 ES Registry](https://www.khronos.org/registry/gles/).
### Loading extension with a loader library {#context_glext_auto}
An extension loader library is the easiest and best way to access both OpenGL and
OpenGL ES extensions and modern versions of the core OpenGL or OpenGL ES APIs.
They will take care of all the details of declaring and loading everything you
need. One such library is [glad](https://github.com/Dav1dde/glad) and there are
several others.
The following example will use glad but all extension loader libraries work
similarly.
First you need to generate the source files using the glad Python script. This
example generates a loader for any version of OpenGL, which is the default for
both GLFW and glad, but loaders for OpenGL ES, as well as loaders for specific
API versions and extension sets can be generated. The generated files are
written to the `output` directory.
```sh
python main.py --generator c --no-loader --out-path output
```
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.
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
include the glad header file, which will replace the OpenGL header of your
development environment. By including the glad header before the GLFW header,
it suppresses the development environment's OpenGL or OpenGL ES header.
```c
#include <glad/glad.h>
#include <GLFW/glfw3.h>
```
Finally, you need to initialize glad once you have a suitable current context.
```c
window = glfwCreateWindow(640, 480, "My Window", NULL, NULL);
if (!window)
{
...
}
glfwMakeContextCurrent(window);
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.
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
check the actual OpenGL or OpenGL ES version with
[context attributes](@ref window_attribs_ctx), or you can check whether
a specific version is supported by the current context with the
`GLAD_GL_VERSION_x_x` booleans.
```c
if (GLAD_GL_VERSION_3_2)
{
// Call OpenGL 3.2+ specific code
}
```
To check whether a specific extension is supported, use the `GLAD_GL_xxx`
booleans.
```c
if (GLAD_GL_ARB_gl_spirv)
{
// Use GL_ARB_gl_spirv
}
```
### Loading extensions manually {#context_glext_manual}
__Do not use this technique__ unless it is absolutely necessary. An
[extension loader library](@ref context_glext_auto) will save you a ton of
tedious, repetitive, error prone work.
To use a certain extension, you must first check whether the context supports
that extension and then, if it introduces new functions, retrieve the pointers
to those functions. GLFW provides @ref glfwExtensionSupported and @ref
glfwGetProcAddress for manual loading of extensions and new API functions.
This section will demonstrate manual loading of OpenGL extensions. The loading
of OpenGL ES extensions is identical except for the name of the extension header.
#### The glext.h header {#context_glext_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
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
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
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.
```c
#define GLFW_INCLUDE_GLEXT
#include <GLFW/glfw3.h>
```
#### Checking for extensions {#context_glext_string}
A given machine may not actually support the extension (it may have older
drivers or a graphics card that lacks the necessary hardware features), so it
is necessary to check at run-time whether the context supports the extension.
This is done with @ref glfwExtensionSupported.
```c
if (glfwExtensionSupported("GL_ARB_gl_spirv"))
{
// The extension is supported by the current context
}
```
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`.
#### Fetching function pointers {#context_glext_proc}
Many extensions, though not all, require the use of new OpenGL functions.
These functions often do not have entry points in the client API libraries of
your operating system, making it necessary to fetch them at run time. You can
retrieve pointers to these functions with @ref glfwGetProcAddress.
```c
PFNGLSPECIALIZESHADERARBPROC pfnSpecializeShaderARB = glfwGetProcAddress("glSpecializeShaderARB");
```
In general, you should avoid giving the function pointer variables the (exact)
same name as the function, as this may confuse your linker. Instead, you can
use a different prefix, like above, or some other naming scheme.
Now that all the pieces have been introduced, here is what they might look like
when used together.
```c
#define GLFW_INCLUDE_GLEXT
#include <GLFW/glfw3.h>
#define glSpecializeShaderARB pfnSpecializeShaderARB
PFNGLSPECIALIZESHADERARBPROC pfnSpecializeShaderARB;
// Flag indicating whether the extension is supported
int has_ARB_gl_spirv = 0;
void load_extensions(void)
{
if (glfwExtensionSupported("GL_ARB_gl_spirv"))
{
pfnSpecializeShaderARB = (PFNGLSPECIALIZESHADERARBPROC)
glfwGetProcAddress("glSpecializeShaderARB");
has_ARB_gl_spirv = 1;
}
}
void some_function(void)
{
if (has_ARB_gl_spirv)
{
// Now the extension function can be called as usual
glSpecializeShaderARB(...);
}
}
```

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//
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// npm install -g sass
//
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//
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# Input guide {#input_guide}
[TOC]
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.
- @ref intro_guide
- @ref window_guide
- @ref context_guide
- @ref vulkan_guide
- @ref monitor_guide
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.
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
out all arguments provided for every event, along with time and sequence
information.
## Event processing {#events}
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.
There are three functions for processing pending events. @ref glfwPollEvents,
processes only those events that have already been received and then returns
immediately.
```c
glfwPollEvents();
```
This is the best choice when rendering continuously, 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.
```c
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.
```c
glfwWaitEventsTimeout(0.7);
```
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.
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
glfwPostEmptyEvent.
```c
glfwPostEmptyEvent();
```
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.
## Keyboard input {#input_keyboard}
GLFW divides keyboard input into two categories; key events and character
events. Key events relate to actual physical keyboard keys, whereas character
events relate to the text that is generated by pressing some of them.
Keys and characters do not map 1:1. A single key press may produce several
characters, and a single character may require several keys to produce. This
may not be the case on your machine, but your users are likely not all using the
same keyboard layout, input method or even operating system as you.
### Key input {#input_key}
If you wish to be notified when a physical key is pressed or released or when it
repeats, set a key callback.
```c
glfwSetKeyCallback(window, key_callback);
```
The callback function receives the [keyboard key](@ref keys), platform-specific
scancode, key action and [modifier bits](@ref mods).
```c
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
{
if (key == GLFW_KEY_E && action == GLFW_PRESS)
activate_airship();
}
```
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.
Note that many keyboards have a limit on how many keys being simultaneous held
down that they can detect. This limit is called
[key rollover](https://en.wikipedia.org/wiki/Key_rollover).
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 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 [key token](@ref keys) supported on the
current platform with @ref glfwGetKeyScancode.
```c
const int scancode = glfwGetKeyScancode(GLFW_KEY_X);
set_key_mapping(scancode, swap_weapons);
```
The last reported state for every physical key with a [key token](@ref keys) is
also saved in per-window state arrays that can be polled with @ref glfwGetKey.
```c
int state = glfwGetKey(window, GLFW_KEY_E);
if (state == GLFW_PRESS)
{
activate_airship();
}
```
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 state of the physical key. It also does not provide any
key repeat information.
@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.
```c
glfwSetInputMode(window, GLFW_STICKY_KEYS, GLFW_TRUE);
```
When sticky keys mode is enabled, the pollable state of a key will remain
`GLFW_PRESS` until the state of that key is polled with @ref glfwGetKey. Once
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.
```c
glfwSetInputMode(window, GLFW_LOCK_KEY_MODS, GLFW_TRUE);
```
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
[key token](@ref keys).
### Text input {#input_char}
GLFW supports text input in the form of a stream of
[Unicode code points](https://en.wikipedia.org/wiki/Unicode), as produced by the
operating system text input system. Unlike key input, text input is affected by
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.
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.
If you wish to offer regular text input, set a character callback.
```c
glfwSetCharCallback(window, character_callback);
```
The callback function receives Unicode code points for key events that would
have led to regular text input and generally behaves as a standard text field on
that platform.
```c
void character_callback(GLFWwindow* window, unsigned int codepoint)
{
}
```
### Key names {#input_key_name}
If you wish to refer to keys by name, you can query the keyboard layout
dependent name of printable keys with @ref glfwGetKeyName.
```c
const char* key_name = glfwGetKeyName(GLFW_KEY_W, 0);
show_tutorial_hint("Press %s to move forward", key_name);
```
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.
## Mouse input {#input_mouse}
Mouse input comes in many forms, including mouse 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.
### Cursor position {#cursor_pos}
If you wish to be notified when the cursor moves over the window, set a cursor
position callback.
```c
glfwSetCursorPosCallback(window, cursor_position_callback);
```
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.
```c
static void cursor_position_callback(GLFWwindow* window, double xpos, double ypos)
{
}
```
The cursor position is also saved per-window and can be polled with @ref
glfwGetCursorPos.
```c
double xpos, ypos;
glfwGetCursorPos(window, &xpos, &ypos);
```
### Cursor mode {#cursor_mode}
@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)
is used and cursor motion is not limited.
If you wish to implement mouse motion based camera controls or other input
schemes that require unlimited mouse movement, set the cursor mode to
`GLFW_CURSOR_DISABLED`.
```c
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
```
This will hide the cursor and lock it to the specified window. GLFW will then
take care of all the details of cursor re-centering and offset calculation and
providing the application with a virtual cursor position. This virtual position
is provided normally via both the cursor position callback and through polling.
@note You should not implement your own version of this functionality using
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`.
```c
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`.
```c
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_CAPTURED);
```
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.
```c
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
```
If the cursor was disabled, this will move it back to its last visible position.
@anchor GLFW_RAW_MOUSE_MOTION
### 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.
```c
if (glfwRawMouseMotionSupported())
glfwSetInputMode(window, GLFW_RAW_MOUSE_MOTION, GLFW_TRUE);
```
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.
### Cursor objects {#cursor_object}
GLFW supports creating both custom and system theme cursor images, encapsulated
as @ref GLFWcursor objects. They are created with @ref glfwCreateCursor or @ref
glfwCreateStandardCursor and destroyed with @ref glfwDestroyCursor, or @ref
glfwTerminate, if any remain.
#### Custom cursor creation {#cursor_custom}
A custom cursor is created with @ref glfwCreateCursor, which returns a handle to
the created cursor object. For example, this creates a 16x16 white square
cursor with the hot-spot in the upper-left corner:
```c
unsigned char pixels[16 * 16 * 4];
memset(pixels, 0xff, sizeof(pixels));
GLFWimage image;
image.width = 16;
image.height = 16;
image.pixels = pixels;
GLFWcursor* cursor = glfwCreateCursor(&image, 0, 0);
```
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.
#### Standard cursor creation {#cursor_standard}
A cursor with a [standard shape](@ref shapes) from the current system cursor
theme can be created with @ref glfwCreateStandardCursor.
```c
GLFWcursor* url_cursor = glfwCreateStandardCursor(GLFW_POINTING_HAND_CURSOR);
```
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.
#### Cursor destruction {#cursor_destruction}
When a cursor is no longer needed, destroy it with @ref glfwDestroyCursor.
```c
glfwDestroyCursor(cursor);
```
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 setting {#cursor_set}
A cursor can be set as current for a window with @ref glfwSetCursor.
```c
glfwSetCursor(window, cursor);
```
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
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`.
```c
glfwSetCursor(window, NULL);
```
When a cursor is destroyed, any window that has it set will revert to the
default cursor. This does not affect the cursor mode.
### Cursor enter/leave events {#cursor_enter}
If you wish to be notified when the cursor enters or leaves the content area of
a window, set a cursor enter/leave callback.
```c
glfwSetCursorEnterCallback(window, cursor_enter_callback);
```
The callback function receives the new classification of the cursor.
```c
void cursor_enter_callback(GLFWwindow* window, int entered)
{
if (entered)
{
// The cursor entered the content area of the window
}
else
{
// The cursor left the content area of the window
}
}
```
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.
```c
if (glfwGetWindowAttrib(window, GLFW_HOVERED))
{
highlight_interface();
}
```
### Mouse button input {#input_mouse_button}
If you wish to be notified when a mouse button is pressed or released, set
a mouse button callback.
```c
glfwSetMouseButtonCallback(window, mouse_button_callback);
```
The callback function receives the [mouse button](@ref buttons), button action
and [modifier bits](@ref mods).
```c
void mouse_button_callback(GLFWwindow* window, int button, int action, int mods)
{
if (button == GLFW_MOUSE_BUTTON_RIGHT && action == GLFW_PRESS)
popup_menu();
}
```
The action is one of `GLFW_PRESS` or `GLFW_RELEASE`.
The last reported state for every [supported mouse button](@ref buttons) is also
saved in per-window state arrays that can be polled with @ref
glfwGetMouseButton.
```c
int state = glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_LEFT);
if (state == GLFW_PRESS)
{
upgrade_cow();
}
```
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
mouse button callback, but there is also the `GLFW_STICKY_MOUSE_BUTTONS`
input mode.
```c
glfwSetInputMode(window, GLFW_STICKY_MOUSE_BUTTONS, GLFW_TRUE);
```
When sticky mouse buttons mode is enabled, the pollable state of a mouse button
will remain `GLFW_PRESS` until the state of that button is polled with @ref
glfwGetMouseButton. Once it has been polled, if a mouse button release event
had been processed in the meantime, the state will reset to `GLFW_RELEASE`,
otherwise it will remain `GLFW_PRESS`.
The `GLFW_MOUSE_BUTTON_LAST` constant holds the highest value of any
[supported mouse button](@ref buttons).
### Scroll input {#scrolling}
If you wish to be notified when the user scrolls, whether with a mouse wheel or
touchpad gesture, set a scroll callback.
```c
glfwSetScrollCallback(window, scroll_callback);
```
The callback function receives two-dimensional scroll offsets.
```c
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
{
}
```
A normal mouse wheel, being vertical, provides offsets along the Y-axis.
## Joystick input {#joystick}
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.
```c
int present = glfwJoystickPresent(GLFW_JOYSTICK_1);
```
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.
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 axis states {#joystick_axis}
The positions of all axes of a joystick are returned by @ref
glfwGetJoystickAxes. See the reference documentation for the lifetime of the
returned array.
```c
int count;
const float* axes = glfwGetJoystickAxes(GLFW_JOYSTICK_5, &count);
```
Each element in the returned array is a value between -1.0 and 1.0.
### Joystick button states {#joystick_button}
The states of all buttons of a joystick are returned by @ref
glfwGetJoystickButtons. See the reference documentation for the lifetime of the
returned array.
```c
int count;
const unsigned char* buttons = glfwGetJoystickButtons(GLFW_JOYSTICK_3, &count);
```
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.
### Joystick hat states {#joystick_hat}
The states of all hats are returned by @ref glfwGetJoystickHats. See the
reference documentation for the lifetime of the returned array.
```c
int count;
const unsigned char* hats = glfwGetJoystickHats(GLFW_JOYSTICK_7, &count);
```
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.
```c
if (hats[2] & GLFW_HAT_RIGHT)
{
// State of hat 2 could be right-up, right or right-down
}
```
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.
### Joystick name {#joystick_name}
The human-readable, UTF-8 encoded name of a joystick is returned by @ref
glfwGetJoystickName. See the reference documentation for the lifetime of the
returned string.
```c
const char* name = glfwGetJoystickName(GLFW_JOYSTICK_4);
```
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
guaranteed to be unique, and only until that joystick is disconnected.
### Joystick user pointer {#joystick_userptr}
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`.
### Joystick configuration changes {#joystick_event}
If you wish to be notified when a joystick is connected or disconnected, set
a joystick callback.
```c
glfwSetJoystickCallback(joystick_callback);
```
The callback function receives the ID of the joystick that has been connected
and disconnected and the event that occurred.
```c
void joystick_callback(int jid, int event)
{
if (event == GLFW_CONNECTED)
{
// The joystick was connected
}
else if (event == GLFW_DISCONNECTED)
{
// The joystick was disconnected
}
}
```
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.
### Gamepad input {#gamepad}
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][] project, a database of mappings from many different
devices to an Xbox-like gamepad.
[SDL_GameControllerDB]: https://github.com/gabomdq/SDL_GameControllerDB
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.
```c
if (glfwJoystickIsGamepad(GLFW_JOYSTICK_2))
{
// Use as gamepad
}
```
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).
```c
const char* name = glfwGetGamepadName(GLFW_JOYSTICK_7);
```
To retrieve the gamepad state of a joystick, call @ref glfwGetGamepadState.
```c
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]);
}
```
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.
### Gamepad mappings {#gamepad_mapping}
GLFW contains a copy of the mappings available in [SDL_GameControllerDB][] at
the time of release. Newer ones can be added at runtime with @ref
glfwUpdateGamepadMappings.
```c
const char* mappings = load_file_contents("game/data/gamecontrollerdb.txt");
glfwUpdateGamepadMappings(mappings);
```
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.
```
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,
```
@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.
## Time input {#time}
GLFW provides high-resolution time input, in seconds, with @ref glfwGetTime.
```c
double seconds = glfwGetTime();
```
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.
You can modify the base time with @ref glfwSetTime.
```c
glfwSetTime(4.0);
```
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.
```c
uint64_t value = glfwGetTimerValue();
```
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.
```c
uint64_t frequency = glfwGetTimerFrequency();
```
## Clipboard input and output {#clipboard}
If the system clipboard contains a UTF-8 encoded string or if it can be
converted to one, you can retrieve it with @ref glfwGetClipboardString. See the
reference documentation for the lifetime of the returned string.
```c
const char* text = glfwGetClipboardString(NULL);
if (text)
{
insert_text(text);
}
```
If the clipboard is empty or if its contents could not be converted, `NULL` is
returned.
The contents of the system clipboard can be set to a UTF-8 encoded string with
@ref glfwSetClipboardString.
```c
glfwSetClipboardString(NULL, "A string with words in it");
```
## Path drop input {#path_drop}
If you wish to receive the paths of files and/or directories dropped on
a window, set a file drop callback.
```c
glfwSetDropCallback(window, drop_callback);
```
The callback function receives an array of paths encoded as UTF-8.
```c
void drop_callback(GLFWwindow* window, int count, const char** paths)
{
int i;
for (i = 0; i < count; i++)
handle_dropped_file(paths[i]);
}
```
The path array and its strings are only valid until the file drop callback
returns, as they may have been generated specifically for that event. You need
to make a deep copy of the array if you want to keep the paths.

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@ -1,120 +0,0 @@
# Internal structure {#internals_guide}
[TOC]
There are several interfaces inside GLFW. Each interface has its own area of
responsibility and its own naming conventions.
## Public interface {#internals_public}
The most well-known is the public interface, described in the glfw3.h header
file. This is implemented in source files shared by all platforms and these
files contain no platform-specific code. This code usually ends up calling the
platform and internal interfaces to do the actual work.
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`
## Native interface {#internals_native}
The [native interface](@ref native) is a small set of publicly available
but platform-specific functions, described in the glfw3native.h header file and
used to gain access to the underlying window, context and (on some platforms)
display handles used by the platform interface.
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`
## Internal interface {#internals_internal}
The internal interface consists of utility functions used by all other
interfaces. It is shared code implemented in the same shared source files as
the public and event interfaces. The internal interface is described in the
internal.h header file.
The internal interface is in charge of GLFW's global data, which it stores in
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`
## Platform interface {#internals_platform}
The platform interface implements all platform-specific operations as a service
to the public interface. This includes event processing. The platform
interface is never directly called by application code and never directly calls
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 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`
The platform interface also defines structs that contain platform-specific
global and per-object state. Their names mirror those of the internal
interface, except that an interface-specific suffix is added.
Examples: `_GLFWwindowX11`, `_GLFWcontextWGL`
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`
## Event interface {#internals_event}
The event interface is implemented in the same shared source files as the public
interface and is responsible for delivering the events it receives to the
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`
## Static functions {#internals_static}
Static functions may be used by any interface and have no prefixes or suffixes.
These use headless camel case.
Examples: `isValidElementForJoystick`
## Configuration macros {#internals_config}
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.
Configuration macros the same style as tokens in the public interface, except
with a leading underscore.
Examples: `_GLFW_WIN32`, `_GLFW_BUILD_DLL`

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@ -1,637 +0,0 @@
# Introduction to the API {#intro_guide}
[TOC]
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.
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
## Initialization and termination {#intro_init}
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.
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
GLFW_NOT_INITIALIZED error.
### Initializing GLFW {#intro_init_init}
The library is initialized with @ref glfwInit, which returns `GLFW_FALSE` if an
error occurred.
```c
if (!glfwInit())
{
// Handle initialization failure
}
```
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.
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.
### Initialization hints {#init_hints}
Initialization hints are set before @ref glfwInit and affect how the library
behaves until termination. Hints are set with @ref glfwInitHint.
```c
glfwInitHint(GLFW_JOYSTICK_HAT_BUTTONS, GLFW_FALSE);
```
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.
#### Shared init hints {#init_hints_shared}
@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_WAYLAND`, `GLFW_PLATFORM_X11` 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][]. 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`.
[ANGLE]: https://chromium.googlesource.com/angle/angle/
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.
#### macOS specific init hints {#init_hints_osx}
@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.
#### Wayland specific init hints {#init_hints_wayland}
@anchor GLFW_WAYLAND_LIBDECOR_hint
__GLFW_WAYLAND_LIBDECOR__ specifies whether to use [libdecor][] for window
decorations where available. Possible values are `GLFW_WAYLAND_PREFER_LIBDECOR`
and `GLFW_WAYLAND_DISABLE_LIBDECOR`. This is ignored on other platforms.
[libdecor]: https://gitlab.freedesktop.org/libdecor/libdecor
#### X11 specific init hints {#init_hints_x11}
@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.
#### Supported and default values {#init_hints_values}
Initialization hint | Default value | Supported values
-------------------------------- | ------------------------------- | ----------------
@ref GLFW_PLATFORM | `GLFW_ANY_PLATFORM` | `GLFW_ANY_PLATFORM`, `GLFW_PLATFORM_WIN32`, `GLFW_PLATFORM_COCOA`, `GLFW_PLATFORM_WAYLAND`, `GLFW_PLATFORM_X11` 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_WAYLAND_LIBDECOR | `GLFW_WAYLAND_PREFER_LIBDECOR` | `GLFW_WAYLAND_PREFER_LIBDECOR` or `GLFW_WAYLAND_DISABLE_LIBDECOR`
@ref GLFW_X11_XCB_VULKAN_SURFACE | `GLFW_TRUE` | `GLFW_TRUE` or `GLFW_FALSE`
### Runtime platform selection {#platform}
GLFW can be compiled for more than one platform (window system) at once. This lets
a single library binary support both Wayland and X11 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.
```c
glfwInitHint(GLFW_PLATFORM, GLFW_PLATFORM_X11);
```
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.
```c
glfwInitHint(GLFW_PLATFORM, GLFW_PLATFORM_NULL);
```
You can test whether a library binary was compiled with support for a specific platform
with @ref glfwPlatformSupported.
```c
if (glfwPlatformSupported(GLFW_PLATFORM_WAYLAND))
glfwInitHint(GLFW_PLATFORM, GLFW_PLATFORM_WAYLAND);
```
Once GLFW has been initialized, you can query which platform was selected with @ref
glfwGetPlatform.
```c
int platform = glfwGetPlatform();
```
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.
### Custom heap memory allocator {#init_allocator}
The heap memory allocator can be customized before initialization with @ref
glfwInitAllocator.
```c
GLFWallocator allocator;
allocator.allocate = my_malloc;
allocator.reallocate = my_realloc;
allocator.deallocate = my_free;
allocator.user = NULL;
glfwInitAllocator(&allocator);
```
The allocator will be made active at the beginning of initialization and will be used by
GLFW until the library 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.
```c
void* my_malloc(size_t size, void* user)
{
...
}
```
The documentation for @ref GLFWallocatefun also lists the requirements and limitations for
an allocation function. If the active one does not meet all of these, GLFW may fail.
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.
```c
void* my_realloc(void* block, size_t size, void* user)
{
...
}
```
The documentation for @ref GLFWreallocatefun also lists the requirements and limitations
for a reallocation function. If the active one does not meet all of these, GLFW may fail.
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.
```c
void my_free(void* block, void* user)
{
...
}
```
The documentation for @ref GLFWdeallocatefun also lists the requirements and limitations
for a deallocation function. If the active one does not meet all of these, GLFW may fail.
### Terminating GLFW {#intro_init_terminate}
Before your application exits, you should terminate the GLFW library if it has
been initialized. This is done with @ref glfwTerminate.
```c
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.
Once the library is terminated, it is as if it had never been initialized, therefore
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
immediately.
## 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.
The last [error code](@ref errors) for the calling thread can be queried at any
time with @ref glfwGetError.
```c
int code = glfwGetError(NULL);
if (code != GLFW_NO_ERROR)
handle_error(code);
```
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`.
```c
const char* description;
int code = glfwGetError(&description);
if (description)
display_error_message(code, description);
```
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.
```c
glfwSetErrorCallback(error_callback);
```
The error callback receives the same error code and human-readable description
returned by @ref glfwGetError.
```c
void error_callback(int code, const char* description)
{
display_error_message(code, description);
}
```
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 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.
__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.
## 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
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
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.
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.
Almost all positions and sizes in GLFW are measured in screen coordinates
relative to one of the two origins above. This includes cursor positions,
window positions and sizes, window frame sizes, monitor positions and video mode
resolutions.
Two exceptions are the [monitor physical size](@ref monitor_size), which is
measured in millimetres, and [framebuffer size](@ref window_fbsize), which is
measured in pixels.
Pixels and screen coordinates may map 1:1 on your machine, but they won't on
every other machine, for example on a Mac with a Retina display. The ratio
between screen coordinates and pixels may also change at run-time depending on
which monitor the window is currently considered to be on.
## Guarantees and limitations {#guarantees_limitations}
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
time, or on some versions of GLFW, but it may break at any time and this will
not be considered a bug.
### Pointer lifetimes {#lifetime}
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
or arrays, and some callbacks are provided with strings or arrays. These are
always managed by GLFW and should never be freed by the application. The
lifetime of these pointers is documented for each GLFW function and callback.
If you need to keep this data, you must copy it before its lifetime expires.
Many GLFW functions accept pointers to structures or strings allocated by the
application. These are never freed by GLFW and are always the responsibility of
the application. If GLFW needs to keep the data in these structures or strings,
it is copied before the function returns.
Pointer lifetimes are guaranteed not to be shortened in future minor or patch
releases.
### 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:
- @ref glfwDestroyWindow
- @ref glfwDestroyCursor
- @ref glfwPollEvents
- @ref glfwWaitEvents
- @ref glfwWaitEventsTimeout
- @ref glfwTerminate
These functions may be made reentrant in future minor or patch releases, but
functions not on this list will not be made non-reentrant.
### 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.
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.
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.
- @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.
- @ref glfwMakeContextCurrent
- @ref glfwGetCurrentContext
- @ref glfwSwapBuffers
- @ref glfwSwapInterval
- @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.
- @ref glfwGetTime
- @ref glfwSetTime
Library version information may be queried 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.
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.
### Version compatibility {#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.
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
GLFW. No compatibility of any kind is guaranteed between major versions.
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.
### Event order {#event_order}
The order of arrival of related events is not guaranteed to be consistent
across platforms. The exception is synthetic key and mouse button release
events, which are always delivered after the window defocus event.
## Version management {#intro_version}
GLFW provides mechanisms for identifying what version of GLFW your application
was compiled against as well as what version it is currently running against.
If you are loading GLFW dynamically (not just linking dynamically), you can use
this to verify that the library binary is compatible with your application.
### Compile-time version {#intro_version_compile}
The compile-time version of GLFW is provided by the GLFW header with the
`GLFW_VERSION_MAJOR`, `GLFW_VERSION_MINOR` and `GLFW_VERSION_REVISION` macros.
```c
printf("Compiled against GLFW %i.%i.%i\n",
GLFW_VERSION_MAJOR,
GLFW_VERSION_MINOR,
GLFW_VERSION_REVISION);
```
### Run-time version {#intro_version_runtime}
The run-time version can be retrieved with @ref glfwGetVersion, a function that
may be called regardless of whether GLFW is initialized.
```c
int major, minor, revision;
glfwGetVersion(&major, &minor, &revision);
printf("Running against GLFW %i.%i.%i\n", major, minor, revision);
```
### Version string {#intro_version_string}
GLFW 3 also provides a compile-time generated version string that describes the
version, platform, compiler and any platform-specific compile-time options.
This is primarily intended for submitting bug reports, to allow developers to
see which code paths are enabled in a binary.
The version string is returned by @ref glfwGetVersionString, a function that may
be called regardless of whether GLFW is initialized.
__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
For example, compiling GLFW 3.4 with MinGW as a DLL for Windows, may result in a version string
like this:
```c
3.4.0 Win32 WGL Null EGL OSMesa MinGW DLL
```
Compiling GLFW as a static library for Linux, with both Wayland and X11 enabled, may
result in a version string like this:
```c
3.4.0 Wayland X11 GLX Null EGL OSMesa monotonic
```

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@ -1,38 +0,0 @@
# Introduction {#mainpage}
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.
@ref news list new features, caveats and deprecations.
@ref quick_guide is a guide for users new to GLFW. It takes you through how to
write a small but complete program.
There are guides for each section 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
Once you have written a program, see @ref compile_guide and @ref build_guide.
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.
Finally, @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
[GitHub repository](https://github.com/glfw/glfw).

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@ -1,257 +0,0 @@
# Monitor guide {#monitor_guide}
[TOC]
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
guides for the other areas of GLFW.
- @ref intro_guide
- @ref window_guide
- @ref context_guide
- @ref vulkan_guide
- @ref input_guide
## Monitor objects {#monitor_object}
A monitor object represents a currently connected monitor and is represented as
a pointer to the [opaque](https://en.wikipedia.org/wiki/Opaque_data_type) type
@ref GLFWmonitor. Monitor objects cannot be created or destroyed by the
application and retain their addresses until the monitors they represent are
disconnected or until the library is [terminated](@ref intro_init_terminate).
Each monitor has a current video mode, a list of supported video modes,
a virtual position, a human-readable name, an estimated physical size and
a gamma ramp. One of the monitors is the primary monitor.
The virtual position of a monitor is in
[screen coordinates](@ref coordinate_systems) and, together with the current
video mode, describes the viewports that the connected monitors provide into the
virtual desktop that spans them.
To see how GLFW views your monitor setup and its available video modes, run the
`monitors` test program.
### Retrieving monitors {#monitor_monitors}
The primary monitor is returned by @ref glfwGetPrimaryMonitor. It is the user's
preferred monitor and is usually the one with global UI elements like task bar
or menu bar.
```c
GLFWmonitor* primary = glfwGetPrimaryMonitor();
```
You can retrieve all currently connected monitors with @ref glfwGetMonitors.
See the reference documentation for the lifetime of the returned array.
```c
int count;
GLFWmonitor** monitors = glfwGetMonitors(&count);
```
The primary monitor is always the first monitor in the returned array, but other
monitors may be moved to a different index when a monitor is connected or
disconnected.
### Monitor configuration changes {#monitor_event}
If you wish to be notified when a monitor is connected or disconnected, set
a monitor callback.
```c
glfwSetMonitorCallback(monitor_callback);
```
The callback function receives the handle for the monitor that has been
connected or disconnected and the event that occurred.
```c
void monitor_callback(GLFWmonitor* monitor, int event)
{
if (event == GLFW_CONNECTED)
{
// The monitor was connected
}
else if (event == GLFW_DISCONNECTED)
{
// The monitor was disconnected
}
}
```
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.
## 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.
### Video modes {#monitor_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.
Video modes are represented as @ref GLFWvidmode structures. You can get an
array of the video modes supported by a monitor with @ref glfwGetVideoModes.
See the reference documentation for the lifetime of the returned array.
```c
int count;
GLFWvidmode* modes = glfwGetVideoModes(monitor, &count);
```
To get the current video mode of a monitor call @ref glfwGetVideoMode. See the
reference documentation for the lifetime of the returned pointer.
```c
const GLFWvidmode* mode = glfwGetVideoMode(monitor);
```
The resolution of a video mode is specified in
[screen coordinates](@ref coordinate_systems), not pixels.
### Physical size {#monitor_size}
The physical size of a monitor in millimetres, or an estimation of it, can be
retrieved with @ref glfwGetMonitorPhysicalSize. This has no relation to its
current _resolution_, i.e. the width and height of its current
[video mode](@ref monitor_modes).
```c
int width_mm, height_mm;
glfwGetMonitorPhysicalSize(monitor, &width_mm, &height_mm);
```
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.
### Content scale {#monitor_scale}
The content scale for a monitor can be retrieved with @ref
glfwGetMonitorContentScale.
```c
float xscale, yscale;
glfwGetMonitorContentScale(monitor, &xscale, &yscale);
```
For more information on what the content scale is and how to use it, see
[window content scale](@ref window_scale).
### Virtual position {#monitor_pos}
The position of the monitor on the virtual desktop, in
[screen coordinates](@ref coordinate_systems), can be retrieved with @ref
glfwGetMonitorPos.
```c
int xpos, ypos;
glfwGetMonitorPos(monitor, &xpos, &ypos);
```
### Work area {#monitor_workarea}
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.
```c
int xpos, ypos, width, height;
glfwGetMonitorWorkarea(monitor, &xpos, &ypos, &width, &height);
```
### Human-readable name {#monitor_name}
The human-readable, UTF-8 encoded name of a monitor is returned by @ref
glfwGetMonitorName. See the reference documentation for the lifetime of the
returned string.
```c
const char* name = glfwGetMonitorName(monitor);
```
Monitor names are not guaranteed to be unique. Two monitors of the same model
and make may have the same name. Only the monitor handle is guaranteed to be
unique, and only until that monitor is disconnected.
### User pointer {#monitor_userptr}
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`.
### Gamma ramp {#monitor_gamma}
The gamma ramp of a monitor can be set with @ref glfwSetGammaRamp, which accepts
a monitor handle and a pointer to a @ref GLFWgammaramp structure.
```c
GLFWgammaramp ramp;
unsigned short red[256], green[256], blue[256];
ramp.size = 256;
ramp.red = red;
ramp.green = green;
ramp.blue = blue;
for (i = 0; i < ramp.size; i++)
{
// Fill out gamma ramp arrays as desired
}
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.
The current gamma ramp for a monitor is returned by @ref glfwGetGammaRamp. See
the reference documentation for the lifetime of the returned structure.
```c
const GLFWgammaramp* ramp = glfwGetGammaRamp(monitor);
```
If you wish to set a regular gamma ramp, you can have GLFW calculate it for you
from the desired exponent with @ref glfwSetGamma, which in turn calls @ref
glfwSetGammaRamp with the resulting ramp.
```c
glfwSetGamma(monitor, 1.0);
```
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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@ -1,521 +0,0 @@
# Moving from GLFW 2 to 3 {#moving_guide}
[TOC]
This is a transition guide for moving from GLFW 2 to 3. It describes what has
changed or been removed, but does _not_ include
[new features](@ref news) unless they are required when moving an existing code
base onto the new API. For example, the new multi-monitor functions are
required to create full screen windows with GLFW 3.
## Changed and removed features {#moving_removed}
### Renamed library and header file {#moving_renamed_files}
The GLFW 3 header is named @ref glfw3.h and moved to the `GLFW` directory, to
avoid collisions with the headers of other major versions. Similarly, the GLFW
3 library is named `glfw3,` except when it's installed as a shared library on
Unix-like systems, where it uses the [soname][] `libglfw.so.3`.
[soname]: https://en.wikipedia.org/wiki/soname
__Old syntax__
```c
#include <GL/glfw.h>
```
__New syntax__
```c
#include <GLFW/glfw3.h>
```
### Removal of threading functions {#moving_threads}
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][] and [C11][], both of which are gaining traction.
[C++11]: https://en.cppreference.com/w/cpp/thread
[C11]: https://en.cppreference.com/w/c/thread
If you wish to use the C++11 or C11 facilities but your compiler doesn't yet
support them, see the [TinyThread++][] and [TinyCThread][] projects created by
the original author of GLFW. These libraries implement a usable subset of the
threading APIs in C++11 and C11, and in fact some GLFW 3 test programs use
TinyCThread.
[TinyThread++]: https://gitorious.org/tinythread/tinythreadpp
[TinyCThread]: https://github.com/tinycthread/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.
__Removed functions__
> `glfwSleep`, `glfwCreateThread`, `glfwDestroyThread`, `glfwWaitThread`,
> `glfwGetThreadID`, `glfwCreateMutex`, `glfwDestroyMutex`, `glfwLockMutex`,
> `glfwUnlockMutex`, `glfwCreateCond`, `glfwDestroyCond`, `glfwWaitCond`,
> `glfwSignalCond`, `glfwBroadcastCond` and `glfwGetNumberOfProcessors`.
__Removed types__
> `GLFWthreadfun`
### Removal of image and texture loading {#moving_image}
The image and texture loading functions have been removed. They only supported
the Targa image format, making them mostly useful for beginner level examples.
To become of sufficiently high quality to warrant keeping them in GLFW 3, they
would need not only to support other formats, but also modern extensions to
OpenGL texturing. This would either add a number of external
dependencies (libjpeg, libpng, etc.), or force GLFW to ship with inline versions
of these libraries.
As there already are libraries doing this, it is unnecessary both to duplicate
the work and to tie the duplicate to GLFW. The resulting library would also be
platform-independent, as both OpenGL and stdio are available wherever GLFW is.
__Removed functions__
> `glfwReadImage`, `glfwReadMemoryImage`, `glfwFreeImage`, `glfwLoadTexture2D`,
> `glfwLoadMemoryTexture2D` and `glfwLoadTextureImage2D`.
### Removal of GLFWCALL macro {#moving_stdcall}
The `GLFWCALL` macro, which made callback functions use [\_\_stdcall][stdcall]
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 the creation of DLLs and DLL link libraries, as there's no need to
explicitly disable `@n` entry point suffixes.
[stdcall]: https://msdn.microsoft.com/en-us/library/zxk0tw93.aspx
__Old syntax__
```c
void GLFWCALL callback_function(...);
```
__New syntax__
```c
void callback_function(...);
```
### Window handle parameters {#moving_window_handles}
Because GLFW 3 supports multiple windows, window handle parameters have been
added to all window-related GLFW functions and callbacks. The handle of
a newly created window is returned by @ref glfwCreateWindow (formerly
`glfwOpenWindow`). Window handles are pointers to the
[opaque][opaque-type] type @ref GLFWwindow.
[opaque-type]: https://en.wikipedia.org/wiki/Opaque_data_type
__Old syntax__
```c
glfwSetWindowTitle("New Window Title");
```
__New syntax__
```c
glfwSetWindowTitle(window, "New Window Title");
```
### Explicit monitor selection {#moving_monitor}
GLFW 3 provides support for multiple monitors. To request a full screen mode window,
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
[opaque][opaque-type] type @ref GLFWmonitor.
__Old basic full screen__
```c
glfwOpenWindow(640, 480, 8, 8, 8, 0, 24, 0, GLFW_FULLSCREEN);
```
__New basic full screen__
```c
window = glfwCreateWindow(640, 480, "My Window", glfwGetPrimaryMonitor(), NULL);
```
@note The framebuffer bit depth parameters of `glfwOpenWindow` have been turned
into [window hints](@ref window_hints), but as they have been given
[sane defaults](@ref window_hints_values) you rarely need to set these hints.
### Removal of automatic event polling {#moving_autopoll}
GLFW 3 does not automatically poll for events in @ref glfwSwapBuffers, meaning
you need to call @ref glfwPollEvents or @ref glfwWaitEvents yourself. Unlike
buffer swap, which acts on a single window, the event processing functions act
on all windows at once.
__Old basic main loop__
```c
while (...)
{
// Process input
// Render output
glfwSwapBuffers();
}
```
__New basic main loop__
```c
while (...)
{
// Process input
// Render output
glfwSwapBuffers(window);
glfwPollEvents();
}
```
### Explicit context management {#moving_context}
Each GLFW 3 window has its own OpenGL context and only you, the application
programmer, can know which context should be current on which thread at any
given time. Therefore, GLFW 3 leaves that decision to you.
This means that you need to call @ref glfwMakeContextCurrent after creating
a window before you can call any OpenGL functions.
### Separation of window and framebuffer sizes {#moving_hidpi}
Window positions and sizes now use screen coordinates, which may not be the same
as pixels on machines with high-DPI monitors. This is important as OpenGL uses
pixels, not screen coordinates. For example, the rectangle specified with
`glViewport` needs to use pixels. Therefore, framebuffer size functions have
been added. You can retrieve the size of the framebuffer of a window with @ref
glfwGetFramebufferSize function. A framebuffer size callback has also been
added, which can be set with @ref glfwSetFramebufferSizeCallback.
__Old basic viewport setup__
```c
glfwGetWindowSize(&width, &height);
glViewport(0, 0, width, height);
```
__New basic viewport setup__
```c
glfwGetFramebufferSize(window, &width, &height);
glViewport(0, 0, width, height);
```
### Window closing changes {#moving_window_close}
The `GLFW_OPENED` window parameter has been removed. As long as the window has
not been destroyed, whether through @ref glfwDestroyWindow or @ref
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
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.
You can query the close flag at any time with @ref glfwWindowShouldClose and set
it at any time with @ref glfwSetWindowShouldClose.
__Old basic main loop__
```c
while (glfwGetWindowParam(GLFW_OPENED))
{
...
}
```
__New basic main loop__
```c
while (!glfwWindowShouldClose(window))
{
...
}
```
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
event processing completes. You may however not call @ref glfwDestroyWindow
from the close callback (or any other window related callback).
__Old syntax__
```c
int GLFWCALL window_close_callback(void);
```
__New syntax__
```c
void window_close_callback(GLFWwindow* window);
```
@note GLFW never clears the close flag to `GLFW_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.
### Persistent window hints {#moving_hints}
The `glfwOpenWindowHint` function has been renamed to @ref glfwWindowHint.
Window hints are no longer reset to their default values on window creation, but
instead retain their values until modified by @ref glfwWindowHint or @ref
glfwDefaultWindowHints, or until the library is terminated and re-initialized.
### Video mode enumeration {#moving_video_modes}
Video mode enumeration is now per-monitor. The @ref glfwGetVideoModes function
now returns all available modes for a specific monitor instead of requiring you
to guess how large an array you need. The `glfwGetDesktopMode` function, which
had poorly defined behavior, has been replaced by @ref glfwGetVideoMode, which
returns the current mode of a monitor.
### Removal of character actions {#moving_char_up}
The action parameter of the [character callback](@ref GLFWcharfun) has been
removed. This was an artefact of the origin of GLFW, i.e. being developed in
English by a Swede. However, many keyboard layouts require more than one key to
produce characters with diacritical marks. Even the Swedish keyboard layout
requires this for uncommon cases like ü.
__Old syntax__
```c
void GLFWCALL character_callback(int character, int action);
```
__New syntax__
```c
void character_callback(GLFWwindow* window, int character);
```
### Cursor position changes {#moving_cursorpos}
The `glfwGetMousePos` function has been renamed to @ref glfwGetCursorPos,
`glfwSetMousePos` to @ref glfwSetCursorPos and `glfwSetMousePosCallback` to @ref
glfwSetCursorPosCallback.
The cursor position is now `double` instead of `int`, both for the direct
functions and for the callback. Some platforms can provide sub-pixel cursor
movement and this data is now passed on to the application where available. On
platforms where this is not provided, the decimal part is zero.
GLFW 3 only allows you to position the cursor within a window using @ref
glfwSetCursorPos (formerly `glfwSetMousePos`) when that window is active.
Unless the window is active, the function fails silently.
### Wheel position replaced by scroll offsets {#moving_wheel}
The `glfwGetMouseWheel` function has been removed. Scrolling is the input of
offsets and has no absolute position. The mouse wheel callback has been
replaced by a [scroll callback](@ref GLFWscrollfun) that receives
two-dimensional floating point scroll offsets. This allows you to receive
precise scroll data from for example modern touchpads.
__Old syntax__
```c
void GLFWCALL mouse_wheel_callback(int position);
```
__New syntax__
```c
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
```
__Removed functions__
> `glfwGetMouseWheel`
### Key repeat action {#moving_repeat}
The `GLFW_KEY_REPEAT` enable has been removed and key repeat is always enabled
for both keys and characters. A new key action, `GLFW_REPEAT`, has been added
to allow the [key callback](@ref GLFWkeyfun) to distinguish an initial key press
from a repeat. Note that @ref glfwGetKey still returns only `GLFW_PRESS` or
`GLFW_RELEASE`.
### Physical key input {#moving_keys}
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
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.
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
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.
### Joystick function changes {#moving_joystick}
The `glfwGetJoystickPos` function has been renamed to @ref glfwGetJoystickAxes.
The `glfwGetJoystickParam` function and the `GLFW_PRESENT`, `GLFW_AXES` and
`GLFW_BUTTONS` tokens have been replaced by the @ref glfwJoystickPresent
function as well as axis and button counts returned by the @ref
glfwGetJoystickAxes and @ref glfwGetJoystickButtons functions.
### Win32 MBCS support {#moving_mbcs}
The Win32 port of GLFW 3 will not compile in [MBCS mode][MBCS]. 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.
Therefore, even if an application using GLFW has MBCS mode code, there's no need
for GLFW itself to support it.
[MBCS]: https://msdn.microsoft.com/en-us/library/5z097dxa.aspx
### Support for versions of Windows older than XP {#moving_windows}
All explicit support for version of Windows older than XP has been removed.
There is no code that actively prevents GLFW 3 from running on these earlier
versions, but it uses Win32 functions that those versions lack.
Windows XP was released in 2001, and by now (January 2015) it has not only
replaced almost all earlier versions of Windows, but is itself rapidly being
replaced by Windows 7 and 8. The MSDN library doesn't even provide
documentation for version older than Windows 2000, making it difficult to
maintain compatibility with these versions even if it was deemed worth the
effort.
The Win32 API has also not stood still, and GLFW 3 uses many functions only
present on Windows XP or later. Even supporting an OS as new as XP (new
from the perspective of GLFW 2, which still supports Windows 95) requires
runtime checking for a number of functions that are present only on modern
version of Windows.
### Capture of system-wide hotkeys {#moving_syskeys}
The ability to disable and capture system-wide hotkeys like Alt+Tab has been
removed. Modern applications, whether they're games, scientific visualisations
or something else, are nowadays expected to be good desktop citizens and allow
these hotkeys to function even when running in full screen mode.
### Automatic termination {#moving_terminate}
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
called from the main thread.
To release all resources allocated by GLFW, you should call @ref glfwTerminate
yourself, from the main thread, before the program terminates. Note that this
destroys all windows not already destroyed with @ref glfwDestroyWindow,
invalidating any window handles you may still have.
### GLU header inclusion {#moving_glu}
GLFW 3 does not by default include the GLU header and GLU itself has been
deprecated by [Khronos][]. __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.
[Khronos]: https://en.wikipedia.org/wiki/Khronos_Group
__Old syntax__
```c
#include <GL/glfw.h>
```
__New syntax__
```c
#define GLFW_INCLUDE_GLU
#include <GLFW/glfw3.h>
```
There are many libraries that offer replacements for the functionality offered
by GLU. For the matrix helper functions, see math libraries like [GLM][] (for
C++), [linmath.h][] (for C) and others. For the tessellation functions, see for
example [libtess2][].
[GLM]: https://github.com/g-truc/glm
[linmath.h]: https://github.com/datenwolf/linmath.h
[libtess2]: https://github.com/memononen/libtess2
## Name change tables {#moving_tables}
### Renamed functions {#moving_renamed_functions}
| GLFW 2 | GLFW 3 | Notes |
| --------------------------- | ----------------------------- | ----- |
| `glfwOpenWindow` | @ref glfwCreateWindow | All channel bit depths are now hints
| `glfwCloseWindow` | @ref glfwDestroyWindow | |
| `glfwOpenWindowHint` | @ref glfwWindowHint | Now accepts all `GLFW_*_BITS` tokens |
| `glfwEnable` | @ref glfwSetInputMode | |
| `glfwDisable` | @ref glfwSetInputMode | |
| `glfwGetMousePos` | @ref glfwGetCursorPos | |
| `glfwSetMousePos` | @ref glfwSetCursorPos | |
| `glfwSetMousePosCallback` | @ref glfwSetCursorPosCallback | |
| `glfwSetMouseWheelCallback` | @ref glfwSetScrollCallback | Accepts two-dimensional scroll offsets as doubles |
| `glfwGetJoystickPos` | @ref glfwGetJoystickAxes | |
| `glfwGetWindowParam` | @ref glfwGetWindowAttrib | |
| `glfwGetGLVersion` | @ref glfwGetWindowAttrib | Use `GLFW_CONTEXT_VERSION_MAJOR`, `GLFW_CONTEXT_VERSION_MINOR` and `GLFW_CONTEXT_REVISION` |
| `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 |
### Renamed types {#moving_renamed_types}
| GLFW 2 | GLFW 3 | Notes |
| ------------------- | --------------------- | |
| `GLFWmousewheelfun` | @ref GLFWscrollfun | |
| `GLFWmouseposfun` | @ref GLFWcursorposfun | |
### Renamed tokens {#moving_renamed_tokens}
| GLFW 2 | GLFW 3 | Notes |
| --------------------------- | ---------------------------- | ----- |
| `GLFW_OPENGL_VERSION_MAJOR` | `GLFW_CONTEXT_VERSION_MAJOR` | Renamed as it applies to OpenGL ES as well |
| `GLFW_OPENGL_VERSION_MINOR` | `GLFW_CONTEXT_VERSION_MINOR` | Renamed as it applies to OpenGL ES as well |
| `GLFW_FSAA_SAMPLES` | `GLFW_SAMPLES` | Renamed to match the OpenGL API |
| `GLFW_ACTIVE` | `GLFW_FOCUSED` | Renamed to match the window focus callback |
| `GLFW_WINDOW_NO_RESIZE` | `GLFW_RESIZABLE` | The default has been inverted |
| `GLFW_MOUSE_CURSOR` | `GLFW_CURSOR` | Used with @ref glfwSetInputMode |
| `GLFW_KEY_ESC` | `GLFW_KEY_ESCAPE` | |
| `GLFW_KEY_DEL` | `GLFW_KEY_DELETE` | |
| `GLFW_KEY_PAGEUP` | `GLFW_KEY_PAGE_UP` | |
| `GLFW_KEY_PAGEDOWN` | `GLFW_KEY_PAGE_DOWN` | |
| `GLFW_KEY_KP_NUM_LOCK` | `GLFW_KEY_NUM_LOCK` | |
| `GLFW_KEY_LCTRL` | `GLFW_KEY_LEFT_CONTROL` | |
| `GLFW_KEY_LSHIFT` | `GLFW_KEY_LEFT_SHIFT` | |
| `GLFW_KEY_LALT` | `GLFW_KEY_LEFT_ALT` | |
| `GLFW_KEY_LSUPER` | `GLFW_KEY_LEFT_SUPER` | |
| `GLFW_KEY_RCTRL` | `GLFW_KEY_RIGHT_CONTROL` | |
| `GLFW_KEY_RSHIFT` | `GLFW_KEY_RIGHT_SHIFT` | |
| `GLFW_KEY_RALT` | `GLFW_KEY_RIGHT_ALT` | |
| `GLFW_KEY_RSUPER` | `GLFW_KEY_RIGHT_SUPER` | |

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# Release notes for version 3.4 {#news}
[TOC]
## New features {#features}
### Runtime platform selection {#runtime_platform_selection}
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.
For more information see @ref platform.
### More standard cursor shapes {#more_cursor_shapes}
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.
Unlike the original set, these shapes may not be available everywhere and
creation will then fail with the new @ref GLFW_CURSOR_UNAVAILABLE error.
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.
### Mouse event passthrough {#mouse_input_passthrough}
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).
### Ability to get window title {#window_title_function}
GLFW now supports querying the title of a window with the @ref glfwGetWindowTitle
function.
For more information see @ref window_title.
### Captured cursor mode {#captured_cursor_mode}
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.
### Support for custom heap memory allocator {#custom_heap_allocator}
GLFW now supports plugging a custom heap 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`.
For more information see @ref init_allocator.
### Window hint for framebuffer scaling {#scale_framebuffer_hint}
GLFW now allows provides the
[GLFW_SCALE_FRAMEBUFFER](@ref GLFW_SCALE_FRAMEBUFFER_hint) window hint for
controlling framebuffer scaling on platforms that handle scaling by keeping the
window size the same while resizing the framebuffer. The default value is to
allow framebuffer scaling.
This was already possible on macOS via the
[GLFW_COCOA_RETINA_FRAMEBUFFER](@ref GLFW_COCOA_RETINA_FRAMEBUFFER_hint) window
hint. This is now another name for the same hint value.
For more information see @ref window_scale.
### Window hints for initial window position {#window_position_hint}
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.
For more information see @ref window_pos.
### ANGLE rendering backend hint {#angle_renderer_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][] to create OpenGL ES
contexts.
[ANGLE]: https://chromium.googlesource.com/angle/angle/
### Windows window menu keyboard access hint {#win32_keymenu_hint}
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.
### Windows STARTUPINFO show command hint {#win32_showdefault_hint}
GLFW now provides the [GLFW_WIN32_SHOWDEFAULT](@ref GLFW_WIN32_SHOWDEFAULT_hint) window
hint for applying the show command in the program's `STARTUPINFO` when showing the window
for the first time. This may be useful for the main window of a windowed-mode tool.
### Cocoa NSView native access function {#cocoa_nsview_function}
GLFW now provides the @ref glfwGetCocoaView native access function
for returning the Cocoa NSView.
### Wayland libdecor decorations {#wayland_libdecor_decorations}
GLFW now supports improved client-side window decorations via
[libdecor](https://gitlab.freedesktop.org/libdecor/libdecor). This provides
fully featured window decorations on desktop environments like GNOME.
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.
This feature has also been available in GLFW 3.3 since 3.3.9.
### Wayland surface app_id hint {#wayland_app_id_hint}
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.
### X11 Vulkan window surface hint {#x11_xcb_vulkan_surface}
GLFW now supports disabling the use of `VK_KHR_xcb_surface` over
`VK_KHR_xlib_surface` where available, with the
[GLFW_X11_XCB_VULKAN_SURFACE](@ref GLFW_X11_XCB_VULKAN_SURFACE_hint) init hint.
This affects @ref glfwGetRequiredInstanceExtensions and @ref
glfwCreateWindowSurface.
## Caveats {#caveats}
### Multiple sets of native access functions {#multiplatform_caveat}
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.
### Version string format has been changed {#version_string_caveat}
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.
The version string is intended for bug reporting and should not be parsed. See
@ref glfwGetVersion and @ref glfwPlatformSupported instead.
### Joystick support is initialized on demand {#joystick_init_caveat}
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.
This change is mostly not 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).
### Tests and examples are disabled when built as a subproject {#standalone_caveat}
GLFW now by default does not build the tests or examples when it is added as
a subdirectory of another CMake project. If you were setting @ref
GLFW_BUILD_TESTS or @ref GLFW_BUILD_EXAMPLES to false in your CMake files, you
can now remove this.
If you do want these to be built, set @ref GLFW_BUILD_TESTS and @ref
GLFW_BUILD_EXAMPLES in your CMake files before adding the GLFW subdirectory.
```cmake
set(GLFW_BUILD_EXAMPLES ON CACHE BOOL "" FORCE)
set(GLFW_BUILD_TESTS ON CACHE BOOL "" FORCE)
add_subdirectory(path/to/glfw)
```
### Configuration header is no longer generated {#config_header_caveat}
The `glfw_config.h` configuration header is no longer generated by CMake and the
platform selection macros are now part of the GLFW CMake target. The
`_GLFW_USE_CONFIG_H` macro is still supported in case you are generating
a configuration header in a custom build setup.
### Documentation generation requires Doxygen 1.9.8 or later {#docs_target_caveat}
Doxygen 1.9.8 or later is now required for the `docs` CMake target to be
generated. This is because the documentation now uses more of the Markdown
support in Doxygen and this support has until recently been relatively unstable.
### Windows 7 framebuffer transparency requires DWM transparency {#win7_framebuffer_caveat}
GLFW no longer supports per-pixel framebuffer transparency via @ref
GLFW_TRANSPARENT_FRAMEBUFFER on Windows 7 if DWM transparency is off
(the Transparency setting under Personalization > Window Color).
### macOS main menu now created at initialization {#macos_menu_caveat}
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.
### macOS CoreVideo dependency has been removed {#corevideo_caveat}
GLFW no longer depends on the CoreVideo framework on macOS and it no longer
needs to be specified during compilation or linking.
### Wayland framebuffer may lack alpha channel on older systems {#wayland_alpha_caveat}
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 not have an alpha channel. This is because
some Wayland compositors treat any buffer with an alpha channel as per-pixel
transparent.
If you want a per-pixel transparent window, see the
[GLFW_TRANSPARENT_FRAMEBUFFER](@ref GLFW_TRANSPARENT_FRAMEBUFFER_hint) window
hint.
### X11 empty events no longer round-trip to server {#x11_emptyevent_caveat}
Events posted with @ref glfwPostEmptyEvent now use a separate unnamed pipe
instead of sending an X11 client event to the helper window.
## Deprecations {#deprecations}
### Windows XP and Vista support is deprecated {#winxp_deprecated}
Support for Windows XP and Vista has been deprecated and will be removed in
a future release. Windows XP has been out of extended support since 2014.
### Original MinGW support is deprecated {#mingw_deprecated}
Support for the now unmaintained original MinGW distribution has been deprecated
and will be removed in a future release.
This does not apply to the much more capable MinGW-w64, which remains fully
supported, actively maintained and available on many platforms.
### OS X Yosemite support is deprecated {#yosemite_deprecated}
Support for OS X 10.10 Yosemite and earlier has been deprecated and will be
removed in a future release. OS X 10.10 has been out of support since 2017.
## Removals {#removals}
### GLFW_VULKAN_STATIC CMake option has been removed {#vulkan_static_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.
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_USE_WAYLAND CMake option has been removed {#use_wayland_removed}
This option was used to compile GLFW for Wayland instead of X11. GLFW now
supports selecting the platform at run-time. By default GLFW is compiled for
both Wayland and X11 on Linux and other Unix-like systems.
To disable Wayland or X11 or both, set the @ref GLFW_BUILD_WAYLAND and @ref
GLFW_BUILD_X11 CMake options.
The `GLFW_USE_WAYLAND` CMake variable must not be present in the CMake cache at
all, or GLFW will fail to configure. If you are getting this error, delete the
CMake cache for GLFW and configure again.
### GLFW_USE_OSMESA CMake option has been removed {#use_osmesa_removed}
This option was used to compile GLFW for the Null platform. The Null platform
is now always available. 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 platforms for the target OS. This means setting the @ref
GLFW_BUILD_WIN32, @ref GLFW_BUILD_COCOA or @ref GLFW_BUILD_WAYLAND and @ref
GLFW_BUILD_X11 CMake options to false.
You can set all of them to false and the ones that don't apply for the target OS
will be ignored.
### wl_shell protocol support has been removed {#wl_shell_removed}
Support for the deprecated 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.
## New symbols {#new_symbols}
### New functions {#new_functions}
- @ref glfwInitAllocator
- @ref glfwGetPlatform
- @ref glfwPlatformSupported
- @ref glfwInitVulkanLoader
- @ref glfwGetWindowTitle
- @ref glfwGetCocoaView
### New types {#new_types}
- @ref GLFWallocator
- @ref GLFWallocatefun
- @ref GLFWreallocatefun
- @ref GLFWdeallocatefun
### New constants {#new_constants}
- @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_WIN32_SHOWDEFAULT
- @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_APP_ID
- @ref GLFW_WAYLAND_LIBDECOR
- @ref GLFW_WAYLAND_PREFER_LIBDECOR
- @ref GLFW_WAYLAND_DISABLE_LIBDECOR
- @ref GLFW_SCALE_FRAMEBUFFER
## Release notes for earlier versions {#news_archive}
- [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)

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@ -1,365 +0,0 @@
# Getting started {#quick_guide}
[TOC]
This guide takes you through writing a small 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
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
behave differently in GLFW 3.
## Step by step {#quick_steps}
### Including the GLFW header {#quick_include}
In the source files of your application where you use GLFW, you need to include
its header file.
```c
#include <GLFW/glfw3.h>
```
This header provides all the constants, types and function prototypes of the
GLFW API.
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.
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.
```c
#include <glad/gl.h>
#include <GLFW/glfw3.h>
```
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.
```c
#define GLFW_INCLUDE_NONE
#include <GLFW/glfw3.h>
#include <glad/gl.h>
```
### Initializing and terminating GLFW {#quick_init_term}
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.
```c
if (!glfwInit())
{
// Initialization failed
}
```
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.
```c
glfwTerminate();
```
This destroys any remaining windows and releases any other resources allocated by
GLFW. After this call, you must initialize GLFW again before using any GLFW
functions that require it.
### Setting an error callback {#quick_capture_error}
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.
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.
```c
void error_callback(int error, const char* description)
{
fprintf(stderr, "Error: %s\n", description);
}
```
Callback functions must be set, so GLFW knows to call them. The function to set
the error callback is one of the few GLFW functions that may be called before
initialization, which lets you be notified of errors both during and after
initialization.
```c
glfwSetErrorCallback(error_callback);
```
### Creating a window and context {#quick_create_window}
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
```c
GLFWwindow* window = glfwCreateWindow(640, 480, "My Title", NULL, NULL);
if (!window)
{
// Window or OpenGL context creation failed
}
```
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.
```c
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
}
```
When a window and context is no longer needed, destroy it.
```c
glfwDestroyWindow(window);
```
Once this function is called, no more events will be delivered for that window
and its handle becomes invalid.
### Making the OpenGL context current {#quick_context_current}
Before you can use the OpenGL API, you must have a current OpenGL context.
```c
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.
```c
gladLoadGL(glfwGetProcAddress);
```
### Checking the window close flag {#quick_window_close}
Each window has a flag indicating whether the window should be closed.
When the user attempts to close the window, either by pressing the close widget
in the title bar or using a key combination like Alt+F4, this flag is set to 1.
Note that __the window isn't actually closed__, so you are expected to monitor
this flag and either destroy the window or give some kind of feedback to the
user.
```c
while (!glfwWindowShouldClose(window))
{
// Keep running
}
```
You can be notified when the user is attempting to close the window by setting
a close callback with @ref glfwSetWindowCloseCallback. The callback will be
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.
### Receiving input events {#quick_key_input}
Each window has a large number of callbacks that can be set to receive all the
various kinds of events. To receive key press and release events, create a key
callback function.
```c
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);
}
```
The key callback, like other window related callbacks, are set per-window.
```c
glfwSetKeyCallback(window, key_callback);
```
In order for event callbacks to be called when events occur, you need to process
events as described below.
### Rendering with OpenGL {#quick_render}
Once you have a current OpenGL context, you can use OpenGL normally. In this
tutorial, a multicolored rotating triangle will be rendered. The framebuffer
size needs to be retrieved for `glViewport`.
```c
int width, height;
glfwGetFramebufferSize(window, &width, &height);
glViewport(0, 0, width, height);
```
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.
### Reading the timer {#quick_timer}
To create smooth animation, a time source is needed. GLFW provides a timer that
returns the number of seconds since initialization. The time source used is the
most accurate on each platform and generally has micro- or nanosecond
resolution.
```c
double time = glfwGetTime();
```
### Swapping buffers {#quick_swap_buffers}
GLFW windows by default use double buffering. That means that each window has
two rendering buffers; a front buffer and a back buffer. The front buffer is
the one being displayed and the back buffer the one you render to.
When the entire frame has been rendered, the buffers need to be swapped with one
another, so the back buffer becomes the front buffer and vice versa.
```c
glfwSwapBuffers(window);
```
The swap interval indicates how many frames to wait until swapping the buffers,
commonly known as _vsync_. By default, the swap interval is zero, meaning
buffer swapping will occur immediately. On fast machines, many of those frames
will never be seen, as the screen is still only updated typically 60-75 times
per second, so this wastes a lot of CPU and GPU cycles.
Also, because the buffers will be swapped in the middle the screen update,
leading to [screen tearing](https://en.wikipedia.org/wiki/Screen_tearing).
For these reasons, applications will typically want to set the swap interval to
one. It can be set to higher values, but this is usually not recommended,
because of the input latency it leads to.
```c
glfwSwapInterval(1);
```
This function acts on the current context and will fail unless a context is
current.
### Processing events {#quick_process_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.
There are two methods for processing pending events; polling and waiting. This
example will use event polling, which processes only those events that have
already been received and then returns immediately.
```c
glfwPollEvents();
```
This is the best choice when rendering continually, like most games do. If
instead you only need to update your rendering once you have received new input,
@ref glfwWaitEvents is a better choice. It waits until at least one event has
been received, putting the thread to sleep in the meantime, and then processes
all received events. This saves a great deal of CPU cycles and is useful for,
for example, many kinds of editing tools.
## Putting it together {#quick_example}
Now that you know how to initialize GLFW, create a window and poll for
keyboard input, it's possible to create a small program.
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.
@snippet triangle-opengl.c code
The program above can be found in the [source package][download] 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.
[download]: https://www.glfw.org/download.html
This tutorial used 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
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
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.

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# Vulkan guide {#vulkan_guide}
[TOC]
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
## Finding the Vulkan loader {#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.
```c
glfwInitVulkanLoader(vkGetInstanceProcAddr);
```
@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).
## Including the Vulkan header file {#vulkan_include}
To have GLFW include the Vulkan header, define @ref GLFW_INCLUDE_VULKAN before including
the GLFW header.
```c
#define GLFW_INCLUDE_VULKAN
#include <GLFW/glfw3.h>
```
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.
```c
#include <path/to/vulkan.h>
#include <GLFW/glfw3.h>
```
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.
## Querying for Vulkan support {#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.
```c
if (glfwVulkanSupported())
{
// Vulkan is available, at least for compute
}
```
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.
### Querying Vulkan function pointers {#vulkan_proc}
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.
```c
PFN_vkCreateInstance pfnCreateInstance = (PFN_vkCreateInstance)
glfwGetInstanceProcAddress(NULL, "vkCreateInstance");
```
Once you have created an instance, you can load from it all other Vulkan core
functions and functions from any instance extensions you enabled.
```c
PFN_vkCreateDevice pfnCreateDevice = (PFN_vkCreateDevice)
glfwGetInstanceProcAddress(instance, "vkCreateDevice");
```
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.
```c
PFN_vkGetDeviceProcAddr pfnGetDeviceProcAddr = (PFN_vkGetDeviceProcAddr)
glfwGetInstanceProcAddress(instance, "vkGetDeviceProcAddr");
```
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.
## Querying required Vulkan extensions {#vulkan_ext}
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.
```c
uint32_t count;
const char** extensions = glfwGetRequiredInstanceExtensions(&count);
```
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.
```c
VkInstanceCreateInfo ici;
memset(&ici, 0, sizeof(ici));
ici.enabledExtensionCount = count;
ici.ppEnabledExtensionNames = extensions;
...
```
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.
## Querying for Vulkan presentation support {#vulkan_present}
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.
```c
if (glfwGetPhysicalDevicePresentationSupport(instance, physical_device, queue_family_index))
{
// Queue family supports image presentation
}
```
The `VK_KHR_surface` extension additionally provides the
`vkGetPhysicalDeviceSurfaceSupportKHR` function, which performs the same test on
an existing Vulkan surface.
## Creating the window {#vulkan_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.
```c
glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API);
GLFWwindow* window = glfwCreateWindow(640, 480, "Window Title", NULL, NULL);
```
See @ref context_less for more information.
## Creating a Vulkan window surface {#vulkan_surface}
You can create a Vulkan surface (as defined by the `VK_KHR_surface` extension)
for a GLFW window with @ref glfwCreateWindowSurface.
```c
VkSurfaceKHR surface;
VkResult err = glfwCreateWindowSurface(instance, window, NULL, &surface);
if (err)
{
// Window surface creation failed
}
```
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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