glfw/lib/window.c

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//========================================================================
// GLFW - An OpenGL framework
// Platform: Any
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// API version: 3.0
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// WWW: http://www.glfw.org/
//------------------------------------------------------------------------
// Copyright (c) 2002-2006 Marcus Geelnard
// Copyright (c) 2006-2010 Camilla Berglund <elmindreda@elmindreda.org>
//
// This software is provided 'as-is', without any express or implied
// warranty. In no event will the authors be held liable for any damages
// 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.
//
//========================================================================
#include "internal.h"
#include <limits.h>
//************************************************************************
//**** GLFW internal functions ****
//************************************************************************
static int Max(int a, int b)
{
return (a > b) ? a : b;
}
//========================================================================
// Clear all open window hints
//========================================================================
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void _glfwClearWindowHints(void)
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{
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memset(&_glfwLibrary.hints, 0, sizeof(_glfwLibrary.hints));
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_glfwLibrary.hints.glMajor = 1;
}
//========================================================================
// Handle the input tracking part of window deactivation
//========================================================================
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void _glfwInputDeactivation(void)
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{
int i;
// Release all keyboard keys
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for (i = 0; i <= GLFW_KEY_LAST; i++)
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{
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if(_glfwInput.Key[i] == GLFW_PRESS)
_glfwInputKey(i, GLFW_RELEASE);
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}
// Release all mouse buttons
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for (i = 0; i <= GLFW_MOUSE_BUTTON_LAST; i++)
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{
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if (_glfwInput.MouseButton[i] == GLFW_PRESS)
_glfwInputMouseClick(i, GLFW_RELEASE);
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}
}
//========================================================================
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// Clear all input state
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//========================================================================
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void _glfwClearInput(void)
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{
int i;
// Release all keyboard keys
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for (i = 0; i <= GLFW_KEY_LAST; i++)
_glfwInput.Key[i] = GLFW_RELEASE;
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// Clear last character
_glfwInput.LastChar = 0;
// Release all mouse buttons
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for (i = 0; i <= GLFW_MOUSE_BUTTON_LAST; i++)
_glfwInput.MouseButton[i] = GLFW_RELEASE;
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// Set mouse position to (0,0)
_glfwInput.MousePosX = 0;
_glfwInput.MousePosY = 0;
// Set mouse wheel position to 0
_glfwInput.WheelPos = 0;
// The default is to use non sticky keys and mouse buttons
_glfwInput.StickyKeys = GL_FALSE;
_glfwInput.StickyMouseButtons = GL_FALSE;
// The default is to disable key repeat
_glfwInput.KeyRepeat = GL_FALSE;
}
//========================================================================
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// Register keyboard activity
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//========================================================================
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void _glfwInputKey(int key, int action)
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{
int keyrepeat = 0;
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if (key < 0 || key > GLFW_KEY_LAST)
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return;
// Are we trying to release an already released key?
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if (action == GLFW_RELEASE && _glfwInput.Key[key] != GLFW_PRESS)
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return;
// Register key action
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if(action == GLFW_RELEASE && _glfwInput.StickyKeys)
_glfwInput.Key[key] = GLFW_STICK;
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else
{
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keyrepeat = (_glfwInput.Key[key] == GLFW_PRESS) &&
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(action == GLFW_PRESS);
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_glfwInput.Key[key] = (char) action;
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}
// Call user callback function
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if (_glfwWin.keyCallback && (_glfwInput.KeyRepeat || !keyrepeat) )
_glfwWin.keyCallback(key, action);
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}
//========================================================================
// Register (keyboard) character activity
//========================================================================
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void _glfwInputChar(int character, int action)
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{
int keyrepeat = 0;
// Valid Unicode (ISO 10646) character?
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if (!((character >= 32 && character <= 126) || character >= 160))
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return;
// Is this a key repeat?
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if (action == GLFW_PRESS && _glfwInput.LastChar == character)
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keyrepeat = 1;
// Store this character as last character (or clear it, if released)
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if (action == GLFW_PRESS)
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_glfwInput.LastChar = character;
else
_glfwInput.LastChar = 0;
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if (action != GLFW_PRESS)
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{
// This intentionally breaks release notifications for Unicode
// characters, partly to see if anyone cares but mostly because it's
// a nonsensical concept to begin with
//
// It will remain broken either until its removal in the 3.0 API or
// until someone explains, in a way that makes sense to people outside
// the US and Scandinavia, what "Unicode character up" actually means
//
// If what you want is "physical key up" then you should be using the
// key functions and/or the key callback, NOT the Unicode input
//
// However, if your particular application uses this misfeature for...
// something, you can re-enable it by removing this if-statement
return;
}
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if (_glfwWin.charCallback && (_glfwInput.KeyRepeat || !keyrepeat))
_glfwWin.charCallback(character, action);
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}
//========================================================================
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// Register mouse button clicks
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//========================================================================
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void _glfwInputMouseClick(int button, int action)
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{
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if (button >= 0 && button <= GLFW_MOUSE_BUTTON_LAST)
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{
// Register mouse button action
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if (action == GLFW_RELEASE && _glfwInput.StickyMouseButtons)
_glfwInput.MouseButton[button] = GLFW_STICK;
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else
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_glfwInput.MouseButton[button] = (char) action;
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// Call user callback function
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if (_glfwWin.mouseButtonCallback)
_glfwWin.mouseButtonCallback(button, action);
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}
}
//========================================================================
// Return the available framebuffer config closest to the desired values
// This is based on the manual GLX Visual selection from 2.6
//========================================================================
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const _GLFWfbconfig *_glfwChooseFBConfig(const _GLFWfbconfig *desired,
const _GLFWfbconfig *alternatives,
unsigned int count)
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{
unsigned int i;
unsigned int missing, leastMissing = UINT_MAX;
unsigned int colorDiff, leastColorDiff = UINT_MAX;
unsigned int extraDiff, leastExtraDiff = UINT_MAX;
GLboolean desiresColor = GL_FALSE;
const _GLFWfbconfig *current;
const _GLFWfbconfig *closest = NULL;
// Cache some long-winded preferences
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if (desired->redBits || desired->greenBits || desired->blueBits ||
desired->alphaBits)
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{
desiresColor = GL_TRUE;
}
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for (i = 0; i < count; i++)
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{
current = alternatives + i;
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if (desired->stereo > 0 && current->stereo == 0)
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{
// Stereo is a hard constraint
continue;
}
// Count number of missing buffers
{
missing = 0;
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if (desired->alphaBits > 0 && current->alphaBits == 0)
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missing++;
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if (desired->depthBits > 0 && current->depthBits == 0)
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missing++;
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if (desired->stencilBits > 0 && current->stencilBits == 0)
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missing++;
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if (desired->auxBuffers > 0 && current->auxBuffers < desired->auxBuffers)
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missing += desired->auxBuffers - current->auxBuffers;
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if (desired->samples > 0 && current->samples == 0)
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{
// Technically, several multisampling buffers could be
// involved, but that's a lower level implementation detail and
// not important to us here, so we count them as one
missing++;
}
}
// These polynomials make many small channel size differences matter
// less than one large channel size difference
// Calculate color channel size difference value
{
colorDiff = 0;
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if (desired->redBits > 0)
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{
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colorDiff += (desired->redBits - current->redBits) *
(desired->redBits - current->redBits);
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}
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if (desired->greenBits > 0)
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{
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colorDiff += (desired->greenBits - current->greenBits) *
(desired->greenBits - current->greenBits);
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}
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if (desired->blueBits > 0)
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{
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colorDiff += (desired->blueBits - current->blueBits) *
(desired->blueBits - current->blueBits);
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}
}
// Calculate non-color channel size difference value
{
extraDiff = 0;
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if (desired->alphaBits > 0)
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{
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extraDiff += (desired->alphaBits - current->alphaBits) *
(desired->alphaBits - current->alphaBits);
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}
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if (desired->depthBits > 0)
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{
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extraDiff += (desired->depthBits - current->depthBits) *
(desired->depthBits - current->depthBits);
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}
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if (desired->stencilBits > 0)
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{
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extraDiff += (desired->stencilBits - current->stencilBits) *
(desired->stencilBits - current->stencilBits);
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}
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if (desired->accumRedBits > 0)
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{
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extraDiff += (desired->accumRedBits - current->accumRedBits) *
(desired->accumRedBits - current->accumRedBits);
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}
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if (desired->accumGreenBits > 0)
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{
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extraDiff += (desired->accumGreenBits - current->accumGreenBits) *
(desired->accumGreenBits - current->accumGreenBits);
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}
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if (desired->accumBlueBits > 0)
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{
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extraDiff += (desired->accumBlueBits - current->accumBlueBits) *
(desired->accumBlueBits - current->accumBlueBits);
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}
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if (desired->accumAlphaBits > 0)
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{
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extraDiff += (desired->accumAlphaBits - current->accumAlphaBits) *
(desired->accumAlphaBits - current->accumAlphaBits);
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}
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if (desired->samples > 0)
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{
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extraDiff += (desired->samples - current->samples) *
(desired->samples - current->samples);
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}
}
// Figure out if the current one is better than the best one found so far
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if (missing < leastMissing)
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closest = current;
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else if (missing == leastMissing)
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{
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if (desiresColor)
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{
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if ((colorDiff < leastColorDiff) ||
(colorDiff == leastColorDiff && extraDiff < leastExtraDiff))
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{
closest = current;
}
}
else
{
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if ((extraDiff < leastExtraDiff) ||
(extraDiff == leastExtraDiff && colorDiff < leastColorDiff))
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{
closest = current;
}
}
}
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if (current == closest)
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{
leastMissing = missing;
leastColorDiff = colorDiff;
leastExtraDiff = extraDiff;
}
}
return closest;
}
//************************************************************************
//**** GLFW user functions ****
//************************************************************************
//========================================================================
// Create the GLFW window and its associated context
//========================================================================
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GLFWAPI int glfwOpenWindow(int width, int height,
int redbits, int greenbits, int bluebits,
int alphabits, int depthbits, int stencilbits,
int mode)
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{
_GLFWfbconfig fbconfig;
_GLFWwndconfig wndconfig;
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if (!_glfwInitialized || _glfwWin.opened)
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return GL_FALSE;
// Set up desired framebuffer config
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fbconfig.redBits = Max(redbits, 0);
fbconfig.greenBits = Max(greenbits, 0);
fbconfig.blueBits = Max(bluebits, 0);
fbconfig.alphaBits = Max(alphabits, 0);
fbconfig.depthBits = Max(depthbits, 0);
fbconfig.stencilBits = Max(stencilbits, 0);
fbconfig.accumRedBits = Max(_glfwLibrary.hints.accumRedBits, 0);
fbconfig.accumGreenBits = Max(_glfwLibrary.hints.accumGreenBits, 0);
fbconfig.accumBlueBits = Max(_glfwLibrary.hints.accumBlueBits, 0);
fbconfig.accumAlphaBits = Max(_glfwLibrary.hints.accumAlphaBits, 0);
fbconfig.auxBuffers = Max(_glfwLibrary.hints.auxBuffers, 0);
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fbconfig.stereo = _glfwLibrary.hints.stereo ? GL_TRUE : GL_FALSE;
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fbconfig.samples = Max(_glfwLibrary.hints.samples, 0);
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// Set up desired window config
wndconfig.mode = mode;
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wndconfig.refreshRate = Max(_glfwLibrary.hints.refreshRate, 0);
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wndconfig.windowNoResize = _glfwLibrary.hints.windowNoResize ? GL_TRUE : GL_FALSE;
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wndconfig.glMajor = Max(_glfwLibrary.hints.glMajor, 1);
wndconfig.glMinor = Max(_glfwLibrary.hints.glMinor, 0);
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wndconfig.glForward = _glfwLibrary.hints.glForward ? GL_TRUE : GL_FALSE;
wndconfig.glDebug = _glfwLibrary.hints.glDebug ? GL_TRUE : GL_FALSE;
wndconfig.glProfile = _glfwLibrary.hints.glProfile;
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if (wndconfig.glMajor == 1 && wndconfig.glMinor > 5)
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{
// OpenGL 1.x series ended with version 1.5
return GL_FALSE;
}
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else if (wndconfig.glMajor == 2 && wndconfig.glMinor > 1)
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{
// OpenGL 2.x series ended with version 2.1
return GL_FALSE;
}
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else if (wndconfig.glMajor == 3 && wndconfig.glMinor > 3)
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{
// OpenGL 3.x series ended with version 3.3
return GL_FALSE;
}
else
{
// For now, let everything else through
}
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if (wndconfig.glProfile &&
(wndconfig.glMajor < 3 || (wndconfig.glMajor == 3 && wndconfig.glMinor < 2)))
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{
// Context profiles are only defined for OpenGL version 3.2 and above
return GL_FALSE;
}
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if (wndconfig.glForward && wndconfig.glMajor < 3)
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{
// Forward-compatible contexts are only defined for OpenGL version 3.0 and above
return GL_FALSE;
}
// Clear for next open call
_glfwClearWindowHints();
// Check input arguments
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if (mode != GLFW_WINDOW && mode != GLFW_FULLSCREEN)
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return GL_FALSE;
// Clear GLFW window state
_glfwWin.active = GL_TRUE;
_glfwWin.iconified = GL_FALSE;
_glfwWin.mouseLock = GL_FALSE;
_glfwWin.autoPollEvents = GL_TRUE;
_glfwClearInput();
// Unregister all callback functions
_glfwWin.windowSizeCallback = NULL;
_glfwWin.windowCloseCallback = NULL;
_glfwWin.windowRefreshCallback = NULL;
_glfwWin.keyCallback = NULL;
_glfwWin.charCallback = NULL;
_glfwWin.mousePosCallback = NULL;
_glfwWin.mouseButtonCallback = NULL;
_glfwWin.mouseWheelCallback = NULL;
// Check width & height
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if (width > 0 && height <= 0)
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{
// Set the window aspect ratio to 4:3
height = (width * 3) / 4;
}
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else if (width <= 0 && height > 0)
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{
// Set the window aspect ratio to 4:3
width = (height * 4) / 3;
}
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else if (width <= 0 && height <= 0)
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{
// Default window size
width = 640;
height = 480;
}
// Remember window settings
_glfwWin.width = width;
_glfwWin.height = height;
_glfwWin.fullscreen = (mode == GLFW_FULLSCREEN ? GL_TRUE : GL_FALSE);
// Platform specific window opening routine
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if (!_glfwPlatformOpenWindow(width, height, &wndconfig, &fbconfig))
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return GL_FALSE;
// Flag that window is now opened
_glfwWin.opened = GL_TRUE;
// Get window parameters (such as color buffer bits etc)
_glfwPlatformRefreshWindowParams();
// Get OpenGL version
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_glfwParseGLVersion(&_glfwWin.glMajor, &_glfwWin.glMinor,
&_glfwWin.glRevision);
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if (_glfwWin.glMajor < wndconfig.glMajor ||
(_glfwWin.glMajor == wndconfig.glMajor &&
_glfwWin.glMinor < wndconfig.glMinor))
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{
_glfwPlatformCloseWindow();
return GL_FALSE;
}
// Do we have non-power-of-two textures (added to core in version 2.0)?
_glfwWin.has_GL_ARB_texture_non_power_of_two =
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(_glfwWin.glMajor >= 2) ||
glfwExtensionSupported("GL_ARB_texture_non_power_of_two");
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// Do we have automatic mipmap generation (added to core in version 1.4)?
_glfwWin.has_GL_SGIS_generate_mipmap =
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(_glfwWin.glMajor >= 2) || (_glfwWin.glMinor >= 4) ||
glfwExtensionSupported("GL_SGIS_generate_mipmap");
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if (_glfwWin.glMajor > 2)
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{
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_glfwWin.GetStringi = (PFNGLGETSTRINGIPROC) glfwGetProcAddress("glGetStringi");
if (!_glfwWin.GetStringi)
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{
_glfwPlatformCloseWindow();
return GL_FALSE;
}
}
// If full-screen mode was requested, disable mouse cursor
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if (mode == GLFW_FULLSCREEN)
glfwDisable(GLFW_MOUSE_CURSOR);
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// Start by clearing the front buffer to black (avoid ugly desktop
// remains in our OpenGL window)
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glClear(GL_COLOR_BUFFER_BIT);
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_glfwPlatformSwapBuffers();
return GL_TRUE;
}
//========================================================================
// Set hints for opening the window
//========================================================================
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GLFWAPI void glfwOpenWindowHint(int target, int hint)
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{
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if (!_glfwInitialized)
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return;
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switch (target)
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{
case GLFW_REFRESH_RATE:
_glfwLibrary.hints.refreshRate = hint;
break;
case GLFW_ACCUM_RED_BITS:
_glfwLibrary.hints.accumRedBits = hint;
break;
case GLFW_ACCUM_GREEN_BITS:
_glfwLibrary.hints.accumGreenBits = hint;
break;
case GLFW_ACCUM_BLUE_BITS:
_glfwLibrary.hints.accumBlueBits = hint;
break;
case GLFW_ACCUM_ALPHA_BITS:
_glfwLibrary.hints.accumAlphaBits = hint;
break;
case GLFW_AUX_BUFFERS:
_glfwLibrary.hints.auxBuffers = hint;
break;
case GLFW_STEREO:
_glfwLibrary.hints.stereo = hint;
break;
case GLFW_WINDOW_NO_RESIZE:
_glfwLibrary.hints.windowNoResize = hint;
break;
case GLFW_FSAA_SAMPLES:
_glfwLibrary.hints.samples = hint;
break;
case GLFW_OPENGL_VERSION_MAJOR:
_glfwLibrary.hints.glMajor = hint;
break;
case GLFW_OPENGL_VERSION_MINOR:
_glfwLibrary.hints.glMinor = hint;
break;
case GLFW_OPENGL_FORWARD_COMPAT:
_glfwLibrary.hints.glForward = hint;
break;
case GLFW_OPENGL_DEBUG_CONTEXT:
_glfwLibrary.hints.glDebug = hint;
break;
case GLFW_OPENGL_PROFILE:
_glfwLibrary.hints.glProfile = hint;
break;
default:
break;
}
}
//========================================================================
// Properly kill the window / video display
//========================================================================
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GLFWAPI void glfwCloseWindow(void)
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{
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if (!_glfwInitialized)
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return;
// Show mouse pointer again (if hidden)
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glfwEnable(GLFW_MOUSE_CURSOR);
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_glfwPlatformCloseWindow();
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memset(&_glfwWin, 0, sizeof(_glfwWin));
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_glfwWin.opened = GL_FALSE;
}
//========================================================================
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// Set the window title
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//========================================================================
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GLFWAPI void glfwSetWindowTitle(const char *title)
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{
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if (!_glfwInitialized || !_glfwWin.opened)
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return;
// Set window title
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_glfwPlatformSetWindowTitle(title);
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}
//========================================================================
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// Get the window size
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//========================================================================
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GLFWAPI void glfwGetWindowSize(int *width, int *height)
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{
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if (width != NULL)
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*width = _glfwWin.width;
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if (height != NULL)
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*height = _glfwWin.height;
}
//========================================================================
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// Set the window size
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//========================================================================
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GLFWAPI void glfwSetWindowSize(int width, int height)
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{
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if (!_glfwInitialized || !_glfwWin.opened || _glfwWin.iconified)
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return;
// Don't do anything if the window size did not change
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if (width == _glfwWin.width && height == _glfwWin.height)
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return;
// Change window size
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_glfwPlatformSetWindowSize(width, height);
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// Refresh window parameters (may have changed due to changed video
// modes)
_glfwPlatformRefreshWindowParams();
}
//========================================================================
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// Set the window position
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//========================================================================
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GLFWAPI void glfwSetWindowPos(int x, int y)
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{
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if (!_glfwInitialized || !_glfwWin.opened || _glfwWin.fullscreen ||
_glfwWin.iconified)
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{
return;
}
// Set window position
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_glfwPlatformSetWindowPos(x, y);
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}
//========================================================================
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// Window iconification
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//========================================================================
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GLFWAPI void glfwIconifyWindow(void)
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{
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if (!_glfwInitialized || !_glfwWin.opened || _glfwWin.iconified)
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return;
// Iconify window
_glfwPlatformIconifyWindow();
}
//========================================================================
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// Window un-iconification
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//========================================================================
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GLFWAPI void glfwRestoreWindow(void)
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{
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if (!_glfwInitialized || !_glfwWin.opened || !_glfwWin.iconified)
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return;
// Restore iconified window
_glfwPlatformRestoreWindow();
// Refresh window parameters
_glfwPlatformRefreshWindowParams();
}
//========================================================================
// Swap buffers (double-buffering) and poll any new events
//========================================================================
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GLFWAPI void glfwSwapBuffers(void)
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{
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if (!_glfwInitialized || !_glfwWin.opened)
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return;
// Update display-buffer
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if (_glfwWin.opened)
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_glfwPlatformSwapBuffers();
// Check for window messages
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if (_glfwWin.autoPollEvents)
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glfwPollEvents();
}
//========================================================================
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// Set double buffering swap interval (0 = vsync off)
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//========================================================================
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GLFWAPI void glfwSwapInterval(int interval)
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{
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if (!_glfwInitialized || !_glfwWin.opened)
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return;
// Set double buffering swap interval
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_glfwPlatformSwapInterval(interval);
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}
//========================================================================
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// Get window parameter
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//========================================================================
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GLFWAPI int glfwGetWindowParam(int param)
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{
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if (!_glfwInitialized)
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return 0;
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if (!_glfwWin.opened)
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{
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if (param == GLFW_OPENED)
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return GL_FALSE;
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return 0;
}
// Window parameters
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switch (param)
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{
case GLFW_OPENED:
return GL_TRUE;
case GLFW_ACTIVE:
return _glfwWin.active;
case GLFW_ICONIFIED:
return _glfwWin.iconified;
case GLFW_ACCELERATED:
return _glfwWin.accelerated;
case GLFW_RED_BITS:
return _glfwWin.redBits;
case GLFW_GREEN_BITS:
return _glfwWin.greenBits;
case GLFW_BLUE_BITS:
return _glfwWin.blueBits;
case GLFW_ALPHA_BITS:
return _glfwWin.alphaBits;
case GLFW_DEPTH_BITS:
return _glfwWin.depthBits;
case GLFW_STENCIL_BITS:
return _glfwWin.stencilBits;
case GLFW_ACCUM_RED_BITS:
return _glfwWin.accumRedBits;
case GLFW_ACCUM_GREEN_BITS:
return _glfwWin.accumGreenBits;
case GLFW_ACCUM_BLUE_BITS:
return _glfwWin.accumBlueBits;
case GLFW_ACCUM_ALPHA_BITS:
return _glfwWin.accumAlphaBits;
case GLFW_AUX_BUFFERS:
return _glfwWin.auxBuffers;
case GLFW_STEREO:
return _glfwWin.stereo;
case GLFW_REFRESH_RATE:
return _glfwWin.refreshRate;
case GLFW_WINDOW_NO_RESIZE:
return _glfwWin.windowNoResize;
case GLFW_FSAA_SAMPLES:
return _glfwWin.samples;
case GLFW_OPENGL_VERSION_MAJOR:
return _glfwWin.glMajor;
case GLFW_OPENGL_VERSION_MINOR:
return _glfwWin.glMinor;
case GLFW_OPENGL_FORWARD_COMPAT:
return _glfwWin.glForward;
case GLFW_OPENGL_DEBUG_CONTEXT:
return _glfwWin.glDebug;
case GLFW_OPENGL_PROFILE:
return _glfwWin.glProfile;
default:
return 0;
}
}
//========================================================================
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// Set callback function for window size changes
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//========================================================================
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GLFWAPI void glfwSetWindowSizeCallback(GLFWwindowsizefun cbfun)
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{
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if (!_glfwInitialized || !_glfwWin.opened)
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return;
// Set callback function
_glfwWin.windowSizeCallback = cbfun;
// Call the callback function to let the application know the current
// window size
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if (cbfun)
cbfun(_glfwWin.width, _glfwWin.height);
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}
//========================================================================
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// Set callback function for window close events
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//========================================================================
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GLFWAPI void glfwSetWindowCloseCallback(GLFWwindowclosefun cbfun)
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{
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if (!_glfwInitialized || !_glfwWin.opened)
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return;
// Set callback function
_glfwWin.windowCloseCallback = cbfun;
}
//========================================================================
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// Set callback function for window refresh events
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//========================================================================
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GLFWAPI void glfwSetWindowRefreshCallback(GLFWwindowrefreshfun cbfun)
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{
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if (!_glfwInitialized || !_glfwWin.opened)
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return;
// Set callback function
_glfwWin.windowRefreshCallback = cbfun;
}
//========================================================================
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// Poll for new window and input events
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//========================================================================
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GLFWAPI void glfwPollEvents(void)
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{
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if (!_glfwInitialized || !_glfwWin.opened)
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return;
// Poll for new events
_glfwPlatformPollEvents();
}
//========================================================================
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// Wait for new window and input events
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//========================================================================
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GLFWAPI void glfwWaitEvents(void)
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{
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if (!_glfwInitialized || !_glfwWin.opened)
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return;
// Poll for new events
_glfwPlatformWaitEvents();
}