Split window and context creation into separate functions.
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@ -443,20 +443,68 @@ static int convertMacKeyCode(unsigned int macKeyCode)
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@end
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//////////////////////////////////////////////////////////////////////////
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////// GLFW platform API //////
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//////////////////////////////////////////////////////////////////////////
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//========================================================================
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// Here is where the window is created, and the OpenGL rendering context is
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// created
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// Create the Cocoa window
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//========================================================================
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int _glfwPlatformOpenWindow(_GLFWwindow* window,
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const _GLFWwndconfig *wndconfig,
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const _GLFWfbconfig *fbconfig)
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static GLboolean createWindow(_GLFWwindow* window,
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const _GLFWwndconfig* wndconfig)
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{
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unsigned int styleMask = 0;
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if (wndconfig->mode == GLFW_WINDOWED)
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{
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styleMask = NSTitledWindowMask | NSClosableWindowMask |
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NSMiniaturizableWindowMask;
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if (wndconfig->resizable)
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styleMask |= NSResizableWindowMask;
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}
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else
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styleMask = NSBorderlessWindowMask;
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window->NS.window = [[NSWindow alloc]
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initWithContentRect:NSMakeRect(0, 0, window->width, window->height)
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styleMask:styleMask
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backing:NSBackingStoreBuffered
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defer:NO];
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if (window->NS.window == nil)
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{
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_glfwSetError(GLFW_PLATFORM_ERROR,
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"Cocoa/NSOpenGL: Failed to create window");
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return GL_FALSE;
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}
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[window->NS.window setTitle:[NSString stringWithCString:wndconfig->title
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encoding:NSISOLatin1StringEncoding]];
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[window->NS.window setContentView:[[GLFWContentView alloc]
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initWithGlfwWindow:window]];
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[window->NS.window setDelegate:window->NS.delegate];
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[window->NS.window setAcceptsMouseMovedEvents:YES];
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[window->NS.window center];
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return GL_TRUE;
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}
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//========================================================================
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// Create the OpenGL context
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//========================================================================
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static GLboolean createContext(_GLFWwindow* window,
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const _GLFWwndconfig* wndconfig,
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const _GLFWfbconfig* fbconfig)
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{
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unsigned int attributeCount = 0;
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// Mac OS X needs non-zero color size, so set resonable values
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int colorBits = fbconfig->redBits + fbconfig->greenBits + fbconfig->blueBits;
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if (colorBits == 0)
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colorBits = 24;
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else if (colorBits < 15)
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colorBits = 15;
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#if MAC_OS_X_VERSION_MAX_ALLOWED >= 1070
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// Fail if any OpenGL version above 2.1 other than 3.2 was requested
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if (wndconfig->glMajor > 3 ||
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@ -499,104 +547,7 @@ int _glfwPlatformOpenWindow(_GLFWwindow* window,
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return GL_FALSE;
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}
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// We can only have one application delegate, but we only allocate it the
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// first time we create a window to keep all window code in this file
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if (_glfwLibrary.NS.delegate == nil)
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{
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_glfwLibrary.NS.delegate = [[GLFWApplicationDelegate alloc] init];
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if (_glfwLibrary.NS.delegate == nil)
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{
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_glfwSetError(GLFW_PLATFORM_ERROR,
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"Cocoa/NSOpenGL: Failed to create application "
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"delegate");
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return GL_FALSE;
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}
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[NSApp setDelegate:_glfwLibrary.NS.delegate];
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}
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window->NS.delegate = [[GLFWWindowDelegate alloc] initWithGlfwWindow:window];
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if (window->NS.delegate == nil)
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{
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_glfwSetError(GLFW_PLATFORM_ERROR,
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"Cocoa/NSOpenGL: Failed to create window delegate");
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return GL_FALSE;
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}
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// Mac OS X needs non-zero color size, so set resonable values
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int colorBits = fbconfig->redBits + fbconfig->greenBits + fbconfig->blueBits;
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if (colorBits == 0)
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colorBits = 24;
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else if (colorBits < 15)
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colorBits = 15;
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// Ignored hints:
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// OpenGLMajor, OpenGLMinor, OpenGLForward:
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// pending Mac OS X support for OpenGL 3.x
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// OpenGLDebug
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// pending it meaning anything on Mac OS X
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// Don't use accumulation buffer support; it's not accelerated
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// Aux buffers probably aren't accelerated either
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CFDictionaryRef fullscreenMode = NULL;
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if (wndconfig->mode == GLFW_FULLSCREEN)
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{
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// I think it's safe to pass 0 to the refresh rate for this function
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// rather than conditionalizing the code to call the version which
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// doesn't specify refresh...
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fullscreenMode =
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CGDisplayBestModeForParametersAndRefreshRateWithProperty(
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CGMainDisplayID(),
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colorBits + fbconfig->alphaBits,
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window->width, window->height,
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wndconfig->refreshRate,
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// Controversial, see macosx_fullscreen.m for discussion
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kCGDisplayModeIsSafeForHardware,
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NULL);
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window->width =
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[[(id)fullscreenMode objectForKey:(id)kCGDisplayWidth] intValue];
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window->height =
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[[(id)fullscreenMode objectForKey:(id)kCGDisplayHeight] intValue];
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}
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unsigned int styleMask = 0;
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if (wndconfig->mode == GLFW_WINDOWED)
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{
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styleMask = NSTitledWindowMask | NSClosableWindowMask |
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NSMiniaturizableWindowMask;
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if (wndconfig->resizable)
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styleMask |= NSResizableWindowMask;
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}
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else
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styleMask = NSBorderlessWindowMask;
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window->NS.window = [[NSWindow alloc]
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initWithContentRect:NSMakeRect(0, 0, window->width, window->height)
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styleMask:styleMask
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backing:NSBackingStoreBuffered
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defer:NO];
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[window->NS.window setTitle:[NSString stringWithCString:wndconfig->title
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encoding:NSISOLatin1StringEncoding]];
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[window->NS.window setContentView:[[GLFWContentView alloc] initWithGlfwWindow:window]];
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[window->NS.window setDelegate:window->NS.delegate];
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[window->NS.window setAcceptsMouseMovedEvents:YES];
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[window->NS.window center];
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if (wndconfig->mode == GLFW_FULLSCREEN)
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{
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CGCaptureAllDisplays();
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CGDisplaySwitchToMode(CGMainDisplayID(), fullscreenMode);
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}
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unsigned int attribute_count = 0;
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#define ADD_ATTR(x) { attributes[attribute_count++] = x; }
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#define ADD_ATTR(x) { attributes[attributeCount++] = x; }
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#define ADD_ATTR2(x, y) { ADD_ATTR(x); ADD_ATTR(y); }
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// Arbitrary array size here
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@ -675,9 +626,100 @@ int _glfwPlatformOpenWindow(_GLFWwindow* window,
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return GL_FALSE;
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}
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return GL_TRUE;
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}
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//////////////////////////////////////////////////////////////////////////
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////// GLFW platform API //////
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//////////////////////////////////////////////////////////////////////////
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//========================================================================
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// Here is where the window is created, and the OpenGL rendering context is
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// created
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//========================================================================
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int _glfwPlatformOpenWindow(_GLFWwindow* window,
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const _GLFWwndconfig *wndconfig,
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const _GLFWfbconfig *fbconfig)
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{
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// We can only have one application delegate, but we only allocate it the
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// first time we create a window to keep all window code in this file
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if (_glfwLibrary.NS.delegate == nil)
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{
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_glfwLibrary.NS.delegate = [[GLFWApplicationDelegate alloc] init];
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if (_glfwLibrary.NS.delegate == nil)
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{
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_glfwSetError(GLFW_PLATFORM_ERROR,
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"Cocoa/NSOpenGL: Failed to create application "
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"delegate");
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return GL_FALSE;
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}
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[NSApp setDelegate:_glfwLibrary.NS.delegate];
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}
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window->NS.delegate = [[GLFWWindowDelegate alloc] initWithGlfwWindow:window];
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if (window->NS.delegate == nil)
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{
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_glfwSetError(GLFW_PLATFORM_ERROR,
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"Cocoa/NSOpenGL: Failed to create window delegate");
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return GL_FALSE;
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}
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// Mac OS X needs non-zero color size, so set resonable values
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int colorBits = fbconfig->redBits + fbconfig->greenBits + fbconfig->blueBits;
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if (colorBits == 0)
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colorBits = 24;
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else if (colorBits < 15)
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colorBits = 15;
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// Ignored hints:
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// OpenGLMajor, OpenGLMinor, OpenGLForward:
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// pending Mac OS X support for OpenGL 3.x
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// OpenGLDebug
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// pending it meaning anything on Mac OS X
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// Don't use accumulation buffer support; it's not accelerated
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// Aux buffers probably aren't accelerated either
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CFDictionaryRef fullscreenMode = NULL;
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if (wndconfig->mode == GLFW_FULLSCREEN)
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{
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// I think it's safe to pass 0 to the refresh rate for this function
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// rather than conditionalizing the code to call the version which
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// doesn't specify refresh...
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fullscreenMode =
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CGDisplayBestModeForParametersAndRefreshRateWithProperty(
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CGMainDisplayID(),
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colorBits + fbconfig->alphaBits,
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window->width, window->height,
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wndconfig->refreshRate,
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// Controversial, see macosx_fullscreen.m for discussion
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kCGDisplayModeIsSafeForHardware,
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NULL);
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window->width =
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[[(id)fullscreenMode objectForKey:(id)kCGDisplayWidth] intValue];
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window->height =
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[[(id)fullscreenMode objectForKey:(id)kCGDisplayHeight] intValue];
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}
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if (!createWindow(window, wndconfig))
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return GL_FALSE;
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if (!createContext(window, wndconfig, fbconfig))
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return GL_FALSE;
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[window->NS.window makeKeyAndOrderFront:nil];
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[window->NSGL.context setView:[window->NS.window contentView]];
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if (wndconfig->mode == GLFW_FULLSCREEN)
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{
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CGCaptureAllDisplays();
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CGDisplaySwitchToMode(CGMainDisplayID(), fullscreenMode);
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}
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if (wndconfig->mode == GLFW_FULLSCREEN)
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{
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// TODO: Make this work on pre-Leopard systems
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