glfw/src/window.c

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//========================================================================
// GLFW - An OpenGL library
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// 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>
// Copyright (c) 2012 Torsten Walluhn <tw@mad-cad.net>
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//
// 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 <string.h>
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#include <stdlib.h>
#if defined(_MSC_VER)
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#include <malloc.h>
#endif
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// Return the maxiumum of the specified values
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//
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static int Max(int a, int b)
{
return (a > b) ? a : b;
}
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//////////////////////////////////////////////////////////////////////////
////// GLFW event API //////
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//////////////////////////////////////////////////////////////////////////
void _glfwInputWindowFocus(_GLFWwindow* window, GLboolean focused)
{
if (focused)
{
if (_glfw.focusedWindow != window)
{
_glfw.focusedWindow = window;
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if (window->callbacks.focus)
window->callbacks.focus((GLFWwindow*) window, focused);
}
}
else
{
if (_glfw.focusedWindow == window)
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{
int i;
_glfw.focusedWindow = NULL;
if (window->callbacks.focus)
window->callbacks.focus((GLFWwindow*) window, focused);
// Release all pressed keyboard keys
for (i = 0; i <= GLFW_KEY_LAST; i++)
{
if (window->key[i] == GLFW_PRESS)
_glfwInputKey(window, i, GLFW_RELEASE, 0);
}
// Release all pressed mouse buttons
for (i = 0; i <= GLFW_MOUSE_BUTTON_LAST; i++)
{
if (window->mouseButton[i] == GLFW_PRESS)
_glfwInputMouseClick(window, i, GLFW_RELEASE, 0);
}
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}
}
}
void _glfwInputWindowPos(_GLFWwindow* window, int x, int y)
{
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if (window->callbacks.pos)
window->callbacks.pos((GLFWwindow*) window, x, y);
}
void _glfwInputWindowSize(_GLFWwindow* window, int width, int height)
{
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if (window->callbacks.size)
window->callbacks.size((GLFWwindow*) window, width, height);
}
void _glfwInputWindowIconify(_GLFWwindow* window, int iconified)
{
if (window->iconified == iconified)
return;
window->iconified = iconified;
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if (window->callbacks.iconify)
window->callbacks.iconify((GLFWwindow*) window, iconified);
}
void _glfwInputWindowVisibility(_GLFWwindow* window, int visible)
{
window->visible = visible;
}
void _glfwInputWindowDamage(_GLFWwindow* window)
{
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if (window->callbacks.refresh)
window->callbacks.refresh((GLFWwindow*) window);
}
void _glfwInputWindowCloseRequest(_GLFWwindow* window)
{
window->closed = GL_TRUE;
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if (window->callbacks.close)
window->callbacks.close((GLFWwindow*) window);
}
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//////////////////////////////////////////////////////////////////////////
////// GLFW public API //////
//////////////////////////////////////////////////////////////////////////
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GLFWAPI GLFWwindow* glfwCreateWindow(int width, int height,
const char* title,
GLFWmonitor* monitor,
GLFWwindow* share)
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{
_GLFWfbconfig fbconfig;
_GLFWwndconfig wndconfig;
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_GLFWwindow* window;
_GLFWwindow* previous;
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_GLFW_REQUIRE_INIT_OR_RETURN(NULL);
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if (width <= 0 || height <= 0)
{
_glfwInputError(GLFW_INVALID_VALUE, "Invalid window size");
return GL_FALSE;
}
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// Set up desired framebuffer config
fbconfig.redBits = Max(_glfw.hints.redBits, 0);
fbconfig.greenBits = Max(_glfw.hints.greenBits, 0);
fbconfig.blueBits = Max(_glfw.hints.blueBits, 0);
fbconfig.alphaBits = Max(_glfw.hints.alphaBits, 0);
fbconfig.depthBits = Max(_glfw.hints.depthBits, 0);
fbconfig.stencilBits = Max(_glfw.hints.stencilBits, 0);
fbconfig.accumRedBits = Max(_glfw.hints.accumRedBits, 0);
fbconfig.accumGreenBits = Max(_glfw.hints.accumGreenBits, 0);
fbconfig.accumBlueBits = Max(_glfw.hints.accumBlueBits, 0);
fbconfig.accumAlphaBits = Max(_glfw.hints.accumAlphaBits, 0);
fbconfig.auxBuffers = Max(_glfw.hints.auxBuffers, 0);
fbconfig.stereo = _glfw.hints.stereo ? GL_TRUE : GL_FALSE;
fbconfig.samples = Max(_glfw.hints.samples, 0);
fbconfig.sRGB = _glfw.hints.sRGB ? GL_TRUE : GL_FALSE;
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// Set up desired window config
wndconfig.width = width;
wndconfig.height = height;
wndconfig.title = title;
wndconfig.resizable = _glfw.hints.resizable ? GL_TRUE : GL_FALSE;
wndconfig.visible = _glfw.hints.visible ? GL_TRUE : GL_FALSE;
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wndconfig.decorated = _glfw.hints.decorated ? GL_TRUE : GL_FALSE;
wndconfig.clientAPI = _glfw.hints.clientAPI;
wndconfig.glMajor = _glfw.hints.glMajor;
wndconfig.glMinor = _glfw.hints.glMinor;
wndconfig.glForward = _glfw.hints.glForward ? GL_TRUE : GL_FALSE;
wndconfig.glDebug = _glfw.hints.glDebug ? GL_TRUE : GL_FALSE;
wndconfig.glProfile = _glfw.hints.glProfile;
wndconfig.glRobustness = _glfw.hints.glRobustness;
wndconfig.monitor = (_GLFWmonitor*) monitor;
wndconfig.share = (_GLFWwindow*) share;
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// Check the OpenGL bits of the window config
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if (!_glfwIsValidContextConfig(&wndconfig))
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return GL_FALSE;
window = (_GLFWwindow*) calloc(1, sizeof(_GLFWwindow));
window->next = _glfw.windowListHead;
_glfw.windowListHead = window;
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if (wndconfig.monitor)
{
wndconfig.resizable = GL_TRUE;
wndconfig.visible = GL_TRUE;
window->videoMode.width = width;
window->videoMode.height = height;
window->videoMode.redBits = fbconfig.redBits;
window->videoMode.greenBits = fbconfig.greenBits;
window->videoMode.blueBits = fbconfig.blueBits;
}
window->monitor = wndconfig.monitor;
window->resizable = wndconfig.resizable;
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window->decorated = wndconfig.decorated;
window->cursorMode = GLFW_CURSOR_NORMAL;
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// Save the currently current context so it can be restored later
previous = (_GLFWwindow*) glfwGetCurrentContext();
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// Open the actual window and create its context
if (!_glfwPlatformCreateWindow(window, &wndconfig, &fbconfig))
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{
glfwDestroyWindow((GLFWwindow*) window);
glfwMakeContextCurrent((GLFWwindow*) previous);
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return GL_FALSE;
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}
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glfwMakeContextCurrent((GLFWwindow*) window);
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// Retrieve the actual (as opposed to requested) context attributes
if (!_glfwRefreshContextAttribs())
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{
glfwDestroyWindow((GLFWwindow*) window);
glfwMakeContextCurrent((GLFWwindow*) previous);
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return GL_FALSE;
}
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// Verify the context against the requested parameters
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if (!_glfwIsValidContext(&wndconfig))
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{
glfwDestroyWindow((GLFWwindow*) window);
glfwMakeContextCurrent((GLFWwindow*) previous);
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return GL_FALSE;
}
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// Clearing the front buffer to black to avoid garbage pixels left over
// from previous uses of our bit of VRAM
glClear(GL_COLOR_BUFFER_BIT);
_glfwPlatformSwapBuffers(window);
// Restore the previously current context (or NULL)
glfwMakeContextCurrent((GLFWwindow*) previous);
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if (wndconfig.monitor == NULL && wndconfig.visible)
glfwShowWindow((GLFWwindow*) window);
return (GLFWwindow*) window;
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}
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void glfwDefaultWindowHints(void)
{
_GLFW_REQUIRE_INIT();
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memset(&_glfw.hints, 0, sizeof(_glfw.hints));
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// The default is OpenGL with minimum version 1.0
_glfw.hints.clientAPI = GLFW_OPENGL_API;
_glfw.hints.glMajor = 1;
_glfw.hints.glMinor = 0;
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// The default is a visible, resizable window with decorations
_glfw.hints.resizable = GL_TRUE;
_glfw.hints.visible = GL_TRUE;
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_glfw.hints.decorated = GL_TRUE;
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// The default is 24 bits of color, 24 bits of depth and 8 bits of stencil
_glfw.hints.redBits = 8;
_glfw.hints.greenBits = 8;
_glfw.hints.blueBits = 8;
_glfw.hints.depthBits = 24;
_glfw.hints.stencilBits = 8;
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}
GLFWAPI void glfwWindowHint(int target, int hint)
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{
_GLFW_REQUIRE_INIT();
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switch (target)
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{
case GLFW_RED_BITS:
_glfw.hints.redBits = hint;
break;
case GLFW_GREEN_BITS:
_glfw.hints.greenBits = hint;
break;
case GLFW_BLUE_BITS:
_glfw.hints.blueBits = hint;
break;
case GLFW_ALPHA_BITS:
_glfw.hints.alphaBits = hint;
break;
case GLFW_DEPTH_BITS:
_glfw.hints.depthBits = hint;
break;
case GLFW_STENCIL_BITS:
_glfw.hints.stencilBits = hint;
break;
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case GLFW_ACCUM_RED_BITS:
_glfw.hints.accumRedBits = hint;
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break;
case GLFW_ACCUM_GREEN_BITS:
_glfw.hints.accumGreenBits = hint;
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break;
case GLFW_ACCUM_BLUE_BITS:
_glfw.hints.accumBlueBits = hint;
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break;
case GLFW_ACCUM_ALPHA_BITS:
_glfw.hints.accumAlphaBits = hint;
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break;
case GLFW_AUX_BUFFERS:
_glfw.hints.auxBuffers = hint;
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break;
case GLFW_STEREO:
_glfw.hints.stereo = hint;
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break;
case GLFW_RESIZABLE:
_glfw.hints.resizable = hint;
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break;
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case GLFW_DECORATED:
_glfw.hints.decorated = hint;
break;
case GLFW_VISIBLE:
_glfw.hints.visible = hint;
break;
case GLFW_SAMPLES:
_glfw.hints.samples = hint;
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break;
case GLFW_SRGB_CAPABLE:
_glfw.hints.sRGB = hint;
break;
case GLFW_CLIENT_API:
_glfw.hints.clientAPI = hint;
break;
case GLFW_CONTEXT_VERSION_MAJOR:
_glfw.hints.glMajor = hint;
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break;
case GLFW_CONTEXT_VERSION_MINOR:
_glfw.hints.glMinor = hint;
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break;
case GLFW_CONTEXT_ROBUSTNESS:
_glfw.hints.glRobustness = hint;
break;
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case GLFW_OPENGL_FORWARD_COMPAT:
_glfw.hints.glForward = hint;
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break;
case GLFW_OPENGL_DEBUG_CONTEXT:
_glfw.hints.glDebug = hint;
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break;
case GLFW_OPENGL_PROFILE:
_glfw.hints.glProfile = hint;
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break;
default:
_glfwInputError(GLFW_INVALID_ENUM, NULL);
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break;
}
}
GLFWAPI void glfwDestroyWindow(GLFWwindow* handle)
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{
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_GLFWwindow* window = (_GLFWwindow*) handle;
_GLFW_REQUIRE_INIT();
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// Allow closing of NULL (to match the behavior of free)
if (window == NULL)
return;
// Clear all callbacks to avoid exposing a half torn-down window object
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memset(&window->callbacks, 0, sizeof(window->callbacks));
// The window's context must not be current on another thread when the
// window is destroyed
if (window == _glfwPlatformGetCurrentContext())
_glfwPlatformMakeContextCurrent(NULL);
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// Clear the focused window pointer if this is the focused window
if (window == _glfw.focusedWindow)
_glfw.focusedWindow = NULL;
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_glfwPlatformDestroyWindow(window);
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// Unlink window from global linked list
{
_GLFWwindow** prev = &_glfw.windowListHead;
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while (*prev != window)
prev = &((*prev)->next);
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*prev = window->next;
}
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free(window);
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}
GLFWAPI int glfwWindowShouldClose(GLFWwindow* handle)
{
_GLFWwindow* window = (_GLFWwindow*) handle;
_GLFW_REQUIRE_INIT_OR_RETURN(0);
return window->closed;
}
GLFWAPI void glfwSetWindowShouldClose(GLFWwindow* handle, int value)
{
_GLFWwindow* window = (_GLFWwindow*) handle;
_GLFW_REQUIRE_INIT();
window->closed = value;
}
GLFWAPI void glfwSetWindowTitle(GLFWwindow* handle, const char* title)
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{
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_GLFWwindow* window = (_GLFWwindow*) handle;
_GLFW_REQUIRE_INIT();
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_glfwPlatformSetWindowTitle(window, title);
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}
GLFWAPI void glfwGetWindowPos(GLFWwindow* handle, int* xpos, int* ypos)
{
_GLFWwindow* window = (_GLFWwindow*) handle;
_GLFW_REQUIRE_INIT();
_glfwPlatformGetWindowPos(window, xpos, ypos);
}
GLFWAPI void glfwSetWindowPos(GLFWwindow* handle, int xpos, int ypos)
{
_GLFWwindow* window = (_GLFWwindow*) handle;
_GLFW_REQUIRE_INIT();
if (window->monitor)
{
_glfwInputError(GLFW_INVALID_VALUE,
"Fullscreen windows cannot be positioned");
return;
}
_glfwPlatformSetWindowPos(window, xpos, ypos);
}
GLFWAPI void glfwGetWindowSize(GLFWwindow* handle, int* width, int* height)
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{
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_GLFWwindow* window = (_GLFWwindow*) handle;
_GLFW_REQUIRE_INIT();
_glfwPlatformGetWindowSize(window, width, height);
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}
GLFWAPI void glfwSetWindowSize(GLFWwindow* handle, int width, int height)
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{
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_GLFWwindow* window = (_GLFWwindow*) handle;
_GLFW_REQUIRE_INIT();
if (window->iconified)
{
// TODO: Figure out if this is an error
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return;
}
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if (window->monitor)
{
window->videoMode.width = width;
window->videoMode.height = height;
}
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_glfwPlatformSetWindowSize(window, width, height);
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}
GLFWAPI void glfwIconifyWindow(GLFWwindow* handle)
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{
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_GLFWwindow* window = (_GLFWwindow*) handle;
_GLFW_REQUIRE_INIT();
if (window->iconified)
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return;
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_glfwPlatformIconifyWindow(window);
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}
GLFWAPI void glfwRestoreWindow(GLFWwindow* handle)
{
_GLFWwindow* window = (_GLFWwindow*) handle;
_GLFW_REQUIRE_INIT();
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if (!window->iconified)
return;
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_glfwPlatformRestoreWindow(window);
}
GLFWAPI void glfwShowWindow(GLFWwindow* handle)
{
_GLFWwindow* window = (_GLFWwindow*) handle;
_GLFW_REQUIRE_INIT();
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if (window->monitor)
return;
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_glfwPlatformShowWindow(window);
}
GLFWAPI void glfwHideWindow(GLFWwindow* handle)
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{
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_GLFWwindow* window = (_GLFWwindow*) handle;
_GLFW_REQUIRE_INIT();
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if (window->monitor)
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return;
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_glfwPlatformHideWindow(window);
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}
GLFWAPI int glfwGetWindowAttrib(GLFWwindow* handle, int attrib)
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{
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_GLFWwindow* window = (_GLFWwindow*) handle;
_GLFW_REQUIRE_INIT_OR_RETURN(0);
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switch (attrib)
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{
case GLFW_FOCUSED:
return window == _glfw.focusedWindow;
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case GLFW_ICONIFIED:
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return window->iconified;
case GLFW_RESIZABLE:
return window->resizable;
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case GLFW_DECORATED:
return window->decorated;
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case GLFW_VISIBLE:
return window->visible;
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case GLFW_CLIENT_API:
return window->clientAPI;
case GLFW_CONTEXT_VERSION_MAJOR:
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return window->glMajor;
case GLFW_CONTEXT_VERSION_MINOR:
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return window->glMinor;
case GLFW_CONTEXT_REVISION:
return window->glRevision;
case GLFW_CONTEXT_ROBUSTNESS:
return window->glRobustness;
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case GLFW_OPENGL_FORWARD_COMPAT:
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return window->glForward;
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case GLFW_OPENGL_DEBUG_CONTEXT:
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return window->glDebug;
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case GLFW_OPENGL_PROFILE:
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return window->glProfile;
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}
_glfwInputError(GLFW_INVALID_ENUM, NULL);
return 0;
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}
GLFWAPI GLFWmonitor* glfwGetWindowMonitor(GLFWwindow* handle)
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{
_GLFWwindow* window = (_GLFWwindow*) handle;
_GLFW_REQUIRE_INIT_OR_RETURN(NULL);
return (GLFWmonitor*) window->monitor;
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}
GLFWAPI void glfwSetWindowUserPointer(GLFWwindow* handle, void* pointer)
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{
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_GLFWwindow* window = (_GLFWwindow*) handle;
_GLFW_REQUIRE_INIT();
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window->userPointer = pointer;
}
GLFWAPI void* glfwGetWindowUserPointer(GLFWwindow* handle)
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{
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_GLFWwindow* window = (_GLFWwindow*) handle;
_GLFW_REQUIRE_INIT_OR_RETURN(NULL);
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return window->userPointer;
}
GLFWAPI GLFWwindowposfun glfwSetWindowPosCallback(GLFWwindow* handle,
GLFWwindowposfun cbfun)
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{
_GLFWwindow* window = (_GLFWwindow*) handle;
GLFWwindowposfun previous;
_GLFW_REQUIRE_INIT_OR_RETURN(NULL);
previous = window->callbacks.pos;
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window->callbacks.pos = cbfun;
return previous;
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}
GLFWAPI GLFWwindowsizefun glfwSetWindowSizeCallback(GLFWwindow* handle,
GLFWwindowsizefun cbfun)
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{
_GLFWwindow* window = (_GLFWwindow*) handle;
GLFWwindowsizefun previous;
_GLFW_REQUIRE_INIT_OR_RETURN(NULL);
previous = window->callbacks.size;
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window->callbacks.size = cbfun;
return previous;
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}
GLFWAPI GLFWwindowclosefun glfwSetWindowCloseCallback(GLFWwindow* handle,
GLFWwindowclosefun cbfun)
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{
_GLFWwindow* window = (_GLFWwindow*) handle;
GLFWwindowclosefun previous;
_GLFW_REQUIRE_INIT_OR_RETURN(NULL);
previous = window->callbacks.close;
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window->callbacks.close = cbfun;
return previous;
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}
GLFWAPI GLFWwindowrefreshfun glfwSetWindowRefreshCallback(GLFWwindow* handle,
GLFWwindowrefreshfun cbfun)
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{
_GLFWwindow* window = (_GLFWwindow*) handle;
GLFWwindowrefreshfun previous;
_GLFW_REQUIRE_INIT_OR_RETURN(NULL);
previous = window->callbacks.refresh;
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window->callbacks.refresh = cbfun;
return previous;
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}
GLFWAPI GLFWwindowfocusfun glfwSetWindowFocusCallback(GLFWwindow* handle,
GLFWwindowfocusfun cbfun)
{
_GLFWwindow* window = (_GLFWwindow*) handle;
GLFWwindowfocusfun previous;
_GLFW_REQUIRE_INIT_OR_RETURN(NULL);
previous = window->callbacks.focus;
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window->callbacks.focus = cbfun;
return previous;
}
GLFWAPI GLFWwindowiconifyfun glfwSetWindowIconifyCallback(GLFWwindow* handle,
GLFWwindowiconifyfun cbfun)
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{
_GLFWwindow* window = (_GLFWwindow*) handle;
GLFWwindowiconifyfun previous;
_GLFW_REQUIRE_INIT_OR_RETURN(NULL);
previous = window->callbacks.iconify;
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window->callbacks.iconify = cbfun;
return previous;
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}
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GLFWAPI void glfwPollEvents(void)
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{
_GLFW_REQUIRE_INIT();
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_glfwPlatformPollEvents();
}
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GLFWAPI void glfwWaitEvents(void)
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{
_GLFW_REQUIRE_INIT();
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_glfwPlatformWaitEvents();
}