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>
//
// 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>
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//========================================================================
// Return the maxiumum of the specified values
//========================================================================
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static int Max(int a, int b)
{
return (a > b) ? a : b;
}
//========================================================================
// Close all GLFW windows with the closed flag set
//========================================================================
static void closeFlaggedWindows(void)
{
_GLFWwindow* window;
for (window = _glfwLibrary.windowListHead; window; )
{
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if (window->closeRequested && _glfwLibrary.windowCloseCallback)
window->closeRequested = _glfwLibrary.windowCloseCallback(window);
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if (window->closeRequested)
{
_GLFWwindow* next = window->next;
glfwCloseWindow(window);
window = next;
}
else
window = window->next;
}
}
//========================================================================
// Clear scroll offsets for all windows
//========================================================================
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static void clearScrollOffsets(void)
{
_GLFWwindow* window;
for (window = _glfwLibrary.windowListHead; window; window = window->next)
{
window->scrollX = 0;
window->scrollY = 0;
}
}
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//////////////////////////////////////////////////////////////////////////
////// GLFW internal API //////
//////////////////////////////////////////////////////////////////////////
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//========================================================================
// Reset all window hints to their default values
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//========================================================================
void _glfwSetDefaultWindowHints(void)
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{
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memset(&_glfwLibrary.hints, 0, sizeof(_glfwLibrary.hints));
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// The default minimum OpenGL version is 1.0
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_glfwLibrary.hints.glMajor = 1;
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_glfwLibrary.hints.glMinor = 0;
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}
//========================================================================
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// Register keyboard activity
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//========================================================================
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void _glfwInputKey(_GLFWwindow* window, int key, int action)
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{
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GLboolean keyrepeat = GL_FALSE;
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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 && window->key[key] != GLFW_PRESS)
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return;
// Register key action
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if(action == GLFW_RELEASE && window->stickyKeys)
window->key[key] = GLFW_STICK;
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else
{
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keyrepeat = (window->key[key] == GLFW_PRESS) && (action == GLFW_PRESS);
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window->key[key] = (char) action;
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}
// Call user callback function
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if (_glfwLibrary.keyCallback && (window->keyRepeat || !keyrepeat))
_glfwLibrary.keyCallback(window, key, action);
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}
//========================================================================
// Register (keyboard) character activity
//========================================================================
void _glfwInputChar(_GLFWwindow* window, int character)
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{
// Valid Unicode (ISO 10646) character?
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if (!((character >= 32 && character <= 126) || character >= 160))
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return;
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if (_glfwLibrary.charCallback)
_glfwLibrary.charCallback(window, character);
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}
//========================================================================
// Register scroll events
//========================================================================
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void _glfwInputScroll(_GLFWwindow* window, int xoffset, int yoffset)
{
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window->scrollX += xoffset;
window->scrollY += yoffset;
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if (_glfwLibrary.scrollCallback)
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_glfwLibrary.scrollCallback(window, xoffset, yoffset);
}
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//========================================================================
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// Register mouse button clicks
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//========================================================================
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void _glfwInputMouseClick(_GLFWwindow* window, int button, int action)
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{
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if (button < 0 || button > GLFW_MOUSE_BUTTON_LAST)
return;
// Register mouse button action
if (action == GLFW_RELEASE && window->stickyMouseButtons)
window->mouseButton[button] = GLFW_STICK;
else
window->mouseButton[button] = (char) action;
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if (_glfwLibrary.mouseButtonCallback)
_glfwLibrary.mouseButtonCallback(window, button, action);
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}
//========================================================================
// Register window focus events
//========================================================================
void _glfwInputWindowFocus(_GLFWwindow* window, GLboolean activated)
{
if (activated)
{
if (_glfwLibrary.activeWindow != window)
{
_glfwLibrary.activeWindow = window;
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if (_glfwLibrary.windowFocusCallback)
_glfwLibrary.windowFocusCallback(window, activated);
}
}
else
{
if (_glfwLibrary.activeWindow == window)
{
int i;
// Release all pressed keyboard keys
for (i = 0; i <= GLFW_KEY_LAST; i++)
{
if (window->key[i] == GLFW_PRESS)
_glfwInputKey(window, i, GLFW_RELEASE);
}
// 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);
}
_glfwLibrary.activeWindow = NULL;
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if (_glfwLibrary.windowFocusCallback)
_glfwLibrary.windowFocusCallback(window, activated);
}
}
}
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//////////////////////////////////////////////////////////////////////////
////// GLFW public API //////
//////////////////////////////////////////////////////////////////////////
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//========================================================================
// Create the GLFW window and its associated context
//========================================================================
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GLFWAPI GLFWwindow glfwOpenWindow(int width, int height,
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int mode, const char* title,
GLFWwindow share)
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{
_GLFWfbconfig fbconfig;
_GLFWwndconfig wndconfig;
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_GLFWwindow* window;
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if (!_glfwInitialized)
{
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_glfwSetError(GLFW_NOT_INITIALIZED, NULL);
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return NULL;
}
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// We need to copy these values before doing anything that can fail, as the
// window hints should be cleared after each call even if it fails
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// Set up desired framebuffer config
fbconfig.redBits = Max(_glfwLibrary.hints.redBits, 0);
fbconfig.greenBits = Max(_glfwLibrary.hints.greenBits, 0);
fbconfig.blueBits = Max(_glfwLibrary.hints.blueBits, 0);
fbconfig.alphaBits = Max(_glfwLibrary.hints.alphaBits, 0);
fbconfig.depthBits = Max(_glfwLibrary.hints.depthBits, 0);
fbconfig.stencilBits = Max(_glfwLibrary.hints.stencilBits, 0);
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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.title = title;
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wndconfig.refreshRate = Max(_glfwLibrary.hints.refreshRate, 0);
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wndconfig.windowNoResize = _glfwLibrary.hints.windowNoResize ? GL_TRUE : GL_FALSE;
wndconfig.glMajor = _glfwLibrary.hints.glMajor;
wndconfig.glMinor = _glfwLibrary.hints.glMinor;
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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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wndconfig.share = share;
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// Reset to default values for the next call
_glfwSetDefaultWindowHints();
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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;
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if (mode != GLFW_WINDOWED && mode != GLFW_FULLSCREEN)
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{
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_glfwSetError(GLFW_INVALID_ENUM, "glfwOpenWindow: Invalid enum for 'mode' parameter");
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return GL_FALSE;
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}
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// 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;
}
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window = (_GLFWwindow*) _glfwMalloc(sizeof(_GLFWwindow));
if (!window)
{
_glfwSetError(GLFW_OUT_OF_MEMORY, "glfwOpenWindow: Failed to allocate window structure");
return NULL;
}
memset(window, 0, sizeof(_GLFWwindow));
window->next = _glfwLibrary.windowListHead;
_glfwLibrary.windowListHead = window;
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// Remember window settings
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window->width = width;
window->height = height;
window->mode = mode;
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// Open the actual window and create its context
if (!_glfwPlatformOpenWindow(window, &wndconfig, &fbconfig))
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{
glfwCloseWindow(window);
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return GL_FALSE;
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}
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// Cache the actual (as opposed to desired) window parameters
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glfwMakeWindowCurrent(window);
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_glfwPlatformRefreshWindowParams();
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if (!_glfwIsValidContext(window, &wndconfig))
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{
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glfwCloseWindow(window);
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return GL_FALSE;
}
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// The GLFW specification states that fullscreen windows have the cursor
// locked by default
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if (mode == GLFW_FULLSCREEN)
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glfwDisable(window, GLFW_MOUSE_CURSOR);
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// Clearing the front buffer to black to avoid garbage pixels left over
// from previous uses of our bit of VRAM
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glClear(GL_COLOR_BUFFER_BIT);
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_glfwPlatformSwapBuffers();
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return window;
}
//========================================================================
// Make the OpenGL context associated with the specified window current
//========================================================================
GLFWAPI void glfwMakeWindowCurrent(GLFWwindow handle)
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{
if (!_glfwInitialized)
{
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_glfwSetError(GLFW_NOT_INITIALIZED, NULL);
return;
}
_GLFWwindow* window = (_GLFWwindow*) handle;
if (_glfwLibrary.currentWindow == window)
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return;
_glfwPlatformMakeWindowCurrent(window);
_glfwLibrary.currentWindow = window;
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}
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//========================================================================
// Returns GL_TRUE if the specified window handle is an actual window
//========================================================================
GLFWAPI int glfwIsWindow(GLFWwindow handle)
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{
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_GLFWwindow* entry;
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if (!_glfwInitialized)
{
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_glfwSetError(GLFW_NOT_INITIALIZED, NULL);
return GL_FALSE;
}
_GLFWwindow* window = (_GLFWwindow*) handle;
if (window == NULL)
return GL_FALSE;
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for (entry = _glfwLibrary.windowListHead; entry; entry = entry->next)
{
if (entry == window)
return GL_TRUE;
}
return GL_FALSE;
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}
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//========================================================================
// Returns GL_TRUE if the specified window handle is an actual window
//========================================================================
GLFWAPI GLFWwindow glfwGetCurrentWindow(void)
{
if (!_glfwInitialized)
{
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_glfwSetError(GLFW_NOT_INITIALIZED, NULL);
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return GL_FALSE;
}
return _glfwLibrary.currentWindow;
}
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//========================================================================
// 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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_glfwSetError(GLFW_NOT_INITIALIZED, NULL);
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return;
}
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switch (target)
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{
case GLFW_RED_BITS:
_glfwLibrary.hints.redBits = hint;
break;
case GLFW_GREEN_BITS:
_glfwLibrary.hints.greenBits = hint;
break;
case GLFW_BLUE_BITS:
_glfwLibrary.hints.blueBits = hint;
break;
case GLFW_ALPHA_BITS:
_glfwLibrary.hints.alphaBits = hint;
break;
case GLFW_DEPTH_BITS:
_glfwLibrary.hints.depthBits = hint;
break;
case GLFW_STENCIL_BITS:
_glfwLibrary.hints.stencilBits = hint;
break;
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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
//========================================================================
GLFWAPI void glfwCloseWindow(GLFWwindow handle)
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{
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if (!_glfwInitialized)
{
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_glfwSetError(GLFW_NOT_INITIALIZED, NULL);
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return;
}
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_GLFWwindow* window = (_GLFWwindow*) handle;
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// Show mouse pointer again (if hidden)
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if (window == _glfwLibrary.cursorLockWindow)
glfwEnable(window, GLFW_MOUSE_CURSOR);
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// Clear the current context if this window's context is current
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if (window == _glfwLibrary.currentWindow)
glfwMakeWindowCurrent(NULL);
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// Clear the active window pointer if this is the active window
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if (window == _glfwLibrary.activeWindow)
_glfwLibrary.activeWindow = NULL;
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_glfwPlatformCloseWindow(window);
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// Unlink window from global linked list
{
_GLFWwindow** prev = &_glfwLibrary.windowListHead;
while (*prev != window)
prev = &((*prev)->next);
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*prev = window->next;
}
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_glfwFree(window);
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}
//========================================================================
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// Set the window title
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//========================================================================
GLFWAPI void glfwSetWindowTitle(GLFWwindow handle, const char* title)
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{
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if (!_glfwInitialized)
{
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_glfwSetError(GLFW_NOT_INITIALIZED, NULL);
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return;
}
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_GLFWwindow* window = (_GLFWwindow*) handle;
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_glfwPlatformSetWindowTitle(window, title);
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}
//========================================================================
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// Get the window size
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//========================================================================
GLFWAPI void glfwGetWindowSize(GLFWwindow handle, int* width, int* height)
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{
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if (!_glfwInitialized)
{
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_glfwSetError(GLFW_NOT_INITIALIZED, NULL);
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return;
}
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_GLFWwindow* window = (_GLFWwindow*) handle;
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if (width != NULL)
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*width = window->width;
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if (height != NULL)
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*height = window->height;
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}
//========================================================================
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// Set the window size
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//========================================================================
GLFWAPI void glfwSetWindowSize(GLFWwindow handle, int width, int height)
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{
if (!_glfwInitialized)
{
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_glfwSetError(GLFW_NOT_INITIALIZED, NULL);
return;
}
_GLFWwindow* window = (_GLFWwindow*) handle;
if (window->iconified)
{
// TODO: Figure out if this is an error
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return;
}
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// Don't do anything if the window size did not change
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if (width == window->width && height == window->height)
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return;
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_glfwPlatformSetWindowSize(window, width, height);
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if (window->mode == GLFW_FULLSCREEN)
{
// Refresh window parameters (may have changed due to changed video
// modes)
_glfwPlatformRefreshWindowParams();
}
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}
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//========================================================================
// Get the window position
//========================================================================
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GLFWAPI void glfwGetWindowPos(GLFWwindow handle, int* xpos, int* ypos)
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{
if (!_glfwInitialized)
{
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_glfwSetError(GLFW_NOT_INITIALIZED, NULL);
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return;
}
_GLFWwindow* window = (_GLFWwindow*) handle;
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if (xpos != NULL)
*xpos = window->positionX;
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if (ypos != NULL)
*ypos = window->positionY;
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}
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//========================================================================
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// Set the window position
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//========================================================================
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GLFWAPI void glfwSetWindowPos(GLFWwindow handle, int xpos, int ypos)
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{
if (!_glfwInitialized)
{
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_glfwSetError(GLFW_NOT_INITIALIZED, NULL);
return;
}
_GLFWwindow* window = (_GLFWwindow*) handle;
if (window->mode == GLFW_FULLSCREEN || window->iconified)
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{
// TODO: Figure out if this is an error
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return;
}
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_glfwPlatformSetWindowPos(window, xpos, ypos);
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}
//========================================================================
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// Window iconification
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//========================================================================
GLFWAPI void glfwIconifyWindow(GLFWwindow handle)
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{
if (!_glfwInitialized)
{
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_glfwSetError(GLFW_NOT_INITIALIZED, NULL);
return;
}
_GLFWwindow* window = (_GLFWwindow*) handle;
if (window->iconified)
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return;
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_glfwPlatformIconifyWindow(window);
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}
//========================================================================
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// Window un-iconification
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//========================================================================
GLFWAPI void glfwRestoreWindow(GLFWwindow handle)
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{
if (!_glfwInitialized)
{
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_glfwSetError(GLFW_NOT_INITIALIZED, NULL);
return;
}
_GLFWwindow* window = (_GLFWwindow*) handle;
if (!window->iconified)
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return;
// Restore iconified window
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_glfwPlatformRestoreWindow(window);
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if (window->mode == GLFW_FULLSCREEN)
_glfwPlatformRefreshWindowParams();
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}
//========================================================================
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// Get window parameter
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//========================================================================
GLFWAPI int glfwGetWindowParam(GLFWwindow handle, int param)
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{
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if (!_glfwInitialized)
{
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_glfwSetError(GLFW_NOT_INITIALIZED, NULL);
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return 0;
}
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_GLFWwindow* window = (_GLFWwindow*) handle;
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switch (param)
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{
case GLFW_ACTIVE:
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return window == _glfwLibrary.activeWindow;
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case GLFW_ICONIFIED:
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return window->iconified;
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case GLFW_ACCELERATED:
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return window->accelerated;
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case GLFW_RED_BITS:
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return window->redBits;
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case GLFW_GREEN_BITS:
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return window->greenBits;
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case GLFW_BLUE_BITS:
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return window->blueBits;
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case GLFW_ALPHA_BITS:
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return window->alphaBits;
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case GLFW_DEPTH_BITS:
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return window->depthBits;
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case GLFW_STENCIL_BITS:
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return window->stencilBits;
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case GLFW_ACCUM_RED_BITS:
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return window->accumRedBits;
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case GLFW_ACCUM_GREEN_BITS:
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return window->accumGreenBits;
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case GLFW_ACCUM_BLUE_BITS:
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return window->accumBlueBits;
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case GLFW_ACCUM_ALPHA_BITS:
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return window->accumAlphaBits;
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case GLFW_AUX_BUFFERS:
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return window->auxBuffers;
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case GLFW_STEREO:
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return window->stereo;
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case GLFW_REFRESH_RATE:
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return window->refreshRate;
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case GLFW_WINDOW_NO_RESIZE:
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return window->windowNoResize;
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case GLFW_FSAA_SAMPLES:
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return window->samples;
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case GLFW_OPENGL_VERSION_MAJOR:
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return window->glMajor;
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case GLFW_OPENGL_VERSION_MINOR:
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return window->glMinor;
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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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default:
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_glfwSetError(GLFW_INVALID_ENUM, "glfwGetWindowParam: Invalid enum value for 'param' parameter");
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return 0;
}
}
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//========================================================================
// Set the user pointer for the specified window
//========================================================================
GLFWAPI void glfwSetWindowUserPointer(GLFWwindow handle, void* pointer)
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{
if (!_glfwInitialized)
{
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_glfwSetError(GLFW_NOT_INITIALIZED, NULL);
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return;
}
_GLFWwindow* window = (_GLFWwindow*) handle;
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window->userPointer = pointer;
}
//========================================================================
// Get the user pointer for the specified window
//========================================================================
GLFWAPI void* glfwGetWindowUserPointer(GLFWwindow handle)
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{
if (!_glfwInitialized)
{
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_glfwSetError(GLFW_NOT_INITIALIZED, NULL);
return NULL;
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}
_GLFWwindow* window = (_GLFWwindow*) handle;
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return window->userPointer;
}
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//========================================================================
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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)
{
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_glfwSetError(GLFW_NOT_INITIALIZED, NULL);
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return;
}
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_glfwLibrary.windowSizeCallback = cbfun;
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// Call the callback function to let the application know the current
// window size
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if (cbfun)
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{
_GLFWwindow* window;
for (window = _glfwLibrary.windowListHead; window; window = window->next)
cbfun(window, window->width, window->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)
{
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_glfwSetError(GLFW_NOT_INITIALIZED, NULL);
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return;
}
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_glfwLibrary.windowCloseCallback = cbfun;
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}
//========================================================================
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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)
{
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_glfwSetError(GLFW_NOT_INITIALIZED, NULL);
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return;
}
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_glfwLibrary.windowRefreshCallback = cbfun;
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}
//========================================================================
// Set callback function for window focus events
//========================================================================
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GLFWAPI void glfwSetWindowFocusCallback(GLFWwindowfocusfun cbfun)
{
if (!_glfwInitialized)
{
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_glfwSetError(GLFW_NOT_INITIALIZED, NULL);
return;
}
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_glfwLibrary.windowFocusCallback = cbfun;
}
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//========================================================================
// Set callback function for window iconification events
//========================================================================
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GLFWAPI void glfwSetWindowIconifyCallback(GLFWwindowiconifyfun cbfun)
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{
if (!_glfwInitialized)
{
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_glfwSetError(GLFW_NOT_INITIALIZED, NULL);
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return;
}
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_glfwLibrary.windowIconifyCallback = cbfun;
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}
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//========================================================================
// Poll for new window and input events and close any flagged windows
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//========================================================================
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GLFWAPI void glfwPollEvents(void)
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{
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if (!_glfwInitialized)
{
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_glfwSetError(GLFW_NOT_INITIALIZED, NULL);
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return;
}
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clearScrollOffsets();
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_glfwPlatformPollEvents();
closeFlaggedWindows();
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}
//========================================================================
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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)
{
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_glfwSetError(GLFW_NOT_INITIALIZED, NULL);
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return;
}
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clearScrollOffsets();
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_glfwPlatformWaitEvents();
closeFlaggedWindows();
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}