Add support for GLFW_NATIVE_INCLUDE_NONE macro

By default, the glfw3native.h header will include the platform-specific
headers necessary for the return types of GLFW native access functions.

Sometimes it is preferrable to declare those types

This commit adds support for the GLFW_NATIVE_INCLUDE_NONE macro, which
when defined disables the inclusion of all platform-specific headers.

Fixes #1348
This commit is contained in:
Camilla Löwy 2022-04-18 23:09:47 +02:00
parent edec334b32
commit 05f6c13d11
2 changed files with 67 additions and 52 deletions

View File

@ -146,6 +146,7 @@ information on what to include when reporting a bug.
values to select ANGLE backend (#1380)
- Added `GLFW_X11_XCB_VULKAN_SURFACE` init hint for selecting X11 Vulkan
surface extension (#1793)
- Added `GLFW_NATIVE_INCLUDE_NONE` for disabling inclusion of native headers (#1348)
- Added `GLFW_BUILD_WIN32` CMake option for enabling Win32 support (#1958)
- Added `GLFW_BUILD_COCOA` CMake option for enabling Cocoa support (#1958)
- Added `GLFW_BUILD_X11` CMake option for enabling X11 support (#1958)

View File

@ -74,6 +74,16 @@ extern "C" {
* and which platform-specific headers to include. It is then up your (by
* definition platform-specific) code to handle which of these should be
* defined.
*
* If you do not want the platform-specific headers to be included, define
* `GLFW_NATIVE_INCLUDE_NONE` before including the @ref glfw3native.h header.
*
* @code
* #define GLFW_EXPOSE_NATIVE_WIN32
* #define GLFW_EXPOSE_NATIVE_WGL
* #define GLFW_NATIVE_INCLUDE_NONE
* #include <GLFW/glfw3native.h>
* @endcode
*/
@ -81,61 +91,65 @@ extern "C" {
* System headers and types
*************************************************************************/
#if defined(GLFW_EXPOSE_NATIVE_WIN32) || defined(GLFW_EXPOSE_NATIVE_WGL)
/* This is a workaround for the fact that glfw3.h needs to export APIENTRY (for
* example to allow applications to correctly declare a GL_KHR_debug callback)
* but windows.h assumes no one will define APIENTRY before it does
*/
#if defined(GLFW_APIENTRY_DEFINED)
#undef APIENTRY
#undef GLFW_APIENTRY_DEFINED
#endif
#include <windows.h>
#elif defined(GLFW_EXPOSE_NATIVE_COCOA) || defined(GLFW_EXPOSE_NATIVE_NSGL)
#if defined(__OBJC__)
#import <Cocoa/Cocoa.h>
#else
#include <ApplicationServices/ApplicationServices.h>
#include <objc/objc.h>
#endif
#elif defined(GLFW_EXPOSE_NATIVE_X11) || defined(GLFW_EXPOSE_NATIVE_GLX)
#include <X11/Xlib.h>
#include <X11/extensions/Xrandr.h>
#elif defined(GLFW_EXPOSE_NATIVE_WAYLAND)
#include <wayland-client.h>
#endif
#if !defined(GLFW_NATIVE_INCLUDE_NONE)
#if defined(GLFW_EXPOSE_NATIVE_WGL)
/* WGL is declared by windows.h */
#endif
#if defined(GLFW_EXPOSE_NATIVE_NSGL)
/* NSGL is declared by Cocoa.h */
#endif
#if defined(GLFW_EXPOSE_NATIVE_GLX)
/* This is a workaround for the fact that glfw3.h defines GLAPIENTRY because by
* default it also acts as an OpenGL header
* However, glx.h will include gl.h, which will define it unconditionally
*/
#if defined(GLFW_GLAPIENTRY_DEFINED)
#undef GLAPIENTRY
#undef GLFW_GLAPIENTRY_DEFINED
#if defined(GLFW_EXPOSE_NATIVE_WIN32) || defined(GLFW_EXPOSE_NATIVE_WGL)
/* This is a workaround for the fact that glfw3.h needs to export APIENTRY (for
* example to allow applications to correctly declare a GL_KHR_debug callback)
* but windows.h assumes no one will define APIENTRY before it does
*/
#if defined(GLFW_APIENTRY_DEFINED)
#undef APIENTRY
#undef GLFW_APIENTRY_DEFINED
#endif
#include <windows.h>
#elif defined(GLFW_EXPOSE_NATIVE_COCOA) || defined(GLFW_EXPOSE_NATIVE_NSGL)
#if defined(__OBJC__)
#import <Cocoa/Cocoa.h>
#else
#include <ApplicationServices/ApplicationServices.h>
#include <objc/objc.h>
#endif
#elif defined(GLFW_EXPOSE_NATIVE_X11) || defined(GLFW_EXPOSE_NATIVE_GLX)
#include <X11/Xlib.h>
#include <X11/extensions/Xrandr.h>
#elif defined(GLFW_EXPOSE_NATIVE_WAYLAND)
#include <wayland-client.h>
#endif
#include <GL/glx.h>
#endif
#if defined(GLFW_EXPOSE_NATIVE_EGL)
#include <EGL/egl.h>
#endif
#if defined(GLFW_EXPOSE_NATIVE_OSMESA)
/* This is a workaround for the fact that glfw3.h defines GLAPIENTRY because by
* default it also acts as an OpenGL header
* However, osmesa.h will include gl.h, which will define it unconditionally
*/
#if defined(GLFW_GLAPIENTRY_DEFINED)
#undef GLAPIENTRY
#undef GLFW_GLAPIENTRY_DEFINED
#if defined(GLFW_EXPOSE_NATIVE_WGL)
/* WGL is declared by windows.h */
#endif
#include <GL/osmesa.h>
#endif
#if defined(GLFW_EXPOSE_NATIVE_NSGL)
/* NSGL is declared by Cocoa.h */
#endif
#if defined(GLFW_EXPOSE_NATIVE_GLX)
/* This is a workaround for the fact that glfw3.h defines GLAPIENTRY because by
* default it also acts as an OpenGL header
* However, glx.h will include gl.h, which will define it unconditionally
*/
#if defined(GLFW_GLAPIENTRY_DEFINED)
#undef GLAPIENTRY
#undef GLFW_GLAPIENTRY_DEFINED
#endif
#include <GL/glx.h>
#endif
#if defined(GLFW_EXPOSE_NATIVE_EGL)
#include <EGL/egl.h>
#endif
#if defined(GLFW_EXPOSE_NATIVE_OSMESA)
/* This is a workaround for the fact that glfw3.h defines GLAPIENTRY because by
* default it also acts as an OpenGL header
* However, osmesa.h will include gl.h, which will define it unconditionally
*/
#if defined(GLFW_GLAPIENTRY_DEFINED)
#undef GLAPIENTRY
#undef GLFW_GLAPIENTRY_DEFINED
#endif
#include <GL/osmesa.h>
#endif
#endif /*GLFW_NATIVE_INCLUDE_NONE*/
/*************************************************************************