diff --git a/README.md b/README.md index 71ee73f0..b805e787 100644 --- a/README.md +++ b/README.md @@ -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) diff --git a/include/GLFW/glfw3native.h b/include/GLFW/glfw3native.h index 8e1c7fde..36934120 100644 --- a/include/GLFW/glfw3native.h +++ b/include/GLFW/glfw3native.h @@ -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 + * @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 -#elif defined(GLFW_EXPOSE_NATIVE_COCOA) || defined(GLFW_EXPOSE_NATIVE_NSGL) - #if defined(__OBJC__) - #import - #else - #include - #include - #endif -#elif defined(GLFW_EXPOSE_NATIVE_X11) || defined(GLFW_EXPOSE_NATIVE_GLX) - #include - #include -#elif defined(GLFW_EXPOSE_NATIVE_WAYLAND) - #include -#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 + #elif defined(GLFW_EXPOSE_NATIVE_COCOA) || defined(GLFW_EXPOSE_NATIVE_NSGL) + #if defined(__OBJC__) + #import + #else + #include + #include + #endif + #elif defined(GLFW_EXPOSE_NATIVE_X11) || defined(GLFW_EXPOSE_NATIVE_GLX) + #include + #include + #elif defined(GLFW_EXPOSE_NATIVE_WAYLAND) + #include #endif - #include -#endif -#if defined(GLFW_EXPOSE_NATIVE_EGL) - #include -#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 -#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 + #endif + #if defined(GLFW_EXPOSE_NATIVE_EGL) + #include + #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 + #endif + +#endif /*GLFW_NATIVE_INCLUDE_NONE*/ /*************************************************************************