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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
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@ -146,6 +146,7 @@ information on what to include when reporting a bug.
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values to select ANGLE backend (#1380)
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values to select ANGLE backend (#1380)
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- Added `GLFW_X11_XCB_VULKAN_SURFACE` init hint for selecting X11 Vulkan
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- Added `GLFW_X11_XCB_VULKAN_SURFACE` init hint for selecting X11 Vulkan
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surface extension (#1793)
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surface extension (#1793)
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- Added `GLFW_NATIVE_INCLUDE_NONE` for disabling inclusion of native headers (#1348)
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- Added `GLFW_BUILD_WIN32` CMake option for enabling Win32 support (#1958)
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- Added `GLFW_BUILD_WIN32` CMake option for enabling Win32 support (#1958)
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- Added `GLFW_BUILD_COCOA` CMake option for enabling Cocoa support (#1958)
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- Added `GLFW_BUILD_COCOA` CMake option for enabling Cocoa support (#1958)
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- Added `GLFW_BUILD_X11` CMake option for enabling X11 support (#1958)
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- Added `GLFW_BUILD_X11` CMake option for enabling X11 support (#1958)
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@ -74,6 +74,16 @@ extern "C" {
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* and which platform-specific headers to include. It is then up your (by
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* and which platform-specific headers to include. It is then up your (by
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* definition platform-specific) code to handle which of these should be
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* definition platform-specific) code to handle which of these should be
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* defined.
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* defined.
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*
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* If you do not want the platform-specific headers to be included, define
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* `GLFW_NATIVE_INCLUDE_NONE` before including the @ref glfw3native.h header.
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*
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* @code
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* #define GLFW_EXPOSE_NATIVE_WIN32
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* #define GLFW_EXPOSE_NATIVE_WGL
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* #define GLFW_NATIVE_INCLUDE_NONE
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* #include <GLFW/glfw3native.h>
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* @endcode
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*/
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*/
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@ -81,61 +91,65 @@ extern "C" {
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* System headers and types
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* System headers and types
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*************************************************************************/
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*************************************************************************/
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#if defined(GLFW_EXPOSE_NATIVE_WIN32) || defined(GLFW_EXPOSE_NATIVE_WGL)
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#if !defined(GLFW_NATIVE_INCLUDE_NONE)
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/* This is a workaround for the fact that glfw3.h needs to export APIENTRY (for
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* example to allow applications to correctly declare a GL_KHR_debug callback)
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* but windows.h assumes no one will define APIENTRY before it does
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*/
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#if defined(GLFW_APIENTRY_DEFINED)
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#undef APIENTRY
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#undef GLFW_APIENTRY_DEFINED
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#endif
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#include <windows.h>
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#elif defined(GLFW_EXPOSE_NATIVE_COCOA) || defined(GLFW_EXPOSE_NATIVE_NSGL)
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#if defined(__OBJC__)
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#import <Cocoa/Cocoa.h>
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#else
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#include <ApplicationServices/ApplicationServices.h>
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#include <objc/objc.h>
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#endif
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#elif defined(GLFW_EXPOSE_NATIVE_X11) || defined(GLFW_EXPOSE_NATIVE_GLX)
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#include <X11/Xlib.h>
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#include <X11/extensions/Xrandr.h>
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#elif defined(GLFW_EXPOSE_NATIVE_WAYLAND)
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#include <wayland-client.h>
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#endif
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#if defined(GLFW_EXPOSE_NATIVE_WGL)
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#if defined(GLFW_EXPOSE_NATIVE_WIN32) || defined(GLFW_EXPOSE_NATIVE_WGL)
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/* WGL is declared by windows.h */
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/* This is a workaround for the fact that glfw3.h needs to export APIENTRY (for
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#endif
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* example to allow applications to correctly declare a GL_KHR_debug callback)
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#if defined(GLFW_EXPOSE_NATIVE_NSGL)
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* but windows.h assumes no one will define APIENTRY before it does
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/* NSGL is declared by Cocoa.h */
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*/
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#endif
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#if defined(GLFW_APIENTRY_DEFINED)
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#if defined(GLFW_EXPOSE_NATIVE_GLX)
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#undef APIENTRY
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/* This is a workaround for the fact that glfw3.h defines GLAPIENTRY because by
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#undef GLFW_APIENTRY_DEFINED
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* default it also acts as an OpenGL header
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#endif
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* However, glx.h will include gl.h, which will define it unconditionally
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#include <windows.h>
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*/
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#elif defined(GLFW_EXPOSE_NATIVE_COCOA) || defined(GLFW_EXPOSE_NATIVE_NSGL)
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#if defined(GLFW_GLAPIENTRY_DEFINED)
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#if defined(__OBJC__)
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#undef GLAPIENTRY
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#import <Cocoa/Cocoa.h>
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#undef GLFW_GLAPIENTRY_DEFINED
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#else
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#include <ApplicationServices/ApplicationServices.h>
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#include <objc/objc.h>
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#endif
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#elif defined(GLFW_EXPOSE_NATIVE_X11) || defined(GLFW_EXPOSE_NATIVE_GLX)
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#include <X11/Xlib.h>
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#include <X11/extensions/Xrandr.h>
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#elif defined(GLFW_EXPOSE_NATIVE_WAYLAND)
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#include <wayland-client.h>
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#endif
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#endif
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#include <GL/glx.h>
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#endif
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#if defined(GLFW_EXPOSE_NATIVE_WGL)
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#if defined(GLFW_EXPOSE_NATIVE_EGL)
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/* WGL is declared by windows.h */
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#include <EGL/egl.h>
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#endif
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#if defined(GLFW_EXPOSE_NATIVE_OSMESA)
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/* This is a workaround for the fact that glfw3.h defines GLAPIENTRY because by
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* default it also acts as an OpenGL header
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* However, osmesa.h will include gl.h, which will define it unconditionally
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*/
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#if defined(GLFW_GLAPIENTRY_DEFINED)
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#undef GLAPIENTRY
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#undef GLFW_GLAPIENTRY_DEFINED
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#endif
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#endif
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#include <GL/osmesa.h>
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#if defined(GLFW_EXPOSE_NATIVE_NSGL)
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#endif
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/* NSGL is declared by Cocoa.h */
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#endif
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#if defined(GLFW_EXPOSE_NATIVE_GLX)
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/* This is a workaround for the fact that glfw3.h defines GLAPIENTRY because by
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* default it also acts as an OpenGL header
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* However, glx.h will include gl.h, which will define it unconditionally
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*/
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#if defined(GLFW_GLAPIENTRY_DEFINED)
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#undef GLAPIENTRY
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#undef GLFW_GLAPIENTRY_DEFINED
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#endif
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#include <GL/glx.h>
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#endif
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#if defined(GLFW_EXPOSE_NATIVE_EGL)
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#include <EGL/egl.h>
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#endif
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#if defined(GLFW_EXPOSE_NATIVE_OSMESA)
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/* This is a workaround for the fact that glfw3.h defines GLAPIENTRY because by
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* default it also acts as an OpenGL header
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* However, osmesa.h will include gl.h, which will define it unconditionally
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*/
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#if defined(GLFW_GLAPIENTRY_DEFINED)
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#undef GLAPIENTRY
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#undef GLFW_GLAPIENTRY_DEFINED
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#endif
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#include <GL/osmesa.h>
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#endif
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#endif /*GLFW_NATIVE_INCLUDE_NONE*/
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/*************************************************************************
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/*************************************************************************
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