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Moved version number macro to internal.h.
This lets alternative build environments avoid having to manually keep track of which version of GLFW is being built.
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@ -35,6 +35,7 @@ guide in the GLFW documentation.
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documentation is built
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- Added the `_GLFW_USE_CONFIG_H` configuration macro for controlling whether to
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include the configuration header
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- Moved version number macro to `internal.h` for easier manual compilation
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- Renamed configuration header to `glfw_config.h` to avoid conflicts
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- Bugfix: The `glfw3.pc` file did not respect the `LIB_SUFFIX` CMake option
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- Bugfix: The `joysticks` test would segfault if a controller had no axes
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@ -122,7 +122,7 @@ void _glfwPlatformTerminate(void)
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const char* _glfwPlatformGetVersionString(void)
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{
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const char* version = _GLFW_VERSION_FULL " Cocoa"
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const char* version = _GLFW_VERSION_NUMBER " Cocoa"
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#if defined(_GLFW_NSGL)
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" NSGL"
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#endif
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@ -81,6 +81,3 @@
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// Define this to 1 if using OpenGL ES 2.0 as the client library
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#cmakedefine _GLFW_USE_GLESV2
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// The GLFW version as used by glfwGetVersionString
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#define _GLFW_VERSION_FULL "@GLFW_VERSION_FULL@"
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@ -33,6 +33,8 @@
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#include "glfw_config.h"
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#endif
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#define _GLFW_VERSION_NUMBER "3.0.4"
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#if defined(_GLFW_USE_OPENGL)
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// This is the default for glfw3.h
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#elif defined(_GLFW_USE_GLESV1)
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@ -243,7 +243,7 @@ void _glfwPlatformTerminate(void)
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const char* _glfwPlatformGetVersionString(void)
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{
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const char* version = _GLFW_VERSION_FULL " Win32"
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const char* version = _GLFW_VERSION_NUMBER " Win32"
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#if defined(_GLFW_WGL)
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" WGL"
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#elif defined(_GLFW_EGL)
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@ -680,7 +680,7 @@ void _glfwPlatformTerminate(void)
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const char* _glfwPlatformGetVersionString(void)
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{
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const char* version = _GLFW_VERSION_FULL " X11"
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const char* version = _GLFW_VERSION_NUMBER " X11"
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#if defined(_GLFW_GLX)
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" GLX"
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#elif defined(_GLFW_EGL)
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