diff --git a/CMake/GenerateMappings.cmake b/CMake/GenerateMappings.cmake index 7a88e3d4..5e5aad3d 100644 --- a/CMake/GenerateMappings.cmake +++ b/CMake/GenerateMappings.cmake @@ -24,7 +24,22 @@ endif() file(STRINGS "${source_path}" lines) foreach(line ${lines}) if ("${line}" MATCHES "^[0-9a-fA-F].*$") - set(GLFW_GAMEPAD_MAPPINGS "${GLFW_GAMEPAD_MAPPINGS}\"${line}\",\n") + if ("${line}" MATCHES "platform:Windows") + if (GLFW_WIN32_MAPPINGS) + set(GLFW_WIN32_MAPPINGS "${GLFW_WIN32_MAPPINGS}\n") + endif() + set(GLFW_WIN32_MAPPINGS "${GLFW_WIN32_MAPPINGS}\"${line}\",") + elseif ("${line}" MATCHES "platform:Mac OS X") + if (GLFW_COCOA_MAPPINGS) + set(GLFW_COCOA_MAPPINGS "${GLFW_COCOA_MAPPINGS}\n") + endif() + set(GLFW_COCOA_MAPPINGS "${GLFW_COCOA_MAPPINGS}\"${line}\",") + elseif ("${line}" MATCHES "platform:Linux") + if (GLFW_LINUX_MAPPINGS) + set(GLFW_LINUX_MAPPINGS "${GLFW_LINUX_MAPPINGS}\n") + endif() + set(GLFW_LINUX_MAPPINGS "${GLFW_LINUX_MAPPINGS}\"${line}\",") + endif() endif() endforeach() diff --git a/README.md b/README.md index 3c8dbccf..8a7841f7 100644 --- a/README.md +++ b/README.md @@ -119,9 +119,15 @@ information on what to include when reporting a bug. ## Changelog - Bugfix: Buffers were swapped at creation on single-buffered windows (#1873) + - Bugfix: Gamepad mapping updates could spam `GLFW_INVALID_VALUE` due to + incompatible controllers sharing hardware ID (#1763) - [Win32] Bugfix: `USE_MSVC_RUNTIME_LIBRARY_DLL` had no effect on CMake 3.15 or later (#1783,#1796) - [Win32] Bugfix: Compilation with LLVM for Windows failed (#1807,#1824,#1874) + - [Cocoa] Bugfix: The MoltenVK layer contents scale was updated only after + related events were emitted + - [NSGL] Bugfix: Defining `GL_SILENCE_DEPRECATION` externally caused + a duplicate definition warning (#1840) - [EGL] Bugfix: The `GLFW_DOUBLEBUFFER` context attribute was ignored (#1843) @@ -249,6 +255,7 @@ skills. - Adam Marcus - CĂ©lestin Marot - Kyle McDonald + - David V. McKay - David Medlock - Bryce Mehring - Jonathan Mercier diff --git a/docs/compile.dox b/docs/compile.dox index aa6f0f08..d618d024 100644 --- a/docs/compile.dox +++ b/docs/compile.dox @@ -10,165 +10,171 @@ build applications that use GLFW, see @ref build_guide. @section compile_cmake Using CMake +@note GLFW behaves like most other libraries that use CMake so this guide mostly +describes the basic configure/generate/compile sequence. If you are already +familiar with this from other projects, you may want to focus on the @ref +compile_deps and @ref compile_options sections for GLFW-specific information. + GLFW uses [CMake](https://cmake.org/) to generate project files or makefiles -for a particular development environment. If you are on a Unix-like system such -as Linux or FreeBSD or have a package system like Fink, MacPorts, Cygwin or -Homebrew, you can install its CMake package. If not, you can download -installers for Windows and macOS from the -[CMake website](https://cmake.org/). +for your chosen development environment. To compile GLFW, first generate these +files with CMake and then use them to compile the GLFW library. -@note CMake only generates project files or makefiles. It does not compile the -actual GLFW library. To compile GLFW, first generate these files for your -chosen development environment and then use them to compile the actual GLFW -library. +If you are on Windows and macOS you can +[download CMake](https://cmake.org/download/) from their site. + +If you are on a Unix-like system such as Linux, FreeBSD or Cygwin or have +a package system like Fink, MacPorts or Homebrew, you can install its CMake +package. + +CMake is a complex tool and this guide will only show a few of the possible ways +to set up and compile GLFW. The CMake project has their own much more detailed +[CMake user guide](https://cmake.org/cmake/help/latest/guide/user-interaction/) +that includes everything in this guide not specific to GLFW. It may be a useful +companion to this one. -@subsection compile_deps Dependencies +@subsection compile_deps Installing dependencies -Once you have installed CMake, make sure that all other dependencies are -available. On some platforms, GLFW needs a few additional packages to be -installed. See the section for your chosen platform and development environment -below. +The C/C++ development environments in Visual Studio, Xcode and MinGW come with +all necessary dependencies for compiling GLFW, but on Unix-like systems like +Linux and FreeBSD you will need a few extra packages. -@subsubsection compile_deps_msvc Dependencies for Visual C++ on Windows +@subsubsection compile_deps_x11 Dependencies for X11 on Unix-like systems -The Windows SDK bundled with Visual C++ already contains all the necessary -headers, link libraries and tools except for CMake. Move on to @ref -compile_generate. +To compile GLFW for X11, you need to have the X11 development packages +installed. They are not needed to build or run programs that use GLFW. - -@subsubsection compile_deps_mingw Dependencies for MinGW or MinGW-w64 on Windows - -Both the MinGW and the MinGW-w64 packages already contain all the necessary -headers, link libraries and tools except for CMake. Move on to @ref -compile_generate. - - -@subsubsection compile_deps_mingw_cross Dependencies for MinGW or MinGW-w64 cross-compilation - -Both Cygwin and many Linux distributions have MinGW or MinGW-w64 packages. For -example, Cygwin has the `mingw64-i686-gcc` and `mingw64-x86_64-gcc` packages -for 32- and 64-bit version of MinGW-w64, while Debian GNU/Linux and derivatives -like Ubuntu have the `mingw-w64` package for both. - -GLFW has CMake toolchain files in the `CMake/` directory that set up -cross-compilation of Windows binaries. To use these files you add an option -when running `cmake` to generate the project files or makefiles: +On Debian and derivates like Ubuntu and Linux Mint the `xorg-dev` meta-package +pulls in the development packages for all of X11. @code{.sh} -cmake -DCMAKE_TOOLCHAIN_FILE= . +sudo apt install xorg-dev @endcode -The exact toolchain file to use depends on the prefix used by the MinGW or -MinGW-w64 binaries on your system. You can usually see this in the /usr -directory. For example, both the Debian/Ubuntu and Cygwin MinGW-w64 packages -have `/usr/x86_64-w64-mingw32` for the 64-bit compilers, so the correct -invocation would be: +On Fedora and derivatives like Red Hat the X11 extension packages +`libXcursor-devel`, `libXi-devel`, `libXinerama-devel` and `libXrandr-devel` +required by GLFW pull in all its other dependencies. @code{.sh} -cmake -DCMAKE_TOOLCHAIN_FILE=CMake/x86_64-w64-mingw32.cmake . +sudo dnf install libXcursor-devel libXi-devel libXinerama-devel libXrandr-devel @endcode -For more details see the article -[CMake Cross Compiling](https://gitlab.kitware.com/cmake/community/wikis/doc/cmake/CrossCompiling) on -the CMake wiki. +On FreeBSD the X11 headers are installed along the end-user X11 packages, so if +you have an X server running you should have the headers as well. If not, +install the `xorgproto` package. -Once you have this set up, move on to @ref compile_generate. +@code{.sh} +pkg install xorgproto +@endcode + +On Cygwin the `xorgproto` package in the Devel section of the GUI installer will +install the headers and other development related files for all of X11. + +Once you have the required depdendencies, move on to @ref compile_generate. -@subsubsection compile_deps_xcode Dependencies for Xcode on macOS +@subsubsection compile_deps_wayland Dependencies for Wayland on Unix-like systems -Xcode comes with all necessary tools except for CMake. The required headers -and libraries are included in the core macOS frameworks. Xcode can be -downloaded from the Mac App Store or from the ADC Member Center. +To compile GLFW for Wayland, you need to have the Wayland and xkbcommon +development packages installed. They are not needed to build or run programs +that use GLFW. -Once you have Xcode installed, move on to @ref compile_generate. +On Debian and derivates like Ubuntu and Linux Mint you will need the `libwayland-dev`, +`libxkbcommon-dev`, `wayland-protocols` and `extra-cmake-modules` packages. +@code{.sh} +sudo apt install libwayland-dev libxkbcommon-dev wayland-protocols extra-cmake-modules +@endcode -@subsubsection compile_deps_x11 Dependencies for Linux and X11 +On Fedora and derivatives like Red Hat you will need the `wayland-devel`, +`libxkbcommon-devel`, `wayland-protocols-devel` and `extra-cmake-modules` packages. -To compile GLFW for X11, you need to have the X11 packages installed, as well as -the basic development tools like GCC and make. For example, on Ubuntu and other -distributions based on Debian GNU/Linux, you need to install the `xorg-dev` -package, which pulls in all X.org header packages. +@code{.sh} +sudo dnf install wayland-devel libxkbcommon-devel wayland-protocols-devel extra-cmake-modules +@endcode -Once you have installed the necessary packages, move on to @ref -compile_generate. +On FreeBSD you will need the `wayland`, `libxkbcommon`, `wayland-protocols` and +`kf5-extra-cmake-modules` packages. +@code{.sh} +pkg install wayland libxkbcommon wayland-protocols kf5-extra-cmake-modules +@endcode -@subsubsection compile_deps_wayland Dependencies for Linux and Wayland - -To compile GLFW for Wayland, you need to have the Wayland packages installed, -as well as the basic development tools like GCC and make. For example, on -Ubuntu and other distributions based on Debian GNU/Linux, you need to install -the `libwayland-dev` package, which contains all Wayland headers and pulls in -wayland-scanner, as well as the `wayland-protocols` and `extra-cmake-modules` -packages. - -Once you have installed the necessary packages, move on to @ref -compile_generate. - - -@subsection compile_deps_osmesa Dependencies for Linux and OSMesa - -To compile GLFW for OSMesa, you need to install the OSMesa library and header -packages. For example, on Ubuntu and other distributions based on Debian -GNU/Linux, you need to install the `libosmesa6-dev` package. The OSMesa library -is required at runtime for context creation and is loaded on demand. - -Once you have installed the necessary packages, move on to @ref -compile_generate. +Once you have the required depdendencies, move on to @ref compile_generate. @subsection compile_generate Generating build files with CMake Once you have all necessary dependencies it is time to generate the project -files or makefiles for your development environment. CMake needs to know two -paths for this: the path to the _root_ directory of the GLFW source tree (i.e. -_not_ the `src` subdirectory) and the target path for the generated files and -compiled binaries. If these are the same, it is called an in-tree build, -otherwise it is called an out-of-tree build. +files or makefiles for your development environment. CMake needs two paths for +this: -One of several advantages of out-of-tree builds is that you can generate files -and compile for different development environments using a single source tree. + - the path to the root directory of the GLFW source tree (not its `src` + subdirectory) + - the path to the directory where the generated build files and compiled + binaries will be placed -@note This section is about generating the project files or makefiles necessary -to compile the GLFW library, not about compiling the actual library. +If these are the same, it is called an in-tree build, otherwise it is called an +out-of-tree build. + +Out-of-tree builds are recommended as they avoid cluttering up the source tree. +They also allow you to have several build directories for different +configurations all using the same source tree. + +A common pattern when building a single configuration is to have a build +directory named `build` in the root of the source tree. -@subsubsection compile_generate_cli Generating files with the CMake command-line tool +@subsubsection compile_generate_gui Generating files with the CMake GUI -To make an in-tree build, enter the _root_ directory of the GLFW source tree -(i.e. _not_ the `src` subdirectory) and run CMake. The current directory is -used as target path, while the path provided as an argument is used to find the -source tree. +Start the CMake GUI and set the paths to the source and build directories +described above. Then press _Configure_ and _Generate_. -@code{.sh} -cd -cmake . -@endcode +If you wish change any CMake variables in the list, press _Configure_ and then +_Generate_ to have the new values take effect. The variable list will be +populated after the first configure step. -To make an out-of-tree build, make a directory outside of the source tree, enter -it and run CMake with the (relative or absolute) path to the root of the source -tree as an argument. - -@code{.sh} -mkdir glfw-build -cd glfw-build -cmake -@endcode +By default GLFW will use X11 on Linux and other Unix-like systems other +than macOS. To use Wayland instead, set the `GLFW_USE_WAYLAND` option in the +GLFW section of the variable list, then apply the new value as described above. Once you have generated the project files or makefiles for your chosen development environment, move on to @ref compile_compile. -@subsubsection compile_generate_gui Generating files with the CMake GUI +@subsubsection compile_generate_cli Generating files with the CMake command-line tool -If you are using the GUI version, choose the root of the GLFW source tree as -source location and the same directory or another, empty directory as the -destination for binaries. Choose _Configure_, change any options you wish to, -_Configure_ again to let the changes take effect and then _Generate_. +To make a build directory, pass the source and build directories to the `cmake` +command. These can be relative or absolute paths. The build directory is +created if it doesn't already exist. + +@code{.sh} +cmake -S path/to/glfw -B path/to/build +@endcode + +It is common to name the build directory `build` and place it in the root of the +source tree when only planning to build a single configuration. + +@code{.sh} +cd path/to/glfw +cmake -S . -B build +@endcode + +Without other flags these will generate Visual Studio project files on Windows +and makefiles on other platforms. You can choose other targets using the `-G` +flag. + +@code{.sh} +cmake -S path/to/glfw -B path/to/build -G Xcode +@endcode + +By default GLFW will use X11 on Linux and other Unix-like systems other +than macOS. To use Wayland instead, set the `GLFW_USE_WAYLAND` CMake option. + +@code{.sh} +cmake -S path/to/glfw -B path/to/build -D GLFW_USE_WAYLAND=1 +@endcode Once you have generated the project files or makefiles for your chosen development environment, move on to @ref compile_compile. @@ -178,13 +184,39 @@ development environment, move on to @ref compile_compile. You should now have all required dependencies and the project files or makefiles necessary to compile GLFW. Go ahead and compile the actual GLFW library with -these files, as you would with any other project. +these files as you would with any other project. -Once the GLFW library is compiled, you are ready to build your applications, +With Visual Studio open `GLFW.sln` and use the Build menu. With Xcode open +`GLFW.xcodeproj` and use the Project menu. + +With Linux, macOS and other forms of Unix, run `make`. + +@code{.sh} +cd path/to/build +make +@endcode + +With MinGW, it is `mingw32-make`. + +@code{.sh} +cd path/to/build +mingw32-make +@endcode + +Any CMake build directory can also be built with the `cmake` command and the +`--build` flag. + +@code{.sh} +cmake --build path/to/build +@endcode + +This will run the platform specific build tool the directory was generated for. + +Once the GLFW library is compiled you are ready to build your application, linking it to the GLFW library. See @ref build_guide for more information. -@subsection compile_options CMake options +@section compile_options CMake options The CMake files for GLFW provide a number of options, although not all are available on all supported platforms. Some of these are de facto standards @@ -200,15 +232,16 @@ Finally, if you don't want to use any GUI, you can set options from the `cmake` command-line with the `-D` flag. @code{.sh} -cmake -DBUILD_SHARED_LIBS=ON . +cmake -S path/to/glfw -B path/to/build -D BUILD_SHARED_LIBS=ON @endcode -@subsubsection compile_options_shared Shared CMake options +@subsection compile_options_shared Shared CMake options @anchor BUILD_SHARED_LIBS __BUILD_SHARED_LIBS__ determines whether GLFW is built as a static -library or as a DLL / shared library / dynamic library. +library or as a DLL / shared library / dynamic library. This is disabled by +default, producing a static GLFW library. @anchor GLFW_BUILD_EXAMPLES __GLFW_BUILD_EXAMPLES__ determines whether the GLFW examples are built @@ -220,37 +253,80 @@ built along with the library. @anchor GLFW_BUILD_DOCS __GLFW_BUILD_DOCS__ determines whether the GLFW documentation is built along -with the library. +with the library. This is enabled by default if +[Doxygen](https://www.doxygen.nl/) is found by CMake during configuration. @anchor GLFW_VULKAN_STATIC __GLFW_VULKAN_STATIC__ determines whether to use the Vulkan loader linked -directly with the application. +directly with the application. This is disabled by default. -@subsubsection compile_options_win32 Windows specific CMake options +@subsection compile_options_win32 Windows specific CMake options @anchor USE_MSVC_RUNTIME_LIBRARY_DLL __USE_MSVC_RUNTIME_LIBRARY_DLL__ determines whether to use the DLL version or the -static library version of the Visual C++ runtime library. If set to `ON`, the -DLL version of the Visual C++ library is used. +static library version of the Visual C++ runtime library. When enabled, the +DLL version of the Visual C++ library is used. This is enabled by default. -@note On CMake 3.15 and later you can set the +On CMake 3.15 and later you can set the standard CMake [CMAKE_MSVC_RUNTIME_LIBRARY](https://cmake.org/cmake/help/latest/variable/CMAKE_MSVC_RUNTIME_LIBRARY.html) -variable instead of this option. +variable instead of this GLFW-specific option. @anchor GLFW_USE_HYBRID_HPG __GLFW_USE_HYBRID_HPG__ determines whether to export the `NvOptimusEnablement` and `AmdPowerXpressRequestHighPerformance` symbols, which force the use of the high-performance GPU on Nvidia Optimus and AMD PowerXpress systems. These symbols need to be exported by the EXE to be detected by the driver, so the override -will not work if GLFW is built as a DLL. +will not work if GLFW is built as a DLL. This is disabled by default, letting +the operating system and driver decide. + + +@subsection compile_options_wayland Wayland specific CMake options + +@anchor GLFW_USE_WAYLAND +__GLFW_USE_WAYLAND__ determines whether to compile the library for Wayland. +This option is only available on Linux and other Unix-like systems other than +macOS. This is disabled by default. + + +@section compile_mingw_cross Cross-compilation with CMake and MinGW + +Both Cygwin and many Linux distributions have MinGW or MinGW-w64 packages. For +example, Cygwin has the `mingw64-i686-gcc` and `mingw64-x86_64-gcc` packages +for 32- and 64-bit version of MinGW-w64, while Debian GNU/Linux and derivatives +like Ubuntu have the `mingw-w64` package for both. + +GLFW has CMake toolchain files in the `CMake` subdirectory that set up +cross-compilation of Windows binaries. To use these files you set the +`CMAKE_TOOLCHAIN_FILE` CMake variable with the `-D` flag add an option when +configuring and generating the build files. + +@code{.sh} +cmake -S path/to/glfw -B path/to/build -D CMAKE_TOOLCHAIN_FILE=path/to/file +@endcode + +The exact toolchain file to use depends on the prefix used by the MinGW or +MinGW-w64 binaries on your system. You can usually see this in the /usr +directory. For example, both the Ubuntu and Cygwin MinGW-w64 packages have +`/usr/x86_64-w64-mingw32` for the 64-bit compilers, so the correct invocation +would be: + +@code{.sh} +cmake -S path/to/glfw -B path/to/build -D CMAKE_TOOLCHAIN_FILE=CMake/x86_64-w64-mingw32.cmake +@endcode + +The path to the toolchain file is relative to the path to the GLFW source tree +passed to the `-S` flag, not to the current directory. + +For more details see the +[CMake toolchain guide](https://cmake.org/cmake/help/latest/manual/cmake-toolchains.7.html). @section compile_manual Compiling GLFW manually If you wish to compile GLFW without its CMake build environment then you will have to do at least some of the platform detection yourself. GLFW needs -a configuration macro to be defined in order to know what window system it's +a configuration macro to be defined in order to know what window system it is being compiled for and also has optional, platform-specific ones for various features. @@ -282,11 +358,6 @@ of @b _GLFW_VULKAN_LIBRARY, @b _GLFW_EGL_LIBRARY, @b _GLFW_GLX_LIBRARY, @b _GLFW_OSMESA_LIBRARY, @b _GLFW_OPENGL_LIBRARY, @b _GLFW_GLESV1_LIBRARY and @b _GLFW_GLESV2_LIBRARY. Otherwise, GLFW will use the built-in default names. -For the EGL context creation API, the following options are available: - - - @b _GLFW_USE_EGLPLATFORM_H to use an existing `EGL/eglplatform.h` header file - for native handle types (fallback) - @note None of the @ref build_macros may be defined during the compilation of GLFW. If you define any of these in your build files, make sure they are not applied to the GLFW sources. diff --git a/docs/input.dox b/docs/input.dox index d893478e..c07050ea 100644 --- a/docs/input.dox +++ b/docs/input.dox @@ -797,6 +797,11 @@ glfwUpdateGamepadMappings(mappings); This function supports everything from single lines up to and including the unmodified contents of the whole `gamecontrollerdb.txt` file. +If you are compiling GLFW from source with CMake you can update the built-in mappings by +building the _update_mappings_ target. This runs the `GenerateMappings.cmake` CMake +script, which downloads `gamecontrollerdb.txt` and regenerates the `mappings.h` header +file. + Below is a description of the mapping format. Please keep in mind that __this description is not authoritative__. The format is defined by the SDL and SDL_GameControllerDB projects and their documentation and code takes precedence. diff --git a/src/CMakeLists.txt b/src/CMakeLists.txt index 6fbf7f69..b6dd86c5 100644 --- a/src/CMakeLists.txt +++ b/src/CMakeLists.txt @@ -5,6 +5,15 @@ set(common_HEADERS internal.h mappings.h "${GLFW_SOURCE_DIR}/include/GLFW/glfw3native.h") set(common_SOURCES context.c init.c input.c monitor.c vulkan.c window.c) +add_custom_target(update_mappings + COMMAND "${CMAKE_COMMAND}" -P "${GLFW_SOURCE_DIR}/CMake/GenerateMappings.cmake" mappings.h.in mappings.h + WORKING_DIRECTORY "${CMAKE_CURRENT_SOURCE_DIR}" + COMMENT "Updating gamepad mappings from upstream repository" + SOURCES mappings.h.in "${GLFW_SOURCE_DIR}/CMake/GenerateMappings.cmake" + VERBATIM) + +set_target_properties(update_mappings PROPERTIES FOLDER "GLFW3") + if (_GLFW_COCOA) set(glfw_HEADERS ${common_HEADERS} cocoa_platform.h cocoa_joystick.h posix_thread.h nsgl_context.h egl_context.h osmesa_context.h) diff --git a/src/cocoa_joystick.h b/src/cocoa_joystick.h index b4448778..0de86785 100644 --- a/src/cocoa_joystick.h +++ b/src/cocoa_joystick.h @@ -33,6 +33,7 @@ #define _GLFW_PLATFORM_LIBRARY_JOYSTICK_STATE struct { int dummyJoystick; } #define _GLFW_PLATFORM_MAPPING_NAME "Mac OS X" +#define GLFW_BUILD_COCOA_MAPPINGS // Cocoa-specific per-joystick data // diff --git a/src/cocoa_platform.h b/src/cocoa_platform.h index 05c23b70..405abf9f 100644 --- a/src/cocoa_platform.h +++ b/src/cocoa_platform.h @@ -31,7 +31,9 @@ // NOTE: All of NSGL was deprecated in the 10.14 SDK // This disables the pointless warnings for every symbol we use +#ifndef GL_SILENCE_DEPRECATION #define GL_SILENCE_DEPRECATION +#endif #if defined(__OBJC__) #import diff --git a/src/cocoa_window.m b/src/cocoa_window.m index c81f6878..4632c410 100644 --- a/src/cocoa_window.m +++ b/src/cocoa_window.m @@ -243,7 +243,7 @@ static const NSRange kEmptyRange = { NSNotFound, 0 }; - (void)windowDidResize:(NSNotification *)notification { - if (window->context.client != GLFW_NO_API) + if (window->context.source == GLFW_NATIVE_CONTEXT_API) [window->context.nsgl.object update]; if (_glfw.ns.disabledCursorWindow == window) @@ -278,7 +278,7 @@ static const NSRange kEmptyRange = { NSNotFound, 0 }; - (void)windowDidMove:(NSNotification *)notification { - if (window->context.client != GLFW_NO_API) + if (window->context.source == GLFW_NATIVE_CONTEXT_API) [window->context.nsgl.object update]; if (_glfw.ns.disabledCursorWindow == window) @@ -397,7 +397,7 @@ static const NSRange kEmptyRange = { NSNotFound, 0 }; - (void)updateLayer { - if (window->context.client != GLFW_NO_API) + if (window->context.source == GLFW_NATIVE_CONTEXT_API) [window->context.nsgl.object update]; _glfwInputWindowDamage(window); @@ -520,6 +520,18 @@ static const NSRange kEmptyRange = { NSNotFound, 0 }; { const NSRect contentRect = [window->ns.view frame]; const NSRect fbRect = [window->ns.view convertRectToBacking:contentRect]; + const float xscale = fbRect.size.width / contentRect.size.width; + const float yscale = fbRect.size.height / contentRect.size.height; + + if (xscale != window->ns.xscale || yscale != window->ns.yscale) + { + if (window->ns.retina && window->ns.layer) + [window->ns.layer setContentsScale:[window->ns.object backingScaleFactor]]; + + window->ns.xscale = xscale; + window->ns.yscale = yscale; + _glfwInputWindowContentScale(window, xscale, yscale); + } if (fbRect.size.width != window->ns.fbWidth || fbRect.size.height != window->ns.fbHeight) @@ -528,19 +540,6 @@ static const NSRange kEmptyRange = { NSNotFound, 0 }; window->ns.fbHeight = fbRect.size.height; _glfwInputFramebufferSize(window, fbRect.size.width, fbRect.size.height); } - - const float xscale = fbRect.size.width / contentRect.size.width; - const float yscale = fbRect.size.height / contentRect.size.height; - - if (xscale != window->ns.xscale || yscale != window->ns.yscale) - { - window->ns.xscale = xscale; - window->ns.yscale = yscale; - _glfwInputWindowContentScale(window, xscale, yscale); - - if (window->ns.retina && window->ns.layer) - [window->ns.layer setContentsScale:[window->ns.object backingScaleFactor]]; - } } - (void)drawRect:(NSRect)rect @@ -1542,7 +1541,7 @@ const char* _glfwPlatformGetScancodeName(int scancode) if (scancode < 0 || scancode > 0xff || _glfw.ns.keycodes[scancode] == GLFW_KEY_UNKNOWN) { - _glfwInputError(GLFW_INVALID_VALUE, "Invalid scancode"); + _glfwInputError(GLFW_INVALID_VALUE, "Invalid scancode %i", scancode); return NULL; } diff --git a/src/input.c b/src/input.c index c36e801a..fb593233 100644 --- a/src/input.c +++ b/src/input.c @@ -85,25 +85,13 @@ static _GLFWmapping* findValidMapping(const _GLFWjoystick* js) for (i = 0; i <= GLFW_GAMEPAD_BUTTON_LAST; i++) { if (!isValidElementForJoystick(mapping->buttons + i, js)) - { - _glfwInputError(GLFW_INVALID_VALUE, - "Invalid button in gamepad mapping %s (%s)", - mapping->guid, - mapping->name); return NULL; - } } for (i = 0; i <= GLFW_GAMEPAD_AXIS_LAST; i++) { if (!isValidElementForJoystick(mapping->axes + i, js)) - { - _glfwInputError(GLFW_INVALID_VALUE, - "Invalid axis in gamepad mapping %s (%s)", - mapping->guid, - mapping->name); return NULL; - } } } diff --git a/src/linux_joystick.h b/src/linux_joystick.h index 2eabfa13..25a2a2ee 100644 --- a/src/linux_joystick.h +++ b/src/linux_joystick.h @@ -32,6 +32,7 @@ #define _GLFW_PLATFORM_LIBRARY_JOYSTICK_STATE _GLFWlibraryLinux linjs #define _GLFW_PLATFORM_MAPPING_NAME "Linux" +#define GLFW_BUILD_LINUX_MAPPINGS // Linux-specific joystick data // diff --git a/src/mappings.h b/src/mappings.h index 606824a6..f932c5b8 100644 --- a/src/mappings.h +++ b/src/mappings.h @@ -31,7 +31,7 @@ // all available in SDL_GameControllerDB. Do not edit this file. Any gamepad // mappings not specific to GLFW should be submitted to SDL_GameControllerDB. // This file can be re-generated from mappings.h.in and the upstream -// gamecontrollerdb.txt with the GenerateMappings.cmake script. +// gamecontrollerdb.txt with the 'update_mappings' CMake target. //======================================================================== // All gamepad mappings not labeled GLFW are copied from the @@ -60,6 +60,7 @@ const char* _glfwDefaultMappings[] = { +#if defined(GLFW_BUILD_WIN32_MAPPINGS) "03000000fa2d00000100000000000000,3DRUDDER,leftx:a0,lefty:a1,rightx:a5,righty:a2,platform:Windows,", "03000000022000000090000000000000,8Bitdo NES30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b4,y:b3,platform:Windows,", "03000000203800000900000000000000,8Bitdo NES30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b4,y:b3,platform:Windows,", @@ -199,6 +200,9 @@ const char* _glfwDefaultMappings[] = "03000000450c00002043000000000000,XEOX Gamepad SL-6556-BK,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Windows,", "03000000172700004431000000000000,XiaoMi Game Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b20,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a7,rightx:a2,righty:a5,start:b11,x:b3,y:b4,platform:Windows,", "03000000786901006e70000000000000,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows,", +#endif // GLFW_BUILD_WIN32_MAPPINGS + +#if defined(GLFW_BUILD_COCOA_MAPPINGS) "03000000203800000900000000010000,8Bitdo NES30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Mac OS X,", "03000000022000000090000001000000,8Bitdo NES30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Mac OS X,", "03000000102800000900000000000000,8Bitdo SFC30 GamePad Joystick,a:b1,b:b0,back:b10,leftshoulder:b6,leftx:a0,lefty:a1,rightshoulder:b7,start:b11,x:b4,y:b3,platform:Mac OS X,", @@ -276,6 +280,9 @@ const char* _glfwDefaultMappings[] = "030000005e040000e002000003090000,Xbox Wireless Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Mac OS X,", "03000000172700004431000029010000,XiaoMi Game Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b15,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a6,rightx:a2,righty:a5,start:b11,x:b3,y:b4,platform:Mac OS X,", "03000000120c0000100e000000010000,ZEROPLUS P4 Gamepad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Mac OS X,", +#endif // GLFW_BUILD_COCOA_MAPPINGS + +#if defined(GLFW_BUILD_LINUX_MAPPINGS) "05000000203800000900000000010000,8Bitdo NES30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux,", "03000000022000000090000011010000,8Bitdo NES30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux,", "05000000c82d00002038000000010000,8Bitdo NES30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux,", @@ -452,25 +459,8 @@ const char* _glfwDefaultMappings[] = "05000000172700004431000029010000,XiaoMi Game Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b20,leftshoulder:b6,leftstick:b13,lefttrigger:a7,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a6,rightx:a2,righty:a5,start:b11,x:b3,y:b4,platform:Linux,", "03000000c0160000e105000001010000,Xin-Mo Xin-Mo Dual Arcade,a:b4,b:b3,back:b6,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b9,leftshoulder:b2,leftx:a0,lefty:a1,rightshoulder:b5,start:b7,x:b1,y:b0,platform:Linux,", "03000000120c0000100e000011010000,ZEROPLUS P4 Gamepad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux,", -"64633436313965656664373634323364,Microsoft X-Box 360 pad,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,x:b2,y:b3,platform:Android,", -"61363931656135336130663561616264,NVIDIA Controller,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android,", -"4e564944494120436f72706f72617469,NVIDIA Controller,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android,", -"37336435666338653565313731303834,NVIDIA Controller,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android,", -"35643031303033326130316330353564,PS4 Controller,a:b1,b:b17,back:b15,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b5,leftshoulder:b3,leftstick:b4,lefttrigger:+a3,leftx:a0,lefty:a1,rightshoulder:b18,rightstick:b6,righttrigger:+a4,rightx:a2,righty:a5,start:b16,x:b0,y:b2,platform:Android,", -"05000000de2800000511000001000000,Steam Controller,a:b0,b:b1,back:b6,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:a3,start:b7,x:b2,y:b3,platform:Android,", -"5477696e20555342204a6f7973746963,Twin USB Joystick,a:b22,b:b21,back:b28,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b26,leftstick:b30,lefttrigger:b24,leftx:a0,lefty:a1,rightshoulder:b27,rightstick:b31,righttrigger:b25,rightx:a3,righty:a2,start:b29,x:b23,y:b20,platform:Android,", -"34356136633366613530316338376136,Xbox Wireless Controller,a:b0,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b3,leftstick:b15,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b18,rightstick:b16,righttrigger:a5,rightx:a3,righty:a4,x:b17,y:b2,platform:Android,", -"4d466947616d65706164010000000000,MFi Extended Gamepad,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:a5,rightx:a3,righty:a4,start:b6,x:b2,y:b3,platform:iOS,", -"4d466947616d65706164020000000000,MFi Gamepad,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,rightshoulder:b5,start:b6,x:b2,y:b3,platform:iOS,", -"05000000de2800000511000001000000,Steam Controller,a:b0,b:b1,back:b6,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:a3,start:b7,x:b2,y:b3,platform:iOS,", +#endif // GLFW_BUILD_LINUX_MAPPINGS -"78696e70757401000000000000000000,XInput Gamepad (GLFW),platform:Windows,a:b0,b:b1,x:b2,y:b3,leftshoulder:b4,rightshoulder:b5,back:b6,start:b7,leftstick:b8,rightstick:b9,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:a4,righttrigger:a5,dpup:h0.1,dpright:h0.2,dpdown:h0.4,dpleft:h0.8,", -"78696e70757402000000000000000000,XInput Wheel (GLFW),platform:Windows,a:b0,b:b1,x:b2,y:b3,leftshoulder:b4,rightshoulder:b5,back:b6,start:b7,leftstick:b8,rightstick:b9,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:a4,righttrigger:a5,dpup:h0.1,dpright:h0.2,dpdown:h0.4,dpleft:h0.8,", -"78696e70757403000000000000000000,XInput Arcade Stick (GLFW),platform:Windows,a:b0,b:b1,x:b2,y:b3,leftshoulder:b4,rightshoulder:b5,back:b6,start:b7,leftstick:b8,rightstick:b9,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:a4,righttrigger:a5,dpup:h0.1,dpright:h0.2,dpdown:h0.4,dpleft:h0.8,", -"78696e70757404000000000000000000,XInput Flight Stick (GLFW),platform:Windows,a:b0,b:b1,x:b2,y:b3,leftshoulder:b4,rightshoulder:b5,back:b6,start:b7,leftstick:b8,rightstick:b9,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:a4,righttrigger:a5,dpup:h0.1,dpright:h0.2,dpdown:h0.4,dpleft:h0.8,", -"78696e70757405000000000000000000,XInput Dance Pad (GLFW),platform:Windows,a:b0,b:b1,x:b2,y:b3,leftshoulder:b4,rightshoulder:b5,back:b6,start:b7,leftstick:b8,rightstick:b9,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:a4,righttrigger:a5,dpup:h0.1,dpright:h0.2,dpdown:h0.4,dpleft:h0.8,", -"78696e70757406000000000000000000,XInput Guitar (GLFW),platform:Windows,a:b0,b:b1,x:b2,y:b3,leftshoulder:b4,rightshoulder:b5,back:b6,start:b7,leftstick:b8,rightstick:b9,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:a4,righttrigger:a5,dpup:h0.1,dpright:h0.2,dpdown:h0.4,dpleft:h0.8,", -"78696e70757408000000000000000000,XInput Drum Kit (GLFW),platform:Windows,a:b0,b:b1,x:b2,y:b3,leftshoulder:b4,rightshoulder:b5,back:b6,start:b7,leftstick:b8,rightstick:b9,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:a4,righttrigger:a5,dpup:h0.1,dpright:h0.2,dpdown:h0.4,dpleft:h0.8,", NULL }; diff --git a/src/mappings.h.in b/src/mappings.h.in index 72460b0d..58fc44d8 100644 --- a/src/mappings.h.in +++ b/src/mappings.h.in @@ -31,7 +31,7 @@ // all available in SDL_GameControllerDB. Do not edit this file. Any gamepad // mappings not specific to GLFW should be submitted to SDL_GameControllerDB. // This file can be re-generated from mappings.h.in and the upstream -// gamecontrollerdb.txt with the GenerateMappings.cmake script. +// gamecontrollerdb.txt with the 'update_mappings' CMake target. //======================================================================== // All gamepad mappings not labeled GLFW are copied from the @@ -60,7 +60,8 @@ const char* _glfwDefaultMappings[] = { -@GLFW_GAMEPAD_MAPPINGS@ +#if defined(GLFW_BUILD_WIN32_MAPPINGS) +@GLFW_WIN32_MAPPINGS@ "78696e70757401000000000000000000,XInput Gamepad (GLFW),platform:Windows,a:b0,b:b1,x:b2,y:b3,leftshoulder:b4,rightshoulder:b5,back:b6,start:b7,leftstick:b8,rightstick:b9,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:a4,righttrigger:a5,dpup:h0.1,dpright:h0.2,dpdown:h0.4,dpleft:h0.8,", "78696e70757402000000000000000000,XInput Wheel (GLFW),platform:Windows,a:b0,b:b1,x:b2,y:b3,leftshoulder:b4,rightshoulder:b5,back:b6,start:b7,leftstick:b8,rightstick:b9,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:a4,righttrigger:a5,dpup:h0.1,dpright:h0.2,dpdown:h0.4,dpleft:h0.8,", "78696e70757403000000000000000000,XInput Arcade Stick (GLFW),platform:Windows,a:b0,b:b1,x:b2,y:b3,leftshoulder:b4,rightshoulder:b5,back:b6,start:b7,leftstick:b8,rightstick:b9,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:a4,righttrigger:a5,dpup:h0.1,dpright:h0.2,dpdown:h0.4,dpleft:h0.8,", @@ -68,6 +69,16 @@ const char* _glfwDefaultMappings[] = "78696e70757405000000000000000000,XInput Dance Pad (GLFW),platform:Windows,a:b0,b:b1,x:b2,y:b3,leftshoulder:b4,rightshoulder:b5,back:b6,start:b7,leftstick:b8,rightstick:b9,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:a4,righttrigger:a5,dpup:h0.1,dpright:h0.2,dpdown:h0.4,dpleft:h0.8,", "78696e70757406000000000000000000,XInput Guitar (GLFW),platform:Windows,a:b0,b:b1,x:b2,y:b3,leftshoulder:b4,rightshoulder:b5,back:b6,start:b7,leftstick:b8,rightstick:b9,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:a4,righttrigger:a5,dpup:h0.1,dpright:h0.2,dpdown:h0.4,dpleft:h0.8,", "78696e70757408000000000000000000,XInput Drum Kit (GLFW),platform:Windows,a:b0,b:b1,x:b2,y:b3,leftshoulder:b4,rightshoulder:b5,back:b6,start:b7,leftstick:b8,rightstick:b9,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:a4,righttrigger:a5,dpup:h0.1,dpright:h0.2,dpdown:h0.4,dpleft:h0.8,", +#endif // GLFW_BUILD_WIN32_MAPPINGS + +#if defined(GLFW_BUILD_COCOA_MAPPINGS) +@GLFW_COCOA_MAPPINGS@ +#endif // GLFW_BUILD_COCOA_MAPPINGS + +#if defined(GLFW_BUILD_LINUX_MAPPINGS) +@GLFW_LINUX_MAPPINGS@ +#endif // GLFW_BUILD_LINUX_MAPPINGS + NULL }; diff --git a/src/win32_joystick.h b/src/win32_joystick.h index 9ba46d90..d591a826 100644 --- a/src/win32_joystick.h +++ b/src/win32_joystick.h @@ -28,6 +28,7 @@ #define _GLFW_PLATFORM_LIBRARY_JOYSTICK_STATE struct { int dummyLibraryJoystick; } #define _GLFW_PLATFORM_MAPPING_NAME "Windows" +#define GLFW_BUILD_WIN32_MAPPINGS // Joystick element (axis, button or slider) // diff --git a/src/win32_window.c b/src/win32_window.c index fec77f83..c557f0a1 100644 --- a/src/win32_window.c +++ b/src/win32_window.c @@ -2067,7 +2067,7 @@ const char* _glfwPlatformGetScancodeName(int scancode) if (scancode < 0 || scancode > (KF_EXTENDED | 0xff) || _glfw.win32.keycodes[scancode] == GLFW_KEY_UNKNOWN) { - _glfwInputError(GLFW_INVALID_VALUE, "Invalid scancode"); + _glfwInputError(GLFW_INVALID_VALUE, "Invalid scancode %i", scancode); return NULL; } diff --git a/src/wl_init.c b/src/wl_init.c index 49e7cc52..3d48702b 100644 --- a/src/wl_init.c +++ b/src/wl_init.c @@ -26,6 +26,8 @@ // It is fine to use C99 in this file because it will not be built with VS //======================================================================== +#define _POSIX_C_SOURCE 200809L + #include "internal.h" #include diff --git a/src/x11_window.c b/src/x11_window.c index bbf9c2c5..5ba936c2 100644 --- a/src/x11_window.c +++ b/src/x11_window.c @@ -2886,7 +2886,7 @@ const char* _glfwPlatformGetScancodeName(int scancode) if (scancode < 0 || scancode > 0xff || _glfw.x11.keycodes[scancode] == GLFW_KEY_UNKNOWN) { - _glfwInputError(GLFW_INVALID_VALUE, "Invalid scancode"); + _glfwInputError(GLFW_INVALID_VALUE, "Invalid scancode %i", scancode); return NULL; }