This adds compile-time support for multiple platforms and runtime
detection of them. Window system related platform functions are now
called from shared code via the function pointer struct _GLFWplatform.
The timer, thread and module loading platform functions are still called
directly by name and the implementation chosen at link-time. These
functions are the same for any backend on a given OS, including the Null
backend.
The platforms are now enabled via CMake dependent options following the
GLFW_BUILD_<platform> pattern instead of a mix of automagic and ad-hoc
option names. There is no longer any option for the Null backend as it
is now always enabled.
Much of the struct stitching work in platform.h was based on an earlier
experimental branch for runtime platform selection by @ronchaine.
Every platform function related to windows, contexts, monitors, input,
event processing and Vulkan have been renamed so that multiple sets of
them can exist without colliding. Calls to these are now routed through
the _glfw.platform struct member. These changes makes up most of this
commit.
For Wayland and X11 the client library loading and display creation is
used to detect a running compositor/server. The XDG_SESSION_TYPE
environment variable is ignored for now, as X11 is still by far the more
complete implementation.
Closes#1655Closes#1958
There is a suppression interval (0.25 seconds by default) after a call
to CGWarpMouseCursorPosition, during which local hardware events
(keyboard and mouse) are ignored. GLFW already calls
CGEventSourceSetLocalEventsSuppressionInterval with a value of 0.0, but
it doesn't help in this case, there is still a short delay before the
cursor can be moved. Moving the CGAssociateMouseAndMouseCursorPosition
call after the cursor position has been restored, fixes the issue.
Closes#1962
This adds the glfwInitAllocator function for specifying a custom memory
allocator to use instead of the C runtime library.
The allocator is a struct of type GLFWallocator with fields
corresponding to malloc, realloc and free, while the internal API
corresponds to calloc, realloc and free.
Heap allocation calls are filtered before reaching the user-provided
functions, so deallocation of NULL and allocations of zero bytes are not
passed on, reallocating NULL is transformed into an allocation and
reallocating to size zero is transformed into deallocation.
The clearing of a new block to zero is performed by the internal
calloc-like function.
Closes#544.
Fixes#1628.
Closes#1947.
The contents scale of the hosted CAMetalLayer created for MoltenVK was
updated only after the GLFW content scale and framebuffer size events
were emitted, causing the layer to get out of sync with the monitor the
window was on.
This adds the GLFW_MOUSE_PASSTHROUGH window hint and attribute for
controlling whether mouse input passes through the window to whatever
window is behind it.
Fixes#1236.
Closes#1568.
This adds support for EGL_EXT_platform_base and its associated X11 and
Wayland extensions, allowing us to explicitly tell EGL which window
system we are using.
This is based on work by @linkmauve in #1691.
Closes#1691.
This adds two new error codes: GLFW_FEATURE_UNAVAILABLE for when
a GLFW feature cannot be reasonably implemented on that platform, and
GLFW_FEATURE_UNIMPLEMENTED for when it can be but has not been yet.
This replaces the current situation where the Wayland code emitted
GLFW_PLATFORM_ERROR in both cases while the macOS code silently did
nothing.
If your application exits on any GLFW error, these error codes should at
least be easy to filter out from that behavior.
Ideally, GLFW_FEATURE_UNAVAILABLE should be rare and
GLFW_FEATURE_UNIMPLEMENTED should never be emitted at all.
Fixes#1692.
The only two EGL implementations on macOS are Swiftshader and ANGLE.
While Swiftshader supports both `NSView` and `CALayer` as
`EGLNativeWindowType`, ANGLE supports only `CALayer`. Furthermore
Swiftshader's OpenGL ES frontend is deprecated in favor of using ANGLE's
Vulkan backend on top of Swiftshader's Vulkan frontend.
This means that on macOS `EGLNativeWindowType` should be a `CALayer` for
compatibility with ANGLE.
Fixes#1169.
Closes#1680.
This moves the remaining bits of NSApplication initialization into
_glfwPlatformInit. As a side-effect of this, any command-line program
initializing GLFW will get a menu bar, which is not ideal.
If this has happened to you and a bisect led you here, please see the
GLFW_COCOA_MENUBAR init hint introduced in GLFW 3.3.
If this patch is a terrible idea, please get in touch in the 3.4 release
timeframe.
This is a replacement for 6e6805000a,
which attempts to preserve the existing menu bar creation behavior for
the 3.3-stable branch.
Fixes#1649.
Polling the event queue before NSApp had been allowed to finish
launching, in our case by starting our self-terminating run loop,
triggered an assertion inside NSApplication.
This fix, which makes all event processing functions capable of starting
it, makes that assertion less likely.
A more Cocoa-friendly fix would be to finish launching NSApp during
glfwInit and let people annoyed by the menu bar disabled it with
GLFW_COCOA_MENUBAR. That may not be suitable for 3.3-stable, though.
Fixes#1543.
On macOS a destroyed window remained on screen until the next time
events were processed. This makes the behavior more consistent with
other platforms.
Fixes#1412.
Window relative mouse locations provided via NSWindow and NSEvent are
based at 0,1 while screen relative locations use 0,0. Incorrect
handling of this had crept into other coordinate transformations. Note
that most of these errors canceled each other out, so the reported
positions of windows, monitors and work areas are unaffected. This
corrects the cursor position for glfwGetCursorPos and glfwSetCursorPos.
Fixes#1461.
This solution of one display link per window is far from ideal but is
still better than no solution.
As a side-effect this fixes swap interval breaking being ignored for
occluded windows on earlier versions of macOS.
Fixes#680.
Fixes#1337.
Related to #1417.
Fixes#1435.
This is another small step towards having GLFW play nice with other
toolkits sharing the same process, including AppKit.
Any macOS platform function that touches Cocoa must now wrap itself in
an autoreleasepool block.
Since GLFW no longer provides an autoreleasepool outside of its
functions, THIS MAY BREAK EXISTING CODE MIXING GLFW AND COCOA. Sorry!
Please add your own autoreleasepool blocks as needed.
Fixes#1107.
Closes#1114.
This renames 'raw input' to 'raw mouse motion' as there are other kinds
of raw input. The update path is restructured to avoid reinitializing
all of disabled cursor mode. Modification of shared state is moved out
into shared code. Raw mouse motion is disabled by default for
compatibility.
Related to #1401.