The native access functions for context handles did not verify that the
context had been created with the same API the function was for.
This makes these functions emit GLFW_NO_WINDOW_CONTEXT on API mismatch.
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 EGL backend ignored the state of GLFW_DOUBLEBUFFER and always
created a double-buffered EGL window.
This sets the EGL_RENDER_BUFFER attribute at EGL window creation
appropriately.
Fixes#1843.
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.
These are harmless errors but the code was worth fixing just to reduce
confusion and be more explicit. E.g. using a different variable name
for a new variable of a different type in win32_joystick.c.
Closes#1700.
This completes support for window framebuffer transparency on Windows,
macOS and X11. Note that the hint/attribute may be renamed before
release to clarify its relationship to GLFW_OPACITY.
Fixes#197.
Closes#1079.
Related to #663.
Related to #715.
Related to #723.
Related to #1078.
PFN_FunctionName is more readable than SCREAMSOUP_T.
Context creation API function typedefs are kept as-is where the original
header provided them, for compatibility and familiarity reasons.
If EGL_KHR_get_all_proc_addresses extension is supported, then don't try
to load a separate client library. Instead, just use eglGetProcAddress
to load everything.
This can also avoid problems with trying to use OpenGL functions from
libGL.so.1 (which is the GLX library) when an EGL context is current.
Closes#871.