mirror of
https://github.com/yuzu-emu/yuzu-android
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181 lines
5.6 KiB
Objective-C
181 lines
5.6 KiB
Objective-C
/*************************************************************************
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* GLFW 3.0 - www.glfw.org
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* A library for OpenGL, window and input
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*------------------------------------------------------------------------
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* Copyright (c) 2002-2006 Marcus Geelnard
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* Copyright (c) 2006-2010 Camilla Berglund <elmindreda@elmindreda.org>
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would
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* be appreciated but is not required.
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*
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* 2. Altered source versions must be plainly marked as such, and must not
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* be misrepresented as being the original software.
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*
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* 3. This notice may not be removed or altered from any source
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* distribution.
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*
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*************************************************************************/
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#ifndef _glfw3_native_h_
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#define _glfw3_native_h_
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#ifdef __cplusplus
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extern "C" {
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#endif
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/*************************************************************************
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* Doxygen documentation
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*************************************************************************/
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/*! @defgroup native Native access
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*
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* **By using the native API, you assert that you know what you're doing and
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* how to fix problems caused by using it. If you don't, you shouldn't be
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* using it.**
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*
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* Before the inclusion of @ref glfw3native.h, you must define exactly one
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* window API macro and exactly one context API macro. Failure to do this
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* will cause a compile-time error.
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*
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* The available window API macros are:
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* * `GLFW_EXPOSE_NATIVE_WIN32`
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* * `GLFW_EXPOSE_NATIVE_COCOA`
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* * `GLFW_EXPOSE_NATIVE_X11`
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*
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* The available context API macros are:
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* * `GLFW_EXPOSE_NATIVE_WGL`
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* * `GLFW_EXPOSE_NATIVE_NSGL`
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* * `GLFW_EXPOSE_NATIVE_GLX`
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* * `GLFW_EXPOSE_NATIVE_EGL`
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*
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* These macros select which of the native access functions that are declared
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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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* defined.
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*/
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/*************************************************************************
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* System headers and types
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*************************************************************************/
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#if defined(GLFW_EXPOSE_NATIVE_WIN32)
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#include <windows.h>
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#elif defined(GLFW_EXPOSE_NATIVE_COCOA)
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#if defined(__OBJC__)
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#import <Cocoa/Cocoa.h>
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#else
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typedef void* id;
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#endif
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#elif defined(GLFW_EXPOSE_NATIVE_X11)
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#include <X11/Xlib.h>
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#else
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#error "No window API specified"
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#endif
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#if defined(GLFW_EXPOSE_NATIVE_WGL)
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/* WGL is declared by windows.h */
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#elif defined(GLFW_EXPOSE_NATIVE_NSGL)
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/* NSGL is declared by Cocoa.h */
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#elif defined(GLFW_EXPOSE_NATIVE_GLX)
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#include <GL/glx.h>
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#elif defined(GLFW_EXPOSE_NATIVE_EGL)
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#include <EGL/egl.h>
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#else
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#error "No context API specified"
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#endif
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/*************************************************************************
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* Functions
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*************************************************************************/
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#if defined(GLFW_EXPOSE_NATIVE_WIN32)
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/*! @brief Returns the `HWND` of the specified window.
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* @return The `HWND` of the specified window.
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* @ingroup native
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*/
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GLFWAPI HWND glfwGetWin32Window(GLFWwindow* window);
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#endif
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#if defined(GLFW_EXPOSE_NATIVE_WGL)
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/*! @brief Returns the `HGLRC` of the specified window.
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* @return The `HGLRC` of the specified window.
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* @ingroup native
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*/
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GLFWAPI HGLRC glfwGetWGLContext(GLFWwindow* window);
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#endif
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#if defined(GLFW_EXPOSE_NATIVE_COCOA)
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/*! @brief Returns the `NSWindow` of the specified window.
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* @return The `NSWindow` of the specified window.
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* @ingroup native
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*/
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GLFWAPI id glfwGetCocoaWindow(GLFWwindow* window);
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#endif
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#if defined(GLFW_EXPOSE_NATIVE_NSGL)
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/*! @brief Returns the `NSOpenGLContext` of the specified window.
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* @return The `NSOpenGLContext` of the specified window.
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* @ingroup native
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*/
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GLFWAPI id glfwGetNSGLContext(GLFWwindow* window);
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#endif
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#if defined(GLFW_EXPOSE_NATIVE_X11)
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/*! @brief Returns the `Display` used by GLFW.
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* @return The `Display` used by GLFW.
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* @ingroup native
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*/
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GLFWAPI Display* glfwGetX11Display(void);
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/*! @brief Returns the `Window` of the specified window.
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* @return The `Window` of the specified window.
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* @ingroup native
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*/
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GLFWAPI Window glfwGetX11Window(GLFWwindow* window);
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#endif
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#if defined(GLFW_EXPOSE_NATIVE_GLX)
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/*! @brief Returns the `GLXContext` of the specified window.
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* @return The `GLXContext` of the specified window.
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* @ingroup native
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*/
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GLFWAPI GLXContext glfwGetGLXContext(GLFWwindow* window);
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#endif
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#if defined(GLFW_EXPOSE_NATIVE_EGL)
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/*! @brief Returns the `EGLDisplay` used by GLFW.
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* @return The `EGLDisplay` used by GLFW.
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* @ingroup native
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*/
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GLFWAPI EGLDisplay glfwGetEGLDisplay(void);
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/*! @brief Returns the `EGLContext` of the specified window.
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* @return The `EGLContext` of the specified window.
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* @ingroup native
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*/
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GLFWAPI EGLContext glfwGetEGLContext(GLFWwindow* window);
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/*! @brief Returns the `EGLSurface` of the specified window.
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* @return The `EGLSurface` of the specified window.
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* @ingroup native
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*/
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GLFWAPI EGLSurface glfwGetEGLSurface(GLFWwindow* window);
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#endif
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#ifdef __cplusplus
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}
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#endif
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#endif /* _glfw3_native_h_ */
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